mcaminecolonies-1.0.1.jar
Curse Maven Snippet
What's new
[1.0.1] - 2026-11-09
🏷️ Name Tags & Indicators
- Fixed Missing Citizen Nameplates: Fixed an issue where citizen name tags, job titles, and MineColonies status icons (e.g., sickness, hunger, missing tools) above citizen heads disappeared when using MCA models.
- HUD Indicator Optimization: Shadowed and re-invoked
RenderBipedCitizen.renderNameTagdirectly insideCitizenRendererMixin, respecting both MCA'snameTagDistance/showNameTagssettings and MineColonies' visible status distance checks. - Smart GUI Name Tag Culling: Automatically hides 3D floating nametags when rendering citizen avatars inside dialogue and customization GUIs (
InteractScreen,VillagerEditorScreen,LimitedVillagerEditorScreen, etc.) to prevent nametags from clipping over UI elements.
💖 Heart & Dialogue Balance
- Fixed Instant 50-Heart Jump: Completely resolved the critical issue where chatting once with a Citizen immediately jumped hearts from 0 to 50:
- Corrected stranger memory initialization in
VillagerBrainso newly met citizens start at 0 hearts instead of defaulting to 50. - Aligned hearts and fatigue increments with MCA Reborn's balanced reward formulas across dialogue options (
chat,joke,story,flirt,compliment). - Synced hearts and interaction fatigue bidirectionally between
CitizenMCADataandVillagerBrain.Memoriesper-player.
- Corrected stranger memory initialization in
🤖 AI, Movement & Task Synchronization
- Fixed Follow / Stay AI Conflicts:
- Added persistent
moveState(MOVE,FOLLOW,STAY) saved into citizen NBT. - Sided execution now pauses MineColonies' state machine AI (
citizenData.setPaused(true)) when ordered to Stay or Follow, preventing job AI (Builder, Miner, Guard, etc.) from pulling citizens away while following the player. - Resuming work (
Move freelyorGo home) automatically unpauses the citizen (citizenData.setPaused(false)).
- Added persistent
- Persistent AI Across Chunk Reloads: Citizens under Stay or Follow orders maintain their state across world saves, server restarts, and chunk unloading.
👶 Growth, Maturation & Gender Sync
- Bidirectional Child-to-Adult Maturation:
- Accelerated child growth (via Golden Apples, Cake, Cookies, Apples) and natural age ticking now update
citizen.setIsChild(false),DATA_IS_CHILD,citizen.getCitizenData().setIsChild(false),VillagerLike.AGE_STATE, and invokerefreshDimensions()concurrently. - Children grown into adults can now be immediately assigned to colony jobs and workplaces without desync or invalid worker states.
- Accelerated child growth (via Golden Apples, Cake, Cookies, Apples) and natural age ticking now update
- Full Gender Synchronization:
Potion of FemininityandPotion of Masculinitynow sync both MineColonies citizen data (citizenData.setGender) and MCA genetics (Genetics.setGender), updating voice lines, registry data, and 3D slim/classic models simultaneously.
👗 Appearance, Hairstyles & Dye Priority
- Uniform vs. Custom Style Layering:
- Fixed an issue where loading chunks forced
customized=trueand prevented citizens from adopting MineColonies job uniforms. - Citizens now properly wear job-specific MCA outfits mapped from MineColonies professions (
miner,guard,farmer,weaponsmith, etc.) unless customized via the Villager Editor. - Children correctly cycle through stage-appropriate outfits (
baby\(\rightarrow\)toddler\(\rightarrow\)child).
- Fixed an issue where loading chunks forced
- Styling Item Fixes:
- Dyes (
DyeItem): Now updatedata.setHairColorandvl.setHairDyesimultaneously. - Comb / Shears: Cycles hairstyle and immediately updates hair textures without being blocked by stale custom paths.
- Needle & Thread: Cycles clothing styles and clears stale editor overrides so uniform changes show immediately.
- Dyes (
🧠 Personality & Mood Bridge
- Personality Mapping:
- Added
CitizenMCAData.getMCAPersonality()to cleanly bridge all 15 MCA personality types (FRIENDLY,FLIRTY,PLAYFUL,SERIOUS,SHY,BRAVE, etc.). - Synced citizen personality directly into
VillagerBrain, ensuring speech dialogue options and gift taste preferences align with actual citizen traits.
- Added
- Colony Happiness \(\leftrightarrow\) MCA Mood Sync:
- Mapped MineColonies citizen happiness (
0.0-10.0) to MCAVillagerBrainmood levels (-15to+15). - Successful dialogue interactions and accepted gifts now grant small saturation boosts to citizens (
increaseSaturation), improving overall colony happiness.
- Mapped MineColonies citizen happiness (
🌳 Family Tree & Marriage Safety
- Colony Partner Marriage Safeguard:
- Players can no longer propose with Engagement/Wedding Rings to citizens already married within the Colony (
citizenData.getPartner() != null).
- Players can no longer propose with Engagement/Wedding Rings to citizens already married within the Colony (
- FamilyTree Registration:
- Added
CitizenRelationshipHelper.syncColonyFamilyTree(...)to sync MineColonies spouses and children into MCA Reborn'sFamilyTree/FamilyTreeNode. - Opening the Family Tree item displays citizen lineage and colony marriages accurately.
- Added
- Birth & Genetic Inheritance:
- Enhanced
ReproductionManagervia mixin: newborn colony children automatically register in the MCA Family Tree and inherit skin tone (melanin,hemoglobin), hair color, and features from their parents.
- Enhanced
💾 Respawn & Recall Data Persistence
- Citizen Data Backup:
- Added colony-keyed backup caches (
COLONY_CITIZEN_BACKUPandCOLONY_TRACKED_BACKUP) indexed bycolonyId:citizenId. - If a citizen entity is reconstructed (such as during church resurrection, Town Hall recall, or unstuck respawns), MCA appearance, genetics, and relationship memories are restored automatically instead of being wiped.
- Added colony-keyed backup caches (
🖥️ Client & Server GUI Alignment
- Server-Authoritative Editor:
CitizenClientScreens.openCustomizationScreennow directs toLimitedVillagerEditorScreen, ensuring appearance changes send C2S sync packets to the server.CitizenDialogueScreen.init()redirects to native MCAInteractScreen, eliminating client-only visual desyncs.
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