minecolonies-26.2-0.0.63.jar
Curse Maven Snippet
What's new
0.0.63 — item textures restored, plus everything from 0.0.61 and 0.0.62
If you are updating from 0.0.60, this one release brings you the three versions since. Drop the new jar in place of the old one; nothing else changes.
Fixed: missing item textures in 0.0.59–0.0.61
Versions 0.0.59, 0.0.60 and 0.0.61 were packaged without the generated item definition files (assets/minecolonies/items/), so every MineColonies item showed a missing texture — even after a successful asset download. 0.0.62 and 0.0.63 include those files again. The first-start asset download was never the cause: the files it fetched were complete, and you do not need to download them again.
New
• Herders tie loose animals up. A herder ties stray animals to the fences around the hut, spending one lead per animal from the hut’s chest and ordering more when it runs out. New hut setting, off by default.
• Stable: Border Patrol. A new guard task for cavalry that spreads the riders along the colony border, one arc per rider, and tells you when there is no border within reach. Every rider now walks his own patrol leg instead of queueing behind one shared patrol point.
• Guards react faster. Enemies are noticed within about a second instead of at the next scan, a guard set to Follow reacts in about half a second, and a guard who wandered off his post walks back to it.
• Smoother walking. Citizens take diagonal steps where the corner is clear, and long path searches are cheaper on the server.
Fixed
• Cavalry took double damage. The share of a hit passed from rider to horse was applied twice, so mounts died at roughly twice the intended rate while riders took less than they should. Now once.
• A teleported rider takes his horse with him instead of leaving it behind and walking back for it.
• The courier’s body was drawn well below where it belongs — out of the chest and into the ground, with the backpack hanging below. Both courier models are whole again.
• Crusher: a craft is counted only when it actually completed, a missing input sends the worker to fetch it instead of failing the order, a mode change is picked up on the next cycle, the recipe setting survives a research that replaces the recipe, and a crusher with nothing to do idles like every other crafter.
For server owners and testers
• pathfindingthreads server setting — how many threads the colony pathfinder uses. Default 1, which is exactly what it always was. /mc debug maxpool <n> changes it on a running server without losing any search in progress. Raising it is a knob to watch, not a default to adopt.
• /mc colony found <name> [pos] creates an ordinary colony from the server console, and /mc colony hut <colony> <block> <pos> <blueprint> [level] places a hut into it the way a player’s placement would, filing the build order if a level is given.
• /mc colony buildnow <colony> finishes a colony’s open work orders on the spot, using the same placement the builder uses. Operators only, and only in a colony with free mode switched on.
• Headless colony mode for automated runs on a server nobody is logged into: start the server with -Dminecolonies.headless=true, then /mc debug headless on. Off by default, dedicated servers only, never saved to the world.
• A pathfinding request that arrives while the queue is full is now refused and logged instead of crashing the server tick.
This mod has no additional files

