promotional bannermobile promotional banner

MineColonies

Grow your Own Massive Colony with Automation, Defense Structures, Raids and more

File Details

minecolonies-1.16.5-1.0.736-RELEASE-slim.jar

  • R
  • May 15, 2022
  • 38.94 MB
  • 47
  • 1.16.5+2
  • Forge

File Name

minecolonies-1.16.5-1.0.736-RELEASE-slim.jar

Supported Versions

  • 1.16.5
  • 1.16.4
  • 1.16.3

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:minecolonies-245506:3791426")
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

Minecolonies Changelog

Version: 1.16.5-1.0.736-RELEASE

Required Dependencies:

  • Structurize: 1.16.5-1.0.392-RELEASE (exactly)

Optional Dependencies

  • JEI: 1.16.5:7.6.4.90 (or above)
  • Resourceful Bees: 1.16.5-0.6.1b (or above)
  • Tinkers Construct: 1.16.5-3.0.4.197 (or above)
  • Mantle: 1.16.5-1.6.108 (or above)
  • Dynamic Trees: 0.10.0-Beta15 (or above)
  • Journeymap: 1.16.5-5.8.0beta11 (or above)

Changes:

  • Seve fixes (#8359)

Makes plantation work like the forester Simplify forester AI make miner keep shears Fix a miner AI issue when levels are empty Port Miralities PR * Fix duplicate and missing messages (#8349)

Silly colony, you can't enter yourself. * fix #8348 (#8350)

Allows level 0 builder to use shears Fixes warehouse message * Fix research message showing class (#8353)

Fix research message showing class name * add recipe * fix * fix 8343 * Update 10-bug-report.yaml (#8341)

Fix spelling mistake in "Version" * Feature/alchemist (#8286)

Add alchemist that brews potions (potion teaching window) Alchemist also creates magic potion for druid Druid now uses magic potions instead of mistletoe + water bottle Alchemist gathers mistletoes + nether wart * fix citizens spinning ontop of slabs/lily pads on water (#8335)

Makes citizens no longer spin on lilypads/slab ontop of water * Sev fixess (#8330)

Improves pathfinding with trapdoors in head space but not in foot space Foresters now use shears Fix weird bow request issues * hotfix 8332 * hotfix * hotfix of hotfix (#8328)

Fix the compile error introduced in commit 007d5eb * hotfix * General overhaul of translation and message sending (#8287)

The LanguageHandler has been almost completely removed from the code (there's only like 7 occurences left which are required for the entire translation system to operate, these have not been touched.) Player.sendMessage is not directly used anymore in the code except for the singular occurence in MessageUtils Introduced a new class MessageUtils responsible for handling all the message sending code, this class has some nice overloads which allow you to message with directly adding a TextFormatting, send messages originating from a given colony (and then prepending the colony name when outside of that colony) Made proper use of the notifyColony(Members|Managers) methods throughout the code, also given this method an overload which allows you to pass a TextFormatting, aswell as a Consumer<PlayerEntity> so you can execute additional tasks without having to manually iterate or iterate over the list of players again. Made the colonist death message RED fire * Update issue templates (#8323) * Add support for DO blocks showing in warehouse snapshot (#8314)

Fixes an error related to duplicate items coming from a work order due to DO items reusing identical items but using different NBT data * Crusher improvements (#8305)

Add a new Setting type: Recipe Settings, allows to set certain working modes based on recipes (we use it for the crafter herE) Remove some old UI code of the sifter. Hide sifter recipe tab if no recipes are unlocked yet Adjust a few messed up lang strings Florist use shears for the right blocks * fix 8291 (#8292)

Make a checkOrRequest method for deliverables and make the netherminer use it. * Fix wrong miner schematics from medievaloak (#8302)

Fix wrong miner schematics from medievaloak * Resource scroll displays warehouse contents (#8227)

When shift right-clicking on a warehouse you can create a "snapshot" As long as there is a snapshot loaded on the resource scroll it'll display amounts (just like with deliveries) next to the requested items * new visitor and slight rework of loading (#8296)

Adds new Visitor Tobi Queries the name off-thread as its very slow. Also avoids calling that too often if the player is offline or similar. Properly use a player type model to display arms and legs correctly (and not just a mirror texture). Jump of mount on unstuck Fix crash with collission * Refactor crafting modules to use crafting types (#8288)

