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[pull] version/main from ldtteam:version/main #163
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Fix John bypassing progressing
Make Archer Trainees only shoot if there is a line of sight
Jungle Treehouse: Replace vines with placeholders in the university to make upgrading easier Minecolonies Original: Fix the duplicate ground level tag in the dyer's hut
Move Assignment of Courier Tasks to Warehouse Couriers pick up to 5 tasks from there to handle (only if tasks go to same destination and its not pickups) Generify task list rendering code
New fancy banner pattern New name in pool
Fix the tags in the vine plantation field
Optimize images
Avoid nearby colony lookup on each frame
Prevent builder from standing where hes mining below Prevent builder from dropping down when searching for a building position Add strong preference for standing outside of water while building
Moar tutorial. Expand on military with more guards + barracks. Add University/Hospital/2nd builder/sawmill Add new objective type for research
Fix fisher running into water to fish from there Fix fisher not being able to stand on certain slabs etc to fish. Fix fisher derping when going through water when going to a fishing pos Fix and cleanup undertaker
Caledonia Removed the legacy cobblestone schematic border on all lvl 1 builds Pagoda Removed the legacy cobblestone schematic borders on all lvl 1 builds. Greatly reduced the required dripstone for levels 1 and 2 of the alchemist hut: Level 2 was reduced by 50% Level 1 was reduced by 75% (50% then 50% again)
Mark the mine guard as invisible Fix the tags of the glowberry and nether vine fields
Add levitation effect after too many times breaking colony perms Add entity right click whitelist Add new toggleable permission that defaults to true
Finish the ancient greek texture style
Fixes rack Z fighting caused by double rendering a rack
Fix all usages of the direction to actually show the display text
Reimplements the quarrier's logic using a new "LayerBlueprintIterator", which wraps around an existing iterator (at the moment, the default one). This simplifies the code quite a bit, as this new iterator marks itself finished when the Y-level has been iterated over. The skip predicates don't need to block lower Y-levels anymore, and it only needs to check whether the iterator was finished when calculating resources for the current state, instead of also checking Y-levels there The structureStep method has been reimplemented, now using the base class logic instead of using a copy of it. Three methods have been overridden to get the difference in logic, most notably goToNextStage. It makes sure the quarrier will do the next stage at the correct layer, and restarts the stages when the quarrier was not at the bottom yet
Optimize images
Fix the Ancient Athens mechanic hut's blueprint size Fix holes in medieval spruce, oak and birch mine shafts Instead of having regular placeholders in the ground, there is now a cobblestone "gutter", running through almost the entire mineshaft Furthermore, those shaft schematics now have a stripped log border, to connect them a bit better together (previously, only the main shaft and the x3 shafts had those) The medieval shaft schematics have also been tagged invisible (This holds for medieval dark oak too)
Add Warehouse queue size to queue size listing in request lists Make pickups more rare.
Adds a placeholder block for the future kitchen block (with future cook to cook the special minecolonies food) Non functional -> No recipe. Just for builders to prepare already.
Citizens don't reset bedpos on restart anymore Fix manual player pickup A bit of pickup cleanup
…ject: triggers of 'Build' build configuration were updated
Fortress: Fix wrong anchor in the corner road decoration Shire: Fix the pumpkins in the combat academy to be carved Medieval Birch: Remove some slabs around beds to make them more accessible to citizens Several "regular" barracks fixes: One of the barracks towers in the barracks turned out to be rotated wrongly Widen the access to the back right barracks tower in the back right, so that the barracks tower won't block the way in anymore Provide a ladder downstairs in the back right barracks tower. There was a shaft already, but there were no ladders in it, making the area there inaccessible Dig out the area underneed the front right barracks tower at level 2, as neither the barracks nor the barracks tower dug the area out entirely in any of the five levels
…o a sync request (#10015) Fix workers not displaying request when converting an async request to a sync request Fix fuel list not having coal/charcoal as default
#10012) Update TickedWorldOperation to PlaceStructureOperation
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