Hmm our first YouTube spotlight by someone who doesn't know how the mod works ^^ - Just a few pointers..
Zoning gives you an outline around the chest of the dimensions of the completed building - to help you not overlap the buildings.
Wives pay taxes that is used to pay the workers salary - I think when you went clicky mad in the townhall, you set the tax rate to 0 so pretty soon your workers will stop working until they are paid
Lumberjack is sooo Much better if you plant trees around his hut (or place him in a forest to begin with..)
Builder can make items like doors/fences (things made with a crafting bench) - but cant make smoothstone (things requiring a furnace) - you need smoothstone to finish the townhall level 1
Upgrading the miners hut to the upper levels sends him deeper to fetch gold/diamond and the like - be sure he has the right tools though..
Delivery man takes the tools to the workers from teh blacksmith, wheat from the farmer to the baker and so-on.
There are more chests/workers than are given in the Supply Ship
The Supply ship inventory is dependent on the difficulty level - the harder the level the less you get (nothing at the hardest levels) - try it in Hardcore and see what happens
The recall button is really for use in case the worker gets lost/stuck below ground (miner especially)
The first two males spawn and live in the town hall - to get more you need to have extra citizen chests placed..
Take a quick look through www.minecolonies.com for all the crafting recipes, and some more tips and tricksNote I'm not a YouTuber, but I might do a Dev Commentary Series - so I can show everyone exactly how to do it
When I first seen this, I thought this was some sort of cruel trick made by someone to have a 'fake' minecolony; BUT HOLY CRAP!!!! It's REAL!!! This used to be my favorite utmost mod and when it stopped at 1.2.5 I died a little inside! But now it's back! It's Really Back! Thank you for bringing it back!
Yes paths are player built... Use gravel unless you change the roadblock manually in the minecolonies.properties file
DERP will go fix permissions
Actually you HAVE to be registered with Enjin it seem to be able to post on the forum - you DON'T have to be specifically registered with our site (i.e. no need to fill in the "Become a Team Member" Application
Minecolonies, I wish I could post on your forums, but despite logging into enjin, it refuses to let me post on the public forums. Not entirely sure why... So I have to leave my suggestion here for the time being, hope thats alright.
A. As of right now, barbarians spawn randomly right? Personally, I like this idea, but lets add on to it by adjusting them a bit.
1. Barbarians health is far too low, I used another mod to set their health to 20.0. (it claimed their health was 0.28 or something really low.)
2. Barbarians drop good items far too often, especially for their current health. This should be lowered.
3. Their too fast, but you already know that ^^.
4. Barbarians could do with a little more strength.
5. Barbarians should only spawn in dark conditions like monsters. Why? Because its annoying to have em pop up inside a walled in city, and because it simulates their ability to sneak into areas that are not lit up, which makes sense.
B. the economy of the mod. It seems a bit too, rich. I'm not sure how to make it different, working on that as I continue to play with the mod, but it just seems so... easy. The ability to acquire things like gold from the town, needs to be harder, to better reflect the rarity of gold ore.
Minecolonies, I wish I could post on your forums, but despite logging into enjin, it refuses to let me post on the public forums. Not entirely sure why... So I have to leave my suggestion here for the time being, hope thats alright.
A. As of right now, barbarians spawn randomly right? Personally, I like this idea, but lets add on to it by adjusting them a bit.
1. Barbarians health is far too low, I used another mod to set their health to 20.0. (it claimed their health was 0.28 or something really low.)
2. Barbarians drop good items far too often, especially for their current health. This should be lowered.
3. Their too fast, but you already know that ^^.
4. Barbarians could do with a little more strength.
5. Barbarians should only spawn in dark conditions like monsters. Why? Because its annoying to have em pop up inside a walled in city, and because it simulates their ability to sneak into areas that are not lit up, which makes sense.
B. the economy of the mod. It seems a bit too, rich. I'm not sure how to make it different, working on that as I continue to play with the mod, but it just seems so... easy. The ability to acquire things like gold from the town, needs to be harder, to better reflect the rarity of gold ore.
Thanks for the feedback.
Website Posting Issues are really starting to annoy me - will figure out how to fix it when I get some time over Christmas
Barbarian Health, Strength and Speed are known issues. They are supposed to spawn in their huts in that biome.. When they do we will stop them spawning randomly.. Spawning in Daylight is essential so they show up in the Flatlands during the day (otherwise you have a really easy time taking over their land - again, when the random spawn is removed I don't see an issue with this..)
The Economy side is fledgeling, and was never fully implemented in the old versions of the mod. It's definitely on our list to review - the more feedback we get about it the better we can balance it (I still think the chest recipes are too cheap as well)
Out of curiosity, how do the miners treat mod-added blocks? Will they harvest and store them like they do the Vanilla ores, stone, dirt, etc, or will they just ignore them?
Rollback Post to RevisionRollBack
When mango eggs fly, what is the square root of the tomato?
Out of curiosity, how do the miners treat mod-added blocks? Will they harvest and store them like they do the Vanilla ores, stone, dirt, etc, or will they just ignore them?
The miner will mine any block his tunnels path through and return it to you.. However currently he doesn't handle Meta Data well so if the mod adds several ores as the same Block ID, but with different meta data then he will only return the base type (this will be changed, and is the same problem the Lumberjack has recognising different wood types) - He actively hunts only the vanilla ores, but we have plans to add a line into the Config File, where you can manually add other block ID's/Block names that you actively want him to mine..
i know it's gonna take a while but when do you think this may be released?
