been a fan of archeology mod for a while and got this the second i saw it. been playing the heck out of it. i found a vanilla large island seed that is brilliant. -1883891116440281302 remember to use large biomes. it is a plains island that is somewhat flat with about 9x9 or 10x10 chunks to build on. there are at least two ocean temples in view.
my ideas about the info. in the mod millenaire it uses signs as message boards to inform the player of the towns needs. it works well.
another idea would be to have some sort of thing in the player inventory like a document or book or something that you click on a build/farm type block and it says what it needs/uses. or a project planner. it could have a title page listing industries and or whatever and if something is jammed up its name would be red. click on the name and it opens a page saying what the issue is. the idea with this is to get rid of chat spam altogether.
my only contribution to issue finding. in Aroma Mining World it can be set to Day all the time. this seems to mess up the farms.
small request. please make white wool an option or some other overworld white block usable for the intersection.
another request, please make a warehouse manager block. its only purpose is to supply distributors with stored goods. this way i can put items into centralized storage that multiple distributors can pull from without clogging up the distributor blocks with excess inventory. actually i don't care about the logic. lol i just want to be able to dump an inventory worth of stuff into a chest and have the 'people' make use of it.
my only contribution to issue finding. in Aroma Mining World it can be set to Day all the time. this seems to mess up the farms.
How does it affect the Farms? Do they stop working completely or do they do something else unusual?
small request. please make white wool an option or some other overworld white block usable for the intersection.
I will probably at least make quartz something that can be imported from the global market by one of the buildings. Or use the Junior Archaeology mod to get quartz It has been updated to 1.10.2 recently also.
EDIT: Or even go find the abandoned city and find a quartz building to demolish (may even find netherbrick or rare purpur building also,) but I know you said you were on an island so that may be as much a hassle as going to the nether, but still an option.
another request, please make a warehouse manager block. its only purpose is to supply distributors with stored goods. this way i can put items into centralized storage that multiple distributors can pull from without clogging up the distributor blocks with excess inventory. actually i don't care about the logic. lol i just want to be able to dump an inventory worth of stuff into a chest and have the 'people' make use of it.
The Seller block should work for you. Place it in your base or anywhere (except for the ground floor of a building) and you can put things in it and Distributors will have access to it and take what they need. Put a coin pouch in it if you want to get paid for your items (but that is optional.) In the future though, I probably will have a dedicated Warehouse block that can make use of multiple vanilla chests in it's area for storage.
the farms work initially and then stop after a day or so. things grow but don't get harvested. also i planned out the field with water blocks and then put down half slabs of wood for walking on and it seemed the farmer couldn't 'see' past the slabs so i had to remove them. it could have something to do with the other issue and not the fact it was in an always day dimension.
at the time i wrote the thing about the white blocks the archeology mod wasn't updated. so now i have that.
since this is different about what i was talking about above i decided not to edit my other post.
OMG the farmer works with Pams Harvest craft seeds. I love you! lol.
also, on superflat worlds the buildings spawn at height 3 consistently so far. head at 4 feet at 3. i like it though.
i wanted to create a one chunk buffer between the edge of the city and a farm. it wouldn't let me. it only put the farm right next to a building or 2 chunks away. not really a bug just aesthetically annoying.
when trying to place farm at night, it wouldn't recognize farmable land even though the chunks were watered and everything.
The Meaning of Life, the Universe, and Everything.
Join Date:
7/19/2014
Posts:
55
Member Details
Using Dooglamoo Painter Mod to test Cities compatibility with other mods blocks. The next version 1.10.2-1.0.5 should handle at least the ore dictionary planks, wood slabs, and stone.
Thank you for the updates
Your mod is much fun! We didn't even leave the starting area yet because there is so much to do.
We are using Thut's Elevators mod with it, it makes a nice addition to the towers.
We still need to figure out a good layout for distributers and buyers/sellers .. we read the wiki but couldn't figure out a good layout, some are getting full quick and then there is no room for other things it should have.
The carpenter fills itself up with planks. We have so many, my wife started to throw them into lava
Maybe you can change it so it will just make one stack of each kind or so and then make more if needed ?
And is it possible to act with vanilla chests somehow ?
The painter mod looks good too, will sure have a look at some point.
The Meaning of Life, the Universe, and Everything.
Join Date:
7/19/2014
Posts:
55
Member Details
@Herbert0071
Yes, this mod can keep you busy trying to optimize the flow of items throughout your city.
