manorfolk-2.1.jar
Curse Maven Snippet
What's new
Estate Ledger
- Fixed blank static villager icons with animation resource packs; the Workers and Recruit Worker buttons now use the original vanilla face and nose.
- Redesigned Workers and Treasury with warm parchment, sage panels and existing Minecraft icons.
- Added collapsible profession groups, worker portraits, scrolling and stable fire confirmation for grouped entries.
- Profession labels persist while workers are unloaded and update when loaded.
- Added clear treasury summaries, grouped transfer controls and small-window scaling while preserving existing financial operations.
Manorfolk 2.0 — Farmer Progression, Seasons & UI Update
Changes since public **1.9** (archived as 0.1.9).
This update adds a complete farmer skill tree, seasonal crop planning, food-variety bonuses, redesigned management screens, and improvements to worker behavior and estate records.
**Minecraft:** 1.21.1 · **Loader:** NeoForge 21.1.234 or newer for Minecraft 1.21.1. Serene Seasons is optional and enables seasonal planting and wall-calendar integration.
## Farmer skill tree
- Added ten farmer skills across Fieldcraft, Harvesting and Self-Sufficiency, with selectable nodes, rank badges, connecting paths, gray locked nodes and vanilla lock icons.
- Buy one skill point for 25 emeralds from your inventory, then allocate it to an available skill. Connected skills unlock after their prerequisite is fully ranked.
- Points and ranks save per villager; all 34 ranks cost 850 emeralds. Fully funded trees reject extra purchases.
- Added synchronized point balances, validated purchases and matching normal/small-window layouts.
- Activated Bountiful Harvest (4% per rank, up to 20%), Seed Gatherer (10% per rank, up to 30%) and Harvest Sweep (10% per rank, up to 30%).
- Bountiful Harvest adds one produce item; Seed Gatherer adds one wheat/beetroot seed when present in normal loot. Sweep can harvest up to two adjacent mature crops within the same worker-accessible field, without chaining.
- Activated Seed Saver (5% per rank, up to 25%), Strong Roots (10% per rank, up to 30%) and Measured Application (5% per rank, up to 25%).
- Seed Saver can keep the planting item; Strong Roots starts a crop one growth stage ahead; Measured Application can keep bonemeal when it actually grows a crop. Supplies, worker-level eligibility and seasonal checks still apply. Failed planting no longer consumes supplies or awards progress/XP.
- Activated Tool Care: restore 2/4/6 hoe durability per minute actually asleep, without materials.
- Activated Field Repairs: workers with a hoe at 25% durability or less visit linked storage and consume one matching repair material to restore 25% of maximum durability. Added Repairing tool status; repairs preserve names/enchantments and recheck supplies and access on arrival.
- Activated Well Provisioned: 10/20/30% chance for a consumed meal to restore two extra hunger points, capped at full hunger.
- Activated Lasting Meal: adds 1/2/3 minutes to normal food-variety grace after eating the last of a provision type. Preserves earned diet XP bonuses and pauses unfinished diet XP progress while workers refill; manual food removal does not trigger it.
- Added current/next-rank effect values to the skill details. All ten skills are functional.
- Fixed stew meals losing their bowls; native food containers now return to carried inventory or drop if full.
## Steward's Tool
- Redesigned the overview with warm parchment, sage summary cards, aligned navigation and existing Minecraft icons; Unemployed uses paper.
- Added matching collapsible worker lists to Farms and Unemployed while retaining Status, Needs and existing worker controls.
- Added small-window scaling, corrected scaled list/portrait clipping, and hover help for shortened worker labels
## Worker Management and inventory
- Overhauled Worker Management with icon tabs, a live portrait, grouped equipment/provisions/carry sections, and matching Progress, Skill Tree and Info pages. Player inventory keeps its vanilla appearance.
- Worker UI now scales to small windows and prevents hidden-slot interactions when viewing non-inventory tabs.
- Fixed workers with only one unlocked food slot waiting until hungry to replenish provisions. All levels now proactively restock during daytime.
- Fixed worker inventory tooltips being obscured by nearby item icons or stack counts.
- Fixed hired workers keeping picked-up items in Minecraft's hidden villager inventory. Existing hidden items are recovered into Carried Items automatically; excess stacks drop beside the worker if the visible slots are full.
- Disabled vanilla inventory pickup for hired workers even before they begin their first farming task. Manorfolk harvest collection continues to use the visible inventory.
## Seasonal planting and field controls
- Fixed the Field Flag menu retaining stale crop plans after server updates. Manual and seasonal controls now reflect confirmed settings, including updates received after opening the menu.
- Added optional seasonal planting with Serene Seasons integration.
- Added separate plans for Spring, Summer, Fall and Winter. Each season supports a single crop or a rotation of up to three crops.
- Added Manual and Seasonal planting modes. Manual always follows the player's normal crop plan. Seasonal follows the current season when a nearby displayed calendar is available.
