# Exploration and scores — 2.12.0-explore.20

Explore.20 applies the refreshed Convergence and Aurora armor to iPad/Bedrock as well as Java. The server resource pack restyles shared native netherite and leather textures and inventory icons; all ordinary gear using those materials receives the same patterns while the pack is active. Dyed leather retains its native dye coloring, so Ember armor/backpacks share Aurora's leather pattern with their own tint. Native elytra now displays the Convergence chestplate and wings, with its native flight/swim/sneak animations and controls preserved. The new skin is cosmetic: gear names, powers, stats and inventories are unchanged. Rejoin and accept resource pack revision 20.




**Faster menu and inventory gear.** OP4 can choose **Infinity Menu → My stats • quick edit**, select a stat and enter its exact value. Bedrock/iPad uses a native number field and a separate Confirm button. Java uses **Enter exact number**, private chat input (no slash), then Review and Confirm. The number is private and the prompt expires after 90 seconds; `cancel` discards it. Manual stat edits need only the admin’s own confirmation; Codex approval is for AI orders. Health regeneration or hunger changes no longer cancel an approved absolute vitals edit. Plus/minus buttons update the same Java screen. Normal combat attribute caps are removed only for edited instances, so Health capacity can exceed 1024 and damage/armor can exceed their normal attribute caps. Reset restores the original base and normal cap. Entering health or absorption above its current capacity now includes the required capacity increase in the same confirmation. Absorption saves and reloads its remaining amount. Armor above 30 now affects native armor reduction, up to full armor protection; armor-bypassing damage and native weapon effects still apply. Movement, size, loot and interaction retain native engine/client limits, and XP fits vanilla's total-experience integer. Food, saturation and exhaustion accept larger native reserves as one-time edits; ordinary gameplay can consume or reset them, and clients may cap their bars.

**Infinity Menu → Armor sets** claims Aurora or Ember as complete four-piece sets, including a chestplate. Clear four inventory slots. They use dyed leather armor on Bedrock, including native icons and wearable assets regardless of Java pack state. The Infinity winged chestplate is represented by an elytra on Bedrock.

Creative players receive the **Convergence Set** in two labeled shulker boxes in empty inventory slots. Place and open the boxes to take real weapons, tools, armor, cosmetics and building blocks. Existing items are preserved. **Infinity Menu → Convergence Set • inventory boxes** can provide another set when two slots are free. This avoids Geyser's unsupported custom Creative-catalog dragging. The client must still allow the server resource pack for custom art. Java without its pack now receives complete native armor assets/icons; native Bedrock wearables use the native dyed-leather/elytra visuals. Bedrock pack revisions now change between exploration builds to replace stale cached resources.

**AI Helpers → Orders • targets and approvals** lets an OP4 owner choose a live player target or propose day, night, weather, player-list and save actions. Pending orders have a separate exact review and owner-approval button. That supplies only the owner's approval; ask Codex in this chat to review the displayed proposal ID. The action waits for the separate live Codex review and can be cancelled from the menu. Follow, Guard and Stay remain direct movement controls. Ultimate Finals equips native spear/mace/elytra gear for charging, a brief glide and a falling smash; native player avatars show equipped weapons and elytra, with the existing server AI and golem collision. Native damage immunity remains, so no totem bypass is promised.

Select the **Infinity Menu** recovery compass in your hotbar to choose **Play Survival**, **Play Creative**, **Play Hardcore**, **Minigames**, **Adventure maps**, or **Main Hub**. Tap or right-click an **INFINITY MENU** sign in the Main Hub or a mode lobby to open the same menu. A missing compass is restored when you have an empty inventory slot; no existing item is replaced. If it appears in your main inventory, move it to the hotbar first.

The six lobbies use themed vanilla-block arches, colored glass, banners, plants and lighted columns, with a cyan glass/sea-lantern crown over the Main Hub. White glowing navigation signs label the destination and say **TAP TO OPEN**. Existing saves gain these accents when the relevant lobby chunks load, only in empty spaces above recognized original floors. Occupied blocks, containers, edited signs, bridges and destinations are preserved; the upgrade does not rebuild terrain or force-load distant chunks.

