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PlayerEngine

PlayerEngine is a server-side framework designed to fundamentally change how AI NPCs exist in Minecraft.

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19 июля 2026 г.
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MIT

Опубликован 9 октября 2025 г.

PlayerEngine: The AI Embodiment Framework for Minecraft

Player2 AI Game Jam Powered by Automatone Based on ChatClef

PlayerEngine is a server-side framework designed to fundamentally change how AI NPCs exist in Minecraft. Developed by Goodbird, this project moves beyond the limitations of client-side mods, offering a powerful toolkit to give your own custom mobs the full capabilities of a player.

This project was born from the desire to transcend the gimmick of chatbot NPCs and create truly embodied agents for the Player2 AI Game Jam. It's not about making vanilla pigs talk; it's about empowering developers to create entities that can mine, fight, manage an inventory, and interact with the world on a player's level.

The Story: From Client-Side Hacks to a True Framework

The inspiration for PlayerEngine came from ChatClef, an innovative mod by Player2 that connected an AI to the player's client. While groundbreaking, it had a significant limitation: to have AI companions, one had to run multiple instances of the Minecraft client. This was cumbersome and not scalable.

PlayerEngine solves this problem by moving the logic to the server and, most importantly, decoupling player-like abilities from the PlayerEntity class itself. The result is a true framework that allows any modder to grant their custom LivingEntity the soul of a player.

The Core Concept: The "Player" as an Interface

At its heart, PlayerEngine treats "being a player" not as a specific entity type, but as a set of capabilities that can be attached to any mob. By implementing a few simple interfaces, your custom mob gains access to:

  • A persistent, player-like inventory (LivingEntityInventory).
  • The ability to interact with the world, breaking blocks and using items (LivingEntityInteractionManager).
  • Advanced pathfinding and task execution via the powerful Automatone engine.

This makes PlayerEngine the ultimate "actuator" layer for an AI "brain" like the one provided by the Player2 API. Your LLM can decide what to do, and PlayerEngine gives your NPC the body to do it.

Key Features for Developers

  • 🤖 Empower Your Mobs: Designed for modders. Easily transform your own custom entities into player-like agents. Don't just reskin a vanilla mob—give your unique creations true agency.
  • ⛏️ True World Interaction: NPCs can mine blocks, use tools, and interact with objects. (Note: complex building is not yet supported).
  • 🎒 Player-Like Inventories: Each agent manages its own persistent inventory, allowing for complex resource gathering, crafting, and tool management.
  • 🧠 Seamless Player2 Integration: PlayerEngine is the perfect physical counterpart to the Player2 API. Send high-level commands like @get diamond 5 and watch your agent execute a complex chain of tasks to achieve the goal.
  • 🛠️ Built on a Solid Foundation:
    • Navigation: Powered by Automatone, a fork of the legendary Baritone pathfinding engine.
    • Task System: Adapts the robust task and command system from Player2's ChatClef.
    • Modularity: Uses Cardinal Components to cleanly attach capabilities, ensuring high compatibility and easy integration.

Why PlayerEngine is "Beyond an AI Gimmick"

  • Integration: It's a framework for deep systemic integration. NPCs are no longer just quest-givers; they are active participants in the game's economy, ecology, and emergent stories.
  • Guardrails: PlayerEngine is the guardrail. It provides a deterministic, game-logic-based action layer that reliably executes the high-level goals from an LLM, complete with fallbacks and a robust understanding of the game world.
  • Creativity: It empowers other creators. We're not just showing one cool NPC; we're giving the entire community a tool to build their own intelligent companions, adversaries, and dynamic storytellers.
  • Stability: Built on the shoulders of giants—Baritone and Cardinal Components—PlayerEngine is a stable and performant foundation for ambitious AI projects.

Acknowledgements

This project stands on the work and support of many.

Player2

This framework was created for the Player2 AI Game Jam and is designed to integrate seamlessly with the Player2 API, realizing their vision for intelligent, interactive agents.

We are a team of researchers and engineers that are passionate about advancing the state of the art in AI. Our team members have worked at some of the world's leading tech companies and research institutions, and we are united by our shared vision of building intelligent agents that can interact with the world in a meaningful way.

Foundation & Inspiration

  • Automatone / Baritone: The powerful navigation of PlayerEngine is provided by Automatone, a fork of the legendary Baritone pathfinding engine.
  • ChatClef: The robust task and command system is adapted from the original ChatClef mod by Player2, which proved the potential of AI agents in Minecraft.

Special Thanks

  • Itsuka: For his invaluable guidance with the Player2 API, brainstorming sessions, and rigorous testing that helped shape PlayerEngine into what it is today.

Author

PlayerEngine is a solo project developed by Goodbird.

Ченджлог

1.21.1-1.4.0-NeoForgeРелиз1.21.1 · 19 июля 2026 г.

🤖 PlayerEngine + Player2NPC v1.4.0

Minecraft 1.20.1 (Fabric and Forge) and Minecraft 1.21.1 (Fabric and NeoForge)

✨ What's New

🖥️ A complete new Player2NPC menu

Press H to open the new Player2NPC hub. The old character list screen has been replaced with an organized menu for managing your companions and the mod.

