live-villages-1.0.1.jar
Curse Maven Snippet
What's new
What’s new
- Settlements now learn and use a wider range of lighting as they grow, including tier-aware lights for interiors, storefronts, farms, roads, docks, and guard spaces.
- Scribes can preserve discoveries such as Glow Berries, Shroomlights, and Froglights and gradually share them along supported trade routes.
- Eligible farms can gain Jack o’Lantern corner lights, docks can gain Sea Lanterns, and Roadwrights can add properly spaced roadside lights.
- Structure lighting choices are saved when construction begins, so an unfinished building does not unexpectedly change design midway through the job.
Construction and settlement fixes
- Emergency/simple housing and larger autonomous housing shelters are now built progressively instead of appearing instantly.
- Structures can build dirt foundations across modest slopes, while still rejecting sites with deep unsupported gaps.
- Build previews, construction material accounting, and support checks have been improved for the new lighting and foundation plans.
- Settlement deletion now cleans up its routes, construction records, assignments, homes, Scribe knowledge, and other dependent saved data more completely.
- Background village discovery no longer loads or generates chunks merely to inspect them.
Balance, reliability, and performance
- Beekeepers only produce hive goods after a real successful harvest.
- Loaded villager observation and several short-lived simulation caches are now more tightly bounded.
- Negative-coordinate region calculations and extreme support-score calculations have been corrected.
- Trade Board values and material handling now recognize the expanded lighting resources and finished fixtures.
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