This page is a detailed record of ideas and fixes discussed for Workling. It is not a release schedule. Approved decisions are described below, but an item is available only when it appears in a published test build. The statuses below are a historical snapshot reviewed through 0.2.9, not a complete 0.2.17 status audit. Check the version history for later changes; an idea is available only when its implementation is verified. Preparatory work does not count as shipped.
Status key: ✅ included in a test build; 🚧 in development or testing, not yet shipped; 📌 planned or a requested correction; ❓ needs a design decision. “✅” does not replace testing in a real world.
Short deliveries can use roads both ways. In one observed long delivery, however, the golem left the road about five blocks before the destination and returned almost entirely across grass. The cause is still unknown. The intended rule applies in both directions: first a continuous industrial-road route; if none exists, the shortest complete mixed route, including dirt paths; if no complete route exists, follow roads to the point closest to the goal and finish by the shortest ordinary path. Start and end may be no more than two blocks off-road; there is no “double” or “triple” distance cap. The review must trace both the selected route and the steps actually taken, including replanning.
The archer has navigation for climbing ladders to a linked asurine torch at any height. On a more elaborate tower, it climbed but left the trapdoor open; descending also failed after the trapdoor was closed manually. By day, it sometimes does not return to rest on its chest. The fix must complete the passage, close the trapdoor after passing through, handle descent and guarantee a return to the chest when the night shift ends, including structures with raised steps, parapets and roofs.
The watch post should keep the archer at the torch's height and within two blocks of it wherever there is a floor. It must not fall off the platform, whether patrolling or fighting: it should reach the edge like a crouching player but never step beyond it. Checking only the final destination is insufficient; travel and combat repositioning must also be safe.
The archer already uses a bow and aims at its target, but an arrow can hit the floor or a parapet even when the enemy is visible. Before firing, it should consider the actual projectile trajectory, including arc and obstacles. If the shot is blocked, it should find a better position, wait or change targets instead of repeatedly wasting arrows on the structure.
In build 0.2.4, looking at a linked torch displays solid lines. The requested effect is an animated particle strip, like a belt-placement preview, slightly smaller if needed and colored to match the torch. For an archer it should show the torch-to-chest link; for a warrior patrol it should also show connections to the other torches in its network. It appears only while the player looks at the linked torch.
The archer pumpkin and chest gained 3D relief in build 0.2.6; the chest was approved. The pumpkin is close, but Lauro asked for it to be roughly 10% smaller than a full block, with fully square corners and no missing pixels. Its colors should match the concept with subtle pixel variation, not stripes. The eyes stay recessed but lose their inner dots; the mouth should move closer to the concept. Both side faces should carry a bow in shallow relief, like an item in a frame.
In an earlier test, train assembly markers did not appear and train wheels were invisible. A full review of assembly, markers, models, rendering and in-game testing remains pending. It was placed after golem fixes and electricity work and should be considered alongside the plan to move trains into a separate mod.
An accessory in the archer's personal inventory that improves aim has been suggested. Its item, recipe, bonus and relationship to arrow trajectories have not been defined. It is not authorized for implementation until those choices are made; fixing blocked trajectories is a separate task.
The archer's relief pumpkin should become the standard revival-pumpkin model: orange pumpkin body, details colored to match each golem's material, and a distinct side emblem. The archer gets a bow; the future Obsidian Golem gets a sword. Lauro will define the emblems for other golems later, so extending the standard to them must not invent symbols.
If the more detailed archer model works well in-game, Lauro may ask for the other golems to be visually redesigned in the same style. This is conditional: there are no approved models, palettes or individual designs for the other types yet.
At present, golem creation is attributed to a player. For future automation, placing a head/pumpkin on an empty golem chest was proposed: if creation is automatic, the new golem belongs to the chest's creator; if another player places the head, both chest and new golem become theirs. The automation mechanism will be discussed later. This records only the ownership rule already specified, not a new machine or recipe.
The proposal is to reduce maximum health from 200 to 100 while increasing damage, making it the strongest attacker. The new damage value has not been chosen. The future Obsidian Golem's damage reference is Netherite's current damage, not that unspecified increase.
Golem chests could gain fluid storage for dark oil. A golem near its own chest would consume oil to regenerate much faster; ordinary resting on the chest would regenerate more slowly. Tank capacity, precise consumption and healing rate still need decisions before implementation.
