File Details
minecolonies-1.18.2-1.1.149-RELEASE-javadoc.jar
- R
- Sep 5, 2023
- 9.13 MB
- 216
- 1.18.2
- Forge
File Name
minecolonies-1.18.2-1.1.149-RELEASE-javadoc.jar
Supported Versions
- 1.18.2
Curse Maven Snippet
Minecolonies Changelog
Version: 1.18.2-1.1.149-RELEASE
Required Dependencies:
- Structurize: 1.18.2-1.0.424-ALPHA (exactly)
- Multi-Piston: 1.18.2-1.2.7-ALPHA (or above)
- BlockUI: 1.18.2-0.0.55-ALPHA (or above)
- Domum Ornamentum: 1.18.2-1.0.41-ALPHA (or above)
Optional Dependencies
- JEI: 9.5.3.163 (or above)
- Dynamic Trees: 0.11.0-Beta4 (or above)
- Journeymap: 5.8.0beta11 (or above)
- Dynmap: 3.4 (or above)
Changes:
- Add moobien visitor
- rem
- copy over changes
- raid fixes (#9250)
Properly flip around params Also clean up some of the port related changes to use BlockPos only now and make it cleaner Have a couple more potential retries * hotfix 9223 * proximity fix (#9227)
TP first check on directly adjacent manhatten for value * fix port * fix 9224 (#9225)
Fix teleporting, fix crafting, improve proximity pathing * Small fix (#9212)
Fix interaction cancellation Fix indent Improve craftign code Improve dumping code * fix qty * Create jmwarrior (#9186)
Create jmwarrior visitor * New visitor * fix 9175 (#9198)
Fixes an issue with recipe sbeing improved beyong limit Makes crafters dump if they got unrelated stuff in their invs * allow build again * Fix a stair staying upside down while upgrading the medieval dark oak alternative restaurant to level 3 (#9193)
Fix a stair staying upside down while upgrading the medieval dark oak alternative restaurant to level 3 * double hotfix * hotfix 9188 * Fix the multipiston in the Spacewars townhall level 3 (#9172)
Fix the multipiston in the Spacewars townhall level 3 Also add sit tags to the town hall * AI update #1: (#9170)
Allow more dynamic update delays for ai transitions Simplify statemachine tick rates to be simple counters Removed config for AI tickrates due to player confusion/frequent misuse and not being necessary due to low impact * Close some doors (#9166)
Close doors in the fortressalternative citizen's hut and guard tower * not needed anymore (#9160) * Revert rework of birch in 1.18.2 (#9152)
Revert birch's rework. It turned out to be 1.19 only (due to needing 1.19 blocks) * Add Raider's Bane description (#9146) * Schematic fixes and reworks in 1.18.2 (#9142)
Fix block blocking a bed in the medieval spruce alternative citizen's hut Fix the sign in the spacewars vertical mineshaft Rework of birch, part 3 Fix the birch fisher's hut needing barrier blocks * Implement tooltip for pickup requests (#9140)
Backport of Implement tooltip for pickup requests #9134 * Revert "UX improvements for scepters (#9096)"
This reverts commit 2d36e3321adf0db259c619b6a9a1d7571c8fe5ca. * fixes * fix settings derp (#9133)
5eVInPTzdeYO4oVFaksU * UX improvements for scepters (#9096)
Fixes hut settings values not syncing if already received e.g. two officers are logged in and at the same colony. One changes the settings on a hut. The other will only see the old settings forever, until they relog or otherwise manage to completely clear their local colony view (leave the border and return?). this also meant that settings changes made by the server itself did not sync to client until relog (or otherwise first colony sync). now, there will still be a little lag (it will wait until next view resync) but the current values will be synched too. Beekeeper tool now shows a red box around the associated apiary hut, as a reminder of which one it is editing (in case you keep it around, or otherwise forget). Forest tool now does the same for its respective forester hut. Several additional usability improvements for the forest tool, based on user feedback: The tool will no longer vanish itself on second click of the same block. While I couldn't personally reproduce accidental double-clicking, this does seem to be a thing that gets reported from time to time, and with the new box rendering in particular it's very inconvenient if the tool spontaneously vanishes. Now, when you're done with it, you just need to throw it away. Or you can stash it somewhere (item frame in the hut?) until next time if you really want. On obtaining a tool from a never-before-set hut and clicking a single point, it will not show a box stretching off to 0,0,0 for the other corner any more, but instead wait until you've set a second point before showing anything. Previously, with each fresh tool, you had to click two opposite corners before it would save anything (even if it was still showing a box from a previous setup -- though the chat messages did make this clear). Now, it will save changes whenever it has two corners, regardless of whether these were new or old. Whenever it saves new corners for the zone, it automatically enables the zone re... * hotfix 9124 * make sure raids do not choose a spawnpoint in another colony (#9113)
-make sure raids do not choose a spawnpoint in another colony * make sure citizens default to standing pose (#9107)
-make sure citizens default to standing pose on load * 1.18.2 Sandstone and Medieval oak schematic fixes (#9114)
Fix the pens in the sandstone herders Fix the medieval dark oak mineshaft's t-junctions being dark, due to missing torches * 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. * Don't require hut-yoyo when gathering items (#9087)
Removes the requirement for the builder (or anyone) to revisit their hut block in between gathering each item type. Instead, they can go directly to the rack containing the item, then to the next rack for the next item. This "fixes" most of the annoyance with the medieval builder, since their racks are a long way away and up or down stairs from the hut block. They will still be a bit derpy, since they might decide to pick up an item from upstairs, then downstairs, then upstairs again. But that's less terrible than having to go up/downstairs for each and every different item type regardless. They will still have to go to their hut block at other times (such as waiting for requests, or when starting a job), just not quite as frequently. They will also still return to their hut block first when returning from the work site (due to passing through INVENTORY_FULL) first, to drop off dirt blocks etc collected from the site. Review please (could port)