  • View your companions, their current tasks, inventory, and recent activity.
  • Edit companion prompts and manage who is allowed to talk to or control them.
  • Configure behavior, hunger, combat, travel, budgets, Joules, AI memory, profiles, and model settings.
  • Use dedicated screens for mod intelligence and automation settings.
  • Adjust crafting, smelting, mining, storage, fuel, and waypoint settings without digging through config files.

🌾 Farming overhaul

Companions can now build and manage proper farms from start to finish.

  • Set up a safe, irrigated 9x9 farm automatically or choose the exact location yourself.
  • Clear obstacles, fill gaps, place water, till the soil, and prepare the plot for planting.
  • Plant requested crops and quantities, gathering seeds and other needed items along the way.
  • Harvest only mature crops and collect the drops afterward.
  • Farms are remembered as waypoints so companions can find them again later.
  • Farm work can repair damaged plots and recover from temporary interruptions instead of losing the whole job.

You can use the direct commands setup_farm, plant_farm, and harvest_farm, or ask your companion naturally.

🛠️ Crafting, smelting, and upgrades

Item gathering and crafting have been rebuilt to handle longer jobs more reliably.

  • Companions can follow full recipe chains, gathering missing materials and crafting the intermediate parts they need.
  • Crafting works with a wider range of vanilla and modded recipes.
  • Nearby crafting tables are preferred, with a new table placed when one is needed and allowed.
  • Smelting and cooking now support furnaces, blast furnaces, and smokers.
  • Companions choose and gather suitable fuel, wait for the real cooking progress, and collect the finished items.
  • Item requests can now flow through gathering, crafting, and smelting as one job.
  • Smithing-table upgrades, including netherite upgrades, can resolve their required ingredients automatically.

Use smelt for furnace work and smith for smithing-table upgrades. Asking for an item with get can also make use of these steps when needed.

🧠 Long-term memory and better waypoints

Companions now have long-term memory that carries across conversations and play sessions.

  • Episodic memory helps the AI recall past interactions, conversations, and events instead of treating every chat as completely new.
  • Factual memory stores useful information about you, your companions, and the world, such as preferences, instructions, and important details you have shared.
  • Factual memories can be corrected when circumstances change, while episodic memories provide the history and context behind what the companion remembers.
  • Companions can also remember farm locations, inspect them later, and notice when a remembered waypoint has changed.
  • More companion state, including follow behavior, mood, hunger, and conversation data, is saved consistently between sessions.

Memory uses a small amount of Joules when it updates and searches its embedding-based memory. You do not need a large balance, but it is recommended to keep a small amount of Joules available if you want your companion to keep learning and recalling long-term memories.

🐛 Bug Fixes

  • Active jobs no longer disappear when a companion performs a small gesture; supported tasks can resume afterward.
  • Companions respect player-built structures more reliably and are less likely to break through walls just to reach a target.
  • Follow and food behavior no longer gets trapped in repeated break-off messages or confusing loops.
  • Companions keep picking up dropped items even when mobGriefing is turned off.
  • Traveling between dimensions no longer leaves duplicate copies of the same companion behind.
  • Fixed a rare crash that could happen when a companion collided with a mob.
1.21.1-1.4.0-FabricРелиз1.21.1 · 19 июля 2026 г.

🤖 PlayerEngine + Player2NPC v1.4.0

Minecraft 1.20.1 (Fabric and Forge) and Minecraft 1.21.1 (Fabric and NeoForge)

✨ What's New

🖥️ A complete new Player2NPC menu

Press H to open the new Player2NPC hub. The old character list screen has been replaced with an organized menu for managing your companions and the mod.

  • View your companions, their current tasks, inventory, and recent activity.
  • Edit companion prompts and manage who is allowed to talk to or control them.
  • Configure behavior, hunger, combat, travel, budgets, Joules, AI memory, profiles, and model settings.
  • Use dedicated screens for mod intelligence and automation settings.
  • Adjust crafting, smelting, mining, storage, fuel, and waypoint settings without digging through config files.

🌾 Farming overhaul

Companions can now build and manage proper farms from start to finish.

  • Set up a safe, irrigated 9x9 farm automatically or choose the exact location yourself.
  • Clear obstacles, fill gaps, place water, till the soil, and prepare the plot for planting.
  • Plant requested crops and quantities, gathering seeds and other needed items along the way.
  • Harvest only mature crops and collect the drops afterward.
  • Farms are remembered as waypoints so companions can find them again later.
  • Farm work can repair damaged plots and recover from temporary interruptions instead of losing the whole job.

You can use the direct commands setup_farm, plant_farm, and harvest_farm, or ask your companion naturally.

🛠️ Crafting, smelting, and upgrades

Item gathering and crafting have been rebuilt to handle longer jobs more reliably.

  • Companions can follow full recipe chains, gathering missing materials and crafting the intermediate parts they need.
  • Crafting works with a wider range of vanilla and modded recipes.
  • Nearby crafting tables are preferred, with a new table placed when one is needed and allowed.
  • Smelting and cooking now support furnaces, blast furnaces, and smokers.
  • Companions choose and gather suitable fuel, wait for the real cooking progress, and collect the finished items.
  • Item requests can now flow through gathering, crafting, and smelting as one job.
  • Smithing-table upgrades, including netherite upgrades, can resolve their required ingredients automatically.

Use smelt for furnace work and smith for smithing-table upgrades. Asking for an item with get can also make use of these steps when needed.

