The Meaning of Life, the Universe, and Everything.
Join Date:
7/19/2014
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With a distributor range of 80, that means the max effective theoretical width of moving goods would be 384 blocks or 24 chunks (with building in the center, distributor 80 away, front edge of industry 80 beyond distributor, and 32 to back edge of industry, in each direction from center, 2*(32+80+80)=384) Assuming an average Minecraft view distance of 12-16 chunks, the distribution range almost fills the full view distance. More range would probably fall outside of loaded chunks anyway.
Some strategies that can be applied:
Make districts in the city where each district specializes in certain materials.
Export material in one part of the city and import in another part like you are doing @Herbert0071.
Farms can be stacked vertically (like a parking garage) using artificial lighting, quarries can be started underground.
Eventually switch over to importing raw materials to make into finished goods for export (you can import iron ore, sand, coal, logs, food, etc.)
However, even with these strategies, I do realize that distribution is a limiting factor and the next content update for the mod will have a Warehouse block. Warehouse blocks can store extra items in vanilla chests but can also be used as a link between distributors. So chains can be made of distributor-warehouse-distributor-warehouse etc. for moving goods over larger distances.
Factories can import/export dye (that's all kinds of dye including ink sac.) No building imports/exports prismarine materials at the moment. I will consider adding that.
Prices can be found in the config file. Also I will put them on the wiki some time soon.
I don't think I will make the Quarry/Mineshaft mine other materials such as planks, fence, spiderwebs, etc. because some players may not want things like abandoned mineshafts, dungeons, strongholds (or another players underground bases) destroyed. Also, those things are rare enough that it won't happen too often anyway. Plus, the Quarry inventory would then get clogged with even more stuff and they would require extra tools that they don't require now (axe, sword, etc.) I think it should be up to the player to decide if they want to clear that stuff away or just move the Quarry/Mineshaft. The player could also place a bulldozer down there to clear it away if they wanted.
Thank you for the explanations.
The calculation does make sense. We just didn't build our city perfectly like that because we didn't know all this when we planned it,
Maybe we try building another one
Making districts is a good idea too.
You are right about the view distance, we have it at 12. But we are using chunkloaders to keep important buildings/machines/distributors going all the time. So looking forward to the Warehouse block
Thanks for considering adding prismarine stuff, it is hard to come by and looks nice.
I understand now why you don't want the quarry to mine everything. Will try the Bulldozer.
(with building in the center, distributor 80 away, front edge of industry 80 beyond distributor, and 32 to back edge of industry, in each direction from center, 2*(32+80+80)=384)
Perhaps because my first language is not English or I'm just stupid, but I don't understand what you're trying to say. What building? a 32x32 one or the size doesn't matter? I thought it counts only the office/industry block. What means "32 to back edge of industry"? How does it work in a circle? Could you draw it? Please
Perhaps because my first language is not English or I'm just stupid, but I don't understand what you're trying to say. What building? a 32x32 one or the size doesn't matter? I thought it counts only the office/industry block. What means "32 to back edge of industry"? How does it work in a circle? Could you draw it? Please
You are not stupid I think that the way I wrote it is not that easy to understand.
Let's say you have an Office block at coordinate x,z that will be buying resources, then you could have a Distributor block at x-80,z and a Farm at x-160,z, and you could have a Distributor at x+80,z and a Lumbermill at x+160,z. This gives you about 320 blocks between the Farm and the Lumbermill to build your city center.
The positions of the blocks inside their "areas" does not matter. Only the coordinate of the block itself is important when calculating distance to a Distributor. The radius is circular (actually a sphere because elevation is counted) because it uses Pythagoras to check the distance. If you want to know if your block at x1,y1,z1 and a Distributor block at x2,y2,z2 are in range of each other, use this formula: sqrt((x1-x2)*(x1-x2)+(y1-y2)*(y1-y2)+(z1-z2)*(z1-z2))
I brought up the front/back edge of an industry because usually, if you have a Farm/Lumbermill on the outskirts of your city, then you probably want to place the actual Farm/Lumbermill block just inside the edge closest to the city as opposed to the back of it's area so that it is more likely to be within range of a Distributor and you can maximize the area for your city.
