After nearly half a year of no releases, I’m back to a regular release schedule! I’ve been working on a separate project that unfortunately didn’t succeed, but now I’m fully focused on MineFortress again. From now on, you can expect monthly updates with more features!
What’s new:
- Workers now eat: Changed the eating logic. Workers will now take breaks during work to eat, preventing starvation.
- Added more translations. Many thanks to the community!
- Fixed house menu bug: Resolved an issue where the house menu appeared with every click in area selection mode.
- Fixed forester crash: Prevented the game from crashing when using the forester.
After a period of silence, we're back with a new update that introduces a new way to select and manage your pawns!
What's new:
- Pawn Selection Overhaul: You can now select individual pawns by simply clicking on them or select multiple pawns by pressing the left mouse button and dragging it across the screen. A green square will appear, selecting all pawns within it. After selecting the desired pawns, you can assign tasks to them the same way as before.
- Improved Task Management: Pawns assigned to everyday tasks will no longer be available for other tasks until they finish their current task.
- Blueprint Enhancements: Fixed several issues related to building blueprints, including underground parts building.
- Road Building Fix: Resolved issues with pawns not correctly building roads.
- Translation Updates: Added Brazilian Portuguese and Simplified Chinese translations. (Thanks to our contributors!)
- Initial Inventory: Players now start with 30 wheat seeds in their inventory.
- Various Bug Fixes: Resolved bugs related to pawn selection, task assignment, and building screens.
What's new:
- The fisherman profession is now available.
- The fisherman will go fishing in the nearby water if there is water nearby, he will catch fish and bring it to his inventory.
- Fix the bug allowing item duplication in the crafting inventory using the middle mouse button.
- Add a maximum selection size to prevent crashes when pointing upwards.
- When performing their tasks, pawns won't consume excessive amounts of food.
Support the mod on Patreon!
New gameplay features! An automation area for tree harvesting and improved combat mode with the ability to summon all warriors to the campfire.
What's new:
- New automation area! Select an area for automatic tree harvesting and replanting.
- In combat mode, the total number of warriors will be displayed.
- There is no need to search for warriors anymore. In combat mode, click on the campfire icon to summon all nearby warriors.
- A small green dot appears in combat mode to make the warriors' target point visible.
- A new debug command has been implemented to disable the spawning of pawns. The command is "/fortress spawnPawns enabled <true/false>".
- A new debug command has been added to spawn warriors for debugging purposes. To use this command, type "/fortress warriors spawn <num>".
- I tried once again to resolve the issue of warriors and miners losing their professions. I hope that it works this time. Please test.
- Fixed the issue where miners get stuck at the bottom of the quarry after finishing mining.
- Fixed some bugs related to navigation and pathfinding.
I am improving the mod for a better user experience. The new release includes two commands to toggle campfires and borders.
What's new:
- Campfire toggle command: /fortress campfire or /fortress campfire
- Border toggle command: /fortress border
- There was a critical bug making Miners disappear or die after some time. It is not fixed!
- Fix crashes when Pawns were jumping on specific blocks
- Fix furnace screen textures
- Fix hire pawns screen textures
This update is mostly about refactoring the internals of the mod. It should theoretically fix some bugs but also may introduce some new bugs 😅
What's new:
- Fix the ability to repair buildings on the server! You can use it by clicking on a damaged building.
- Add new patron's names to the names generator pool.
Support the project on Patreon!