File Details
minecolonies-1.19.2-1.1.170-RELEASE-api-sources.jar
- R
- Sep 25, 2023
- 663.11 KB
- 23
- 1.19.2+2
- Forge
File Name
minecolonies-1.19.2-1.1.170-RELEASE-api-sources.jar
Supported Versions
- 1.19.2
- 1.19.1
- 1.19
Curse Maven Snippet
Minecolonies Changelog
Version: 1.19.2-1.1.170-RELEASE
Required Dependencies:
- Structurize: 1.19.2-1.0.630-RELEASE (or above)
- Multi-Piston: 1.19.2-1.2.21-ALPHA (or above)
- BlockUI: 1.19-0.0.64-ALPHA (or above)
- Domum Ornamentum: 1.19-1.0.76-ALPHA (or above)
Optional Dependencies
- JEI: 11.1.1.239 (or above)
- Journeymap: 5.9.7 (or above)
Changes:
- fix compile error
- Add better raid statistics, add command which prints colony stats for the event (#9395)
Adds better raid stat history and a command to display colony statistics needed for the raid event * Minecolonies Original fixes in 1.19 (#9398)
Fix the oakwallstairs3 having an invalid anchor Fix the skeleton skull in the mechanic's hut Fix the dimensions of the sifter's hut Escape artist fixes for the cowhand's hut * Urban Savannah and Nordic Spruce additions in 1.19.2 (#9400)
Urban Savannah: Reworked fields, including a new sloped field Plantation fields Two new alternate residences Nordic Spruce: Plantation fields * Work overlays (#9310)
Prevents the quarrier being auto-hired before the quarry is built (since you can't access the Manage Workers button before then anyway). Holding shift while wearing Builder's Goggles also shows the current block that the builder/miner/quarrier is working on. This can help watch their progress, or find where they're stuck. It won't show every block due to sync delays, but it should still give you a reasonable idea. The idea is to in future extend this to other kinds of worker progress, such as tracking the forester tree while holding a forester tool. Adds a hotkey (disabled by default) that toggles the goggles -- while still wearing them, they won't show the blueprint preview, but will still show the boxes. image The current state is also shown in the goggles icon and tooltip -- the tooltip also now hints that it shows previews, for the people who take the lore text too seriously. This toggle also affects the neighbour rendering (even if you're not wearing goggles), but "toggle goggles" sounds funner. The state is deliberately non-persistent; it will reset to showing the blueprints each restart (but not reconnect). Fixes some internal state tracking for work orders (quarry orders especially) and makes the previews update faster when starting/cancelling a work order. Pre-existing quarry builds won't track active position as a result of this; you'd need to cancel and restart the work order, e.g. by firing the quarrier from the quarry and re-assigning them. Fixes an exception in the nearby-neighbours preview in a particularly weird edge-case. * Fix research citizen cap addition (#9364)
Added a new effect strenght level to citizen cap of 25, this is so the "relative" changes in the UI aren't messed up Text in the research is set back to "by", indicating relative change. Effect strenghts for researches have been shifted by 1, so that researches will not pick the correct level in the future. * Barracks fix in Minecolonies Original in 1.19 (#9388)
Fix the barracks towers not being able to be upgraded in Minecolonies Original * improve citizen death messages (#9373)
Improves citizen death messages. Previously, there were often death messages like "The citizen Exa M. Ple died at 100 100 100 of outOfWorld!", these now look like proper vanilla death messages. This is done by using the vanilla method for getting death messages (citizen.getCombatTracker().getDeathMessage()) and then modifying that method's result as needed. In order to achieve this, EntityCitizen received a custom combat tracker (CitizenCombatTracker) that handles the names correctly where needed. Removes the punctuation at the end of death messages. It is inconsistent with vanilla's and basically any other mod's death messages, and it causes problems here when trying to add punctuation with the citizen death message handling. * Minecolonies Original, Colonial, Fortress and Desert Oasis fixes in 1.19.2 (#9380)
Minecolonies Original:
Removed the second nether mine I accidentally added during the rework, and rescanned the existing one instead
Fixed the height of several Minecolonies Original buildings
Note that the Crusher seemed to pasted with the wrong height while delevelling, so levels 3 and 4 still seem to be missing part of their roof (that is because they are, on the schematic server)
Rescanned everything to fix infested blocks
Colonial:
Fix groundlevel tag of the crusher
Fortress:
Fix the pen of the chicken herder
Desert Oasis:
Herder fixes to avoid escape artists
* Fix enablecitizenvoices not having any effect. (#9384)
Fix enablecitizenvoices not having any effect * Patreon request * adjustments (#9360)
Update rack content rendering Fix racks showing up in scan tool * Fixes for Medieval Oak, Minecolonies Original and Fortress and plantation fields for Spacewars in 1.19.2 (#9365)
Medieval Oak Move the archery in its proper folder. The one in education has been tagged invisible, so it doesn't show up anymore, confusing players Minecolonies Original Fix the decoration controllers in the Windyhill player house Fortress Make the mineguard invisible (as it is a child building of the mine) Spacewars Plantation fields Including the cultivation facility (consisting of 5 different plantation field schematics) * Fix AI errors for jobs not assigned to buildings (#9377)
Jobs require a building to work, if a citizen is loaded with a job but without the building the job is removed * arrow improvements (#9362)
Make custom arrows not load Small performance improvement of custom arrows Despawn faster when in ground * compile fix * Add basic blocks to Stonemason for DO (#9338)
Add a small number of blocks that are always accepted for DO ingredients to Stonemason * Fixes (#9356)
Cook shouldnt hand out food to workers that are working (e.g. passing guards or couriers) just because they got low enough saturation for a handout Workers will continue eating until full * Rework of Minecolonies Original in 1.19 (#9354)
Rescan of everything in Minecolonies Original A few command blocks were already set up for scanning wall and rails decorations, which weren't in the mod yet. I didn't know whether these were old (and removed since), or new-ish (and have not made it into the mod until now). I included those in the PR as a separate commit. * Sev fixes (#9351)
Fixes issues with request loops and simplifies the code Fixes issues with no update packages after login * Fortress spam fix, Plantations (update for Jungle Treehouse and new for Shire) (#9352)
Adjustments/fixes to Jungle Treehouse plantation fields New Shire plantation fields Solve the rotation spam about the fortress mineguard not being found