We don't really need too many builders, they are very easy to design :V
I'm wondering however if we could implement a date palm tree into the mod? of course real date palm wood is fragile and soft but we do need a substitute, otherwise we wouldn't be able to play in a desert biome 8(
Yep, I'll give that one a try! I'm interested in trying to mod a couple of plants, and I'll see if I can make it as a tree that grows on sand. Challenge: accepted :biggrin.gif:
If you could do it that'd be all kinds of awesome @_@
Have fun :smile.gif:
I'm still not convinced, but I'm always in to help.
What we need is some way for villages to survive on sand, (for desert biomes that the Arabic villages would naturally build in)Maybe we could just completely replace wood with sandstone. We also need some coding genius to figure out in the first place how we can have village types dependant on biome types.
any ideas?
Make it generate on sand. That part isn't the hard part, the hard part is making the NPC's without stealing code :tongue.gif:
If you've never looked at millenaire (pardon the lack of the appropriate accent marks, but I'm too lazy to switch my keyboard functions out for this), but the NPC behaviors are INSANELY complex. I wouldn't be surprised if there was over a hundred pages of code that is completely unique from minecraft code in there, JUST pertaining to NPC behaviors (ie. telling them where/when they can build, how to collect materials, how/when to have children, etc.)
To be honest, though, I'm pretty certain he built something in there so that you can change the structures of the buildings they make without coding. As well, it should be pretty easy to change it from "wood" to "sandstone." I'd just be concerned about copyright issues.
To be honest, though, I'm pretty certain he built something in there so that you can change the structures of the buildings they make without coding. As well, it should be pretty easy to change it from "wood" to "sandstone." I'd just be concerned about copyright issues.
Having the villagers use other building materials is very easy. If you want to see a list of materials currently programmed into Millénaire, search for the ".minecraft/millenaire/buildingplans" folder and find the "color sheet.png" file. That has a list of building materials, which includes things currently not used in village construction like obsidian, bricks, mossy cobblestone, pumpkins, and pink wool. In the case of something that roughly appears as if it is from the Arabian Peninsula, I think we can generally agree that sandstone is going to be our primary building material, with liberal use of sand. There is a "free sand" block, so building plans can presume that sand is a commodity so cheap and easy to get that villagers won't even bother requiring a player to supply that as a building material.
One of the behaviors that I'm afraid may have to be added is setting up some sandstone to be found in a quarry. Currently there isn't a "sandstone" source or a programmed behavior for villagers to turn sand into sandstone. The current behavior is to turn 100% of all sand found into glass. For the moment, until we start digging into the mod java source, we have to presume that all sandstone for building projects will have to be supplied by the player. On the positive side, we don't have to rewrite the java in order to get started.
Other pre-programmed behaviors I think we can take advantage of include the farmers, merchants, and even town leaders with their reputation functions. All we really have to do is reskin those mobs. Two of the villager types that IMHO don't really apply to the Arabian desert include lumbermen and possibly pig farmers. The pig farmer bit is an Arab cultural thing as pigs are considered "unclean" for religious purposes, so eating pork is forbidden in that culture. There still is plenty for farmers to do, however. Wheat farming is still done, however. One interesting new type of farmer that would be a useful addition would be cacti farming, although besides the production of green wool it might be hard to argue the value of doing that.
mo' creatures, or was it more creeps and weirdos? i always mix them up.
I do love mo' creatures mod. Perhaps.... as it adds some stuff like rabbits and other birds too. What we need to be doing is making some houses right now! We can talk about how to add extra stuff later.
Kinnikin added a cool "spawner" that is essentially an empty space... the spawner but without the spawner cage and fancy graphics. That is what he is using on the various farms so sheep, cows, chicken, and pigs will show up on the respective farms (they spawn at night).
Whilst I'm commenting, I remember someone said something about having to add sandstone source blocks to the coding for the miner to mine - why? Sandstone is just made from sand, which is already there in the code. What might be better would be if sand was automatically converted to sandstone in the building process, in the way wood is into planks and then into workbenchs & half blocks.
The point here is that the villagers need to have a source of sandstone in some fashion. I don't think the regular quarry has a "crafting table" for the miner and his family to use, but that perhaps could be an option.
