- [CHANGE] fix #301 (rare crash with villagers not having the nearest living entities memory value)
- [CHANGE] fix #301 (rare crash with villagers not having the nearest living entities memory value)
- [CHANGE] fix #301 (rare crash with villagers not having the nearest living entities memory value)
- [CHANGE] add death message after named guards owned by players die
- [CHANGE] Fix NoSuchMethodError: LivingDamageEvent.Post.getNewDamage on NeoForge 26.1 - 0LostConnection
Fix NoSuchMethodError: LivingDamageEvent.Post.getNewDamage on NeoForge 26.1
- [CHANGE] add death message after named guards owned by players die
- [CHANGE] fix #296 (guards not attacking other guards on opposite teams)
- [CHANGE] fix #297 by adding a config option for guards patrolling worksations like golems
- [CHANGE] fix #296 (guards not attacking other guards on opposite teams)
- [CHANGE] fix #297 by adding a config option for guards patrolling village workstations like golems
[CHANGE] make it compatible with 26.1.0 and any future versions
- [MAJOR] 21.1.0 port(special thanks to zzong8286-crypto on github for helping out with the majority of this)
- [CHANGE] guards can use spears and added bows and iron axes to guard equipment selection
- [CHANGE] stop guards from moving around slightly while patrolling
- [CHANGE] make it so return to village ai has higher priority than attacking mob ai so guards are able to return to the village more effectively
- [CHANGE] stop guards from moving around slightly while patrolling
- [CHANGE] make it so return to village ai has higher priority than attacking mob ai so guards are able to return to the village more effectively
- [CHANGE] hopefully reduces issues with guard pathfinding to patrol points (with help from hrmcngs)
- If guards are continually stuck they will simply pause their patrol finding ai for a moment before reactivating their ai to walk back to their patrol point
- [CHANGE] hopefully reduces issues with guard pathfinding to patrol points (with help from hrmcngs)
- [CHANGE] hopefully reduces issues with guard pathfinding to patrol points (with help from hrmcngs)
- If guards are continually stuck they will simply pause their patrol finding ai for a moment before reactivating their ai to walk back to their patrol point
- [CHANGE] hopefully reduces issues with guard pathfinding to patrol points (with help from hrmcngs)
- [CHANGE] fix targeting crash related to iron golems (#278(
- [CHANGE] fix targeting crash related to iron golems (#278(
- [CHANGE] fix #275 and #276 (crashes with mods that load memory modules before Guard VIllagers)
- [CHANGE] make guards intentionally try to avoid powdered snow and other hazards more often
- [CHANGE] fix #275 and #276 (crashes with mods that load memory modules before Guard VIllagers
- [CHANGE] make guards intentionally try to avoid powdered snow and other hazards more often
CHANGELOG:- [CHANGE] fix crash with vampirism
- [CHANGE] try to mitigate against clerics failing to aim towards healing target
- [CHANGE] intentionally extend guard crossbow range when patrolling
- [CHANGE] fix #274 (crashes with vampirism)
- [CHANGE] try to mitigate against clerics failing to aim towards healing target
- [CHANGE] intentionally extend guard crossbow range when patrolling
CHANGELOG:
- [CHANGE] fix #273 (guards not spawning) and golem repair ai not working
- [CHANGE] fix #272 by adding a config option and automatically display text when max health above default
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