CSW Battlefield and Diplomacy Update
Curse Maven Snippet
What's new
Clay Soldiers World 6.12.0
Battlefield and Diplomacy Update
Combined changes since 6.2.0
The clay world has grown beyond the battlefield. Towns now have detailed miniature buildings, working harbors, busy residents, expanding transport networks, and new ways to defend themselves. Soldiers can share meals, gather around musicians, head indoors at night, and climb aboard nearby vehicles on their own.
Boats, Wagons, and Water Travel
- Added miniature sailboats with shaped wooden hulls, curved sails, rigging, team flags, cargo details, and lanterns.
- Added horse-drawn trade wagons with canvas canopies, slatted sides, team-colored trim, and animated spoked wheels.
- Tightened wagon hitches so carts follow closer to their clay horses, with collision-aware following.
- Added fishing skiffs, cargo barges, and two-masted merchant cutters.
- Added miniature ferries with striped canopies, four individual passenger seats, and folding ramps.
- Added crab fishing boats with stacked traps, swinging lifting arms, covered helms, and visible catches.
- Added craftable kits, 3D inventory models, recipes, team coloring, and recovery support for the new boats.
- Coastal caravans can travel by water when a suitable route connects their settlements.
- Land caravans can use horse-drawn wagons or pack snails.
- Added safe shore disembarking, saved routes, persistent wagon hitches, obstacle detection, and delivery checks.
- Fixed soldiers appearing beside their boats by keeping hull rendering and passenger seating aligned.
- Occupied personal boats now cruise automatically with a living captain aboard.
- Captains choose nearby safe destinations and pause between trips.
- Battle Command Staff destinations take priority over automatic cruising.
- Harbor fishing boats and trade caravans retain their assigned routes.
- Added boat status messages for waiting, sailing, arrival, blocked routes, and failed searches.
- Water routes remain within loaded chunks and use limited searches.
Harbors and Fishing
- Added Harbor Charters for establishing waterfront facilities near suitable Village Cores.
- Added small docks, lantern posts, harbor noticeboards, and covered market stalls.
- Natural towns can develop harbors when territory building is enabled.
- Harbors recruit Harbor Masters, dockworkers, and fishers from existing available residents.
- Fishers sail out, work, and return home.
- Staffed harbors alternate fishing skiffs and crab boats.
- Dockworkers physically carry the landed catch to the Village Core before food is awarded.
- Incoming trade boats pause for unloading before their couriers finish the delivery on foot.
- Added timeouts for missing or blocked workers.
- Added lantern buoys beside established shipping routes.
- Harbor Masters and noticeboards report shipments, completed and failed journeys, trading partners, staffing, and fishing activity.
- Staff assignments, fishing trips, and pending catches survive saving and reloading.
- Added cleanup for removed kingdoms and their generated harbor vehicles.
Village Life and Working Miniatures
- Added Pack Snails with spiral shells, moving eyestalks, saddlebags, bedrolls, and lanterns.
- Soldiers can ride pack snails, and some natural land caravans now use them.
- Added Clay Windmills with turning canvas sails, timber roofs, grain sacks, and working millstones.
- Supplied windmills process wheat into bread and preserve their stock, output, and milling progress when recovered.
- Added Village Musicians with lute, drum, and flute variants, instrument animations, and audible music.
- Musicians now play sixteen-note phrases without requiring an audience.
- Interacting with a musician changes its instrument and previews the sound.
- Music uses Minecraft’s Jukebox/Note Blocks sound category and has configurable volume.
- Music-related morale rewards use a shared, saved cooldown.
- Added Traveling Tinkers with animated tool carts, pots, saws, repair supplies, and lanterns.
- Tinkers spend supplied iron nuggets to repair nearby friendly vehicles and companions.
- Repairs respect distance, combat restrictions, and shared cooldowns.
- Growing settlements can naturally gain musicians, windmills, tinkers, pack snails, and other suitable miniatures.
- Natural additions use population limits and saved identities to prevent duplicate spawning after reloads.
More Transport and Town Machines
- Added miniature fountains with flowing-water effects.
- Added bell towers that ring at dawn and dusk.
- Added working waterside mills that process wheat into bread.