The problem with making sandstone out of sand is that it would be painfully slow, as the miner only pulls out small quantities of sand at a time. It is usually more than sufficient to deal with the glass-making needs of the village, but with a 4:1 compacting ratio for sandstone, I think you would see the villages overwhelmed with glass.
Perhaps a "solution" here is to tweak the stone production so it only produces extra sand, which is in turn made into sandstone? Or perhaps that could have a direct substitute for sandstone instead (seeing as it is the primary building material for this village type)? Stone and cobblestone certainly aren't needed for most of the building projects, at least in this case. It is sort of the point that those building materials are generally unavailable, otherwise they would be used.
Hi guys, it's funny to see that thread come up, as I've been thinking hard about implementing other cultures during my holidays :wink.gif: And one of the difficulties will indeed be to come up with all the content, especially for cultures I do not know very well... As such if people are doing research work on designing such villages, it would help a lot :smile.gif:
I'm not keen on independent releases however, I fear it would be a source of endless confusion and compatibility problems for users. Also, villages of different cultures will almost certainly require coding new behaviours for new villager types, and I don't think anyone else than me can do that easily (those who saw my AI code will know why...).
I think the best way to proceed would be for you to wait until I've released a multi-culture framework (I'll start with one more, but I'm planning to code it such as N cultures can be handled) to do more than research/skins/buildings, then we can start working together on adding Arabic and/or Japanese villages based on your designs with me doing whatever new coding is required.
Rollback Post to RevisionRollBack
You are welcome to PM-me, but I'm unable to reply to everyone. Vous pouvez m'envoyer un MP, mais je ne peux pas répondre à tous. आप मुझसे संपर्क कर सकते हैं, लेकिन मैं हर मेल का जवाब नहीं दे सकता.
Hmm, I did not mean for people to stop discussing the Arab villages at all :tongue.gif:
Please go ahead, including thinking of new villager types with what actions they would do.
Rollback Post to RevisionRollBack
You are welcome to PM-me, but I'm unable to reply to everyone. Vous pouvez m'envoyer un MP, mais je ne peux pas répondre à tous. आप मुझसे संपर्क कर सकते हैं, लेकिन मैं हर मेल का जवाब नहीं दे सकता.
I'm still not convinced, but I'm always in to help.
What we need is some way for villages to survive on sand, (for desert biomes that the Arabic villages would naturally build in)Maybe we could just completely replace wood with sandstone. We also need some coding genius to figure out in the first place how we can have village types dependant on biome types.
any ideas?
What if that where the town generated, there would be a natural looking oasis that would generate somewhere near the town hall?
Could I request that we make this thread for more cultures than just Arabic? As I said in the main thread, I'd be quite interested in a Japanese version of the mod, which I'd be quite content to get a bulk of work done on in future, as they've always had a fascinating culture to me. I'll also contribute to the Arabic side, as I've been working on starting modding, so I can attempt to create extra items that would fit into their theme.
I'm wondering however if we could implement a date palm tree into the mod? of course real date palm wood is fragile and soft but we do need a substitute, otherwise we wouldn't be able to play in a desert biome 8(
If you could do it that'd be all kinds of awesome @_@
Have fun :smile.gif:
Make it generate on sand. That part isn't the hard part, the hard part is making the NPC's without stealing code :tongue.gif:
If you've never looked at millenaire (pardon the lack of the appropriate accent marks, but I'm too lazy to switch my keyboard functions out for this), but the NPC behaviors are INSANELY complex. I wouldn't be surprised if there was over a hundred pages of code that is completely unique from minecraft code in there, JUST pertaining to NPC behaviors (ie. telling them where/when they can build, how to collect materials, how/when to have children, etc.)
To be honest, though, I'm pretty certain he built something in there so that you can change the structures of the buildings they make without coding. As well, it should be pretty easy to change it from "wood" to "sandstone." I'd just be concerned about copyright issues.
Having the villagers use other building materials is very easy. If you want to see a list of materials currently programmed into Millénaire, search for the ".minecraft/millenaire/buildingplans" folder and find the "color sheet.png" file. That has a list of building materials, which includes things currently not used in village construction like obsidian, bricks, mossy cobblestone, pumpkins, and pink wool. In the case of something that roughly appears as if it is from the Arabian Peninsula, I think we can generally agree that sandstone is going to be our primary building material, with liberal use of sand. There is a "free sand" block, so building plans can presume that sand is a commodity so cheap and easy to get that villagers won't even bother requiring a player to supply that as a building material.
