rexcruits-1.3.0.jar
Curse Maven Snippet
What's new
Rexcruits 1.3.0 — What’s New
Bank Vault
- Urban-only 3×3×3 gold multiblock, one per faction
- Common storage + common interest; personal vaults + personal interest
- Interest runs on the upkeep cycle when requirements are met; personal overflow can feed common interest
- Hoppers pull from common interest (any bottom face)
- Leaders/co-leaders Check Vaults (per-player accounts + stack counts)
- Plutocratic foreign accounts — Plutocratic factions can allow foreign players to open accounts, Offshore banking!, configurable fee into common interest, skim %, view/liquidate, notify on liquidation
- Header status (active/paused), Accounts Open / Foreign Accounts counts
- Book & Quill placed in inventory converts to written book with requirements for upgrades / structure needs
Warehouse
- 3×3×3 barrel multiblock on any specialized district, one per claim
- Looks like one large barrel; facing from assembly
- Tiered slots (only available slots shown) and higher stack limits (separate stackable vs non-stackable per tier)
- Hoppers interact and Recruits upkeep from any side, bulk recruits upkeep point!
- Currency-gated tier upgrades; optional required blocks
- Book & Quill next-tier requirements
Urban Settlements
- Urban claims: Settlement → Village → Town → City (manual upgrade in Claim Manager → Urban Management)
- Development from employed/unemployed villagers, houses (min(doors, beds, chests)), recruits in claim; Town Hall tier required for higher tiers
- Seeded place names + map S/V/T/C badge
- Bonuses: claim tax %, faction recruit cap, City aura, which is a beacon effect without a beacon, inside that claim only
- Crime / loyalty, bribe, distribute goods, garrison effect
- Undershoot warning → demotion; low loyalty → rebellion (Rebels of <Name>, army, claim transfer). A working rebellion system.
- Module toggle + full Urban Settlements admin settings
Various bug fixes and adjustment based on feedback!
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