🤖 What is it?
Entities that look exactly like real players - auto-grabbed skins, armour, full inventories, the lot. Bond one to yourself, give it a job, and it gets to work.
🎬 Showcase
🧍 The Fake Player
- Looks like a player - real model with a skin grabbed from any username (or URL / the trending list); slim & classic.
- Acts like one - wanders, sits, sleeps, wears armour, holds items, chats, fights back.
- Carries an inventory - managed through its GUI.
🧠 AI Jobs
Shift + right-click a fake → AI → Bond, then pick a job. The GUI hands you markers (waypoint, region, chests); right-click to place them - the fake follows you while you do. Each job's menu shows only the markers it needs, and fakes visibly open the chests and barrels they work from.
| Job | Needs | Does |
|---|---|---|
| Idle | waypoint (optional) | Walks to its waypoint, else waits. |
| Follow | bond | Sticks within 32 blocks, teleports if it lags behind. |
| Guard | patrol points | Patrols your points and attacks hostiles in range. Hold the Waypoint marker to edit points - right-click adds, sneak + right-click removes. |
| Miner | region + deposit | Strip-mines ore (c:ores by default) and banks the haul. |
| Lumberjack | region (+ deposit) | Fells whole trees, replants, bonemeals; auto-collects drops. |
| Courier | source + deposit | Hauls matching items from one chest to another. |
| Fisherman | waypoint + deposit | Sits at the water and casts a real bobber; banks the catch, swaps a fresh rod when one breaks, and uses your rod's enchantments. |
| Farmer | region + deposit | Tills a plot, waters it, plants any seed (modded too), bonemeals, then harvests and replants on a loop. |
| Crafter | table + source + deposit | Walks to a crafting table and lays out a recipe you teach it by hand; chain it onto another job's chest for a pipeline. |
Tuning lives in players.json (guardRadius, minerMaxBlocksPerSecond, minerBailY).
![]() AI sub-menu |
![]() Management GUI |
![]() Miner clearing a quarry |
![]() Lumberjack after felling a tree |
![]() Farmer tending a watered plot |
![]() Fisherman casting at the water's edge |
![]() Crafter crafting by hand at its table |
🎨 Skins
Name a fake after a player and it wears their skin - always matching. Also:
- URL -
/players url <entity> <url> - Trending - browse and apply from the in-game list (shift + right-click).
- Slim & classic both supported.
🛠️ Get one
Craft a Robot Shell and a Robot AI and combine them in a crafting table (or use a Player Spawn Egg).
🔗 Links
🙏 Credits
- Jeryn - skin API and downloading code.
All Versions
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- Fakes can fight with ranged weapons (#58). A fake holding a bow, crossbow or trident now fights like a skeleton instead of walking into melee: it holds its distance, circles the target, backs off when the target closes and looses when it has a clear line of sight. Bows are drawn and released properly, crossbows charge and fire on the pillager's timing, and tridents are thrown. This applies wherever a fake already fights, so a Guard on patrol and a fake defending itself both use it.
- Ranged fakes shoot their own ammunition (#58). Arrows come out of the fake's inventory, offhand first, so tipped and spectral arrows work and a fake that runs out falls back to melee rather than shooting for free. A thrown trident is not recoverable, so the held one is damaged instead of being consumed and the fake is never left unarmed. The Infinity enchantment is not honoured yet.
- The management screen can be opened with a key of your choosing (#57). There is a new "Open Fake Player Menu" binding under a Fake Players category in the controls screen. It is unbound by default, so sneak + right-click keeps working exactly as before. Bind a key and the menu opens from that key instead while you are looking at a fake, and sneak + right-click stops opening it, which gets Fake Players out of the way of mods that claim right-click on mobs.
Thanks to Raileen and user_xkelxur3h8vuiwfb for the requests.
- Fakes can fight with ranged weapons (#58). A fake holding a bow, crossbow or trident now fights like a skeleton instead of walking into melee: it holds its distance, circles the target, backs off when the target closes and looses when it has a clear line of sight. Bows are drawn and released properly, crossbows charge and fire on the pillager's timing, and tridents are thrown. This applies wherever a fake already fights, so a Guard on patrol and a fake defending itself both use it.
- Ranged fakes shoot their own ammunition (#58). Arrows come out of the fake's inventory, offhand first, so tipped and spectral arrows work and a fake that runs out falls back to melee rather than shooting for free. A thrown trident is not recoverable, so the held one is damaged instead of being consumed and the fake is never left unarmed. The Infinity enchantment is not honoured yet.
- The management screen can be opened with a key of your choosing (#57). There is a new "Open Fake Player Menu" binding under a Fake Players category in the controls screen. It is unbound by default, so sneak + right-click keeps working exactly as before. Bind a key and the menu opens from that key instead while you are looking at a fake, and sneak + right-click stops opening it, which gets Fake Players out of the way of mods that claim right-click on mobs.
Thanks to Raileen and user_xkelxur3h8vuiwfb for the requests.
- Fakes can fight with ranged weapons (#58). A fake holding a bow, crossbow or trident now fights like a skeleton instead of walking into melee: it holds its distance, circles the target, backs off when the target closes and looses when it has a clear line of sight. Bows are drawn and released properly, crossbows charge and fire on the pillager's timing, and tridents are thrown. This applies wherever a fake already fights, so a Guard on patrol and a fake defending itself both use it.
- Ranged fakes shoot their own ammunition (#58). Arrows come out of the fake's inventory, offhand first, so tipped and spectral arrows work and a fake that runs out falls back to melee rather than shooting for free. A thrown trident is not recoverable, so the held one is damaged instead of being consumed and the fake is never left unarmed. The Infinity enchantment is not honoured yet.
- The management screen can be opened with a key of your choosing (#57). There is a new "Open Fake Player Menu" binding under a Fake Players category in the controls screen. It is unbound by default, so sneak + right-click keeps working exactly as before. Bind a key and the menu opens from that key instead while you are looking at a fake, and sneak + right-click stops opening it, which gets Fake Players out of the way of mods that claim right-click on mobs.
Thanks to Raileen and user_xkelxur3h8vuiwfb for the requests.
- Fakes can fight with ranged weapons (#58). A fake holding a bow, crossbow or trident now fights like a skeleton instead of walking into melee: it holds its distance, circles the target, backs off when the target closes and looses when it has a clear line of sight. Bows are drawn and released properly, crossbows charge and fire on the pillager's timing, and tridents are thrown. This applies wherever a fake already fights, so a Guard on patrol and a fake defending itself both use it.
- Ranged fakes shoot their own ammunition (#58). Arrows come out of the fake's inventory, offhand first, so tipped and spectral arrows work and a fake that runs out falls back to melee rather than shooting for free. A thrown trident is not recoverable, so the held one is damaged instead of being consumed and the fake is never left unarmed. The Infinity enchantment is not honoured yet.
- The management screen can be opened with a key of your choosing (#57). There is a new "Open Fake Player Menu" binding under a Fake Players category in the controls screen. It is unbound by default, so sneak + right-click keeps working exactly as before. Bind a key and the menu opens from that key instead while you are looking at a fake, and sneak + right-click stops opening it, which gets Fake Players out of the way of mods that claim right-click on mobs.
Thanks to Raileen and user_xkelxur3h8vuiwfb for the requests.
- Fakes can fight with ranged weapons (#58). A fake holding a bow, crossbow or trident now fights like a skeleton instead of walking into melee: it holds its distance, circles the target, backs off when the target closes and looses when it has a clear line of sight. Bows are drawn and released properly, crossbows charge and fire on the pillager's timing, and tridents are thrown. This applies wherever a fake already fights, so a Guard on patrol and a fake defending itself both use it.
- Ranged fakes shoot their own ammunition (#58). Arrows come out of the fake's inventory, offhand first, so tipped and spectral arrows work and a fake that runs out falls back to melee rather than shooting for free. A thrown trident is not recoverable, so the held one is damaged instead of being consumed and the fake is never left unarmed. The Infinity enchantment is not honoured yet.
- The management screen can be opened with a key of your choosing (#57). There is a new "Open Fake Player Menu" binding under a Fake Players category in the controls screen. It is unbound by default, so sneak + right-click keeps working exactly as before. Bind a key and the menu opens from that key instead while you are looking at a fake, and sneak + right-click stops opening it, which gets Fake Players out of the way of mods that claim right-click on mobs.
Thanks to Raileen and user_xkelxur3h8vuiwfb for the requests.
- Fakes can fight with ranged weapons (#58). A fake holding a bow, crossbow or trident now fights like a skeleton instead of walking into melee: it holds its distance, circles the target, backs off when the target closes and looses when it has a clear line of sight. Bows are drawn and released properly, crossbows charge and fire on the pillager's timing, and tridents are thrown. This applies wherever a fake already fights, so a Guard on patrol and a fake defending itself both use it.
- Ranged fakes shoot their own ammunition (#58). Arrows come out of the fake's inventory, offhand first, so tipped and spectral arrows work and a fake that runs out falls back to melee rather than shooting for free. A thrown trident is not recoverable, so the held one is damaged instead of being consumed and the fake is never left unarmed. The Infinity enchantment is not honoured yet.
- The management screen can be opened with a key of your choosing (#57). There is a new "Open Fake Player Menu" binding under a Fake Players category in the controls screen. It is unbound by default, so sneak + right-click keeps working exactly as before. Bind a key and the menu opens from that key instead while you are looking at a fake, and sneak + right-click stops opening it, which gets Fake Players out of the way of mods that claim right-click on mobs.
