Changelog
Minecolonies Changelog
Version:
1.20.1-1.1.185-BETA
Required Dependencies:
Structurize: 1.20.1-1.0.627-BETA (or above)
MultiPiston: 1.20-1.2.30-ALPHA (or above)
BlockUI: 1.20-0.0.84-ALPHA (or above)
Domum Ornamentum: 1.20-1.0.104-ALPHA (or above)
Optional Dependencies
JEI: 15.1.0.19 (or above)
Journeymap: 5.9.8 (or above)
Changes:
fix javadoc
Minecolonies Changelog
Version: 1.19.3-1.0.1216-ALPHA
Required Dependencies:
Structurize: 1.19.3-1.0.474-ALPHA (or above)
MultiPiston: 1.19.3-1.2.22-ALPHA (or above)
BlockUI: 1.19.3-0.0.66-ALPHA (or above)
Domum Ornamentum: 1.19.3-1.0.78-ALPHA (or above)
Optional Dependencies
JEI: 11.1.1.239 (or above)
Journeymap: 5.9.0 (or above)
Changes:
aaand go
hangelog
Minecolonies Changelog
Version: 1.19.2-1.0.1064-BETA
Required Dependencies:
Structurize: 1.19.2-1.0.452-ALPHA (exactly)
Multi-Piston: 1.19-1.2.14-ALPHA (or above)
BlockUI: 1.19-0.0.64-ALPHA (or above)
Domum Ornamentum: 1.19-1.0.58-ALPHA (or above)
Optional Dependencies
JEI: 11.1.1.239 (or above)
Journeymap: 5.8.5rc1-forge (or above)
Changes:
More names (#8693)
More Names Adjustments of name inheritance (wip) * Typos (#8698)
Fixes some research text * bump structurize * Bump (multi-scan tool and keybinds) (#8689)
Bump structurize for multi-scan-tool and keybinds
Minecolonies Changelog
Version: 1.19.2-1.0.1058-BETA
Required Dependencies:
Structurize: 1.19.2-1.0.449-ALPHA (exactly)
Multi-Piston: 1.19-1.2.14-ALPHA (or above)
BlockUI: 1.19-0.0.64-ALPHA (or above)
Domum Ornamentum: 1.19-1.0.58-ALPHA (or above)
Optional Dependencies
JEI: 11.1.1.239 (or above)
Journeymap: 5.8.5rc1-forge (or above)
Changes:
Cavern player space and several fixes (#8676)
New Cavern player area, which fits as a connector Fix the builder being able to drown in the Cavern megahall fisher Port of Fix scan issue #8678: Fix scan bounderies on the Dark Oak Treehouse graveyard Fix the anchor blocks of the Fortress kelp farms, such that the stashes don't act like building blocks That prevented the builder from being able to build it, as the build tool just placed down a stash instead of making a decoration request * Fix deco controller. (#8682)
Lets deco controller find the correct blueprint files again (a little hacky) An alternative might be to go the other way and ensure that .blueprint is removed from the paths instead of adding it. Not sure which way we want to go. Changes the "build" button to "upgrade", since it's only shown for upgrades Also changes some similar text elsewhere to use translation constants Clicking "repair" or "upgrade" in the deco controller will now show the window that lets you preview resources and pick a builder * Fix permission events. (#8684)
Makes the "add" button visible properly (it would otherwise be hidden if there were more colony events than permissions events) Also resizes it slightly because BlockUI omits text entirely when it doesn't fit instead of clipping it, so the text was invisible Plays a sound and removes the permissions events for that player when you Add them, to reduce confusion (clicking Add on an existing player would reset their permission to neutral, perhaps unexpectedly -- there would also otherwise be no feedback that anything happened) Allows permission events to be recorded by a level 0 town hall, since it seemed weird it didn't. (and the TH is often left unconstructed until later on) * Bump BlockUI version. (#8688)
Bump BlockUI version for testing * Update smelter JEI tip to reflect new mechanics.(#8683)
Updates JEI text for smelter * Fix special recipes. (#8686)
Ignore recipes explicitly marked as special in addition to those that report an unspecified output (hides facade recipes). Sorts the tags in the tag audit file so they're easier to "diff" Updates the config comment for auditing to be more explanatory * bump struc * Add vaccines/masks research. (#8675)
Minecolonies Changelog
Version: 1.18.2-1.0.1048-BETA
Required Dependencies:
Structurize: 1.18.2-1.0.424-ALPHA (exactly)
Multi-Piston: 1.18.2-1.2.7-ALPHA (or above)
BlockUI: 1.18.2-0.0.55-ALPHA (or above)
Domum Ornamentum: 1.18.2-1.0.41-ALPHA (or above)
Optional Dependencies
JEI: 9.4.1.116 (or above)
Dynamic Trees: 0.11.0-Alpha2 (or above)
Journeymap: 5.8.0beta11 (or above)
Changes:
fix 8671
Add the new sandstone mining nodes (#8666)
Add the new sandstone mining nodes * Schematic tweaks (#8660)
Rescan of sandstone graveyard Fix infested stone in truedwarven bridge Add groundlevel tags to fortress restaurant
Minecolonies Changelog
Version: 1.18.2-1.0.992-ALPHA
Required Dependencies:
Structurize: 1.18.2-1.0.424-ALPHA (exactly)
Multi-Piston: 1.18.2-1.2.7-ALPHA (or above)
BlockUI: 1.18.2-0.0.55-ALPHA (or above)
Domum Ornamentum: 1.18.2-1.0.41-ALPHA (or above)
Optional Dependencies:
JEI: 9.4.1.116 (or above)
Journeymap: 5.8.0beta11 (or above)
Changes:
Rework of sandstone (#8592)
Complete rescan of the sandstone style, with the new buildings and decorations made on stream * Hotfix: Fix the medieval schematics again (#8604)
I apologise again. The conversion tool I used was happy to decode the blueprint files without any compression option given, so I was under the impression they weren't compressed. I should have checked (this being the first time trying to do something like this), but forgot to do so. (I did check this time, and I was able to paste in the medieval spruce builder's hut level 1 without issue, which was also affected) * Override canBeLeashed flag for civillian entities (#8601)
In practice, this is not a problem when running with MineColonies only because the interaction is consumed when a GUI is opened. However, this flag may be used by other mods to determine how an entity should behave.
