java.lang.NullPointerException
at minecolonies.entity.EntityWorker.getItemDisplayString(EntityWorker.java:787)
at minecolonies.entity.EntityBlacksmith.workerServerUpdate(EntityBlacksmith.java:350)
at minecolonies.entity.EntityWorker.onServerLivingUpdate(EntityWorker.java:600)
at minecolonies.entity.EntityWorker.func_70636_d(EntityWorker.java:563)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1826)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:257)
at net.minecraft.world.World.func_72866_a(World.java:2350)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:719)
at net.minecraft.world.World.func_72870_g(World.java:2311)
at net.minecraft.world.World.func_72939_s(World.java:2157)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:550)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:668)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:175)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at minecolonies.entity.EntityWorker.getItemDisplayString(EntityWorker.java:787)
at minecolonies.entity.EntityBlacksmith.workerServerUpdate(EntityBlacksmith.java:350)
at minecolonies.entity.EntityWorker.onServerLivingUpdate(EntityWorker.java:600)
at minecolonies.entity.EntityWorker.func_70636_d(EntityWorker.java:563)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1826)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:257)
at net.minecraft.world.World.func_72866_a(World.java:2350)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:719)
at net.minecraft.world.World.func_72870_g(World.java:2311)
-- Entity being ticked --
Details:
Entity Type: minecolonies.blacksmith (minecolonies.entity.EntityBlacksmith)
Entity ID: 9280
Entity Name: entity.minecolonies.blacksmith.name
Entity's Exact location: -1312.91, 67.00, -738.53
Entity's Block location: World: (-1313,67,-739), Chunk: (at 15,4,13 in -83,-47; contains blocks -1328,0,-752 to -1313,255,-737), Region: (-3,-2; contains chunks -96,-64 to -65,-33, blocks -1536,0,-1024 to -1025,255,-513)
Entity's Momentum: 0.00, -0.08, 0.00
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:2157)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:550)
-- Affected level --
Details:
Level name: Real Life, LIFE
All players: 1 total; [EntityPlayerMP['JohnGM12'/9279, l='Real Life, LIFE', x=-1319.95, y=67.00, z=-737.36]]
Chunk stats: ServerChunkCache: 1167 Drop: 0
Level seed: 7666105971509233299
Level generator: ID 00 - default, ver 1. Features enabled: true
Level generator options:
Level spawn location: World: (-192,64,248), Chunk: (at 0,4,8 in -12,15; contains blocks -192,0,240 to -177,255,255), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Level time: 145395 game time, 221945 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 6062 (now: false), thunder time: 55632 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: true
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:668)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:175)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
Excuse me, but is it possible someone could redo the templates for the town hall, warehouse and supply ship? They're all 1-2 blocks under the ground, making me have to place one or more blocks under them so they are at ground level.
Edit: It seems if I build and destroy the farmer's hut a few times, no settler spawns to become a farmer, even when I have homes for them. Not only that, but if I kill the women, they don't respawn. Any idea what causes this?
The thread will be going through some reconstruction and organizing, and will add in some more info of the mod. If you need more detailed explanations, however, minecolonies.com is your resource.
Expect an enhanced thread in the near future.
EDIT:
Basic changes to the OP made. More changes to come.
Hrrmmm..... seems you have most of them covered. Maybe a wizard? Have them upgrade the enchanting room, and make enchanted books that are higher level as you lvl up the wizards tower. You already have a great wizards tower floorplan, just come up with the lower level towers leading up to it. Being able to enchant weapons/armor with the books will be awesome.
OOOHHHH and a scouts building.... at lvl one a scout heads north and comes back periodically with news of easy to spot things like villages and above ground temples. At lvl 2 a second scout would head east, and they both would be able to find harder to find landmarks, with lvl 3 (south) needed to find deserted mine shafts, and lvl 4 (West) to find ender portals. When they come back after a bit, they would leave a journal(book) with coordinates of what they found in the chest at the scouts hut.Oh yea, and a RailYard worker. Point them in a direction and they lay track until you stop them. You could make them turn where you want.Oh, and a second kind of farmer that can grow pumpkins and watermelons, maybe even one that can do cocoa beans.Oh, and also an archer tower where they can actually stay at the top and kill things from up there. when your in the netherthey can pick off the pesky Ghasts..... The towers would have to be cobble of course.
Please use the "edit" button to add in to your ideas if no one has commented after you. It is considered by most spam if you post several times without any response.
