Skip to content

Manhunt AI Bot Dodatek do Minecraft 26.30

Manhunt Bot to zaawansowany dodatek do Minecraft Bedrock Edition, który wprowadza intensywne doświadczenie rozgrywki "manhunt" do światów jednoosobowych.

wyświetleń
2 wyświetleń
Zaktualizowano
Zaktualizowano 18.10.2026
  • 26.0 — 26.30

Join the Discord

Manhunt AI Bot v1.0.2

A Real AI Hunter for Minecraft Bedrock

Turn any Minecraft Bedrock world into a complete single-player Manhunt challenge.

Manhunt AI Bot adds one or more intelligent hunters that can track you, gather resources, craft tools, upgrade equipment, build routes, survive dangerous terrain and fight using player-like tactics.

This is not a normal mob with increased speed.

The hunter has its own decision system and can change its goal depending on what is happening in the world. It may chase you directly, stop to gather blocks, craft a missing tool, mine iron, escape a trap, build upward or prepare better equipment before attacking again.

Version v1.0.2 is a major rebuild of the original v0.7.0 addon.

How to Start a Hunt

  • Install and activate both the Behavior Pack and Resource Pack.
  • Enter the world in Creative Mode.
  • Get the Hunter Compass:

/give @s manhunt:hunter_compass

  • Use the compass to open the Manhunt configuration menu.
  • Select the hunter count, difficulty, mode, preparation style and other options.
  • Start the hunt and survive.

The addon handles the countdown, hunter spawning, tracking, win conditions, deaths, respawns and end-of-hunt statistics.

Intelligent Goal-Based AI

The hunter now uses a central decision system instead of following only one chase script.

Possible goals include:

  • Chase the runner
  • Attack the runner
  • Gather wood
  • Gather food
  • Gather building blocks
  • Mine stone
  • Mine ores
  • Craft tools
  • Smelt resources
  • Upgrade equipment
  • Build a route
  • Climb toward the runner
  • Escape water
  • Escape lava
  • Heal and eat
  • Follow a portal
  • Share resources with another hunter
  • Recover from being stuck

The hunter commits to its selected task and can temporarily disable normal chase behaviour while gathering, crafting, mining or building.

If an action fails repeatedly, the AI can abandon it and generate a different plan.

Resource Gathering and Progression

Hunters can begin with an empty inventory and progress through the world naturally.

The normal progression includes:

Logs → Planks → Crafting Table → Sticks → Wooden Tools → Stone Tools → Furnace → Iron Equipment

Hunters can gather:

  • Logs
  • Planks
  • Dirt
  • Stone
  • Cobblestone
  • Food
  • Coal
  • Raw iron
  • Gold
  • Flint
  • Obsidian
  • Building blocks
  • Other progression resources

The AI understands tool requirements.

Examples:

  • Uses an axe for logs
  • Uses a pickaxe for stone
  • Requires a stone pickaxe or better for iron
  • Requires suitable tools for valuable ores
  • Avoids mining blocks that cannot produce the expected resource
  • Avoids mining directly beneath itself without a safe plan
  • Rejects unreachable or completely buried targets
  • Avoids exposed lava, unstable sand and dangerous gravel

Advanced mining can be enabled or disabled in the settings.

Complete Crafting System

Hunters can craft and manage their own progression.

Supported equipment includes:

  • Wooden sword
  • Wooden axe
  • Wooden pickaxe
  • Stone sword
  • Stone axe
  • Stone pickaxe
  • Iron sword
  • Iron axe
  • Iron pickaxe
  • Crafting table
  • Furnace
  • Shield
  • Iron helmet
  • Iron chestplate
  • Iron leggings
  • Iron boots
  • Bucket
  • Water bucket
  • Flint and steel
  • Bow
  • Arrows
  • Boat
  • Torches
  • Cooked food
  • Golden apple when enough resources are available

The crafting planner reserves important materials instead of spending everything immediately.

For example, the hunter can preserve iron for a shield, bucket or pickaxe before using the remaining iron on armour.

Building and Vertical Pursuit

The hunter can build when normal pathfinding cannot reach the runner.

Building options include:

  • Horizontal bridging
  • Diagonal staircase building
  • Spiral staircase planning
  • Controlled vertical pillaring
  • Reusing existing bridges
  • Reusing existing staircases
  • Breaking runner pillars
  • Emergency block clutching
  • Safe route recovery

Vertical pursuit follows a priority system.

The hunter first looks for:

  • A normal walkable route
  • Natural hills or terrain
  • An existing staircase
  • A diagonal staircase
  • A spiral staircase
  • A safe pillar-breaking opportunity
  • Controlled vertical pillaring

The hunter also estimates how many blocks are needed before starting a climb.