Thanks to Raileen and user_xkelxur3h8vuiwfb for the requests.
- Fakes can fight with ranged weapons (#58). A fake holding a bow, crossbow or trident now fights like a skeleton instead of walking into melee: it holds its distance, circles the target, backs off when the target closes and looses when it has a clear line of sight. Bows are drawn and released properly, crossbows charge and fire on the pillager's timing, and tridents are thrown. This applies wherever a fake already fights, so a Guard on patrol and a fake defending itself both use it.
- Ranged fakes shoot their own ammunition (#58). Arrows come out of the fake's inventory, offhand first, so tipped and spectral arrows work and a fake that runs out falls back to melee rather than shooting for free. A thrown trident is not recoverable, so the held one is damaged instead of being consumed and the fake is never left unarmed. The Infinity enchantment is not honoured yet.
- The management screen can be opened with a key of your choosing (#57). There is a new "Open Fake Player Menu" binding under a Fake Players category in the controls screen. It is unbound by default, so sneak + right-click keeps working exactly as before. Bind a key and the menu opens from that key instead while you are looking at a fake, and sneak + right-click stops opening it, which gets Fake Players out of the way of mods that claim right-click on mobs.
Thanks to Raileen and user_xkelxur3h8vuiwfb for the requests.
- Fakes can fight with ranged weapons (#58). A fake holding a bow, crossbow or trident now fights like a skeleton instead of walking into melee: it holds its distance, circles the target, backs off when the target closes and looses when it has a clear line of sight. Bows are drawn and released properly, crossbows charge and fire on the pillager's timing, and tridents are thrown. This applies wherever a fake already fights, so a Guard on patrol and a fake defending itself both use it.
- Ranged fakes shoot their own ammunition (#58). Arrows come out of the fake's inventory, offhand first, so tipped and spectral arrows work and a fake that runs out falls back to melee rather than shooting for free. A thrown trident is not recoverable, so the held one is damaged instead of being consumed and the fake is never left unarmed. The Infinity enchantment is not honoured yet.
- The management screen can be opened with a key of your choosing (#57). There is a new "Open Fake Player Menu" binding under a Fake Players category in the controls screen. It is unbound by default, so sneak + right-click keeps working exactly as before. Bind a key and the menu opens from that key instead while you are looking at a fake, and sneak + right-click stops opening it, which gets Fake Players out of the way of mods that claim right-click on mobs.
Thanks to Raileen and user_xkelxur3h8vuiwfb for the requests.
- Fakes can fight with ranged weapons (#58). A fake holding a bow, crossbow or trident now fights like a skeleton instead of walking into melee: it holds its distance, circles the target, backs off when the target closes and looses when it has a clear line of sight. Bows are drawn and released properly, crossbows charge and fire on the pillager's timing, and tridents are thrown. This applies wherever a fake already fights, so a Guard on patrol and a fake defending itself both use it.
- Ranged fakes shoot their own ammunition (#58). Arrows come out of the fake's inventory, offhand first, so tipped and spectral arrows work and a fake that runs out falls back to melee rather than shooting for free. A thrown trident is not recoverable, so the held one is damaged instead of being consumed and the fake is never left unarmed. The Infinity enchantment is not honoured yet.
- The management screen can be opened with a key of your choosing (#57). There is a new "Open Fake Player Menu" binding under a Fake Players category in the controls screen. It is unbound by default, so sneak + right-click keeps working exactly as before. Bind a key and the menu opens from that key instead while you are looking at a fake, and sneak + right-click stops opening it, which gets Fake Players out of the way of mods that claim right-click on mobs.
Thanks to Raileen and user_xkelxur3h8vuiwfb for the requests.
- Fakes can fight with ranged weapons (#58). A fake holding a bow, crossbow or trident now fights like a skeleton instead of walking into melee: it holds its distance, circles the target, backs off when the target closes and looses when it has a clear line of sight. Bows are drawn and released properly, crossbows charge and fire on the pillager's timing, and tridents are thrown. This applies wherever a fake already fights, so a Guard on patrol and a fake defending itself both use it.
- Ranged fakes shoot their own ammunition (#58). Arrows come out of the fake's inventory, offhand first, so tipped and spectral arrows work and a fake that runs out falls back to melee rather than shooting for free. A thrown trident is not recoverable, so the held one is damaged instead of being consumed and the fake is never left unarmed. The Infinity enchantment is not honoured yet.
- The management screen can be opened with a key of your choosing (#57). There is a new "Open Fake Player Menu" binding under a Fake Players category in the controls screen. It is unbound by default, so sneak + right-click keeps working exactly as before. Bind a key and the menu opens from that key instead while you are looking at a fake, and sneak + right-click stops opening it, which gets Fake Players out of the way of mods that claim right-click on mobs.
Thanks to Raileen and user_xkelxur3h8vuiwfb for the requests.
- Fakes can fight with ranged weapons (#58). A fake holding a bow, crossbow or trident now fights like a skeleton instead of walking into melee: it holds its distance, circles the target, backs off when the target closes and looses when it has a clear line of sight. Bows are drawn and released properly, crossbows charge and fire on the pillager's timing, and tridents are thrown. This applies wherever a fake already fights, so a Guard on patrol and a fake defending itself both use it.
- Ranged fakes shoot their own ammunition (#58). Arrows come out of the fake's inventory, offhand first, so tipped and spectral arrows work and a fake that runs out falls back to melee rather than shooting for free. A thrown trident is not recoverable, so the held one is damaged instead of being consumed and the fake is never left unarmed. The Infinity enchantment is not honoured yet.
- The management screen can be opened with a key of your choosing (#57). There is a new "Open Fake Player Menu" binding under a Fake Players category in the controls screen. It is unbound by default, so sneak + right-click keeps working exactly as before. Bind a key and the menu opens from that key instead while you are looking at a fake, and sneak + right-click stops opening it, which gets Fake Players out of the way of mods that claim right-click on mobs.
Thanks to Raileen and user_xkelxur3h8vuiwfb for the requests.
- Fakes can fight with ranged weapons (#58). A fake holding a bow, crossbow or trident now fights like a skeleton instead of walking into melee: it holds its distance, circles the target, backs off when the target closes and looses when it has a clear line of sight. Bows are drawn and released properly, crossbows charge and fire on the pillager's timing, and tridents are thrown. This applies wherever a fake already fights, so a Guard on patrol and a fake defending itself both use it.
- Ranged fakes shoot their own ammunition (#58). Arrows come out of the fake's inventory, offhand first, so tipped and spectral arrows work and a fake that runs out falls back to melee rather than shooting for free. A thrown trident is not recoverable, so the held one is damaged instead of being consumed and the fake is never left unarmed. The Infinity enchantment is not honoured yet.
- The management screen can be opened with a key of your choosing (#57). There is a new "Open Fake Player Menu" binding under a Fake Players category in the controls screen. It is unbound by default, so sneak + right-click keeps working exactly as before. Bind a key and the menu opens from that key instead while you are looking at a fake, and sneak + right-click stops opening it, which gets Fake Players out of the way of mods that claim right-click on mobs.
Thanks to Raileen and user_xkelxur3h8vuiwfb for the requests.
- Fakes can fight with ranged weapons (#58). A fake holding a bow, crossbow or trident now fights like a skeleton instead of walking into melee: it holds its distance, circles the target, backs off when the target closes and looses when it has a clear line of sight. Bows are drawn and released properly, crossbows charge and fire on the pillager's timing, and tridents are thrown. This applies wherever a fake already fights, so a Guard on patrol and a fake defending itself both use it.
- Ranged fakes shoot their own ammunition (#58). Arrows come out of the fake's inventory, offhand first, so tipped and spectral arrows work and a fake that runs out falls back to melee rather than shooting for free. A thrown trident is not recoverable, so the held one is damaged instead of being consumed and the fake is never left unarmed. The Infinity enchantment is not honoured yet.
- The management screen can be opened with a key of your choosing (#57). There is a new "Open Fake Player Menu" binding under a Fake Players category in the controls screen. It is unbound by default, so sneak + right-click keeps working exactly as before. Bind a key and the menu opens from that key instead while you are looking at a fake, and sneak + right-click stops opening it, which gets Fake Players out of the way of mods that claim right-click on mobs.
Thanks to Raileen and user_xkelxur3h8vuiwfb for the requests.
- Fakes can fight with ranged weapons (#58). A fake holding a bow, crossbow or trident now fights like a skeleton instead of walking into melee: it holds its distance, circles the target, backs off when the target closes and looses when it has a clear line of sight. Bows are drawn and released properly, crossbows charge and fire on the pillager's timing, and tridents are thrown. This applies wherever a fake already fights, so a Guard on patrol and a fake defending itself both use it.
- Ranged fakes shoot their own ammunition (#58). Arrows come out of the fake's inventory, offhand first, so tipped and spectral arrows work and a fake that runs out falls back to melee rather than shooting for free. A thrown trident is not recoverable, so the held one is damaged instead of being consumed and the fake is never left unarmed. The Infinity enchantment is not honoured yet.
- The management screen can be opened with a key of your choosing (#57). There is a new "Open Fake Player Menu" binding under a Fake Players category in the controls screen. It is unbound by default, so sneak + right-click keeps working exactly as before. Bind a key and the menu opens from that key instead while you are looking at a fake, and sneak + right-click stops opening it, which gets Fake Players out of the way of mods that claim right-click on mobs.
