colonyautopilot-1.2.jar
Curse Maven Snippet
What's new
- Buildings in styles whose blueprints carry no ground mark were still
placed with the hut block on the surface, which buries their ground
layers: Medieval Dark Oak's residence, builder and cook sank 1 block, its
warehouse 2, and its tavern (a cellar design) stood 1 too high. That is
most of MineColonies' own level-1 blueprints (856 of 1,361 - all four
Medieval packs bar a handful of files each, plus Fortress, Nordic, Birch,
Jungle, Warped and others), and MineColonies' own build
tool places them the same way. The mod now reads the ground line from the
blueprint's layers (the highest layer whose outer ring holds no air, once
the scan has passed outside air). Checked against the 505 level-1
blueprints that DO carry a mark: right on the mark for 455 (90%), within
a block for 485; the old surface placement matched 287. The jungle tavern,
a stilt house, is no longer buried 12 deep. Existing buildings never move.
- Two placement bugs of the mod's own, found while checking the above: the
build height was read from the one column under the hut block (which the
plot's flatness test usually misses), so a dip or bump there moved the
whole building up or down by however deep it was - it now stands on the
plot's median surface, as terraformed plots always did; and roads were carved to
a door's NEAREST footprint edge rather than the side it opens to, and
doors behind a yard were ignored, so roads reached blank side walls.
- Buildings now turn their ENTRANCE toward the town hall (a door near the
ground line that leads outside; a fence gate when there is no door). The
hut block's facing was turned there before, and pack authors point that
anywhere (at the entrance's wall in one level-1 blueprint of five; at the
opposite wall in Medieval Dark Oak's residence, builder, cook and
warehouse). Roads now start at the entrance's column, not the hut block's.
A design with no door or gate is turned by its opening (see below).
- The blueprint search now takes a pack's regular level-1 design; before,
the first file in jar order won (any level, or an "alt" variant), and the
footprint and ground line were measured on it while level 1 was built.
- With TaCZ and the "Compatibility addon for MineColonies" installed, a
Gunner guard's gun request was answered with a blank TaCZ gun - a purple
and black item that is no gun at all (every TaCZ gun is one item, told
apart by data the conjured copy lacked). The mod only ever hands out
vanilla gear, and the gun slipped past that rule because it has no
durability. The request is now left open for you, or the addon's
gunsmith, to fill.
- Styles whose huts stand high off the ground never got started: on Dark
Oak Treehouse (hut blocks 4 up) every builder stood under his own
unbuilt hut, stuck, and nothing was ever built - 1.1.65 had this too.
MineColonies only counts a citizen "at" a building within 4 blocks of
the hut block measured in 3D, so a hut 4 overhead could be reached from
the single column beneath it. The mod now measures that reach on the
ground plan only, for every citizen and every building level (config:
tweaks.reachHutFromAnyHeight, on by default).
- Workers no longer stand idle waiting for a tool to be crafted. The mod
teaches a missing item's recipe to the first crafter that will take it,
and in a young colony that is the Builder's Hut - after which every hoe,
axe and pickaxe request went to the builder's bench and waited for
sticks nobody delivers. A tool (or a piece of armour) is now always
provided, never crafted for, and tool recipes are no longer taught this
way. Vanilla tools only - modded gear is still never conjured. A tool
the warehouse already holds is still left to the couriers.
- A colony on rough or mountainous land no longer stalls when it outgrows
its builders. MineColonies only lets a builder work within 100 blocks
of his hut, and the mod stopped at four Builder's Huts - so once the
flat land near them ran out, new buildings were refused forever ("the
frontier outgrew every builder's reach"; a test colony froze at 62
citizens with 13 buildings waiting). A Builder's Hut now rises toward
the stranded land whenever one is needed, and it is staffed at once.
Only when needed: never while an existing hut already covers that land
(it needs a builder, not a second hut), never when no plot near enough
exists, one at a time, twelve at most.
