Region Threading Refinement
- Rewrote NPC look and head-tracking for region-threaded servers — smooth rotation, aiming and glancing with zero console spam.
- Velocity-safe motion — movement and combat momentum are no longer interrupted mid-turn.
- Hardened every entity action to respect region threading end-to-end.
Folia Support
- Full Folia support, including Folia-based forks. Rebuilt on region-aware scheduling so NPCs scale across threads.
- Smart dependency detection — a clean, friendly console message instead of a cryptic crash when the NPC engine is missing.
- Leaner build — trimmed bundled libraries, smaller footprint, faster load.
- Declared folia-supported.
Naming Update
- Random Nick Roll — mass-summoned NPCs spawn with their own gamer-style handles (e.g. ShadowBlade42, ToxicViper7).
- Preset Names (names.yml) — supply your own name list; NPCs pull from it, shuffled so none repeat until the list runs out.
- Three naming modes — RANDOM, PRESET, or DEFAULT. Fully configurable: prefixes, cores, suffixes, number ranges and separators.
Now detects the latest version of Citizens.
Some internal renaming to UnstableNPCs (the plugin will create a new folder upon enabling it with fresh config files, you can migrate from the other folder by changing the name to UnstableNPCs)
IMPORTANT: Action Required
Before updating, you must delete the plugin's current configuration folder. This allows the plugin to properly regenerate the new config file and ensures everything works correctly.New Features
- Added the /masssummon command.
- Added the ability to toggle whether an NPC moves while idle via the /npc idle <on/off> command.
Bug Fixes
- Fixed an issue where idle NPCs would randomly jump.
- Fixed the /npc war command so that NPCs now correctly start and stop battling each other.
- NPCs are now properly pushed by water currents while standing still.
Performance & Core Optimization
- Execution Efficiency: Refactored core logic to lower running time and reduce CPU overhead per active entity.
- Targeting Range: Expanded the detection radius to match average player render distance (6–9 chunks), replacing the previous short-distance triggers.
Combat AI & Survival
- Healing System: Entities now possess the ability to heal using Golden Apples or food items when health drops below a specific threshold.
- Defensive Countering: Added "fight-back" logic while retreating. Entities will now attempt to strike or counter-attack while running to prevent easy pursuits.
- Water Navigation: Improved pathfinding to prevent entities from pearling into water. Entities are now programmed to actively exit water bodies if engaged in combat.
Realism & Humanization
- Balanced Cobwebbing: Adjusted the speed of cobweb placement to simulate human mechanical limits, making the action appear less robotic.
- Humanized Totem Swapping: Implemented a delay for equipping totems to the off-hand, reflecting realistic human reaction times rather than near-instantaneous swaps.
