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Civillis 2.0.1-release

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@MaoxnZ MaoxnZ released this 20 Jul 16:26

[2.0.1-release]

Added

  • Town names on the Zone HUD: When you enter civilized land covered by an active Town
    Center, the Zone Transition HUD can now show that town's name instead of the generic
    Civilized label. In overlapping territory, Civillis prefers the most relevant town for
    the player.

Changed

  • Max-level Town Centers claim danger pockets: A fully upgraded, active Town Center now
    stabilizes caution zones inside its territory. Those claimed areas behave as part of the
    town for Civillis' spawn and zone rules, so a mature settlement can push back local danger
    instead of always yielding to it.
  • Town Center zone buff defaults: The default catalog now puts Regeneration on the gold
    choice and Resistance on the netherite choice. Modpacks overriding
    civil_town_center_levels should update any offer IDs copied from the old defaults.
  • Town Center presence upkeep: Entity presence upkeep now scans active Town Center
    territory instead of sweeping the whole world, keeping the mechanic tied to actual
    settlements and reducing background work on busy servers.
  • Farm Shrine head discovery: Existing mob heads are now discovered when a Farm Shrine
    is activated, rather than during chunk-load events. This avoids tying shrine setup to
    chunk-load side effects and makes existing-head registration more stable.

Fixed

  • Town Center lecterns: Registered Town Center lecterns with a missing book can now be
    repaired by placing a written book back into them, restoring the Town Center interface
    without strange empty-lectern behavior.
  • Explosion protection: TNT and other explosion paths no longer destroy protected active
    Town Center blocks.
  • Non-player block destruction: Protected Town Center blocks are also guarded against
    non-player destroyBlock calls, matching the normal player break protection more closely.
  • NeoForge login reloads: Joining a server no longer forces Civillis' data loaders to
    reload as if a full data-pack sync had happened, avoiding a noticeable login hitch on
    affected NeoForge builds.

Note