Thanks to Raileen and user_xkelxur3h8vuiwfb for the requests.
- Fakes can fight with ranged weapons (#58). A fake holding a bow, crossbow or trident now fights like a skeleton instead of walking into melee: it holds its distance, circles the target, backs off when the target closes and looses when it has a clear line of sight. Bows are drawn and released properly, crossbows charge and fire on the pillager's timing, and tridents are thrown. This applies wherever a fake already fights, so a Guard on patrol and a fake defending itself both use it.
- Ranged fakes shoot their own ammunition (#58). Arrows come out of the fake's inventory, offhand first, so tipped and spectral arrows work and a fake that runs out falls back to melee rather than shooting for free. A thrown trident is not recoverable, so the held one is damaged instead of being consumed and the fake is never left unarmed. The Infinity enchantment is not honoured yet.
- The management screen can be opened with a key of your choosing (#57). There is a new "Open Fake Player Menu" binding under a Fake Players category in the controls screen. It is unbound by default, so sneak + right-click keeps working exactly as before. Bind a key and the menu opens from that key instead while you are looking at a fake, and sneak + right-click stops opening it, which gets Fake Players out of the way of mods that claim right-click on mobs.
Thanks to Raileen and user_xkelxur3h8vuiwfb for the requests.
- Fakes can fight with ranged weapons (#58). A fake holding a bow, crossbow or trident now fights like a skeleton instead of walking into melee: it holds its distance, circles the target, backs off when the target closes and looses when it has a clear line of sight. Bows are drawn and released properly, crossbows charge and fire on the pillager's timing, and tridents are thrown. This applies wherever a fake already fights, so a Guard on patrol and a fake defending itself both use it.
- Ranged fakes shoot their own ammunition (#58). Arrows come out of the fake's inventory, offhand first, so tipped and spectral arrows work and a fake that runs out falls back to melee rather than shooting for free. A thrown trident is not recoverable, so the held one is damaged instead of being consumed and the fake is never left unarmed. The Infinity enchantment is not honoured yet.
- The management screen can be opened with a key of your choosing (#57). There is a new "Open Fake Player Menu" binding under a Fake Players category in the controls screen. It is unbound by default, so sneak + right-click keeps working exactly as before. Bind a key and the menu opens from that key instead while you are looking at a fake, and sneak + right-click stops opening it, which gets Fake Players out of the way of mods that claim right-click on mobs.
Thanks to Raileen and user_xkelxur3h8vuiwfb for the requests.
- The Miner no longer deletes what it digs (#54). Anything past the first stack of building material used to be discarded, and anything that did not match the filter was destroyed the moment it was mined. Nothing is thrown away now: a new
minerSpoilconfig option decides where spoil goes -ground(the default) drops it at the fake's feet,chestbanks it like ore, andvoidrestores the old delete-everything behaviour for tidy quarries. - The Miner no longer thinks its bag is full when every slot merely holds one item (#54). Fullness now counts room in part-filled stacks, in every job.
- Fakes no longer get stuck opening and closing a full deposit chest forever (#54). The Miner, Lumberjack, Farmer and Courier all say the container is full, wait, and carry on by themselves once you empty it.
- The Miner no longer jams on a worn pickaxe (#54). It looks at everything it is carrying rather than whatever happens to be in its hand, hands the worn one over at the chest, and upgrades itself to the best pickaxe it has.
- The Miner no longer claims a pickaxe is the wrong tool for stone while holding a working pickaxe (#54).
- The Miner no longer abandons the block it was working on every time it goes to deposit (#54), which used to leave one hole per trip, and no longer leaves gaps in the quarry cap without saying so.
- The Miner accepts any solid full block as stair and cap material (#54), not just cobblestone, stone, dirt and deepslate, and places whatever it actually used. Ores, metal and gem blocks, obsidian, ancient debris, TNT and redstone parts are never spent as building material. Stairs and slabs still are not accepted.
- The Miner no longer takes back out of the deposit chest what it just put in (#54).
- Fakes no longer report that a deposit container is unreachable when a path exists (#54). A route that cannot actually get there is now recognised as a failure instead of being mistaken for success.
- The Crafter no longer destroys whatever the fake was holding when it starts work (#54).
- The Courier now understands the whole filter syntax (#54) instead of treating the entry as a single item tag.
- Filters can be switched off (#55). There is a toggle beside the filter box, an empty box means no filter at all, and
*matches everything. The filter row is available for the Courier as well as the Miner, and each job shows its real default. - The
Ekey no longer closes the management screen while you are typing a name (#51), so names with anEin them can be typed straight in. - Session markers now disappear when used in creative mode (#55), and the region preview box goes with them.
- The filter syntax and every config option are now written up in the README (#55).
- Fakes no longer lose their gear when they die (#54). The held tool and any armour were being destroyed most of the time on a player kill and always to lava or a fall; they now always drop. A fake also no longer swaps its own pickaxe for a weapon it happens to walk over.
- Closed an item duplication exploit in the Crafter (#54). While it was laying out a recipe the ingredient in its hand could be taken repeatedly by anyone who opened its inventory, and the fake lost nothing in exchange.
- The Crafter no longer freezes on its way to the crafting table (#54). It could stand still holding a full set of ingredients and never start work, because the walk reported that it had arrived while the crafting step still judged it too far away.
- Fakes can walk much further to reach their markers (#54). Every route one worked out was capped at 16 blocks, so a deposit chest up a long staircase looked unreachable no matter how clear the way was. The cap is now the
pathRangeconfig option and defaults to 256. A fake that genuinely cannot reach a marker now says so and waits instead of recomputing a route every tick, and the Crafter reports it like the other jobs already did. - Fishermen can catch treasure again (#52). The treasure pool is gated on the bobber sitting in open water, a test the fake's bobber could never pass, so only fish and junk were ever reeled in. Enchanted books, bows, name tags and the rest are back, and Luck of the Sea shifts the odds as it should. A bobber that clipped the bank used to hang in the air and get reeled in from dry land forever; it now falls into the water, and a cast that lands short is thrown again.
- The Miner now recognises ore on Forge 1.20 (#54). Minecraft only moved the shared item tags to the
c:namespace in 1.20.5, so on this version the defaultc:oresfilter matched nothing at all and the fake collected no ore; the default now coversforge:orestoo, and metal and gem blocks are correctly kept out of the building material.
Thanks to Etan, novvon nevermore, zzzcelery, a_minecrafter, freddthedead and MarauderKnight3 for reporting these.
- The Miner no longer deletes what it digs (#54). Anything past the first stack of building material used to be discarded, and anything that did not match the filter was destroyed the moment it was mined. Nothing is thrown away now: a new
minerSpoilconfig option decides where spoil goes -ground(the default) drops it at the fake's feet,chestbanks it like ore, andvoidrestores the old delete-everything behaviour for tidy quarries. - The Miner no longer thinks its bag is full when every slot merely holds one item (#54). Fullness now counts room in part-filled stacks, in every job.
- Fakes no longer get stuck opening and closing a full deposit chest forever (#54). The Miner, Lumberjack, Farmer and Courier all say the container is full, wait, and carry on by themselves once you empty it.
- The Miner no longer jams on a worn pickaxe (#54). It looks at everything it is carrying rather than whatever happens to be in its hand, hands the worn one over at the chest, and upgrades itself to the best pickaxe it has.
- The Miner no longer claims a pickaxe is the wrong tool for stone while holding a working pickaxe (#54).
- The Miner no longer abandons the block it was working on every time it goes to deposit (#54), which used to leave one hole per trip, and no longer leaves gaps in the quarry cap without saying so.
- The Miner accepts any solid full block as stair and cap material (#54), not just cobblestone, stone, dirt and deepslate, and places whatever it actually used. Ores, metal and gem blocks, obsidian, ancient debris, TNT and redstone parts are never spent as building material. Stairs and slabs still are not accepted.
- The Miner no longer takes back out of the deposit chest what it just put in (#54).
- Fakes no longer report that a deposit container is unreachable when a path exists (#54). A route that cannot actually get there is now recognised as a failure instead of being mistaken for success.
- The Crafter no longer destroys whatever the fake was holding when it starts work (#54).
- The Courier now understands the whole filter syntax (#54) instead of treating the entry as a single item tag.
- Filters can be switched off (#55). There is a toggle beside the filter box, an empty box means no filter at all, and
*matches everything. The filter row is available for the Courier as well as the Miner, and each job shows its real default. - The
Ekey no longer closes the management screen while you are typing a name (#51), so names with anEin them can be typed straight in. - Session markers now disappear when used in creative mode (#55), and the region preview box goes with them.
- The filter syntax and every config option are now written up in the README (#55).
- Fakes no longer lose their gear when they die (#54). The held tool and any armour were being destroyed most of the time on a player kill and always to lava or a fall; they now always drop. A fake also no longer swaps its own pickaxe for a weapon it happens to walk over.
- Closed an item duplication exploit in the Crafter (#54). While it was laying out a recipe the ingredient in its hand could be taken repeatedly by anyone who opened its inventory, and the fake lost nothing in exchange.
- The Crafter no longer freezes on its way to the crafting table (#54). It could stand still holding a full set of ingredients and never start work, because the walk reported that it had arrived while the crafting step still judged it too far away.