Resource scroll displays warehouse contents (#8227)
When shift right-clicking on a warehouse you can create a "snapshot" As long as there is a snapshot loaded on the resource scroll it'll display amounts (just like with deliveries) next to the requested items * less carnage * new visitor and slight rework of loading (#8296)
Adds new Visitor Tobi Queries the name off-thread as its very slow. Also avoids calling that too often if the player is offline or similar. Properly use a player type model to display arms and legs correctly (and not just a mirror texture). Jump of mount on unstuck Fix crash with collission
#资源卷轴现在会在需求资源后面显示仓库内的资源数量
效果图:
触发方式:对着仓库潜行(Shift)并使用(右键)已经绑定的资源卷轴,当目前建筑完工开始下一个建筑任务时效果会重置
#添加了新的访客,同时稍微返工了mod加载方式
#NPC在使用玩家自己添加的模型时可以正确的显示手臂和腿
#修复了NPC未被卡住也会不停跳跃的问题
Minecolonies Changelog
Version: 1.18.1-1.0.975-RELEASE
Required Dependencies:
Structurize: 1.18.1-1.0.408-ALPHA (exactly)
Multi-Piston: 1.18.1-1.2.9-ALPHA (or above)
BlockUI: 1.18.2-0.0.48-ALPHA (or above)
Domum Ornamentum: 1.18.1-1.0.39-ALPHA (or above)
Optional Dependencies
JEI: 9.4.1.172 (or above)
Journeymap: 5.8.0beta11 (or above)
Changes:
No Changes detected!
Minecolonies Changelog
Version: 1.17.1-1.0.976-RELEASE
Required Dependencies:
Structurize: 1.17.1-1.0.311-BETA
Multi-Piston: 1.17.1-1.2.1-ALPHA
BlockUI: 1.17.1-0.0.29-ALPHA
Domum Ornamentum: 1.17.1-1.0.13-ALPHA
Optional Dependencies
JEI: 8.0.0.16
Journeymap: 5.8.0beta5
Changes:
bump wrapper
Adjust audio files
Update for upstreamed Journeymap API (#7887)
Port Update for upstreamed Journeymap API #7886 to 1.17 * hotfix * Create lindie.json (#7879)
Create lindie.json * Sev fixes (#7872)
Solve housing UI string issue Unassign courier from warehouse if not courier anymore Stop herders from requesting food if breeding is turned off Fix guard stuck without weapon Add block selector to miner Add more mineshaft types to the miner Fix the miner dumping too much Better miner fluid handling * Hotfix * Fix tree pathfinding loading chunks from mainthread (#7869)
Fix tree pathfinding accessing world chunks from pathing thread * Port Journeymap and racks etc to 1.17 (#7877)
Port Add "universitylibrary" placement-helper blueprints for medieval styles #7844 Port Fixes rendering of rack window #7870 Port Journeymap integration #7858 Minimap doesn't show colony border for some reason, but it seems like a JM bug since it works in 1.16 Clean up dependency version properties and automate mods.toml Bump min forge version both for JM compatibility and to ensure log4j-safe version * Hut block as anchor in decoration (#7845)
Let a builder place a hut block on the anchor position of a decoration. This fixes the netherguard decoration of fortress, and allows custom building schematics be used as parent buildings in a cluster. Solve the javadoc issues, that lets the build server think the build failed the last week(s). * Update smelter to be 1.17 aware (#7842)
Add tags for breakable ores and for raw ores Enable smelter to break ores into raw ores with building-level appropriate fortune Enable smelter to also break gems/etc. * bunch of small fixes * Better guard arrows (#7833)
Make guards only consume arrows for damage when actually hitting entities * bump structurize to beta * TeamCity change in 'Let's Dev Together / Minecolonies' project: commit current project settings
(cherry picked from commit ec0da4012f8deec862a5397812a9fc3388d437c3) * TeamCity change in 'Let's Dev Together / Minecolonies' project: project parameters were changed
(cherry picked from commit d578d8b1b6f31fb4c5934286ddfe056bebb01176) * TeamCity change in 'Let's Dev Together / Minecolonies' project: project parameters were changed
(cherry picked from commit 679de6b66625fef7c67c06a1c9b0700a82fa356c) * Add support for language generation, and add support for custom headers.
