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Mob & AI engine (#17): a `Mob` component + a `Mobs` FSM runtime (idle/wander/chase/attack/flee/leash/death), faction-driven profiles (hostile/passive/neutral), Humanoid-based mobs so combat/health/death share one path, per-mob-type reactions, and a `Mobs` Config section. Combat (#12, #14): server-authoritative melee + ranged reusing the v0.4.0 swing pipeline; the `combat:hit`/`combat:kill` kill-event schema designed once. Bows use a TCE-style aim (hold RMB to aim with an over-the-shoulder camera + crosshair and charge ring, hold LMB to draw, release to fire); the server simulates the gravity arc and sends the path so the client flies a cosmetic arrow along the real curve. Arrows are their own configurable ammo item (weight/damage/curve/range/speed). No-code: admin plugin gains Mob, Weapon and Arrow editors (+ "Add to World" / "Tool model" drops); the engine loads Weapons/Arrows/Mobs from SurvivorCoreContent. Fix: scope the orphan hotbar-pin sweep to the removed/consumed item, so consuming one item never clears an unrelated hotbar-pinned weapon. Docs: combat.md + mobs.md (with demo video); CHANGELOG Unreleased entry. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>