Tags
Creators
Details
1.19.2-0.0.9-beta.1
Compatibility
Required content
Changes
Named as such because it was be the last set of features implemented before (or shortly after) I moved away from Copenhagen.
General
- Fixed a bunch of missing translations
- Added room recipes for storage progression
- Added "block rooms": single blocks that behave like rooms
- Welcome mat and town flag always behaved like this
- Fishing rod now does, too.
- And the logic/code/serialization for rooms like this has been simplified/unified
- Improved interaction spot logic (i.e. villagers should nott stand on water or air while working)
- Added more aggressive "unsticking" to villager navigation
- Updated jobs UI to show all job roots if in creative mode
- Fixed custom status text/art (when running client+server)
- Added tutorial entries for "leveling" and "needs"
Job Definitions
- Jobs can now produce outputs based on loot tables (see "fisher" definition)
- Added "after extract" hook that can be used for special job rules
- Added special rules to support the "cook" jobs (and anyone else who wants to use them)
- Added "has_item_in_slot_initially" to version 2 job definitions
- This allows jobs to only start if they have a specific item in a specific slot (or minecraft:air if the slot must be empty)
- Added "insert_into_slot_0", "insert_into_slot_1" special rules
- Added "take_from_slot_2" special rule
- Added "has_item_in_slot_initially" to version 2 job definitions
- Added support for special rules that supplement
isJobBlockcheck
Technical Notes
- Replaced some calls to
isJobBlockwithshouldInitializeWithStateto ensure that block initialization is unaffected by special rules that modify the job block check at runtime - Updated job status logic to handle jobs that require more than just workstate to begin
- E.g. Arborist requires space around block
Exploits
- Fixed a client/server sync issue which resulted in duplicated Blocks of Progress
Quest Progression
- Fixed bug where declined quest batches ramp up difficulty in a way that is not fair
- Improved upgrade quest logic
- Made upgrade quests a possible result after declining a batch
- Fixed bug where town could get stuck with only finished quests
- Added optional compatibility with newer version(s) of RoomRecipes
- Fixed bug where quests were being assigned to "the town" as if the town was a villager.
Item Quests (New)
- Item quest currently gets added after first quest batch and before second visitor
- More to come here...
- Adding (enough) items to chests will cause item quests to be completed
- Added command for manually adding item quest to town
- UI overhaul to support item quests + other improvements
Fisher
- Added "fishing station" block which can have fishing lines attached to it
- Added a job so Crafter villagers can create fishing stations
- Added fishing job which uses the aforementioned block and produces results via the Minecraft fishing loot tables
Cook / Fish Cook
- Added a bunch of "kitchen" Room Recipes
- Added jobs which can:
- Add coal to an empty furnace in a kitchen
- Add coal to a chest in a kitchen
- Add fish to a furnace with an empty input slot
- Extract cooked villager food from a furnace
- Even if the cooking was started by someone else (e.g. a player)
- Requires a stick "tool" for now, due to technical limitations
Arborist
- Updated
crafter/stickjob to use saplings - Updated
gatherer/notooljob to find saplings - Added
AxeRackBlockfor use in Tree Farms (soon) - Has logic for deciding if a tree can be planted on a spot
- Does so by simulating growing a tree on that spot
Soup Cook
- Made "fill soup pot" job more useful by allowing players to get soup out of the pots themselves.
Optional dependencies
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:QY0XuBVZ:tefQgACS"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:QY0XuBVZ:tefQgACS"
}