Uses the new OPC pre-configuration feature. * Add support for language generation, and add support for custom headers.
Uses the new OPC pre-configuration feature. * hotfix * Generate an en_us file. * Fix the Crowdin project id. * Fix the translation stuff attempt 1 * move to old property check * set * fix changelog * adjust * fix again * fix bracket * get propperly * attempt to fix * hotfix idling * Fix local OPC reference * Only allow TeamCity to run build * Enable crowdin. * Remove the lang files from git * disable crowdin * bump structurize * Add waypoints for raiders (#7824)
Add waypoints for raiders * Fix following guards idling on player death (#7825)
Fix following guards idling on player death * Mult fixes (#7839)
Localisation of death messages Fix hiring l0 builders on manual mode More graceful courier issue handling Solve a colony exception where colony didn't set world yet Fix a crash with the miner * Add way to random path within restricted area, apply to crafters (#7841)
Makes crafters stay around their workstation and wander a bit around in the building. * Update * TeamCity change in 'Let's Dev Together / Minecolonies' project: Versioned settings configuration updated * Security check * bump structurize
Minecolonies Changelog
Version: 1.16.5-1.0.978-RELEASE
Required Dependencies:
Structurize: 1.16.5-1.0.418-ALPHA (exactly)
Optional Dependencies
JEI: 1.16.5:7.6.4.90 (or above)
Resourceful Bees: 1.16.5-0.6.1b (or above)
Tinkers Construct: 1.16.5-3.0.4.197 (or above)
Mantle: 1.16.5-1.6.108 (or above)
Dynamic Trees: 0.10.0-Beta15 (or above)
Journeymap: 1.16.5-5.8.0beta11 (or above)
Changes:
No Changes detected!
Updated localization files (ru-ru) (#2778)
Create mobile guard GUI (#2770)
Adapt item to be colony sensitive and not location sensitive Add list of workers to GUI Restrict GUI to certain controls * Fix/armor request (#2764)
Style based rework of the Guard code (move specific code into specific classes) Rework the requesting code: It makes sure they request things only when they need to It makes sure they wear the best armor they can wear of what they have It dumps armor they don't need in their chest They don't take armor they don't need from the chest Leather armor is level 0-20 (workerlevel) and building level 1-3 Gold is 0-20 as well and 1-4 Chain is 0-20 for 2-5 Iron is 5-30 for 3-5 Fiamond is 15-99 for 4-5 * Ranger - change fighting style to be more at a distance #2675 (#2682)
Ranger should keep a distance since they are using a bow.
1st. Change to check distance to target and stop moving forward once the distance is so close. This value is hard coded plus the level of the guard. A higher level guards has the ability to shoot at a greater distance. 2nd. Instead of just standing there the ranger will try and strafe around to make the target miss them. This ability and how much strafing is also based on guard level. 3rd. If the target continues to move forward on the guard and gets to close the guard will try to try to strafe by moving backwards. If after a period of time that doesn't work then the guard will try to move away at a faster speed to get some distance between the target. Strafing can be a combination of clockwise vs. counter clockwise movement to see if they can see or get away from the target. This is not very complicated and should be expanded on much more to make them more intelligent. 4th. If the target is close enough to attack but can't see the target then the guard will try to strafe to see if they can get to a point to be able to see the target and shoot. 5th. Guard will only shoot at the target if they can see the target. 6th. If the guards bow breaks during battle, there was missing code to break of the battle and return to guard building to get a new bow. Before they would stand there and die being hit because they can't attack back. 7th. After a ranger kills a target there was possible code issue where the target variable was not cleared and they would get stuck for a bit until it was clear. Now it clears the target instantly. 8th. If the ranger gets stuck and they are not in range then ranger will try to strafe and get unstuck to be able to move.
Follow: If you set the guard to "FOLLOW", this has changed to have a new options that appears as a button. You have two options "Tight Grouping" and "Lose Grouping". What this means is... * Feature/library (#2741)
Adds a library with 5 levels Each level can employ up to level*2 citizens Citizen level up their skills slowly by studying.
Fix/citizens dying asleep (#2747) (dying in wall)
Citizens now remember the bed they had the night before and wake up in the right bed again.
