Preview.43: precise MineColonies catalog filtering removes broad craftsmanship/gatehouse false positives; new buildings select exact semantic level-1 schematics only; upgrades remain one level at a time at the same saved site; schematic roads remain part of the committed BuildPlan; catalog analysis is paced at 20 ticks and pending selection diagnostics expose exact progress.

Preview.42:
- MineColonies blueprint catalog now queues only supported village building families; irrelevant schematics are skipped before expensive analysis.
- Level-1 blueprints are prioritized so new schematic buildings start at level 1 before later same-site upgrades.
- Progressive schematic selection now advances up to four bounded steps per planning cycle with a soft CPU-time budget.
- Pending citizen schematic selection retains the same candidate site instead of restarting elsewhere.

Preview.41: MineColonies schematic selection is progressive instead of blocking a server tick; blueprint discovery prioritizes functional village buildings; new schematic buildings start at level 1 and later upgrade one level at a time at the same site; selected schematics include connection roads to their entrances, and safe native fallbacks receive a road when possible. Citizen and normal-village site work is bounded per pass to reduce multi-second tick stalls.
Preview.40: persistent schematic metadata and true same-site MineColonies blueprint upgrades for Living Villages; family/pack/rotation/origin are retained in VillageSavedData, upgrades only use a higher level of the same family, unsafe inventory block-entity upgrades fall back to a new safe building, and schematic entrance roads remain connected.
Preview.39: normal villages use progressive resident-near expansion without the over-broad generic site pre-scan; MineColonies schematics are selected even when no road exists yet, selection is completed synchronously, higher blueprint levels are preferred as demand/stage rises, and selected schematics build a real connection road to their entrance. Native MineColonies colonies continue using Living World's safe work-order upgrades.
Living Villages 1.7.0-preview.30
- Builder assignment now rejects villagers that are deeply buried relative to the local surface; surface construction uses surface-accessible workers from the first worker selection onward.
- Long worker trips use short forward/side stages only when the stage surface is within 4 Y blocks of the worker and Minecraft reports the local path as fully reachable.
- Direct paths are still preferred for nearby targets when Minecraft can fully reach them.
- Construction still requires physical arrival; no teleport or remote-build fallback is used.

Living Villages 1.7.0-preview.29
- Worker navigation now has a real stuck-watchdog: an active path is no longer trusted forever.
- Every guidance cycle stops stale navigation and computes a short surface waypoint from the villager's current position.
- Waypoints rotate gently over time, allowing local detours around steep or blocked terrain instead of retrying one identical long path.
- Construction still requires the worker to physically arrive; no teleport or remote build fallback was added.


Preview.28 worker continuation fix:
- keeps Preview.27 partial-path support and true 3D construction proximity
- fixes the post-partial-path freeze: a stale Villager Brain WALK_TARGET no longer prevents a new path after navigation has ended
- an actually active navigation path to the same target is still retained instead of being recreated every tick
- logs every real path replan as: Replanned autonomous worker <uuid> at <pos> toward <target>
- no teleport fallback was added
- terrain/player-edit/MineColonies safety from previous previews remains enabled

This preview is intended for log-driven runtime testing on Minecraft 1.21.1 NeoForge.