Adds a registry for CraftingTypes (to allow future expansion via addons) Refactors crafting modules, recipe auditor, and JEI to use CraftingTypes Includes CraftingType.BREWING in anticipation of Feature/alchemist #8286 * Raider spawn fixes (#8279) * Allow highlighting (or hiding) raiders in Journeymap (#8283)

Backport Allow highlighting (or hiding) raiders in Journeymap #8269 * adjust text * new visitor (#8273) * bump structurize again * Better request handling (#8260)

This PR introduces resolver suitability. Resolvers can return a metric of how suited they are for the task. This could be distance-based but also based on how long the list is. It goes through the list of resolvers and for all resovlers of the same type it compares suitability. Removes private crafting resolver from cook, only assistant can craft * Adjust code (#8263)

Improve NetherMiner food and item requests. Adjust item requests to the proper count. * bump structurize * fix compile issue * Add better delays to player collision behaviour (#8267) * Fix interaction (#8262)

-Fix food predicate -Fix custom silk touch code and use vanilla break instead * Fixed issues with planter AI and resource scroll (#8259)

Upon unknown causes the plantation reports there's no soil positions, cause of this is unknown but for protection there's a safeguard around the random call so the range is always 0..1 Planter did not properly check inventory during the planting cycle, this caused him to walk around aimlessly not planting anything. Resource scroll properly displays the building name it's working on again! * Revert "Feature/default project settings (#8247)"

This reverts commit fd77e5ab54eb43b157389d6d82ac373e04174f8e. * Feature/default project settings (#8247)

Instead of relying contributors to manually have to import both the code style and inspections (in IntelliJ) these files are now automatically put into the .idea folder and allowed in the gitignore so new developers automatically use these settings by default. * fix 8256 * Some fixes (#8253)

Fix issue with field assignment + add double check Fix guard message Fix courier not needed settings * Inverses the colony and permission events lists to make latest events show up first (#8228)

Like the title says the two lists would be inverted in order to make latest events show first, this way it's easier to find relevant events. I've opted to reverse the items in the UI as opposed to inserting them in reversed order in the backend for backwards compatability for now, this should probably be changed in 1.19 so events are prepended into the list instead. * Feature/default project settings (#8247)

Instead of relying contributors to manually have to import both the code style and inspections (in IntelliJ) these files are now automatically put into the .idea folder and allowed in the gitignore so new developers automatically use these settings by default. * Add citizen direct item interactions (#8241)

Added citizen interactions with certain items, e.g. right click food to feed or golden apple to cure sickness, using a book on a child gives it some intelligence xp. Citizens now behave more responsive to players when they bump into one. Position searches, including spawn point ones, now also consider the initial pos. Improved standing up from sitting, the standing pos now depends on the originally targeted block for sitting. Child pupils no longer teleport from far to their sitting position. Fix guards doing wandering movement when they should not Citizen levelup now plays the levelup sound. * Recipe Audit 1.16 (#8237)

Backport Recipe Audit 1.18 * New work order system (#8232)

Work order system has been reworked entirely Work orders now render more properly as opposed to posting the schematic name Build requests show up as: Building <work order name> Upgrade requests show up as: Upgrading <work order name>\n<current level> > <target level> (for example: Upgrading Farm 1 > 2) Repair requests show up as: Repairing <work order name> Removal requests show up as: Removing <work order name> The work order name in all of these previous examples is calculated based on: If a parent building is present, the format is <parent building name> / <building name> If a custom name is present on the building, this is used in favor of the translated building name (including for both parent and own building) Else the translated name of the building itself is used Decorations also show up properly, they now show up according to the same rules as above and their names are titlecased (first letter uppercase) Output for completion messages has been improved, all types of requests (BUILD, UPGRADE, REPAIR and REMOVE) all have separate completion messages now, aswell as each of them is capable of printing the "manual builder" suffix. Work order views in both townhall and the builder have gotten tooltips to be able to view the entire build request Migration code has been provided in the work order parsing from NBT to migrate existing saves it's NBT data into a new format which complies with this change (note that this was only tested on a handful of buildings so in case of issues people may have to reset their work orders) * bump structurize * Improved beekeeper behaviour (#8208)

Fixes beekeeper honey/honeycomb selection to not include both if the research is not present Beekeepers will not unnecessarily request flowers if breeding is not possible Introduced constants for factory serializers to make it easier to find next available identifier * Plantation can select one and multiple crops when "Double Trouble" is researched (#8212)

