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Various fixes and Improvements #10242
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Is it smart to be changing research effect ids, these are stored inside the research manager NBT data aren't they? |
ye I'm just exchanging the effect a research contains, not the research itself |
Raycoms
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Sep 20, 2024
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Tiny things
Improved refreshdimension entity movement Improved Spawnlocation util
Raycoms
approved these changes
Sep 23, 2024
Raycoms
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Sep 29, 2024
Fix accuracy research to better fit its name, it now increases the guards chance to critically hit The guard sleep less research is now called coffee, and moved slightly down in the tree, its effect value also got fixed it incorrectly defaulted to 5 resulting in a negative chance. Research effect default level values are now 1 instead of 5 when no levels are declared. So value 1 = researched, 0 = not researched by default. Research Tree choices now display a tooltip to clarify that an "OR" really can only choose one of the two Sleeping guards no longer constantly move their head, nor look at nearby players anymore Sleeping guards now sleep for the intended duration, they no longer get woken up by unstuck Improve Itemlookup performance when searching for a stack within a list Improve citizen Interact goal performance, it now uses our already existing custom lookat goal Fix Ship raids no longer spawning, being always overtaken by underwater raiders, now it is 20% for underwater raiders chance(except for underwater spawnpoints ofc) Fix entity registration check, forge field is unreliable as it gets reset on player visual tracking radius Fix visitor NPE when they have no home building Fix some enchanter scrolls saving the colony name to nbt Improve backup loading Fix sleeping citizens spawning in bad locations Improved refreshdimension entity movement Improved Spawnlocation util
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Changes proposed in this pull request
Testing
Review please