- Elevated styles again: a citizen whose walk has ended anywhere under or
over a building - not only beside the hut block - now counts as "at" it,
and the same goes for guards walking to a patrol point and homeless
citizens heading home. The warehouse courier of a treehouse colony spent
his shift being teleported onto the platforms. Nobody is stopped while he
is still walking: citizens walk into their homes and the restaurant as
they always did.
- Roads on a slope no longer grow a layer every time they are re-laid. The
mod re-lays a building's road often (each level-up, each citizen death,
each world load), and it measured its own old road as if it were ground -
on a climb the new road went down a block or two above the old one, until
a hut's road stood as an earth wall several blocks high with its lamp
posts buried inside. A stretch that already carries road now keeps its
height, and a fresh road hugs a slope instead of ramping up ahead of it.
Roads that already stacked up are left as they are. Also: roads no longer
lose their lamp posts on every other re-lay, a lamp post standing in a
road's way is taken down whole instead of being paved around, and the
single lamp a close-by doorstep gets no longer stands a block too high.
- The right design gets built. Some styles ship extra variants of a
building ("deliverymanalt", "wallguardtower", "guardtoweralt",
"warehousealt", "residencelarge", "tavernalt" ...), and the mod could
pick one of those instead of the regular design - a colony in the
Original style got the alternative Courier's Hut and a Guard Tower drawn
to stand in a wall. The regular design is now taken whenever the style
has one.
- Buildings with no door turn the right way. An open shed behind a fenced
yard (the Original style's Builder's Hut) was turned by its hut block,
which faces the back wall - so its opening faced away from the town
hall. The mod now finds the way out of such a design and turns that
toward the town hall.
- On hilly ground the "ravine causeway" no longer roofs over a natural
valley. It judged ground against the nearby buildings' heights, so land
that simply fell away from a building on a slope counted as a ravine and
got a 12-block dirt deck over it, with the valley left in the dark
underneath and a sheer drop at the deck's edge. A ravine now needs a
bank on both sides, at most 16 blocks apart. Real ravines are bridged as
before. The daily ground-smoothing no longer chews at a causeway's ends.
- Roads are remembered across restarts. Every world load used to start
with no roads known, so the first roads re-laid ran past junctions
toward the town hall (clearing a 5-wide strip), and which doors got a
road or just a lamp could change from session to session.
- A lamp post that lost its glowstone is cleaned up with its road instead
of standing as a stub forever.
- Buildings face the town hall. Most did not - about a third did, and one in
five faced straight away. A plot is a spot for the hut block, which most
designs keep near the back, so with the entrance toward the town hall the
long side of the building pointed into the crowded middle and did not
fit - while turned away it fit at a closer spot, and the closest spot
won. The mod now looks up to 12 blocks further out for a spot where the
entrance can face the town hall (in a test of 20 forty-building villages
per style: 97% facing it, the village about two blocks wider). Applies to
every building; a guard post never gives up coverage for it.
- A plot beside a drop gets a way down: a dirt stair, one block per step,
wherever the drop can be walked out within 8 blocks. Citizens used to
walk off a plot's sheer edge into a hollow and could not climb back. A
gorge too deep for a stair is left alone.
- No more "blueprint cannot be read" problem for Barracks Towers (the
Original style raised one for every tower; nothing was actually wrong).
- An empty guard post or hut is only reported as a problem after a full
game day without anyone free to staff it - not minutes after it is built.
- Walking to a raised building: the "under or over the building counts as
there" rule now needs the citizen within 24 blocks of its height, so a
citizen lost in a cave far below a building is still rescued.
- Roads no longer vanish after a restart. A building whose door was close to
another road got a lamp instead of its own road - even when that other
road was a side branch that ENDED at its door and relied on it to reach
the town hall. The main road was removed and the branch led nowhere. A
building now only skips its road when the road at its door really leads on
to the town hall. Affected villages fix themselves on the next load.
- Land made for a building beside water gets a real way up. The approach
ramp used to stop as soon as it reached the water (flat water looked like
flat ground), leaving a building on reclaimed land under a cliff with no
path. It now bridges the water and cuts a stair, one block per step.
