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Colony Patches - Compatibility Fixes for MineColonies

Small compatibility fixes for MineColonies modpacks: farmers harvest Cultural Delights corn again instead of crashing the server.

Colony Patches carries small compatibility fixes for MineColonies modpacks. Big packs put many addons next to each other, and now and then an update on one side breaks something on the other: the fix lives here until the mods involved fix it themselves. Each fix only acts when the broken combination of mods is actually loaded; with anything else the mod does nothing.

Fixes

Farmers and Cultural Delights corn

With the Compatibility addon for MineColonies 3.57 and Cultural Delights 0.18 or later, a farmer working a field with corn crashed the server ("Ticking entity", NoClassDefFoundError: com/baisylia/culturaldelights/block/custom/CornUpperBlock).

The addon still harvests corn as the two-block plant it was up to Cultural Delights 0.17, but 0.18 rebuilt corn as a single block, up to three blocks tall, and removed the upper block. With Colony Patches, farmers harvest ripe corn as an ordinary crop: the bottom block at full age drops the cobs, the upper blocks go with it, and the farmer plants kernels again. Eggplants, cucumbers and beans were never affected.

The fix checks the actual classes rather than version numbers: with the old two-block corn, or once the Compatibility addon fixes its corn handler, it stays out of the way. Reported upstream as MineColonies_Compatibility#203.

Building modules numbered the same on the server and its players

MineColonies numbers its building modules in the order the mods load, and the server and its players talk about modules by those numbers: building windows are synced with them, and settings, hiring and item lists are sent back with them. NeoForge fixes the load order only where mods depend on each other; for the rest it depends on the set of installed mods, so a dedicated server - which has no client-only mods - can number the modules differently from its players. Then the windows of some addon buildings do not sync, settings can reach the wrong module, and opening the town hall's statistics page crashes the game.

Colony Patches numbers all building modules by name once loading is complete, the same on both sides. Worlds are not touched: the numbers are never saved.

Tested

On a dedicated server with the server-side mods of Lovkar's MineColonies Ultimate: a colony with a farmer and a field of 24 ripe plants. Without Colony Patches the server crashes as soon as the farmer looks at the corn; with it, all 24 plants are harvested and replanted, and nothing is left hanging in the air.

Module numbers: the 244 building modules of that pack, dumped on a dedicated server and on a player's client, differed for 22 modules before; with Colony Patches both sides number the same 244 modules by name.

Requirements

  • Minecraft 1.21.1 with NeoForge 21.1
  • No other mod: in a game without the mods it patches, it does nothing
  • On the server and on every client (single player runs a server too). A player without it cannot join a server that has it, and the other way round: NeoForge names the missing mod at login.
  • Adds no blocks, items or settings, so it is safe to add to a world and to remove again

Made by Lovkar & Claude. Licensed GPL-3.0-or-later. Source on GitHub.

Colony Patches - Compatibility Fixes for MineColonies Team

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