Note: on my previous calculation of 384 blocks, you can't actually achieve that. You lose 32 on one side or the other because of the way the grid lays out. However, I am changing the Distributor range from 80 to 81 so that you can have a block on the edge of a chunk and skip 5 chunks and still reach to the inside edge of the 6th chunk. This should make the 384 blocks actually achievable.
The Meaning of Life, the Universe, and Everything.
Join Date:
7/19/2014
Posts:
55
Member Details
Just released a new update that fixes another crash with the Mineshaft and certain mods ores.
The 81 block radius is a sphere, so yes, vertically also.
On the office, only the very top floor has actual skylights. On the other floors, it randomly puts a light (torch, glowstone, sea lantern) or a glass block for no light. You can swap the glass for a light on any floor you want, or vice versa. The wood plank is just to cover the light socket. I think you can replace the plank with anything you like but you cant leave it as air (I am away from my code right now so will have to verify later)
BTW: @Herbert0071 What are you using for chunkloaders?
Yes I also meant the lights. The block above the light is obstructing usable space on the floor (especially in the office because it is small) and also blocking light, so we were wondering why it has to be there.
Speaking of that, we also noticed that there is not enough light in some buildings, so there are blocks where monsters could spawn on.
Having a creeper in the warehouse can end bad
It would be very helpful if you could allow walls or floor to be replaced with lights.
We are using a mod that can show the light level on the ground, it is very handy.
We finally found the abandoned city, of course it is at the very corner at 1000,1000
It looks amazing ! It is very interessting to see all the different styles that are possible.
We saw how close you got the buildings together, like 2 offices in one chunk, will it be possible to have the office block in both of them ? we sometimes have the problem that it says, the area is already in use
Sometimes we can't even put the building block back where it was, when it got destroyed
Did you change something about food consumption in the last update ? We had a lot of stuff going out of business yesterday and they seemed to consume the food much faster.
We saw how close you got the buildings together, like 2 offices in one chunk, will it be possible to have the office block in both of them ? we sometimes have the problem that it says, the area is already in use
Sometimes we can't even put the building block back where it was, when it got destroyed
Did you change something about food consumption in the last update ? We had a lot of stuff going out of business yesterday and they seemed to consume the food much faster.
The Office uses an area of 8x8, so it is possible to have up to 4 in one chunk.
Nothing has been changed regarding food consumption. Sometimes food may be consumed slightly faster or slightly slower, but over time the average food consumption is constant.
The Meaning of Life, the Universe, and Everything.
Join Date:
7/19/2014
Posts:
55
Member Details
New in version 1.10.2-1.2:
Two new larger abandoned cities are generated somewhere between 1000 and 3000 blocks from world center, for players that may not like the biome of the smaller city, or just want larger cities. Their size can vary from medium to large and they may generate large towers.
Also, large factories can now import/export prismarine and purpur.
I have a problem with dooglamoocitiesmod-1.10.2-1.2 the buildings are not buying or selling like the where in previous version
I will look into it. Thanks.
EDIT: I am not able to recreate the problem. If you are still having this problem, can you give some more details? Do you mean buildings buying from distributors or do you mean buildings importing/exporting from global market? What building? What items?
The Meaning of Life, the Universe, and Everything.
Join Date:
7/19/2014
Posts:
55
Member Details
New version 1.10.2-1.2.1 has an in-game reference book. You get one when you complete the first achievement. If you have already gotten the first achievement, you can craft the reference book with a book + coin pouch.
hey there! So I finally got around to using your mod and its good If I were to use the Minecoliny mod with this mod, would this mod's buildings steal blocks from built buildings?
hey there! So I finally got around to using your mod and its good If I were to use the Minecoliny mod with this mod, would this mod's buildings steal blocks from built buildings?
If you were to place a building from cities mod very close to an existing structure then it's possible that some of the blocks in the structure could get replaced if they were in the way. Nothing gets built outside of the area that is marked out when you place a building block though, so it should be easy to tell if something is too close.