Previously when "Double Trouble" got researched the options to only plant a single item became unavailable, this has been fixed Planter will attempt to clear out blocks which do not belong on the sand patches Planter will continue to farm plants he no longer has selected in the plant options, this is to prevent letting these plants go to waste (note that if a plant is currently not in the planting cycle, the planter will remove it despite being 3 blocks tall, he'll immediately clear out the plants, this also prevents players from manually planting plants) * Allow Farmers to work sloped Fields (#8180)

Modify the AI for the Farmer to be capable of working on a slope Add a new research project to prevent Farmers from breaking cropland when they land on it (as they tend to when working on a slope) * Make build mode setting respect current Structurize setting before researched (#8190)

Before researching Builder Modes, uses the current Structurize config interator, not whatever (invisible) setting is saved in the builder hut. * TEXTURES (#8193)

Adjust a few minecolonies item textures * New visitors (#8219)

Add two new visitors * hotfix 8214 * Fixes (#8207)

Allow children to grow up again Adjust cook food handling better Allow updating the set of settings * Evict the ~~very old netherminer~~ skeleton out of the vault (#8209)

Evict the very old netherminer skeleton out of the vault of the wooden nether mine: I modified the schematics in a test world, and I noticed too late that the game was set to easy mode, from an earlier test. After I created the vault and before I scanned it in, a skeleton spawned inside of the vault. This pull request removes him again. * Add a vault to the wooden nether mine (#8203)

Backport of the wooden nether mine fix from DO and tag fixes #8201 This building has now a vault * Fix the objective check to not use clientonly code (#8200)

change from using hasObjective to getObjective * Add leisure (#8175)

Adds leisure to the random wander job. Citizens go to leisure places, hang out, sit around, etc. Adjust mourning handling Citizens go to graveyard and have a chance to reduce mourning time (also walk to the grave of the diseased) Fix fishing Adjust position of the child overhead icon. Remove unnecessary shuffle methods. * Make archery prefer "work" tag to decide standing locations (#8183)

Allows glowstone to be used decoratively in tagged buildings Falls back on using glowstone block list if no tags * Fix being able to select non builders hut using resource scroll (#8184)

Prevents players from linking a resource scroll to non builders hut buildings, change would include one new translation message to be added * fix 8103 (#8165)

Make assistant cooks dump everything. * Actually, this bit isn't needed * Fix dough and other derps (#8178)

Fixes non-bread dough incorrect cooking recipes Fixes potential race (and actual wasted perf) synching recipe manager in single player Fixes some incorrect initialisation on reload without receiving server packets Fixes "remove" custom recipes not removing from output cache When advanced tooltips are enabled, show mod/recipe ids in JEI similar to vanilla recipes (makes life easier for modpack authors) Fixes stone slabs not being craftable by stonemason in 1.16 (worked in 1.18); also added terracotta * bump structurize * Allow hiring archers automatically too from archeries, Make citizens open/close trapdoors less randomly, Stop citizens from trying to walk through trapdoors/panels (#8174) * push structurize * fix 8167 * Allow hiring of employed workers (#8123)

This feature will allow huts hiring for "normal" (WorkerBuildingModuleView) jobs to hire workers that are already employed, firing them from their current job. Special huts (quarry, warehouse, school hiring students) will not be able to do this.* Workers with jobs are listed after unemployed workers and workers who would normally be able to be hired (i.e. from the library). This feature is disabled by default, with a button in the hire window screen to allow it. This button is disabled for huts that can't use this feature. * solve 8163 & 8149 (#8164)

Remove some unnecessary code Upgrade racks on upgrade if necessary Guards serve themselves at night. * adjust position finding properly (#8156)

Remove old position finding method * Sort the jobs alphabetically (#8151)

Backport Sort the jobs alphabetically #8150 to 1.16.5 * fix supplycamp/ship crash * add movement * hotfix 8143

and bump structurize * hotfix 8140 * Add inside corner (#8136)

Adds stone wall inside corner schem, made by @SivartMcDorf * fix 8121 (#8126) * Bunch of stuff (#8125)

Make reactivate building message fit Allow disabling recipes Allow shift sorting recipes Allow individually adjusting assignment mode in citizen huts Protect quarry Improved grave position finding * Fix Compost Barrel logic to not void excess when extracting compost (#8119)