Thanks for the ideas though! My question was mostly meant to provoke discussion, however that isn't to say they won't be considered. I do know that an "enchanter" worker is planned, while not necessarily a wizard but still will do enchants. Animal farms of some kind are also planned. Fletcher is also interesting, as is your farming idea.
Interesting, some of your ideas are actually already planned. I know that a healer is planned as well as the stock farmers you mention.
With regards to barbarian variants, something like that might be considered down the road. Making villages similar to the vanilla ones and adding in your own features is a tough task. You can, however, in the mean time couple minecolonies with the millenaire mod. I tested the two and they work fine together, obviously not integrated but it makes for a fun game.
Town herald and ambience characters are actually an interesting idea. I think that they would really make the colony more unique. Now I just need to learn how to code
For the first 1.7 release the devs are going to focus first on adding the main features and build up from there. This means we probably won't see barbarians, guards or any new workers added in the first release. I believe the stonemason is a possibility however.
The devs are implementing schematica in the 1.7 version which allow for features like "ghosting" buildings instead of buildings.
I think, but am not sure, most mods (when practical) use schematics as well. I don't know schematica like the devs will, but I would say it will make your desire easier and possibly pave the way for compatibility.
The devs are implementing schematica in the 1.7 version which allow for features like "ghosting" buildings instead of buildings.
I think, but am not sure, most mods (when practical) use schematics as well. I don't know schematica like the devs will, but I would say it will make your desire easier and possibly pave the way for compatibility.
This is an awesome development as the Schematica way of doing things is really well done and makes for placing buildings exactly where you want them a breeze.
Now that your doing a complete rewrite....Would you guys ever consider having this mod replace the vanilla villagers? I never really like the village trading system.
Just throwing stuff out there......
The higher the level of the Colony the better items can be accessed to be traded. You can have a centralised trading station. Nothing worse that chasing down the villager all over the map to make that trade. The basic village would always have a farmer, trader building in it to start. Want access to blacksmith items....Upgrade the village.
All attacks will be raids on the town resources, Making less items to be traded with the player(s). EG. the town may have 30 emeralds and 10 diamonds in the trading station. After a successful raid 1/2 of it could be stolen. This would force you to add the barracks.
In SMP the admin doesn't have to do a town trading system. If the players want to trade. ....upgrade the village. Having your home located in the town would give you a discount. Have a auction for the higher end items. EG. For that Diamond axe with silk touch on it. Players on the server would have to bid on it. Every bid would add more time to closing date. (stops trading 1 min before close... cheating)
SMP raids. The player would not be able to participate directly but could pay for a raiding party to attack. How big is related to how much. Paid for in town currency. The player could get a % of the profits on a successful raid. Or get that axe with silk touch on it. If the raid is not successful the town gets a percent of the money it cost to raid. With a chance of the town finding out who started the raid. (Getting caught would allow avenging players to get free raids with town troops?)
Also cross mod support. Like Forestry, Mystcraft... Instead of spawning a villager of that mod. The items would be accessible through the trade depot. Of course that would be a long ways off.
Tax system. I would recommend not messing with taxes. I would keep the town based on production and a pool of emeralds as currency. You may want to sell items, But the town has no emeralds. How fast the town generates emeralds is related to its size.
While I think it is unlikely that the devs will outright replace vanilla villages adding some sort of minecolonies equivalent village is an interesting concept. I can't say whether they will do this, but I will say that coding villages is difficult to do, however once I get up to speed with java and forge it's something I want to look at, just to see if it's something that isn't to unreasonable to seek after. This is unlikely to happen in the near future, though.
I cannot say what the exact trading system in minecolonies is going to be, but rest assured there will be one that will allow for trading at least in SMP. Currently, the currency of the mod is gold, silver and bronze coins, however in the 1.6 beta release there is really no use or working tax system.
