You can put a cobblestone under the tree this will avoid him cutting it.
He should only cut wood which is connected to the ground and has at least 3 leaves on it.
I built a custom pack centered around your mod. I've been looking for something like this for a while now, and I see great potential here. If I was to provide my thoughts and dreams from play testing, where would the appropriate place to do that? The forums on the wiki page all seemed a bit dated.
This is probably a request for later, but is there work on your end that needs to be done to add integration with quest mods like HQM and Better Questing APIs? I'm thinking of milestone events being things that can be tested against for quest books in mod packs.
We have an achievement system for milestones.
But we're planning on an "Inn building" which does offer travellers which might give you quests.
We're always trying to offer intregration with other mods without depending on them.
Any chance you could add a config option for changing the Supply Ship from a water ship to an air ship? This would make using this mod for sky blocks a fun thing.
- We're currently working on the 1.11 transition which is almost ready.
Since 1.11 and 1.10 are pretty similar we're going to offer future updates to 1.10 and 1.11.
1.11 seems to work pretty stable but we're having problems producing builds with forgegradle.
We recently fixed a lot of bugs and uploaded some new features and new structures to the mod.
Currently we're working on the deliveryman worker and we're hyped to keep you updated =)
first I have to say thank you for making this mod, it looks very promising and fun.
I understand that it is still Beta so we are not expecting everything to work perfectly, but we are wondering if we do something wrong.
We built the ship, the builders hut and the town hall, everything worked fine so far.
Then we built the farm, assigned a worker, placed a scarecrow, gave the farmer a hoe and seeds and put a seed into the scarecrow.
We are always getting the message "Place more fields to get me working" and the Farmer just stands at the Farm and is idle.
Also every time we destroy a scarecrow, we are getting two of them back. This is not a big issue of course, but probably an indicator that something is wrong with their code ?
Any help making the farm work would be much appreciated
We're going to offer a stream of our team + Patreons playing Mminecolonies + SkyFactory next Friday.
It's going to be great I am sure!
I've downloaded full modpack from Curse and copied all files in server folder, but in game it's looks like craft disabled.
What am I doing wrong?
You installed forge and put all the mods in the "mod" folder?
The townhall block is not craftable you have to craft a supplyship and place it or activate townhall block crafting in the minecolonies.cfg.
You can put a cobblestone under the tree this will avoid him cutting it.
He should only cut wood which is connected to the ground and has at least 3 leaves on it.
I built a custom pack centered around your mod. I've been looking for something like this for a while now, and I see great potential here. If I was to provide my thoughts and dreams from play testing, where would the appropriate place to do that? The forums on the wiki page all seemed a bit dated.
You can post it here:
http://www.minecolonies.com/welcome
or post your suggestions as issues on github:
https://github.com/Minecolonies/minecolonies/issues
His range depends on his position and is max 150.
This is probably a request for later, but is there work on your end that needs to be done to add integration with quest mods like HQM and Better Questing APIs? I'm thinking of milestone events being things that can be tested against for quest books in mod packs.
We have an achievement system for milestones.
But we're planning on an "Inn building" which does offer travellers which might give you quests.
We're always trying to offer intregration with other mods without depending on them.
Guard 2°
- Guards now have 3 options:
* Guard (Guard a position)
* Patrol (Manually or Automatically)
* Follow (The player)
They follow the player or patrol or guard max until Guard tower level * 40.
Additionally, the guard should try to flee to his hut when he is at low health (Might not work always, the night is dangerous).
You can also choose in the GUI what kind of guard you want to spawn next (Knight, Ranger)
- Additionally:
* Solved problems with decoration placements.
* Decorations are now ordered by folder.
* A lot of small little fixes.
On curse already:
hey i need helps o great mod love it ,but when i try to build the warehouse, bakery and quarry it won't build what am i supposed to do
Hello gmlb66, the warehouse bakery and quarry are not implemented yet.
We are still working on them.
Any chance you could add a config option for changing the Supply Ship from a water ship to an air ship? This would make using this mod for sky blocks a fun thing.
Seems like a very interesting idea. We've already a special version for skyBlock (Skycolonies) on curse.
But we'll think about the airShip thing!
Some updates:
- We're currently working on the 1.11 transition which is almost ready.
Since 1.11 and 1.10 are pretty similar we're going to offer future updates to 1.10 and 1.11.
1.11 seems to work pretty stable but we're having problems producing builds with forgegradle.
Happy to announce our official 1.11 beta.
Which also comes with a lot of bugfixes for the 1.10 and 1.11 versions.
1.11 is now officially out.
We recently fixed a lot of bugs and uploaded some new features and new structures to the mod.
Currently we're working on the deliveryman worker and we're hyped to keep you updated =)
Hello,
first I have to say thank you for making this mod, it looks very promising and fun.
I understand that it is still Beta so we are not expecting everything to work perfectly, but we are wondering if we do something wrong.
We built the ship, the builders hut and the town hall, everything worked fine so far.
Then we built the farm, assigned a worker, placed a scarecrow, gave the farmer a hoe and seeds and put a seed into the scarecrow.
We are always getting the message "Place more fields to get me working" and the Farmer just stands at the Farm and is idle.
Also every time we destroy a scarecrow, we are getting two of them back. This is not a big issue of course, but probably an indicator that something is wrong with their code ?
Any help making the farm work would be much appreciated
We are using:
Minecraft 1.11
minecolonies-universal-1.11-0.6.2103
forge-1.11-13.19.1.2199
Another Question:
As far as I understand it only works with SMP and not with the dedicated Server ?
(We tried and it kept crashing as soon as a villager takes a tool)
Hello, it seems like you have to assign the worker to the field in his GUI.
The Farmer is kind of buggy still.
Will gain a rework soon =)
Where is she standing? In the builders hut or at a certain position? Did you try recalling her?
(Last option is always fire/re-hire)