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MineColonies

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

File Details

minecolonies-1.20.1-1.1.430-RELEASE-javadoc.jar

  • R
  • Jan 16, 2024
  • 10.19 MB
  • 8
  • 1.20.1+1
  • Forge

File Name

minecolonies-1.20.1-1.1.430-RELEASE-javadoc.jar

Supported Versions

  • 1.20.1
  • 1.20

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:minecolonies-245506:5036024")
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

Minecolonies Changelog

Version: 1.20.1-1.1.430-RELEASE

Required Dependencies:

  • Structurize: 1.20.1-1.0.662-BETA (or above)
  • MultiPiston: 1.20-1.2.30-ALPHA (or above)
  • BlockUI: 1.20.1-0.0.101-ALPHA (or above)
  • Domum Ornamentum: 1.20-1.0.150-BETA (or above)

Optional Dependencies

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

Changes:

  • hotfix construction tape
  • refactor colony chunk cap access (#9700)

Use utils to check the chunk status of a colony instead of doing it directly over the cap Replace 0 with the NO_COLONY_ID constant * Config settings rework/cleanup (#9699)

-Reworked a bunch of server configs removing older settings/settings that arent modifyable by players -Construction tape, Enter/Leave colony messages moved to the townhall instead and apply per colony now * some chat handling (#9705)

Re-add missing chat Limit some chats to small citizen counts Don't double print on death * add null check (#9704)

Null check * add undead visitor * Fix resource scroll crash (#9701)

Reoriented some of the logic so no crashes occur on the client side * Feature/intro quests (#9690)

Removes old progression system and replaces it with a quest-based system. * Fix composted dirt not dropping [1.20] (#9632)

Fix composted dirt not dropping [1.20] * Fix crash when selecting warehouse in another colony using resource scroll [1.20] (#9500)

Fix crash when selecting a warehouse in another colony for a snapshot Extract logic for calculating snapshot to the item, not the window * Introduce placement handler for copper variants (#9648)

Introduce placement handler for copper variants [1.20] * Fix snowy graveyard (#9671)

The undertaker can now dig up replaceable() blocks when making a grave. Notably, this means that snow or tall-grass growth over otherwise empty grave sites will no longer treat the site as occupied. (Other blocks, including flowers, will still block a grave site.) An "enchantment" particle effect is now shown while the undertaker is waving their hands over the original grave (and they'll now face the grave while doing it, not pictured below) in an attempt to resurrect the citizen (since it was otherwise not obvious what they were doing). A heart effect will also briefly appear if they succeed. * Dedicated buildings 1.20 (#9653)

Consolidates "should try to auto-hire" logic to a single place, for convenience. Allows creation of "dedicated buildings" -- i.e. where only specific jobs are allowed. For example, a style might want to make separate blueprints for Miner and Quarrier -- while both are technically a mine hut, they will only allow that specific job. Using multiple alternates with descriptive names is recommended -- for example after clicking on a Mine with two alternates the player might then see a choice between: image Another example might be a dedicated building for a particular guard type, with appropriate decorations. To use, apply one or more tags directly to the hut block of the format job=<job>, where <job> is the internal id of the job (with or without namespace) that should be allowed. For example, the currently reasonable tags to use are: Knight: job=knight Archer: job=ranger Druid: job=druid Miner: job=miner Quarrier: job=quarrier It's possible to make it so that nobody can be hired there, if you mess up the tags. Don't do that. Also hide jobs that can't hire anyone (e.g. assistant cook before level 3), for consistency and reduced confusion. Adjusts the title of the Manage Workers screen according to the building name and dedication tags. Normal display (no tags, default name): image Custom display (no tags, custom name): image Dedicated display (single tag, default name): image Being silly (dual tag): image (not pictured) the dedicated jobs prefix still displays with a custom name, so you can end up with things like "Quarrier-only Quarrier" or "Quarrier-only Quarries-R-Us" too. * Update fields list visuals (#9693)

Modified "calcDirection" to return an enum, not a component, which allows for some more flexibility in comparison before showing the component Fields list of the plantation and farm have been updated with an improved loo * debug zero raider pathing (#9692)

Add debug to zero raider pathing * Better hire window sorting (#9691)

Improves hire window sorting to make their ordering a bit more natural. Now groups distance by grps of 20 blocks and sorts unassignable citizens lower. Also uses proper distances instead of cheap corner distances Removed recipe manager logging * Fix mending logic being applied correctly to all worn items (#9673)

