I am having the Same issue i hear them drop the blocks everything is where it should be the only thing i can see though is their shadows :ohmy.gif:
It might be a compatibility issue. What other mods are you using? I am using: Battle towers, better ores, bluecreepers, bunnies, higher clouds, humaniods, human+, mocreatures full, more creeps, obsidian tools, scrambled eggs, spawner gui, telecompass, tool repair, treasure tombstone, tree drops, wild grass. all are 1.2.6v
Wow, today has not been my day. I spend 5 hours converting the code to work with Beta and my work is wasted thanks to the newest Update. Then I spend about an hour making a post that extensively responds to previous posts, and the post is not applied after I click submit. Wish I had copied the text before submitting....
Well, here's the short version of what I was going to post:
batering77: Thanks for the suggestions
Loligator: I will look into trying that for explorer lighting. Villages will probably be a long way off though.
Newblood and Wreckage: Are either of using mods that change the way textures are applied to mobs, or that change the RenderBiper or ModelBiped classes?
It took 10min just to log in, the forum is having issues.
Ok, I tried to figure out which of the mods may be the cause of the invisible glitch, so I installed a clean 1.2.6v of the jar and only added the modloader and spawnlist with this mod no other mods, and...... the builders are INVISIBLE lol.
I can hear them and see their shadow but no people.
It might be a compatibility issue. What other mods are you using? I am using: Battle towers, better ores, bluecreepers, bunnies, higher clouds, humaniods, human+, mocreatures full, more creeps, obsidian tools, scrambled eggs, spawner gui, telecompass, tool repair, treasure tombstone, tree drops, wild grass. all are 1.2.6v
I use Mods One at a time and i don't know what could be the issue when all i see is shadows..
poor sean. tell u what. to make u happy ima bump the topic :biggrin.gif:. and your welcome. cant wait for the 2nd realease. im not using it yet, cause i think its still horribly bugged. so im just gonna wait at least till 0.3 before i use.
Rollback Post to RevisionRollBack
i love creepers
I was drunk. Then I did salvia.
And I ended up on my kitchen floor crying and hyperventilating because the cereal box monsters were going to get me
I have Used Both of the Mods Separately and when I run no Animals i can hear the Builders Dropping and the Popping noise and i see their Shadows but i don't see any bodies anywhere..
1. I know why the mobs are not appearing. It turns out I labeled the mob folder as "Mob" instead of "mob". When the whole folder is copied into the jar, the "mob" folder becomes "Mob", and the images are unable to be read. I will update the link with a new alpha 0.1 version that doesn't have this problem shortly. Though, you can also just uncapitalize the folder to fix the problem as well.
2. Here is a progress report of what will be in 0.2 and what I have completed( )
Java code optimized and EntityBuilder.class has been expanded into additional classes.
Explorers will only place torches in dark locations
Explorers no longer glow at night. It was kind of fun and easy to code, but I understand it looks a bit silly on a regular human mob.
Builders only spawn above ground, except for the explorer who rarely spawns in caves.
Item drop amounts have been modified slightly
Builders now turn head and body when placing a block.
Builders will not swing their arm if they fail to place a block.
Builders now stand still when placing a block.
Builders can now place blocks slightly farther away.
Limited how many of each builder can exist at the same time.
BrickBuilders no longer place blocks in very dark locations.
40% complete: Builders create actual structures instead of just randomly placing single blocks.
20% complete: Builders create structures matching 1 of 10 "Blueprints" randomly given to them.
3. I had an idea for a new human mob, who I will call the "Home Seeker" (Name "Settler" was already taken by another mod). It will be a peaceful mob that spawns far from the player's location (as in not within 70 or so blocks from the player). If the player finds a Home Seeker, he may right click on it to get it to follow him. When the player has taken the Home Seeker to whatever location he wants, he may right click on the Home Seeker again. Doing so with you hand simply would send the Home Seeker back to Wander mode. However, right clicking the HS with specific items would change the HS into specific Town-Specialized Human Mobs. After converting, the Town Human would stay within X blocks of the location he converted on. Then depending on the role of this Town Human, he would build and do things like sell merchandise, trade items, gather items, etc.
