0.17.1
Compatibility
Changes
ADDITIONS:
-
the obvious, of course, full compatibility with 0.17+ pmweather
-
There is now a county system. Counties are named polygon regions and give warnings proper place news, says which NWS office owns which ground, and can determine the coverage of watches.
You can create counties by standing at each corner of your county in order:
/county begin <name>
/county point (repeat at each corner)
/county finish [office]
/county undo
will remove the last point,
/county cancel
will cancel the current county.
Alternatively, you can use
/county gui
to open the County editor, which does the same job on a map.
- Added NWS Jursidiction Enforcement option. An office's jurisdiction is the set of the counties assigned to it. Turning on NWSJurisdictionEnforcement in the server settings and creating a warning which has area outside of the jurisdiction of an NWS office will result in that county being trimmed. Enabling AllowWarmOutsideOwnJurisdiction will allow warning area to overlap unclaimed area.
It is advised to have TrimtToCounties on so that you can clip the polygon instead of rejecting it entirely.
-
WarnGen Customization, where you can change the issued product text, visible in the warngen menu.
-
There are now map controls in the warngen UI. You can now toggle town, land, county overlays, change the radar product, amend the points of existing polygons, cancel warnings, etc. You can scroll out and move around with the middle mouse button at a whim.
-
added perms (easaddon.town.admin)
-
Refined autogenerated risks
-
Added a config option to set the IP address of the TTS server, in preparation for releasing the full TTS server for release
-
Registered addon with pmweather
FIXES:
-
Fixed a dreaded bug where the volume for TTS did not save as the player moved between worlds
-
Fixed a bug where a storm expiring anywhere was used to stop whatever got announced
-
The NWR tone and SAME Header now is bound by the same stop mechanics as TTS, meaning they will not persist if you stop your game or leave the game
-
A lot of other things not mentioned
-
Fixed some text overlap
-
Did a UI overhaul on select uis i didn't really like lol
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:TUoNu1nC:S4fOnBhz"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:TUoNu1nC:S4fOnBhz"
}