They also don't take damage while sleeping (Because of a solid block over them)
Some code cleanup, minor GUI fixes (#2745)
Removed unused imports and commented out unused code
Closes #2732
Closes #2730 and adjusts team color picker
Fixed a fix
Make the list same as others
Fixed javadoc
fix crash of resource list (#2746)
hotfix for official server for infinite loop
make them wear some type of armor on any level (#2742)
Feature/resource scroll (#2733)
Creates a list of items which can be carried around. * Herder - if player gives to many animals - death #2737 (#2738)
fix herders killing babies. * Cowboy - requiring bucket when not needed #2657 (#2739)
Cowboy - requiring bucket when not needed fix * Fix all tests by adding scoreboard to tests (#2735) * fix infi supplycamp config (#2731) * Dumping can cause an exception (#2727)
Fix dman exception if requester lost job. * Updated localization files (ru) (#2729) * hotfix loading citizen names * hotfix citizen names * hotfix cleaning up guards * Feature/pvp system (#2723)
Part of of Minecolonies PvP support or better CvC support. - Add configuration to turn on/off - Add list of attacking players with guard - Turn off anti griefing if player has guards with him in other colony if: -> Both colonies are hostile to each other -> One colony is hostile and is not way stronger than the other colony - Increase durability of colony blocks - Delete colony on townhall destroyed and massively increase town hall durability * Happinesss - possible changes. enhancement in progress #2600 (#2691)
Happinesss - possible changes. enhancement in progress #2600
This is an update on some of the new features of the new happiness system. Features of the new happiness system:
Each citizen has their own happiness indicator. You can view the citizen happiness indicator by right clicking on citizen. Also, can view citizen happiness through Town Hall Colony has its own happiness indicator.
Total happiness on the Town Gui is a combination of the two items from above.
Colony Happiness: Citizen to Guard Ratio will modify the happiness Average food Saturation for all citizens will modify the happiness Citizen to Housing ration will modify the happiness When a citizen dies it will modify the happiness Death modifier will stay around for a period of days before it drops off. It keeps a list of all death in a certain period of time and each death modifies happiness
Citizen Happiness: base happiness Food saturation will modify the happiness If player is unable to eat when they go to eat will affect happiness Citizen getting hit will modify happiness Citizen not having a house will modify happiness Citizen will start demanding a house to live in after a period of time without a house. Citizen not have a job will modify happiness will start demanding a job to work at after a period of time without a job. A farmer having fields they are not able to farm will modify happiness A farmer having no fields will modify happiness Citizen not having a required tool to do their job will modify happiness will start demanding the tool after a period of day without requesting being fulfilled. * hotfix npe * [Comments] huit->hut more consistent capitalization (#2722)
quick fix to typo in comment while familiarizing self with the code and capitalize a few things to be more consistent * Barbarians raid #2588 (#2692)
Barbarian spawn size fix to depend correctly on the values in the config file * make builder and dman more efficient early on. (#2719)
make builder and dman more efficient early on.
hotfix smp server crash
fix compile error and wrong import
Another guard hotfix, why asher why =D
another hotfix for guard NPE
Hotfix guard
Fix armor requesting (#2715)
Fix armor requesting
and improve with the use of constants the readability
Minor changes to recipes and Quarry name (#2714)
Added recipe for Miner and Lumberjack with stone tools. *Changed recipe of Guard Tower to match 1.10.2 and 1.11.2 versions. *Changed name of Quarry to remove some misunderstandings.
Add the capability to request armor with armor levels instead of the actual Stacks. #2670 (#2706)
GUI crash solved (#2705)
Removed cast from immutableList to ArrayList * Adding delays and caching tileEntities (#2703)
Few composter optimization changes * Feature/composter ai (#2701)
Added worker to use the barrel block The worker takes biological material and turns it into compost using the barrel blocks on his building The items to be used by the worker can be specified through his building's GUI * Reload the colony owner on login. (#2698)
Reload owner on login to avoid desync * Sapplings switching not saved correctly #2669 (#2676)
Fixed Sapplings switching not saved correctly * Barbarian - Attack Rate - not using difficulty settings in progress #2697 (#2699)
This change is to affect the barbarians so that based on the difficulty level in the settings that rate at which the barbarians will attack will be affected. This way on a very low settings in difficulty, the barbarians will have a slow attack rate vs. higher rates. This will make it a little more different game player overall. * barbarian - Spawn Difficulty #2693 (#2694)
When barbarians spawn. The health of the barbarian doesn't take into effect the horde difficulty. The change will cause the health of the spawn barbarian to reflect the difficulty settings from the config. So they will start with less health with the difficulty is set to 1 vs. 10. barbarianHordeDifficulty = 1 - 10
This will be a percentage of what the game is asking for with a min. health for each. Can't have barbarians being spawned with 1 heart. There is no max. a value of 10 = 100% of what the game is asking for. * Feature/stacklist request (#2695)
Allows to request a list of stacks. Deliveryman will find a stack which matches any of the list.
Fix/armor request (#2764)
Style based rework of the Guard code (move specific code into specific classes) Rework the requesting code: It makes sure they request things only when they need to It makes sure they wear the best armor they can wear of what they have It dumps armor they don't need in their chest They don't take armor they don't need from the chest Leather armor is level 0-20 (workerlevel) and building level 1-3 Gold is 0-20 as well and 1-4 Chain is 0-20 for 2-5 Iron is 5-30 for 3-5 Fiamond is 15-99 for 4-5
Ranger - change fighting style to be more at a distance #2675 (#2682)
Ranger should keep a distance since they are using a bow.
