Capsule 1.16.5-5.0.257 (Forge)
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What's new
- Fix linked capsules tagged
templateShouldBeCopied(state:2) deploying nothing: like/capsule giveLinked, they now get their own copy of the config template theirstructureNamepoints at, so that modpacks can craft reusable capsules of a template (docs/CAPSULE_FORMATS.md). The copy is complete, inventories included; only templates underconfig/are copied; a missing or empty template is logged, the player told, and the capsule refuses to deploy. Leave outsourceInventory: it makes the capsule a blueprint, whose copy keeps only the whitelisted blocks without their inventories - Fix server crash or kick with install paths containing reserved Windows names, e.g. Flatpak ATLauncher (#125) (thanks to supC-dev on github)
- Fix furnaces dropping their stored experience on every capture (#122)
- Fix deploys floating above snow layers and grass (#116) (thanks to Lothrazar on github)
- Fix starter and reward capsules sharing block entity data with their template, which emptied Sophisticated Storage containers (#115) (thanks to MythCracker on github)
- Fix "Invalid player data" disconnections with mods serializing loot tables (#109) (thanks to MythCracker on github and WenXin20 on github)
- Fix infested blocks in the uncommon well and castle kit loot capsules (#100) (thanks to Cicopath on github)
- Fix the recall enchantment bringing capsules back before they could deploy (#98) (thanks to KnightCa on github)
- Fix capsule throws being accepted by the server for non-instant capsules or out of reach positions (#91, part 1) (thanks to jmadarg on github)
- Fix blind throws deploying one block above the ground (#89)
- Fix activated capsules staying activated after a relog or restart (#75)
- Fix blocks without item (potted plants...) being free in blueprints (#56)
- Fix the addon capsule recipes (tin, lead, silver...) showing without their ingot
- Fix a new capture base ignoring its first redstone signal
- Fix template files with uppercase letters or spaces disconnecting players on login, and
.nbtnames being cut - Fix invalid ids in the
excludedBlocksconfig crashing the game, and block tags in it being ignored - Fix
/reloadnot refreshing templates on dedicated servers - Harden the full deploy preview against crashes with modded blocks (Ad Astra, Integrated Dynamics, farmland, Mob Grinding Utils) (#117, #94, #76, #81) (thanks to ERO-Dragon on github, KingOfTheGamesYT on github, NukeShot58 on github, Rikamo1 on github and Hastagaspatcho on github)
- Fix a capsule showing the preview of the previously held capsule right after switching capsules
- Fix blueprints of a missing or unreadable template doing nothing without a message: the player is told and the server log lists the searched paths (#124) (thanks to Gebcrafter on github)
- The server log now warns, for each prefab recipe, about the blocks its blueprints will lack because their block entity is not in
config/capsule/blueprint_whitelist.json(modded machines, for example), and lists their NBT keys. Whitelist them with akeepNBTnaming the keys their block entity needs to load: a block whitelisted without it is deployed with empty block entity data, which crashes some mods - Fix the item frame covering the crafting table in the five starter huts; delete
config/capsule/startersto get the new huts (#126) (thanks to tayvill on github) - Fix prefab blueprint recipes giving back the wrong ingredients once their pattern is moved, and shift-click crafting of blueprints, blueprint changes and recovery capsules also clearing the source capsule (#84) (thanks to K4N0 on github)
- Fix blueprints showing the content they do not have: lectern books, jukebox records and brewing stand bottles
- Fix blueprint undeploys destroying the items held by blocks that do not keep them in an
Itemslist: lectern books, jukebox records and mod inventories. The undeploy is refused while a block of the blueprint holds an item, whatever its NBT key; items in the NBT thatblueprint_whitelist.jsonkeeps (keepNBT) are part of the blueprint and do not count - Fix capture bases and players who went offline before their capsule landed capturing or deploying in claims: capture bases now act for the player who placed them, and capture bases placed before this version and dispensers can no longer act inside claims (re-place the base to give it an owner). Claim mods are asked with a placement event for every block of captures and deploys up to the largest capsule obtainable in survival (the largest crafted tier plus
capsuleUpgradesLimit× 2: 31 by default; a largercapsuleUpgradesLimitmakes these per block checks costlier), and once per chunk column above instead of for every block: a 255 capture spent about 2 s in this check (#91, part 2). When a loaded claim mod cannot be checked (its API changed in a new version), captures and deploys are refused with a chat message and one error in the server log, instead of ignoring its claims. A blueprint undeploy touching a protected block is refused before any block is removed, with the claim message only (not "Can't undeploy") (thanks to jmadarg on github) - Fix Flan claims not protecting blocks from captures and deploys: Flan does not listen to the placement event on 1.16.5, so it is now asked through its API for every position of captures and deploys up to the largest capsule obtainable in survival (the largest crafted tier plus
capsuleUpgradesLimit× 2: 31 by default), and once per chunk column above, and refuses strangers and captures and deploys without a player inside its claims (#91) (thanks to jmadarg on github) - Fix modded container entities dropping their content when captured or when a failed deploy is rolled back, a dupe (#113; vanilla minecarts were already emptied) (thanks to Gunner76th on github and Beard-Bois on github)
- Capsule should no longer crash at its startup check when the material of a block cannot be read, as reported with Snow! Real Magic (#78, #68): such blocks are not overridable by default, and the first one is logged. Not tested with Snow! Real Magic: please report
- The
capsule:excludedtag now includes#forge:relocation_not_supported: the Mekanism Digital Miner and its bounding blocks, Refined Storage network blocks... are never captured. DefaultexcludedBlocksandopExcludedBlocks:bloodmagic:alchemy_tablefixed tobloodmagic:alchemytable, Immersive Engineering wire connectors (their wires were lost) andwaystones:(#121) added, 1.12 ids matching nothing removed (superfactorymanager:,gregtech:machine,gtadditions:,mekanism:machineblock,mekanism:boundingblock). Only new installs get the new lists: delete both lists fromconfig/capsule-common.tomlto get them (thanks to Hastagaspatcho on github) - Fix the rare castle kit and the blueprint discovery loot giving and mentioning lapis lazuli while the blueprint recipe takes blue dye (#99, #84). Existing installs: delete
config/capsule/lootto get the updated templates (thanks to Cicopath on github and K4N0 on github) - Fix blueprints with a structure block asking for a structure block item holding its seed (
"seed": "LONG"inblueprint_whitelist.json, new installs only) - Remove the dead update checker URL, which logged a failed update check at every start
Full changelog: https://github.com/Lythom/capsule/blob/1.16/CHANGELOG.md
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