I've only tested the effect of this with the builder, although it will affect others. I don't anticipate it will cause any significant issues though, as the racks will typically be in the vicinity of the hut block anyway, so it will still require some kind of pathing. * Schematic fixes and reworks in 1.18.2 (#9088)
Fix the carpet in the jungle player's house Rework of birch (up to and including barracks) * Fix ladders and shingles in the nordic mystical site (#9071)
Fix ladders and shingles in the nordic mystical site * fix compile errors * Research and fuel now work in lan worlds (#9065)
Research and fuel now work in LAN worlds * Fix eating interaction exception (#9070)
Fix eating interaction exception Make guards start working immediately, but have them patrol to their home next * Add 4 builder statistics (#9067)
Adding 4 builder statistics
Build built Build upgraded Build repaired Build removed * Stripped EXIF Data (#9055)
No actual changes, just stripped excess data from the textures. * Schematic adjustments in 1.18.2 (#9059)
Fix the multipiston in the spacewars warehouse Fix the bushes in the medieval oak town center to be persistent * 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.) * port adventure token hiding * 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 1.18.2 (#9039)
fortress: Fix open door in house incan: Fix suffocations issues in the shepherd's hut Mitigate issues with citizens waking up on the roof in the citizen's hut * two small fixes (#9047)
Something on minecraft side made citizens only tick half as often Guards shouldnt stop on bump, bad idea during battle * hotfix 9020 * Small fixies (#9019)
Dont allow breaking doors when configured off Better request displaying * 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 * Fix sleeping AI (#8985)
Fix sleeping AI to no longer update state during movement * Rack fixes in 1.18.2 (#9005)
"Backport" of Rack fixes in 1.19.2 #9003 * 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. * Fix water level in the nordic bridge schematics (#8999)
Fix of the nordic bridge schematics * New Nordic supply ship (#8991)
New Nordic supply ship Rescan of Nordic supply camp * Revert "Update Book Textures and Hut Models (#8934)"
This reverts commit 0e5e861882480d927a2dec8a6d1299a2434cbd14. * fix 8740
Fix Request Issues * 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. * 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 * Add the last two lanterns that were missed last time (#8974)
Add the last two lanterns to the medieval oak warehouse that were missed last time * 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 * Update Book Textures and Hut Models (#8934)
Update book textures to fit the vanilla style better Updated the Enchanter hut block to use vanilla textures for the cloth Replaced book textures on all models that use them (except the School, Imri is doing those) Updated cloth-diamond.png to use vanilla textures Optimised University hut model by simplifying book models * Medieval fixes and additions (#8951)
Fix the lanterns in the medieval oak and birch warehouses Add the medieval spruce alchemist tower and nether worker * Merge branch 'version/main' into version/1.18.2 * tiny rename and tiny check (#8944)
Small double check to avoid crashes with corrupted beds Small rename Small fix for RS issues * Fix glitched racks in the fortress warehouse (#8935)
Fix glitched racks in the fortress warehouse * New eastasian style * Fix npe (#8932)
-Fix postbox/stash npe * hotfix * Feature panel handling (#8889)
Fix panel handling of pathing more with closed panels Also add an extra condition to the forester * Fix/rack adjustments (#8925)
Fix Rack Handling * port * 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 guard scepter message formatting (#8926)
Fixes formatting of guard scepter position messages * 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
- hotfix 8920
- Fix the upside down stairs in the medieval spruce university and medieval warehouses (#8914)
Fix the upside down stairs in the medieval spruce university and medieval warehouses Thanks to Mirality for explaining the issue and suggesting a fix * Add safeguards to colony tick (#8909)
-Add safeguards to colony tick * 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 * 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 1.18 (#8891)
Make leaves in the darkoak graveyard persistant Fix blocks blocking the access to a bed in the level 4 medieval dark oak residence * TeamCity change in 'Let's Dev Together / Minecolonies / Release' project: build features of 'Release' build configuration were updated * TeamCity change in 'Let's Dev Together / Minecolonies / Beta' project: build features of 'Release' build configuration were updated * TeamCity change in 'Let's Dev Together / Minecolonies / Alpha' project: build features of 'Release' build configuration were updated * better attempt (#8888)
If we don't run the other complete actions it will just loop * hotfix * Added datapack for indian names for citizens (#8873)
Added data pack for citizen names of Indian names * Fix/8877 (#8878)
Town hall window no longer shows colony name + level Logic was changed up a little bit so that the abstract window is not responsible for selecting how to pick the town hall name * 'Fix' medieval alternative builder's huts (#8874)
Make it easier to break the hut blocks in the basement of the second building, as they won't get replaced anymore during upgrade (but existing ones will stay). (That is how people get advised to solve the very slow builders in the medieval alternative builder's huts) * Fortress fix (#8861)
Fortress mushroom farm fixes: fixed missing redstone added deco controller to front set groundlevel tag Fortress mine fix: Fix ladders popping while upgrading to higher levels * 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 * 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) * fix 8795 (#8850)
Enchanter stops requesting tomes when recipe disabled. Enchanter only crafts in the afternoon (fix weird issue with this being at night) * Schematic fixes (#8834)
Fortress Fix double ground tag in mine Fix plantation fences Incan Fix groundlevel tags Medieval Fix hoppers giving trouble underneath the crushers' hut blocks * fix * Feature/perf (#8801)
Fix insane paper request rate Remove unnecessary vanilla calls Reduce some tickrates Some additional caching