🧠 Long-term memory and better waypoints

Companions now have long-term memory that carries across conversations and play sessions.

  • Episodic memory helps the AI recall past interactions, conversations, and events instead of treating every chat as completely new.
  • Factual memory stores useful information about you, your companions, and the world, such as preferences, instructions, and important details you have shared.
  • Factual memories can be corrected when circumstances change, while episodic memories provide the history and context behind what the companion remembers.
  • Companions can also remember farm locations, inspect them later, and notice when a remembered waypoint has changed.
  • More companion state, including follow behavior, mood, hunger, and conversation data, is saved consistently between sessions.

Memory uses a small amount of Joules when it updates and searches its embedding-based memory. You do not need a large balance, but it is recommended to keep a small amount of Joules available if you want your companion to keep learning and recalling long-term memories.

🐛 Bug Fixes

  • Active jobs no longer disappear when a companion performs a small gesture; supported tasks can resume afterward.
  • Companions respect player-built structures more reliably and are less likely to break through walls just to reach a target.
  • Follow and food behavior no longer gets trapped in repeated break-off messages or confusing loops.
  • Companions keep picking up dropped items even when mobGriefing is turned off.
  • Traveling between dimensions no longer leaves duplicate copies of the same companion behind.
  • Fixed a rare crash that could happen when a companion collided with a mob.
1.20.1-1.4.0-ForgeРелиз1.20.1 · 19 июля 2026 г.

🤖 PlayerEngine + Player2NPC v1.4.0

Minecraft 1.20.1 (Fabric and Forge) and Minecraft 1.21.1 (Fabric and NeoForge)

✨ What's New

🖥️ A complete new Player2NPC menu

Press H to open the new Player2NPC hub. The old character list screen has been replaced with an organized menu for managing your companions and the mod.

  • View your companions, their current tasks, inventory, and recent activity.
  • Edit companion prompts and manage who is allowed to talk to or control them.
  • Configure behavior, hunger, combat, travel, budgets, Joules, AI memory, profiles, and model settings.
  • Use dedicated screens for mod intelligence and automation settings.
  • Adjust crafting, smelting, mining, storage, fuel, and waypoint settings without digging through config files.

🌾 Farming overhaul

Companions can now build and manage proper farms from start to finish.

  • Set up a safe, irrigated 9x9 farm automatically or choose the exact location yourself.
  • Clear obstacles, fill gaps, place water, till the soil, and prepare the plot for planting.
  • Plant requested crops and quantities, gathering seeds and other needed items along the way.
  • Harvest only mature crops and collect the drops afterward.
  • Farms are remembered as waypoints so companions can find them again later.
  • Farm work can repair damaged plots and recover from temporary interruptions instead of losing the whole job.

You can use the direct commands setup_farm, plant_farm, and harvest_farm, or ask your companion naturally.

🛠️ Crafting, smelting, and upgrades

Item gathering and crafting have been rebuilt to handle longer jobs more reliably.

  • Companions can follow full recipe chains, gathering missing materials and crafting the intermediate parts they need.
  • Crafting works with a wider range of vanilla and modded recipes.
  • Nearby crafting tables are preferred, with a new table placed when one is needed and allowed.
  • Smelting and cooking now support furnaces, blast furnaces, and smokers.
  • Companions choose and gather suitable fuel, wait for the real cooking progress, and collect the finished items.
  • Item requests can now flow through gathering, crafting, and smelting as one job.
  • Smithing-table upgrades, including netherite upgrades, can resolve their required ingredients automatically.

Use smelt for furnace work and smith for smithing-table upgrades. Asking for an item with get can also make use of these steps when needed.

🧠 Long-term memory and better waypoints

Companions now have long-term memory that carries across conversations and play sessions.

  • Episodic memory helps the AI recall past interactions, conversations, and events instead of treating every chat as completely new.
  • Factual memory stores useful information about you, your companions, and the world, such as preferences, instructions, and important details you have shared.
  • Factual memories can be corrected when circumstances change, while episodic memories provide the history and context behind what the companion remembers.
  • Companions can also remember farm locations, inspect them later, and notice when a remembered waypoint has changed.
  • More companion state, including follow behavior, mood, hunger, and conversation data, is saved consistently between sessions.

Memory uses a small amount of Joules when it updates and searches its embedding-based memory. You do not need a large balance, but it is recommended to keep a small amount of Joules available if you want your companion to keep learning and recalling long-term memories.

🐛 Bug Fixes

  • Active jobs no longer disappear when a companion performs a small gesture; supported tasks can resume afterward.
  • Companions respect player-built structures more reliably and are less likely to break through walls just to reach a target.
  • Follow and food behavior no longer gets trapped in repeated break-off messages or confusing loops.
  • Companions keep picking up dropped items even when mobGriefing is turned off.
  • Traveling between dimensions no longer leaves duplicate copies of the same companion behind.
  • Fixed a rare crash that could happen when a companion collided with a mob.
1.20.1-1.4.0-FabricРелиз1.20.1 · 18 июля 2026 г.

🤖 PlayerEngine + Player2NPC v1.4.0

Minecraft 1.20.1 (Fabric and Forge) and Minecraft 1.21.1 (Fabric and NeoForge)

✨ What's New

🖥️ A complete new Player2NPC menu

Press H to open the new Player2NPC hub. The old character list screen has been replaced with an organized menu for managing your companions and the mod.

