File Details
minecolonies-1.19.2-1.0.1351-RELEASE-sources.jar
- R
- Apr 9, 2023
- 72.28 MB
- 48
- 1.19.2+2
- Forge
File Name
minecolonies-1.19.2-1.0.1351-RELEASE-sources.jar
Supported Versions
- 1.19.2
- 1.19.1
- 1.19
Curse Maven Snippet
Minecolonies Changelog
Version: 1.19.2-1.0.1351-RELEASE
Required Dependencies:
- Structurize: 1.19.2-1.0.471-ALPHA (or above)
- Multi-Piston: 1.19.2-1.2.21-ALPHA (or above)
- BlockUI: 1.19-0.0.64-ALPHA (or above)
- Domum Ornamentum: 1.19-1.0.58-ALPHA (or above)
Optional Dependencies
- JEI: 11.1.1.239 (or above)
- Journeymap: 5.8.5rc1-forge (or above)
Changes:
- Give the forester a second pass to hunt for saplings (#9029)
The previous behaviour was that the forester would chop and replant a tree, and wait a certain amount of time at the base of the tree for saplings and other drops. Eventually they would give up on that and go back to their hut to drop things off, then return to one corner of their zone (or stay at the hut if no zone is set) and search for more trees.
Meanwhile, if they weren't set to break leaves, and there wasn't a fast decay mod installed, some leaves might not yet have decayed by the time they left. So they'd be standing in the corner of their zone looking for trees, and then the leaves would decay and more saplings would drop. Unless it was within range of wherever they happened to be standing, they'd completely ignore it until the next tree grew -- and with an unlucky random tick rate or a large zone, they might miss them entirely.
With this change, when they're standing in the corner waiting for more trees, they'll also periodically check the entire zone (not just near where they are) specifically for saplings (ignoring other drops). If they find some, they'll go and collect them before going back to waiting for another tree. If another sapling drops before the next tree grows, they'll go grab that too.
Behaviour is unchanged if not using a zone. They won't go hunting down loose saplings in the entire colony. (Unless that's your zone. But don't do that.) * Don't allow kids to be born into explicitly manual housing. (#9044)
Adds a new Locked mode to residence/tavern, that otherwise mostly behaves like Manual. If a residence/tavern is set explicitly to Manual Locked, then kids won't be born into it, even if it has spare beds. Kids will still be born if set to Default any other mode, regardless of whether the colony as a whole is set to Manual or Auto. Review please (could port)
In particular, this allows you to deliberately leave some housing vacant, such as leaving a tavern empty once you have level 4/5 housing, or having a single-person house at the edge of your colony for the colonist with the funny smell... (without making them unhappy that they only have a level 1 house) * Schematic fixes in 1.19.2 (#9040)
ort of Schematic fixes in 1.18.2 #9039 * Hide adventure token (#9043)
Hides the Monster Encounter token from the creative menu and JEI. There's no reason to spawn one, and it causes confusion when people see it (despite the tooltip). * two small fixes (#9047)
Something on minecraft side made citizens only tick half as often Guards shouldnt stop on bump, bad idea during battle * Fix the orientation of the Caledonia mineshafts (#9035) * fix food compat and map issue (#9031)
Fixes issue with empty map crashing townhall Fix issue with food properties * whoops (#9027)
Unhappy new forester due to Lumberjack zone is actually 3D #9018 * Lumberjack zone is actually 3D (#9018)
Forester msg update that it is actually a 3D area. * Scepter overlays (#9024)
Fixes some weirdness with box overlays drawing underneath grass. Doesn't fix them not drawing through blocks consistently, though. Adds overlay while holding the forester restriction tool, showing the zone (the base log of each tree must be inside the box). * Try to load the RS reconfiguration system from common configuration entries. (#9022)
Try to load the RS reconfiguration system from common configuration entries * hotfix 9020 * Small fixies (#9019)
Dont allow breaking doors when configured off Better request displaying * Fix quarry descriptions in build tool (#9016)
Fixes missing quarry descriptions * Extend research unlocked loot condition (#8929)
Check additional loot parameters such that research_unlocked works for crafting recipes too Allow checking for specific research effect strength ranges too * Datagen for entity icons (#9010)
Adds datagen for entity icons Makes datagen respect command line args if you want to only generate partial output * Rack fixes in 1.19.2 (#9003)
