minecolonies_irons-1.0.1.jar
Curse Maven Snippet
What's new
Changelog - Minecolonies Iron's Integration
[1.0.1] - Compatibility & Soft Dependency Update
Added
- Tag Bridging for Gun Tools: Added
#minecolonies_tweaks:custom_tools/gunwith Iron's Artifice firearms (flintlock,musket,blunderbuss,arquebus,six_shooter,clockwork_repeater,clockwork_rifle,flintlock_scattershot) marked asrequired: false. - Independent Barracks Tower Modules: Added dedicated module producers
irons_gunner_barracks_workandirons_mage_barracks_worksupporting citizen recruitment scaling with building level (b.getBuildingLevel()).
Changed
- Renamed Guard Building Module Keys: Changed Guard Tower module producer keys from generic
gunner_tower_workandmage_tower_worktoirons_gunner_tower_workandirons_mage_tower_work.- Reason: Prevents collisions with
MineColonies_Compatibility(which also registersgunner_tower_work), allowing both mods to register gunners in the same colony without overwriting each other.
- Reason: Prevents collisions with
- Differentiated GUI Buttons: Updated translation keys in
en_us.jsonandth_th.json:- English:
Iron's GunnerandIron's Mage - Thai:
พลปืนอาร์ติไฟซ์ (Iron's Gunner)andจอมเวท (Iron's Mage)
- English:
- Cleaned Namespace Fallbacks: Removed root
com.minecolonies.job.gunneroverride to prevent clashing with generic MineColonies or compat addon job titles.
Compatibility & Standalone Safety
- Soft Dependency / Dynamic Module Loading:
irons_spellbooksandirons_artificemodules are now verified viaModList.get().isLoaded(...)before injecting their respective modules into Guard Towers and Barracks Towers.- Isolated
ISpellContainerAPI calls behind a lazy-loaded static helper class. Ifirons_spellbooksis absent, the JVM never triggers class resolution, preventingNoClassDefFoundError. - If a player installs the mod with ONLY Iron's Spells (without Artifice), or ONLY Iron's Artifice (without Spells), or without
minecolonies_compatibility, the game loads and runs stably without crashing.
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