Choose **Minigames** or **Adventure maps**, then tap a course icon in the chest-like menu. The matching mode-lobby entry signs open the same course menus. A **SELECT COURSE** sign at each course start reopens the selector, as do the glowing checkpoint lanterns. `/guide` gives directions for your current place, `/hub` returns to the Main Hub, `/lobbies` lists destinations, and `/play` chooses a mode. Direct map commands remain available as shortcuts.

The six minigames are Sky Steps (`/minigame parkour`), Switchback Sprint (`/minigame sprint`), Prism Dropper (`/minigame dropper`), Red Light Run (`/minigame redlight`), Crystal Hunt (`/minigame crystalhunt`), and Color Rush (`/minigame colorrush`). Crystal Hunt asks you to touch five glowing amethyst pads in any order, once each. Color Rush names a pad color in the action bar; reach it within five seconds and repeat for five pulses. Checkpoint, color, and finish hints appear in the action bar. Use `/retry <map>` to replay. `/best` shows your saved personal times; `/leaderboard <map>` shows the saved fastest times across players for any of the six minigames. Records are stored with the world and are rebuilt from player progress if the index is missing. A temporarily unavailable public index does not erase personal times. Your selected map is remembered across reconnects, while an unfinished run restarts.

The two starter adventure maps are The Five Seals (`/adventure ruins`) and Lantern Labyrinth (`/adventure maze`). Creative has a separate building world; entering it gives you an Infinity sword and opens its gear picker. **Infinity Menu → Weapons, tools and blocks** reopens the catalogue. **Full Infinity kit**, **Building kit**, **Use held power**, **Use alternate power** and **Swap main hand and offhand** cover the gear controls without typing `/convergence`. Hold a tool before selecting the recovery compass, then check the held item shown at the top of the menu before using its power. Ordinary permissions and cooldowns still apply. Admin now grants actual OP4, all operator gameplay unlocks and no Infinity ability cooldowns; it still preserves equipment checks, separate mode inventories and both AI approval gates. See [MEMBERSHIPS.md](memberships.md) for the private code and revocation.

For a visible helper, an OP4 player can choose **Infinity Menu → AI Helpers • open your squad → Create your first helper**. Stand on clear solid ground; the menu closes and a named AI player avatar appears nearby, or the game explains why it could not spawn. Choose the saved helper to inspect **Status • profile, location, and health** or tap **Ask Codex** when the host has connected the Codex provider. Questions in all six profiles use that connection; `/ai help` remains local. The buttons **Back to your squad** and **Back to Infinity Menu** make it easy to return. Codex uses the host's signed-in account and receives your question plus limited Minecraft facts; its answer is separate from this live chat and cannot approve server changes. See [AGENTS_GUIDE.md](agents_guide.md) for setup, usage limits and the separate owner-plus-live-Codex reviews.

Ultimate Finals helpers coordinate flanking and short target prediction, with one squad member at a time attempting a physical leap and dive when loaded airspace and the landing are clear. Spears wind up at a distance and use native kinetic charging; helpers switch to a mace when players or hostiles close inside the spear’s minimum reach. Clear aerial routes briefly use native elytra glide before a mace falling attack. Hits retain native range, line of sight, damage immunity and attack spacing. Walls or low ceilings fall back to ground pursuit. Normal golem bodies do not render held weapons or wings, and these mechanics do not promise a totem bypass. Stay or ceasefire cancels the active sequence; player targets still need both reviews.

See [MODES.md](modes.md), [LOBBIES.md](lobbies.md), and [EXPANSION.md](expansion.md) for complete commands and rules. The new Infinity Menu, gear picker and course menus still need real Java and iPad playtests.

The owner dashboard now presents the modes and maps, live local status, and separate Java and Bedrock join details. Remote addresses appear only when a locally owned Pinggy helper allocates them. They are temporary and need an outside-network test; an allocated address alone does not establish that a friend can join. The public guide site lists content and downloads, but does not run or expose the private dashboard.