1st. Change to check distance to target and stop moving forward once the distance is so close. This value is hard coded plus the level of the guard. A higher level guards has the ability to shoot at a greater distance. 2nd. Instead of just standing there the ranger will try and strafe around to make the target miss them. This ability and how much strafing is also based on guard level. 3rd. If the target continues to move forward on the guard and gets to close the guard will try to try to strafe by moving backwards. If after a period of time that doesn't work then the guard will try to move away at a faster speed to get some distance between the target. Strafing can be a combination of clockwise vs. counter clockwise movement to see if they can see or get away from the target. This is not very complicated and should be expanded on much more to make them more intelligent. 4th. If the target is close enough to attack but can't see the target then the guard will try to strafe to see if they can get to a point to be able to see the target and shoot. 5th. Guard will only shoot at the target if they can see the target. 6th. If the guards bow breaks during battle, there was missing code to break of the battle and return to guard building to get a new bow. Before they would stand there and die being hit because they can't attack back. 7th. After a ranger kills a target there was possible code issue where the target variable was not cleared and they would get stuck for a bit until it was clear. Now it clears the target instantly. 8th. If the ranger gets stuck and they are not in range then ranger will try to strafe and get unstuck to be able to move.
Follow: If you set the guard to "FOLLOW", this has changed to have a new options that appears as a button. You have two options "Tight Grouping" and "Lose Grouping". What this means is...
Sapplings switching not saved correctly #2669 (#2676)
Fixed Sapplings switching not saved correctly * Barbarian - Attack Rate - not using difficulty settings in progress #2697 (#2699)
This change is to affect the barbarians so that based on the difficulty level in the settings that rate at which the barbarians will attack will be affected. This way on a very low settings in difficulty, the barbarians will have a slow attack rate vs. higher rates. This will make it a little more different game player overall.
Minor fixes of design, sounds deletion (#2683)
Mostly townhall gui adjustments Removed unused sounds + builder saturationHigh * Adding proper reobfuscation to all jars. Removing deobf. * Fixes compatibilityManager to be 2 sided (#2680)
Changes the compatibility manager in two ways:
Renames it because it was written wrong It discovers it on instantiation and this way it will be loaded on client and server side so we don't have to send these lists over to the client when we want them. * Citizen job now displays unemployed (#2663)
Fix to display unemployed * Don't spam players with async requests. (#2666)
Avoid async request spam * hotfix corrupted world because of miner * Fixed miner swapping mine level (#2673)
Fixed miner swapping mine level * Cowboy - Not asking for bucket when not needed #2657 (#2668) * Baker - default recipe values when upgrading (#2667)
Added a check to readFromNBT to see if TAG is in the safe file. If not it sets all recipes to makeable. This way when upgrading the baker has something to do. * Fix dman model female (#2662)
Fixes female deliveryman model * Wrong pattern (#2661)
Fixed wrong recipe pattern for cactus stairs * correctly rotate (#2660)
Fix mirroring of decorations and their placement. * Fix/gather ladders (#2649)
Let's workers try around on ladders until they pass Fixes gathering from Racks * Guards - Armor request bug #2658 (#2659)
Fix: Guards are not sending out request for the lower armor requirements. Only for the higher level. * Baker GUI - Coloring of check box not working #2652 (#2653)
Remove the coloring sequence since it doesn't appear to working on all OS. * Citizens Sleep - Random talking during sleep bug #2622 (#2651)
Citizen would talk during sleep status if at night it was raining. * /1.12:Baker skipping last Recipe (#2650)
If the last item in the recipe list was check it would skip over it and not make it. The check was >= and should be > the equal prevented the code from checking the last recipe. * change style depending on building level (#2646)
Let's citizen change style depending on work building level and not on own level. Also register rack to builder correctly * hotfix baker * Baker - Enhancements - User controll over Baker #2592 (#2625)
Baker - Enhancements - User controll over Baker #2592
This is an enhancement for the Baker. I've added a second gui that the user can select which recipes the baker will make. As you can see from the screen shots it shows everything recipe the baker can make. Click on the items you wish them to make. So you can control what they produce. If you only want cookies, just have the cookies the only item clicked. The baker will only make cookies. I've added Pumpkin Pie since it is a vanilla minecraft item.
So there are 4 recipes for the baker now.
If your town gets over loaded with food, you can also uncheck everything and the baker goes IDLE until there is an item that the baker is allowed to bake. You don't have to reassign them to another job anymore if you don't wish too.
Also, in this version, you have the ability to have one baker make cakes, and another make bread. Each building saves what is made in that building so you can have different buildings making different things.
There is no default recipe the baker will request if items are missing like before. They will find the first recipe that is allowed and request those items and until they receive those items, they will wait for the request to be fulfilled.
If you have more than one item checked for allowed recipes, the baker will just go down the list. The baker doesn't care if recipe 1 is fulfill-able and recipe 2 is not. If recipe 2 is the next item to be produce it will request those items and wait for it.
