ColonyCraft v1.0.0
Curse Maven Snippet
What's new
Changelog
[Unreleased] — v0.5.0
Added
- Quest System — 16 progression quests (New Beginnings → Master Builder) with science point rewards
- Tutorial chain: Banner → Stockpile → Beds → Workforce → Daily Bread
- Survival chain: First Night → Arms Race → Fortified → Iron Will
- Growth chain: Growing Strong → Thriving Colony → Master Builder
- Knowledge chain: Knowledge → Scholar → Enlightened
- Chisel Tool — right-click blocks to cycle through decorative variants (20+ block families: Stone, Deepslate, Sandstone, Quartz, Blackstone, Copper, Tuff, Prismarine, etc.)
- Banner Raiders — ColonyMonsterEntity enemies with
DestroyBannerGoalthat specifically pathfind to and destroy your Colony Banner - Wave Warning System:
- Dusk warning message at day tick 11800 ("Prepare your defenses!")
- Imminent warning + horn sound at day tick 12700 ("WAVE INCOMING!")
- Wave countdown timer in HUD (shows from dusk until wave spawn)
- Blinking red countdown when wave is less than 50 seconds away
- Work Particle Effects — job-specific particles while colonists work (flames for smelter, enchant sparks for researcher, splash for fisherman, etc.)
- 25 Custom Job Textures — unique tinted colonist skins per job (farmer=green, miner=gray, smelter=orange, researcher=blue, etc.)
- Guard Custom Textures — guard_sword.png and guard_bow.png with baked armor appearance
Changed
- Colonist arms now visible (using NEUTRAL illager state instead of CROSSED)
- Colonist status no longer shows "Idle" immediately after world load — initializes correctly from saved job
- Guard textures updated from vanilla vindicator/pillager to custom skins with armor
- Wave enemy composition rebalanced: 35% skeletons, 30% zombies, 20% banner raiders, 15% spiders
- Wave scaling now uses
max(6, min(100, colonists*2.5 + days*2))for aggressive Colony Survival-like growth - fabric.mod.json updated with proper homepage/issues URLs
Fixed
- Colonists and guards no longer trample farmland (
FarmlandBlockMixin) - Status text correctly initialized after NBT deserialization
- HeldItemFeatureRenderer added to colonists so held items are visible
[0.4.0] — Previous Session
Added
- Random colonist names from a pool of 64+ names
- Death message system (nearby players notified when colonists die)
- Population growth system (random chance, requires food > 20)
- Auto-spawn guards for unclaimed guard towers
- Area wand with job selection popup
- Colony party system (multiple players per colony)
- Wave scaling by colonist count and days survived
Fixed
- Guard job assignment saved/loaded correctly ("GUARD" → "GUARD_SWORD" migration)
- Stockpile food sync every tick
- Job block area assignment persistence
[0.3.0]
Added
- GuardEntity with sword/bow variants and PatrolGoal
- 25+ job blocks (all jobs registered)
- ColonyManagementScreen with scrollable colonist list
- Research system with science point economy
- GuidebookScreen (10-page in-game tutorial)
- ResearchScreen for job unlocking
[0.2.0]
Added
- ColonistEntity with hunger/starvation system
- AI goals: ChopTree, HarvestCrops, MineBlocks, PlantSaplings, WorkAtJob, ColonistSleep, ColonistEat
- StockpileBlock with 54-slot GUI
- ColonyBannerBlock that founds a colony on placement
- ColonyData and ColonyManager (persistent world data)
[0.1.0] — Initial Release
- Basic colony infrastructure
- Colony Banner placement
- Starter kit on first join
- Server tick event for colony processing
This mod has no additional files

