New in Town: Kingdoms is a vanilla mod for Minecraft 1.12, which uses functions and structures to create a unique, progressive, nonlinear experience.
In NiT:K, you will have the opportunity develop and watch over a settlement that grows as you see fit, defending it from otherworldly invaders.
Once installed, you can start your settlement by opening up a Town Charter, which can be obtained by picking up an Oak Log or Stone. This will present you with your settler's wagon, which includes three Building Permits, resource collection hoppers, and Site Planners with which to expand your village.
Every structure you add to your town has something to offer, either by providing periodic resources or stimulating your economy, allowing you to trade for what you need to progress your kingdom. However, the more quickly you advance your town, the more danger it is in. Invaders from the Nether will appear with greater force with each addition to build, culminating in the appearance of the Tyrant himself!
Installation Instructions
(Note: The Download button here is not for a world save, but rather files to copy and paste into an existing world save, preferably a brand new one.)
1. Create a new world. Name it whatever you like, then save and exit to the main menu.
2. Copy and paste the "data" and "structures" folders, and the "icon" image downloaded with this file right into that world's save file, in your .minecraft folder. Replace anything you are prompted to.
3. Load the world again. You'll recieve your Town Charter when you add pick up an Oak Log or Stone.
Changelog:
Four new naturally generating, unique structures: The Guardian Crucible, the Ender Fort Island, Harold's Zombie Cage, and the Solar Inscriber.
Each of the above grants a special music disc, used to build four new town structures: A Sea Prison, a Shulker Vault, a Haunted Mansion, and a Star Dial.
The ability to construct modular castles has been added, with five wings to lay out in any fashion: Entry, Treasury, Bedroom, Lookout Tower, and Stable.
Castle treasuries collect taxes from citizens in the form of gold ingots.
Recipes and Images:
Your settlement will begin as a simple wagon, which will have your initial three Building Permits, hoppers for collecting resources from some structures, and four site planners to expand from.
A Lumber Mill will send 4 Oak logs to your wagon every 24 in-game hours. Sleeping does not accelerate this. A lumberer inside will buy and sell logs for gold, and can exchange other forms of logs for Oak Logs, which are necessary for all structures.
Mines send four stone to your wagon every 24 in-game hours. Sleeping does not accelerate this. The miner inside will buy and sell cobblestone, as well as exchange various stone types for cobblestone.
Farm plots are equipped with growing wheat, carrots, and potatoes upon construction. You will have to cultivate them yourself, however.
Bakers are eager to buy and sell bread, and can even bake cakes for the right price.
Chicken coops start with four adult chickens, and a hopper system underneath will automatically collect their eggs into the adjacent chest.
Guard towers will alert you of nearby threats to your village. However, they can do little to protect it beyond that.
The Golem Factory will provide your village with an indestructible Iron Golem to watch over it.
The Adventure guild provides a safe place to sleep and store your items, as well as houses an adventurer to not only provide helpful resources for your adventures, but also to reward you for your troubles.
The Wizards Tower is fully equipped to enchant level 30 items, and the helpful wizard can buy and sell lapis lazuli. Hell also purchase your enchanted books of any sort.
The Nether Shrine provides a safe entry to the Nether, but youll have to have visited already to construct it. The center area is also equipped for a single-tier beacon, once you make one.
The mayors office will not only allow you to buy more building permits, but will reward you handsomely for accomplishing acts of heroism.
Potion huts have brewing stations and plenty of water, as well as an alchemist to sell you more rare ingredients for your brewing needs.
Should you wish, you can craft an empty plot from any site planner. This plot will not generate new site planners for undeveloped areas, though. You can develop this land from other adjacent site planners at any time.
You can also fortify your kingdom with walls, and gated walls. They will not create new site planners anywhere, so should only be used as borders. Admittedly, they dont always fit together very well. Thats being worked on. Beware the Forces of Evil:
As you develop your village, scouts from the Nether, serving the enigmatic Tyrant, will come through broken portals to try to tear you down. Killing them will give you more building permits to expand further.