The Carpenter makes tools on demand but will make planks endlessly as you have discovered. All buildings use planks for floors and the Office and Factory can have wood plank walls so demand for planks can be high. If your demand is currently not high then you can export planks to the global market for some extra money (if you are using coin pouches for a money based economy.) To export planks, put a Buyer on the ground floor of a Factory and give it a coin pouch and some planks. It will then buy planks from Distributors (and Carpenters.) The Factory will then export those planks to the global market and make money. Later if you need more planks for building then take the planks out of the Buyer to stop exporting them.
You could also put a switch on the side of the Carpenter and turn it on (down) to put the Carpenter to sleep. Then turn the switch off when you need it to make planks again. Or if you are a redstone genius, make something that detects a full inventory and applies a redstone signal to turn it off and on.
One of the next new blocks I plan to ad to the mod is a Warehouse block. It will be similar to a Distributor but can store items in vanilla chests that it finds in it's area.
is there a way to change the priority of planks for the carpenter? or something? it is constantly asking for logs and doesn't seem to realize that planks make sticks for tools. so i have to give it logs to make sticks for tools and it turns it into planks instead which it won't convert. i end up making sticks manually to avoid the issue.
The Meaning of Life, the Universe, and Everything.
Join Date:
7/19/2014
Posts:
55
Member Details
@scimuse
Thanks for the report. You're right, I just tested and if the Carpenter has planks but no logs it doesn't use the planks to make sticks. Will be fixed in the next release.
The Meaning of Life, the Universe, and Everything.
Join Date:
7/19/2014
Posts:
55
Member Details
Version 1.10.2-1.1 is released.
If anyone is going to try this with Dooglamoo Painter Mod then you need to use an oak wood slab to specify building material in the building's inventory and then place a bunch of the painted wood planks in the inventory and specify some wood flooring plank other than oak. This is just because painted wood planks don't have unique slabs associated with each one.
If you are trying planks from other mods, just use a slab that is created from those planks to specify the building material.
It seems to happen when it is mining a silverfish block.
It started to happen after we installed the new version, but we also installed two more mods at the same time.
They only add 2 items, a chest transporter and a multi page chest .. so I don't think they conflict with your mod ?
I will attach an error log.
---- Minecraft Crash Report ----
WARNING: coremods are present:
CXLibraryCore (cxlibrary-1.10.2-1.2.2.jar)
Contact their authors BEFORE contacting forge
// I'm sorry, Dave.
Time: 09.10.16 17:45
Description: Exception ticking world
java.lang.NullPointerException: Exception ticking world
at com.dooglamoo.citiesmod.block.BlockQuarry.digQuarry(BlockQuarry.java:126)
at com.dooglamoo.citiesmod.block.BlockQuarry.func_180645_a(BlockQuarry.java:60)
at net.minecraft.world.WorldServer.func_147456_g(WorldServer.java:471)
at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:220)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:698)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:387)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:613)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:471)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Thread: Server thread
Stacktrace:
at com.dooglamoo.citiesmod.block.BlockQuarry.digQuarry(BlockQuarry.java:126)
at com.dooglamoo.citiesmod.block.BlockQuarry.func_180645_a(BlockQuarry.java:60)
at net.minecraft.world.WorldServer.func_147456_g(WorldServer.java:471)
at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:220)
-- Affected level --
Details:
Level name: New World V
All players: 1 total; [EntityPlayerMP['Herbert'/246, l='New World V', x=-522,30, y=15,00, z=-16,90]]
Chunk stats: ServerChunkCache: 878 Drop: 0
Level seed: -1901900791
Level generator: ID 00 - default, ver 1. Features enabled: true
Level generator options:
Level spawn location: World: (-221,64,90), Chunk: (at 3,4,10 in -14,5; contains blocks -224,0,80 to -209,255,95), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Level time: 8409313 game time, 50334 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 62246 (now: false), thunder time: 140874 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:698)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:387)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:613)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:471)
at java.lang.Thread.run(Unknown Source)
So I have a problem, I have these office blocks and the block is saying Low on Stone Bricks when I have the thing FULL of it!
Do you have multiple office blocks? If so, are you sure there is not one that is missing the Stone Bricks? If you have an anvil available, you could name the office blocks (Office 1, Office 2, etc.) just to be sure of which one is complaining.
Are you sure it has the gray Stone Bricks? Not the red bricks.
If the problem is not either of these, then I am not sure what it could be.
Finally we figured out how it works with the global market and have a city running
Our main problem was, we didn't know that the block for a building has to stay in the building to work .. and that one needs the coin pouch, not the buyer and seller.
I have a couple more questions / suggestions:
Since the distributer has a range of 80, does it mean the whole city has to be within that range ?
It seems very hard to have quarries, treefarm, ranch, farm and fishery close enough to the buildings.
