tensura_minecolonies-0.1.1.jar
Curse Maven Snippet
What's new
# Tensura x MineColonies - v0.1.1 Full Changelog
⚠️ Alpha build — back up your worlds before updating. This update changes how settlements generate and save, and the faction system now defaults to OFF (re-enable Enable Faction System in the config if you want the faction content back).
## Changed:
- Faction & diplomacy system is now optional, and OFF by default — a single config setting (Enable Faction System) toggles the entire faction layer: rival colonies and their settlements, diplomacy (visiting envoys, deals, trades), war and conquest, lore raids (like the Orc Disaster), and world reputation. A fresh install is now a clean "Tensura mobs as colony citizens" experience; turn it on whenever you want the bigger faction content.
- The Diplomacy and Wars buttons are hidden from the roster while the faction system is off, and the menus refuse to open — so nothing faction-related is reachable until you enable it.
- Core features are unaffected by that switch and stay on regardless: naming Tensura mobs into your colony, race emissaries that let a colony grow new races, colony reputation and its raids, the barrier, festivals, and the assassin system (which keeps its own separate toggle).
- Rival settlements now generate close to real world structures — instead of towns instantly appearing right next to you in places you'd already explored, they're part of normal world generation: spawning in fitting biomes in newly-generated land ahead of you, spaced apart, findable with /locate and placeable with /place, and respected by mods that control structure spawning. Existing worlds keep any settlements they already had; the new structures only appear in land generated from now on.
- Settlements blend into the terrain — buildings now follow the land at different heights (a hillside-village look) instead of one flat platform, with foundations that match the local ground (grass, sand, snow), fill in holes underneath, clear terrain and trees that would bury them, and taper their edges into the surrounding land instead of a bare stone slab. They also sit on the real ground now, not up at tree height.
- Leon's settlement guards are now placeholder human soldiers instead of fire demons and salamanders (its boss is unchanged) — a temporary stand-in until Leon gets its own proper defenders.
## Fixed:
- Inviting a Tensura mob into your colony no longer crashes the game — sending a named goblin (or any Tensura creature) to your colony from the roster could throw an error mid-swap that crashed Minecraft and left the citizen as a plain colonist with the name you gave it. A failed invite now refunds your magicules and asks you to try again instead of crashing.
- Rival settlements no longer generate as empty, building-less towns — if a settlement tried to generate before the game finished loading its town schematics, the buildings silently failed and only the boss and guards appeared. Generation now waits until the schematics are ready.
- Config options now show proper names in the settings screen instead of raw internal text.
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