SMP raids/pvp between colonies is an interesting concept, but one that requires much thought. Some good ideas though.
at minecolonies.entity.EntityWorker.getItemDisplayString(EntityWorker.java:787)
at minecolonies.entity.EntityBlacksmith.workerServerUpdate(EntityBlacksmith.java:350)
at minecolonies.entity.EntityWorker.onServerLivingUpdate(EntityWorker.java:600)
at minecolonies.entity.EntityWorker.func_70636_d(EntityWorker.java:563)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1826)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:257)
at net.minecraft.world.World.func_72866_a(World.java:2350)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:719)
at net.minecraft.world.World.func_72870_g(World.java:2311)
at net.minecraft.world.World.func_72939_s(World.java:2157)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:550)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:668)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:175)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at minecolonies.entity.EntityWorker.getItemDisplayString(EntityWorker.java:787)
at minecolonies.entity.EntityBlacksmith.workerServerUpdate(EntityBlacksmith.java:350)
at minecolonies.entity.EntityWorker.onServerLivingUpdate(EntityWorker.java:600)
at minecolonies.entity.EntityWorker.func_70636_d(EntityWorker.java:563)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1826)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:257)
at net.minecraft.world.World.func_72866_a(World.java:2350)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:719)
at net.minecraft.world.World.func_72870_g(World.java:2311)
-- Entity being ticked --
Details:
Entity Type: minecolonies.blacksmith (minecolonies.entity.EntityBlacksmith)
Entity ID: 9280
Entity Name: entity.minecolonies.blacksmith.name
Entity's Exact location: -1312.91, 67.00, -738.53
Entity's Block location: World: (-1313,67,-739), Chunk: (at 15,4,13 in -83,-47; contains blocks -1328,0,-752 to -1313,255,-737), Region: (-3,-2; contains chunks -96,-64 to -65,-33, blocks -1536,0,-1024 to -1025,255,-513)
Entity's Momentum: 0.00, -0.08, 0.00
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:2157)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:550)
-- Affected level --
Details:
Level name: Real Life, LIFE
All players: 1 total; [EntityPlayerMP['JohnGM12'/9279, l='Real Life, LIFE', x=-1319.95, y=67.00, z=-737.36]]
Chunk stats: ServerChunkCache: 1167 Drop: 0
Level seed: 7666105971509233299
Level generator: ID 00 - default, ver 1. Features enabled: true
Level generator options:
Level spawn location: World: (-192,64,248), Chunk: (at 0,4,8 in -12,15; contains blocks -192,0,240 to -177,255,255), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Level time: 145395 game time, 221945 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 6062 (now: false), thunder time: 55632 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: true
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:668)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:175)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
-- System Details --
Details:
Minecraft Version: 1.6.4
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_25, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 1196025592 bytes (1140 MB) / 1953038336 bytes (1862 MB) up to 1953038336 bytes (1862 MB)
JVM Flags: 3 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx2G -Xms2G
AABB Pool Size: 7822 (438032 bytes; 0 MB) allocated, 2507 (140392 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 1, tallocated: 63
FML: MCP v8.11 FML v6.4.49.965 Minecraft Forge 9.11.1.965 Optifine OptiFine_1.6.4_HD_U_D1 54 mods loaded, 54 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
FML{6.4.49.965} [Forge Mod Loader] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
Forge{9.11.1.965} [Minecraft Forge] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
CodeChickenCore{0.9.0.9} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
NotEnoughItems{1.6.1.9} [Not Enough Items] (NotEnoughItems 1.6.1.9.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
DamageIndicatorsMod{2.9.2.3} [Damage Indicators] (1.6.4 DamageIndicatorsv2.9.2.3(1).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
battlegear2{1.0.5.3} [Mine & Blade Battlegear 2 - Bullseye] (1.6.4-MB_Battlegear2-Bullseye-1.0.5.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
LOTR{Beta v14.0 for Minecraft 1.6.4} [The Lord of the Rings Mod] ([1.6.4] The Lord of the Rings Mod Public Beta 14.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
bspkrsCore{v5.3(1.6.4)} [bspkrsCore] ([1.6.4]bspkrsCorev5.3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
TreeCapitator{Forge 1.6.4.r09} [Treecapitator] ([1.6.4]TreeCapitator.Forge.1.6.4.r09.Universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
AncientWarfare{1.1.043-beta-MC164} [Ancient Warfare] (AW-1.1.043-beta-MC164.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
AncientWarfareNeiPlugin{1.1.002-alpha-MC164} [Ancient WarfareNeiPlugin] (AW-NEI-Plugin-1.1.002-MC164.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
Backpack{1.27.34} [Backpack] (backpack-1.27.34-1.6.x (1).jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
BetterDungeons{2.4} [Chocolate quest] (BetterDungeons2091.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
