assaultforce-1.2.0.jar
Curse Maven Snippet
What's new
What's new ① Spawn protection — your base is finally safe Nothing this mod spawns will ever appear within 200 blocks of your respawn point.
Centre = your bed / respawn anchor, or the world spawn if you never set one Radius defaults to 200 blocks (configurable) Tested in true 3D — a horizontal-only check would turn a mineshaft directly below into a safe room But simply "don't spawn inside the bubble" would switch the mod off. Building next to your respawn point is normal, and the default spawn ring (48–64 blocks from the player) sits entirely inside that bubble. So the ring is pushed outside, and the host marches in from beyond it — instead of spawning and standing still.
Notes from the trenches: this took four rejected designs to get right. The least obvious part is that entities only tick within simulation distance (10 chunks = 160 blocks < 200), so anything spawning outside the bubble is never ticked at all — it just stands there. The mod automatically issues temporary chunk tickets along the "spawn point → player" corridor and makes distant members approach in stages.
② Villager delivery — the T6 reward Break wave 6 and villagers start delivering gifts "Random from the registry" means command blocks, barriers and spawn eggs can all drop — that is deliberate.
Delivery is time-limited: breaking T6 opens a 10-minute window; once it lapses delivery stops, until you break T6 again. The window is saved, so restarting doesn't buy you another round.
Old saves: if you cleared T6 before 1.2.0, you'll start already past the window (that clear happened days ago, per the new rule). Use /assault gift unlock to reopen it manually.
③ In-game config screen (new) Mods → Assault Force → Config
Until now, tuning meant hand-editing TOML or using Forge's bare-bones screen. There's now a full GUI:
160 settings across 20 sections — drag sliders, click toggles Changes apply instantly (the next wave uses them); press Save to write the file Per-tier rosters (unit counts for T1–T6) on six sliders per row Search box that filters across sections "Unsaved" marker and one-click restore for the current section A command cheat-sheet with copy / transcribe to chat Bilingual (follows your game language) ④ Two hard-freeze fixes Frame drops and a freeze after summoning T6
Symptom: summoning wave 6 via command caused heavy frame drops and a freeze. The cause was the spawn-protection ticket code passing a "chunk level" where the API expected a "ticket distance" — the API subtracts that argument, so passing 31 actually produced level 2, turning 3,481 chunks within a 29-chunk radius into entity-ticking chunks.
Why only T6 blew up: T6 drops 92 members at once, each probing several candidate spots and issuing a ticket per failure — which multiplied the mistake.
Vindicators getting stuck on one-block ladders
Symptom: after an engineer placed a ladder, some illagers hung on it as if climbing. The climb goal had a dead zone at the top of a ladder — it stopped jumping once it was 0.5 blocks below the player, but its feet were still on the ladder, leaving it neither climbing nor pathing.
Why "one block" specifically: a single-block climb lands exactly inside that dead zone — and an engineer's first ladder goes into the block it is standing on, so one-block ladders are the norm.
⑤ Also Commands now cover 11 top-level + 5 nested (16 typable entries; added gift unlock / gift lock / spawnprobe and more) Localisation grew from 43 to 426 keys; the English UI no longer mixes in Chinese The mod-list description text was removed and the icon replaced with a pixel banner 160 settings in total (added gift.activeWindowMinutes) Compatibility Existing saves keep working. Both new mechanisms only affect newly generated content. The config file auto-fills any missing keys (Forge handles this); your custom values are untouched. Still zero new entities, blocks, items or data packs — the collision surface with resource packs and other mods is unchanged.
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