When aiming at the exact central point used to adjust a machine's rotation, its current value should appear there in X, without special goggles or opening a menu. Aiming elsewhere on the block should not show this value. The same pattern should apply to all adjustable-speed devices, including motors and speed controllers, while preserving the information already available through goggles.
Asurine and Crimsite torches already exist, but their interactive teaching scenes were deferred. In-game guidance should clearly explain the current linking, watch/patrol and golem-avoidance rules without introducing behavior that does not yet exist.
Lamp color should follow the glass used to craft it: clear glass produces the ordinary lamp, while each allowed stained glass produces light in the corresponding color. Gray and black glass have no lamp recipe. Tinted glass should produce a “black light” with an ultraviolet look. Visual light effects should match the promised color, not just the item name.
A new connector would accept high-voltage wire connecting high↔high or high↔large connector. It must not connect to a small connector or enable a large↔large link through that wire. The planned range is twice the large connector's range for long-distance transport with less material; the exact block count should appear in the expanded tooltip of all connectors. The proposed wire chain mixes dried kelp + fuel + slime ball into insulation paste, applies that paste to electrum wire with an applicator, then presses the result. No published build confirms this chain yet.
This rare ore was planned for blackstone, not netherrack. It would drop 5–7 nuggets and anger piglins when mined. Numeric rarity, distribution and Fortune behavior still need decisions before any spawn rate or yield can be promised.
Proposed recipe: one white wool in the center and eight andesite alloys around it. Each block between sound source and listener would reduce volume by 30% of what remains, multiplicatively. It should resemble an encased block but show white wool instead of wood; expanded Portuguese and English tooltips should explain the per-block effect.
A fan attachment would take a water or lava bucket, display its stored liquid and apply processing only forward while filled. The player could remove the liquid with an empty bucket. Breaking a filled attachment would spill the liquid in place rather than silently deleting it.
The proposed new recipe uses two andesite alloys with a wooden slab in the middle. Shaft ends would have the andesite-alloy color while the center shows the selected wood. Its appearance must reflect the wood variant actually used in crafting.
The new recipe would use four dried kelp — three across the bottom row and one in the center — plus two mineral dusts. The dust color would control edge details resembling safety markings. Placement of the two dusts in the remaining recipe cells and the final variants should be settled during implementation; no extra combinations have been approved.
Native stones, including Veridium, Black Scoria, Scoria, Ochrum, Limestone and Crimsite, would have their own dusts from milling/crushing. For the large crushing wheel, Lauro also requested an “XP block” as an output; its exact form and quantity still need defining and must not silently be replaced with ordinary experience points. The dusts would feed the colored-belt recipe and future recipes; the full list should follow native stones already present in-game rather than inventing new minerals.
A process still to be chosen would extract sticky dark goo from Black Scoria. Suggested uses include coating wires to double current capacity and making golem dark oil. The extraction method, quantities and final recipes are not defined.
Before adding stairs, polished forms or bricks for blocks introduced to Minecraft since 1.21, the team should study which blocks truly lack those variants and which additions will remain safe over time. The block list and recipes have not been approved.
There is an early idea for directional light, such as a lit helmet or spotlight, but it has not entered the implementation backlog and has no defined recipe, range or behavior. It is recorded without a version promise.
The defined behavior follows the Netherite Golem, but with 200 health, Netherite's current damage, and repairs only with obsidian dust. Its chest and pumpkin follow the established golem creation flow. Functional work is being prepared but is not part of build 0.2.6; its behavior must not be treated as available until a new build is validated.
Obsidian is crushed into obsidian dust. Nine dusts make an obsidian-dust block; that block in the center, surrounded by eight andesite alloys, makes an andesite-encased obsidian-dust block. Placing a carved pumpkin on the encased block creates the golem. Its own revival pumpkin recipe uses three dusts on the bottom row, a carved pumpkin in the center and andesite alloys in the other five cells. The encased block and this sequence were specified after the functional prototype, so they must not be announced as a published recipe.
The sword-bearing Obsidian Golem concept and its chest concept were approved. Final models should retain the archer's detailed, relief-based visual language, and include the dust block, its item, the encased block and a revival pumpkin with swords on its sides. Concept approval does not mean these models are already in-game.
It would have a larger chest and take over schematic construction. Given a schematic, it should break blocks when necessary, carry up to two stacks per trip, place blocks, return for more materials, and use scaffolding to climb or descend to hard-to-reach positions. The proposal replaces the existing automated construction device with a mobile worker. Safety rules, range and recipes remain undefined.