  • View your companions, their current tasks, inventory, and recent activity.
  • Edit companion prompts and manage who is allowed to talk to or control them.
  • Configure behavior, hunger, combat, travel, budgets, Joules, AI memory, profiles, and model settings.
  • Use dedicated screens for mod intelligence and automation settings.
  • Adjust crafting, smelting, mining, storage, fuel, and waypoint settings without digging through config files.

🌾 Farming overhaul

Companions can now build and manage proper farms from start to finish.

  • Set up a safe, irrigated 9x9 farm automatically or choose the exact location yourself.
  • Clear obstacles, fill gaps, place water, till the soil, and prepare the plot for planting.
  • Plant requested crops and quantities, gathering seeds and other needed items along the way.
  • Harvest only mature crops and collect the drops afterward.
  • Farms are remembered as waypoints so companions can find them again later.
  • Farm work can repair damaged plots and recover from temporary interruptions instead of losing the whole job.

You can use the direct commands setup_farm, plant_farm, and harvest_farm, or ask your companion naturally.

🛠️ Crafting, smelting, and upgrades

Item gathering and crafting have been rebuilt to handle longer jobs more reliably.

  • Companions can follow full recipe chains, gathering missing materials and crafting the intermediate parts they need.
  • Crafting works with a wider range of vanilla and modded recipes.
  • Nearby crafting tables are preferred, with a new table placed when one is needed and allowed.
  • Smelting and cooking now support furnaces, blast furnaces, and smokers.
  • Companions choose and gather suitable fuel, wait for the real cooking progress, and collect the finished items.
  • Item requests can now flow through gathering, crafting, and smelting as one job.
  • Smithing-table upgrades, including netherite upgrades, can resolve their required ingredients automatically.

Use smelt for furnace work and smith for smithing-table upgrades. Asking for an item with get can also make use of these steps when needed.

🧠 Long-term memory and better waypoints

Companions now have long-term memory that carries across conversations and play sessions.

  • Episodic memory helps the AI recall past interactions, conversations, and events instead of treating every chat as completely new.
  • Factual memory stores useful information about you, your companions, and the world, such as preferences, instructions, and important details you have shared.
  • Factual memories can be corrected when circumstances change, while episodic memories provide the history and context behind what the companion remembers.
  • Companions can also remember farm locations, inspect them later, and notice when a remembered waypoint has changed.
  • More companion state, including follow behavior, mood, hunger, and conversation data, is saved consistently between sessions.

Memory uses a small amount of Joules when it updates and searches its embedding-based memory. You do not need a large balance, but it is recommended to keep a small amount of Joules available if you want your companion to keep learning and recalling long-term memories.

🐛 Bug Fixes

  • Active jobs no longer disappear when a companion performs a small gesture; supported tasks can resume afterward.
  • Companions respect player-built structures more reliably and are less likely to break through walls just to reach a target.
  • Follow and food behavior no longer gets trapped in repeated break-off messages or confusing loops.
  • Companions keep picking up dropped items even when mobGriefing is turned off.
  • Traveling between dimensions no longer leaves duplicate copies of the same companion behind.
  • Fixed a rare crash that could happen when a companion collided with a mob.
1.21.1-1.3.0-NeoForgeРелиз1.21.1 · 17 июня 2026 г.

PlayerEngine + Player2NPC — v1.3.0 Release Notes

Minecraft 1.20.1 (Fabric · Forge) | Minecraft 1.21.1 (Fabric · NeoForge)


🧠 Your Companion Can Now Plan and Execute Multi-Step Goals

The biggest addition in 1.3.0 is the agentic planning system. Instead of issuing one command at a time, you can now give your companion a natural-language goal and it will figure out the steps on its own.

Tell your companion something like:

"Pick up all the slimeballs on the ground and store them in a chest"

It will gather the drops, find a suitable chest, and deposit everything — on its own, without you managing each step. If something goes wrong mid-plan, it tells you what failed rather than silently stopping.

The planner uses a lightweight built-in fallback for common patterns (gather → store, find a chest → deposit) so simple goals don't always require an AI call. More complex or open-ended goals go through the AI planner.


🔨 Crafting From Scratch

Companions can now craft items for you. Give them a crafting goal and they will figure out what materials are needed, go gather anything that's missing, find or place a crafting table, and work through whatever steps the recipe requires — including multi-step chains like turning logs into planks into sticks.

This works naturally alongside the planning system, so a plan can include a crafting step mixed in with gathering and storing.


📦 Storage Memory — Your Companion Remembers Where Things Are

Companions now build an internal map of storage containers they interact with, powered by a new system called EllieGPS. Over time your companion learns which chests hold which categories of items and can go directly to the right one when a plan calls for it.

Tell your companion to scan a nearby chest and it will learn its contents. Ask it to put something away and it will find the right chest for it. Ask it where you keep your iron and it will tell you or go get it. The memory persists across play sessions, so your base layout is remembered even after relogging.

Waypoint management is also available — you can ask your companion to mark a chest location, look up what it knows about your storage, or clear outdated entries.


💰 Budget Controls

New /player2npc budget commands let you control how much your companions are allowed to spend on AI within a rolling time window. Set a limit, and the mod enforces it automatically — no surprises on your Joules balance after a long session.

/player2npc budget status — shows your current limits, how many AI calls have been made this window, and your cached Joules balance.