I already mined out about 10 quarries, so especially that is impossible to have closeby.
I don't think there is a way to extend the range above the 80 blocks ?
We are using the global market to sell stuff in one location and buy it at another location, so that works.
If it is intended that way, we can live with that, but I was wondering if there is a way to move resources over bigger distances.
Is any building trading Prismarine (Shard/Brick/Crystals) or Ink Sac ? And if not could you add those ?
Is there a list with prices somewhere ?
The quarries are working much better, but the problem now is, they are running into abandoned mineshafts, so it would be nice if they also mine planks, fence, rail and spiderwebs.
Tested with server for several hours with the new version, no crash thanks again
That's good. Just let me know if you run into any other problems.
Thanks.
Everything runs fine now, no bugs found.
I have one suggestion though. Can you make it so the silverfish blocks get mined too ? That would be very helpful.
I have 2 quarrys going and I can basically run around the whole time and mine those blocks so it keeps going.
Thanks
been a fan of archeology mod for a while and got this the second i saw it. been playing the heck out of it. i found a vanilla large island seed that is brilliant. -1883891116440281302 remember to use large biomes. it is a plains island that is somewhat flat with about 9x9 or 10x10 chunks to build on. there are at least two ocean temples in view.
my ideas about the info. in the mod millenaire it uses signs as message boards to inform the player of the towns needs. it works well.
another idea would be to have some sort of thing in the player inventory like a document or book or something that you click on a build/farm type block and it says what it needs/uses. or a project planner. it could have a title page listing industries and or whatever and if something is jammed up its name would be red. click on the name and it opens a page saying what the issue is. the idea with this is to get rid of chat spam altogether.
my only contribution to issue finding. in Aroma Mining World it can be set to Day all the time. this seems to mess up the farms.
small request. please make white wool an option or some other overworld white block usable for the intersection.
another request, please make a warehouse manager block. its only purpose is to supply distributors with stored goods. this way i can put items into centralized storage that multiple distributors can pull from without clogging up the distributor blocks with excess inventory. actually i don't care about the logic. lol i just want to be able to dump an inventory worth of stuff into a chest and have the 'people' make use of it.
I will definitely look into this.
How does it affect the Farms? Do they stop working completely or do they do something else unusual?
I will probably at least make quartz something that can be imported from the global market by one of the buildings. Or use the Junior Archaeology mod to get quartz It has been updated to 1.10.2 recently also.
EDIT: Or even go find the abandoned city and find a quartz building to demolish (may even find netherbrick or rare purpur building also,) but I know you said you were on an island so that may be as much a hassle as going to the nether, but still an option.
The Seller block should work for you. Place it in your base or anywhere (except for the ground floor of a building) and you can put things in it and Distributors will have access to it and take what they need. Put a coin pouch in it if you want to get paid for your items (but that is optional.) In the future though, I probably will have a dedicated Warehouse block that can make use of multiple vanilla chests in it's area for storage.
the farms work initially and then stop after a day or so. things grow but don't get harvested. also i planned out the field with water blocks and then put down half slabs of wood for walking on and it seemed the farmer couldn't 'see' past the slabs so i had to remove them. it could have something to do with the other issue and not the fact it was in an always day dimension.
at the time i wrote the thing about the white blocks the archeology mod wasn't updated. so now i have that.
since this is different about what i was talking about above i decided not to edit my other post.
OMG the farmer works with Pams Harvest craft seeds. I love you! lol.
also, on superflat worlds the buildings spawn at height 3 consistently so far. head at 4 feet at 3. i like it though.
i wanted to create a one chunk buffer between the edge of the city and a farm. it wouldn't let me. it only put the farm right next to a building or 2 chunks away. not really a bug just aesthetically annoying.
when trying to place farm at night, it wouldn't recognize farmable land even though the chunks were watered and everything.
farmable land requires a light level of 9 or greater. If you put some torches down, it should work.
New version 1.10.2-1.0.4 contains achievements. Also Quarries and Mineshafts will handle silverfish blocks, and other bug fixes.
Using Dooglamoo Painter Mod to test Cities compatibility with other mods blocks. The next version 1.10.2-1.0.5 should handle at least the ore dictionary planks, wood slabs, and stone.
Thank you for the updates
Your mod is much fun! We didn't even leave the starting area yet because there is so much to do.
We are using Thut's Elevators mod with it, it makes a nice addition to the towers.
We still need to figure out a good layout for distributers and buyers/sellers .. we read the wiki but couldn't figure out a good layout, some are getting full quick and then there is no room for other things it should have.
