The Mac mini and ThinkPad no longer keep the shared vanilla data, so the
other machines are opt-in again.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The control socket reports itself unavailable on Windows, which has no
Unix domain sockets, and horizon-ctl uses the same stream type. A release
workflow builds the Windows client by hand; packaging/package.sh assembles
the binary, the resource preparation tool and PLAY.txt, without any of
Minecraft's files.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Number the server files cases, whose folders eula-true and eula-TRUE collide
on case-insensitive macOS file systems; keep world_border_render and mob_ai
off the Mac, where platform float math changes their results; give the local
executor the dead flag the flake check reads.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Uncommitted changes the agent had in progress when it was stopped on
2026-10-12; may not build or pass its harnesses yet.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A lead gives its mob a home at the holder (PathfinderMob.whenLeashedTo)
and every random position helper honours homes (generateRandomPos-
TowardDirection's lean back and GoalUtils.isRestricted), as the happy
ghast's float area now does too. LlamaFollowCaravanGoal keeps 2.1F, a
llama's baby and the breeding experience are drawn from the parent's
random, wolves run from llamas by strength (WolfAvoidEntityGoal), a
growing mob refits its box (fudgePositionAfterSizeChange) and a happy
ghast's new controls want nothing. Scenarios can lead mobs.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LevelChunk.removeBlockEntity calls setRemoved: a jukebox reports its song
stopping (the jukebox_stop_play game event and level event 1011) and a
beacon plays its deactivation, whatever the flags. A record popped from a
replaced jukebox stops a playing song first and updates the neighbours as
JukeboxBlockEntity.onSongChanged does (a redstone wire beside it can pop).
The block update oracle removes block entities the same way.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ChunkHeightAndBiomeFix, ChunkProtoTickListFix, ChunkRenamesFix,
OverreachingTickFix, SpawnerDataFix, the world generation settings fixes
and the Caves & Cliffs biome and advancement renames, with the chunk's
Level tag and UNTAGGED_SPAWNER in the schema walker. A 1.17.1 sample
world upgrades as vanilla's.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
mobs::creaking_heart is CreakingHeartBlockEntity: the ticker drawn from
the level random, the state following the night and the logs, the
protector spawned with SpawnUtil.trySpawnMob (five tries within 16
blocks, on top of a collider, then EntityType.create's yaw and
Mob.finalizeSpawn's follow range bonus), its sounds, letting it go by
day, beyond 34 blocks or with a player stuck in it, and when a player
hurts it the trails and the resin spread over the logs. The game ticks
its hearts through it, and its level random now carries on between
ticks.
The mob AI harness gains hearts: the oracle places them when a scenario
starts, ticks block entities after the mobs, seeds the creakings the
level creates and adds them to the scenario, prints each heart's state
and block entity, and lets the player hit a mob (hurt T I). Five heart
scenarios (night, day, uprooted, no player near, hit twice) match.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LoomScreen.extractBackground (slot icons, scroller, pattern buttons
with their swatches and tooltip, the result banner or the six-layer
error) and CrafterScreen's background, disabled slots and redstone
arrow become screen_layout calls the game paints. A new harness runs
vanilla's screens on stand-in menus and compares 1,600 call lists.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The scheduled and random block ticks now run after the player's digging
and before any entity, so items a dispenser shoots or a block pops get
their first tick on the tick they appear, as vanilla's do.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The subtitle overlay now lays out GuiDraw calls in hud_overlays and the
game paints them like the other overlays. Hover events that show an entity
save its UUID as an int array, as UUIDUtil.CODEC does. The save round trip
builds a vanilla scoreboard with every saved field (objectives, number
formats, display slots, locked and displayed scores, teams with every
option) and requires Horizon to save scoreboard.dat as vanilla did.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
DedicatedServerProperties with every key, default, parser and serializer,
java.util.Properties load/store, Eula and the four StoredUserList files,
checked against the pinned server JAR by test_server_files_parity.py.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The copper golem takes its weathering's texture and glowing eyes, saves
and loads next_weather_age and weather_state, starts with its weathering
unset instead of weathering on its first tick, and throws what it carries
to the player as BehaviorUtils.throwItem does. Iron golems offer their
poppy to copper golems too (#candidate_for_iron_golem_gift) and put it on
an empty antenna when the offer runs out beside one.
The entity model harness now poses the copper golem with its idle and
chest interaction animations (44 cases), and the entity death loot harness
includes it (1,595 cases over 88 types); both match vanilla.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Old server jars run on Mojang's own Java runtimes, pinned in
research-lock.json and installed beside the shared vanilla data.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Keep the integration branch's StringSplitter port and HUD overlays: the tab
list now emits hud_layout::GuiDraw calls and wraps with its split_lines, and
the vignette's border warning comes from WorldBorder::warning_strength
through hud_overlays::border_warning.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The raid bars now draw through hud_overlays. Villagers' raid field is
what getRaidAt finds where they stand, with lost raids and the wave flag
kept apart, so the brain's SetRaidStatus, ResetRaidStatus (which resets on
a lost raid), ReactToBell and raid packages read vanilla's conditions.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Explosion drops keep their random sequences and the pot's dynamic drops;
/setblock destroy and /fill destroy run Level.destroyBlock through the
behaviour library, so the block entity spills as vanilla's does.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Mobs push through the new pushEntities with the teams' collision rules;
lang keeps the integration branch's deprecated.json handling; the
scoreboard keeps this branch's vanilla hash orders.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Mobs set each other's brain memories within the tick (the breed target
and lockGazeAndWalkToEachOther), the partner rests and forgets at the
birth, and an animal in love draws its heart particle randoms. The adult
happy ghast's TemptGoal.ForNonPathfinders ticks every other tick and
follows creative players. The mob AI scenarios can give the player an
item and a mob love, taming, an age or a llama strength.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A sample of 27 harnesses (the 20 quickest, options, datafix's six shards)
passed there; it builds against the same ALSA headers as the desktop.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>