/player2npc budget reset — clears the current call window immediately so AI requests are allowed again. Useful if you hit a limit and want to keep going.

/player2npc budget window <minutes> — sets how long the rolling window lasts before call counts reset. For example, window 60 gives you a fresh allowance every hour.

/player2npc budget soft <calls> — sets a soft call limit. When hit, the mod may route to a lighter AI model instead of stopping entirely. Set to 0 to disable.

/player2npc budget hard <calls> — sets a hard call limit. When hit, AI calls stop completely until the window resets. Set to 0 to disable.

/player2npc budget joules_soft <amount> — same idea as the soft call limit, but based on your Joules balance rather than call count. Triggers when your balance drops to or below this amount.

/player2npc budget joules_hard <amount> — hard stop based on Joules balance. AI calls are blocked until your balance recovers above this threshold.

/player2npc budget joules_refresh <seconds> — controls how often your Joules balance is re-checked from the Player2 platform. Defaults are conservative to avoid unnecessary API calls.

On servers where the owner pays for AI costs rather than individual players, operators can manage limits from the engine side with /playerengine player2 budget.


🤖 AI & Power User Updates

Smarter Tool Retrieval

The AI now uses on-device semantic search to pick the right tool for a given request, rather than loading the full command list into every prompt. This keeps things efficient as the available command set grows, and generally makes tool selection more accurate.

Learning From Mistakes

When the AI retrieves the wrong tasks, it automatically retries with a rephrased query and records the failure as a learning signal. Over time, the system builds up accurate aliases for your usage patterns so the same retrieval miss doesn't repeat. Currently off by default. Turn on in /playerengine/server_player2.json (Deepsearch and related settings)

Model Tier Routing

AI calls are now automatically routed to the appropriate model tier based on the task. Heavy planning calls can use a stronger model; lightweight follow-ups use a cheaper one. This happens automatically based on your profile and patron tier — nothing to configure.

Mod Intelligence

The companion now scans the mods installed on your server and builds a background knowledge base of their items, blocks, and entities. This runs quietly after world load and improves over time. Companions with this knowledge can reason about modded content more accurately — recognizing what an unfamiliar modded item does rather than treating it as completely unknown.

You can check the status or trigger a rebuild with /playerengine capability status. See the enrichment guide for setup and tuning details.

Budget Guards

The budget enforcement runs at the engine level on every AI call — in singleplayer and on servers alike. Patrons with a named profile can designate it as a fallback that the engine automatically switches to when a soft limit is hit, so usage can step down to a cheaper model before stopping entirely. On dedicated servers where each player pays for their own usage, limits track per-player rather than globally.


🐛 Bug Fixes

Crash on World Load With Certain Mods

An internal hook was triggering crashes when loading into worlds that contained mods with complex item behavior — notably SilentGear and Construction Sticks in modpacks like All the Mods 10. The game would crash before gameplay even started. Fixed.

Multiple Companions Talking Over Each Other

When more than one companion was active, they would respond simultaneously — a companion would start speaking before the previous one had finished. Companions now wait for the current speaker's audio to complete before queuing their own response. Fixed.

Companion Wandering Instead of Moving to a Target

An overflow bug in the companion's movement system caused it to treat any block approach as already complete, so it would just wander instead of walking up to what it needed to reach. This affected any task involving moving to a specific block — chests, crafting tables, resource nodes. Fixed.


⚠️ Known Issues

gamer command (autonomous "beat the game" run) is temporarily disabled. It will return in a future update once outstanding issues with its execution are resolved.

Voice transcription (STT) may produce empty results for some users. If your companion isn't responding to voice input but responds fine to typed chat, check latest.log for [STT] entries — this will help us narrow down the cause.

1.21.1-1.3.0-FabricРелиз1.21.1 · 17 июня 2026 г.

PlayerEngine + Player2NPC — v1.3.0 Release Notes

Minecraft 1.20.1 (Fabric · Forge) | Minecraft 1.21.1 (Fabric · NeoForge)


🧠 Your Companion Can Now Plan and Execute Multi-Step Goals

The biggest addition in 1.3.0 is the agentic planning system. Instead of issuing one command at a time, you can now give your companion a natural-language goal and it will figure out the steps on its own.

Tell your companion something like:

"Pick up all the slimeballs on the ground and store them in a chest"

It will gather the drops, find a suitable chest, and deposit everything — on its own, without you managing each step. If something goes wrong mid-plan, it tells you what failed rather than silently stopping.

The planner uses a lightweight built-in fallback for common patterns (gather → store, find a chest → deposit) so simple goals don't always require an AI call. More complex or open-ended goals go through the AI planner.


🔨 Crafting From Scratch

Companions can now craft items for you. Give them a crafting goal and they will figure out what materials are needed, go gather anything that's missing, find or place a crafting table, and work through whatever steps the recipe requires — including multi-step chains like turning logs into planks into sticks.

This works naturally alongside the planning system, so a plan can include a crafting step mixed in with gathering and storing.


📦 Storage Memory — Your Companion Remembers Where Things Are

Companions now build an internal map of storage containers they interact with, powered by a new system called EllieGPS. Over time your companion learns which chests hold which categories of items and can go directly to the right one when a plan calls for it.