ChickenChunks{1.3.3.4} [ChickenChunks] (ChickenChunks 1.3.3.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
crowley.skyblock{1.26b} [Ex Nihilo] (crowley-skyblock-v1.28.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
EnderStorage{1.4.3.6} [EnderStorage] (EnderStorage 1.4.3.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
EE3{0.1} [Equivalent Exchange 3] (EquivalentExchange3-1.6.4-0.1.140.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
Hats{2.1.5} [Hats] (Hats2.1.5.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
inventorytweaks{1.56} [Inventory Tweaks] (InventoryTweaks-MC1.6.2-1.56-b77.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
LycanitesMobs{1.4.12 - MC 1.6.4} [Lycanites Mobs] (LycanitesMobsComplete 1.4.12 [1.6.4].jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
ArcticMobs{1.4.12 - MC 1.6.4} [Lycanites Arctic Mobs] (LycanitesMobsComplete 1.4.12 [1.6.4].jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
DemonMobs{1.4.12 - MC 1.6.4} [Lycanites Demon Mobs] (LycanitesMobsComplete 1.4.12 [1.6.4].jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
DesertMobs{1.4.12 - MC 1.6.4} [Lycanites Desert Mobs] (LycanitesMobsComplete 1.4.12 [1.6.4].jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
ForestMobs{1.4.12 - MC 1.6.4} [Lycanites Forest Mobs] (LycanitesMobsComplete 1.4.12 [1.6.4].jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
InfernoMobs{1.4.12 - MC 1.6.4} [Lycanites Inferno Mobs] (LycanitesMobsComplete 1.4.12 [1.6.4].jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
JungleMobs{1.4.12 - MC 1.6.4} [Lycanites Jungle Mobs] (LycanitesMobsComplete 1.4.12 [1.6.4].jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
MountainMobs{1.4.12 - MC 1.6.4} [Lycanites Mountain Mobs] (LycanitesMobsComplete 1.4.12 [1.6.4].jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
PlainsMobs{1.4.12 - MC 1.6.4} [Lycanites Plains Mobs] (LycanitesMobsComplete 1.4.12 [1.6.4].jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
SaltwaterMobs{1.4.12 - MC 1.6.4} [Lycanites Saltwater Mobs] (LycanitesMobsComplete 1.4.12 [1.6.4].jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
SwampMobs{1.4.12 - MC 1.6.4} [Lycanites Swamp Mobs] (LycanitesMobsComplete 1.4.12 [1.6.4].jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
mca{3.6.1} [Minecraft Comes Alive] (MCA-3.6.1 MC-1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
millenaire{5.1.11} [Millénaire] (millenaire-jar-5.1.11) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
minecolonies{1.6.4.5 - BETA} [MineColonies] (minecolonies.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
Morph{0.7.1} [Morph] (Morph-Beta-0.7.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
natureReborn{0.0.4} [Nature Reborn] (NatureReborn004.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
NEIAddons{1.10.4.64} [NEI Addons] (neiaddons-mc164-1.10.4.64.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
NEIAddons|AE{1.10.4.64} [NEI Addons: Applied Energistics] (neiaddons-mc164-1.10.4.64.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
NEIAddons|MiscPeripherals{1.10.4.64} [NEI Addons: Misc Peripherals] (neiaddons-mc164-1.10.4.64.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
NEIAddons|ExtraBees{1.10.4.64} [NEI Addons: Extra Bees] (neiaddons-mc164-1.10.4.64.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
NEIAddons|Forestry{1.10.4.64} [NEI Addons: Forestry] (neiaddons-mc164-1.10.4.64.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
NEIAddons|CraftingTables{1.10.4.64} [NEI Addons: Crafting Tables] (neiaddons-mc164-1.10.4.64.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
NEIPlugins{1.1.0.6} [NEI Plugins] (NEIPlugins-1.1.0.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
OreSpawn{164.15} [OreSpawn] (orespawn164v15.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
Thaumcraft{4.1.0g} [Thaumcraft] (Thaumcraft4.1.0g.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
Translocator{1.1.0.15} [Translocator] (Translocator 1.1.0.15.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
Waila{1.5.1} [Waila] (Waila_1.5.1a.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
ForgeMultipart{1.0.0.244} [Forge Multipart] (ForgeMultipart-universal-1.6.4-1.0.0.244.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
WR-CBE|Core{1.4.0.7} [WR-CBE Core] (WR-CBE 1.4.0.7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
WR-CBE|Addons{1.4.0.7} [WR-CBE Addons] (WR-CBE 1.4.0.7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
WR-CBE|Logic{1.4.0.7} [WR-CBE Logic] (WR-CBE 1.4.0.7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
mod_ZanMinimap{0.9.4} [Zan's Minimap] (ZansMinimap1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
McMultipart{1.0.0.244} [Minecraft Multipart Plugin] (ForgeMultipart-universal-1.6.4-1.0.0.244.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
ForgeMicroblock{1.0.0.244} [Forge Microblocks] (ForgeMultipart-universal-1.6.4-1.0.0.244.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 1583 (88648 bytes; 0 MB) allocated, 389 (21784 bytes; 0 MB) used
Player Count: 1 / 8; [EntityPlayerMP['JohnGM12'/9279, l='Real Life, LIFE', x=-1319.95, y=67.00, z=-737.36]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
Please help?