- Fakes can walk much further to reach their markers (#54). Every route one worked out was capped at 16 blocks, so a deposit chest up a long staircase looked unreachable no matter how clear the way was. The cap is now the
pathRangeconfig option and defaults to 256. A fake that genuinely cannot reach a marker now says so and waits instead of recomputing a route every tick, and the Crafter reports it like the other jobs already did. - Fishermen can catch treasure again (#52). The treasure pool is gated on the bobber sitting in open water, a test the fake's bobber could never pass, so only fish and junk were ever reeled in. Enchanted books, bows, name tags and the rest are back, and Luck of the Sea shifts the odds as it should. A bobber that clipped the bank used to hang in the air and get reeled in from dry land forever; it now falls into the water, and a cast that lands short is thrown again.
- The Miner now recognises ore on Forge 1.20 (#54). Minecraft only moved the shared item tags to the
c:namespace in 1.20.5, so on this version the defaultc:oresfilter matched nothing at all and the fake collected no ore; the default now coversforge:orestoo, and metal and gem blocks are correctly kept out of the building material.
Thanks to Etan, novvon nevermore, zzzcelery, a_minecrafter, freddthedead and MarauderKnight3 for reporting these.
- The Miner no longer deletes what it digs (#54). Anything past the first stack of building material used to be discarded, and anything that did not match the filter was destroyed the moment it was mined. Nothing is thrown away now: a new
minerSpoilconfig option decides where spoil goes -ground(the default) drops it at the fake's feet,chestbanks it like ore, andvoidrestores the old delete-everything behaviour for tidy quarries. - The Miner no longer thinks its bag is full when every slot merely holds one item (#54). Fullness now counts room in part-filled stacks, in every job.
- Fakes no longer get stuck opening and closing a full deposit chest forever (#54). The Miner, Lumberjack, Farmer and Courier all say the container is full, wait, and carry on by themselves once you empty it.
- The Miner no longer jams on a worn pickaxe (#54). It looks at everything it is carrying rather than whatever happens to be in its hand, hands the worn one over at the chest, and upgrades itself to the best pickaxe it has.
- The Miner no longer claims a pickaxe is the wrong tool for stone while holding a working pickaxe (#54).
- The Miner no longer abandons the block it was working on every time it goes to deposit (#54), which used to leave one hole per trip, and no longer leaves gaps in the quarry cap without saying so.
- The Miner accepts any solid full block as stair and cap material (#54), not just cobblestone, stone, dirt and deepslate, and places whatever it actually used. Ores, metal and gem blocks, obsidian, ancient debris, TNT and redstone parts are never spent as building material. Stairs and slabs still are not accepted.
- The Miner no longer takes back out of the deposit chest what it just put in (#54).
- Fakes no longer report that a deposit container is unreachable when a path exists (#54). A route that cannot actually get there is now recognised as a failure instead of being mistaken for success.
- The Crafter no longer destroys whatever the fake was holding when it starts work (#54).
- The Courier now understands the whole filter syntax (#54) instead of treating the entry as a single item tag.
- Filters can be switched off (#55). There is a toggle beside the filter box, an empty box means no filter at all, and
*matches everything. The filter row is available for the Courier as well as the Miner, and each job shows its real default. - The
Ekey no longer closes the management screen while you are typing a name (#51), so names with anEin them can be typed straight in. - Session markers now disappear when used in creative mode (#55), and the region preview box goes with them.
- The filter syntax and every config option are now written up in the README (#55).
- Fakes no longer lose their gear when they die (#54). The held tool and any armour were being destroyed most of the time on a player kill and always to lava or a fall; they now always drop. A fake also no longer swaps its own pickaxe for a weapon it happens to walk over.
- Closed an item duplication exploit in the Crafter (#54). While it was laying out a recipe the ingredient in its hand could be taken repeatedly by anyone who opened its inventory, and the fake lost nothing in exchange.
- The Crafter no longer freezes on its way to the crafting table (#54). It could stand still holding a full set of ingredients and never start work, because the walk reported that it had arrived while the crafting step still judged it too far away.
- Fakes can walk much further to reach their markers (#54). Every route one worked out was capped at 16 blocks, so a deposit chest up a long staircase looked unreachable no matter how clear the way was. The cap is now the
pathRangeconfig option and defaults to 256. A fake that genuinely cannot reach a marker now says so and waits instead of recomputing a route every tick, and the Crafter reports it like the other jobs already did. - Fishermen can catch treasure again (#52). The treasure pool is gated on the bobber sitting in open water, a test the fake's bobber could never pass, so only fish and junk were ever reeled in. Enchanted books, bows, name tags and the rest are back, and Luck of the Sea shifts the odds as it should. A bobber that clipped the bank used to hang in the air and get reeled in from dry land forever; it now falls into the water, and a cast that lands short is thrown again.
Thanks to Etan, novvon nevermore, zzzcelery, a_minecrafter, freddthedead and MarauderKnight3 for reporting these.
- The Miner no longer deletes what it digs (#54). Anything past the first stack of building material used to be discarded, and anything that did not match the filter was destroyed the moment it was mined. Nothing is thrown away now: a new
minerSpoilconfig option decides where spoil goes -ground(the default) drops it at the fake's feet,chestbanks it like ore, andvoidrestores the old delete-everything behaviour for tidy quarries. - The Miner no longer thinks its bag is full when every slot merely holds one item (#54). Fullness now counts room in part-filled stacks, in every job.
- Fakes no longer get stuck opening and closing a full deposit chest forever (#54). The Miner, Lumberjack, Farmer and Courier all say the container is full, wait, and carry on by themselves once you empty it.
- The Miner no longer jams on a worn pickaxe (#54). It looks at everything it is carrying rather than whatever happens to be in its hand, hands the worn one over at the chest, and upgrades itself to the best pickaxe it has.
- The Miner no longer claims a pickaxe is the wrong tool for stone while holding a working pickaxe (#54).
- The Miner no longer abandons the block it was working on every time it goes to deposit (#54), which used to leave one hole per trip, and no longer leaves gaps in the quarry cap without saying so.
- The Miner accepts any solid full block as stair and cap material (#54), not just cobblestone, stone, dirt and deepslate, and places whatever it actually used. Ores, metal and gem blocks, obsidian, ancient debris, TNT and redstone parts are never spent as building material. Stairs and slabs still are not accepted.
- The Miner no longer takes back out of the deposit chest what it just put in (#54).
- Fakes no longer report that a deposit container is unreachable when a path exists (#54). A route that cannot actually get there is now recognised as a failure instead of being mistaken for success.
- The Crafter no longer destroys whatever the fake was holding when it starts work (#54).
- The Courier now understands the whole filter syntax (#54) instead of treating the entry as a single item tag.
- Filters can be switched off (#55). There is a toggle beside the filter box, an empty box means no filter at all, and
*matches everything. The filter row is available for the Courier as well as the Miner, and each job shows its real default. - The
Ekey no longer closes the management screen while you are typing a name (#51), so names with anEin them can be typed straight in. - Session markers now disappear when used in creative mode (#55), and the region preview box goes with them.
- The filter syntax and every config option are now written up in the README (#55).
- Fakes no longer lose their gear when they die (#54). The held tool and any armour were being destroyed most of the time on a player kill and always to lava or a fall; they now always drop. A fake also no longer swaps its own pickaxe for a weapon it happens to walk over.
- Closed an item duplication exploit in the Crafter (#54). While it was laying out a recipe the ingredient in its hand could be taken repeatedly by anyone who opened its inventory, and the fake lost nothing in exchange.
- The Crafter no longer freezes on its way to the crafting table (#54). It could stand still holding a full set of ingredients and never start work, because the walk reported that it had arrived while the crafting step still judged it too far away.
- Fakes can walk much further to reach their markers (#54). Every route one worked out was capped at 16 blocks, so a deposit chest up a long staircase looked unreachable no matter how clear the way was. The cap is now the
pathRangeconfig option and defaults to 256. A fake that genuinely cannot reach a marker now says so and waits instead of recomputing a route every tick, and the Crafter reports it like the other jobs already did. - Fishermen can catch treasure again (#52). The treasure pool is gated on the bobber sitting in open water, a test the fake's bobber could never pass, so only fish and junk were ever reeled in. Enchanted books, bows, name tags and the rest are back, and Luck of the Sea shifts the odds as it should. A bobber that clipped the bank used to hang in the air and get reeled in from dry land forever; it now falls into the water, and a cast that lands short is thrown again.
Thanks to Etan, novvon nevermore, zzzcelery, a_minecrafter, freddthedead and MarauderKnight3 for reporting these.
- The Miner no longer deletes what it digs (#54). Anything past the first stack of building material used to be discarded, and anything that did not match the filter was destroyed the moment it was mined. Nothing is thrown away now: a new
minerSpoilconfig option decides where spoil goes -ground(the default) drops it at the fake's feet,chestbanks it like ore, andvoidrestores the old delete-everything behaviour for tidy quarries. - The Miner no longer thinks its bag is full when every slot merely holds one item (#54). Fullness now counts room in part-filled stacks, in every job.
- Fakes no longer get stuck opening and closing a full deposit chest forever (#54). The Miner, Lumberjack, Farmer and Courier all say the container is full, wait, and carry on by themselves once you empty it.
