Documentation

Features

Overview of the major PlayerBatch systems: summoning, naming, selection, grouping, AI, presets, and runtime extensions.

Batch Summoning Queue#

PlayerBatch reuses Carpet's fake-player spawning model but adds a queue on top. Instead of spawning a large batch in a single burst, the mod spreads the work across ticks to reduce lag spikes and make higher-volume runs more stable.

This queue is also why settings like maxSummonCount and maxSpawnsPerTick matter so much in real usage.

Name Planning Pipeline#

When you request a summon:

  • provided names are used first
  • extra names are fetched externally when available
  • local fallback and generated names fill the remaining gap

Requested names still need to follow Minecraft username rules:

  • length between 3 and 16
  • valid username characters
  • no MHF_ prefix
  • no obviously broken random-gibberish values

Selection Workflow#

Selection is one of the core quality-of-life systems in PlayerBatch.

You can:

  • toggle bots with the selection wand
  • select all managed bots
  • select within a radius
  • select the closest count

Selected bots glow, which makes it practical to build a batch before running actions, AI changes, or group operations.

Groups and Shared AI#

Groups are stored in server-side runtime state and let you:

  • create named bot sets
  • assign the current selection to a group
  • remove selected bots from a group
  • inspect active groups

Each group can carry shared AI mode state, which allows faster orchestration for scrims, testing scenes, and repeated setups.

AI Modes#

The current AI layer is intentionally lightweight and server-driven.

Available modes:

  • idle
  • combat
  • patrol
  • guard
  • follow
  • flee

Combined sets are supported, so combat+follow is valid and more expressive than a single token mode model.

Combat Targeting#

PlayerBatch supports explicit combat target assignment for the current selection.

You can:

  • make bots focus a specific player
  • make bots split across multiple chosen targets
  • point them at non-player living entities for simulation or testing

This is especially useful for:

  • controlled PvP scenes
  • scripted arena events
  • survival chase testing
  • simulation setups where one side should hunt a known list of targets

Visual Combat Retreat#

Low-health combat behavior is more visibly readable now:

  • bots raise shields when a threat is close
  • bots face the threat while shielding at close range
  • once they make enough space, they turn and run instead of awkwardly sliding backwards
  • retreat spacing is designed to create a clearer healing window before re-engagement

Saved Kits and Combat Presets#

PlayerBatch supports two different reuse layers:

  • kits for saved equipment and inventory loadouts
  • combat presets for repeatable combat option bundles

Combat presets support armor tiers, tool tiers, offhand behavior, reach settings, STAP toggles, damage toggles, 360 flex toggles, and healing item bundles.

Extension Runtime#

The mod already loads external entrypoints under the Fabric key playerbatch-ext.

That allows third-party add-ons to register:

  • custom formations
  • summon argument handlers
  • selected-bot actions
  • post-spawn behavior handlers

This is the clean path for expansion instead of patching internal implementation details.

Built-In Formations#

Current built-ins:

  • circle
  • filled_circle
  • dense
  • square
  • triangle
  • random
  • single block

Extensions can add more formation IDs at runtime and those IDs feed directly into summon suggestions and parser checks.

Command layout note

PlayerBatch now exposes the cleaner command layout directly through /pb spawn, /pb selection, /pb run, /pb gear, /pb presets, /pb kits, /pb test, and /pb config.