File Details
minecolonytax-3.0.0.jar
- R
- Sep 8, 2025
- 540.40 KB
- 700
- 1.20.1
- Forge
File Name
minecolonytax-3.0.0.jar
Supported Versions
- 1.20.1
Curse Maven Snippet
[3.0.0] - 2025-09-07
🎨 Enhanced Tax Report Design
- Redesigned Tax Reports: Complete visual overhaul with color-coded sections and improved formatting
- Color-Coded Information: Green for revenue, red for maintenance, blue for bonuses, yellow for warnings
- Removed Emojis: Clean, professional appearance without emoji clutter
- Better Structure: Organized layout with clear separators and logical information flow
- Multilingual Support: Updated translations for English, German, Spanish, French, Russian, and Chinese
- Status Indicators: Clear visual feedback for debt, capacity warnings, and healthy finances
😊 Happiness-Based Tax Modifiers
- NEW FEATURE: Colony tax generation now affected by average citizen happiness (0.0-10.0 scale)
- Dynamic Tax Impact: Happy colonies (7-10 happiness) generate up to 50% bonus tax, unhappy colonies (0-4 happiness) suffer up to 50% tax penalty
- Clear Reporting: Tax reports show exact coin amounts gained/lost due to happiness, not confusing percentages
- Smart Calculation: Uses average happiness of adult citizens only, with graceful fallbacks for missing data
- Configurable System: New config options for enabling/disabling and adjusting min/max multipliers (0.1-2.0 range)
- Professional Display: Happiness impact shown as "+50 coins" or "-30 coins" with color-coded formatting
🏛️ Colony Inactivity Tax Pause System
- NEW FEATURE: Tax generation automatically pauses for inactive colonies when owners/officers haven't visited
- Smart Integration: Uses MineColonies' built-in activity tracking (
getLastContactInHours()) - Configurable Threshold: Default 168 hours (1 week), range 1 hour to 1 year
- Master Toggle: Can be completely enabled/disabled via
EnableColonyInactivityTaxPauseconfig - Performance Optimized: Efficient early return for inactive colonies with minimal overhead
🛡️ Raid Defense Reward Integration
- NEW FEATURE: Unified raid defense reward system directly integrated into main tax balance for seamless experience
- Configurable Reward Percentage: Default 10% of raider's balance transferred as defense reward when raider is killed during raids
- Unified Balance Display: Raid defense rewards now visible in standard
/wnt checktaxcommand and GUI alongside regular tax revenue - Simplified Claiming: Single
/wnt claimtaxcommand now claims both tax revenue and raid defense rewards from unified balance - Enhanced Notifications: Updated raid completion notifications to direct players to check tax balance for defense rewards
- Streamlined Architecture: Removed separate raid reward storage system for cleaner, more maintainable codebase
- Backward Compatible: Existing tax systems continue to work unchanged while gaining raid reward integration
⚔️ Militia Combat System Overhaul
- CRITICAL FIX: Completely rewrote militia combat AI to resolve server crashes and ensure militia actually attack raiding players
- Custom Attack Goal: Created
MilitiaAttackGoalthat bypasses MineColonies citizens' missingATTACK_DAMAGEattribute requirement - Crash Prevention: Eliminated attribute-related crashes that previously prevented militia from functioning during raids
- Active Combat: Militia now actively pursue and attack raiding players instead of just targeting them without engaging
- AI Goal Management: Militia system clears conflicting AI goals and adds high-priority combat behaviors during raids
- Equipment Integration: Militia automatically receive wooden swords and proper combat equipment during raid activation
- Performance Optimization: Reduced glow effect logging spam by only applying effects when not already present
- Stable Operation: Militia system now operates without server crashes or attribute-related errors
- Clean Restoration: Militia AI and equipment are properly restored to original state when raids end
🛡️ Guard Resistance During Raids and Wars
- NEW FEATURE: Colony guards now receive configurable resistance effects during raids and wars to help defend their colonies
- Configurable Effect Level: New
GuardResistanceLevelconfig (default: 2) sets the resistance effect intensity (1-255) - Master Toggle: New
EnableGuardResistanceDuringRaidsconfig (default: true) to enable/disable the entire system - Automatic Application: Resistance effects are automatically applied to all guards when a raid or war starts
- Smart Detection: Identifies guards in various military buildings (guard towers, barracks, combat academy, archery)
- Automatic Cleanup: Resistance effects are automatically removed when raids or wars end (successful completion, raider death, war victory, or interruption)
- Duration Management: Effects last for the full duration of any raid or war (up to 2 hours maximum for raids)
- Visual Feedback: Guards display the resistance effect icon, making it clear they're protected
- Performance Optimized: Minimal overhead with efficient guard tracking and cleanup systems
- Safe Operation: Emergency cleanup prevents orphaned effects if server issues occur