As your town progresses, the Tyrant may decide he has scouted enough, and send in an invasion force in a much sturdier portal, which you can gain access to. The Ghasts can be killed for two building permits.
Beware building structures too quickly, eventually the Tyrant may decide to enter your world himself. He cannot leave the circle, but he is still a formidable opponent. Killing him will yield three building permits, keeping your village safe for now.
In the above recipes, the center ingredient is a Building Permit. Three of these are provided for you with your wagon, and more can be obtained by protecting your kingdom from Nether invaders, or by purchasing them from a Mayor's Office. (Note: Walls and empty plots do not cause Nether forces to attack. Building too many of these may put your village at a standstill!)
NEW IN VERSION 3!
Construct a castle frame, and build each wing independently, letting you lay out your superstructure however you like. (WARNING: All 6 spaces will be constructed regardless of existing structures in the area. Keep a 45x45 block area to the left and right, and forward, clear, as it will be destroyed!)
The entryway is one of only two castle wings that will have a way into and out of the castle once completed. Beyond that, it provides nothing special.
The castle treasury will collect 2 gold in taxes from each of your citizens once every 24 in-game hours. Sleeping does not accelerate this.
The castle lookout tower is functionally identical to the general town's lookout tower, however you are able to climb this one to the top.
The bedroom comes equipped with all the materials you will need to make six Banners in what ever color and style you may choose (though there is by no means an infinite supply, here) as well as provides a safe place to sleep in the castle.
The castle stable will also have an entry/exit for the castle, and comes with four leashes and two horse eggs, along with plenty of fence posts to tie your steeds to.
You can repeat wings and place them anywhere in the castle frame you like to produce a shape and layout that suits you. Bear in mind, new site planners do not generate around the edge of the castle; you will not be able to build walls without building other town structures around it first. Additionally, building the castle frame will not cause Nether forces to attack, but adding wings will.
Also new in version 3: Natural structures! These will spawn randomly in your would upon settling your wagon, and are not biome-specific. The Elder Guardian's crucible will generate underground, but a pool on or near the surface will allow you to swim down and challenge it. Defeating it will yield the Eye of the Crucible, used to build your own Sea Prison in your village, which will occasionally spawn ordinary Guardians. Be sure to keep an eye on escapees!
The jungle island above has had an extradimensional fortress superimposed onto it! It contains shulkers, as well as a Rift Cicada. Killing it will yield an Enderift Keystone, used to build an Ender Vault in your village, which cycles through eight included Shulker Boxes!
Harold is a zombie that's been locked in a cage. You can pull the lever to send him falling to his doom, or you can try to cure his disease. If you choose to help him, he'll reward you with his undead soul, which you can use to build a Haunted Mansion, housing a number of ghosts to trade death for life (Mob drops for Experience bottles).
The Solar Inscriber was used long ago to emblazon knowledge onto solar discs, though the means of their operation has been lost to time. If you can align the inscriber's four pillars at their maximum height using the complex button system, you'll be rewarded with an Emblazed Solar Disc, containing the knowledge to build a Star Dial, which you can use to move time forward and backward by standing on the sun and moon within, respectively.
This vanilla mod is still quite a WIP. There is still a lot more I want to add, but I unfortunately don't want to work on too much more until 1.13 is released, as it will change the way structures and functions are loaded in data packs, and I want to ensure that as little as possible breaks through that transition.
That said, future plans include:
1. A "stage two" after having defeated the Tyrant, allowing you to embark on a counteroffensive into the Nether, building your own fortress in the same way you built your town, to put an end to the hellish invasion once and for all.
2. Refugees from the End, seeking your aid in fleeing from the cruel Enderdragon, and offering assistance in freeing their world from her.
Nice work! Thinking about using this on my friend's server!
Be cautious using this in multiplayer. Everything should work regardless of the number of players, but it can only support a single town without issue, and I can't predict how serious those issues might be.
I figured as such, I may be able to fiddle with a few things if I want it sooner. I've got other things I can add for now, but this is a great idea I may add in the future.