Unless, your building is higher than level 1. So the baker can make more than one item at a time. Say it was level 3. Which means they can be making 3 things at a time. * Feature/cook limit (#2642)
limit food the cook keeps
Hotfix/overflow (#2641)
fix compile errors
Recursion hotfix for cycling crafting
Town Hall - Should Save build order. #2595 (#2614)
store build priority of workorders * Adds recipe for cactus planks blocks (#2638)
recipes for cactus planks blocks
lag: control possible lag in building's onWorldTick() (#2637)
Improve performance * Feature/dump (#2635)
Makes range guard less op Unstuck guard if he wants to path to an unreachable spot Deliver ore even if not full stack Limit lumberjack range * Despawn barbarians faster and let dump into other chests (#2633)
Despawn barbarians faster and let dump into other chests
add saveguard to avoid crashes
Guards Request Armor #2577 (#2621)
Guards Request Armor * Lumberjack - Not saving cutting down tree correctly. #2596 (#2613)
Fix: Lumberjack - Not saving cutting down tree correctly. * hotfix racks * Fix/rs (#2630)
Fixes async requests Fixes retrying resolver Fix stuck cook turn off teleport to upper levels and fix horde issues avoid barbarians correctly and clean horde list fix barbarian close calc * Added check to empty stacks (#2632)
OreDictionary throws an Illegal Argument Exception if you try to get the ID of an empty stack, so if the player is holding an empty stack, we are not doing any operations at all, and returning false. * Feature/rack placementhandler rework (#2626)
Fix Rack code finally, use relative values to make them copy pasteable etc. Rework placement handlers to be colony independent (to extract them to separate mod eventually) * Render waypoints (#2627)
Add back waypoint rendering * Name does not show up on builder huts gui. #2623 (#2624)
Fix Name does not show up on builder huts gui * Guards - standing around like crash dummies. #2610 (#2620)
Fixes guards standing around doing nothing after a mob/mod is removed from the save/game. * hotfix nullpointer exception * Barracks - Show list all citizens assigned to that building #2597 (#2616) * Sleeping citizens - Cosmetic update, remove tool/weapon from hand while sleeping #2598 (#2617) * Feature/compost block (#2605)
Added the Compost Item, an Item that behaves like BoneMeal to the plants and cannot be crafted nor used as a dye. Adde the Barrel Block, a block that takes biolical items (can be set on configurations) and process them. After 2 days (average) the block will emit particles to show that it finished, and will drop 6 Compost Items when the player interacts whit it. * hotfix npe
This should only happen if the colonyDat is corrupt * Hotfix for crashes caused by illegal workbuildings by Farmers.
Minor fixes of design, sounds deletion (#2683)
Mostly townhall gui adjustments Removed unused sounds + builder saturationHigh * Adding proper reobfuscation to all jars. Removing deobf. * Merge remote-tracking branch 'origin/version/1.12' into version/1.12 * Adding proper reobfuscation to all jars. Removing deobf. * Minor fixes of design, sounds deletion (#2681)
Minor fixes of design, sounds deletion, remove high saturation sound
corrected string for entity.builder.messageBuilderNecessary
更正字符串 entity.builder.messageBuilderNecessary
constructiontape
施工胶带
fix state
修复陈述
fix lang terms
修复语言表达
Add newline to all recipes
添加两个全合成表换行
attempt to fix pathing
尝试修复路径控制
ColonyRefactoring
殖民地重构
fix recipe
修复合成表
hotfix 2 exceptions
2 例外修补程序
port fixes
端口修复
Constants and fixes
常数与修正
Fix block reg on server side
修复服务端注册方块
fix javadoc directly
直接修复JavaDoc
Feature/improved placing
Make supplycamp/ship placeable like a Structure
restrict it correctly
fix rtp
avoid teleport if colony null
fix javadoc
decrease saftey drop slightly
Add paperwall recipe
hotfix
bugfix (#1684)
Fix losing level on fire/hire * Fix/lj saplings (#1675)
Fix lumberjack sapling handling
improve lumberjack
Paperwall type (#1654) (#1659)
First part of paper wall.
Textures required.
New textures.
Add craft and Switch to jungle texture
Also fixes some codacy
Added newlines
Requested changes and codacy/sonar fixes
Codacy
More codacy and sonar
Another codacy and sonar
Trying to figure out what does it require to be fixed
Codacy
Should work
Another try
Codacy
Sonar
Sonar
Somebody once told me that I have to change line. I have my pen in hand to do it...
Sonar should change it's mind
First attempt
Second part
Some adaptions
some more
Push
Push some fixes
some more adaptions
more adaptions
switch to correct model loading
At correct event only at the client
copy modblock registry from 1.12
correctly register everything!
Finish it
Optimize imports
Sonar fixes
Make sonar happy
fix critical
make codacity happy
more codacity
sonar critical
Adapt following orion
User interfaces
Making it use generics.
Fix the construction tape
good (#1672)
fixy fix the baker fixy fix for Zyxi Zyx (#1669)
Fix/more saplings (#1665)
fix sapling registering in 1.12.2
fix sapling registering in 1.12.2 (#1664)
Feature/birch style (#1631) (#1641)
New birch style * fix tooltip (#1637) * fixed (#1630) * Fix rack messup (#1616) (#1625)
fixing rack messup
Also request items in the hands of armor stands
Fixed (#1623)
Hotfix/1.12 crash (#1619)
Fix crash
fix the rest of the 1.12 messages
Add taiga style 1.12 (#1603)
Add taiga style
name fix
fix item dupe bug
fixy fix
update schematics
Several bugfixes
fix bakery
Rework the keep item completely (#1609)
Rework the keep item completely
Fix stack size
fix imports
Delete event handler on colony deletion
Port1.12/fix/bug fixes (#1589)
several bug fixes (#1582)
several bug fixes
explain the death
npe fix. (#1588)
fix 1.12 problems
Port1.12/colony commands (#1578)
Create new colony commands to check for a close colony (#1572)
Create new colony commands to check for a close colony
fix desc
fixes
fix crash
1.12 fixes
hotfix fix issue #1573 (#1574)
Closes #1573 * hotfix citizens without home running home! (#1569) * Port/standing avoid (#1563)
Improving the standing logic of the Builder by adding some offsets.