The carpenter fills itself up with planks. We have so many, my wife started to throw them into lava
Maybe you can change it so it will just make one stack of each kind or so and then make more if needed ?
And is it possible to act with vanilla chests somehow ?
The painter mod looks good too, will sure have a look at some point.
@Herbert0071
Yes, this mod can keep you busy trying to optimize the flow of items throughout your city.
The Carpenter makes tools on demand but will make planks endlessly as you have discovered. All buildings use planks for floors and the Office and Factory can have wood plank walls so demand for planks can be high. If your demand is currently not high then you can export planks to the global market for some extra money (if you are using coin pouches for a money based economy.) To export planks, put a Buyer on the ground floor of a Factory and give it a coin pouch and some planks. It will then buy planks from Distributors (and Carpenters.) The Factory will then export those planks to the global market and make money. Later if you need more planks for building then take the planks out of the Buyer to stop exporting them.
You could also put a switch on the side of the Carpenter and turn it on (down) to put the Carpenter to sleep. Then turn the switch off when you need it to make planks again. Or if you are a redstone genius, make something that detects a full inventory and applies a redstone signal to turn it off and on.
One of the next new blocks I plan to ad to the mod is a Warehouse block. It will be similar to a Distributor but can store items in vanilla chests that it finds in it's area.
I'll have to try that elevator mod
Thanks for the feedback. Have fun.
is there a way to change the priority of planks for the carpenter? or something? it is constantly asking for logs and doesn't seem to realize that planks make sticks for tools. so i have to give it logs to make sticks for tools and it turns it into planks instead which it won't convert. i end up making sticks manually to avoid the issue.
really looking forward to the new stuff.
@scimuse
Thanks for the report. You're right, I just tested and if the Carpenter has planks but no logs it doesn't use the planks to make sticks. Will be fixed in the next release.
Version 1.10.2-1.1 is released.
If anyone is going to try this with Dooglamoo Painter Mod then you need to use an oak wood slab to specify building material in the building's inventory and then place a bunch of the painted wood planks in the inventory and specify some wood flooring plank other than oak. This is just because painted wood planks don't have unique slabs associated with each one.
If you are trying planks from other mods, just use a slab that is created from those planks to specify the building material.
Suddenly the quarry is making the server crash
It seems to happen when it is mining a silverfish block.
It started to happen after we installed the new version, but we also installed two more mods at the same time.
They only add 2 items, a chest transporter and a multi page chest .. so I don't think they conflict with your mod ?
I will attach an error log.
---- Minecraft Crash Report ----
WARNING: coremods are present:
CXLibraryCore (cxlibrary-1.10.2-1.2.2.jar)
Contact their authors BEFORE contacting forge
// I'm sorry, Dave.
Time: 09.10.16 17:45
Description: Exception ticking world
java.lang.NullPointerException: Exception ticking world
at com.dooglamoo.citiesmod.block.BlockQuarry.digQuarry(BlockQuarry.java:126)
at com.dooglamoo.citiesmod.block.BlockQuarry.func_180645_a(BlockQuarry.java:60)
at net.minecraft.world.WorldServer.func_147456_g(WorldServer.java:471)
at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:220)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:698)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:387)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:613)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:471)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Thread: Server thread
Stacktrace:
at com.dooglamoo.citiesmod.block.BlockQuarry.digQuarry(BlockQuarry.java:126)
at com.dooglamoo.citiesmod.block.BlockQuarry.func_180645_a(BlockQuarry.java:60)
at net.minecraft.world.WorldServer.func_147456_g(WorldServer.java:471)
at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:220)
-- Affected level --
Details:
Level name: New World V
All players: 1 total; [EntityPlayerMP['Herbert'/246, l='New World V', x=-522,30, y=15,00, z=-16,90]]
Chunk stats: ServerChunkCache: 878 Drop: 0
Level seed: -1901900791
Level generator: ID 00 - default, ver 1. Features enabled: true
Level generator options:
