A modular Minecraft entity AI framework combining behavior trees, GOAP (Goal-Oriented Action Planning), blackboards, interruptible actions, and custom navigation, including wall and ceiling crawling.
AzureCortex is a framework, not a standalone mod. It adds no blocks or items and doesn't change vanilla gameplay on its own. Mod developers depend on it to build sophisticated, non-vanilla mob AI without re-implementing the plumbing (ticking, preemption rules, replanning gates, pathfinding, and steering) from scratch. If you installed this because another mod requires it, that's all it's for, there's nothing to configure as a player beyond what that other mod tells you.
PrioritySelector, Sequence, Condition, and CooldownGate nodes for composing an agent's
moment-to-moment decisions.NORMAL / LOCKED / EMERGENCY) so a committed action can't be
interrupted by accident, but a genuine emergency still gets through.Every place a specific mod needs something domain-specific, what a goal is called, which blocks count as hazards, how goals get scored, is a small interface your mod implements. AzureCortex only owns the generic machinery.
Three fully-wired example entities ship purely to demonstrate the framework in action, spawn one in via its spawn egg to see it in the world:
| Minecraft version | Forge | Fabric | NeoForge |
|---|---|---|---|
| 1.18.2 | ✅ available | ✅ available | ❌No NeoForge version |
| 1.20.1 | ✅ available | ✅ available | ❌No NeoForge version |
| 1.21.1 | ❌ no support | ✅ available | ✅ available |
| 26.2 | ❌ no support | ✅ available | ✅ available |
AzureCortex is published on AzureDoom's public Maven:
https://maven.azuredoom.com/mods
See the wiki's Installation page for exact Gradle dependency coordinates per version and loader.
Full documentation lives on the GitHub wiki, including:
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