Feature/better avoid (#1558)
avoid in random direction
some small adaptions
move away from location fix
fix up all the going home and sleep stuff
codacity issues
fix problem with missing bed
not necessary if
hotfix bugfix NPE
fix loc
Port1.12/barbarian fixes (#1556)
working
remove printlns
Port 1.12 builder gui and sounds (#1543)
Feature/builder gui (#1540)
new builder UI
fix permission scepter problems
Add baker sounds
fix gui buttons
fixed interaction sound and issue
fix string
fix infinite loop and add builder sounds
fix 1.12 specific issues
Fix/1.12 double sounds (#1530)
Port1.11/sounds n fix (#1516)
Add male knight sounds
Add female archer sounds
codacity fix
Fix/javadoc (#1515)
fix all javadoc warnings
delete file duplication
Delete building on colony remove (#1514)
Delete building on colony remove
sort colonists by name
fix not requesting item frames
fix javadoc
fix merge prblems
fix double sound events
Fix pasting in SMP + chisel handling (#1534) (#1537)
update at a random moment
chisels and bits support #1
make paste work correctly in smp
adapt properties
fix update flag
fix annots
remove import
Port1.11/sounds n fix (#1516) (#1520)
Add male knight sounds
Add female archer sounds
codacity fix
Fix/javadoc (#1515)
fix all javadoc warnings
delete file duplication
Delete building on colony remove (#1514)
Delete building on colony remove
sort colonists by name
fix not requesting item frames
fix javadoc
fix merge prblems
fix npe for good now
Port1.12/whatfix (#1501)
Whatafix/security measures (#1499)
security measures in tough times
Fix despawning
use the correct constant
correctly spawn barbarians
fix 1.12 issue
update tinkers version
fix bug crashing players on loggin
Port/1.12 hotifxes (#1498)
Hotfixes several issues:
Crashes because of divide/0 Fixes baker furnaces Fixes citizen job assignment Fixes home assignment problems * Fix/barbarian despawn + colonists not spawning (#1486)
Fix barbarian despawn and colonists not spawning + some performance improvements * Check if the colony center is null before checking how close we are to it (#1487) * Port1.12/fix barbarian spawning (#1482)
Port1.11/fix/barbarians (#1479)
Fix/barbarian spawns (#1477)
Fix barbarian spawning, only calc building size once, decrease xp gain
fix constructiontape
restore and save them to NBT
fix the javadoc
fix codacity
fix center returning null
better calc
Fix waypoint
sonar fixes
last adaptions
fix merge errors
some more adaptions
fix the rotation
codacity
a bit more codacity
Also updte to newest forge and mappings
corrected string for entity.builder.messageBuilderNecessary
更正字符串
mark colonies dirty on permission changes
在权限更改时标记殖民地变化
Hotfix for dman crash
修复DMAN崩溃
fix smelter and some small other issues
修理冶炼厂和其他一些小问题
fix colony deletion and remove colony.dat on removal
固定殖民地删除和删除殖民地。
Maintain colony saves in individual files
维护殖民地保存在单个文件
Rewrite how we store colonies. Store colonies in their own .dat files + zip them up as a backup. * Added smelter hut recipe
重写我们如何存储殖民地。将殖民地存储在自己的.dAT文件中,然后将它们压缩为备份。*添加冶炼厂小屋配方
fix shingles resistance
修复屋顶抗性
fix herder blocks
修复牧场方块
fix scrollbar, who did this? =D
修复滚动条,这是谁干的?= D
Add double fern and grass recipes
添加双蕨草配方
Remove dublicate, add recipes, fix textures and models
删除双元,添加配方,固定纹理和模型
refactor townhall statistic to use job as key to output label
重构市政厅统计使用工作为关键,输出标签
Refactor townhall building statistics to include all buildings
重构城市建筑统计包括所有建筑
ready! Smeltery New worker: Smelter Feature/colony refactor
准备好了!冶炼厂 新工人:熔炼工 特征/殖民地重构
Another colony refactor rework. This should improve the server performance of minecolonies. Also should improve worker recovery.