- Added four-seat covered passenger coaches with close-coupled draft ponies.
- Added cargo rafts with four saved inventory slots.
- Added tugboats that tow cargo rafts.
- Added dragonfly couriers that can leave delivery letters in neighboring town histories.
- Added miniature scout biplanes.
- Added two-seat mountain cable lifts with selectable anchors and automatic shuttling.
- Added crewed siege mortars and mobile siege towers.
- Added separate models, animations where applicable, 3D inventory kits, recipes, and Lexicon entries for these additions.
Village Layouts and Regional Connections
- Reworked village layouts with themed homes, starter facilities, paths, gathering areas, and decorative details.
- Added fishing, farming, woodland, trading, and fortified settlement identities.
- Settlement surroundings influence building choices and materials.
- Added furnished mushroom cottages for woodland settlements.
- Expanded town development with workshops, markets, storage, farms, mines, kilns, stables, training areas, watchtowers, defenses, and memorials.
- Improved paths so they connect to building entrances and can route around obstacles.
- Added supported crossings for suitable short streams.
- Added shallow-water stilt construction for suitable fishing settlements.
- Nearby friendly loaded towns can develop roads, coach connections, courier flights, and navigable tug routes.
- New natural towns can share a nearby settlement’s team color.
- Increased default village-generation attempts from one candidate per 180 new chunks to one per 90, before terrain checks.
- Existing villages and player-edited structures remain intact rather than being automatically demolished or rebuilt.
Twenty Miniature Building Entities
Added twenty distinct modeled buildings:
- Acorn Cottage
- Mushroom Duplex
- Crooked Timber Cottage
- Burrow House
- Riverside Stilt House
- Clay Town Hall
- The Crooked Tankard Inn
- Village Bakery
- Blacksmith’s Forge
- Potter’s Workshop
- Carpenter’s Yard
- Apothecary’s Greenhouse
- Covered Market Pavilion
- Trading Warehouse
- Snail Post Office
- Village Stable
- Guard Barracks
- Border Watchtower
- Miniature Shipyard
- Scout Plane Hangar
Each building includes a matching 3D inventory kit, survival recipe, recipe-book unlock, and creative-tab entry.
- New villages begin with a themed model home, bakery, and inn.
- Growing towns add further modeled buildings individually where suitable space exists.
- Added 27-slot building storage and persistent team colors.
- Player-placed buildings can be packed while preserving their contents.
- Added working bakery, forge, pottery, and carpentry conversions.
- Full storage pauses production without consuming ingredients.
- Added porch lighting and designated work and gathering locations.
- Added footprint checks, overlap protection, saved building identities, and duplicate prevention.
- Improved resident spawning to find supported, collision-free positions outside buildings.
- Added clearance checks for mount spawning.
- Existing block-built structures remain intact. Paths, farms, functional cores, and supporting infrastructure retain their existing behavior.
Building Collision and Navigation
- Added shaped collision to all twenty miniature building types.
- House bodies are solid, with recessed entrances.
- Open buildings use separate collision sections for posts, walls, and workbenches instead of one large invisible box.
- Market aisles remain passable.
- Soldiers and village-life actors can navigate around building walls.
- Collision follows a building’s position and rotation.
- Packing or removing a building removes its collision without leaving invisible obstacles.
- Existing loaded buildings receive these improvements without needing replacement.
- Building collision does not place barrier blocks or change surrounding terrain.
Building Jobs, Supplies, and Services
- Residents now walk to building porches and perform timed activities.
- Added real supply runs from shared warehouses, markets, and post offices to working buildings.
- Couriers visibly carry finished goods to storage.
- Bread can be delivered to homes, inns, and greenhouses.
- Visiting workers can complete additional workshop batches using stored ingredients.
- Residents can eat stored bread, rest at homes, and receive treatment from visiting medics.
- Shipwrights and mechanics can repair nearby friendly boats and planes using stored oak planks.
- Stable visits can heal friendly ridden mounts using wheat.
- Added guard drills and social building visits. Drills do not change combat stats.
- Natural buildings automatically admit their own residents.
- Player-placed buildings remain private until their owner enables sharing with a sneaking command-staff interaction.
- Combat, harbor duties, and positional staff orders interrupt errands.
