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MineColonies

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

File Details

minecolonies-1.20.1-1.1.603-RELEASE.jar

  • R
  • Jul 7, 2024
  • 66.86 MB
  • 857.5K
  • 1.20.1+1
  • Forge

File Name

minecolonies-1.20.1-1.1.603-RELEASE.jar

Supported Versions

  • 1.20.1
  • 1.20

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:minecolonies-245506:5510053")
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

Minecolonies Changelog

Version: 1.20.1-1.1.603-RELEASE

Required Dependencies:

  • Structurize: 1.20.1-1.0.737-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:

  • Fix workers not displaying request when converting an async request to a sync request (#10015)

Fix workers not displaying request when converting an async request to a sync request Fix fuel list not having coal/charcoal as default

  • Fortress, Shire and Medieval Birch fixes (#10007)

Fortress: Fix wrong anchor in the corner road decoration Shire: Fix the pumpkins in the combat academy to be carved Medieval Birch: Remove some slabs around beds to make them more accessible to citizens Several "regular" barracks fixes: One of the barracks towers in the barracks turned out to be rotated wrongly Widen the access to the back right barracks tower in the back right, so that the barracks tower won't block the way in anymore Provide a ladder downstairs in the back right barracks tower. There was a shaft already, but there were no ladders in it, making the area there inaccessible Dig out the area underneed the front right barracks tower at level 2, as neither the barracks nor the barracks tower dug the area out entirely in any of the five levels

  • fix npe (#10014)

Fix NPE

  • TeamCity change in 'Let's Dev Together / Minecolonies / Branches' project: triggers of 'Build' build configuration were updated
  • blame sam, hotfix
  • courier adjutment + sleep adjustments (#10004)

Citizens don't reset bedpos on restart anymore Fix manual player pickup A bit of pickup cleanup

  • Add kitchen placeholder (#10001)

Adds a placeholder block for the future kitchen block (with future cook to cook the special minecolonies food) Non functional -> No recipe. Just for builders to prepare already.

  • Some pickup changes & UI include warehouse list (#9992)

Add Warehouse queue size to queue size listing in request lists Make pickups more rare.

  • Medieval and Ancient Athens fixes (#10002)

Fix the Ancient Athens mechanic hut's blueprint size Fix holes in medieval spruce, oak and birch mine shafts Instead of having regular placeholders in the ground, there is now a cobblestone "gutter", running through almost the entire mineshaft Furthermore, those shaft schematics now have a stripped log border, to connect them a bit better together (previously, only the main shaft and the x3 shafts had those) The medieval shaft schematics have also been tagged invisible (This holds for medieval dark oak too)

  • [ImgBot] Optimize images (#10000)

Optimize images

  • Rework the quarrier to support other builder modes in the future (#9967)

Reimplements the quarrier's logic using a new "LayerBlueprintIterator", which wraps around an existing iterator (at the moment, the default one). This simplifies the code quite a bit, as this new iterator marks itself finished when the Y-level has been iterated over. The skip predicates don't need to block lower Y-levels anymore, and it only needs to check whether the iterator was finished when calculating resources for the current state, instead of also checking Y-levels there The structureStep method has been reimplemented, now using the base class logic instead of using a copy of it. Three methods have been overridden to get the difference in logic, most notably goToNextStage. It makes sure the quarrier will do the next stage at the correct layer, and restarts the stages when the quarrier was not at the bottom yet

  • Fix enum naming for direction for raids (#9995)

Fix all usages of the direction to actually show the display text

  • Rack fixes (#9997)

Fixes rack Z fighting caused by double rendering a rack

  • Update greek texture style to include all (#9998)

Finish the ancient greek texture style

  • Some perm changes (#9989)

Add levitation effect after too many times breaking colony perms Add entity right click whitelist Add new toggleable permission that defaults to true

  • Mark the Fortress mine guard as invisible (#9983)

Mark the mine guard as invisible Fix the tags of the glowberry and nether vine fields

  • Caledonia and Pagoda updates (#9984)

Caledonia Removed the legacy cobblestone schematic border on all lvl 1 builds Pagoda Removed the legacy cobblestone schematic borders on all lvl 1 builds. Greatly reduced the required dripstone for levels 1 and 2 of the alchemist hut: Level 2 was reduced by 50% Level 1 was reduced by 75% (50% then 50% again)

  • Improve fisher (#9986)

Fix fisher running into water to fish from there Fix fisher not being able to stand on certain slabs etc to fish. Fix fisher derping when going through water when going to a fishing pos Fix and cleanup undertaker

  • Further quest progress (#9980)

Moar tutorial. Expand on military with more guards + barracks. Add University/Hospital/2nd builder/sawmill Add new objective type for research

  • Prevent builder from standing where hes mining below (#9981)

Prevent builder from standing where hes mining below Prevent builder from dropping down when searching for a building position Add strong preference for standing outside of water while building

  • avoid nearby colony lookup on each frame (#9972)

Avoid nearby colony lookup on each frame

  • [ImgBot] Optimize images (#9979)

Optimize images

  • Fix the tags in the Nordic Spruce vine plantation field (#9971)

Fix the tags in the vine plantation field

  • New patreon pattern + name (#9978)

New fancy banner pattern New name in pool

  • Central Courier Task Assignment (#9969)

Move Assignment of Courier Tasks to Warehouse Couriers pick up to 5 tasks from there to handle (only if tasks go to same destination and its not pickups) Generify task list rendering code

  • Minecolonies Original fix and Jungle Treehouse tweak (#9960)

Jungle Treehouse: Replace vines with placeholders in the university to make upgrading easier Minecolonies Original: Fix the duplicate ground level tag in the dyer's hut