- The Miner no longer jams on a worn pickaxe (#54). It looks at everything it is carrying rather than whatever happens to be in its hand, hands the worn one over at the chest, and upgrades itself to the best pickaxe it has.
- The Miner no longer claims a pickaxe is the wrong tool for stone while holding a working pickaxe (#54).
- The Miner no longer abandons the block it was working on every time it goes to deposit (#54), which used to leave one hole per trip, and no longer leaves gaps in the quarry cap without saying so.
- The Miner accepts any solid full block as stair and cap material (#54), not just cobblestone, stone, dirt and deepslate, and places whatever it actually used. Ores, metal and gem blocks, obsidian, ancient debris, TNT and redstone parts are never spent as building material. Stairs and slabs still are not accepted.
- The Miner no longer takes back out of the deposit chest what it just put in (#54).
- Fakes no longer report that a deposit container is unreachable when a path exists (#54). A route that cannot actually get there is now recognised as a failure instead of being mistaken for success.
- The Crafter no longer destroys whatever the fake was holding when it starts work (#54).
- The Courier now understands the whole filter syntax (#54) instead of treating the entry as a single item tag.
- Filters can be switched off (#55). There is a toggle beside the filter box, an empty box means no filter at all, and
*matches everything. The filter row is available for the Courier as well as the Miner, and each job shows its real default. - The
Ekey no longer closes the management screen while you are typing a name (#51), so names with anEin them can be typed straight in. - Session markers now disappear when used in creative mode (#55), and the region preview box goes with them.
- The filter syntax and every config option are now written up in the README (#55).
- Fakes no longer lose their gear when they die (#54). The held tool and any armour were being destroyed most of the time on a player kill and always to lava or a fall; they now always drop. A fake also no longer swaps its own pickaxe for a weapon it happens to walk over.
- Closed an item duplication exploit in the Crafter (#54). While it was laying out a recipe the ingredient in its hand could be taken repeatedly by anyone who opened its inventory, and the fake lost nothing in exchange.
- The Crafter no longer freezes on its way to the crafting table (#54). It could stand still holding a full set of ingredients and never start work, because the walk reported that it had arrived while the crafting step still judged it too far away.
- Fakes can walk much further to reach their markers (#54). Every route one worked out was capped at 16 blocks, so a deposit chest up a long staircase looked unreachable no matter how clear the way was. The cap is now the
pathRangeconfig option and defaults to 256. A fake that genuinely cannot reach a marker now says so and waits instead of recomputing a route every tick, and the Crafter reports it like the other jobs already did. - Fishermen can catch treasure again (#52). The treasure pool is gated on the bobber sitting in open water, a test the fake's bobber could never pass, so only fish and junk were ever reeled in. Enchanted books, bows, name tags and the rest are back, and Luck of the Sea shifts the odds as it should. A bobber that clipped the bank used to hang in the air and get reeled in from dry land forever; it now falls into the water, and a cast that lands short is thrown again.
Thanks to Etan, novvon nevermore, zzzcelery, a_minecrafter, freddthedead and MarauderKnight3 for reporting these.
- The Miner no longer deletes what it digs (#54). Anything past the first stack of building material used to be discarded, and anything that did not match the filter was destroyed the moment it was mined. Nothing is thrown away now: a new
minerSpoilconfig option decides where spoil goes -ground(the default) drops it at the fake's feet,chestbanks it like ore, andvoidrestores the old delete-everything behaviour for tidy quarries. - The Miner no longer thinks its bag is full when every slot merely holds one item (#54). Fullness now counts room in part-filled stacks, in every job.
- Fakes no longer get stuck opening and closing a full deposit chest forever (#54). The Miner, Lumberjack, Farmer and Courier all say the container is full, wait, and carry on by themselves once you empty it.
- The Miner no longer jams on a worn pickaxe (#54). It looks at everything it is carrying rather than whatever happens to be in its hand, hands the worn one over at the chest, and upgrades itself to the best pickaxe it has.
- The Miner no longer claims a pickaxe is the wrong tool for stone while holding a working pickaxe (#54).
- The Miner no longer abandons the block it was working on every time it goes to deposit (#54), which used to leave one hole per trip, and no longer leaves gaps in the quarry cap without saying so.
- The Miner accepts any solid full block as stair and cap material (#54), not just cobblestone, stone, dirt and deepslate, and places whatever it actually used. Ores, metal and gem blocks, obsidian, ancient debris, TNT and redstone parts are never spent as building material. Stairs and slabs still are not accepted.
- The Miner no longer takes back out of the deposit chest what it just put in (#54).
- Fakes no longer report that a deposit container is unreachable when a path exists (#54). A route that cannot actually get there is now recognised as a failure instead of being mistaken for success.
- The Crafter no longer destroys whatever the fake was holding when it starts work (#54).
- The Courier now understands the whole filter syntax (#54) instead of treating the entry as a single item tag.
- Filters can be switched off (#55). There is a toggle beside the filter box, an empty box means no filter at all, and
*matches everything. The filter row is available for the Courier as well as the Miner, and each job shows its real default. - The
Ekey no longer closes the management screen while you are typing a name (#51), so names with anEin them can be typed straight in. - Session markers now disappear when used in creative mode (#55), and the region preview box goes with them.
- The filter syntax and every config option are now written up in the README (#55).
- Fakes no longer lose their gear when they die (#54). The held tool and any armour were being destroyed most of the time on a player kill and always to lava or a fall; they now always drop. A fake also no longer swaps its own pickaxe for a weapon it happens to walk over.
- Closed an item duplication exploit in the Crafter (#54). While it was laying out a recipe the ingredient in its hand could be taken repeatedly by anyone who opened its inventory, and the fake lost nothing in exchange.
- The Crafter no longer freezes on its way to the crafting table (#54). It could stand still holding a full set of ingredients and never start work, because the walk reported that it had arrived while the crafting step still judged it too far away.
- Fakes can walk much further to reach their markers (#54). Every route one worked out was capped at 16 blocks, so a deposit chest up a long staircase looked unreachable no matter how clear the way was. The cap is now the
pathRangeconfig option and defaults to 256. A fake that genuinely cannot reach a marker now says so and waits instead of recomputing a route every tick, and the Crafter reports it like the other jobs already did. - Fishermen can catch treasure again (#52). The treasure pool is gated on the bobber sitting in open water, a test the fake's bobber could never pass, so only fish and junk were ever reeled in. Enchanted books, bows, name tags and the rest are back, and Luck of the Sea shifts the odds as it should. A bobber that clipped the bank used to hang in the air and get reeled in from dry land forever; it now falls into the water, and a cast that lands short is thrown again.
- Recipes now load on 1.21.1 (#53). The datapack folder names and the recipe result field changed in 1.21, and this version was still using the 1.20 form, so the player egg and its parts had no recipes at all.
Thanks to Etan, novvon nevermore, zzzcelery, a_minecrafter, freddthedead and MarauderKnight3 for reporting these.
- The Miner no longer deletes what it digs (#54). Anything past the first stack of building material used to be discarded, and anything that did not match the filter was destroyed the moment it was mined. Nothing is thrown away now: a new
minerSpoilconfig option decides where spoil goes -ground(the default) drops it at the fake's feet,chestbanks it like ore, andvoidrestores the old delete-everything behaviour for tidy quarries. - The Miner no longer thinks its bag is full when every slot merely holds one item (#54). Fullness now counts room in part-filled stacks, in every job.
- Fakes no longer get stuck opening and closing a full deposit chest forever (#54). The Miner, Lumberjack, Farmer and Courier all say the container is full, wait, and carry on by themselves once you empty it.
- The Miner no longer jams on a worn pickaxe (#54). It looks at everything it is carrying rather than whatever happens to be in its hand, hands the worn one over at the chest, and upgrades itself to the best pickaxe it has.
- The Miner no longer claims a pickaxe is the wrong tool for stone while holding a working pickaxe (#54).
- The Miner no longer abandons the block it was working on every time it goes to deposit (#54), which used to leave one hole per trip, and no longer leaves gaps in the quarry cap without saying so.
- The Miner accepts any solid full block as stair and cap material (#54), not just cobblestone, stone, dirt and deepslate, and places whatever it actually used. Ores, metal and gem blocks, obsidian, ancient debris, TNT and redstone parts are never spent as building material. Stairs and slabs still are not accepted.
- The Miner no longer takes back out of the deposit chest what it just put in (#54).
- Fakes no longer report that a deposit container is unreachable when a path exists (#54). A route that cannot actually get there is now recognised as a failure instead of being mistaken for success.
- The Crafter no longer destroys whatever the fake was holding when it starts work (#54).
- The Courier now understands the whole filter syntax (#54) instead of treating the entry as a single item tag.
- Filters can be switched off (#55). There is a toggle beside the filter box, an empty box means no filter at all, and
*matches everything. The filter row is available for the Courier as well as the Miner, and each job shows its real default. - The
Ekey no longer closes the management screen while you are typing a name (#51), so names with anEin them can be typed straight in. - Session markers now disappear when used in creative mode (#55), and the region preview box goes with them.
- The filter syntax and every config option are now written up in the README (#55).
- Fakes no longer lose their gear when they die (#54). The held tool and any armour were being destroyed most of the time on a player kill and always to lava or a fall; they now always drop. A fake also no longer swaps its own pickaxe for a weapon it happens to walk over.
- Closed an item duplication exploit in the Crafter (#54). While it was laying out a recipe the ingredient in its hand could be taken repeatedly by anyone who opened its inventory, and the fake lost nothing in exchange.