Fix all broken racks in existing schematics, so that they won't visually overlap with other blocks anymore (or other racks, causing glitching racks), or having weird interfaces due to block states being incorrect. The racks were fixed using the following logic: The racks that render as 2 blocks first check whether they face an invisible rack before. If that invisible rack was faced incorrectly, that is fixed (that should make sure the interface of that part of the rack opens correcty) After that, it uses the old NBT tag relNeighbor to check whether it can find the blockrackair. It changes the faces of both parts if needed Then it looks for other invisible (blockrackair) racks to pair up with, possibly in another direction (in the tiny chance both the direction and the relNeighbor were incorrect) Next, it will do the same three steps with any racks, to fix racks glitching (those other ones are converted to blockrackair) The remaining ones that need to be fixed are loose invisible racks. If those happen to be next to each other, they are paired together (it looks like the scan tool tries to do something like that as well when converting blocks to racks) The last ones are converted to single racks. I checked the blueprints in game, and they look much better now. In extreme cases, the racks may still look a little odd, where there are two single ones next to each other instead of a double rack. Those were likely very messed up, and may need a manual fix later. I couldn't find any overlapping or wrong rack anymore I splitted the changes up in multiple commits, one per style folder, just because there are a lot of changes * Fix sleeping AI (#8985)
Fix sleeping AI to no longer update state during movement * Improved (#9007)
Use the actual blueprint nbt for path and pack data. * Stop thinking everything is a hoe. (#9013)
Stops the blacksmith (and everybody else) thinking that anything can be a hoe if they try hard enough. * Add fallback for mods that hate server-side creative tabs (#9009)
Adds workaround for mods that don't implement fillItemCategory on server-side properly. Ideally still needs to be fixed on their side though for proper functionality. * Add easy scan command for nbt file (#9002)
Add command to not only scan the blueprint file, but also to generate the nbt file, set the tags, and setup jigsaws * fix 8740 (#8988)
Safeguard, chance of resolver being killed as its async. Fix guard rally Allow farmer to eat more often * Fix 0,0 border hole (#8995)
Prevents a colony border hole appearing at the (0, 0) chunk even if you claimed it. * Nordic, Pagoda, Fortress and Caledonia additions and fixes in 1.19.2 (#9000)
Fix ladder on the Fortress alt mine Port of Fix water level in the nordic bridge schematics in 1.18.2 #8999 New Nordic Spruce upgradable bridge decorations Readd of the Pagoda small cart schematics, and new decorative supply camp Fix Caledonia barracks towers not auto-upgrading at level 2 Review please * Feature/puzzle handling (#8533)
Very old port, oopsy * Add better logging for building errors (#8978)
-Add better logging for building errors * Schematic reworks in 1.19.2 (#8992)
Minecolonies Original: Fix the alt courier hut showing up in the build tool Nordic Spruce: Port of New Nordic supply ship in 1.18.2 #8991 Decoration reworks: fields mineshafts roads (now upgradable) rails (now upgradable) Rescan of the bridge schematics Pagoda: Re-balanced the warehouses: Reduced the number of racks at level 1 Increased the number of racks at 3 and 4 Fixed the sign in the large city planner schematic to read "mystic site" instead of buddha temple. * Use Forge tool types for shears and fishing rods (#8968)
Use new Forge tool types to detect compatible shears and fishing rods * Ray fixes (#8986)
Fix combined inv backup Fix crash when blueprint didnt arrive on time Fix raiders not receiving void damage Fix dyer not having a sec check * Improve 8947 (#8987)
Improve the presentation of the task lists at courier/crafters -> Display stacks as icons -> Query the next parent in list and not just a parent resolver of the same building Also correctly assign the warehousereqresovler and not create a new one each time * Schematic fixes in 1.19.2 (#8975)
Port of Medieval oak adjustment in 1.18.2 #8974 Shire: Change lava to magma in the blacksmith, to avoid fires Make sure warehouse upgrades leave the courier's hut intact * Fix the trim of a pagoda covered bridge (#8958)
Fix the trim of a pagoda covered bridge * Hide startup warning about compost recipes (#8962)
Hides warning at startup about unknown compost recipes * Fix Forcecraft recipe derp (#8964)
Fixes interference with Forcecraft upgrade core recipe (and possibly other mods that do weird things) * Rs fix (#8960)
Fix Request Issues * Add config for chunkloading time (#8948)
Add config for chunkloading time * synch branches * Schematic changes and additions in 1.19.2 (#8945)
Caledonia: Reworks to the alternate guardtower Medieval *: Port of Medieval fixes and additions #8951 Pagoda: Additions and changes of decorations (a.o. the supply camp and ship) New alternate warehouse * Add biome tags, reduce size (#8954)
Add biome tags for better mod compat, reduce size slightly * Update 10-bug-report.yaml * tiny rename and tiny check (#8944)
Small double check to avoid crashes with corrupted beds Small rename Small fix for RS issues * Fix broken DO blocks (#8942)
Fix broken DO blocks in the Caledonia level 4 alternate guard tower * Port/icon fix (#8940)
Port icon fix to 1.19 * Fix glitched racks in the fortress warehouse (#8936)
Port of Fortress warehouse fix #8935 * New eastasian style * Fix npe (#8932)
-Fix postbox/stash npe * Fix the Cavern forestry megahall buildings cutting chunks out of the megahall apiary (#8930)
Fix the Cavern forestry megahall buildings cutting chunks out of the megahall apiary * Datapack more recipes for 1.19.2 (#8884)