Tell your companion to scan a nearby chest and it will learn its contents. Ask it to put something away and it will find the right chest for it. Ask it where you keep your iron and it will tell you or go get it. The memory persists across play sessions, so your base layout is remembered even after relogging.

Waypoint management is also available — you can ask your companion to mark a chest location, look up what it knows about your storage, or clear outdated entries.


💰 Budget Controls

New /player2npc budget commands let you control how much your companions are allowed to spend on AI within a rolling time window. Set a limit, and the mod enforces it automatically — no surprises on your Joules balance after a long session.

/player2npc budget status — shows your current limits, how many AI calls have been made this window, and your cached Joules balance.

/player2npc budget reset — clears the current call window immediately so AI requests are allowed again. Useful if you hit a limit and want to keep going.

/player2npc budget window <minutes> — sets how long the rolling window lasts before call counts reset. For example, window 60 gives you a fresh allowance every hour.

/player2npc budget soft <calls> — sets a soft call limit. When hit, the mod may route to a lighter AI model instead of stopping entirely. Set to 0 to disable.

/player2npc budget hard <calls> — sets a hard call limit. When hit, AI calls stop completely until the window resets. Set to 0 to disable.

/player2npc budget joules_soft <amount> — same idea as the soft call limit, but based on your Joules balance rather than call count. Triggers when your balance drops to or below this amount.

/player2npc budget joules_hard <amount> — hard stop based on Joules balance. AI calls are blocked until your balance recovers above this threshold.

/player2npc budget joules_refresh <seconds> — controls how often your Joules balance is re-checked from the Player2 platform. Defaults are conservative to avoid unnecessary API calls.

On servers where the owner pays for AI costs rather than individual players, operators can manage limits from the engine side with /playerengine player2 budget.


🤖 AI & Power User Updates

Smarter Tool Retrieval

The AI now uses on-device semantic search to pick the right tool for a given request, rather than loading the full command list into every prompt. This keeps things efficient as the available command set grows, and generally makes tool selection more accurate.

Learning From Mistakes

When the AI retrieves the wrong tasks, it automatically retries with a rephrased query and records the failure as a learning signal. Over time, the system builds up accurate aliases for your usage patterns so the same retrieval miss doesn't repeat. Currently off by default. Turn on in /playerengine/server_player2.json (Deepsearch and related settings)

Model Tier Routing

AI calls are now automatically routed to the appropriate model tier based on the task. Heavy planning calls can use a stronger model; lightweight follow-ups use a cheaper one. This happens automatically based on your profile and patron tier — nothing to configure.

Mod Intelligence

The companion now scans the mods installed on your server and builds a background knowledge base of their items, blocks, and entities. This runs quietly after world load and improves over time. Companions with this knowledge can reason about modded content more accurately — recognizing what an unfamiliar modded item does rather than treating it as completely unknown.

You can check the status or trigger a rebuild with /playerengine capability status. See the enrichment guide for setup and tuning details.

Budget Guards

The budget enforcement runs at the engine level on every AI call — in singleplayer and on servers alike. Patrons with a named profile can designate it as a fallback that the engine automatically switches to when a soft limit is hit, so usage can step down to a cheaper model before stopping entirely. On dedicated servers where each player pays for their own usage, limits track per-player rather than globally.


🐛 Bug Fixes

Crash on World Load With Certain Mods

An internal hook was triggering crashes when loading into worlds that contained mods with complex item behavior — notably SilentGear and Construction Sticks in modpacks like All the Mods 10. The game would crash before gameplay even started. Fixed.

Multiple Companions Talking Over Each Other

When more than one companion was active, they would respond simultaneously — a companion would start speaking before the previous one had finished. Companions now wait for the current speaker's audio to complete before queuing their own response. Fixed.

Companion Wandering Instead of Moving to a Target

An overflow bug in the companion's movement system caused it to treat any block approach as already complete, so it would just wander instead of walking up to what it needed to reach. This affected any task involving moving to a specific block — chests, crafting tables, resource nodes. Fixed.


⚠️ Known Issues

gamer command (autonomous "beat the game" run) is temporarily disabled. It will return in a future update once outstanding issues with its execution are resolved.

Voice transcription (STT) may produce empty results for some users. If your companion isn't responding to voice input but responds fine to typed chat, check latest.log for [STT] entries — this will help us narrow down the cause.

1.20.1-1.3.0-ForgeРелиз1.20.1 · 17 июня 2026 г.

PlayerEngine + Player2NPC — v1.3.0 Release Notes

Minecraft 1.20.1 (Fabric · Forge) | Minecraft 1.21.1 (Fabric · NeoForge)


🧠 Your Companion Can Now Plan and Execute Multi-Step Goals

The biggest addition in 1.3.0 is the agentic planning system. Instead of issuing one command at a time, you can now give your companion a natural-language goal and it will figure out the steps on its own.

Tell your companion something like:

"Pick up all the slimeballs on the ground and store them in a chest"

It will gather the drops, find a suitable chest, and deposit everything — on its own, without you managing each step. If something goes wrong mid-plan, it tells you what failed rather than silently stopping.

The planner uses a lightweight built-in fallback for common patterns (gather → store, find a chest → deposit) so simple goals don't always require an AI call. More complex or open-ended goals go through the AI planner.