PS: love this mod
Well the team are taking time out for Christmas.. I'd like to think we will have a proper version finished by the end of Jan.. depends if people can find many more bugs than those we already know about..
Glad to see I can join the website now. Just a quick question, what do you want people posting here versus what would be more appropriate to post on the website?
Some little question: what is the uses for the scepters, the caliper and the bell
And why the bell share the same recipe with the secundary recipe of the heunter's lodge?
The bell recipe returning a Hunters Chest is a Bug and has already been fixed for the next version.
The Warning Bell when placed up high sounds an alarm when a mob enters its range, you can configure the guards to respond to this warning and go kill the mob that set it off through the watchtower GUI;s "Respond to Bell" option
The Calipers are used to measure the distance between two points. This was originally intended to help with custom floorplans that could say build a wall between two points, where you had to specify a length for the wall.. Using the calipers saved you counting the blocks manually in game - This isn't fully implemented yet.
The Sceptres are left over from an earlier version of the mod, where one could be used to spawn a fence around a workers area, and the other to get the worker/NPC to follow you around - Again neither are really used any more, but we have left them in for now in case we want to use them for something else in the future..
Zoning gives you an outline around the chest of the dimensions of the completed building - to help you not overlap the buildings.
Wives pay taxes that is used to pay the workers salary - I think when you went clicky mad in the townhall, you set the tax rate to 0 so pretty soon your workers will stop working until they are paid
Lumberjack is sooo Much better if you plant trees around his hut (or place him in a forest to begin with..)
Builder can make items like doors/fences (things made with a crafting bench) - but cant make smoothstone (things requiring a furnace) - you need smoothstone to finish the townhall level 1
Upgrading the miners hut to the upper levels sends him deeper to fetch gold/diamond and the like - be sure he has the right tools though..
Delivery man takes the tools to the workers from teh blacksmith, wheat from the farmer to the baker and so-on.
There are more chests/workers than are given in the Supply Ship
The Supply ship inventory is dependent on the difficulty level - the harder the level the less you get (nothing at the hardest levels) - try it in Hardcore and see what happens
The recall button is really for use in case the worker gets lost/stuck below ground (miner especially)
The first two males spawn and live in the town hall - to get more you need to have extra citizen chests placed..
Take a quick look through www.minecolonies.com for all the crafting recipes, and some more tips and tricksNote I'm not a YouTuber, but I might do a Dev Commentary Series - so I can show everyone exactly how to do it
Son't understand your other comment "putting out stuff made them disappear"
Please report any actual bugs to the forum at our website - www.minecolonies.com
Actually you HAVE to be registered with Enjin it seem to be able to post on the forum - you DON'T have to be specifically registered with our site (i.e. no need to fill in the "Become a Team Member" Application
A. As of right now, barbarians spawn randomly right? Personally, I like this idea, but lets add on to it by adjusting them a bit.
1. Barbarians health is far too low, I used another mod to set their health to 20.0. (it claimed their health was 0.28 or something really low.)
2. Barbarians drop good items far too often, especially for their current health. This should be lowered.
3. Their too fast, but you already know that ^^.
4. Barbarians could do with a little more strength.
5. Barbarians should only spawn in dark conditions like monsters. Why? Because its annoying to have em pop up inside a walled in city, and because it simulates their ability to sneak into areas that are not lit up, which makes sense.
B. the economy of the mod. It seems a bit too, rich. I'm not sure how to make it different, working on that as I continue to play with the mod, but it just seems so... easy. The ability to acquire things like gold from the town, needs to be harder, to better reflect the rarity of gold ore.
Thanks for the feedback.
Website Posting Issues are really starting to annoy me - will figure out how to fix it when I get some time over Christmas
Barbarian Health, Strength and Speed are known issues. They are supposed to spawn in their huts in that biome.. When they do we will stop them spawning randomly.. Spawning in Daylight is essential so they show up in the Flatlands during the day (otherwise you have a really easy time taking over their land - again, when the random spawn is removed I don't see an issue with this..)
The Economy side is fledgeling, and was never fully implemented in the old versions of the mod. It's definitely on our list to review - the more feedback we get about it the better we can balance it (I still think the chest recipes are too cheap as well)
Let me know if not !!
Thanks
PS: love this mod
The miner will mine any block his tunnels path through and return it to you.. However currently he doesn't handle Meta Data well so if the mod adds several ores as the same Block ID, but with different meta data then he will only return the base type (this will be changed, and is the same problem the Lumberjack has recognising different wood types) - He actively hunts only the vanilla ores, but we have plans to add a line into the Config File, where you can manually add other block ID's/Block names that you actively want him to mine..
Well the team are taking time out for Christmas.. I'd like to think we will have a proper version finished by the end of Jan.. depends if people can find many more bugs than those we already know about..
And why the bell share the same recipe with the secundary recipe of the heunter's lodge?
The Warning Bell when placed up high sounds an alarm when a mob enters its range, you can configure the guards to respond to this warning and go kill the mob that set it off through the watchtower GUI;s "Respond to Bell" option
The Calipers are used to measure the distance between two points. This was originally intended to help with custom floorplans that could say build a wall between two points, where you had to specify a length for the wall.. Using the calipers saved you counting the blocks manually in game - This isn't fully implemented yet.
The Sceptres are left over from an earlier version of the mod, where one could be used to spawn a fence around a workers area, and the other to get the worker/NPC to follow you around - Again neither are really used any more, but we have left them in for now in case we want to use them for something else in the future..