- The Crafter no longer freezes on its way to the crafting table (#54). It could stand still holding a full set of ingredients and never start work, because the walk reported that it had arrived while the crafting step still judged it too far away.
- Fakes can walk much further to reach their markers (#54). Every route one worked out was capped at 16 blocks, so a deposit chest up a long staircase looked unreachable no matter how clear the way was. The cap is now the
pathRangeconfig option and defaults to 256. A fake that genuinely cannot reach a marker now says so and waits instead of recomputing a route every tick, and the Crafter reports it like the other jobs already did. - Fishermen can catch treasure again (#52). The treasure pool is gated on the bobber sitting in open water, a test the fake's bobber could never pass, so only fish and junk were ever reeled in. Enchanted books, bows, name tags and the rest are back, and Luck of the Sea shifts the odds as it should. A bobber that clipped the bank used to hang in the air and get reeled in from dry land forever; it now falls into the water, and a cast that lands short is thrown again.
- The Miner now recognises ore on Forge 1.20 (#54). Minecraft only moved the shared item tags to the
c:namespace in 1.20.5, so on this version the defaultc:oresfilter matched nothing at all and the fake collected no ore; the default now coversforge:orestoo, and metal and gem blocks are correctly kept out of the building material.
Thanks to Etan, novvon nevermore, zzzcelery, a_minecrafter, freddthedead and MarauderKnight3 for reporting these.
- The Miner no longer deletes what it digs (#54). Anything past the first stack of building material used to be discarded, and anything that did not match the filter was destroyed the moment it was mined. Nothing is thrown away now: a new
minerSpoilconfig option decides where spoil goes -ground(the default) drops it at the fake's feet,chestbanks it like ore, andvoidrestores the old delete-everything behaviour for tidy quarries. - The Miner no longer thinks its bag is full when every slot merely holds one item (#54). Fullness now counts room in part-filled stacks, in every job.
- Fakes no longer get stuck opening and closing a full deposit chest forever (#54). The Miner, Lumberjack, Farmer and Courier all say the container is full, wait, and carry on by themselves once you empty it.
- The Miner no longer jams on a worn pickaxe (#54). It looks at everything it is carrying rather than whatever happens to be in its hand, hands the worn one over at the chest, and upgrades itself to the best pickaxe it has.
- The Miner no longer claims a pickaxe is the wrong tool for stone while holding a working pickaxe (#54).
- The Miner no longer abandons the block it was working on every time it goes to deposit (#54), which used to leave one hole per trip, and no longer leaves gaps in the quarry cap without saying so.
- The Miner accepts any solid full block as stair and cap material (#54), not just cobblestone, stone, dirt and deepslate, and places whatever it actually used. Ores, metal and gem blocks, obsidian, ancient debris, TNT and redstone parts are never spent as building material. Stairs and slabs still are not accepted.
- The Miner no longer takes back out of the deposit chest what it just put in (#54).
- Fakes no longer report that a deposit container is unreachable when a path exists (#54). A route that cannot actually get there is now recognised as a failure instead of being mistaken for success.
- The Crafter no longer destroys whatever the fake was holding when it starts work (#54).
- The Courier now understands the whole filter syntax (#54) instead of treating the entry as a single item tag.
- Filters can be switched off (#55). There is a toggle beside the filter box, an empty box means no filter at all, and
*matches everything. The filter row is available for the Courier as well as the Miner, and each job shows its real default. - The
Ekey no longer closes the management screen while you are typing a name (#51), so names with anEin them can be typed straight in. - Session markers now disappear when used in creative mode (#55), and the region preview box goes with them.
- The filter syntax and every config option are now written up in the README (#55).
- Fakes no longer lose their gear when they die (#54). The held tool and any armour were being destroyed most of the time on a player kill and always to lava or a fall; they now always drop. A fake also no longer swaps its own pickaxe for a weapon it happens to walk over.
- Closed an item duplication exploit in the Crafter (#54). While it was laying out a recipe the ingredient in its hand could be taken repeatedly by anyone who opened its inventory, and the fake lost nothing in exchange.
- The Crafter no longer freezes on its way to the crafting table (#54). It could stand still holding a full set of ingredients and never start work, because the walk reported that it had arrived while the crafting step still judged it too far away.
- Fakes can walk much further to reach their markers (#54). Every route one worked out was capped at 16 blocks, so a deposit chest up a long staircase looked unreachable no matter how clear the way was. The cap is now the
pathRangeconfig option and defaults to 256. A fake that genuinely cannot reach a marker now says so and waits instead of recomputing a route every tick, and the Crafter reports it like the other jobs already did. - Fishermen can catch treasure again (#52). The treasure pool is gated on the bobber sitting in open water, a test the fake's bobber could never pass, so only fish and junk were ever reeled in. Enchanted books, bows, name tags and the rest are back, and Luck of the Sea shifts the odds as it should. A bobber that clipped the bank used to hang in the air and get reeled in from dry land forever; it now falls into the water, and a cast that lands short is thrown again.
Thanks to Etan, novvon nevermore, zzzcelery, a_minecrafter, freddthedead and MarauderKnight3 for reporting these.
- The Miner no longer deletes what it digs (#54). Anything past the first stack of building material used to be discarded, and anything that did not match the filter was destroyed the moment it was mined. Nothing is thrown away now: a new
minerSpoilconfig option decides where spoil goes -ground(the default) drops it at the fake's feet,chestbanks it like ore, andvoidrestores the old delete-everything behaviour for tidy quarries. - The Miner no longer thinks its bag is full when every slot merely holds one item (#54). Fullness now counts room in part-filled stacks, in every job.
- Fakes no longer get stuck opening and closing a full deposit chest forever (#54). The Miner, Lumberjack, Farmer and Courier all say the container is full, wait, and carry on by themselves once you empty it.
- The Miner no longer jams on a worn pickaxe (#54). It looks at everything it is carrying rather than whatever happens to be in its hand, hands the worn one over at the chest, and upgrades itself to the best pickaxe it has.
- The Miner no longer claims a pickaxe is the wrong tool for stone while holding a working pickaxe (#54).
- The Miner no longer abandons the block it was working on every time it goes to deposit (#54), which used to leave one hole per trip, and no longer leaves gaps in the quarry cap without saying so.
- The Miner accepts any solid full block as stair and cap material (#54), not just cobblestone, stone, dirt and deepslate, and places whatever it actually used. Ores, metal and gem blocks, obsidian, ancient debris, TNT and redstone parts are never spent as building material. Stairs and slabs still are not accepted.
- The Miner no longer takes back out of the deposit chest what it just put in (#54).
- Fakes no longer report that a deposit container is unreachable when a path exists (#54). A route that cannot actually get there is now recognised as a failure instead of being mistaken for success.
- The Crafter no longer destroys whatever the fake was holding when it starts work (#54).
- The Courier now understands the whole filter syntax (#54) instead of treating the entry as a single item tag.
- Filters can be switched off (#55). There is a toggle beside the filter box, an empty box means no filter at all, and
*matches everything. The filter row is available for the Courier as well as the Miner, and each job shows its real default. - The
Ekey no longer closes the management screen while you are typing a name (#51), so names with anEin them can be typed straight in. - Session markers now disappear when used in creative mode (#55), and the region preview box goes with them.
- The filter syntax and every config option are now written up in the README (#55).
- Fakes no longer lose their gear when they die (#54). The held tool and any armour were being destroyed most of the time on a player kill and always to lava or a fall; they now always drop. A fake also no longer swaps its own pickaxe for a weapon it happens to walk over.
- Closed an item duplication exploit in the Crafter (#54). While it was laying out a recipe the ingredient in its hand could be taken repeatedly by anyone who opened its inventory, and the fake lost nothing in exchange.
- The Crafter no longer freezes on its way to the crafting table (#54). It could stand still holding a full set of ingredients and never start work, because the walk reported that it had arrived while the crafting step still judged it too far away.
- Fakes can walk much further to reach their markers (#54). Every route one worked out was capped at 16 blocks, so a deposit chest up a long staircase looked unreachable no matter how clear the way was. The cap is now the
pathRangeconfig option and defaults to 256. A fake that genuinely cannot reach a marker now says so and waits instead of recomputing a route every tick, and the Crafter reports it like the other jobs already did. - Fishermen can catch treasure again (#52). The treasure pool is gated on the bobber sitting in open water, a test the fake's bobber could never pass, so only fish and junk were ever reeled in. Enchanted books, bows, name tags and the rest are back, and Luck of the Sea shifts the odds as it should. A bobber that clipped the bank used to hang in the air and get reeled in from dry land forever; it now falls into the water, and a cast that lands short is thrown again.
Thanks to Etan, novvon nevermore, zzzcelery, a_minecrafter, freddthedead and MarauderKnight3 for reporting these.
- The Miner no longer deletes what it digs (#54). Anything past the first stack of building material used to be discarded, and anything that did not match the filter was destroyed the moment it was mined. Nothing is thrown away now: a new
minerSpoilconfig option decides where spoil goes -ground(the default) drops it at the fake's feet,chestbanks it like ore, andvoidrestores the old delete-everything behaviour for tidy quarries. - The Miner no longer thinks its bag is full when every slot merely holds one item (#54). Fullness now counts room in part-filled stacks, in every job.
