Tags
Creators
Details
2.0.1
Compatibility
Changes
Changelog
All notable changes to PlayerBatch are documented here in a simple human-readable format.
This changelog is intentionally focused on how the mod evolved, especially from the early "just summon a lot of bots" phase into the more feature-rich versions.
PlayerBatch-2.0.1-mc1.21.11
Current modern release line.
- Cleaned up the public command system around the newer
/pbcommand layout - Added clearer grouping for spawning, selection, kits, presets, testing, and utility actions
- Added
/pb cancelto stop queued summon work - Added the
denseformation for tightly packed bot crowds - Added support for
-blocks{...}so bots can be given starting blocks explicitly instead of receiving hidden free blocks - Added better test coverage commands, including broader all-in-one testing flows
- Refreshed README / Modrinth page copy and synced docs with the newer command structure
PlayerBatch-2.0.0
The point where PlayerBatch stopped being just a bulk spawner and started becoming a real bot-control mod.
- Added much broader bot testing tools
- Added movement and pathing test commands
- Added healing tests and safer test routing behavior
- Added combat pathing groundwork
- Added terrain interaction logic for harder situations
- Added staged combat block-breaking support
- Improved debug traces and pickup/pathing behavior
- Started pushing the mod toward real PvP and AI-driven control instead of only mass spawning
PlayerBatch-1.3.x
The extension and structure phase.
- Added the PlayerBatch extension runtime API
- Wired executable extension hooks into the mod
- Renamed and cleaned up package / namespace structure
- Improved internal organization so future add-ons and integrations were easier to build
PlayerBatch-1.2.x
The quality-of-life and control phase.
- Added the
lookcommand so bots could orient toward targets - Added more formation support, including
filled_circle - Fixed
fixtagsbehavior so it properly scanned the server player list - Improved documentation and general project structure
PlayerBatch-1.1.x
The "more than just one command" phase.
- Expanded command behavior beyond the earliest summon-only flow
- Started introducing formations and more intentional control features
- Improved usability for repeated testing setups
PlayerBatch-1.0.x
The very basic beginning.
At this stage, PlayerBatch was mostly about one thing:
- summon a lot of fake players quickly
This was the phase where the mod was intentionally simple and lightweight:
- bulk bot spawning was the core feature
- fake players were created through Carpet
- there were very few extra control systems
- no polished AI layer
- no modern command structure
- no kits / presets / advanced testing flow yet
This is the version era for: "I just want to spawn a ton of bots fast."
Notes
- Versions above are grouped by feature era, not by every single internal micro-change.
- If needed later, this file can be expanded into a stricter per-version release log.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:yH2yuBFx:N2AhW7uC"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:yH2yuBFx:N2AhW7uC"
}