Mending will take into consideration only damaged tools, and not find tools that are already fully healed Mending will now work according to vanilla logic, only applying to armor and tools in either main or offhand, not tools in any section of the inventory. * Switch free-form style in message utils to priority presets (#9662)

MessageUtils.with(style) has been removed, no longer allowing completely free customization of chat messages MessageUtils has a new priority enum that allows for rendering messages in 1 of 3 predetermined styles, to improve message consistency Normal messages have been changed to display in gray, to improve readability next to regular chat in multiplayer All usages have been updated * Rescan of Minecolonies Original and Colonial and Medieval Spruce and Darkoak fixes (#9698)

Minecolonies Original: Rescan, fixing missing blocks at level 5 Colonial: Fix the missing hut block in the alt residence Medieval Spruce and Dark Oak Fix the orientation of the back right barracks tower in the "regular" barracks, which was removing some blocks of its neighbor * Bayou player houses, Medieval, Minecolonies Original and Shire fixes and Shire additions (#9656)

Medieval oak Fix the stair above the door of the level 2 grachtenpand Medieval oak, spruce and birch Don't remove the chest from the town halls Minecolonies original Rebuild the minecolonies original alchemist's tower level 1, to avoid upgrading issues due to the anchor block not being on the same place Player houses: Fix the decoration controller of the Bayou player house Shire New builder's hut alternative, which has a smaller footprint but is deeper "Courier catchers" and fire protection fixes in the blacksmith's hut and smeltery * Multi-research (and crusher) (#9670)

Custom recipes may now depend (or restrict) on multiple researches, not only one. When multiple research ids are specified, the player must research all of them before the recipe is available. When multiple "not research ids" are specified, the player must research all of them before the recipe becomes unavailable. This might at first seem unexpected, but it simplifies the typical case of having "recipe 1" that is removed and replaced by "recipe 2" after completing a specific set of researches. This is intended for researches that are in separate paths -- there's no point conditioning a recipe on researches that are in the same parent/child chain -- you can just use the descendant research alone in that case. The crusher's deepslate to tuff and tuff to cobble recipes now respect the "Gilded Hammer" research. Removed unused NBT serialization factory for CustomRecipe. * Change base rate of AI updates to 5 ticks, to reduce overhead, AI actions still happen in the same frequency(with a lower limit of every 5 ticks) (#9680)

Change base rate of AI updates to 5 ticks, to reduce overhead, AI actions still happen in the same frequency(with a lower limit of every 5 ticks) Tickrate state machines now expect to be called at their given tickrate Fix crash with some modded bows Improve building full check speed Improve worldutil performance * Fix deco controller crash (#9681)

Fix deco controller crash * Make tool/armor names translatable and include netherite (#9684)

Make tool/armor materials translatable and include netherite * Make miner/quarrier/nether miner immune to magma block damage (#9688)

Magma blocks fall under a different damage type, which wasn't checked by the damage ignore, so hot floor has been added Rewrote ignores damage of all affected jobs to a reusable predicate (unsure of where to place this constant) * Update WorkerUtil.java (#9676)

Extra line needed for #9674 * Fix correct tool checks (#9674)

Correct tool checks verify if the tags NEEDS_DIAMOND_TOOL or NEEDS_IRON_TOOL are met by the tool tier, however our tool type checks always pass in wooden tools, causing the tool type to be empty, essentially stating the workers are unable to mine those blocks. * Add new brick blocks to path tag (#9669)

Add new brick blocks to path tag * Fix bread dough incorrect minimum building level tooltip requirement and plantation research textual fix (#9665)

Fixes plantation field research for nether fields to include all unlocked fields Fixes item tooltips with multiple recipes in the same building to only list the lowest possible minimum building level (and not all of them) * make mangrove roots compostable (#9666)

Makes Mangrove Roots compostable. They don't really have a use besides being used as fuel, so I figured making them compostable too would be a good idea. * Respect minimum animal count (#9663)

When breeding is off, avoids butchering entirely if already at minimum animal count for level. * Fix all compile issues (#9659)

fix wrong @NotNull or @Nullable annotations * Duplicate building error pos (#9667)

Add existing building position to error message when another cannot be placed * Window Hire Worker Reworked (#9658)