New in Town: Kingdoms has been updated to version 3!
Changelog:
Four new naturally generating, unique structures: The Guardian Crucible, the Ender Fort Island, Harold's Zombie Cage, and the Solar Inscriber.
Each of the above grants a special music disc, used to build four new town structures: A Sea Prison, a Shulker Vault, a Haunted Mansion, and a Star Dial.
The ability to construct modular castles has been added, with five wings to lay out in any fashion: Entry, Treasury, Bedroom, Lookout Tower, and Stable.
Castle treasuries collect taxes from citizens in the form of gold ingots.
I think that the vanilla mod looks amazing I even got it installed shortly after reading everything, the one problem is that almost 80% of the images that have the recipes for the buildings are not showing up, is there a separate list for the crafting recipes?
Never mind I found the recipes inside the file. Thank you though!
In NiT:K, you will have the opportunity develop and watch over a settlement that grows as you see fit, defending it from otherworldly invaders.
Once installed, you can start your settlement by opening up a Town Charter, which can be obtained by picking up an Oak Log or Stone. This will present you with your settler's wagon, which includes three Building Permits, resource collection hoppers, and Site Planners with which to expand your village.
Every structure you add to your town has something to offer, either by providing periodic resources or stimulating your economy, allowing you to trade for what you need to progress your kingdom. However, the more quickly you advance your town, the more danger it is in. Invaders from the Nether will appear with greater force with each addition to build, culminating in the appearance of the Tyrant himself!
DOWNLOAD
(Note: The Download button here is not for a world save, but rather files to copy and paste into an existing world save, preferably a brand new one.)
1. Create a new world. Name it whatever you like, then save and exit to the main menu.
2. Copy and paste the "data" and "structures" folders, and the "icon" image downloaded with this file right into that world's save file, in your .minecraft folder. Replace anything you are prompted to.
3. Load the world again. You'll recieve your Town Charter when you add pick up an Oak Log or Stone.
Changelog:
Your settlement will begin as a simple wagon, which will have your initial three Building Permits, hoppers for collecting resources from some structures, and four site planners to expand from.
A Lumber Mill will send 4 Oak logs to your wagon every 24 in-game hours. Sleeping does not accelerate this. A lumberer inside will buy and sell logs for gold, and can exchange other forms of logs for Oak Logs, which are necessary for all structures.
Mines send four stone to your wagon every 24 in-game hours. Sleeping does not accelerate this. The miner inside will buy and sell cobblestone, as well as exchange various stone types for cobblestone.
Farm plots are equipped with growing wheat, carrots, and potatoes upon construction. You will have to cultivate them yourself, however.
Bakers are eager to buy and sell bread, and can even bake cakes for the right price.
Chicken coops start with four adult chickens, and a hopper system underneath will automatically collect their eggs into the adjacent chest.
Guard towers will alert you of nearby threats to your village. However, they can do little to protect it beyond that.
The Golem Factory will provide your village with an indestructible Iron Golem to watch over it.
The Adventure guild provides a safe place to sleep and store your items, as well as houses an adventurer to not only provide helpful resources for your adventures, but also to reward you for your troubles.
The Wizards Tower is fully equipped to enchant level 30 items, and the helpful wizard can buy and sell lapis lazuli. Hell also purchase your enchanted books of any sort.
The Nether Shrine provides a safe entry to the Nether, but youll have to have visited already to construct it. The center area is also equipped for a single-tier beacon, once you make one.
The mayors office will not only allow you to buy more building permits, but will reward you handsomely for accomplishing acts of heroism.
Potion huts have brewing stations and plenty of water, as well as an alchemist to sell you more rare ingredients for your brewing needs.
Should you wish, you can craft an empty plot from any site planner. This plot will not generate new site planners for undeveloped areas, though. You can develop this land from other adjacent site planners at any time.
You can also fortify your kingdom with walls, and gated walls. They will not create new site planners anywhere, so should only be used as borders. Admittedly, they dont always fit together very well. Thats being worked on.