- Carried supplies preserve their item data through transfers and saves.
- Full or missing destinations do not delete carried goods.
- Destroyed carriers drop their cargo once.
- Added visitor limits, retry delays, loaded-terrain checks, and blocked-porch protection.
Aircraft Combat and Siege Weapons
- Scout planes automatically engage nearby hostile aircraft and fire visible gravel pebbles.
- Added target leading, firing cooldowns, limited pursuits, and recovery periods between engagements.
- Same-team, allied, neutral, same-kingdom, and treaty-protected aircraft are excluded from hostile targeting.
- Scout-plane pebbles do not damage players, ground soldiers, passengers, animals, boats, or buildings.
- Projectiles stop at solid blocks without damaging terrain.
- Destroyed launchers cannot continue dealing damage through their remaining projectiles.
- Missed shots expire, and projectile age survives saving.
- Siege mortars and mobile siege towers attack hostile clay soldiers without destroying terrain.
- Mortar projectiles protect friendly soldiers and become harmless when their launcher dies.
Expanded Vehicle Fleet
Added twelve more miniature vehicles:
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Pebble AA Gun: rapid-firing anti-aircraft defense.
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Clay Bomber: larger aircraft with terrain-safe bombing and opening bay doors.
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Armored Beetle Tank: armored ground vehicle with a rotating turret.
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Mini Steam Train: rail transport with articulated carriages.
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Merchant Airship: airborne town freight transport.
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Field Ambulance: medical transport.
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Fire Brigade Cart: firefighting support.
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Amphibious Paddle Rover: land and water transport.
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Mobile Workshop Crawler: mobile repair support.
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Mining Locomotive: compact rail transport.
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Observation Balloon: tethered lookout platform.
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Traveling Festival Caravan: a mobile performance vehicle with a folding stage and audible music.
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Added independent models, moving components, rendered kit items, survival recipes, and Lexicon pages.
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Added gradual natural fleet arrivals with a separate per-town cap and saved ownership.
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Protected private stock and preserved undelivered freight when destination storage is full.
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Cargo and supplies survive saving and supported packing operations.
Vehicle Crew and Animation Fixes
- Fixed newer vehicles rejecting colored soldiers, including special and glass variants.
- The first soldier aboard an empty player-placed vehicle sets its team.
- Additional crew must match that team.
- Town-owned vehicles retain their town’s team restrictions.
- Scout planes and bombers now require a living pilot to take off and operate.
- Newly placed planes start on the ground. Unsupported empty aircraft settle instead of flying themselves.
- Losing a pilot in flight starts a smoking, nose-down crash descent.
- A surviving bomber gunner does not automatically replace the dead pilot.
- Pilot identity and crash state survive saving.
- Crashes damage the aircraft without creating craters or fires.
- Bomber cargo drops without duplication.
- Natural town scout planes recruit actual spare residents as pilots while leaving residents available for town duties.
- Steam-train and mining-train wheels rotate according to distance traveled and stop when the train stops.
- Fixed observation balloons being blocked by their supporting floor. Occupied balloons can rise on their tether.
Nighttime Sheltering
- Added nighttime sheltering for 85% of eligible soldiers near matching-team buildings by default.
- Soldiers approach a doorway and become hidden indoors.
- Remaining soldiers stay outside, with village guards preferred for night watch.
- Soldiers return at sunrise as the same entities, preserving health, upgrades, names, inventory, commands, and identity.
- Works with natural residents and player-spawned soldiers.
- Sheltered soldiers continue counting toward population limits.
- Combat, direct orders, vehicle crews, and special assignments take priority.
- Soldiers without reachable shelter remain visible.
- Blocked exits are retried without deleting blocks or duplicating soldiers.
- Shelter state survives saves and safely handles removed buildings.
- Added configurable shelter enablement and percentage settings.
Conversations, Shared Meals, and Music Audiences
- Peaceful, healthy, idle residents can stop for short conversations.
- Conversation partners face one another and gesture.
- Residents remember their last conversation or meal companion across saves and prefer meeting them again.
- Added shared inn meals around midday and late afternoon.
- A completed meal consumes one stored loaf of bread per diner.
- Interrupted meals do not consume bread.
- Added a visual bread prop during meals without creating extra inventory items or drops.