Rework Hire Window: -> Display distance to current home building -> Mention if unemployed (instead of no title) -> Make job list horizontal to have more space -> Remove hire warning and allow firing in automatic mode. -> Adjust colors to fit our other UIs, make the "show employed" an actual Yes/No instead of Y/N -> Sort by living distance * Add building stats (#9650)

Add building stats: Forester by log type, farmer by crop type, planter by crop type, miner by block type. Library paper/book consumption and intelligence levels gained. Fisher just total fish. * fix entity list message failing to handle (#9657)

fix entity list message failing to handle * Copy github templates from old main branch (#9655)

Fixes github templates after changing main branch. * Fix stream reuse (#9643)

Avoid using stream more than once. * Port work overlays (#9652)

Port work overlays * Change surnames and firstnames to Chinese characters (1.20.1) (#9564)

Add chinese character style nameset * Fix invisible tag ignored (#9637)

Fixes invisible tag ignored by building search. * Fortress and medieval spruce fixes in 1.20 (#9641)

Fix the fortress corner road schematics again Ensure the tags of the medieval spruce nether mine are set correctly * Cap data fixes (#9534)

Make RS write short ids instead of the long classnames for nbt saving Colony manager only saved in overworld cap now * Fix research cost list serialization in network buffers [1.20] (#9635)

Fix issues surrounding cost serialization to network buffers (and NBT) * solve 9553 * fix compile errors * add colonial, fix waypoint spawning in incan (#9612)

Worldgen colonial and fix incan waypoints spawning * fix pathing (#9627)

Fixes parsing of the argument expressions. Now the template quest actually doesnt appear anymore * Rework delete command so it's less complex to use (#9540)

Rework delete command so it's less complex to use * Prevent building upgrade fireworks from damaging nearby entities (#9448)

Fire fireworks at parent building y and only if can see sky * Research costs based on multiple items/tags [1.20] (#9491)

Research costs based on multiple items/tags * Herder improvements (#9625)

Herders now start breeding from the center and butcher from the outside, to reduce the likelyhood of reproducing animals outside the pen Butchering now also prefers animals which are under some kind of roof Added occasionally feeding animals * Prevent entities from pathfinding too far (#9629)

Prevent entities from pathfinding too far * also remove patches * copy over changes * TeamCity change in 'Let's Dev Together / Minecolonies / Alpha' project: runners of 'Release' build configuration were updated * TeamCity change in 'Let's Dev Together' project: runners of 'Build with Release' build template were updated * Minecolonies Original fixes and Colonial adjustments, fixes and additions in 1.20 (#9617)

Colonial: Residence and restaurant adjustments New alt residence and alt guard tower Fix the roof of the hospital Minecolonies Original: Fix the tags on the cocoa field * Fix incorrect byte ordering in assign field message (#9624)

Fix plantation field assignment * feature/settings-rework (#9621)

Some setting generics to allow getSettingOrDefault without optional unpacking * Fix missing settings (#9618)

Fix network errors not displaying Fix Hire fire message error Improve chunk claim error logging * fix import * Schematic fix for Fortress, and Colonial adjustments and additions in 1.20 (#9611)

Fortress: Port of Schematic fix for fortress in 1.19 #9610 Add racks to the fortress medium quarry Colonial: Residence and restaurant adjustments New alt residence and alt guard tower * Reworked modules (#9596)

Added a strong identity, grouping server and client module together, all are named and can be found in BuildingModules class. The new identity provides both network and saved data serialization ID's, and can be used to directly retrieve the modules of this type from a building. Network sync got adjust to use the modules identifiers Data save got adjusted to use the modules serialization key Add error logging to packet execution failures Fix a bunch of modules saving data on the same compound, potentially running into conflicts on same keys Fix Visitor messages error silently on network thread * Update JobNetherWorker.java [1.20] (#9575)

Let hot boots research apply to the nether miner too Vault teleport logic should use TeleportHelper * properly handle child adjustment, and drop gear on death (#9609)

Children when growing up should properly adjust dimensions/model When guards die, they drop their gear * Fix unselectable citizen style at the end (#9606)

Reduce the size of the citizen dropdown by 20 pixels so it fits within the container * fix/9595 (#9604)

Fix assignment of trainees (remove old job before adding new) * Fix thread blocking in miner during startup (#9590)

Avoids miner AI directly loading blueprints when Structurize is possibly not finished loading (which can block startup). * add patreon to namepool * Nordic Spruce and Urban Birch fixes in 1.20.1 (#9603)

