Currents of Trade - 1.0.5 (1.20.1 Forge)
Curse Maven Snippet
What's new
- Added a two-level incremental water route planner (bidirectional coarse chunk-component A* + fine 2-block-grid A*) with shared per-tick CPU time budgeting (
4msper ship /8mstotal) for long-range lag-free navigation. - Added pre-dispatch port water connectivity verification (
verifyPortWaterConnection) so ships refuse to depart when no navigable water route exists between harbors. - Added intermediate sea waypoint plotting to Nautical Charts (up to 8 waypoints per chart via Right-Click at sea or aboard a ship, Sneak+Right-Click to clear) with glowing beacon particle indicators.
- Added 5 new biome-specialized exotic trade commodities with unique buffs and regional arbitrage pricing: Saffron Bundle, Narwhal Ivory, Jade Figurine, Cacao Elixir, and Damascus Steel Ingot.
- Added automatic harbor depot cargo unloading upon ship arrival into chests, barrels, hoppers, and modded storage containers adjacent to an Anchor Point (excluding Ender Chests).
- Added a manual
⚓ Unloadbutton to the ship cargo GUI (ChestScreen) to transfer all cargo from a docked Sloop, Cargo Ship, or Trade Ship into adjacent harbor storage with one click. - Added a
↻ Repeatbutton to the Request Trade screen to automatically restage the last dispatched trade order at that harbor using items from the player's inventory. - Added a 27-slot Captain's Hold inventory to the player-controlled Sloop (opened via Sneak+Right-Click) that retains its contents when the Sloop is picked up as an item.
- Added Sloop Shipwright customization supporting 16 sail dye colors (washable with Water Bucket or Sponge), mountable Heraldic Banners on the main sail, mountable Bow Lanterns / Soul Lanterns with dynamic light emission, and Copper Hull Sheathing (
+15%cruising speed and-50%hull damage). - Added 4 new maritime advancements: Master Cartographer, Weather Prophet, Dressed to Sail, and Pride of the Armada.
- Added a 100 HP breakable hull system to autonomous in-transit ships (with 2x Axe salvage damage and passive regeneration) so players can break obstructed ships.
- Added the
enableFastTravelBoatsserver configuration option to allow server admins to disable fast-travel passenger voyages. - Fixed ships entering dead-end bays, coves, and closed river arms by restricting fine A* pathfinding to verified coarse water corridor components.
- Fixed ships attempting to cross 1-block land barriers, narrow dams, and diagonal shoreline corners by enforcing 2x2 hull water footprints and strict 0.35-block water edge sampling.
- Fixed mid-voyage canal closures (including WorldEdit
//setand block placement) causing ships to wander through every nearby waterway instead of immediately halting and cancelling the voyage (or returning cargo to the home harbor). - Fixed shoreline-hugging at harbor departure and arrival by introducing multi-ring water clearance scoring (
findBestHarborWaterSpawn), Thalweg river-centerline smoothing, and two-stage harbor docking approaches. - Fixed fast-travel passenger voyages using the Trade Ship appearance and name instead of the standard Sloop model, texture, and name.
- Fixed autonomous ships being pushed back by vanilla boat wave physics or colliding with their own
ShipPartmultipart hitboxes. - Fixed 3D item model orientation and head display transforms for the Captain's Tricorne hat.
- Fixed coastal village dock water validation (
CoastalWaterCheckProcessor) and harbor discovery radius scaling. - Removed legacy local-only greedy pathfinding fallbacks that allowed ships to sail blindly into unverified coves when the route planner exhausted all open water paths.
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