It would specialize in underwater movement, be placeable only near a sufficient water source, and wake to fight monsters underwater. It would not fight on land. The size or type of water source that counts as “sufficient” and creation details still need decisions.
An axolotl aquarium was proposed for decoration and workshop use. In the stock-request system, it could request items from vaults/chests. Under a basin, it would keep water available for recipes that consume it, with a short breathing pause between refills rather than an instant unlimited refill. Recipe, capacity and exact delay have not been specified.
Carrot cake and chocolate-frosted carrot cake were proposed as distinct foods. Recipes, hunger values and final visuals have not yet been specified.
Train logic should move to a separate mod, Workling: Trains. Locomotives and most train content would move there; some general-purpose components, such as sturdy sheets, stay in the main Workling mod. The split requires a careful review to preserve test-world functionality and must not be mistaken for a completed change.
Instead of multiple dye-dependent recipes, there would be one base postbox colored like the barrel wood used. The recipe substitutes an electron tube for dye. After crafting, the postbox can be dyed directly or at a crafting table; without dye it keeps its original wood color. This postbox belongs to the future train module, not the current build.
After the train review, the burner should connect to pipes directly, without first installing a straw attachment. The straw item would be removed at that stage; the burner would show its connected appearance only while actually attached to a pipe and look normal otherwise.
The iron spool was considered redundant alongside the copper spool. Its removal was deferred to a later cleanup with the straw attachment and after the train review; it should not disappear early from a test build.
The requested removal covers the entire set, not just one piece. The removal version and what happens to items already stored in existing worlds have not been defined.
The potato cannon is on the removal list. Removing it does not automatically imply a replacement weapon; none has been defined.
The extendo grip is also to be removed. No replacement reach tool has been approved; if one is needed, it will be decided separately.
The cuckoo clock is marked for removal. No successor block or recipe has been defined.
The pale gold amulet is marked for removal. No replacement amulet or effect has been approved.
The compatibility goal at the end of this list is the Minecraft 26.* series and NeoForge 26.3.*. Test build 0.2.9 was compiled for Minecraft 26.3 / NeoForge 26.3.0.89; this does not prove that every version in those ranges works. Each combination needs porting and testing before it can be announced as compatible.
Andesite and Redstone Golems can look at a player closer than three blocks without pausing their work. This shorter distance replaced the original six-block behavior.
The brass-trimmed fletching table is the archer's starting block. Placing a carved pumpkin on it creates the golem and its chest through the family's normal creation flow. The archer's special revival pumpkin is a separate item from the carved pumpkin used for this initial assembly.
The Andesite Golem can open and close doors, fence gates and trapdoors along its work path, as the Redstone Golem does. This does not guarantee that every archer watch tower works; the specific trapdoor fix is listed above.
When a golem chest has no occupant, its lid takes on a paler version of the material color. This lets players identify an empty chest without confusing it with an occupied one.
A golem's death is announced in chat. If it has a name, the announcement uses it so players know which worker or guard was lost.
A name tag names the golem, not its chest. A new golem created at that chest does not automatically inherit the previous golem's name.
Packing a Redstone Golem chest removes it from its network. Before placing it again, the player can reconnect it through another Redstone chest or a stock link tuned to that network.
Golems recover while resting on top of their own chest, not simply by standing nearby. An injured Andesite Golem seeks that rest at night or in darkness; at full health, it may shut down where it stands. A Redstone Golem with no collection or delivery pending rests on its chest until work appears. The separate dark-oil proposal above would change the rate of this regeneration later.
On its chest, a golem tries to center itself and face the chest's front. While asleep, it does not continue head turns, player-looking or idle work animation.
When health falls below 20% and it is out of combat, the warrior seeks its own chest for preservation. It resumes service after recovering at least 50% health; while resting, monsters stop treating it as an active target.
The Netherite warrior avoids entering water while patrolling or pursuing an aquatic enemy. If it falls in, it tries to leave but does not abandon an ongoing fight. Aggressive aquatic mobs should target golems on land, not submerged ones. This is separate from the future Aquatic Golem's own rules.
When cutting mangroves, the Andesite Golem also harvests connected, above-ground mangrove roots without treating muddy mangrove roots as a tree. It collects drops to its chest, can clear roots already left in its work area and replants a propagule when materials are available.
The Redstone Golem gets a movement bonus only while stepping on a valid road: 7% on industrial roads and 5% on dirt paths. Nearby walls, older brick-road proposals and travel off the route do not count.