Moves all remaining loot table, recipes, and crafterrecipes to datagen Cancels the loot pinatas from raiders when using modded gear that abuses the player's luck attribute Changes all crafterrecipes that are research-dependent to be research-effect-dependent instead Fixes startup warnings about researches using higher effect strengths than exist Review please (could backport)
This has some hefty runData so is best reviewed per-commit. I think most of this should backport to 1.18 fairly cleanly (though I haven't checked) but if it does seem painful (and you do want to backport) then let me know and I can poke that. * hotfix * new icons * Fix/rack adjustments (#8925)
Fix Rack Handling * Pathroad job/Fix util (#8921)
Fix find around search util Adds -yet unused- new Path job for forming colony roads via pathfinding, which works by using overlapping claims in heuristics, and avoiding walking through building areas. To be used for future AI colonies or a road-worker * fix stash/postbox corner lookup (#8924)
-fix stash/postbox corner lookup * Fix guard scepter message formatting (#8926)
Fixes formatting of guard scepter position messages * Schematic fixes in 1.19.2 (#8915)
Port of Medieval fixes #8914 Pagoda: Add back the missing guard towers Caledona: Add back more missing roads Shire: Add the child hut blocks to the higher level buildings in Shire as well Tavern (restaurant) Warehouse (courier's hut) Forester's hut (sawmill) University (school) Medieval Oak: Fix decoration controller in the citysquare * hotfix 8920 * Sev fixes (#8916)
- fix 8705
Doesnt fix broken deco controllers that have to be rescanned, but solves the broken stuck builder
-
fix 8856
-
fix 8898
-
fix 8778
-
fix #8815
- Add safeguards to colony tick (#8909)
-Add safeguards to colony tick * Add the Pagoda big walls back (#8899)
Add the Pagoda big walls back * Fix NBT assignment corruption (#8905)
In some cases it's possible that NBT data gets corrupted and causes citizens their jobs to no longer match the expected job in the building they are assigned to. This fix will prevent any loading issues by unassigning the worker when an improper link between the citizen it's job and building is found, to prevent any crashes. * RS improvement (#8907) * better attempt (#8888)
If we don't run the other complete actions it will just loop * Feature panel handling (#8889)
Fix panel handling of pathing more with closed panels Also add an extra condition to the forester * Schematic changes (#8894)
Pagoda fixes: Fixes for Crusher and Sifter lvl5 roof blocks Removes floating concrete blocks from the library lvl 5 Fortress additions: New 16-wide miner. This should solve issues where the mineshift sticking out would run into its neigbouring building (e.g. another mine), due to the original being smaller than the mineshaft. Caledonia fixes: Move the sit tags in the tavern downwards, mitigating suffocation issues * Put food away before doing something else (#8890)
Herders will put the animal feed away after they breed or feed. This makes the animals less likely to follow the worker if they decide to leave the pen. * Schematic fixes in 1.19.2 (#8892)
Port of Schematic fixes in 1.18 #8891 Light up the basement in the Shire alt1 guard tower Re-add the Caledonia roads (those were removed by mistake/forgotten during the rework) * hotfix * Port of #8878 for 1.19.2 (#8879)
Port of #8878 for 1.19.2 * Fix use of existing items in buildings when crafting (#8858)
Fixes a build error introduced by 4118e0b (bad import merge) Crafters will now recognise that they already have part of a crafting request in their building inventory instead of always demanding extra items from the warehouse. This fixes some commonly reported problems with Croptopia food crafting, among other things. * Pagoda and Caledonia adjustments (#8870)
Add the caledonia mineshafts Rescan of Pagoda, in particular the decorations * 'Fix' medieval alternative builder's huts (#8875)
Port of Adjust medieval alternative builder's huts #8874 * Fix ignoring of NBT on research costs for tools as well (#8855)
Fixes the research item cost checking so that it ignores NBT on items with damage bars as apparently intended. This does increase the risk that it might steal your enchanted or otherwise NBT-carrying tools, but it does still check for 0/matching damage so it won't steal anything that isn't fully repaired, so most in-use tools should be safe. This should fix an incompatibility with Apotheosis and Quark and similar mods that like adding extra NBT to otherwise ordinary tools. * Rework of caledonia (#8863)
Rework of caledonia (Thanks to Thaylar!): The Caledonia governor looked around and decided some changes needed making. The governor instructed the builder to rid the town of the trap doors the general citizenry loved to play with so much. The Enchanter, working with the governor, decided it was time for a remodel his interior. The Governor got tired of hearing the Doctor complain and built an entirely new hospital. The general citizenry was rather upset by the smell, but were greatly pleased when the Gravedigger climbed out of the new catacombs that had been dug. The Gravedigger apologized profusely and laid the citizens beloved departed to rest in proper graves. Through the Governor's extensive network of spies...uh Friends. A very friendly network. The Governor was able to entice an Alchemist and Netherworker to join the colony. The Governor also got tired of looking at the colony monument, and instructed the Mystic to move their table to more inconspicuous location. And last, but certainly not least, the Governor used a little extra tax revenue to build the colony a new Town Hall, befitting the glory and majesty of the Caledonia colony! Note for players when they update past the version where this get merged The following buildings may have issues due to moved hut blocks, so they may need to be deconstructed and rebuilt