- A lamp post no longer loses its glowstone when its road is re-laid three
blocks lower in the same spot.
- The ravine causeway no longer builds on hillsides. With a building on a
hilltop, low ground beside the slope could be mistaken for a ravine and
"bridged": a block of dirt against a cliff, or a mound on flat grass. A
ravine now needs ground standing clearly higher than its floor on BOTH
sides.
- The "its worker is starving" problem now names the worker and where he
was last seen, so you can go and look (a courier stuck in a pond cannot
reach the restaurant however much food it has).
- Late-game starvation fixed. MineColonies only lets a citizen eat food
whose nutrition is at least home level + 1, so residents of level-5
homes refuse bread, baked potato and cod - three of the five dishes the
mod put on a new restaurant's menu. They crowded the restaurant and
starved beside full racks. The menu now adapts: once homes grow, the
dishes they refuse are traded for pork, mutton and chicken (bread always
stays, and dishes outside the mod's own staples are never touched).
- When the colony cannot supply a food itself, the mod now delivers the
whole amount the restaurant asked for instead of 8 at a time. It still
waits two minutes first and never steps in while the warehouse holds the
food, a delivery is on its way or a cook is making it.
- A second Barracks joins the build order at 18 citizens, after the Town
Hall reaches level 3 (one was not enough). New installs get it
automatically; to add it to an existing install, delete
config/colonyautopilot-growthplan.json and the mod writes the new plan.
- A Builder's or Miner's fill block that was set to a placeholder block is
reset to its default, so foundations are never built out of placeholders.
- With Spore installed, the quiet before the infection now defaults to 50
game days (was 20), and with Spore Inquisition the chat counts it down
every 5 days ("Days before rednight - 50 Days") until the rednight falls.
Existing installs keep the value in their config file. Once a world's
rednight has fallen, raising the setting no longer silences the infection.
- With TaCZ installed, guns can be enchanted like any weapon: in the
enchanting table or with a book at the anvil. Attachments and loaded
ammunition stay on the gun, and re-fitting attachments keeps the
enchantments. Six new enchantments: High Caliber (+12% damage per
level), Fungicide (+25% per level against spore creatures only),
Marksman (+25% headshot damage per level), Shrapnel (each hit also
wounds the hostile mobs around the target for 10% of the bullet's
damage, two mobs per level, six at level III), Cryo Rounds (freezes the target in place for 3 or 5
seconds, renewed by every hit; bosses are only slowed)
and Incendiary (burns). Shrapnel carries the freeze and the fire to the
mobs it wounds. Switch: guns.enchantments.
- A new militia doctrine, three melee guards for every ranged one
(growth.knightsPerArcher) plus the druids. MELEE: knights, and once the
Huscarl is researched (MineColonies 1.1.1368+) one huscarl - an axe that
cuts through armour, no shield - for every two knights. RANGED: with
TaCZ and the Compatibility addon for MineColonies installed a GUNNER,
armed by the providence with a plain AK-47 and kept in ammunition; once
the Marksman (crossbow, armour-piercing) is researched, gunners and
marksmen are hired turn about. Without the gun mods: archers until the
Marksman is researched, marksmen after. Both researches now run ahead of
everything else, and the Archery and Combat Academy are raised to the
level they need. Archers the doctrine has retired are never dismissed:
a Barracks Tower converts one a day. A Guard Tower that stands empty is
posted afresh by the doctrine, whatever its guard was, so the towers
follow the researches as they land. An issued rifle cannot be enchanted, so every tower
level accepts it. A Barracks Tower where you set any guard post to manual
hiring is left entirely to you - the mod locks its other posts, no
longer converts its guards, and takes the tower back when you set your
post to default again. With graves on, an issued rifle and its rounds
die with the gunner. In a Barracks Tower the autopilot keeps the gunner,
marksman and huscarl posts - and a retired archer post - locked and
seats those guards itself: MineColonies' own hiring knows no doctrine.
