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v1.19.2-0.0.9-beta.1: 0.0.9 - The "Copenhagen" Update (#275)

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@bradsk88 bradsk88 released this 05 Sep 19:24
· 12 commits to 1.19.2 since this release
3e655b7
Named as such because it was be the last set of features implemented before (or shortly after) I moved away from Copenhagen.

**General**
- Fixed a bunch of missing translations
- Added room recipes for storage progression
- Added "block rooms": single blocks that behave like rooms
  - Welcome mat and town flag always behaved like this
  - Fishing rod now does, too.
  - And the logic/code/serialization for rooms like this has been simplified/unified
- Improved interaction spot logic (i.e. villagers should nott stand on water or air while working)
- Added more aggressive "unsticking" to villager navigation
- Updated jobs UI to show all job roots if in creative mode
- Fixed custom status text/art (when running client+server)
- Added tutorial entries for "leveling" and "needs"

**Job Definitions**
- Jobs can now produce outputs based on loot tables (see "fisher" definition)
- Added "after extract" hook that can be used for special job rules
- Added special rules to support the "cook" jobs (and anyone else who wants to use them)
  - Added "has_item_in_slot_initially" to version 2 job definitions
    - This allows jobs to only start if they have a specific item in a
      specific slot (or minecraft:air if the slot must be empty)
  - Added "insert_into_slot_0", "insert_into_slot_1" special rules
  - Added "take_from_slot_2" special rule
- Added support for special rules that supplement `isJobBlock` check

**Technical Notes**
- Replaced some calls to `isJobBlock` with `shouldInitializeWithState` to ensure that block initialization is unaffected by special rules that modify the job block check at runtime
- Updated job status logic to handle jobs that require more than just workstate to begin
  - E.g. Arborist requires space around block
 
**Exploits**
- Fixed a client/server sync issue which resulted in duplicated Blocks of Progress

**Quest Progression**
- Fixed bug where declined quest batches ramp up difficulty in a way that is not fair
- Improved upgrade quest logic
- Made upgrade quests a possible result after declining a batch
- Fixed bug where town could get stuck with only finished quests
- Added optional compatibility with newer version(s) of RoomRecipes
- Fixed bug where quests were being assigned to "the town" as if the town was a villager.

**Item Quests (New)**
- Item quest currently gets added after first quest batch and before second visitor
  - More to come here...
- Adding (enough) items to chests will cause item quests to be completed
- Added command for manually adding item quest to town
- UI overhaul to support item quests + other improvements

**Fisher**
- Added "fishing station" block which can have fishing lines attached to it
- Added a job so Crafter villagers can create fishing stations
- Added fishing job which uses the aforementioned block and produces results via the Minecraft fishing loot tables

**Cook / Fish Cook**
- Added a bunch of "kitchen" Room Recipes
- Added jobs which can:
  - Add coal to an empty furnace in a kitchen
  - Add coal to a chest in a kitchen
  - Add fish to a furnace with an empty input slot
  - Extract cooked villager food from a furnace
    - Even if the cooking was started by someone else (e.g. a player)
    - Requires a stick "tool" for now, due to technical limitations

**Arborist**
- Updated `crafter/stick` job to use saplings
- Updated `gatherer/notool` job to find saplings
- Added `AxeRackBlock` for use in Tree Farms (soon)
- Has logic for deciding if a tree can be planted on a spot
  - Does so by simulating growing a tree on that spot

**Soup Cook**
- Made "fill soup pot" job more useful by allowing players to get soup out of the pots themselves.