1. NPCs disappearing. (1.0.5, Pre-Release) Pre-release should have fixed it, but for some the NPCs still disappear. On-going bug.
2. Reficule spawning in Peaceful/Non-Kingdoms worlds. (Pre-release) Will be changed so that they don't in the next update. Reficule spawning will require the contract being signed.
3. Game crashes when talking to NPCs/traders. (1.0.5, Pre-release) No known fix right now.
4. Workers stand by/jump at taller trees when told to cut wood. Also occurs when they don't have a clear route to the tree trunk. (Pre-release)
5. Workers' pathing causes them to walk into things/stand by buildings when told to cut wood in/close to the town. (Pre-release.)
6. No way to stop workers from following you/swap them from between cutting wood or mining cobblestone. (Pre-release.)
7. NPCs spawn in walls/get trapped in certain areas. (1.0.5, Pre-release.)
8. Prices. Too much gold given for most items/expensive items (e.g. diamond gear) are too easily attained. (1.0.5, Pre-release.)
Bugs that are not bugs/FAQ.
1. No SMP support. This is not planned, and may never happen, due to all the coding involved.
2. Reficule mobs are hard. They're meant to be. =)
3. No house for the player. Tier 3 or 4 will have a castle in the city for your use. Until then, build your base outside the city/guild...or take one of the rooms in the guild hall. My choice is top of the stairs on the top level; the room with 2 'beds' inside.
4. Coins don't drop! Did you accept the contract from the guild master?
5. 'Start a new conquest' doesn't show up! Did you install modloader and ToK correctly? Please watch the installation videos.
~
I think that's everything. Any more? :happy.gif:
The only other one I can think of is that when you start a new world, your coins aren't reset to 0.
Wow, This mod is amazing! I think making buildings cost a little iron or coal would be good, encouraging players to actually mine. :smile.gif: Thanks for this great mod!
Will there be any chance that this will work with ModLoaderMP Server, and ModLoaderMP Client. I would love to see these features added as this would be great to have on a server. Some things I think would need to be added to keep griefing with new users.
Permissions so that only those with permissions may start new guilds, tier buildings.
Stat Collector, who donated the most stuff towards gaining a Castle. Option to allow highest person to achieve king of that castle.
Permissions to allow certain ranks, only allowed to achieve specific tiers, Admin = Tier 4, Moderator T3, Members T2, New Members T1
Block new castle from behind placed within set amount of blocks to avoid building to close to guild or other castle.
Support for multiple castles.
Option to disable specific features like invasions (Keep from griefing).
Think that's it for now. But would love to see this go multiplayer.
As for the Mod itself, it is simply amazing, I am enjoying it every second, both my girlfriend and myself. We hope for the day it is multiplayer so we can play it together.
I take it you didn't read the 'Bug reports/FAQ' just a few posts above your own?
SMP isn't supported, isn't planned, and probably will never happen. :happy.gif: Sorry. You're not the only one who would like to play this mod with friends, but the difficulty with the coding is the biggest problem; that, and the fact Alyx doesn't have as much time as he'd like to work on this mod/do other things right now.
Now if only it was possible to totally re-engineer the minecraft.jar and server program.... but that's not gonna happen.
*thinks wishfully*
Also... IF Alyx could make it that no endermen/creeper cannot spawn in like a radius around the guild/city would really help alot... gotta hate when they come into your city...
Something like Oblivion's 'haggling' system might work for pricing. Items are sold at 50% their price, and bought for 150% X3
Cobblestone and wood can be sold for 1g/item or 64g/stack. Then bought for 3g/item or 192g/stack.
Stone and glass would start at 2g/item (due to having to use coal to get them), and bought for 6g/item.
Diamond would be most expensive (as obsidian can be farmed), so perhaps sold for 250g/item, then bought for 750g/item?
As for crafted items...the 'selling' price of the individual items, plus a little extra as 'tax'.
Diamond sword: 2 diamond at 750g each. Plus 1g for the stick/'hilt'. 1501g. Add, say, 25% tax, which takes it up to 1876g.
As long as the amount of gold dropped from mobs is decreased, this would mean you'd really have to work to get higher quality items. :happy.gif: I think.
That reminds me- THAT was why I NEVER sold anything of value in that game. "oh, I can haggle a little bit more..." *gets angry at stubborn CPU* *Butchers city* *reloads previous save*
Something like Oblivion's 'haggling' system might work for pricing. Items are sold at 50% their price, and bought for 150% X3
Cobblestone and wood can be sold for 1g/item or 64g/stack. Then bought for 3g/item or 192g/stack.
Stone and glass would start at 2g/item (due to having to use coal to get them), and bought for 6g/item.
Diamond would be most expensive (as obsidian can be farmed), so perhaps sold for 250g/item, then bought for 750g/item?
As for crafted items...the 'selling' price of the individual items, plus a little extra as 'tax'.