Enchanter Hospital Mystic Site The following buildings may have issues because they got renamed, and may need to be deconstructed and rebuilt All alternate buildings (many got renamed from <building>alt to alt<building>) Some levelable decorations got renamed The following buildings got different dimensions, and might cause issues around the building The graveyard got a catacomb, so it got expanded downwards Review please * Fortress fixes in 1.19 (#8862)
Port of Fortress fix #8861 * Feature/map port (#8859)
First iteration of the colony map, displays buildings and citizens of the current colony, and surrounding colonies when zoomed out. Can be only accessed on the Townhall main-menu for now. Has map backbround
Example from a super large 300+ citizen colony (without minecraft map background, but good example of the huts and citizens, map background is enforced now) * Merge remote-tracking branch 'origin/version/1.19' into version/1.19 * fix 8832 (#8848)
Weirdly enough this is broken for forever. * Allow building search to also search for fields (#8847)
Right-clicking a field (scarecrow) item in air will also search for field blueprints. * hotfix * Schematic fixes in 1.19 (#8835)
Port of Schematic fixes #8834 * fix * Fix building advancements (#8842)
Fix inconsistency between datagen and output due to Two fixes #8748 manually editing output without editing code Advancements for buildings will now more reliably trigger, especially when building alternatives, since it now triggers on the default blueprint name and not the actual blueprint name. (Decorations continue to trigger on the actual name.) * Also audit block tags (#8843)
Adds block tag auditing to the crafting audit generator * Mechanic makes buttons (#8841)
Mechanic now makes all button types * Search for buildings (#8802)
Adds a building browser / search. With a hut block in hand, right-click in air: image After about 5-10s (might be faster/slower depending on CPU, disk, and number of installed style packs) it loads: image This shows the style pack, path, size, and level of all blueprints containing that hut. Main building blueprints are in black Parent building/deco blueprints (i.e. those that have that hut as a child) are in green. Invisible buildings are hidden (in survival) or shown in blue (in creative). The search is carried out purely client-side. The search is cached (per login session) so if you reopen the window (even for a different hut) it will load immediately, but after logout it will take time the first time you search again. This does mean that (unlike before caching) it won't update with recently-scanned buildings, but that's probably no great loss. * not so many dessert raids (#8830)
Stop raiding constantly in the desert * Don't target invisible citizens. (#8829)
Prevents raiders and regular mobs from targeting invisible citizens. This is mostly intended to avoid targeting a netherworker who is "away", but it seems reasonable to avoid targeting anyone affected by an invisibility potion too. (Perhaps a research could make druids do that deliberately in the future.) * add recovery, fix toolreq on remove (#8827)
Hotfix issue with deco controllers Hotfix issues with tool usage on remove * Pagoda fixes (#8825)
Port of Asian fix #8824 Add back the Wisteria garden to Pagoda. It looks like it vanished during the port to the new style pack structure. Please let me know if it was omitted for a good reason! * fix * Merge remote-tracking branch 'origin/version/1.19' into version/1.19 * More stats, more info (#8819)
Make stats a scrolling list Add dropdown to select different time intervals Add 4 new stat types Fix builder stat * bump structurize, fix deco controller saving & sync * Add colony reclaim command * Schematics in 1.19 (#8818)
Port of Schematics #8817 * Check level 1 for rotation if there's no level 0 (#8811)
Check the level 1 blueprint to determine rotation if a level 0 is not found. * Schematic fixes and additions in 1.19 (#8813)
I noticed that the path changed after scanning a building which had a path already. Most medieval birch stone smelters now have a path like "stonesmeltery1.blueprint", instead of "craftsmanship/masonry/stonesmeltery1.blueprint", as the path in the hut block's nbt data changed to the former one during scanning (I needed to scan those twice, as I realised I forgot something after scanning those in) I'm not sure whether that is intended or harmful. If so, I would need to paste and fix those buildings again, and probably do the same for any future buildings that need fixing * Feature/perf (#8801)
Fix insane paper request rate Remove unnecessary vanilla calls Reduce some tickrates Some additional caching * Schematic fixes and additions in 1.19 (#8804)
Port of Schematic fixes and additions #8803