- Fakes no longer get stuck opening and closing a full deposit chest forever (#54). The Miner, Lumberjack, Farmer and Courier all say the container is full, wait, and carry on by themselves once you empty it.
- The Miner no longer jams on a worn pickaxe (#54). It looks at everything it is carrying rather than whatever happens to be in its hand, hands the worn one over at the chest, and upgrades itself to the best pickaxe it has.
- The Miner no longer claims a pickaxe is the wrong tool for stone while holding a working pickaxe (#54).
- The Miner no longer abandons the block it was working on every time it goes to deposit (#54), which used to leave one hole per trip, and no longer leaves gaps in the quarry cap without saying so.
- The Miner accepts any solid full block as stair and cap material (#54), not just cobblestone, stone, dirt and deepslate, and places whatever it actually used. Ores, metal and gem blocks, obsidian, ancient debris, TNT and redstone parts are never spent as building material. Stairs and slabs still are not accepted.
- The Miner no longer takes back out of the deposit chest what it just put in (#54).
- Fakes no longer report that a deposit container is unreachable when a path exists (#54). A route that cannot actually get there is now recognised as a failure instead of being mistaken for success.
- The Crafter no longer destroys whatever the fake was holding when it starts work (#54).
- The Courier now understands the whole filter syntax (#54) instead of treating the entry as a single item tag.
- Filters can be switched off (#55). There is a toggle beside the filter box, an empty box means no filter at all, and
*matches everything. The filter row is available for the Courier as well as the Miner, and each job shows its real default. - The
Ekey no longer closes the management screen while you are typing a name (#51), so names with anEin them can be typed straight in. - Session markers now disappear when used in creative mode (#55), and the region preview box goes with them.
- The filter syntax and every config option are now written up in the README (#55).
- Fakes no longer lose their gear when they die (#54). The held tool and any armour were being destroyed most of the time on a player kill and always to lava or a fall; they now always drop. A fake also no longer swaps its own pickaxe for a weapon it happens to walk over.
- Closed an item duplication exploit in the Crafter (#54). While it was laying out a recipe the ingredient in its hand could be taken repeatedly by anyone who opened its inventory, and the fake lost nothing in exchange.
- The Crafter no longer freezes on its way to the crafting table (#54). It could stand still holding a full set of ingredients and never start work, because the walk reported that it had arrived while the crafting step still judged it too far away.
- Fakes can walk much further to reach their markers (#54). Every route one worked out was capped at 16 blocks, so a deposit chest up a long staircase looked unreachable no matter how clear the way was. The cap is now the
pathRangeconfig option and defaults to 256. A fake that genuinely cannot reach a marker now says so and waits instead of recomputing a route every tick, and the Crafter reports it like the other jobs already did. - Fishermen can catch treasure again (#52). The treasure pool is gated on the bobber sitting in open water, a test the fake's bobber could never pass, so only fish and junk were ever reeled in. Enchanted books, bows, name tags and the rest are back, and Luck of the Sea shifts the odds as it should. A bobber that clipped the bank used to hang in the air and get reeled in from dry land forever; it now falls into the water, and a cast that lands short is thrown again.
- The Miner now recognises ore on Forge 1.20 (#54). Minecraft only moved the shared item tags to the
c:namespace in 1.20.5, so on this version the defaultc:oresfilter matched nothing at all and the fake collected no ore; the default now coversforge:orestoo, and metal and gem blocks are correctly kept out of the building material.
Thanks to Etan, novvon nevermore, zzzcelery, a_minecrafter, freddthedead and MarauderKnight3 for reporting these.
- The Miner no longer deletes what it digs (#54). Anything past the first stack of building material used to be discarded, and anything that did not match the filter was destroyed the moment it was mined. Nothing is thrown away now: a new
minerSpoilconfig option decides where spoil goes -ground(the default) drops it at the fake's feet,chestbanks it like ore, andvoidrestores the old delete-everything behaviour for tidy quarries. - The Miner no longer thinks its bag is full when every slot merely holds one item (#54). Fullness now counts room in part-filled stacks, in every job.
- Fakes no longer get stuck opening and closing a full deposit chest forever (#54). The Miner, Lumberjack, Farmer and Courier all say the container is full, wait, and carry on by themselves once you empty it.
- The Miner no longer jams on a worn pickaxe (#54). It looks at everything it is carrying rather than whatever happens to be in its hand, hands the worn one over at the chest, and upgrades itself to the best pickaxe it has.
- The Miner no longer claims a pickaxe is the wrong tool for stone while holding a working pickaxe (#54).
- The Miner no longer abandons the block it was working on every time it goes to deposit (#54), which used to leave one hole per trip, and no longer leaves gaps in the quarry cap without saying so.
- The Miner accepts any solid full block as stair and cap material (#54), not just cobblestone, stone, dirt and deepslate, and places whatever it actually used. Ores, metal and gem blocks, obsidian, ancient debris, TNT and redstone parts are never spent as building material. Stairs and slabs still are not accepted.
- The Miner no longer takes back out of the deposit chest what it just put in (#54).
- Fakes no longer report that a deposit container is unreachable when a path exists (#54). A route that cannot actually get there is now recognised as a failure instead of being mistaken for success.
- The Crafter no longer destroys whatever the fake was holding when it starts work (#54).
- The Courier now understands the whole filter syntax (#54) instead of treating the entry as a single item tag.
- Filters can be switched off (#55). There is a toggle beside the filter box, an empty box means no filter at all, and
*matches everything. The filter row is available for the Courier as well as the Miner, and each job shows its real default. - The
Ekey no longer closes the management screen while you are typing a name (#51), so names with anEin them can be typed straight in. - Session markers now disappear when used in creative mode (#55), and the region preview box goes with them.
- The filter syntax and every config option are now written up in the README (#55).
- Fakes no longer lose their gear when they die (#54). The held tool and any armour were being destroyed most of the time on a player kill and always to lava or a fall; they now always drop. A fake also no longer swaps its own pickaxe for a weapon it happens to walk over.
- Closed an item duplication exploit in the Crafter (#54). While it was laying out a recipe the ingredient in its hand could be taken repeatedly by anyone who opened its inventory, and the fake lost nothing in exchange.
- The Crafter no longer freezes on its way to the crafting table (#54). It could stand still holding a full set of ingredients and never start work, because the walk reported that it had arrived while the crafting step still judged it too far away.
- Fakes can walk much further to reach their markers (#54). Every route one worked out was capped at 16 blocks, so a deposit chest up a long staircase looked unreachable no matter how clear the way was. The cap is now the
pathRangeconfig option and defaults to 256. A fake that genuinely cannot reach a marker now says so and waits instead of recomputing a route every tick, and the Crafter reports it like the other jobs already did. - Fishermen can catch treasure again (#52). The treasure pool is gated on the bobber sitting in open water, a test the fake's bobber could never pass, so only fish and junk were ever reeled in. Enchanted books, bows, name tags and the rest are back, and Luck of the Sea shifts the odds as it should. A bobber that clipped the bank used to hang in the air and get reeled in from dry land forever; it now falls into the water, and a cast that lands short is thrown again.
Thanks to Etan, novvon nevermore, zzzcelery, a_minecrafter, freddthedead and MarauderKnight3 for reporting these.
- The Miner no longer deletes what it digs (#54). Anything past the first stack of building material used to be discarded, and anything that did not match the filter was destroyed the moment it was mined. Nothing is thrown away now: a new
minerSpoilconfig option decides where spoil goes -ground(the default) drops it at the fake's feet,chestbanks it like ore, andvoidrestores the old delete-everything behaviour for tidy quarries. - The Miner no longer thinks its bag is full when every slot merely holds one item (#54). Fullness now counts room in part-filled stacks, in every job.
- Fakes no longer get stuck opening and closing a full deposit chest forever (#54). The Miner, Lumberjack, Farmer and Courier all say the container is full, wait, and carry on by themselves once you empty it.
- The Miner no longer jams on a worn pickaxe (#54). It looks at everything it is carrying rather than whatever happens to be in its hand, hands the worn one over at the chest, and upgrades itself to the best pickaxe it has.
- The Miner no longer claims a pickaxe is the wrong tool for stone while holding a working pickaxe (#54).
- The Miner no longer abandons the block it was working on every time it goes to deposit (#54), which used to leave one hole per trip, and no longer leaves gaps in the quarry cap without saying so.
- The Miner accepts any solid full block as stair and cap material (#54), not just cobblestone, stone, dirt and deepslate, and places whatever it actually used. Ores, metal and gem blocks, obsidian, ancient debris, TNT and redstone parts are never spent as building material. Stairs and slabs still are not accepted.
- The Miner no longer takes back out of the deposit chest what it just put in (#54).
- Fakes no longer report that a deposit container is unreachable when a path exists (#54). A route that cannot actually get there is now recognised as a failure instead of being mistaken for success.
- The Crafter no longer destroys whatever the fake was holding when it starts work (#54).
- The Courier now understands the whole filter syntax (#54) instead of treating the entry as a single item tag.
- Filters can be switched off (#55). There is a toggle beside the filter box, an empty box means no filter at all, and
*matches everything. The filter row is available for the Courier as well as the Miner, and each job shows its real default. - The
Ekey no longer closes the management screen while you are typing a name (#51), so names with anEin them can be typed straight in. - Session markers now disappear when used in creative mode (#55), and the region preview box goes with them.
- The filter syntax and every config option are now written up in the README (#55).
