ClaySoldiersWorld-Forge-1.20.1-7.0.0-rc1.jar
Curse Maven Snippet
What's new
Throwable Deployment
- Soldiers, mounts, vehicles, aircraft, machines, village residents, and entity buildings can now be deployed by throwing their dolls or kits.
- Right-click into the air to throw. Existing direct-placement controls remain available.
- Deployment respects terrain requirements. Boats need water, trains need rails, and buildings need suitable foundations and clearance.
- Failed survival throws return recoverable kits, preserving their saved information.
- Creative throws do not consume items or generate duplicate refunds.
- Deployment projectiles do not damage mobs, destroy terrain, or force chunks to load.
- Cable lifts support throwing to the second anchor after selecting the first station normally.
- Added deployment tooltips and Lexicon instructions.
Households and Village Life
- Residents form persistent households and prefer sleeping in their own homes.
- Friendly companions are favored when households form.
- Supported households can have clay children, using smaller versions of the existing soldier model.
- Children grow into adults and cannot work or pilot vehicles while young.
- Family growth considers available housing, food, morale, peace, and population limits.
- Households consume bread from their actual home storage.
- With civilization mode enabled, automatic population refills establish an initial community of six. Further growth comes from households.
- Added market days, town councils, weddings, harvest fairs, founding celebrations, lantern festivals, and spring gatherings.
- Residents welcome arriving caravans and ambassadors.
- Civilians seek shelter when hostile soldiers approach, including during daytime. Guards remain outside.
- Player commands take priority over civilian activities.
Construction and Town Development
- New automatic buildings progress through foundation, framing, and finishing stages with visible scaffolding.
- Builders collect materials, carry supplies, and physically work at construction sites.
- Construction pauses when workers leave, fight, sleep, or unload.
- Growth responds to housing pressure, food shortages, and material needs before adding amenities.
- Towns specialize in farming, fishing, mining, or trading.
- Cultures influence home styles, roof materials, and street layouts.
- Healthy towns add fountain wells, signs, streetlights, supported stream crossings, and flower gardens.
- Prosperity affects building finishes and decorations. Struggling towns develop a weathered appearance.
- Player changes to tracked decorations are preserved.
- Existing buildings remain completed and are not automatically replaced.
Production and Trade
- Farmers harvest mature town wheat and replant it.
- Grain travels to public windmills, flour goes to bakeries, and bread can be delivered to homes.
- Added Clay Mill Flour, with three flour crafting into two bread.
- Existing windmill wheat-to-bread controls remain available.
- Miners can collect depot materials and supply workshops.
- Markets receive physical goods, allowing residents to exchange household supplies for bread.
- Caravans carry actual food, timber, or ore from workshop inventories or depot resources.
- Shipments are deducted when dispatched. Only successful arrivals supply the destination.
- Interrupted shipments drop their remaining cargo instead of paying out remotely.
- Trade payments transfer existing treasury funds rather than creating money.
- Routes favor shortages and complementary town specialties.
- Mounted couriers visibly carry their shipments.
Noticeboards and Public Works
- Added craftable Town Noticeboards with a custom wooden model.
- Settlements can receive a noticeboard near their core when space permits.
- Noticeboards report shortages, supplies, events, deliveries, ambassadors, and construction progress.
- Players can fund markets, warehouses, watchtowers, bakeries, harbors, bridges, palisades, and the new landmarks.
- Projects accept 24 planks and 12 cobblestone, with single-item or stack donations.
- Unfunded projects can be changed before donations begin.
- Noticeboard project selection in owned towns is available to the ruler or players with sufficient reputation.
- Buildings require available builders and gradual construction.
- Infrastructure checks terrain before placement. Palisades preserve player blocks and include open gates.
- Donations and projects persist across saves. Unloaded sites are not duplicated.
Diplomacy, Migration, and Recovery
- Named ambassadors physically travel between settlements.
- Treaties take effect only after an ambassador arrives successfully.
- Failed or interrupted diplomatic journeys cannot complete treaties.
- Unloaded ambassadors retain their assignments, preventing duplicate dispatches.
- Households can relocate to suitable same-team towns along existing loaded roads.
- Families carry belongings and can use horse-drawn carts when departure space allows.
- Migration completes only when every family member arrives.
- Towns enter a two-day recovery period after wars.
- Available surviving adults can take builder duties.
- Natural buildings destroyed during war are recorded for reconstruction.
- Repairs require a builder, 16 depot materials, construction budget, and a clear original site.
- Reconstruction preserves the original lot and facing.
- Connected friendly towns prioritize trade toward food shortages and recovering settlements.
- Household migration can help repopulate recovering towns.
- Refugees must physically arrive and respect population limits. Travel timeouts no longer count as arrival.
Kingdom Management
- Added a scrollable management screen with Overview, Works, Routes, History, and Rule tabs.
- Open it through the Clay World Atlas or an empty-handed interaction with a kingdom’s Town Hall or Crownkeep Castle.
- View population, households, housing, supplies, town coordinates, construction, trade, treaties, history, and memorials.
- Browse discovered kingdoms and refresh their information.
- Claim nearby unowned settlements and rename towns, rulers, or nearby residents.
- Governance changes are checked on the server and restricted to the ruler or server operators.
- Added Balanced, Farming, Trade, Defense, and Expansion priorities.
- Priorities influence resource production and preferred civic buildings.
- Added per-town food reserves, daily automatic construction-start budgets, and permission to initiate wars.
- Settlement advancement now requires completed housing and appropriate infrastructure.
- Added configurable earned progression and a default limit of 32 planned buildings per town.
- Existing settlements retain their tiers and buildings.
New Landmark Buildings
- Crownkeep Castle: Four towers, roofed turrets, banners, and a gated keep.
- Grand Market Arcade: Covered stalls, a striped canopy, goods displays, and hanging lights.
- Harborlight Lighthouse: A striped tower, beacon room, and balcony.
- Founders’ Monument: A miniature standard bearer on a stepped stone plinth.
- Each landmark includes its own entity model, collision, storage, crafting recipe, recipe-book unlock, and deployable kit.
- Developed towns can fund landmarks through public works.
- Lighthouse placement checks five blocks of headroom.
Visuals, Configuration, and Fixes
- Added team-colored pennants to kingdom buildings and trade/fleet vehicles, including distinct colors for special teams.
- Existing soldier, mount, vehicle, aircraft, and original building geometry is preserved.
- Improved cancellation of paired social activities.
- Newly spawned soldiers check for nearby vehicles before wandering away.
- Expanded the Lexicon with civilization, trade, construction, governance, recovery, and landmark instructions.
- Added configurable civilization rates, construction budgets, growth requirements, and building limits.
- Added peaceful civilization mode to stop new automatic kingdom wars, unrest armies, and world threats. Existing hostile units and normal opposing-team combat remain active.
- Physical journeys do not force chunks to load or teleport residents to complete trips.
Release Notes
- Minecraft Forge 1.20.1.
- The current build is 7.0.0 RC1, pending live interface and extended multiplayer testing.
- Back up existing worlds before updating and install matching versions on clients and servers.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
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