diff --git a/README.md b/README.md index fb05fb6..75331b3 100644 --- a/README.md +++ b/README.md @@ -17,6 +17,38 @@ Prechecked If you want to support me and keep this preservation rolling, consider supporting me on Ko-Fi! https://ko-fi.com/dizzymii +## Remaining Port Features + +> Full details for each item are in [PORT_STATUS.md](PORT_STATUS.md). + +**In Progress / Broken** +- HumanoidNPC CORE and IDLE brain activities (LookAtTargetSink / MoveToTargetSink / wander not wired) +- Targeted mob AI — EntityTargetedBlaze, EntityTargetedWitherSkeleton, EntityTargetedGhast (vanilla behavior only) +- EntityWallDecoration — wall-attachment logic, face/position NBT, and renderer absent +- Item specializations — wall decorations, clothes, bows, and armor registered as plain Items instead of proper subclasses +- Trade, LockedChest, and Puja menus not registered in MillMenuTypes (non-standard packet-driven path) +- Block entity renderers — FirePit, MockBanner, Panel, LockedChest, and MillBed renderers are empty stubs +- SmartBrainLib compatibility layer — temporary shim; replace with real library when maven.tslat.net is reachable +- VillagerBrainConfig CORE activity group is an acknowledged empty placeholder + +**Legacy / Deferred** +- World generation — village placement and tree gen not ported to ConfiguredFeature / PlacedFeature / Jigsaw +- ItemStack data storage — raw NBT still used; should migrate to DataComponentType / DataComponentMap for custom per-stack data +- Armor and clothing rendering — ArmorMaterial entries not registered; LayerVillagerClothes contains no render calls +- Custom A* pathfinding — PathNavigateSimple present but not wired into any entity navigator +- Diplomacy system — culture affinity data loaded but alliance/rivalry/hostility logic absent + +**Not Started** +- Dynasty / family tree system +- Prayer, religion, and puja scheduling execution +- Village raids and warfare AI +- Travel Book in-game rendering +- Quest delivery and completion flow +- Villager age-progression life-cycle timer +- Import table economic loop + +--- + ## Current Plan PT.1: Bring the mod up to modern versions, maintaining as much of the original functionality and charm as possible.