  • Only hit at line of sight (#9966)

Make Archer Trainees only shoot if there is a line of sight

  • fix john exploit (#9962)

Fix John bypassing progressing

  • Fixes (#9964)

-Fix fisher interaction text for not finding water -Fix citizen glowing not working

  • Fix fisher depth to vanilla like (#9961)

Change water depth requirement to be similar to vanilla as intended( vanilla does 5x5x4, with 2 above 2 below water)

  • Fix: quarrier's interaction with the zigzag iterator (#9959)

Fix: quarrier's interaction with the zigzag iterator

  • Ancient greece (#9958)

Add AncientGreek Blueprint Style Add Preview of AncientGreek Texture Style (not complete!) Run datagen Some tiny sound fixes

  • Prevent crash on damaging unregistered citizen (#9957)

Prevent crash on damaging unregistered citizen

  • Small performance improvements (#9953)

  • Small performance improvements

  • Miner ylevels (#9936)

  • Change miner to select y levels by ore levels

  • Fix worker hitting blocks not always playing the swing animation during delay as intended

  • add null check (#9956)

Cleanup on world change and make sure to not crash

  • Add safeguard to mods messing with follow range (#9955)

Adds a minimum search range to pathfinding to avoid crashes on zero when other mods modify follow range

  • Fix farmer not tilling (#9952)

Fix farmer not tilling when no tool is equipped prior

  • add builder mode tooltips (#9951)

Add builder mode tooltips to settings Adjust startRiding to not allow force, and allow our rides

  • Reworked fisher pond search (#9938)

Reworked fisher pond search

  • Fix food recipes (#9937)

Fix campfire cooking recipes marked incorrectly

  • Update EntityAIWorkFarmer.java (#9940)

Utilize BlockState#getToolModifiedState to check whether any given block should turn into farmland, not relying on merely the dirt block tag. This makes things like moss, that shouldn't turn into farmland, not turn into farmland.

  • Message fixes (#9945)

Fix Visitors food interaction response being sent to all players Removed old citizen message handler in favor of utils

  • Fix 9947 (#9948)

Worldgen ref fixes

  • sound manager rework (#9949)

Sound Manager Rework: -> One central sound manager per client -> Schedule normal citizen sounds there too -> Max concurrent sounds -> Builder also now plays normal block place sounds.

  • Fix compile (#9941)

Fix compile Fix citizen getting stuck spamming registration Improve performance of air checks and pushing

  • Refactor packages (#9935)

Eventhooks are now in a seperate package colony has an events package which contains raids Added data version ID to colonies

Underwater escape pathing Fix float bumping Fix shingle cost not applying Improve general pathfinding

  • new visitor and visitor changes
  • Support for overworld mushroom trees in forester (#9924)

Adds the ability to cut and replant overworld mushroom trees to the Forester (since they could already handle nether fungi trees). You can plant the overworld mushrooms on whatever block you like (that they'll grow on), but podzol is the most recommended. (Mycelium decays back to dirt, so is not sustainable; unlike nylium there's no magic restoration.) As with any of the other tree types, you will need to plant and grow the first one yourself (unless there's a nearby mushroom biome to harvest); after that it should be self-sustaining unless they run out of saplings. Adds the overworld and nether mushroom "saplings" to the settings list, so that cutting can be disabled if desired. Known (pre-existing) issue: if any forester in the colony has never cut down a particular overworld tree before the sapling was disabled, then they will still cut at least one down if available; the setting is only respected for the second and subsequent tree of that type. This is due to threading limitations between the pathfinding system and the loot system. The nether trees are not affected by this limitation. When the "break leaves" setting is enabled (or for overworld/nether mushroom trees, where it's forced regardless of the setting), the Forester will now break the leaves before breaking the logs, so the overall tree cutting occurs top-down. Includes leaf blocks only one block above the sapling in the breakable leaves list, since red mushrooms can generate that low. (Jungle bushes can also generate that low, but only in worldgen and not as proper trees.) The internal sapling lookup cache is now based purely on block type rather than block state -- the previous implementation could cause spurious cache misses for entirely unrelated properties (like "waterlogged", and various facing directions of the mushroom blocks). The state-based implementation predated the Great Flattening; there aren't any vanilla trees where dif...

  • Improvements for free blocks management (#9911)

Adds a button in the TH permissions page to obtain a Permission Scepter (which already existed, but was creative-only and nobody knew about it): image Changes the free interaction list to display the friendly name of the block (and fix up some size/wrapping issues): You still have to type the block id if you want to add a block via the GUI. image Entering a non-existent block id is now ignored, instead of adding Air. Makes UI buttons disable properly when you don't have Edit Permissions permission. The Permission Scepter tooltip shows whether it's in tool or location mode. image Holding CTRL when clicking a block with the Permission Scepter now removes that block/location from the list. Why not SHIFT? Because you'll often also have to hold shift in order to avoid triggering interactive blocks -- and interactive blocks are the whole point. While holding a Permission Scepter, green boxes will be shown around free interaction blocks/locations. It shows either blocks or locations depending on the current tool mode. Locations will be shown colony-wide. Blocks will only be shown if you're relatively close (for performance reasons).

  • ship raid changes (#9927)

Update raid messages for drowned raiders No archer raiders for drowned raids Auto break spawners when reaching a limit of killed ship raiders dont create a barbarian event as fallback when a specific one is requested

  • Builder etc fixes (#9928)

send sounds to tracking pos to avoid the brrrrrrrr display homeless string in assignment ui handle builder water more smoothly handle placing blockstates better

  • Rebalance baker foods (#9895)

Rebalance baker foods