The schools feed the militia: the Archery's pupils graduate into gunner
and marksman posts, the Combat Academy's into knight and huscarl posts.
- A road now starts at its door's own height. On a slope the first road
block copied the ground outside, and a house standing two blocks above
it kept a step no citizen can climb - its residents slept outdoors.
The start is read off the yard the citizen really steps from, so a Town
Hall whose yard lies a block under its floor keeps no two-block lip.
- A Tavern whose hut block the spore creep ate could freeze the whole
colony: MineColonies' clean-up crashed on visitors who had died inside
and retried every colony tick, so nothing was hired, fed or born again.
The clean-up now completes and the hut-block sentinel rebuilds it.
- A recruit who falls within a game day of arriving dies without the chat
announcement (quietArrivalDeaths) - arrivals never stop, and a siege no
longer floods the chat. "A fight is forecast for tonight" is said once,
at dawn of the day itself, not the evening before and again at dawn.
The rednight's arrival no longer counts as a village problem.
- Gunner guards fire full-auto. MineColonies lets a guard attack four
times a second and the add-on fires one round per attack - 240 a minute
from a 600-rpm rifle. A gun set to AUTO now keeps firing between those
attacks at its own rate of fire, while the target lives and stands in
sight. Switch: guns.fullAutoGunners.
- Gunners keep their gun after a meal. MineColonies empties a citizen's
hand after he eats; a knight picks his sword back up, but the gunner
add-on never re-draws a gun, so a gunner who had eaten at the restaurant
fought with his fists - loaded rifle in his pocket - and the add-on's
ammo check crashed his AI over and over. The gun now goes straight back
in his hand.
- A quieter server log. Routine per-item and per-pass lines (deliveries,
pantry feedings, lamp posts, the warehouse janitor, re-laid roads,
re-armoured guards, material deliveries) moved to the debug log; the
server log keeps what the colony decided and why. Warnings - which also
reach /colonyautopilot problems - are kept for things worth a look: a
crippled field is reported once, not on every patrol.
- Every empty workplace is staffed from the jobless within two game-minutes,
not only builder's huts and guard towers: a village whose second Courier's
Hut stood empty next to three idle citizens starved beside a full
warehouse - one courier cannot feed thirty. And the pantry stays a safety
net under the restaurant: a citizen walks to the restaurant only once his
hunger is low enough, so the pantry now feeds only the ones below that
line - the ones the restaurant failed - and feeds them full.
- Tavern visitors are recruited the moment the village has a free bed -
the one-a-day limit is gone, and with it the recruit surge that only
existed to lift it (providence.recruitSurge is no more). A village 8 or
more beds under its cap (a massacre, a row of new homes) fills in a
burst: travellers are summoned to the tavern and signed on one every
sweep, instead of one every 25 seconds (providence.recruitBurstBelowCap).
- Diamond gear - from the quartermaster and the providence alike - now
comes once the Blacksmith's Hut AND the Town Hall both stand at level 5,
no longer when the growth plan completes.
- A placed Barracks is built at once instead of waiting its turn behind
every upgrade, and any other placed hut that has waited a whole game day
unbuilt jumps the queue. Upgrades still lead otherwise: that order is
what keeps a village from sprawling at level 1.
- Every short plot retry is 5 game-minutes now (was 10): a search that
found no land, and a hut waiting for the busy terraformer.
- The fisher always gets his own pond, dug beside his hut - natural water
nearby no longer counts, a growing village can fill it in - and he fishes
that pond and stops searching for more. MineColonies has him collect up
to twenty ponds and pick one at random, and counts a lake at the foot of
a cliff as reachable because he can drop into it; he could not walk back
out. Switch: tweaks.fisherKeepsToHomePond.
- Places where citizens keep getting stuck are reported: MineColonies
rescues a stuck citizen by teleporting him, silently. After the third
rescue around the same spot within two game-days, /colonyautopilot
problems names the spot - usually a cave mouth or a pit to plug. Click
[go there] beside it to teleport to the spot, in any game mode (colony
members only, and only to spots the mod reported).
