MineColonies

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

File Details

minecolonies-1.20.1-1.1.117-RELEASE-api.jar

  • R
  • Aug 28, 2023
  • 949.28 KB
  • 23
  • 1.20.1+1
  • Forge

File Name

minecolonies-1.20.1-1.1.117-RELEASE-api.jar

Supported Versions

  • 1.20.1
  • 1.20

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:minecolonies-245506:4725687")
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

Minecolonies Changelog

Version: 1.20.1-1.1.117-RELEASE

Required Dependencies:

  • Structurize: 1.20.1-1.0.627-BETA (or above)
  • MultiPiston: 1.20-1.2.30-ALPHA (or above)
  • BlockUI: 1.20-0.0.84-ALPHA (or above)
  • Domum Ornamentum: 1.20-1.0.104-ALPHA (or above)

Optional Dependencies

  • JEI: 15.1.0.19 (or above)
  • Journeymap: 5.9.8 (or above)

Changes:

  • new pr template (#9330)

New PR template * Colonial fix and Jungle Treehouse addition in 1.20.1 (#9335)

Port of Colonial fix and Jungle Treehouse addition in 1.19.2 #9334 * Fix not catching all errors (#9337)

Catch all throwables during creative tab errors, to include class def not found errors * hotfix derps! * fix javadoc =D * Avoid loading chunks on access (#9325)

Avoid loading chunks on access Improve permission checks * Playerhouse fixes and Cavern and Warped Netherlands tweaks in 1.20.1 (#9323)

Port of Playerhouse fixes and Cavern and Warped Netherlands tweaks in 1.19.2 #9322 * improvement on content rendering (#9324)

Improve content rendering to take amount into account * Make plantation field browsable (#9321)

Makes plantation field blueprints browsable. * Fix for planter requesting infinite items (#9317)

See #9316 * Tweaks in Caledonia and Cavern in 1.20.1 (#9313)

Port of Tweaks in Caledonia and Cavern in 1.19.2 #9312 * Fix serialization (#9314) * Colony fixes (#9309)

  • Add zero chunk claim debug logs Fix double colony creation Adjust claim info command to always return the selected chunk Fix zero chunk claims happening
  • hotfix sync issues in smp
  • hotfix sync issues in smp
  • hotfix owner restore
  • Fix citizen fps impact (#9307)

Fix entities frequently resetting texture causing a big impact on fps Fix null/nonexisting owners crashing, set to abandoned instead Update structurize to the fixed version * hotfix * scan feature 1.20 * New audio (#9296)

Add new audio setup Adjust datagen to it New visitor New Patreon pattern * Feature/plantation fields 120 (#9302)

Plantation fields update to 1.20. * hotfix typo (#9306)

Fix forge version * Enable minecolonies to run on both newer forge and neoforge (#9305)

Allows loading minecolonies on both neoforge and newer forge versions Temporarily removed the entity size event * add visitor * add exception here * stage * just another rack fix * Cache test (#9300)

Improve 1.20 startup time * Improve statistics manager serilization (#9285)

Improve statistics manager serilization Add better safeguard against pirates spawning without water Stop citizens from regenerating health from food during fighting Avoid marking citizen data dirty when health changes Review please * hotfix * Fix/#9286 (#9292)

Fix sleepign for kids Add a crash fix * Updates for Pagoda, Caledonia, Cavern, Jungle, Urban Savannah and Medieval Oak in 1.20.1 (#9294)

Port of Updates for Pagoda, Caledonia, Cavern, Jungle, Urban Savannah and Medieval Oak in 1.19.2 #9293 * hotfix * new visitor * Add colony chunk status command (#9298)

Add a command to display a colonies loaded chunks and the tickets keeping them loaded Improved rs hotspot a bit * Custom quarry shafts (#9244)

Shrinks the building path font size in the building browser (right click hut block) to make longer path names easier to read. Adds support for multiple custom quarry shafts (rather than using a single fixed path for each quarry type): By default, it will look for a name matching the name of the quarry building: infrastructure/mineshafts/simplequarry1.blueprint => infrastructure/mineshafts/simplequarryshaft1.blueprint infrastructure/mineshafts/mediumquarry1.blueprint => infrastructure/mineshafts/mediumquarryshaft1.blueprint infrastructure/mineshafts/fancyquarry1.blueprint => infrastructure/mineshafts/fancyquarryshaft1.blueprint infrastructure/pitofdoom.blueprint => infrastructure/pitofdoomshaft.blueprint some/other/folder/bighole1.blueprint => some/other/folder/bigholeshaft1.blueprint It's legal to have the quarry in any folder. It's legal to have it with or without the 1 at the end (provided it's consistent). It's not legal to have a different number at the end. It's probably still recommended to keep the 1 at the end -- I think the neighbour rendering possibly among other things might be annoyed if it's omitted. Though it does build ok otherwise. As an extra bonus, it's possible to put a special tag onto the quarry hut block itself: infrastructure/mineshafts/simplequarry1.blueprint with shaft=foo => infrastructure/mineshafts/foo.blueprint infrastructure/simplequarry1.blueprint with shaft=hole1 => infrastructure/hole1.blueprint infrastructure/simplequarry1.blueprint with shaft=decorations/pit_c => decorations/pit_c.blueprint If you omit the /, it will look in the same folder. If you include it, it will look in that absolute folder (not relative). You can't use \ in the tag. It's legal for the shaft to not have a 1 at the end when explicitly named like this. This is technically a behaviour change that could potentially break existing style packs -- however at least all the in-mod packs use the default quarry building na... * up struct * Setup rack specific content rendering (#9267)

Racks now render the display content according to their real content Racks with only items, will render a lot of barrels on them * Add moobien visitor * Fix default style pack selection in townhall [1.20] (#9276)

Fix default style pack selection in townhall * Stop thinking everything is a hoe, part deux (#9289)

Closes #9283 Closes discord report * Fix mine sign handling (#9290)

Makes mine level signs work again. Probably won't fix existing levels. * Flee fixes (#9271)

Fix guards fleeing when hit Make citizens prefer fleeing towards their colony * Fix visitor entity no longer ticking [1.20] (#9274)

Fix visitor entity no longer ticking * Fix guards not getting sick (#9277)

Fix guards not getting sick Fix citizens bumping in sleep * limit forge version to working ones (#9265) * Hotfix npe * Rework of minimal AI's and citizen's desired activity (#9214)

Rework of our seperated smaller AI's: Eating, Sick, Sleeping, Wander, Flee and Mourning They are now integrated together in a statemachine, instead of each having their own, to allow better communication inbetween and avoids the external synchronization via citizen desired activities which frequently caused clashes between the minimal AI's and their conditions. * Events for Dynmap implementation [1.20] (#9241)

1.20 port for #9240 * Wooden player house fix and Jungle Treehouse addition in 1.20.1 (#9260)

Port of Wooden player house fix and Jungle Treehouse addition in 1.19.2 #9259 * Revert "build now"

This reverts commit d2bdbd4c0aa3809bc3a1fa166f6aadd404eb62af. * build now * TeamCity change in 'Let's Dev Together' project: runners of 'Build' build template were updated * TeamCity change in 'Let's Dev Together / Minecolonies / Branches' project: runners of 'Build' build configuration were updated * TeamCity change in 'Let's Dev Together / Minecolonies / Branches' project: runners of 'Build' build configuration were updated