Redstone Golems in one network can reuse a stored chest-to-chest route while it remains walkable. A changed or blocked segment triggers a new search. This cache avoids replanning every trip, but does not guarantee that a long return trip follows the road; the specific bug remains above.
The Crimsite torch marks an area to avoid: golems seek to stay outside a five-block radius and avoid accepting jobs inside it. It is not a patrol post.
Asurine and Crimsite torches use dim light level 3 while idle and level 6 while serving an active golem. Crimsite responds to an active golem within six blocks; Asurine brightens for an active watch post or patrol. The earlier level-7 proposal was superseded.
While moving, the Redstone Golem can power nearby devices as though it were a redstone block. Doors, fence gates and trapdoors are excluded so it does not block its own path. Within two blocks of its own chest, the golem's power effect is disabled; the chest itself provides redstone power.
The first-round test builds established 200 health for Netherite, 80 for Archer, 50 for Andesite and 30 for Redstone. Repair and regeneration amounts were scaled accordingly. The proposal to reduce Netherite to 100 is listed above and has not shipped.
The archer fights at night, rests on its chest by day and does not attack then. It requires arrows in its personal slots; without them it disables its attack. It can restock from nearby chests within its work area, including recovered arrows, and brass ingots repair it. Complex watch towers still have the issues described under Fixes.
If a golem leaves its chest's work area and is not in imminent danger, combat or work, returning to the chest takes priority. This prevents an earlier retreat from leaving it wandering away indefinitely.
Industrial-road block, slab and stair variants exist in two finishes. They are placed at normal building height; pieces selected by a golem route switch to a lowered form aligned with dirt paths. Breaking and replacing them restores the normal form. This does not itself fix the return-route bug above.
The Redstone Golem recognizes dirt paths and industrial-road blocks in both finishes, including full blocks, slabs and stairs. The industrial shapes come from their matching material through stonecutting. Ordinary bricks and nearby walls are not a condition for recognizing a road; that older rule was cancelled.
Asurine and Crimsite torches have floor and wall variants. Breaking one should drop that special torch, not an ordinary torch. This was corrected in test build 0.2.1.
An asurine torch linked to the archer's chest inside its work area marks a watch post. The archer tries to reach it at night without a minimum-height requirement, including ladder climbing, and patrol at its height within two blocks. The simple case is implemented; towers with trapdoors and edges still need the fixes above.
Asurine torches linked to a Netherite chest define patrol points for that chest's golems. Loose torches do not join the route; linking keeps guards from different chests from competing for the same point.
Build 0.2.4 added Shift + use in air with a torch item to clear its pending link. Breaking a placed torch or removing its chest also clears links. Aiming at a linked torch currently shows a solid line; the requested particle strip is still a future correction.
The archer uses a bow, detects targets up to 35 blocks away and fires from 3 to 30 blocks. It keeps arrows in personal slots; without them, it cannot attack. This is separate from the pending review of each arrow's actual trajectory past floors and parapets.
The quiver displays zero, one, two or three tips for zero, 1–64, 65–128 or more than 128 arrows in personal slots. The thresholds use stacks of 64 arrows.
Retreat uses the Redstone Golem's base speed without road bonuses. When possible, the archer seeks a spot at least six blocks behind a warrior with the same owner to regain firing distance; it does not flee while stationed at its tower. Golems created by the same player should not harm one another. Physical tower-edge safety still needs the review above.
First milestones for creating, reviving and manually repairing a golem belong to the responsible player, not to the server as a single owner. The player sees their award, and general milestones may announce to others who earned it. Automatic repair does not satisfy the repair milestone.
Creating each golem type for the first time also grants a discovery, but this notification appears only to the creator. It does not replace action-specific advancements for each type.
Andesite has a first completed job milestone; Redstone has separate milestones for first network and first resupply delivery; Netherite for a first defined patrol; and Archer for a first defeated enemy and first visit to a watch post. Attribution belongs to that golem's creator. The presence of these triggers in test builds does not prove every scenario has been confirmed in real worlds.
The archer chest and revival pumpkin gained relief models. The chest was approved; the pumpkin needs the detailed refinements above. The Obsidian Golem concept is separate and not yet a published model.
See the version history for changes by build.