If you are not near any other structures then you are safe, the materials used to build the cities mod buildings only come from distributors and other cities mod industries. Even if you accidentally placed something like a quarry near existing structures, it probably wouldn't destroy the structure because it only mines natural materials like dirt, stone, and ores.
I figured out what I was doing wrong. Thanks thou. I do wish that the Simply Caterpillar mod work with yours it would make it easier for the caterpillar to resupply and sell what it collects.
The Meaning of Life, the Universe, and Everything.
Join Date:
7/19/2014
Posts:
55
Member Details
Latest version 1.10.2-1.2.2 has some enhancements for mod compatibility and SMP.
More choices in building materials using ore dictionary. Tested with Forestry planks/slabs and Tinker's Construct stained glass for example.
Naming industries/buildings on an anvil allows you to specify a player or team that will receive messages from that block using @playername or @teamname annotation after the block's name.
The Meaning of Life, the Universe, and Everything.
Join Date:
7/19/2014
Posts:
55
Member Details
The latest version 1.10.2-1.2.3 (and probably the last version for MC 1.10.2, except for bug fixes) has Gardens. They are a 16x16 area block and should help a lot with creating all that stained glass for your buildings.
They can plant and harvest: Sugar Cane, Cactus, Cocoa, Pumpkin, Melon.
They can create bone meal from bones and they will bone meal and collect tall flowers which other industries can use to craft dye.
They can also smelt cactus if there are furnaces in it's area.
Including Ink Sacs from Fisheries, Lapis from Mines, and Bones (now importable from global market at Offices,) all dye production should now be automatable.
Note: If you already have a City Planner book, you will want to make a new one (book + coin pouch) to get the new Garden information.
The Meaning of Life, the Universe, and Everything.
Join Date:
7/19/2014
Posts:
55
Member Details
New version 1.11-1.3.1 available.
Having trouble finding abandoned cities?
If you have access to commands, use "/locate AbandonedCity" to get coordinates to the nearest one.
If you are in survival, you can buy a "City Explorer Map" from a cartographer villager for 12-17 emeralds to locate the nearest one.
If you just want to locate large cities, I would suggest getting at least 1500 blocks away from world center and in the opposite direction of the small city before using one of the above methods.
Getting a chat message from an industry, but you don't remember where you placed it?
Hold a compass in your off hand and all messages from industries will contain their x,z coordinates.
With a distributor range of 80, that means the max effective theoretical width of moving goods would be 384 blocks or 24 chunks (with building in the center, distributor 80 away, front edge of industry 80 beyond distributor, and 32 to back edge of industry, in each direction from center, 2*(32+80+80)=384) Assuming an average Minecraft view distance of 12-16 chunks, the distribution range almost fills the full view distance. More range would probably fall outside of loaded chunks anyway.
Some strategies that can be applied:
Make districts in the city where each district specializes in certain materials.
Export material in one part of the city and import in another part like you are doing @Herbert0071.
Farms can be stacked vertically (like a parking garage) using artificial lighting, quarries can be started underground.
Eventually switch over to importing raw materials to make into finished goods for export (you can import iron ore, sand, coal, logs, food, etc.)
However, even with these strategies, I do realize that distribution is a limiting factor and the next content update for the mod will have a Warehouse block. Warehouse blocks can store extra items in vanilla chests but can also be used as a link between distributors. So chains can be made of distributor-warehouse-distributor-warehouse etc. for moving goods over larger distances.
Factories can import/export dye (that's all kinds of dye including ink sac.) No building imports/exports prismarine materials at the moment. I will consider adding that.
Prices can be found in the config file. Also I will put them on the wiki some time soon.
I don't think I will make the Quarry/Mineshaft mine other materials such as planks, fence, spiderwebs, etc. because some players may not want things like abandoned mineshafts, dungeons, strongholds (or another players underground bases) destroyed. Also, those things are rare enough that it won't happen too often anyway. Plus, the Quarry inventory would then get clogged with even more stuff and they would require extra tools that they don't require now (axe, sword, etc.) I think it should be up to the player to decide if they want to clear that stuff away or just move the Quarry/Mineshaft. The player could also place a bulldozer down there to clear it away if they wanted.
