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Merge pull request #54 from xefensor/feature/village-storage-knowledge
Add shared village storage and ambient sightings
2 parents 6b9a710 + 11e7b61 commit 7f7b29f

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ASSET_CREDITS.md

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| --- | --- | --- |
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| Jesse Schramm | Extinguished-torch textures | Included |
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| Xefensor | Gameplay screenshots dated 2026-07-18 | Repository documentation |
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| Xefensor | Runtime-generated horizon-figure skin encoded from a developer-supplied and approved visual source | Included; 2026-08-19 |
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| Xefensor, with drawing instruction and review from Codex | Hand-drawn Aender Sand texture created in Krita | Original replacement included; 2026-08-14 |
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| OpenAI image generation, directed and processed by Codex | Aender wood-family placeholder textures: planks, stripped log, sapling, door, trapdoor, signs, boats, and derived model atlases | AI-generated placeholder; 2026-07-22 |
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| OpenAI image generation, directed and processed by Codex | Aender Chronolith block and Aender Eye/Gale Core spawn-egg placeholder textures | AI-generated placeholder; 2026-07-22 |

CHANGELOG.md

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### Player-Facing
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- Villagers now share persistent knowledge of food, emeralds, and every other item they have observed in accessible village chests and barrels. Once a store is known, other villagers can go directly to the right container instead of repeating a nearby block search; player, hopper, and Villager inventory changes refresh active-village knowledge, while the physical container is still checked before use.
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- Villagers now keep their body and head aimed at an extinguished torch throughout both magical and Flint-and-Steel relighting. After a successful relight, they continue directly to other eligible nearby torches, handling up to eight per maintenance run before taking a break. Other stationary Retold interactions with a concrete subject now visibly face it as well, including golem construction, communal storage and livestock tending, feeding, desperate barrier breaking, Polar Bear warnings, and Spider web placement.
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- Healthy Wolves, Foxes, Cats, Ocelots, Dolphins, Spiders, and Cave Spiders now defend themselves after being attacked. This includes tamed Wolves, while tame-owner safety and the rule that badly wounded wild predators flee instead of fighting remain intact.
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- Stage 1 Zombie and Skeleton families now coordinate only at short range. In Stage 2 their existing awareness and same-family target sharing expand, and a stable minority of nearby Zombie-family and Skeleton-family mobs can answer one another when they hear or see a fight. Stage 2 also adds about 25% of each existing tagged Undead entry's natural-spawn weight without changing vanilla mob caps, placement checks, or pack sizes. This escalation changes population composition and convergence rather than attack stats.
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### Technical
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- Added `RetoldVillageStorageKnowledge`, a server-authoritative SavedData index of observed chest/barrel positions, slot capacity, and exact item stacks. Chunk-indexed lookups feed the existing communal food, Farmer deposit, livestock-tending, and golem-emerald search paths before a budgeted world scan. A narrow block-entity change hook refreshes known or village-local storage without polling; every target is loaded, accessible, and physically revalidated, and stale entries are repaired or removed. Focused shared-knowledge, food-route, Farmer-route, livestock, golem-currency, and Villager TPS coverage passes.
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- Added `RetoldActionFacing` as the shared body/head/look-control contract for stationary Retold actions. Magical torch casts and Villager golem work receive continuous presentation updates only while the Villager is actively using its subject; movement, pursuit, combat, migration, and free-flight behavior retain ordinary look control so body rotation does not fight navigation. Successful torch work now reuses the indexed, budgeted search to start the next eligible nearby torch immediately, capped at eight relights per interruptible run. Focused facing regressions pass for torch relighting, golem construction, feeding, and weak-barrier breaking.
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- Added `RetoldUndeadStagePressure` to stage-gate Zombie- and Skeleton-family notice/share radii and bounded cross-family assistance. Stage 2 responders use cached scans and sight, stable one-in-three sampling, source-aware `FACTION_ASSIST` targets, and existing combat/movement ownership. `RetoldUndeadSpawnPressure` mirrors already-present entries from the additive `retold:stage_2_undead_spawn_pressure` entity-type tag with a rounded 25% bonus weight while vanilla retains selection, caps, placement, and pack rules. Both exact Stage 1/Stage 2 tests pass, and all forty affected Stage 2 50-mob phases remain below 50 ms/tick; Zombie hunt/targeting was the 6.046 ms/tick peak.
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- Added a data-driven Soul Sand Valley Wither Skeleton biome spawn with weight 1 and pack size 1. An exact registry-backed GameTest guards the biome boundary and spawn parameters; no repeated AI work or profile registration changed.

ROADMAP.md

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## Now
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- Focus the next development pass on Villager and village systems: verify the implemented communal storage, farming, livestock, reputation, Iron Golem construction, torch-maintenance, and trade-stock loops in natural villages, then design the next coherent village-society slice.
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- Verify and refine the initial Stage 2 cartographer explorer-map path for finding Air Temples in fresh and upgraded worlds.
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- Continue tuning and testing the Gale Core encounter while migrating the Air reward toward the intended Heavy Core sacrifice.
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- Verify Aender portals, terrain regeneration, stabilizers, and progression in fresh worlds, upgraded worlds, dedicated servers, and multiplayer.
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## Later
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- Naturally verify the completed village-property reputation loop, including tended livestock, trade-price effects, witnesses, and Iron Golem hostility in multiplayer and existing villages.
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- Tool, armor, ore, station, enchanting, and combat progression reworks.
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- Stage 3 piglin or pigman cooperation.
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- Nether portal environmental effects and broader world-reactivity work.

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