When a crimsite torch is placed one block from a golem's chest, the golem should stop its task and return home. Workers and the redstone golem first deposit what they carry; if the chest is full they drop the items. Then the golem climbs onto its chest and powers down. Defined idea, not available in build 0.2.9.
Visual concept pending. The bed keeps standard sleeping behavior and has a default color. Clicking it with a dye changes the sheet color. Two adjacent beds facing the same way visually join into a two-place bed with its own model; breaking one restores the remaining single-bed model. Not implemented.
Lauro requested concept art for the block that receives a carved pumpkin. Reinforced corners and sides follow a common pattern across golems, with relief inset within the full block boundary; only the inner texture changes per type. This concept awaits approval before an in-game model. The eventual model must avoid overlapping faces that flicker with camera movement and must not incorrectly hide the neighboring/below block's texture.
When the art round is available, prepare concept images for the redesigned redstone golem, chest and 3D pumpkin, for approval before modeling and integration. No new visual is approved or shipped in this build.
The pumpkin corner reliefs should touch the ground so the body itself does not rest directly on it. The raised band from the back and top should continue underneath and end with a central decorative detail. A separate flicker remains between the pale lid and body of the archer chest when no golem is home; check coplanar faces. These refinements are not confirmed in 0.2.9.
Status: 0.2.17 below is a completed milestone; revisions from 0.2.18 onward are planned, not shipped. Test-build history runs through 0.2.17; see the changelog for verified delivery. Version labels express intent, not promised dates. This page retains earlier ideas and history; where an older topic says “not implemented in 0.2.9”, that describes that build, not necessarily today.
0.2.17 was packaged and pushed as a test build. It includes the Builder's Bed recipe and effect (after completed sleep, half of missing health and hunger, rounded up), Item Frame-guided Andesite farming, new/corrected recipes, the Andesite Alloy Sheet, the Blaze Burner pipe-supply change and content removals. See the version history for details, validation limits and removed items. Moving the bed to Essentials in .20 remains planned, not done. Version 0.3 was not brought forward.
Recipe correction planned for this revision: change only the Obsidian Golem Construction Block center ingredient from minecraft:obsidian to workling:obsidian_dust_block. The published 0.2.17 recipe still uses ordinary obsidian; this change is not implemented in it.
The plan groups seven new types — Andesite Fabricator, Lumberjack, Farmer, Aquatic, Keeper, Builder and Miner — with a rework of the existing Netherite warrior, which is not an eighth new golem. In addition to Warriors and Workers, there will be a new Fabricators class, including the Andesite Fabricator. Redstone remains a Worker, with its own menu planned; it does not become a Fabricator. Provisional recolored Andesite Golem models were proposed to test the new types before final art, which still needs preparation and approval. The new types’ recipes and behavior still require Lauro’s definition before implementation. There is no crafting-grid recipe for a golem chest: the chest appears when its golem is created, as with the current family; revival pumpkins are separate items. None of these 0.2.18 recipes or changes is published as 0.2.17 content.
Fix .18 problems. Remove train components and logic from the base mod for the separately hosted Workling Voyager/Voyages addon. The backtank, diving helmet and diving boots move there too, fitting its future ships. Trains underpin its first release; ships and aircraft, including ideas from mods currently working with Create, are later addon work requiring definition. This is a planned separation, not an addon release or a promise of ships/aircraft in .19.
Fix .19 if needed. Move several purely decorative blocks and the Builder's Bed from the base mod into Workling Essentials, whose repository already exists. Essentials may gain more decorative items/blocks later. The definitive block list is not settled; .20 is not itself the addon 0.1.0 release.
After any .20 fixes, redesign the golem-chest UI using the stock manager as a reference. Replace the search row with tabs for chest stock, golem items and, for Redstone only, item distribution. Enlarge the player-inventory item area and remove label and “send” button so items can move directly to/from the chest. Show the current chest where Blaze currently appears. When locked, only the golem's creator can open the menu; unlocked, any player can. If another player breaks a locked chest, the chest and its contents disappear to prevent theft. A later Clans addon exception would let same-clan players open or break a locked chest without loss, while a replaced chest's golem still belongs to its original creator. That exception is future work, not confirmed .21 scope.
For the existing Andesite Golem, plan a tab to draw an item's recipe into a blank schematic, save a minimum stock quantity, and store schematics in a separate tab for automated production. A special attachment on a vault, chest, barrel and similar inventory makes it a linked material reserve extension; the golem's chest UI gains a second raw-material stock. Funnel/chute input to the golem chest goes to this material tab; automated output draws only from normal stock, where manufactured goods are deposited. The golem checks the linked reserve and replenishes the specified minimum, fetching materials to its own chest. A later stock requester could, with belts and other transport, request inputs directly from the reserve to the golem chest. That is a future extension, not a confirmed first-iteration requirement.