- Fields remember the Seasonal selection when a calendar is missing and continue using the manual plan. Placing a calendar nearby activates seasonal planting automatically; removing it restores manual planting.
- Serene Seasons calendars can now be placed directly on solid walls. Right-click a placed calendar to read the season and date; the artwork follows Serene Seasons' season and biome.
- Calendar right-click no longer automatically equips the charm. Manual charm-slot placement still works. Breaking a wall calendar returns the original item and preserves its name/data.
- Calendars also work in normal and glow item frames, including BMC5's Fast Item Frames. Place them within 32 blocks horizontally and 8 blocks vertically of the Field Flag.
- Added clear calendar-required, active-plan and seasonal-waiting information.
- Refined the planting UI with calendar and season icons, softer seasonal backgrounds, compact grouped controls, and cleaner crop dropdowns and spacing.
- Added season-colored tabs and panels: green for spring, yellow for summer, orange for fall and blue for winter.
- Replaced crop-selection arrows with dropdowns showing crop names and item icons.
- Added **Fallow** as a single-plan option. Farmers stop planting and preparing the field, but can still harvest mature crops.
- Added a red **Clear Crops** action with confirmation. Assigned farmers remove existing crops before following the active planting plan, or leave the field unplanted if it is Fallow. Farmland, irrigation, flags and storage remain intact.
- Changing modes or seasons preserves existing crops. Subsequent planting starts at the first crop in the newly active plan.
- Seasonal plans, rotation progress and pending clearing orders survive saving and reloading.
- Added bonemeal protection in both planting modes. Farmers avoid spending bonemeal on seasonally infertile crops, while respecting greenhouse protection and the season mod's growing rules.
## Farmer progression and bonuses
- Implemented level-based working delays. Beginner farmers pause longer between field actions and become more efficient as they level, reaching the established natural working rhythm at level 10.
- Implemented level-based hunger reduction, reaching 40% less hunger drain at level 9.
- Applied seed and crop carry limits to actual supply collection, harvesting and inventory handling.
- Implemented the level 8 bonemeal speed bonus: 15% shorter bonemeal action pauses, bounded by the normal working rhythm.
- Refined Master Farmer mentorship. Eligible lower-level coworkers benefit from a loaded, ready, same-estate master on the field where they are working. Bonuses affect action XP, tool wear and work delay; multiple masters do not stack.
- Improved the Info tab to show supported bonuses, food variety, food XP readiness and mentorship.
## Food variety and upkeep
- Added food-variety requirements for maintaining higher-level bonuses: one distinct food supports bonuses through level 3, two through level 6, three through level 9 and four through level 10.
- Earned levels and XP remain permanent. A temporary lack of variety reduces supported bonuses without removing progress or unlocked provision slots.
- Added a 60-second loaded-time refill grace period before higher-level bonuses lapse. Restoring the required variety restores those bonuses immediately. Starvation does not receive this grace.
- Added sustained-diet XP bonuses: +5%, +10% or +15% action XP for maintaining two, three or four distinct foods across all unlocked provision slots for 20 loaded minutes.
- Food XP readiness resets when variety is lost or hunger reaches zero, except for Lasting Meal's temporary preservation after eating. Unloading workers or skipping world time cannot bypass the waiting period.
- Farmers proactively restock missing food types and low supplies during the day, even when they are not hungry.
- Farmers prefer eating from larger provision stacks to preserve scarce food types and can seek suitable food in another reachable pantry.
- Improved handling of duplicate foods, native stack limits and non-stackable foods such as stews.
## Estate records and worker persistence
- Added **Audit Manor** to the Steward's Tool. It refreshes known records and hides worker entries that cannot currently be verified as loaded, living estate members.
- Added present and hidden worker totals. Temporarily unloaded workers reappear when they load, and the audited view is saved between sessions.
- Auditing preserves ledger records, wages, inventories, earned progress and unloaded field assignments. Hiding a worker does not stop their payroll.
- Reinforced hired-worker persistence so workers are explicitly protected from ordinary despawning.
- The Estate Ledger can now dismiss unloaded workers. Their roster entry and payroll are removed immediately; if the entity later loads, Manorfolk finishes the dismissal, drops carried worker items and clears its worker assignments.
- Improved cleanup of stale field references and dismissed-worker assignments.
## Farmer behavior and fixes
- Farmers now deposit remaining field supplies and produce before resting at night, when suitable linked storage is available.
- Fixed a nighttime worker crash caused by a completed deposit leaving no active task.
- Fixed farmers repeatedly collecting a full seed allowance and immediately depositing it again while idle.
- Extended chest and barrel opening animations to supply pickups as well as deposits, and added storage opening/closing sounds.
- Workers replan pending work when diet-supported limits or planting plans change, preserving carried items and saved assignments.
- Failed bonemeal growth does not award XP. Clearing crops awards no clearing XP.
- Added checks to prevent remote, unauthorized or malformed requests from changing field plans or clearing crops.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
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