1.0.6
Compatibility
Required content
Changes
Recruits: Living Villages 1.0.6
Added
- Mines. Villages dig their own ore once they have an armour smith. What comes up depends on the miner's rank — mostly gold at Novice, iron as he learns, diamond at Master. Each mine has a sealed ladder shaft that goes 12 blocks deeper per rank, and is rebuilt to a bigger design on every promotion.
- Weapon smith. A second forge turning the mine's metal into swords and axes. It gets one part in nine of the ore, the armourer eight.
- Epic Knights support. Each troop type wears its own kit: chainmail for archers, plate for crossbowmen, knight's armour for shieldmen, jousting armour for cavalry, ceremonial for a King. They carry the mod's weapons too. All of it iron, and expensive.
- Helmet crests. Set per troop type. Shieldmen wear a decorated armet by default, their King a decorated ceremonial armet.
- Faction shields. Shieldmen and cavalry carry the village banner on their shields. With Epic Knights each faction gets its own shield shape.
- Musket Mod support. Crossbowmen carry muskets instead. Double the price and as rare as cavalry.
- House upgrades. A village that runs out of room rebuilds its houses larger, sleeping twice as many.
- Villages arrive already developed. A village you've never visited is now credited for the ore it would have dug and the armour it would have forged, paid out the moment its buildings go up.
- Configurable currency. Emeralds by default; set it to gold, iron nuggets, or anything else.
Polished
- Treasuries and material stores now have a cap, so villages stop hoarding tens of thousands of emeralds they can't spend.
- A full treasury means no tax collection, and workers go 20% faster instead.
- Epic Knights ore output doubled and the armour smith is faster at every rank. A 40-man company is fully armoured in 3–4 hours instead of 7.
- Armour sets and their iron costs are configurable per troop type.
Fixed
- Villages created at night stayed asleep for their whole generated history. No farming, no taxes, no forge, and they never trained a butcher far enough to unlock an armour smith.
- A faction at war shut down work in all of its villages, even ones far from the fighting. Only the village actually under attack stops now.
- Stepping a village forward from the console did nothing after dark.
Updating: delete world/serverconfig/recruitsvillages-server.toml. The armour smith speed and Epic Knights ore table changed, and existing settings are never overwritten.
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:TLtnScVf:SN1MCIRy"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:TLtnScVf:SN1MCIRy"
}

