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MineColonies

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

File Details

minecolonies-1.20.1-1.1.240-RELEASE-api-sources.jar

  • R
  • Oct 15, 2023
  • 664.71 KB
  • 24
  • 1.20.1+1
  • Forge

File Name

minecolonies-1.20.1-1.1.240-RELEASE-api-sources.jar

Supported Versions

  • 1.20.1
  • 1.20

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:minecolonies-245506:4800002")
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

Minecolonies Changelog

Version: 1.20.1-1.1.240-RELEASE

Required Dependencies:

  • Structurize: 1.20.1-1.0.648-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:

  • Fix Desert oasis main shaft torch locations [1.20] (#9462)

Fix Desert oasis main shaft torch locations * Desert Oasis fixes in 1.20.1 (#9464)

Port of Desert Oasis fixes in 1.19.2 #9463 * Various fixes in 1.20 (#9468)

  • Fix typo in bug report

  • Fix the spear's death message

  • Next gen raid fix (#9466)

Fix raids happening each evening Improve colony exception messages Add command to list all raids that happened * skip if unemployed. * Fix Shipspawn (#9456)

Ships now spawn properly again * Add torches to Desert Oasis miner main shaft (#9460)

Add torches to Desert Oasis miner main shaft [1.20] * allow turning off ships in command (#9452)

Add allow ship param to raid ocmmand * raider fixes (#9453)

Make our entities ignore cramming, as they already resolve collisions themselves Fix raiders not spreading out again after stacking up for a bit Fix raiders doing friendly fire damage Fix colony npe when a citizen has a job but not a building Add average building colony level to the stats command Fix raiders constantly moving too fast, they now get a speed boost while far away from the colony * raider fixes (#9451)

Fix raider waypoint loop Avoid using guarding guards as helpers when outside their combat area Increased knight enemy detection range to be on par with archers Fix guards regen health in combat under some conditions * Improve (#9450)

Make spears timeout faster and non-persistent Add break block to include blocks they are standing in Avoid no timeout to next action if both rand bool return false. * hotfix * Add Block Hut name to the description. (#9439)

Added hut name to the hint pop-up * Support for lucky ores by mine level (#9371)

Added Option to append hashtag followed the mine level to luckyOres If present only the blocks with the Level of the mine are created When a level has no configuration the first configured level is taken (first any block without. If there is no default config, the next higher level is used) * Add new placement handler for removing infested blocks from schematics during anything other than schematic paste (#9387)

During placement of schematics, infested blocks are converted to their "host" blocks. Scan tool will still list infested blocks. "Schematic paste" handler will also keep infested blocks, "Constructed" and "Assign to builder" will not. * Fix Alex's Mobs Lasso breaking when lasso-ing citizens [1.20] (#9431)

Changes the logic in the ChunkCache to not be side dependent anymore This did create a change in the chunk loading logic, where the ServerChunkCache attempts to do a blocking load, but considering that there is a chunk load protection around the method, that seems a non-issue to Mirality * small chance to do equipment update (#9426)

Do some additional equipment updates for guards * Fix how research requirement dividers are rendered [1.20] (#9422)

Removes the unneeded separator between building and item requirements, due to item requirements being aligned to the right Improves the iteration over requirements by only loading the list of requirements once * Jungle Treehouse, Minecolonies Original, Medieval and Desert Oasis fixes in 1.20.1 (#9425)

Jungle Treehouse, Minecolonies Original, Medieval and Desert Oasis fixes in 1.20.1 * Increase the maximum tolerated claim radius for colonies, in case of specific sizing needs (#9438)

Increases the upper limit for the maxColonySize configuration to 250 (5x increase) * Update rendering of max citizen count in research tree (#9444)

Updates the research texts to an absolute value once again, easier to see what the actual value will be (without having to internally think of the +25) Text will also indicate when the value of the research goes beyond the citizen limit, at which point the citizen limit from the configuration will be shown, as well as the original value, plus text stating that it is lower due to configuration limits * Fix archers not getting hired from archeries. (#9446)

Fixed faulty ModJobs comparison for archers Renamed the ModJobs entries for archers and knights and their training variants so the naming schemes make sense. * make cook not quick resolve requests (#9447)

Allow to bypass building resolver * hotfix entity type check * Fix odd matching and issues with item overriding (#9440)

Add enchantments to the equality rule Make sure items don't stack together when sorting * Hotfix null (#9433)

Hotfix possible NPE in forester scepter * Forbid dyer from improving recipes (#9435)

The Dyer's Hut can no longer improve any recipes at all, regardless of reduceable tags. Almost all of their recipes are either of the form "N dyes in -> N dyes out" or "N items + 1 dye -> N similar items" (the latter most commonly with terracotta and stained glass), such that they're easily susceptible to positive feedback loops if allowed to reduce, since they can be chained together. This will not remove any already-improved recipes in existing colonies, but it will prevent further improvements. * hotfix null checks * hotfix derp * handle this #9417

Consume on minecol side * improve unstuck raiders (#9418)

Fix ladder placement Fix block breaking Speed-up unstuck for raiders a bit * Double check building boundaries on placement (#9413)

Properly check blueprint boundaries before allowing placement * hotfix * fix javadoc * Better nbt matching (#9405)

Base our nbt comparisons on the creative inventory setup of minecraft. For minecraft and minecolonies & dep items. -> Special Rules

DO-Items pull their tags from their components. Banners opt out from it. * Few raid improvements (#9412)

Add officer command now also adds as important packet receiver Raiders now spread into bigger groups and spread out less Raiders now spawn less far away Guards get alerted when a nearby building is visited by raiders Pathing cost for doors and other toggleables increased Fix gates not counted as door for vanilla break AI * Some raid fixes (#9408)

Guards fight when attacked even when sick or hungry Guards go to the hospital sooner when sick (directly when not attacked) Fleeing, doesnt wait each time for a hit, they do it a bit distance based Raid command doesnt let amazons slip through Raid command ignores config Cook stops giving food to visitors. * fix 8795 (#8850)

Enchanter stops requesting tomes when recipe disabled. Enchanter only crafts in the afternoon (fix weird issue with this being at night) * fix 9372 (#9394)

Small refactor of an odd file Fix issue with reconstructed buildings not doing the necessary lifting This builder repositioning code was weird, this looks more sane * Schematic fixes in Medieval Spruce, Minecolonies Original and Desert Oasis in 1.20.1 (#9407)

Port of Schematic fixes in Medieval Spruce, Minecolonies Original and Desert Oasis in 1.19.2 #9406