🔨 Crafting From Scratch

Companions can now craft items for you. Give them a crafting goal and they will figure out what materials are needed, go gather anything that's missing, find or place a crafting table, and work through whatever steps the recipe requires — including multi-step chains like turning logs into planks into sticks.

This works naturally alongside the planning system, so a plan can include a crafting step mixed in with gathering and storing.


📦 Storage Memory — Your Companion Remembers Where Things Are

Companions now build an internal map of storage containers they interact with, powered by a new system called EllieGPS. Over time your companion learns which chests hold which categories of items and can go directly to the right one when a plan calls for it.

Tell your companion to scan a nearby chest and it will learn its contents. Ask it to put something away and it will find the right chest for it. Ask it where you keep your iron and it will tell you or go get it. The memory persists across play sessions, so your base layout is remembered even after relogging.

Waypoint management is also available — you can ask your companion to mark a chest location, look up what it knows about your storage, or clear outdated entries.


💰 Budget Controls

New /player2npc budget commands let you control how much your companions are allowed to spend on AI within a rolling time window. Set a limit, and the mod enforces it automatically — no surprises on your Joules balance after a long session.

/player2npc budget status — shows your current limits, how many AI calls have been made this window, and your cached Joules balance.

/player2npc budget reset — clears the current call window immediately so AI requests are allowed again. Useful if you hit a limit and want to keep going.

/player2npc budget window <minutes> — sets how long the rolling window lasts before call counts reset. For example, window 60 gives you a fresh allowance every hour.

/player2npc budget soft <calls> — sets a soft call limit. When hit, the mod may route to a lighter AI model instead of stopping entirely. Set to 0 to disable.

/player2npc budget hard <calls> — sets a hard call limit. When hit, AI calls stop completely until the window resets. Set to 0 to disable.

/player2npc budget joules_soft <amount> — same idea as the soft call limit, but based on your Joules balance rather than call count. Triggers when your balance drops to or below this amount.

/player2npc budget joules_hard <amount> — hard stop based on Joules balance. AI calls are blocked until your balance recovers above this threshold.

/player2npc budget joules_refresh <seconds> — controls how often your Joules balance is re-checked from the Player2 platform. Defaults are conservative to avoid unnecessary API calls.

On servers where the owner pays for AI costs rather than individual players, operators can manage limits from the engine side with /playerengine player2 budget.


🤖 AI & Power User Updates

Smarter Tool Retrieval

The AI now uses on-device semantic search to pick the right tool for a given request, rather than loading the full command list into every prompt. This keeps things efficient as the available command set grows, and generally makes tool selection more accurate.

Learning From Mistakes

When the AI retrieves the wrong tasks, it automatically retries with a rephrased query and records the failure as a learning signal. Over time, the system builds up accurate aliases for your usage patterns so the same retrieval miss doesn't repeat. Currently off by default. Turn on in /playerengine/server_player2.json (Deepsearch and related settings)

Model Tier Routing

AI calls are now automatically routed to the appropriate model tier based on the task. Heavy planning calls can use a stronger model; lightweight follow-ups use a cheaper one. This happens automatically based on your profile and patron tier — nothing to configure.

Mod Intelligence

The companion now scans the mods installed on your server and builds a background knowledge base of their items, blocks, and entities. This runs quietly after world load and improves over time. Companions with this knowledge can reason about modded content more accurately — recognizing what an unfamiliar modded item does rather than treating it as completely unknown.

You can check the status or trigger a rebuild with /playerengine capability status. See the enrichment guide for setup and tuning details.

Budget Guards

The budget enforcement runs at the engine level on every AI call — in singleplayer and on servers alike. Patrons with a named profile can designate it as a fallback that the engine automatically switches to when a soft limit is hit, so usage can step down to a cheaper model before stopping entirely. On dedicated servers where each player pays for their own usage, limits track per-player rather than globally.


🐛 Bug Fixes

Crash on World Load With Certain Mods

An internal hook was triggering crashes when loading into worlds that contained mods with complex item behavior — notably SilentGear and Construction Sticks in modpacks like All the Mods 10. The game would crash before gameplay even started. Fixed.

Multiple Companions Talking Over Each Other

When more than one companion was active, they would respond simultaneously — a companion would start speaking before the previous one had finished. Companions now wait for the current speaker's audio to complete before queuing their own response. Fixed.

Companion Wandering Instead of Moving to a Target

An overflow bug in the companion's movement system caused it to treat any block approach as already complete, so it would just wander instead of walking up to what it needed to reach. This affected any task involving moving to a specific block — chests, crafting tables, resource nodes. Fixed.


⚠️ Known Issues

gamer command (autonomous "beat the game" run) is temporarily disabled. It will return in a future update once outstanding issues with its execution are resolved.

Voice transcription (STT) may produce empty results for some users. If your companion isn't responding to voice input but responds fine to typed chat, check latest.log for [STT] entries — this will help us narrow down the cause.

1.20.1-1.3.0-FabricРелиз1.20.1 · 17 июня 2026 г.

PlayerEngine + Player2NPC — v1.3.0 Release Notes

Minecraft 1.20.1 (Fabric · Forge) | Minecraft 1.21.1 (Fabric · NeoForge)


🧠 Your Companion Can Now Plan and Execute Multi-Step Goals

The biggest addition in 1.3.0 is the agentic planning system. Instead of issuing one command at a time, you can now give your companion a natural-language goal and it will figure out the steps on its own.