One of the behaviors that I'm afraid may have to be added is setting up some sandstone to be found in a quarry. Currently there isn't a "sandstone" source or a programmed behavior for villagers to turn sand into sandstone. The current behavior is to turn 100% of all sand found into glass. For the moment, until we start digging into the mod java source, we have to presume that all sandstone for building projects will have to be supplied by the player. On the positive side, we don't have to rewrite the java in order to get started.
Other pre-programmed behaviors I think we can take advantage of include the farmers, merchants, and even town leaders with their reputation functions. All we really have to do is reskin those mobs. Two of the villager types that IMHO don't really apply to the Arabian desert include lumbermen and possibly pig farmers. The pig farmer bit is an Arab cultural thing as pigs are considered "unclean" for religious purposes, so eating pork is forbidden in that culture. There still is plenty for farmers to do, however. Wheat farming is still done, however. One interesting new type of farmer that would be a useful addition would be cacti farming, although besides the production of green wool it might be hard to argue the value of doing that.
Version 2.1 now updated for MC 1.6.2
Man, I'd so love it if we could add camels to replace pigs, but that might be too hard no?
I do love mo' creatures mod. Perhaps.... as it adds some stuff like rabbits and other birds too. What we need to be doing is making some houses right now! We can talk about how to add extra stuff later.
Kinnikin added a cool "spawner" that is essentially an empty space... the spawner but without the spawner cage and fancy graphics. That is what he is using on the various farms so sheep, cows, chicken, and pigs will show up on the respective farms (they spawn at night).
Version 2.1 now updated for MC 1.6.2
Do you mind if I "advertise" this server on the OP, once it is up of course?
Version 2.1 now updated for MC 1.6.2
Ta-da!
Farmer skin, which oddly looks more Persian then Arab.
Opinions?
The point here is that the villagers need to have a source of sandstone in some fashion. I don't think the regular quarry has a "crafting table" for the miner and his family to use, but that perhaps could be an option.
The problem with making sandstone out of sand is that it would be painfully slow, as the miner only pulls out small quantities of sand at a time. It is usually more than sufficient to deal with the glass-making needs of the village, but with a 4:1 compacting ratio for sandstone, I think you would see the villages overwhelmed with glass.
Perhaps a "solution" here is to tweak the stone production so it only produces extra sand, which is in turn made into sandstone? Or perhaps that could have a direct substitute for sandstone instead (seeing as it is the primary building material for this village type)? Stone and cobblestone certainly aren't needed for most of the building projects, at least in this case. It is sort of the point that those building materials are generally unavailable, otherwise they would be used.
Version 2.1 now updated for MC 1.6.2
I'm not keen on independent releases however, I fear it would be a source of endless confusion and compatibility problems for users. Also, villages of different cultures will almost certainly require coding new behaviours for new villager types, and I don't think anyone else than me can do that easily (those who saw my AI code will know why...).
I think the best way to proceed would be for you to wait until I've released a multi-culture framework (I'll start with one more, but I'm planning to code it such as N cultures can be handled) to do more than research/skins/buildings, then we can start working together on adding Arabic and/or Japanese villages based on your designs with me doing whatever new coding is required.
You are welcome to PM-me, but I'm unable to reply to everyone. Vous pouvez m'envoyer un MP, mais je ne peux pas répondre à tous. आप मुझसे संपर्क कर सकते हैं, लेकिन मैं हर मेल का जवाब नहीं दे सकता.
Please go ahead, including thinking of new villager types with what actions they would do.
You are welcome to PM-me, but I'm unable to reply to everyone. Vous pouvez m'envoyer un MP, mais je ne peux pas répondre à tous. आप मुझसे संपर्क कर सकते हैं, लेकिन मैं हर मेल का जवाब नहीं दे सकता.
What if that where the town generated, there would be a natural looking oasis that would generate somewhere near the town hall?
with dirt and trees?
It's worth contemplating, and it would certinly answer our problems thanks :smile.gif:
Now THATS an idea
With the 1.0 update Kinniken added support for multiple village cultures!
How has everyone been doing on buildings for the Arabian culture?