colonyautopilot 1.3.3
Curse Maven Snippet
What's new
- The colony places its three opening Builder's Huts before its first Barracks, and in Progression Mode they no longer wait for each other, so all three crews start working early.
- The Blacksmith's Hut is unlocked from the start, and a new growth plan builds it right after the Warehouse, so guards reach iron gear much sooner. An existing growth-plan file keeps its order; delete `config/colonyautopilot-growthplan.json` to get the new one.
- The quartermaster is much faster: every ten seconds each worker's outdated tools and each guard's outdated armour are swapped for the best the village can make, all at once. Lower-tier pieces are replaced even when enchanted, and the old piece is thrown away. In Progression Mode each swap is still paid for. Couriers, the blacksmith and the undertaker are left alone, and so are the tools a builder carries for a blueprint's item frames and armour stands.
- Tools are handed out without the usual wait until the colony has both a Blacksmith's Hut and a Smeltery, so early workers no longer stand idle for a tool.
- In single-player, the host of the world counts as an operator for Colony Autopilot, cheats on or off: every setting can be changed on the settings page, and the operator commands work. Servers and LAN guests are unchanged.
- Every row on the settings page says whether it is GLOBAL (every colony) or PER-COLONY (this colony only). The master switch row explains that each world keeps its own switch.
- The Autopilot settings button moved to the town hall's Exchange page, under Re-lay roads.
- `/colonyautopilot chat off` now also mutes the alert horn ("Help your village defend!", "Your village is infected!").
- Only the first arrivals (Born in Chaos and the first mutants) are counted down in chat; the later mutant tiers arrive without warning, on the same days as before.
- Mutationcraft's higher tiers can no longer arrive early: before a tier's day nothing evolves or converts into it, a dying Necroptor leaves no Hook (and rings no bell), and Mutationcraft's own spawns stay within the open tiers. `/summon` and spawn eggs still work. The server checks at every start that this still fits the installed Mutationcraft and warns if an update changed it.
- Mutationcraft's Hooks can no longer multiply without end. A dying Necroptor leaves no Hook where four Hooks already stand within 48 blocks, and a Hook with 24 mutants around it waits until some of them fall. Below those limits Hooks grow, breed and summon as before. Both limits are settings (`arrivals.hookLimit`, `arrivals.hookCrowdLimit`; 0 turns one off).
- Loot chests pay a quarter of the ColonyBucks they used to: 1–4 per dungeon or structure chest (was 6–15) and 0–2 per mineshaft chest (was 2–5). Mob drops are unchanged. A config still on the old amounts is moved over once; amounts you set yourself are kept.
- The Fungicide gun enchantment now needs Fungal Infection: Spore as well as TaCZ. In a world with TaCZ but without Spore, guns and books that already had Fungicide lose it.
- Smaller fixes: the settings page's status line fits beside long colony names; a global setting is never shown as a colony's own; the Exchange page's buttons sit inside the book's frame; `/colonyautopilot set` refuses the config's internal bookkeeping keys; with a custom growth plan, the guards no longer wait for opening Builder's Huts the plan cannot reach yet.
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