If the runner is far above and the hunter has too few blocks, it can gather more blocks first instead of standing below the tower.

Block placement is plan-controlled. The hunter should not place blocks simply because it briefly appears stuck.

Failed placements can be removed, refunded and blacklisted so the same bad route is not repeated forever.

Route Memory

Every hunter has navigation memory.

The AI can remember:

  • Successful paths
  • Failed paths
  • Places where it fell
  • Failed pillar positions
  • Existing bridges
  • Existing staircases
  • Water traps
  • Lava hazards
  • Cave entrances
  • Safe climbing locations
  • Safe descent locations
  • The runner's last movement direction
  • Portal locations
  • Resource locations

When the same route fails repeatedly, the hunter temporarily blacklists it and attempts another direction.

Old memories are automatically cleaned to prevent the world save and AI memory from growing forever.

Player-Like Combat

The hunter uses more than basic mob attacks.

Combat behaviour includes:

  • Distance-aware movement
  • Sprint pursuit
  • Weapon cooldown timing
  • Line-of-sight checking
  • Reach checking
  • Sword combat
  • Axe selection against shields
  • Shield defence
  • Sprint-reset movement
  • Side-stepping
  • Natural jump attacks
  • Bow combat
  • Movement prediction for ranged attacks
  • Retreating to eat
  • Re-engaging after healing
  • Avoiding lava and cliffs during combat
  • Fighting hostile mobs only when they become an immediate danger

The hunter does not need to swing continuously when the runner is out of range or behind a wall.

Difficulty changes reaction time, planning quality, aggression and recovery behaviour.

Survival Intelligence

Hunters can react to environmental danger.

Supported survival behaviour includes:

  • Water-bucket MLG attempts
  • Emergency block clutching
  • Lava escape
  • Fire escape
  • Water-trap escape
  • Drowning prevention
  • Searching for air pockets
  • Searching for the nearest shore
  • Powder-snow escape
  • Fall-distance evaluation
  • Safer cliff descent
  • Avoiding dangerous lava edges
  • Eating before risky actions
  • Boat crafting for large water crossings
  • Breaking out of enclosed traps

MLG and fall-safety checks run separately from slower long-term planning so the hunter can react quickly while falling.

Anti-Cheese Intelligence

The hunter can recognise many common Manhunt tricks and select a counter-plan.

Examples include:

  • Runner towers upward
  • Runner bridges over lava
  • Runner traps the hunter in water
  • Runner repeatedly closes doors
  • Runner escapes using a boat
  • Runner hides inside a two-block tunnel
  • Runner blocks the path behind itself
  • Runner camps in a tree
  • Runner uses cobwebs
  • Runner jumps from a cliff
  • Runner digs underground
  • Runner enters the Nether
  • Runner enters the End

The AI does not use the same response for every situation. Each detected trick can activate a different plan.

Portal and Dimension Tracking

The hunter can follow the runner between dimensions.

Supported systems include:

  • Remembering portal locations
  • Following the portal used by the runner
  • Overworld and Nether coordinate estimation
  • Remembering the runner's last dimension
  • Searching for a remembered portal
  • Portal-resource planning
  • Obsidian and flint-and-steel preparation
  • Reacquiring the runner after changing dimensions
  • Nether support
  • End support

Emergency relocation can be used as a fallback when enabled, but normal portal following is preferred.

Multiple Hunters

Manhunt AI Bot supports one to four hunters.

Available roles include:

Chaser

Keeps pressure on the runner and focuses on pursuit and close combat.

Gatherer

Collects wood, food, stone and progression resources.

Builder

Carries building blocks and helps create bridges, stairs and climbing routes.

Archer

Prioritises ranged equipment and attacks from safer positions.

Hunters can share:

  • Runner information
  • Route memory
  • Resource locations
  • Portal locations
  • Danger zones
  • Resource requirements

Gatherers and Builders can also deliver resources to other hunters.

Hunter updates are staggered to reduce lag when several hunters are active.

Hunt Modes

Choose how the runner can win.

Limited Lives

The hunter has a configurable number of lives. The runner wins after exhausting all hunter lives.

Time Limit

Survive until the configured timer ends.

Kill Count

Defeat the hunter the required number of times.

Infinite

The hunter continues respawning and the hunt has no normal final life.

Hunter Customisation

Configure the hunt before it begins.

Wersje

MinecraftLoaderPlikDataAkcje
26.0.02—Manhunt_AI_Bot_v1.0.3-build130 KB

Opinie

Oceń Manhunt AI Bot jako pierwszy

Komentarze 0

Zaloguj się, aby komentowaćZaloguj się

Podobne dodatki

Wszystkie dodatki

Więcej o tym