4everCraft Mod

Packages

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The front door for shared commands and foundational mod behavior. If you are exploring the project, start here to understand the big picture before diving into subsystems.

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AI plumbing lives here: request safety, resilience, and provider orchestration. Think of this package as the reliability layer behind smart NPC features.

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Client-only bootstrap and rendering glue. This is where visual behavior is wired in without affecting dedicated server runtime.

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Combat context tracking used by gameplay logic and NPC reactions. Small, focused state helpers that make interactions feel intentional.

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Core menu building blocks and top-level UI flows. Use this package when designing player journeys, menu structure, and interaction affordances.

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Arena setup and editing screens. This is your workspace for map/admin tools that shape playable spaces.

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Compatibility UI adapters (especially Bedrock/Floodgate paths). Keeps user experience consistent across different client capabilities.

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The game-hub experience: launch pages, selectors, and mode routing. Great entry point for adding a new mini-game page.

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Jeeves brain and action orchestration. Prompts, command interpretation, memory hooks, and behavior policies are coordinated here.

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Jeeves in-world entity implementation: motion, combat, follow behavior, and visuals. Touch this package when changing how Jeeves feels in play.

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Lorekeeper narrative systems: interviews, books, reputation, scheduling, and memory tagging. This package powers the story layer of the server.

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Lorekeeper entity runtime behavior and effects. A focused place for animation/interaction details tied to the NPC presence.

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Automated game tests for Lorekeeper workflows. Use these tests to lock in behavior while iterating quickly.

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Custom items used by Lorekeeper flows. Small item-specific logic that supports narrative gameplay loops.

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Mario mode integration hub: config, toggles, registry, and coordination across client/server systems. Start here for high-level movement-style features.

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Mario client event loops and frame/tick-driven behavior. If movement or camera feel changes, this package is usually part of the path.

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Mario cap items and item-triggered mechanics. Useful for gameplay tuning around power-up feel.

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Material/surface translation maps for libsm64 physics. This is where Minecraft blocks are interpreted for Mario movement behavior.

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Mario packet definitions and sync handlers. Keeps state aligned across clients/servers while preserving responsive local feel.

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SM64 enums/constants mirrored for integration. Consider this the vocabulary used by higher-level Mario systems.

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Low-level native bridge types and calls for libsm64. Performance-sensitive interoperability layer; change carefully and intentionally.

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BlueMap marker domain and service APIs. This package ties world points of interest to map-facing features.

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Shared MCP protocol and tool-host foundation. Central location for automation-friendly interfaces to mod functionality.

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Network transport for MCP requests/responses. Handles wire-level movement of MCP payloads.

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Safety policies and validation guards for automated actions. Use this package to keep tool execution practical and safe.

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Server-facing MCP module and tool handlers. This is where game-state automation endpoints are implemented.

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Client-side MCP tool implementations and affordances. Focused command helpers for player-facing automation tasks.

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Reusable MCP utility helpers (parsing, coordinate logic, compression). Common low-friction building blocks for feature work.

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Mini-game framework primitives and shared lifecycle contracts. Best starting point for adding or refactoring a game mode.

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Arena domain operations and creation helpers. Maps game intent onto editable world geometry.

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Reference mini-game implementation. A compact blueprint for building new modes quickly.

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Team Deathmatch implementation (rules, classes, bots, sessions). Use this package for competitive mode tuning.

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TNT Survival implementation and ruleset orchestration. Focused survival-challenge game loop components.

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Zombie Survival implementation and wave/mob logic. Core package for PvE pressure and pacing adjustments.

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Server/common mixin entry package. Houses low-level injections that adapt vanilla behavior for mod systems.

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Client mixin entry package for rendering/input hooks. Integrates client-side behavior with minimal invasive changes.

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Mario-specific client injections for rendering/camera/input behavior. Useful when animation and visual feel need surgical control.

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Presence-specific client injections for chat/input/model overlays. Connects passive player signals to visible UX.

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Mario-specific server/common mixin hooks. Bridges vanilla server behavior with Mario movement/state systems.

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Presence-specific server mixin hooks around inventory and interaction events. Generates the raw signals used by presence sync.

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Presence state model and high-level behavior. Tracks typing/menu/idle activity to make multiplayer feel socially alive.

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Presence packet transport and synchronization handlers. Delivers lightweight activity signals between clients and server.