Production needs nearby machines for each step — crafting table, press, mixer, injectors, mill, etc. Dependency depth is level 1: level 0 is the requested item; level 1 its inputs. Example: for an Obsidian Golem pumpkin, if obsidian dust is missing but obsidian exists, the golem may mill it. For andesite alloy it may combine an andesite block and iron nugget, but must not turn iron into the nugget because that is level 2. Metal alloys are not automatically manufactured by this dependency chain; they must already be available. Item-specific recipes/exceptions remain to be defined.
After .21 fixes, all golems would use oil/fuel. For the chest UI, Lauro suggested — not finalized — up to three tank-like indicators beside/above the chest view, with level animation and hover quantity. Fuel via pouring an oil bucket into the chest or directly attached pipes. Without oil, the golem still functions, but movement, attack and crafting decrease 25%; it takes 5% more damage; regeneration is 50% slower and healing 50% lower. Consumption is low when idle, even lower at rest and higher in combat/work. Normal work consumption is intended to use the reference of what a Blaze consumes from one lava bucket; exact quantities, capacities and timing remain undefined.
The advanced network includes an advanced fluid pipe reaching 1.5× the regular pipe; with an advanced mechanical pump, 3×. An advanced pipe does not connect directly to a simple pipe; it connects to fluid receivers and mechanical pumps. On a normal pump, it works like a simple pipe. Advanced-pump behavior with a normal pipe refers to an earlier definition and should not be extrapolated. An advanced fluid valve connects only to advanced pipes. An advanced spout and advanced drain carry advanced pipe/pump loads while also connecting to normal pipes and other compatible components. An advanced fluid interface enables faster transfer. Flow values, baseline range, capacity and detailed connectivity still require specification.
After .22 fixes, remove the mechanical arm and controlled rail. Remodel water wheels, gears, gearbox and encased mailbox, and include the previously described nozzle improvement. This revision stays focused because model/texture concepts must be created and approved by Lauro before integration. Concept art is not shipped game content.
After .23 fixes, remodel funnels, chutes and tunnels; remove the item hatch and toolboxes. Visual concepts and approval are also required; this is the revision's focus without undefined extra mechanics.
Lauro plans more 0.2 revisions after .24 rather than scattered additions. The 0.3 transition, after those as-yet-unassigned 0.2 revisions, is intended for Minecraft 26. and NeoForge 26.3.** compatibility; it is not verified complete. After 0.3 he intends to pause base-mod work for Workling Essentials 0.1.0, initially with items moved from the base mod; then Workling Voyager/Voyages 0.1.0, with separated train items/logic. No dates have been promised. Existing ideas that might fit revisions after .17 have not been assigned automatically; Lauro will decide after suggestions.
The exception allowing same-clan players to open/break a locked golem chest without loss or ownership transfer depends on a future Clans addon. Its other rules are not yet specified.
A separate addon may let some, not all, player-owned golems work while their chunk is unloaded, analogous to trains crossing unloaded long-distance segments. A stress test will determine how many golems may remain active; if there is a practical limit, Lauro may cap the number each player creates. Only a player's own golems would have this behavior. The addon may also generate abandoned villages resembling another player's old base, with partially active/resource-starved golems that might be recovered and reused. Exact types, recovery and rules will be defined later.
Once Voyager works, an Adventure addon depending on it and the base mod may offer treasure hunts through navigation or on floating islands reachable only by flying machines. Actual mechanics await detail. Another idea is a Golem Biome addon with mobs, prefabricated/collectable resources, blocks, recipes and aggressive creatures. Golems in that biome would receive bonuses such as less oil use and slightly faster travel on its terrain. Values and implementation remain open.
In an as-yet-unassigned revision — perhaps alongside golem creation — a totem could list a player's golems, health and current activity, and switch them on/off. Its UI might build on the stock telegraph menu idea. Each player sees only their own golems; a player with none gets an appropriate empty-state message. Exact design and linking remain to be defined.
Lauro reports that after the Minecraft 26.3 port the menu opens and closes but permits no editing, creation or internal interaction. It needs investigation and a fix in an appropriate revision to be assigned; no particular version was designated.