Fix Compost Barrel logic to not void excess when extracting compost Also changed the method of dispensing finished compost: If a side is given (the clicked side of the barrel), finished compost is spawned as an item entity moving in the direction of the indicated side. If null side is given, fixed old logic is invoked inserting results directly into the player's inventory with overflow being spawned on top of the barrel with no velocity. * Small impro (#8112)

Druid only throws potions at player that were recently in combat. Restaurant filters out deactivated recipes from counter. Add a nice way to document the different jobs and skill influences. (the last part needs definitely double checking by the wiki people and other devs Fixes deserialization of hiring modes * Netherminer (#7884)

First off, we have a new building/worker pair, in the Nether Miner and Nether Mine Wooden themed Nether Mine buildings level 1-5 Skins and models for the NetherMine hut block, and the Nether Miner Research to unlock the building Tweaks all over the place to make things work. Added transparency layer support to hut blocks Added support for invisible workers, to suppress many 'normal' behaviors while invisible. Added support to recipe fulfillment to return the list of generated items without populating the worker's inventory. Built a rudimentary 'simulation' capability based off of items generated from loottables. Loot table generates tokens with information about the encounter a battle is simulated, with ~50% chance to hit on either side. For the duration of the simulation, the worker wears the armor/weapon, so damage is taken, and reduced. Rounds continue to the death Loot table also generates loot Blocks are 'mined' with the appropriate tool, applying damage to the tool, and converting the blocks to the blocks loottable. Number of items returned affects how long the overall simulation lasts. * JM and Tinkers version checks weren't correct (#8111)

Makes 1.16 actually check for the right min versions of JourneyMap and Tinkers Construct * adjust cook and druid potions (#8108)

Null check in potion entity better cook preparation * Tags and Recipes datagen (#8079)

Moves tags to datagen Moves non-crafter recipes to datagen Makes tags use standard loading mechanism to reduce complexity This does reintroduce some glitches in the tag contents when used on a server and enabling/disabling a datapack while live, but a /reload fixes it (may require a double reload on edit). And presumably other mods suffer similar fates, so this shouldn't be too surprising. Works as expected in SP and when first connecting to an MP server, as far as I can tell (but not extensively tested) Recipes now have unlock conditions, so will work in the vanilla recipe book Most recipes are unlocked by having a build tool and sometimes another item in the inventory. Some of these might be a bit too harsh (e.g. farm won't unlock until you craft and hold a wooden hoe, which you might never do if you've already advanced beyond that) so possibly could be wound back a bit. But I did want to try to avoid unlocking absolutely everything on getting the build tool. (And of course the unlocks only matter if you're playing with doLimitedCrafting enabled, which is not the default.) Some small tweaks to the tag contents Enables smoking and campfire cooking recipes for mcol foods (from dough) ... not too likely to be used, since the baker will usually do the full round using the smelting recipe, but seemed useful for consistency. * Feature/witch (#8084)

Add Druid Guard Type Improve archer guard positioning * Basic lectern placement (#8089) * more graceful food handling (#8095)

Only requests food if they have less than 6 stacks of the particular type. Only request food that has a min nutrition of building level -1 (i.e. citizen tolerate up to getting building level) Only displays food in the Ui that follows the same rules List enchanter targets correctly * fix 8092 * small adjustment * issue template update (#8088) * Update config.yml

Update wording * Revert "Add copper ore to the default lucky ore list (#8081)"

This reverts commit 297fc72cd398146ee8d711bf0b0218fdc331430f. * attempt to fix #7963 (#8055)

Should fix the mineshaft issues, still needs a bit of testing * Add copper ore to the default lucky ore list (#8081)

Add copper ore to the default lucky ore list with a weight of 48 * Fix incorrect JEI info when showing more than one recipe per page (#8078)

Backport Fix incorrect JEI info when showing more than one recipe per page #8077 * Small fixes (#8068)

Increase townhall cit count display size Adjust stair walking Don't eat bowls * Tiny fixes (#8054)

  • fix 8051 & #7781

  • fix 7952

Should the help page mention Netherrite tools as well (at level 4)?

Good question. Not sure. Will merge this as is for now. * Fix norsemen missing loottables (#8053)

Fix norsemen missing loottables Fix Raids spawning outside the world border Fix Guards sometimes clipping through the ground after sleeping