Thank you for the explanations.
The calculation does make sense. We just didn't build our city perfectly like that because we didn't know all this when we planned it,
Maybe we try building another one
Making districts is a good idea too.
You are right about the view distance, we have it at 12. But we are using chunkloaders to keep important buildings/machines/distributors going all the time. So looking forward to the Warehouse block
Thanks for considering adding prismarine stuff, it is hard to come by and looks nice.
I understand now why you don't want the quarry to mine everything. Will try the Bulldozer.
Found the prices in the config file, thanks!
Perhaps because my first language is not English or I'm just stupid, but I don't understand what you're trying to say. What building? a 32x32 one or the size doesn't matter? I thought it counts only the office/industry block. What means "32 to back edge of industry"? How does it work in a circle? Could you draw it? Please
You are not stupid I think that the way I wrote it is not that easy to understand.
Let's say you have an Office block at coordinate x,z that will be buying resources, then you could have a Distributor block at x-80,z and a Farm at x-160,z, and you could have a Distributor at x+80,z and a Lumbermill at x+160,z. This gives you about 320 blocks between the Farm and the Lumbermill to build your city center.
The positions of the blocks inside their "areas" does not matter. Only the coordinate of the block itself is important when calculating distance to a Distributor. The radius is circular (actually a sphere because elevation is counted) because it uses Pythagoras to check the distance. If you want to know if your block at x1,y1,z1 and a Distributor block at x2,y2,z2 are in range of each other, use this formula: sqrt((x1-x2)*(x1-x2)+(y1-y2)*(y1-y2)+(z1-z2)*(z1-z2))
I brought up the front/back edge of an industry because usually, if you have a Farm/Lumbermill on the outskirts of your city, then you probably want to place the actual Farm/Lumbermill block just inside the edge closest to the city as opposed to the back of it's area so that it is more likely to be within range of a Distributor and you can maximize the area for your city.
Note: on my previous calculation of 384 blocks, you can't actually achieve that. You lose 32 on one side or the other because of the way the grid lays out. However, I am changing the Distributor range from 80 to 81 so that you can have a block on the edge of a chunk and skip 5 chunks and still reach to the inside edge of the 6th chunk. This should make the 384 blocks actually achievable.
New version out: 1.10.2-1.1.2 with new Warehouse block, distributor range changed to 81 and some fixes getting "stone" from ore dictionary.
Thanks for the new update
I was wondering if the 81 blocks are counted just horizontally or also vertically ?
The office building is putting wooden planks on top of the skylight on each floor, is there a reason for that ?
Just released a new update that fixes another crash with the Mineshaft and certain mods ores.
The 81 block radius is a sphere, so yes, vertically also.
On the office, only the very top floor has actual skylights. On the other floors, it randomly puts a light (torch, glowstone, sea lantern) or a glass block for no light. You can swap the glass for a light on any floor you want, or vice versa. The wood plank is just to cover the light socket. I think you can replace the plank with anything you like but you cant leave it as air (I am away from my code right now so will have to verify later)
BTW: @Herbert0071 What are you using for chunkloaders?
We are using this chunkloader.
https://mods.curse.com/mc-mods/minecraft/chunkloader-simple
It just loads the 3x3 chunks around it.
Yes I also meant the lights. The block above the light is obstructing usable space on the floor (especially in the office because it is small) and also blocking light, so we were wondering why it has to be there.
Speaking of that, we also noticed that there is not enough light in some buildings, so there are blocks where monsters could spawn on.
Having a creeper in the warehouse can end bad
It would be very helpful if you could allow walls or floor to be replaced with lights.
We are using a mod that can show the light level on the ground, it is very handy.
https://mods.curse.com/mc-mods/minecraft/226670-light-level-overlay-reloaded
EDIT:
We finally found the abandoned city, of course it is at the very corner at 1000,1000
It looks amazing ! It is very interessting to see all the different styles that are possible.