Level spawn location: World: (-221,64,90), Chunk: (at 3,4,10 in -14,5; contains blocks -224,0,80 to -209,255,95), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Level time: 8409313 game time, 50334 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 62246 (now: false), thunder time: 140874 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:698)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:387)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:613)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:471)
at java.lang.Thread.run(Unknown Source)
-- System Details --
Details:
Minecraft Version: 1.10.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.8.0_101, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 768223800 bytes (732 MB) / 1174929408 bytes (1120 MB) up to 1174929408 bytes (1120 MB)
JVM Flags: 2 total; -Xmx1224M -Xms1224M
IntCache: cache: 0, tcache: 0, allocated: 12, tallocated: 94
FML: MCP 9.32 Powered by Forge 12.18.1.2094 18 mods loaded, 18 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJAAAA mcp{9.19} [Minecraft Coder Pack] (minecraft.jar)
UCHIJAAAA FML{8.0.99.99} [Forge Mod Loader] (forge-1.10.2-12.18.1.2094-universal.jar)
UCHIJAAAA Forge{12.18.1.2094} [Minecraft Forge] (forge-1.10.2-12.18.1.2094-universal.jar)
UCHIJAAAA ChestTransporter{2.5.3} [Chest Transporter] (ChestTransporter-1.10.2-2.5.3.jar)
UCHIJAAAA cxlibrary{1.2.2} [CXLibrary] (cxlibrary-1.10.2-1.2.2.jar)
UCHIJAAAA dooglamoocitiesmod{1.10.2-1.1} [Dooglamoo Cities Mod] (dooglamoocitiesmod-1.10.2-1.1.jar)
UCHIJAAAA endercrop{1.9-1.2-1836} [Ender Crop] (endercrop-1.9.4-1.3.1.jar)
UCHIJAAAA inventorysorter{0.10.0+42} [Simple Inventory sorting] (inventorysorter-1.10-0.10.0+42.jar)
UCHIJAAAA IronChest{7.0.6.794} [Iron Chest] (ironchest-1.10.2-7.0.6.794.jar)
UCHIJAAAA JEI{3.10.0.261} [Just Enough Items] (jei_1.10.2-3.10.0.261.jar)
UCHIJAAAA journeymap{1.10.2-5.2.4} [JourneyMap] (journeymap-1.10.2-5.2.4-unlimited.jar)
UCHIJAAAA MultiPageChest{1.7.0} [Multi Page Chest] (MultiPageChest-1.10-1.7.0.jar)
UCHIJAAAA mychunkloader{1.9.4-1.10.2-03} [My Chunk Loader] (Mychunkloader-1.9.4-1.10.2-03.jar)
UCHIJAAAA prefab{1.1.1.2} [Prefab] (prefab-1.1.1.2.jar)
UCHIJAAAA thutcore{3.5.4} [ThutCore] (thutcore-1.9.4-3.5.4.1.jar)
UCHIJAAAA thuttech{4.0.5} [Thut's Tech] (thuttech-4.0.5.jar)
UCHIJAAAA Waila{1.7.0} [Waila] (Waila-1.7.0-B3_1.9.4.jar)
UCHIJAAAA WholeTreeAxe{1.5.0} [Whole Tree Axe] (WholeTreeAxe-1.10-1.5.0.jar)
Loaded coremods (and transformers):
CXLibraryCore (cxlibrary-1.10.2-1.2.2.jar)
cubex2.cxlibrary.CoreModTransformer
Profiler Position: N/A (disabled)
Player Count: 1 / 20; [EntityPlayerMP['Herbert'/246, l='New World V', x=-522,30, y=15,00, z=-16,90]]
Is Modded: Definitely; Server brand changed to 'fml,forge'
Type: Dedicated Server (map_server.txt)
Thanks for your assistance.
Thank you for the report. I will look into it right away.
EDIT: crash should be fixed in new version 1.10.2-1.1.1
Will test it right away. Thanks for the great support you are doing !
EDIT: seems to be working fine with the new update, thank you
Do you have multiple office blocks? If so, are you sure there is not one that is missing the Stone Bricks? If you have an anvil available, you could name the office blocks (Office 1, Office 2, etc.) just to be sure of which one is complaining.
Are you sure it has the gray Stone Bricks? Not the red bricks.
If the problem is not either of these, then I am not sure what it could be.
Finally we figured out how it works with the global market and have a city running
Our main problem was, we didn't know that the block for a building has to stay in the building to work .. and that one needs the coin pouch, not the buyer and seller.
I have a couple more questions / suggestions:
Since the distributer has a range of 80, does it mean the whole city has to be within that range ?
It seems very hard to have quarries, treefarm, ranch, farm and fishery close enough to the buildings.
I already mined out about 10 quarries, so especially that is impossible to have closeby.
I don't think there is a way to extend the range above the 80 blocks ?
We are using the global market to sell stuff in one location and buy it at another location, so that works.
If it is intended that way, we can live with that, but I was wondering if there is a way to move resources over bigger distances.
Is any building trading Prismarine (Shard/Brick/Crystals) or Ink Sac ? And if not could you add those ?
Is there a list with prices somewhere ?
The quarries are working much better, but the problem now is, they are running into abandoned mineshafts, so it would be nice if they also mine planks, fence, rail and spiderwebs.