AI Pathfinder
🟢 Updated this monthPreview

🔍 Analysis
- 👍 1.6% endorsement rate — high engagement, a strong quality signal
- 🏆 #6 of 1745 datapack mods in this game by downloads
📋 About This Mod
Implements Pathfinding for your Custom Mob!
!(https://cdn.modrinth.com/data/cached_images/a6e0780a7f9e464ddb33f0f5a43985136b64a1b9_0.webp)
# AI Pathfinder - Force a Custom Entity to Pathfind to a Fixed Position in the World! (useful for mapmaking) - Force Entities to Chase Other Entities! - Supported versions: 1. 21. 2+
(https://github.com/officialbarden/ai-pathfinding) datapack allows you to directly plug smart pathfinding to your custom Mob/Monster/NPC for MapMaking or MiniGame purposes. This datapack does all the heavy lifting of the AI for you — Gone are the days of Retexturing Entities!
# Credits [!(https://cdn.modrinth.com/data/cached_images/d301d944d3ac44dd811490b57c8bf772ee923954.png)](https://modrinth.com/datapack/a-star-pathfinding)
This datapack is built upon CJDev's A* Pathfinding datapack!
How to Use
# How to Use?
- ### First, choose your base entity.
This entity will be the body of your custom entity. This entity may also be the hitbox of your entity, if you decide to not implement a custom hitbox system. If you are on Minecraft Version 1. 21. 9+, we recommend you choose a (https://minecraft.wiki/w/Mannequin) as your base entity.
- ### Second, link your entity with your custom entity display.
Depending on your implementation, link your "custom entity display" with this base entity. This could be something as simple as a static model or as complicated as an (https://animated-java.dev/)[ Rig](https://animated-java.dev/docs/rigs/overview). Linking can be done via an ID system that the datapack inherently doesn't provide.
- ### Thirdly, give your entity the `ai.pathfinding` tag
Using the /tag command, give your entity the `ai.pathfinding` tag:
```
/tag
There you have it! An Entity with custom AI that is willing to listen to your commands! Now, for the big list of customizable things:
# Modifyable Values
### Scoreboards ``` ai. State: It stores the State of the AI. |__________ Idle = 0; |__________ Walking = 1; |__________ Sprinting = 2;
ai. Mode: It stores the "Mode" of the AI. |__________ Idle = 0; |__________ Roaming Only = 1; |__________ Chasing Target Entity = 2;
Time Values: ai. PathfindingDuration: It stores how long the AI waits before creating another path. This value ticks down when a Path is Generated. ai. ChasingEntityMemoryDuration: It stores the value of how long the AI can remember an entity until it forgets. ai.baseLostEntityGracePeriod: The amount of time the AI waits after it has lost the target entity, before it begins to pathfind.
AI Values: ai.baseMovementSpeed: It stores the Custom Value for Movement Speed of the AI (it changes depending on the value of ai. State) (x1000) ai.baseSprintSpeed: It stores the Custom Value for Movement Speed of the AI (it changes depending on the value of ai. State) (x1000) ai.baseJumpStrength: It stores the Custom Value for Jump Strength of the AI. (x1000) ai.baseViewAngle: It stores the half angle of the View Cone of the AI (x1000) ai.baseViewRange: It stores the Radius of the Half Angle of View Cone (x1000)
Setting the score of the AI on a scoreboard with a name with the ai.base... prefix is optional. Not setting them will result in the datapack using the base values assigned below. These base values can be modified as well, as they're stored in the ai. Values scoreboard. ```
### Base Values These values are initialized in `ai:global/load` and are scaled (x1000) ``` baseMovementSpeed = 150 baseSprintSpeed = 220 baseJumpStrength = 410 baseViewHalfAngle = 30000 // 60° Cone. baseLostEntityGracePeriod = 200 // AI stands still for 10 seconds before it starts moving again.
// These values are scaled (x10) since they're used in raycasting. baseViewRange = 300 // AI can see up to 30 blocks away (view cone radius is 30 blocks) ```
By Modifying these values, you can tune the AI to meet your needs!
### Additional Examples: - Say you wanted to make it so that your base entity only runs when you want it to. To make it run from one location to another, set its ai. State score to 2. If you want it to only walk everywhere, set its ai. State score to 1. - Say you want your AI entity to only roam but not chase any entity. Set its ai. Mode to 1.
Now, the API that the datapack provides:
### API
```
"ai:api/pathfind"
Usage: execute as
📊 Mod Details
- Game
- Minecraft Data Packs
- Author
- barden
- Version
- 26.3-snapshot-3
- Downloads
- 1,150
- Endorsements
- 18
- Category
- datapack
- Created
- 2/2/2026
- Updated
- 9/1/2026
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