- Up to six nearby same-team residents can gather around a playing musician, face the performer, and sway or clap.
- Audiences disperse after the tune.
- Combat, orders, sheltering, injuries, and invalid partners interrupt social activities.
- Added precise approaches to meeting positions, staggered searches, activity timeouts, and cooldowns.
- Added a configuration toggle for citizen social activities.
Automatic Vehicle Boarding
- Idle soldiers now approach and board nearby available vehicles without requiring staff commands or doll interaction.
- Supports boats, ferries, coaches, grounded aircraft, fleet vehicles, pack snails, and ordinary mounts.
- Default search radius is 12 blocks, configurable from 2 to 24.
- Boarding respects team restrictions and available seats.
- Natural fleet vehicles remain restricted to their town.
- Assigned trade boats, harbor craft, and courier snails remain reserved.
- Combat, staff orders, deliveries, active building visits, and sheltering take priority.
- Town recruitment keeps at least three nearby residents on foot.
- Soldiers physically approach vehicles rather than teleporting aboard from a distance.
- Added a precise final approach for small vehicle hulls.
- Soldiers cannot board through walls or jump into aircraft flying overhead.
- Unreachable vehicles use timeouts and retry cooldowns.
- Automatic boarding can be disabled in the common configuration.
Sister Villages
- Added configurable sister-village generation, enabled by default.
- Unpaired natural towns can gain one same-color sister settlement within 1,000 horizontal blocks.
- Sister villages start populated and use the modeled village buildings.
- Placement leaves at least 128 blocks between the new core and other natural towns.
- Sister relationships are saved and recorded in the world chronicle.
- Each town can belong to one sister pair, preventing endless settlement chains.
- Existing natural towns can anchor sisters near unexplored terrain.
- Maximum separation is configurable from 256 to 4,096 blocks.
- Generation uses saved town information and loaded candidate chunks without force-loading distant terrain.
- Sister villages require suitable dry, relatively flat land in newly generated chunks. They are not guaranteed to appear immediately.
Lighting and Town Arrival Banners
- Boat, wagon, and supported miniature lanterns now cast weak real light.
- Moving lanterns emit level-7 lighting without requiring another dynamic-lighting mod.
- Lights follow their sources and expire after movement or removal.
- Overlapping lanterns share lighting safely.
- Temporary lighting does not replace water, vegetation, or player structures.
- Added Town Lanterns that glow at night and dim during the day.
- Added town arrival displays showing the settlement name, tier, and motto.
- Replaced oversized center-screen titles with a compact top-center banner.
- Added a subtle background, team-colored accent, shortened long text, and a four-second fade.
- Preserved the arrival cooldown and configuration toggle without changing vanilla titles or GUI scale.
Growth, Save Safety, and Compatibility
- Slowed default building attempts to once every two minutes.
- Slowed tier-upgrade attempts to once every ten minutes.
- Ordinary actor additions use a two-minute interval, and fleet additions use a five-minute interval.
- Growth intervals are configurable and saved without offline catch-up bursts.
- Improved placement checks for steep terrain, unsupported foundations, water, existing structures, living entities, and unloaded chunks.
- Unsafe lots and unsupported crossings are rejected before construction.
- Protected edited structures and stocked containers during applicable upgrades.
- Expanded safeguards against duplicate entities, lost cargo, duplicate deliveries, and free recovery of generated town vehicles.
- Added recipes, recipe-book unlocks, tooltips, and extensive Lexicon guidance throughout these updates.
- Preserved existing model geometry and textures while adding separate new models and targeted animation fixes.
- Expanded automated gameplay coverage to 95 passing tests in the 6.12.0 build.
Updating Existing Worlds
Back up your world and replace the previous Clay Soldiers World runtime JAR. Do not keep multiple versions installed. Multiplayer clients and servers should use the same version.
Existing loaded entities receive applicable behavior fixes. New village layouts and sister-village generation require suitable newly explored terrain. Existing settlements are not automatically demolished or converted.
Building interactions use outdoor porches and doorway sheltering. Fully walkable furnished interiors, animated building doors, automated terrain mining, crop harvesting, and building-based vehicle manufacturing are not included.
This mod has no additional files