Here is a basic example of what I mean:
1. Player finds Home Seeker and right clicks to make him follow.
2. Player takes the Home Seeker to an empty town created by the player and moves the Home Seeker into an empty house.
3. Player right clicks the HS while holding a Stone Axe.
4. Player loses Stone Axe and the HS becomes a mob called "Tree Cutter."
5. Tree Cutter will wander around during the day cutting down trees and adding the wood to his inventory.
6. At sundown, Tree Cutter will return to his house and store all his wood in a treasure chest (that the player can access).
7. Tree Cutter enters sleep mode until next day.
If I figured out how to do so, these Town Humans would also never despawn unless they were killed.
After I finish the structure building mechanism, I could have this be the next project for 0.3 of this mod, if all of you would like that.
1. I know why the mobs are not appearing. It turns out I labeled the mob folder as "Mob" instead of "mob". When the whole folder is copied into the jar, the "mob" folder becomes "Mob", and the images are unable to be read. I will update the link with a new alpha 0.1 version that doesn't have this problem shortly. Though, you can also just uncapitalize the folder to fix the problem as well.
2. Here is a progress report of what will be in 0.2 and what I have completed( )
Java code optimized and EntityBuilder.class has been expanded into additional classes.
Explorers will only place torches in dark locations
Explorers no longer glow at night. It was kind of fun and easy to code, but I understand it looks a bit silly on a regular human mob.
Builders only spawn above ground, except for the explorer who rarely spawns in caves.
Item drop amounts have been modified slightly
Builders now turn head and body when placing a block.
Builders will not swing their arm if they fail to place a block.
Builders now stand still when placing a block.
Builders can now place blocks slightly farther away.
Limited how many of each builder can exist at the same time.
BrickBuilders no longer place blocks in very dark locations.
40% complete: Builders create actual structures instead of just randomly placing single blocks.
20% complete: Builders create structures matching 1 of 10 "Blueprints" randomly given to them.
3. I had an idea for a new human mob, who I will call the "Home Seeker" (Name "Settler" was already taken by another mod). It will be a peaceful mob that spawns far from the player's location (as in not within 70 or so blocks from the player). If the player finds a Home Seeker, he may right click on it to get it to follow him. When the player has taken the Home Seeker to whatever location he wants, he may right click on the Home Seeker again. Doing so with you hand simply would send the Home Seeker back to Wander mode. However, right clicking the HS with specific items would change the HS into specific Town-Specialized Human Mobs. After converting, the Town Human would stay within X blocks of the location he converted on. Then depending on the role of this Town Human, he would build and do things like sell merchandise, trade items, gather items, etc.
Here is a basic example of what I mean:
1. Player finds Home Seeker and right clicks to make him follow.
2. Player takes the Home Seeker to an empty town created by the player and moves the Home Seeker into an empty house.
3. Player right clicks the HS while holding a Stone Axe.
4. Player loses Stone Axe and the HS becomes a mob called "Tree Cutter."
5. Tree Cutter will wander around during the day cutting down trees and adding the wood to his inventory.
6. At sundown, Tree Cutter will return to his house and store all his wood in a treasure chest (that the player can access).
7. Tree Cutter enters sleep mode until next day.
If I figured out how to do so, these Town Humans would also never despawn unless they were killed.
After I finish the structure building mechanism, I could have this be the next project for 0.3 of this mod, if all of you would like that.
You must be on drugs or something, YOUR SAYING YOUR AN UNEXPERIENCED MODDER GUY thINGY?
YOUR THE FIRST GUY TO MAKE SOMETHING LIKE THis, YOU ARE AWSOME YOU RULES YOU ARE A WOWSERS!
amazng thingy!
Rollback Post to RevisionRollBack
Check out my youtube channel! Here! Pwease? ;u;
Typhlosions are the best! <3 Rawr~
You must be on drugs or something, YOUR SAYING YOUR AN UNEXPERIENCED MODDER GUY thINGY?
YOUR THE FIRST GUY TO MAKE SOMETHING LIKE THis, YOU ARE AWSOME YOU RULES YOU ARE A WOWSERS!
amazng thingy!
Well, this is the first mod I have ever made for minecraft. I already had programming experience in C++ and Java. Thanks for the support!
On another note, I will probably get version 0.2 done tommorrow. If MCP 2.6 is out by then, it will be for beta; Otherwise I will just have to release another alpha version.
