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Details
Licensed ARR
Published 4 months ago
Updated 3 days ago
All versions
1.1.0-beta.354
Beta
Sapience 1.1.0-beta.354 version 1.21.1 (which is the best one)3 months ago 112
Compatibility
Minecraft: Java Edition
1.21.1
Platform
Fabric
Supported environments
Server-side
Singleplayer
Required content
Any compatible version
Changes
This update is a massive jump from beta.336. Most of the work went into making villagers feel like one complete person instead of a bunch of separate systems fighting over the same body.
Conversations and personality
- Villagers can now hold actual back-and-forth conversations instead of throwing unrelated one-liners at each other.
- They face whoever they are talking to, remember the subject, respond to what was actually said, and end conversations naturally.
- Speech now reacts to personality, mood, age, relationships, work, hunger, danger, grief, recent memories, and the time of day.
- Villagers should no longer talk about events, relationships, deaths, supplies, or weather they do not actually know about.
- Children have their own speech, and crowds are less likely to repeat the same line over and over.
- Names, personalities, moods, memories, relationships, and conversation history survive save and reload.
Memory, relationships, and grudges
- Friendship and trust now grow from real interactions such as gifts, help, time spent together, apologies, and protection.
- Harm, betrayal, witnessed violence, and repeated attacks can create lasting grudges.
- Relationships fade slowly after a long absence instead of suddenly disappearing.
- Villagers can distinguish an accident from deliberate or repeated harm.
- Revenge and village justice are more proportional. A small disagreement cannot instantly become murder.
- Gossip spreads witnessed information without magically making the entire village know everything.
- Isolated villagers can tell the difference between being briefly separated, genuinely alone, bereaved, reunited, or surrounded by danger.
Work and gathering
- Woodcutters commit to a real tree and finish cutting its connected trunk instead of leaving random floating logs.
- Tree replanting avoids houses, doors, paths, farms, water, unsafe terrain, and trees that are already too close together.
- Farmers protect farmland, use real seeds, replant harvested crops, return full inventories to storage, and stop targeting unreachable fields.
- Villages can create a small safe farm terrace when ordinary terrain has no usable farm location.
- Miners use a shared structured shaft instead of opening random holes everywhere.
- Mine entrances, stairs, cleanup work, and exhausted searches are remembered through reloads.
- Mining searches no longer permanently stop because one area or dimension had no useful stone.
- Workers only receive materials when a block was genuinely collected. No phantom resources or gathering through walls.
- The exact beta.354 release test successfully mined all 48 out of 48 stone targets.
Building and terrain
- Builders now keep a real project record containing the site, materials, funding, progress, interruptions, and inspection state.
- Half-finished buildings survive save and reload and can be taken over by another builder if the original builder dies or transforms.
- Villages check the complete building footprint before starting.
- Houses avoid farms, paths, storage, doors, water, unsafe drops, existing structures, and underground locations.
- Doorways and entrances are checked so villagers can actually enter the finished house.
- Buildings use real materials and do not begin when the village cannot afford them.
- Beds, doors, ladders, lights, chests, furnaces, and crafting stations are checked before a structure counts as complete.
- Damaged structures can be repaired.
- Villages stop building once they have enough essential homes, food, and storage instead of covering the world in pointless buildings.
- Construction no longer reports a fake pause and resume every couple of ticks.
Movement, tools, and armor
- Villagers keep one intention for longer instead of constantly changing direction.
- Movement speed now comes from real causes such as health, urgency, exhaustion, emotion, and the current job.
- Pathfinding is more careful around water, cliffs, dangerous plants, occupied cells, and exposed drops.
- Villagers should no longer spin, pace in tiny circles, teleport, or endlessly run after a danger has already ended.
- Tools and weapons sit in the villager’s actual hand and move only while the matching action is happening.
- Armor follows the head, body, and legs instead of floating away from the model.
- Helmets keep the villager’s face visible, and children no longer wear adult-sized armor.
Night survival and village defense
- Villagers search across the settlement for usable beds instead of giving up because the nearest meeting point is too far away.
- Villagers caught outside at night look for shelter and wake when real danger gets close.
- Assigned guards now wake, gather, and defend the same village boundary instead of starting a fight and immediately abandoning it.
- Guards can come inward from nearby homes and fields when the settlement is attacked.
- Civilians still run from fights they cannot realistically win. They are not turned into disposable soldiers.
- Villagers committed to a winnable fight no longer become terrified after taking one small hit.
- Critically wounded villagers retreat, while nearby capable defenders may attempt a tightly checked rescue.
- Panic ends when the threat is gone, allowing villagers to return to sleep, food, work, and their normal lives.
- Battle losses are remembered correctly, including when an attack crosses midnight or the world is reloaded.
Graves, grief, and village history
- Villages can now establish their own graveyard at a safe location near the settlement.
- New graves form readable rows instead of appearing as scattered signs wherever somebody died.
- Graves have a named marker and a two-block grave bed, and each marker faces back toward the village.
- Graveyards avoid farms, crops, paths, water, buildings, containers, unsafe slopes, and occupied locations.
- Graveyard locations survive save and reload.
- Existing older graves are left where they are.
- Flowers are no longer created from nothing. A flower only appears when a real mourner carries one from their inventory.
- Villagers remember the dead by name, visit graves, comfort people they care about, and record major events in the village Chronicle.
Transformations
- A known villager converted into a zombie can retain their identity and saved mind.
- Curing that same zombie villager can restore the original person instead of creating a blank replacement.
- Naturally spawned zombie villagers remain new people and cannot steal an existing villager’s identity.
- Villagers transformed into witches keep their name, selected trusted relationships, and settlement history.
- A transformed resident is treated differently from an unrelated hostile witch.
- Permanent death closes the original family and village identity exactly once and safely handles unfinished responsibilities.
Performance and stability
- Expensive farm, tree, mine, and emergency-food searches are now shared and bounded instead of every villager repeatedly scanning the same area.
- Real work still checks the world again before changing a block or consuming materials.
- Two large-crowd problems that could freeze the server watchdog were found and fixed.
- The fixed 80-villager performance test measured 6.7ms average, 8.6ms at the 99th percentile, and a 9.8ms slowest sample.
- The separate 250-villager stress test kept 250 out of 250 villagers and reached a 31ms peak.
- A seven-day automated village test finished with all 24 original villagers alive.
- Save/reload, conversations, movement, equipment, gathering, building, combat, transformations, persistence, natural terrain, stress, and deterministic repeat runs all passed the final beta.354 release test.
Important before installing
- This build is for Fabric on Minecraft 1.21.1 only.
- Fabric API, Fabric Loader 0.16.9 or newer, and Java 21 are required.
- Install Sapience and Fabric API on the server and every connecting client.
- NeoForge, Sinytra Connector, Minecraft 1.20.1, and unlisted Minecraft versions are not supported by this jar.
- Right-click now greets a villager instead of opening the vanilla trade screen.
- Sneak while holding an item to offer it as a gift.
- Player trading is not finished yet, although villagers can barter resources among themselves.
- This is still a save-writing beta. Back up any world you care about before installing or updating.
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:imbwb6nu:79kkiBU9"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:imbwb6nu:79kkiBU9"
}

