MineColonies

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

File Details

minecolonies-1.20.1-1.1.563-RELEASE.jar

  • R
  • Apr 20, 2024
  • 63.32 MB
  • 200.0K
  • 1.20.1+1
  • Forge

File Name

minecolonies-1.20.1-1.1.563-RELEASE.jar

Supported Versions

  • 1.20.1
  • 1.20

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:minecolonies-245506:5276282")
Curse Maven does not yet support mods that have disabled 3rd party sharing

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Minecolonies Changelog

Version: 1.20.1-1.1.563-RELEASE

Required Dependencies:

  • Structurize: 1.20.1-1.0.718-BETA (or above)
  • MultiPiston: 1.20-1.2.30-ALPHA (or above)
  • BlockUI: 1.20.1-1.0.139-BETA (or above)
  • Domum Ornamentum: 1.20.1-1.0.184-BETA (or above)

Optional Dependencies

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

Changes:

  • add null check
  • [ImgBot] Optimize images (#9920)

Optimize images

  • Polymorph-like support for teaching crafting (#9907)

Adds a button to the crafting teaching window to switch output items if there are conflicting recipes. Pictured: added a couple of extra recipes for crafting planks via datapack (as an example; recipes not included): craftingswitch This is similar to functionality in the Polymorph mod, but does not require that. Only implemented for the crafting grid teaching; it doesn't work for furnace recipe conflicts, those are more complex.

  • Feature/underwater raiders (#9899)

Create new underwater raider type, that spawns in sunken pirate ships

  • Visitor changes (#9917)

Render visitor head custom after being hired Allow visitor voice profile & skill profile

  • make quests more uncommon, move research (#9906)

Adjust how common quests are by factor 10 at least Move stonesmeltery after stonemason level 1, require brick instead of stonebricks (to not be too similar) don't assign more than one quest at a time to the same citizen - forced add exit interactions button some more delays, better name display, skip chitchat better

  • Fix random bias (#9919)

Fix random to also do negative direction

  • Avoid error messages/mod compat on duplicate entities (#9914)

Avoid error messages/mod compat on duplicate entities

  • Stepped walls, roads and rails (#9913)

New stepped walls, roads and rails in Fortress, to make it easier to make a fortress colony which is not flat

  • Small wander adjustment (#9918)

Allow homeless citizens to also wander back to the colony, and directly go into leisure on chance

  • Small fixes (#9903)

Fix some armor duplication issues Add info to townhall button that it is owner only

  • Fix uuid conflicts (#9902)

Fix uuid conflicts2

  • Fix uuid conflicts (#9901)

Fix uuid conflicts

  • Fix crafters walking outside their hut area (#9900)

Fix crafters walking outside their hut area Improved random walking Improve dynamic heuristics Fix result positions not always evaluated

  • Jungle Treehouse, Fortress and Minecolonies Original fixes (#9896)

Remove non-functional decoration controllers in the Jungle Treehouse playerhouse Fix plantation field tags in Fortress (cocoa and vine field) and Minecolonies Original (glowberry field)

  • Fix pathing over blocks over water (#9897)

Fix pathing over blocks over water

Allows foresters to once again chop trees inside building footprints when a zone is set.

  • Add more compatible entity creation (#9893)

Add more compatible entity creation

  • Citizenfixes (#9891)

Fix double citizen entities in world Add uuid to citizen entities

  • hotfix
  • Fortress addition, Desert Oasis change and fixes in Colonial, Fortress and Cavern (#9878)

Add sit tags to the Colonial tavern New plantation fields for Fortress The kelp field has been omitted by design, as Fortress already has three kelp farm decorations Fix the access to the top floor in the Fortress residence Rescan of the Desert Oasis mine Fix the access to the bunk beds in the Cavern alternative residence

  • Fix random pathing getting stuck (#9886)

Fix entity collisions not checking distance

  • Multi fixes (#9882)

Only apply mending on xp pickup Fix deconstruction Remove crafting tape after paste Fix concrete mixer

  • miner liquid handling fixes (#9880)

Fixes miner liquid handling. Miner will now not infinitely loop anymore.

  • Several fixes (#9879)

Make locale consistent, fix workorder display name on resource scroll fix eating honey bottles and prevent apiary from eating honey at all fix kids display name height

  • Move quests to colony/quests (#9850)

Moves quests to colony/quests dir

  • Because (#9852)

Adds a "free climbing" tag that allows climbing without research, with ladders and scaffolds in it. (Vines still require the research.)

  • Dynamic gate tooltip (#9873)

Makes the tooltip for the gates use the correct size limits.

  • Change shepherd ITEM_USED statistics to ITEM_OBTAINED (#9874)

Fix statistics for gathering items showing as "Used"

  • Builder pathfinding (#9872)

Improves builder pathfinding, they no longer try to reach air corners of the schematic Builders now got a dedicated pathjob for finding a suitable position to build on, which is the smallest distance from build position and building location

  • Fix citizens loaded from chunks replacing active citizen (#9869)

Fix citizens loaded from chunks replacing active citizen Fix pathing start position for fences etc Add cost to shingles

  • Fix npe
  • Fix pathing exception with extra nodes
  • Fix npe
  • Fix missing null checks
  • pathfinding heuristics (#9863)

Navigators now keep a long-time average of cost vs distance relation to allow adaptation of heuristics to the terrain (for reachability/nodes explored)

Pathjobs now re-evalute heuristic values used on reaching the target or when progress is going badly

Add a node limit hit callback to pathjobs to allow increasing a limit when conditions are met

Improved pathing stuck handler to not take action while an entity is progressing on a path

Improved pathing stuck handler to try walking in all 4 directions, instead of only opposite direction

