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Expand mob ecology and village systems - #38

Merged
xefensor merged 2 commits into
masterfrom
agent/mob-ecology-and-villages
Aug 5, 2026
Merged

Expand mob ecology and village systems#38
xefensor merged 2 commits into
masterfrom
agent/mob-ecology-and-villages

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@xefensor xefensor commented Aug 5, 2026

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Summary

  • expands data-driven mob AI, ecology, hunger, breeding, feeding, pathfinding, factions, and performance controls
  • adds village communal food, farming storage, animal tending, reputation, golem construction, and torch relighting systems
  • adds focused GameTests, per-mob TPS coverage, architecture/status documentation, and the documented focused-testing strategy

Impact

Animals can acquire food in their natural environments, survive hunger, and breed from sustained satisfaction. Villagers can maintain shared food and livestock infrastructure while respecting ownership and reputation. The broader AI systems remain centrally budgeted and data-driven.

Validation

  • ./gradlew build — passed on the final merged tree
  • retold:hunger_survival_* — passed 41/41 in two final runs with different execution order
  • focused Bat, Camel, Rabbit, Slime, and Magma Cube TPS coverage — all 25 phases below 50 ms/tick
  • developer manually confirmed the implemented gameplay flows during development
  • complete GameTest and complete per-mob TPS suites were intentionally not rerun because the repository testing strategy requires focused selectors unless a broad-suite reason applies

Notes

The accumulated implementation was developed with AI assistance under the repository agent guide. The editor backup files enderman.png~ and enderman_eyes.png~ are intentionally excluded.

@xefensor
xefensor merged commit 9d1fcc4 into master Aug 5, 2026
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@xefensor
xefensor deleted the agent/mob-ecology-and-villages branch August 5, 2026 13:14
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