I'm not a dev, but from reading the crash it appears that it is being caused by the blacksmith. I'll see if I can figure out more.
Edit: It seems if I build and destroy the farmer's hut a few times, no settler spawns to become a farmer, even when I have homes for them. Not only that, but if I kill the women, they don't respawn. Any idea what causes this?
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Expect an enhanced thread in the near future.
EDIT:
Basic changes to the OP made. More changes to come.
If anyone is up for discussion, if you could add any worker to minecolonies, who would it be and what would he or she do?
Thanks for the ideas though! My question was mostly meant to provoke discussion, however that isn't to say they won't be considered. I do know that an "enchanter" worker is planned, while not necessarily a wizard but still will do enchants. Animal farms of some kind are also planned. Fletcher is also interesting, as is your farming idea.
With regards to barbarian variants, something like that might be considered down the road. Making villages similar to the vanilla ones and adding in your own features is a tough task. You can, however, in the mean time couple minecolonies with the millenaire mod. I tested the two and they work fine together, obviously not integrated but it makes for a fun game.
Town herald and ambience characters are actually an interesting idea. I think that they would really make the colony more unique. Now I just need to learn how to code
For the first 1.7 release the devs are going to focus first on adding the main features and build up from there. This means we probably won't see barbarians, guards or any new workers added in the first release. I believe the stonemason is a possibility however.
I think, but am not sure, most mods (when practical) use schematics as well. I don't know schematica like the devs will, but I would say it will make your desire easier and possibly pave the way for compatibility.
This is an awesome development as the Schematica way of doing things is really well done and makes for placing buildings exactly where you want them a breeze.
For people that are curious, you can find Schematica here: http://www.minecraftforum.net/topic/1468779-172-schematica/
Just throwing stuff out there......
The higher the level of the Colony the better items can be accessed to be traded. You can have a centralised trading station. Nothing worse that chasing down the villager all over the map to make that trade. The basic village would always have a farmer, trader building in it to start. Want access to blacksmith items....Upgrade the village.
All attacks will be raids on the town resources, Making less items to be traded with the player(s). EG. the town may have 30 emeralds and 10 diamonds in the trading station. After a successful raid 1/2 of it could be stolen. This would force you to add the barracks.
In SMP the admin doesn't have to do a town trading system. If the players want to trade. ....upgrade the village. Having your home located in the town would give you a discount. Have a auction for the higher end items. EG. For that Diamond axe with silk touch on it. Players on the server would have to bid on it. Every bid would add more time to closing date. (stops trading 1 min before close... cheating)
SMP raids. The player would not be able to participate directly but could pay for a raiding party to attack. How big is related to how much. Paid for in town currency. The player could get a % of the profits on a successful raid. Or get that axe with silk touch on it. If the raid is not successful the town gets a percent of the money it cost to raid. With a chance of the town finding out who started the raid. (Getting caught would allow avenging players to get free raids with town troops?)
Also cross mod support. Like Forestry, Mystcraft... Instead of spawning a villager of that mod. The items would be accessible through the trade depot. Of course that would be a long ways off.
Tax system. I would recommend not messing with taxes. I would keep the town based on production and a pool of emeralds as currency. You may want to sell items, But the town has no emeralds. How fast the town generates emeralds is related to its size.
Just throwing a bunch of stuff out there.
Great Idea for a mod. Keep up the great work.
Ideas are free. Mod Coding is costly.
I cannot say what the exact trading system in minecolonies is going to be, but rest assured there will be one that will allow for trading at least in SMP. Currently, the currency of the mod is gold, silver and bronze coins, however in the 1.6 beta release there is really no use or working tax system.
SMP raids/pvp between colonies is an interesting concept, but one that requires much thought. Some good ideas though.
Thanks for the ideas!