Beware the Forces of Evil:
As you develop your village, scouts from the Nether, serving the enigmatic Tyrant, will come through broken portals to try to tear you down. Killing them will give you more building permits to expand further.
As your town progresses, the Tyrant may decide he has scouted enough, and send in an invasion force in a much sturdier portal, which you can gain access to. The Ghasts can be killed for two building permits.
Beware building structures too quickly, eventually the Tyrant may decide to enter your world himself. He cannot leave the circle, but he is still a formidable opponent. Killing him will yield three building permits, keeping your village safe for now.
NEW IN VERSION 3!
Construct a castle frame, and build each wing independently, letting you lay out your superstructure however you like. (WARNING: All 6 spaces will be constructed regardless of existing structures in the area. Keep a 45x45 block area to the left and right, and forward, clear, as it will be destroyed!)
The entryway is one of only two castle wings that will have a way into and out of the castle once completed. Beyond that, it provides nothing special.
The castle treasury will collect 2 gold in taxes from each of your citizens once every 24 in-game hours. Sleeping does not accelerate this.
The castle lookout tower is functionally identical to the general town's lookout tower, however you are able to climb this one to the top.
The bedroom comes equipped with all the materials you will need to make six Banners in what ever color and style you may choose (though there is by no means an infinite supply, here) as well as provides a safe place to sleep in the castle.
The castle stable will also have an entry/exit for the castle, and comes with four leashes and two horse eggs, along with plenty of fence posts to tie your steeds to.
You can repeat wings and place them anywhere in the castle frame you like to produce a shape and layout that suits you. Bear in mind, new site planners do not generate around the edge of the castle; you will not be able to build walls without building other town structures around it first. Additionally, building the castle frame will not cause Nether forces to attack, but adding wings will.
Also new in version 3: Natural structures! These will spawn randomly in your would upon settling your wagon, and are not biome-specific. The Elder Guardian's crucible will generate underground, but a pool on or near the surface will allow you to swim down and challenge it. Defeating it will yield the Eye of the Crucible, used to build your own Sea Prison in your village, which will occasionally spawn ordinary Guardians. Be sure to keep an eye on escapees!
The jungle island above has had an extradimensional fortress superimposed onto it! It contains shulkers, as well as a Rift Cicada. Killing it will yield an Enderift Keystone, used to build an Ender Vault in your village, which cycles through eight included Shulker Boxes!
Harold is a zombie that's been locked in a cage. You can pull the lever to send him falling to his doom, or you can try to cure his disease. If you choose to help him, he'll reward you with his undead soul, which you can use to build a Haunted Mansion, housing a number of ghosts to trade death for life (Mob drops for Experience bottles).
The Solar Inscriber was used long ago to emblazon knowledge onto solar discs, though the means of their operation has been lost to time. If you can align the inscriber's four pillars at their maximum height using the complex button system, you'll be rewarded with an Emblazed Solar Disc, containing the knowledge to build a Star Dial, which you can use to move time forward and backward by standing on the sun and moon within, respectively.
That said, future plans include:
1. A "stage two" after having defeated the Tyrant, allowing you to embark on a counteroffensive into the Nether, building your own fortress in the same way you built your town, to put an end to the hellish invasion once and for all.
2. Refugees from the End, seeking your aid in fleeing from the cruel Enderdragon, and offering assistance in freeing their world from her.
Nice work! Thinking about using this on my friend's server!
Be cautious using this in multiplayer. Everything should work regardless of the number of players, but it can only support a single town without issue, and I can't predict how serious those issues might be.
I figured as such, I may be able to fiddle with a few things if I want it sooner. I've got other things I can add for now, but this is a great idea I may add in the future.
New in Town: Kingdoms has been updated to version 3!
Changelog:
I think that the vanilla mod looks amazing I even got it installed shortly after reading everything, the one problem is that almost 80% of the images that have the recipes for the buildings are not showing up, is there a separate list for the crafting recipes?
Never mind I found the recipes inside the file. Thank you though!
Wow! This is really awesome! =D