- A hut you place yourself gets its ground smoothed like the autopilot's
own plots, once its first level stands; and /colonyautopilot status
says so plainly when expansion is switched off.
- Gun enchantments go on guns only: a creative-mode anvil no longer puts
Shrapnel on a sword.
- Recipes are only taught to buildings whose worker actually crafts - and
only while that worker is hired: an optional second post nobody works
(the compatibility add-on's Fluid Manager in the Courier's Hut) no longer
swallows a recipe, and a recipe parked there no longer blocks a real
crafter from learning it. The
Builder's Hut and the Miner's Hut carry a crafting tab too, and were
being taught everything. A vanilla item is also no longer taught through
another mod's recipe (with Mystical Agriculture installed the colony was
"crafting" potatoes, logs and dirt out of essence).
- A worker's request is no longer closed as "already in his own stores"
unless what he holds really covers it. A baker with 2 wheat had his
request for more closed, again and again, and never got the rest.
- With Fungal Infection: Spore + Spore Inquisition: infected citizens are
now cured on sight instead of after a 12-second "fester" window. Spore
Inquisition turns the land around a Proto into its "wastes" biome and
re-infects everything standing in it every minute, so a colony nearby
was infected wall to wall, permanently - with the window, every citizen
took about three poison hits a minute with nothing attacking (a test
colony lost 25 citizens in two minutes, and kept losing them on
Peaceful). The monsters are untouched. An existing config that still
holds the old default (spores.festerTicks = 240) is switched to 0 for
you, once, the next time a world starts - nothing to edit. If you WANT
the old window, set 240 again afterwards (in the file, or
/colonyautopilot set spores.festerTicks 240) and it stays.
And a full code review of the whole mod before this release. What a
player could have run into:
- The warehouse janitor no longer takes sand, gravel, dirt or cobble out
of a courier's hands mid-delivery or out of a crafter's pockets (the
concrete mixer, sifter and stonemason gather exactly those) - it trims
diggers only: builders, miners and quarriers. With purgeMobDrops on it
also leaves couriers' cargo and the composter's own plants alone.
- A restaurant or courier hut you set to Manual hiring (or a town hall
with auto-hiring off) is no longer staffed over your head once a day.
- autoupgrade.enabled = false now also stops Town Hall upgrade orders.
- Two colonies side by side no longer unload each other's chunks when one
of them loses a building.
- The fisher's pond upkeep no longer removes a chest, barrel, campfire or
turret standing on the bank, and a hut that fell back on thawing a
frozen lake no longer digs another pond there every patrol.
- A second barracks is no longer placed while the first one's towers are
still unbuilt.
- With Spore: the creep guard's fast response now stays inside your
claim (it was also scrubbing wilderness and a neighbour's land, and
spending its budget there); the watch that rebuilds a hut the creep ate
keeps running with repair.autoRepairDamage off; and a rebuilt hut keeps
its recorded ground line and front.
- Research: no more researches are started than there are researchers to
work them (their costs were paid early and the wrong one advanced), and
turning on a research.free* switch mid-game now takes effect.
- Decorations keep off zones, fields and ponds by their real size; the
lamplighter no longer takes down a lamp you built on a log, and no
longer raises and removes the same post for ever under a cliff; a
farm field that lost some of its wells gets them back; the forester's
starter grove is counted properly (it kept re-planting); flowers for the
apiary are no longer planted into water or a protected zone.
- /colonyautopilot status: a standing barracks counts toward the guard
tower steps, a retired graveyard step no longer reads as "next", and
"parked" is only shown while the park really runs.
- Placing a building no longer re-reads the whole style pack from disk.
- Singleplayer: the hostile spawn cap and potion durations are put back
to vanilla when you leave the world (they followed you onto servers).
Tested on MineColonies 1.1.1368.
This mod has no additional files
