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>