Quote from PenguinHD
just a quick idea, am i the only person who thinks that villages should now have warriors and archers then? seeing as they can be attacked it just makes sense.
Or how about if you stay and fortify village, interact & trade, they gain the necessary skills? Think of Steve as a superhero training mundanes to protect themselves? Added bonus for each village you 'liberate' from the zombie/monster menace?
Bonuses could be, better trading of loot for xp from various villagers (blacksmith, librarian, priest, farmer, etc). Also establishing trade routes or unifying villages into kingdoms or suchlike.
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Okay, and thanks for the prompt reply!
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Now, apologies in advance if this is a silly question.
I'm using 1.10.2-2.3.0 and I've noticed recurrent items appearing more often than I would expect. If I add additional mods after Lootbags, does it automatically see other available items and add them or does it require a deletion of the config file so it refreshes with a new list of items?
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I want to make a donation to support your mod, but I'd like to know if you're still working on it, specifically the issue with crashes some of us have experienced?
Thanks
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This is a recent development for me as well, doesn't matter if I create new worlds or try old ones, each time I load I'm getting the current area showing where I am, not where I've been.
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Brilliant, thanks for that - had to set up my daughter's pc & it's worked a treat!
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http://forums.technicpack.net/threads/64x-sphax-purebdcraft-tekkit-3-1-technic-7-2-balkoons-weapons.910/
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Yup, true story. Read it on the internet.
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LIES! LIES! I TELL YOU IT WAS ALL LIIEEEEEESSSSSS.
Whatever happened to rational debate?
Gonna have to interview 20 million people now, damn...
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Simon, get back in your box and take your meds, you freak!
Anyone who's not a teenager, perhaps?
So much bad grammar and spelling as well. I yearn for the day we have MC language & spelling mods.
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Eh? Srsly? There is only one Engrish and that is the Queens Engrish!
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Your link doesn't work for me.
Yeah, that pretty much sums up how I feel as well. Although I didn't mean to express any kind of exaggerated dramatic insight to my suggestion. My 10 year old daughter was talking about villages and villagers and I was thinking how it might work, that was all.
But thanks for the feedback, appreciated mate.
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Gosh! Sorry. Got details?
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Providing tools, weapons & armour (mining & tree harvesting for basic tools/weapons, cows for basic leather armour). Tree planting could be another requirement in areas with no access to wood initially.
Farm: requires crops & animals (2 of each animal + access to hoes)
Fortify village (fencing + access to armour & weapons, plus decent lighting to prevent mob spawns)
Create missing essential buildings; Farm, Store, Library, Blacksmith, Church if required
Upgrade exisiting 'hovels' to houses
Also for consideration/discussion
Achievements for each successive element would be nice.
Also requires creation of 2 new building types; farm & store
A fully working farm requires crops and 2 of each animal
A store functions as a place to trade your surplus items for XP, plus give villagers required tools/weapons & armour to progress.
Trading could work thus; basic-advanced tools etc, as per achievement tree
The idea is to help get villagers attain autonomy. It could done either independently or through an achievement tree (basics first before moving on to the next advancement)
Not sure, but I feel a village elder or similar would be a useful idea; village quests all go through this individual, also serves as a place to trade/farm etc, when those buildings are missing from the original village.
An advanced idea would be to get trade routes set up between villages, which require road building (gravel, for simplicity)