Add new pathjob to move into a given direction for X range

Extend debug draw with more types of nodes, path reached nodes are now yellow instead of orange

Pathfinding costs are now applied in order, boni are multiplied first, mali are additive (reduced base for all by one due to this)

Navigator now keeps the pathresult of finished paths, to allow comparing new incomming ones

Fix block lookup cache sometimes shifting previous blockstates to wrong places

  • Fix tooltip appearing on settings where it shouldn't (#9848)

Fix issue when tooltips have an inactive reason, the tooltip would show when it shouldn't

  • Merge branch 'name-fixes' into version/1.19.2 (#9862)

Fix some of the name files

  • Several fixes (#9857)

Move dyer research Remove cobble from bonus blocks Recruited citizens spawn at pos of visitor Fix mourning fix DO panel placement Small pathing fix

  • Fix infinite debugging (#9856)

Fix infinitely long names when state debugging is enabled

  • fix to map sync (#9853)

More crash tolerant map synching

  • Refactor stories system (#9841)

Move the stories from data pack to resource pack, because they're purely client side anyway and the previous design seemed potentially problematic for servers. Parse story elements across multiple files, making it easy to add extra stories in packs. Each file can have either a single element or a list of elements, of one or multiple types, so you can group them however seems to make sense. The content can either be a single entry or multiple entries that share the same biome filter. Allow story elements to be filtered by biome (either by tag or exact). Multiple filters are combined via OR. Specifying no filters means they're valid for all biomes. Currently, only the abandoned colony names are actually filtered; some of the stories probably should be as well but I wanted some feedback/suggestions for particular groupings first. Abandoned colonies use the biome where the town hall block sits, as before. Loot supply camps/ships use a random biome (the idea being that the supplies may have been moved before you found them anyway). Basic datagen for the files, mostly so there's auto-complete for the biome tags.

  • Shire fix and Medieval adjustments (#9846)

Fix the water feature in the Shire flower shop Fix relative offsets of university and library in the MedievalOak universitylibrary decoration (the wrong pillar was overlapping, which gave the library an offset of five blocks) Make sure the medieval universitylibrary decorations have level 0 hut blocks in them

  • couple of fixes (#9845)

Fix citizens thinking they are at the hospital when they're not Reduce miner pull-ahead to 4, (10 is a bit much) Fix courier picking up stuff from builder (this will probably also improve builder pickup efficiency) Fix exceptions when firing couriers with active tasks Already add better DO placement handling

  • Several fixes (#9833)

Modified the hire trainee setting from a bool setting to a dedicated setting, this way the active state can be controlled With this the hire trainee setting now becomes disabled when none of the different guard types are automatic hire Modified some tags related to bamboo crafting recipes Fixed a few other tags to make them more consistent Added the option for the forester to strip bamboo blocks into stripped bamboo blocks

  • Fix citizen references (#9844)

Fix citizen references used after removal Fix citizens not unregistering

  • Hotfix lumberjack pathfinding
  • fix path reaching value (#9840)

Fix the finalized path not getting the correct reached flag, as the result returns it only when its processed

  • Update housing2.json (#9834)

Update housing2.json

  • bunch of fixes (#9832)

Not so strict on guards not eating/sick handling (as we already got an override on the AI anyway) Make sure builders recalc on restart Try to improve compat for enchantments, etc Fix nametag rename Fix crash in research window

  • Pathfinding restructuring & Fixes (#9837)

Added new PathfindingUtils, which hold various common checks used in pathfinding Refactored packages of pathfinding classes, they're no longer split Removed/Cleaned up a lot of unused/old/legacy code Extracted restriction zones to the specific path job types

There is now two different constructors for AbstractPathJob for two different types of pathfinding: Start + range for exploring types which do now know their destination Start + end for go to types which know where they end at Cost computation for corner nodes is now based on the parent node, fixing stepup costs for stairs Cost computation for ladders now is an entry-only cost, once on a ladder there is no extra to continue using it

Added a randomness cost to pathing options, giving each node a small random cost value additionally, which makes paths more natural and breaks off tie issues Added the ability to explore additional nodes after finding a possible destination, to allow weak destination conditions to explore a bit further, those are then compared by node result score Improved the block lookup cache, allowing it to keep previous values that are in bounds

Pathfinding debugging now displays heuristic and cost values Pathfinding debug entity tracking now uses UUID isntead of storing players

Colony loaded chunks can now be accessed offthread Fix heuristics/end node scores in serveral pathjobs Fix stuckhandler sometimes resetting paths despite the citizens progressing Fix pond search logic Fix lumberjack tree search with restrictions failing under some conditions Fix nonladder climbables not working

  • Update issue templates (#9838)

Renames alpha to beta

  • hotfix 9828
  • Fix stonemason not being able to craft decorated pots, remove dyeing recipes from stonemason (and other buildings where same issue may exist) (#9827)

Ensure that the stonemason can craft using brick (not just bricks, the full block) Added dyer recipes to product inclusions, so that these are not references by other buildings (prevents i.e. stonemason from dyeing bricks)

  • Immersive colony start (#9826)

Add data driven stories to abandoned supplycamps Add data driven stories to abandoned supplyships Add stories to abandoned colonies Server-driven colony creation (pre-validation before townhall opening) New UI for colony deletion/abandoning New UI for colony reactivation New UI for colony creation (includes entering name) New translation strings with more immersive messages for all of these things More relaxed placement of supplyship/camp taking the placeholders into account (will need some schematic adjustments possibly) Fix issues with supplycamp/ship placement handling

  • add new way to detect DO mining (#9825)

add new way to detect DO mining