Tell your companion something like:

"Pick up all the slimeballs on the ground and store them in a chest"

It will gather the drops, find a suitable chest, and deposit everything — on its own, without you managing each step. If something goes wrong mid-plan, it tells you what failed rather than silently stopping.

The planner uses a lightweight built-in fallback for common patterns (gather → store, find a chest → deposit) so simple goals don't always require an AI call. More complex or open-ended goals go through the AI planner.


🔨 Crafting From Scratch

Companions can now craft items for you. Give them a crafting goal and they will figure out what materials are needed, go gather anything that's missing, find or place a crafting table, and work through whatever steps the recipe requires — including multi-step chains like turning logs into planks into sticks.

This works naturally alongside the planning system, so a plan can include a crafting step mixed in with gathering and storing.


📦 Storage Memory — Your Companion Remembers Where Things Are

Companions now build an internal map of storage containers they interact with, powered by a new system called EllieGPS. Over time your companion learns which chests hold which categories of items and can go directly to the right one when a plan calls for it.

Tell your companion to scan a nearby chest and it will learn its contents. Ask it to put something away and it will find the right chest for it. Ask it where you keep your iron and it will tell you or go get it. The memory persists across play sessions, so your base layout is remembered even after relogging.

Waypoint management is also available — you can ask your companion to mark a chest location, look up what it knows about your storage, or clear outdated entries.


💰 Budget Controls

New /player2npc budget commands let you control how much your companions are allowed to spend on AI within a rolling time window. Set a limit, and the mod enforces it automatically — no surprises on your Joules balance after a long session.

/player2npc budget status — shows your current limits, how many AI calls have been made this window, and your cached Joules balance.

/player2npc budget reset — clears the current call window immediately so AI requests are allowed again. Useful if you hit a limit and want to keep going.

/player2npc budget window <minutes> — sets how long the rolling window lasts before call counts reset. For example, window 60 gives you a fresh allowance every hour.

/player2npc budget soft <calls> — sets a soft call limit. When hit, the mod may route to a lighter AI model instead of stopping entirely. Set to 0 to disable.

/player2npc budget hard <calls> — sets a hard call limit. When hit, AI calls stop completely until the window resets. Set to 0 to disable.

/player2npc budget joules_soft <amount> — same idea as the soft call limit, but based on your Joules balance rather than call count. Triggers when your balance drops to or below this amount.

/player2npc budget joules_hard <amount> — hard stop based on Joules balance. AI calls are blocked until your balance recovers above this threshold.

/player2npc budget joules_refresh <seconds> — controls how often your Joules balance is re-checked from the Player2 platform. Defaults are conservative to avoid unnecessary API calls.

On servers where the owner pays for AI costs rather than individual players, operators can manage limits from the engine side with /playerengine player2 budget.


🤖 AI & Power User Updates

Smarter Tool Retrieval

The AI now uses on-device semantic search to pick the right tool for a given request, rather than loading the full command list into every prompt. This keeps things efficient as the available command set grows, and generally makes tool selection more accurate.

Learning From Mistakes

When the AI retrieves the wrong tasks, it automatically retries with a rephrased query and records the failure as a learning signal. Over time, the system builds up accurate aliases for your usage patterns so the same retrieval miss doesn't repeat. Currently off by default. Turn on in /playerengine/server_player2.json (Deepsearch and related settings)

Model Tier Routing

AI calls are now automatically routed to the appropriate model tier based on the task. Heavy planning calls can use a stronger model; lightweight follow-ups use a cheaper one. This happens automatically based on your profile and patron tier — nothing to configure.

Mod Intelligence

The companion now scans the mods installed on your server and builds a background knowledge base of their items, blocks, and entities. This runs quietly after world load and improves over time. Companions with this knowledge can reason about modded content more accurately — recognizing what an unfamiliar modded item does rather than treating it as completely unknown.

You can check the status or trigger a rebuild with /playerengine capability status. See the enrichment guide for setup and tuning details.

Budget Guards

The budget enforcement runs at the engine level on every AI call — in singleplayer and on servers alike. Patrons with a named profile can designate it as a fallback that the engine automatically switches to when a soft limit is hit, so usage can step down to a cheaper model before stopping entirely. On dedicated servers where each player pays for their own usage, limits track per-player rather than globally.


🐛 Bug Fixes

Crash on World Load With Certain Mods

An internal hook was triggering crashes when loading into worlds that contained mods with complex item behavior — notably SilentGear and Construction Sticks in modpacks like All the Mods 10. The game would crash before gameplay even started. Fixed.

Multiple Companions Talking Over Each Other

When more than one companion was active, they would respond simultaneously — a companion would start speaking before the previous one had finished. Companions now wait for the current speaker's audio to complete before queuing their own response. Fixed.

Companion Wandering Instead of Moving to a Target

An overflow bug in the companion's movement system caused it to treat any block approach as already complete, so it would just wander instead of walking up to what it needed to reach. This affected any task involving moving to a specific block — chests, crafting tables, resource nodes. Fixed.


⚠️ Known Issues

gamer command (autonomous "beat the game" run) is temporarily disabled. It will return in a future update once outstanding issues with its execution are resolved.

Voice transcription (STT) may produce empty results for some users. If your companion isn't responding to voice input but responds fine to typed chat, check latest.log for [STT] entries — this will help us narrow down the cause.

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