Port of Nordic Spruce and Urban Birch fixes in 1.19.2 #9602 * new visitor * also hotfix netherminer duplication * hotfix * hotfix * Raiders search through buildings (#9509)

Use the right spawn event Make env damage 0 until they walked away Make raiders walk around in buildings after arrival for a bit. Make citizens hide when raiders pass through their colony. Make citizens stop hiding when the ship is defeated but didnt sail away yet Print a different message on mercy end. Dont crash on custom arrow injection * Several fixes (#9594)

Reduce noise volume to half of normal voice lines Fix issues with crafting recipe adding Fix jobs on stat page Fix way we handle container items. * Fortress and Cavern additions in 1.20.1 (#9592)

Port of Fortress and Cavern additions in 1.19.2 #9591 * Shire and Desert Oasis style fixes in 1.20.1 (#9584)

Port of Shire and Desert Oasis style fixes in 1.19.2 #9583 * Feature/townhall UI rework (#9581)

Move settings to main page

Move happiness to citizen page, rework citizen page and displayed info

Adjust happiness icons

Rework main page with new icons

Move permission events to permission page

Move alliance to its own page

Update views on newsub registration already

Move normal colony events together with workorders (one page less now)

Make all jobs in job stat list upper case first letter.

cleanup permission page

Fix an issue with highlightmanager

Fix issue with guard requests

Sorry for the Omnibus:

When raining, citizens go into wander AI and not sleeping AI. May go to library, townhall, tavern or home. * set default false * Update CreativeBuildingStructureHandler.java (#9571)

Update CreativeBuildingStructureHandler.java * add reset button and improve deco controller (#9550)

Add reset button to townhall styles Make deco controller omni directional make deco controller move closer to the block it is attached to visually Better guard armor handling Fix ladder issues fix 9482 * Fix creating plantation fields when creative pasting a plantation (#9567)

Creative pasted buildings are initially marked as deconstructed so the upgrade logic will be called * Urban Savannah and Desert Oasis fixes in 1.20.1 (#9563)

Port of Urban Savannah and Desert Oasis fixes in 1.19.2 #9562 * Fix type in manual_en_us.json (#9559)

small spelling fix for blacksmith description * bump structurize * Fix lucky ore parsing (#9555)

Fix lucky ore config parsing as suggested by Nullzee. Also fix the actual bug, which was causing it to pick only the first block every time. Also also fix it defaulting to the highest level instead of the lowest for any unconfigured levels. * Citizen armor rework (#9517)

Adds citizen armor inventory Add armor inv and citizen render to UI Adjust citizen inv serialization Move citizen armor storage to the new system. Small adjustments in Guard and netherminer AI for the armor handling * Raider/guard improvements (#9545)

allow raiders to walk through dangerous blocks Fix guards not fighting after fleeing(stuck in regen) Fix raiders not attackable from visiting players expose mutable pathing options of pathjob * Desert Oasis and plantation field fixes and Minecolonies Original decoration rework in 1.20.1 (#9548)

Desert Oasis and plantation field fixes and Minecolonies Original decoration rework in 1.20.1 * towntalk as curse dep * Downgrade template error to warning and hide unless auditing (#9541)

Hides the "no outputs" template error unless you're auditing (matching the other errors), and downgrades it to a warning. * hotfix 9544 * fix gui crash * Minecolonies Original, Nordic Spruce and Incan fixes in 1.20.1 (#9536)

Fix the Medieval Oak Minecolonies Original and Nordic Spruce gates to have multipistons Fix soul campfires blocking passage to the portal in the Incan nether mine * Settings views rework (#9493)

Settings views have been updated so the controls/inputs are on separate lines from the text itself Settings now always have a label above them to indicate what the setting is for, this was previously missing for a few settings (most notably the builder) Settings will (by default) no longer be hidden from the settings list, instead they will appear disabled, optionally also giving a reason as to why they are disabled (for example missing research, etc) Settings may still be hidden entirely by turning a different method it's return value to true, this is true for some settings like Dynamic tree compat for the forester, useful in case of dependencies on other mods Migration done from an existing colony against the current previous version, where parsing at least one setting of each setting type, all setting values retained properly * [ImgBot] Optimize images (#9538)

Your image file size has been reduced by 26% * Fix entity saving (#9537)

Fix entity saving * Citizen sync imp (#9515)

Add a few more citizen improvements for server performance Change citizen markDirty to markDirty(time) to allow a more on demand sync style by giving it ticks to update