- Fakes no longer lose their gear when they die (#54). The held tool and any armour were being destroyed most of the time on a player kill and always to lava or a fall; they now always drop. A fake also no longer swaps its own pickaxe for a weapon it happens to walk over.
- Closed an item duplication exploit in the Crafter (#54). While it was laying out a recipe the ingredient in its hand could be taken repeatedly by anyone who opened its inventory, and the fake lost nothing in exchange.
- The Crafter no longer freezes on its way to the crafting table (#54). It could stand still holding a full set of ingredients and never start work, because the walk reported that it had arrived while the crafting step still judged it too far away.
- Fakes can walk much further to reach their markers (#54). Every route one worked out was capped at 16 blocks, so a deposit chest up a long staircase looked unreachable no matter how clear the way was. The cap is now the
pathRangeconfig option and defaults to 256. A fake that genuinely cannot reach a marker now says so and waits instead of recomputing a route every tick, and the Crafter reports it like the other jobs already did. - Fishermen can catch treasure again (#52). The treasure pool is gated on the bobber sitting in open water, a test the fake's bobber could never pass, so only fish and junk were ever reeled in. Enchanted books, bows, name tags and the rest are back, and Luck of the Sea shifts the odds as it should. A bobber that clipped the bank used to hang in the air and get reeled in from dry land forever; it now falls into the water, and a cast that lands short is thrown again.
- Recipes now load on 1.21.1 (#53). The datapack folder names and the recipe result field changed in 1.21, and this version was still using the 1.20 form, so the player egg and its parts had no recipes at all.
Thanks to Etan, novvon nevermore, zzzcelery, a_minecrafter, freddthedead and MarauderKnight3 for reporting these.
- The Miner no longer deletes what it digs (#54). Anything past the first stack of building material used to be discarded, and anything that did not match the filter was destroyed the moment it was mined. Nothing is thrown away now: a new
minerSpoilconfig option decides where spoil goes -ground(the default) drops it at the fake's feet,chestbanks it like ore, andvoidrestores the old delete-everything behaviour for tidy quarries. - The Miner no longer thinks its bag is full when every slot merely holds one item (#54). Fullness now counts room in part-filled stacks, in every job.
- Fakes no longer get stuck opening and closing a full deposit chest forever (#54). The Miner, Lumberjack, Farmer and Courier all say the container is full, wait, and carry on by themselves once you empty it.
- The Miner no longer jams on a worn pickaxe (#54). It looks at everything it is carrying rather than whatever happens to be in its hand, hands the worn one over at the chest, and upgrades itself to the best pickaxe it has.
- The Miner no longer claims a pickaxe is the wrong tool for stone while holding a working pickaxe (#54).
- The Miner no longer abandons the block it was working on every time it goes to deposit (#54), which used to leave one hole per trip, and no longer leaves gaps in the quarry cap without saying so.
- The Miner accepts any solid full block as stair and cap material (#54), not just cobblestone, stone, dirt and deepslate, and places whatever it actually used. Ores, metal and gem blocks, obsidian, ancient debris, TNT and redstone parts are never spent as building material. Stairs and slabs still are not accepted.
- The Miner no longer takes back out of the deposit chest what it just put in (#54).
- Fakes no longer report that a deposit container is unreachable when a path exists (#54). A route that cannot actually get there is now recognised as a failure instead of being mistaken for success.
- The Crafter no longer destroys whatever the fake was holding when it starts work (#54).
- The Courier now understands the whole filter syntax (#54) instead of treating the entry as a single item tag.
- Filters can be switched off (#55). There is a toggle beside the filter box, an empty box means no filter at all, and
*matches everything. The filter row is available for the Courier as well as the Miner, and each job shows its real default. - The
Ekey no longer closes the management screen while you are typing a name (#51), so names with anEin them can be typed straight in. - Session markers now disappear when used in creative mode (#55), and the region preview box goes with them.
- The filter syntax and every config option are now written up in the README (#55).
- Fakes no longer lose their gear when they die (#54). The held tool and any armour were being destroyed most of the time on a player kill and always to lava or a fall; they now always drop. A fake also no longer swaps its own pickaxe for a weapon it happens to walk over.
- Closed an item duplication exploit in the Crafter (#54). While it was laying out a recipe the ingredient in its hand could be taken repeatedly by anyone who opened its inventory, and the fake lost nothing in exchange.
- The Crafter no longer freezes on its way to the crafting table (#54). It could stand still holding a full set of ingredients and never start work, because the walk reported that it had arrived while the crafting step still judged it too far away.
- Fakes can walk much further to reach their markers (#54). Every route one worked out was capped at 16 blocks, so a deposit chest up a long staircase looked unreachable no matter how clear the way was. The cap is now the
pathRangeconfig option and defaults to 256. A fake that genuinely cannot reach a marker now says so and waits instead of recomputing a route every tick, and the Crafter reports it like the other jobs already did. - Fishermen can catch treasure again (#52). The treasure pool is gated on the bobber sitting in open water, a test the fake's bobber could never pass, so only fish and junk were ever reeled in. Enchanted books, bows, name tags and the rest are back, and Luck of the Sea shifts the odds as it should. A bobber that clipped the bank used to hang in the air and get reeled in from dry land forever; it now falls into the water, and a cast that lands short is thrown again.
- The Miner now recognises ore on Forge 1.20 (#54). Minecraft only moved the shared item tags to the
c:namespace in 1.20.5, so on this version the defaultc:oresfilter matched nothing at all and the fake collected no ore; the default now coversforge:orestoo, and metal and gem blocks are correctly kept out of the building material.
Thanks to Etan, novvon nevermore, zzzcelery, a_minecrafter, freddthedead and MarauderKnight3 for reporting these.
- The Miner no longer deletes what it digs (#54). Anything past the first stack of building material used to be discarded, and anything that did not match the filter was destroyed the moment it was mined. Nothing is thrown away now: a new
minerSpoilconfig option decides where spoil goes -ground(the default) drops it at the fake's feet,chestbanks it like ore, andvoidrestores the old delete-everything behaviour for tidy quarries. - The Miner no longer thinks its bag is full when every slot merely holds one item (#54). Fullness now counts room in part-filled stacks, in every job.
- Fakes no longer get stuck opening and closing a full deposit chest forever (#54). The Miner, Lumberjack, Farmer and Courier all say the container is full, wait, and carry on by themselves once you empty it.
- The Miner no longer jams on a worn pickaxe (#54). It looks at everything it is carrying rather than whatever happens to be in its hand, hands the worn one over at the chest, and upgrades itself to the best pickaxe it has.
- The Miner no longer claims a pickaxe is the wrong tool for stone while holding a working pickaxe (#54).
- The Miner no longer abandons the block it was working on every time it goes to deposit (#54), which used to leave one hole per trip, and no longer leaves gaps in the quarry cap without saying so.
- The Miner accepts any solid full block as stair and cap material (#54), not just cobblestone, stone, dirt and deepslate, and places whatever it actually used. Ores, metal and gem blocks, obsidian, ancient debris, TNT and redstone parts are never spent as building material. Stairs and slabs still are not accepted.
- The Miner no longer takes back out of the deposit chest what it just put in (#54).
- Fakes no longer report that a deposit container is unreachable when a path exists (#54). A route that cannot actually get there is now recognised as a failure instead of being mistaken for success.
- The Crafter no longer destroys whatever the fake was holding when it starts work (#54).
- The Courier now understands the whole filter syntax (#54) instead of treating the entry as a single item tag.
- Filters can be switched off (#55). There is a toggle beside the filter box, an empty box means no filter at all, and
*matches everything. The filter row is available for the Courier as well as the Miner, and each job shows its real default. - The
Ekey no longer closes the management screen while you are typing a name (#51), so names with anEin them can be typed straight in. - Session markers now disappear when used in creative mode (#55), and the region preview box goes with them.
- The filter syntax and every config option are now written up in the README (#55).
- Fakes no longer lose their gear when they die (#54). The held tool and any armour were being destroyed most of the time on a player kill and always to lava or a fall; they now always drop. A fake also no longer swaps its own pickaxe for a weapon it happens to walk over.
- Closed an item duplication exploit in the Crafter (#54). While it was laying out a recipe the ingredient in its hand could be taken repeatedly by anyone who opened its inventory, and the fake lost nothing in exchange.
- The Crafter no longer freezes on its way to the crafting table (#54). It could stand still holding a full set of ingredients and never start work, because the walk reported that it had arrived while the crafting step still judged it too far away.
- Fakes can walk much further to reach their markers (#54). Every route one worked out was capped at 16 blocks, so a deposit chest up a long staircase looked unreachable no matter how clear the way was. The cap is now the
pathRangeconfig option and defaults to 256. A fake that genuinely cannot reach a marker now says so and waits instead of recomputing a route every tick, and the Crafter reports it like the other jobs already did. - Fishermen can catch treasure again (#52). The treasure pool is gated on the bobber sitting in open water, a test the fake's bobber could never pass, so only fish and junk were ever reeled in. Enchanted books, bows, name tags and the rest are back, and Luck of the Sea shifts the odds as it should. A bobber that clipped the bank used to hang in the air and get reeled in from dry land forever; it now falls into the water, and a cast that lands short is thrown again.
Thanks to Etan, novvon nevermore, zzzcelery, a_minecrafter, freddthedead and MarauderKnight3 for reporting these.






