pack: v0.37.0 — Tier 3 village supply/demand + Structory structures
Pre-wipe consolidation. After this, the seed pick is unblocked. bnstoolkit 0.4.1 → 0.5.0 — village supply/demand throttle - 64×64 block tiles each have a finite demand pool per cost item - Spur-paying trades decrement their tile's pool; pool refills over 1 hour real-time (lazy refresh, no scheduled tick, no perf overhead) - Saturated trades show vanilla "out of stock" in the UI until the villager restocks AND the tile's demand has refilled - ~150 spurs/hour cap per tile in a fully-stocked multi-profession hall - 50-librarian-hall exploit dies; players who want more income must build halls in distant tiles (overworld logistics) OR diversify professions (each item type has its own pool) - Anyone with /bns admin can inspect a tile's state — full picture lives in server.persistentData.bnsVillageDemand New worldgen mods (Modrinth — both NeoForge 1.21.1): - Structory 1.3.16 — 15 small thematic ruins: chapels, graveyards, fire-watch towers, abandoned camps, boats, outcast huts - Structory: Towers 1.0.16 — 21 mid/rare-tier towers: lighthouses, engineer's tower, ocean pillars, wizard towers, end towers Density assessment (per earlier audit): pack goes from ~52 to ~88 generating structure types. Towers are mostly rare-tier (40-80 chunk spacing) so they read as discoveries, not clutter. Loot is in line with vanilla bastion/mansion tier — finite chest pool that the diminishing-returns sell shop and village supply system already balance against. Pack mods: 102 → 104. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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