Diamond sword: 2 diamond at 750g each. Plus 1g for the stick/'hilt'. 1501g. Add, say, 25% tax, which takes it up to 1876g.
As long as the amount of gold dropped from mobs is decreased, this would mean you'd really have to work to get higher quality items. :happy.gif: I think.
Shouldn't a crafted item be cheaper then buying the components? Otherwise I'd just buy two diamonds and a stick... save myself 25%...
I am sorry, I wasn't been able to focus that much on the prices as I have been coding a lot of features and bugfixes and to still hit the deadline :sad.gif:
Send to me a repriced list? :smile.gif:
INFO: the return value is the selling price. All buying price is increased by 0.8 or 80% of the selling price. Also, 0 means can't be sold and emerald is diamond. Notch used emerald as a codename for diamond for unknown reasons.
I am sorry, I wasn't been able to focus that much on the prices as I have been coding a lot of features and bugfixes and to still hit the deadline :sad.gif:
Send to me a repriced list? :smile.gif:
INFO: the return value is the selling price. All buying price is increased by 0.8 or 80% of the selling price. Also, 0 means can't be sold and emerald is diamond. Notch used emerald as a codename for diamond for unknown reasons.
Holy crap. *mind blown by wall of words*
I WOULD look at it, but I'm too busy playing :tongue.gif:
EDIT: reading it :tongue.gif:XD
if(item.equals("item.appleGold")) return 9001;
IT'S OVER 9000!!
Hi, guys if you are really interested in setting the pricings right here is the list:
-snip-
I am sorry, I wasn't been able to focus that much on the prices as I have been coding a lot of features and bugfixes and to still hit the deadline :sad.gif:
Send to me a repriced list? :smile.gif:
INFO: the return value is the selling price. All buying price is increased by 0.8 or 80% of the selling price. Also, 0 means can't be sold and emerald is diamond. Notch used emerald as a codename for diamond for unknown reasons.
Oh, my... Just because of this list... I already have a headache.
Hod the heck do you mod without rage quitting? :ohmy.gif:
XD
if(item.equals("item.appleGold")) return 9001;
IT'S OVER 9000!!
HAHAHAHA! Nice one!
Anyways, for those that played the pre-release, do you think miners should get a chance of getting iron instead of cobble? (also, I could do diamonds and gold, but that is just way overpowered in my opinion.)
The only other one I can think of is that when you start a new world, your coins aren't reset to 0.
Think that's it for now. But would love to see this go multiplayer.
As for the Mod itself, it is simply amazing, I am enjoying it every second, both my girlfriend and myself. We hope for the day it is multiplayer so we can play it together.
Now if only it was possible to totally re-engineer the minecraft.jar and server program.... but that's not gonna happen.
*thinks wishfully*
Especially Golden Apples (at least when you have mo's creatures)-maybe it could check for that and lower the price (say, 50%?)
Anyways, you guys are in for a surprising new intro in TOK in the next release hehehe.
T1
---SM House
------128 wood
------64 cobble
---LG House
------192 wood
------128 cobble
---Well
------64 wood
------64 cobble
---Item Shop
------192 wood
------192 cobble
---Stock Market
------192 wood
------192 cobble
That reminds me- THAT was why I NEVER sold anything of value in that game. "oh, I can haggle a little bit more..." *gets angry at stubborn CPU* *Butchers city* *reloads previous save*
Seems about right to me :tongue.gif:
Shouldn't a crafted item be cheaper then buying the components? Otherwise I'd just buy two diamonds and a stick... save myself 25%...
But have you found any Clay yet ;D
I am sorry, I wasn't been able to focus that much on the prices as I have been coding a lot of features and bugfixes and to still hit the deadline :sad.gif:
Send to me a repriced list? :smile.gif:
INFO: the return value is the selling price. All buying price is increased by 0.8 or 80% of the selling price. Also, 0 means can't be sold and emerald is diamond. Notch used emerald as a codename for diamond for unknown reasons.
But I have.
Holy crap. *mind blown by wall of words*
I WOULD look at it, but I'm too busy playing :tongue.gif:
EDIT: reading it :tongue.gif:XD
if(item.equals("item.appleGold")) return 9001;
IT'S OVER 9000!!
Oh, my... Just because of this list... I already have a headache.
Hod the heck do you mod without rage quitting? :ohmy.gif:
HAHAHAHA! Nice one!
Anyways, for those that played the pre-release, do you think miners should get a chance of getting iron instead of cobble? (also, I could do diamonds and gold, but that is just way overpowered in my opinion.)
Sheer power and will. Power = coffee. Will = players :smile.gif:
Dam, Coffee. Strong stuff.
I should start drinking it more often, when I'm studying before tests!
System.out.write("i knowa little java");
Console.Text("and i am ok at c#");
1+1=3 why? Because 11 is 3 in binary