Medieval-Mayhem-0.5.17-beta-CurseForge.zip
What's new
Medieval Mayhem — 0.4.5 → 0.5.17
- Clearer early progression: added Your First Hour, guiding players through Tinkers tools, shelter, food, Antique Atlas and FTB Essentials commands such as
/sethome,/homeand/back. - Quest book overhaul: improved descriptions, corrected misleading instructions and the “2022” text bug, tidied layouts, and organised chapters into eight groups. Quests now explain how to use the mods.
- Custom MCA employment addon: hire villagers through their interaction menu as Lumberjacks, Harvesters, Fishers, Animal Farmers, Guards or Archers. They keep their MCA identity, relationships and families.
- Proper worker management: assign work areas and supply/deposit chests, access inventories, and pause or resume jobs.
- Useful automation: lumberjacks finish trees, collect bonus drops and replant; harvesters work crop patches and replant; fishers deliver catches; Animal Farmers breed livestock and cull excess adults while protecting babies and named or tamed animals.
- Autonomous routines: workers start once configured, wander while waiting, sleep at night and resume at dawn. Guards and archers patrol their areas.
- Hiring balance: costs increased to 32–80 Guild Coins, depending on the role. Suitable existing tools are reused.
- Dedicated MCA Workforce quests: added guides covering hiring, setup, housing, supplies and every job.
- Cleanup and fixes: removed Villager Recruits, Villager Workers and old contract items; fixed hiring buttons, payments, profession labels, breeding, delivery stalls and startup compatibility.
- Fence gates: MCA villagers now open gates along their routes and close them behind themselves.
This mod has no additional files