We saw how close you got the buildings together, like 2 offices in one chunk, will it be possible to have the office block in both of them ? we sometimes have the problem that it says, the area is already in use
Sometimes we can't even put the building block back where it was, when it got destroyed
Did you change something about food consumption in the last update ? We had a lot of stuff going out of business yesterday and they seemed to consume the food much faster.
The Office uses an area of 8x8, so it is possible to have up to 4 in one chunk.
Nothing has been changed regarding food consumption. Sometimes food may be consumed slightly faster or slightly slower, but over time the average food consumption is constant.
New in version 1.10.2-1.2:
Two new larger abandoned cities are generated somewhere between 1000 and 3000 blocks from world center, for players that may not like the biome of the smaller city, or just want larger cities. Their size can vary from medium to large and they may generate large towers.
Also, large factories can now import/export prismarine and purpur.
I have a problem with dooglamoocitiesmod-1.10.2-1.2 the buildings are not buying or selling like the where in previous version
I will look into it. Thanks.
EDIT: I am not able to recreate the problem. If you are still having this problem, can you give some more details? Do you mean buildings buying from distributors or do you mean buildings importing/exporting from global market? What building? What items?
New version 1.10.2-1.2.1 has an in-game reference book. You get one when you complete the first achievement. If you have already gotten the first achievement, you can craft the reference book with a book + coin pouch.
hey there! So I finally got around to using your mod and its good If I were to use the Minecoliny mod with this mod, would this mod's buildings steal blocks from built buildings?
If you were to place a building from cities mod very close to an existing structure then it's possible that some of the blocks in the structure could get replaced if they were in the way. Nothing gets built outside of the area that is marked out when you place a building block though, so it should be easy to tell if something is too close.
If you are not near any other structures then you are safe, the materials used to build the cities mod buildings only come from distributors and other cities mod industries. Even if you accidentally placed something like a quarry near existing structures, it probably wouldn't destroy the structure because it only mines natural materials like dirt, stone, and ores.
I figured out what I was doing wrong. Thanks thou. I do wish that the Simply Caterpillar mod work with yours it would make it easier for the caterpillar to resupply and sell what it collects.
Latest version 1.10.2-1.2.2 has some enhancements for mod compatibility and SMP.
More choices in building materials using ore dictionary. Tested with Forestry planks/slabs and Tinker's Construct stained glass for example.
Naming industries/buildings on an anvil allows you to specify a player or team that will receive messages from that block using @playername or @teamname annotation after the block's name.
@FoDDa
Done. The cheater block placement fix will be in the next 1.10.2/1.11 released in the next couple of days.
Glad you like the mod. Thanks.
The latest version 1.10.2-1.2.3 (and probably the last version for MC 1.10.2, except for bug fixes) has Gardens. They are a 16x16 area block and should help a lot with creating all that stained glass for your buildings.
They can plant and harvest: Sugar Cane, Cactus, Cocoa, Pumpkin, Melon.
They can create bone meal from bones and they will bone meal and collect tall flowers which other industries can use to craft dye.
They can also smelt cactus if there are furnaces in it's area.
Including Ink Sacs from Fisheries, Lapis from Mines, and Bones (now importable from global market at Offices,) all dye production should now be automatable.
Note: If you already have a City Planner book, you will want to make a new one (book + coin pouch) to get the new Garden information.
New version 1.11-1.3.1 available.
Having trouble finding abandoned cities?
If you have access to commands, use "/locate AbandonedCity" to get coordinates to the nearest one.
If you are in survival, you can buy a "City Explorer Map" from a cartographer villager for 12-17 emeralds to locate the nearest one.
If you just want to locate large cities, I would suggest getting at least 1500 blocks away from world center and in the opposite direction of the small city before using one of the above methods.
Getting a chat message from an industry, but you don't remember where you placed it?
Hold a compass in your off hand and all messages from industries will contain their x,z coordinates.