File Details
minecolonies-mages-2.2.jar
- R
- Jun 24, 2026
- 140.62 KB
- 356
- 1.21.1
- NeoForge
File Name
minecolonies-mages-2.2.jar
Supported Versions
- 1.21.1
Curse Maven Snippet
Changelog
2.2 — The Big Fix Release (June 23, 2026)
This is the release players were waiting for.
After the 1.21.1 port, most of the real pain points from CurseForge reports and in-game testing were still there — mages that forgot who they were, spellbooks vanishing into racks, recruitment UI breaking, and channel spells that fizzled out in half a second. 2.2 tackles those head-on.
We rebuilt the mage guard from the ground up instead of patching around the Druid job. The result: a proper JobMage with its own AI, spellbook equipment type, and casting logic that follows Iron's Spellbooks' own mob cast cycle — the same rules Fire Breath and other continuous spells use in the base mod.
Spellbook request system — refactored (heavily reported)
If you ever had a mage stuck asking for the same thing over and over, or a clipboard full of duplicate guard requests — this is the fix.
We replaced the old Druid-style Tool request path (equipment levels, Wood/Gold ore icons, repeated checkIfRequestForItemExistOrCreateAsync calls) with a dedicated MageSpellbookRequestHelper built on MineColonies StackList requests.
What changed:
- Request spam stopped — pending-request tracking, dedup of open/completed requests, and cancellation of stale Tool-type spellbook requests so the mage does not open a new ticket every few seconds
- Player-facing message fixed —
"I need a spellbook with at least one spell to continue working."instead of nonsense tier text (Wood/Gold) that never matched Iron's Spellbooks - UI icons fixed — cycling sprites are grimórios only (
SpellBookclass + path filter), not every Iron's item (scrolls, staffs, crossbows, etc.) EntityAIMageowns the flow — spellbook checks bypass the generic guard Tool request and go through one shared helper used by both guard AI and combat handler- Player takeaway: one mage = one spellbook request until you fulfill or cancel it. No more request avalanche on the clipboard.
Fixed (critical — most reported issues)
- Profession loss on world reload — custom
JobMagereplaces the Druid runtime clone; citizens deserialize with the correct job instead of needing re-hire - Spellbook deposited in guard rack — dedicated
spellbookequipment type +EntityAIMageno longer inherits Druid rack behaviour - Missing recruitment module (
minecoloniesmages_mage_work) — robust registry injection on both dedicated server and client; errors logged if registration fails - Continuous / long Iron's Spells not completing — casting now mirrors
AbstractSpellCastingMob: correctinitiateCastduration, per-tickhandleCastDuration, periodiconCastforCONTINUOUSspells (e.g. Fire Breath cone), properonServerCastCompletecleanup - Legacy save migration — citizens that still had
JobDruid+ mage marker are one-shot migrated toJobMageon reconciliation - Reconciliation giving up too early — extended retries (up to 720 attempts) when persisted mage IDs are present; persistence marked on hire, not only on world unload
- Spellbook request spam & broken request UI — refactored to
MageSpellbookRequestHelper+StackList: single deduplicated request per mage, correct message, grimório-only display icons; legacy Tool requests auto-cancelled (REQUEST-SPAM-FIX)
Changed
- New architecture:
JobMage→EntityAIMage→MageCombatAI→MageCastingController(Gunner-style MineColonies pattern) - Visual: mage guards use the Druid model (fits spellcaster fantasy better than archer)
- Mixin surface reduced — job registration mixin uses
JobMage::newproducer; research hook mixin kept only where no public MC 1.21.1 API exists (documented in README) - Spellbook requests — centralized in
MageSpellbookRequestHelper;EntityAIMage.checkForToolOrWeaponroutes spellbook needs away from MineColonies generic Tool/equipment-level requests
Technical notes for pack makers
- Requires Minecraft 1.21.1, NeoForge 21.1+, MineColonies 1.1.1319-1.21.1+, Iron's Spellbooks 1.21.1-3.16.0+
- Not compatible with 1.20.1 / Forge builds
- Existing colonies: mages should auto-migrate on first load after update; if a citizen was stuck jobless before, give reconciliation a few seconds after login
Recommended quick test after updating
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Recruit 2+ mages → save / quit / rejoin → professions intact
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Equip spellbook → open Guard Tower → no missing-module error
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Fire Breath (or any channel spell) in combat → full duration cone
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Send mage back to post → spellbook not in rack
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Mage without grimório → one spellbook request on clipboard (correct text + grimório icon); cancel → no duplicate flood
Thank you to everyone who reported issues on CurseForge and helped reproduce these — this release is directly shaped by that feedback.