另一个殖民地重建工作。这将提高微型计算机的服务器性能。还应该提高工人的康复。
Add shingle slab
添加平木瓦板
fix compat manager
修复管理者兼容性
fix lj building
修复搭接建筑
A lot of fixes
很多修正
some small fixes to asynch requesting
对异步请求的一些小修改
fix citizen ignore furnaces
修复市民忽略熔炉
fix the walkToProxy
修复代理服务器行走
cleanup scarecrow problems
清理稻草人问题
fix excp
修复执行程序
remove imports
删除进口
remove unneccessary entityAi code, fix proxy pathing
删除不必要的EntTyAI代码,修复代理路径
Fix some changes
修正一些更改
Better recipes
更好的合成表
fix lang issue
修复语言问题
fix crash bug
修复崩溃错误
Small scarecrow fix: + Huge code rework to facilitate future additions to the colony. * More blocks
小稻草人修复:+巨大的代码返工,以促进未来的殖民地增加。*更多方块
add the other styles
添加其他样式
fix the models
修正模型
fix paperwall types
修复墙纸类型
add light opacity and newline
添加光不透明度和换行符
bugfix for tinkers tools
修复修补工具
fix the problem with the resolver
修复用解析器解决问题
add a lot of logging
添加大量日志记录
avoid infinite loop
避免无限循环
Rework farmer field
返工农田
fix javadoc
修复Java文档
fix double adding colony buildings
修复重复添加殖民地建筑
fix codacity and test
修复编码与测试
Remove unused imports
删除未使用的导入
Feature, correctly handle compatability
特色,正确处理兼容性
remove BOP
清除BOP
fix mantle
修复覆盖物
Default style setting
默认样式设置
Fix several issues relate to building with the new RS
修复与新RS相关的几个问题
Fix provider removal and label color.
修复提供程序删除和标签颜色。
fix crash on kill
修复碰撞杀死
isEmpty and not == 0
为空且不=0
Fix requesting entities
修复请求实体
More tries and fix javadoc
更多的尝试和修复JavaDoc
Fixing the unit test.
修复单元测试
Fix commands + add clipboard recipe
修复命令+添加剪贴板配方
improve gathering, improve javadoc, fix workers...
改善殖民地,改善JavaDoc,修复工人…
Renamings and improvements to the DMan gathering logic.
DMAN收集逻辑的重命名和改进。
Fix DMan not working properly.
修理DMan不能正常工作。
Updating the gathering limitations to be configurable between a minimal and maximum amount of building.
更新收集限制在最小和最大数量的建筑物之间可配置。
Remove the debug logging.
删除调试日志记录。
Pulling in @bob0bob changes to finish up a bunch of things.
拉进@bob0bob改变了一大堆事情。
Fix the DMan not resetting the gatherCount when dumping after succesfull pickup.
修复DMAN不重置集合计数时倾倒成功后拾取。
Bugfixing and autorequest resolving for 1.12.
错误修复和自动回复1.12。
Limiting stack sizes.
限制堆栈大小。
Working on building inventory and other detection mechanics.
负责建筑存货和其他检测机制的工作。
Fixing several broken things. Ready for PR.
修理一些破碎的东西。准备好了PR
Fixing some sonar issue. Make the worker always walk to building when checking for a completed request.
修正一些声纳问题在检查完成的请求时,让工人一直走到大楼。
Adds new Shingle block and adapts old item models to look more smoothly in inv, hand, itemframe and ground. * D3 shingles
添加新的木瓦块,并适应旧项目模型,以更顺利地在英制,手,项目框架和地面。*D3瓦顶
Create shingle block with the model of d3
用D3模型创建木瓦砌块
adapt to newest model
适应最新型号
Renamings and improvements to the DMan gathering logic.
DMAN收集逻辑的重命名和改进。
Fix DMan not working properly.
修理DMan不能正常工作。
Updating the gathering limitations to be configurable between a minimal and maximum amount of building.
更新收集限制在最小和最大数量的建筑物之间可配置。
Fix requesting and cook needs
修理请求和烹调需要
add newline
添加换行符
Fix another crash
修复另一个崩溃
correctly get the world to avoid crashes
正确地让世界避免崩溃
add effective side check
添加有效边检查
fix crash on death
修复坠落死亡
add some small fixes and crash avoiders
添加一些小补丁和崩溃避免器
And fix double requesting for barracks guards
修复军营守卫
make workers return home at night correctly
让工人晚上回到家
Fix a crash when citizens die.
修复在公民死亡时崩溃。
fix bug with tool requests
修复用工具请求bug
fix racks
修复架子
Fix several Birch style building Fix hunger system and food requesting Implement a new Worker - The Cook with hut, schematics etc. * fix compile error and registry * fix compile error * Fixing the classloading issue when running a dedi server.
修复一些桦树风格建筑,解决饥饿系统和实现一个新的工人与餐厅,示意图*修正编译错误和注册表*修正编译错误*固定类加载的问题时,运行一个专用服务器。
fix requesting items from creativetab
修复从创意库中确定请求项
fix rack crash
修复架子碰撞
fix custom nametag
修复自定义名称
fix compile errors
修复编译错误
Fixing the PlayerFactory crash.
修复玩家工厂崩溃。
Update the build script to HTTPS instead of HTTP
将生成脚本更新为HTTPS而不是HTTP
Makes sure that releasing builds can acces the Buildservers API for direct parsing. * fix barbarian spawning * New language update * fix for good * fix compile error * fix * Fix/citizen
确保发布版本可以访问构建服务器 API以进行直接解析。修复野蛮生物蛋*新的语言更新*修复好的*修复编译错误*修复*修复/公民
Bug with buildTool/supplyship-camp Crash with dman. Problem with pathing (locomotion) Problem with finding the right bed to sleep in.
建筑工具错误/供应营地与DMAN坠落。解决找到正确的床睡觉问题。