Love the idea, really do. I'd love to have random NPC's populate the world, would give it life and something new to explore. Just think, you're wandering the wilderness and you come up over a hill to see a little village of a half-dozen houses with NPC's just milling about. Praise aside, I also have a suggestion. Perhaps you could hold a sort of contest, have people submit various buildings such as houses, stores, churches, anything you'd see in a town. Then you could take the best of those buildings and add them to the mobs blue-print list, so they'll build those structures. I'm sure a lot of people would be willing to lend their creative might to a mod like this, and it'd be a hell of a lot easier then making everything yourself. Not to mention that with multiple people providing structures, you can give the mobs a far more expansive library of structures to build.
Love the idea, really do. I'd love to have random NPC's populate the world, would give it life and something new to explore. Just think, you're wandering the wilderness and you come up over a hill to see a little village of a half-dozen houses with NPC's just milling about. Praise aside, I also have a suggestion. Perhaps you could hold a sort of contest, have people submit various buildings such as houses, stores, churches, anything you'd see in a town. Then you could take the best of those buildings and add them to the mobs blue-print list, so they'll build those structures. I'm sure a lot of people would be willing to lend their creative might to a mod like this, and it'd be a hell of a lot easier then making everything yourself. Not to mention that with multiple people providing structures, you can give the mobs a far more expansive library of structures to build.
Good idea. I was thinking of adding some way for players to customize what the builders would be able to build. If anyone has any decent ideas for buildings, feel free to post blueprints for them. By blueprints, I mean something like this:
(1 is true, 0 is false)
Layer 1: (height)
1111 -> length
1001 |
1101 V width
Layer 2:
1111
1001
1101
Layer 3:
1111
1111
1111
These blueprints would make a simple 4 x 3 x 3 shelter with a single entrance. I would input this into a triple boolean array, and the game would place blocks for every 1(true) in the blueprints.
Also, on another note, I have updated the mod to version 0.2. Builders now build structures. They also have different skins and will not actually be holding anything until they start building. Explorers are the ones who are wearing armor. The 1st post has also been redone to some extent.
For version 0.3, I will probably work on making each builder more interactable and cooperative. I will also probably add new builders. If I'm feeling up to it, I may change the block-placing algorithm to allow builders to place multiple different kinds of blocks (I would also have to change Blueprint's boolean array to an int array, so that it can hold Block IDs).
I also still have that Home Seeker idea I posted earlier which I can work on, if you guys think it would suit this mod. Otherwise, I will save that idea for another mod.
Home seekers would be awesome. I for one spend my time making a MASSIVE (Honestly, I think it's the largest city in all of minecraft) city, it would be cool if I could get humans to populate it so that instead of walking through a ghost-town, I walk through a semi-lively city. Would be especially awesome, depending on how complex you can make them, to have guards and whatnot. Get a mod that makes working gates or something and have a guard open it when a friendly human npc/player comes near, and close it when a hostile player comes near. But that might be pushing it.
I like the home seeker idea. Let some schmo mine my stone for me. I'm stuck on 1.26 too because of mods I'm working with, and your npc's are prolific. I'm letting em grief a copy of my main map, and it's cool to watch em go. You are actually almost up to the point where these things could set up their own villages, and towns too though, and I personally think that's the direction you should take this, but it's your mod. I do have suggestions... Here's some ideas I've thought about for your consideration.
Maybe have the builders build various structures that could then spawn specific other mobs, like a building in the specific shape of a shop would que the game to spawn a shopkeeper, or shopkeepers if it was a big shop or bazzar. I could think of things like blacksmiths, granaries, farms, mines, woodcutters, arboriums, and carpenters to name a few. It would need a class for each profession...
You'd have little townships everywhere though, Your map would be covered with them...
I think you should give explorers the dual purpose of setting a cornerstone structure builders have to be near in order to build something. Different cornerstone structures could give bigger distance around it to build. If you could give explorers the ability to assess land flatness, local trees, proximity to water etc, and actually have some criteria met, it would make smaller more condensed building areas in nice city areas... Or if that wasn't possible, just have it set simple cornerstones no more than n distance from any other, and have larger cornerstones settable only via player interaction-bribe. I could see waiting at a good spot till an explorer came around and paying him off. For the actual cornerstone I'm thinking a fountain, cus they are visually appealing and easy to scale up, or a statue for the same reasons.
This is just another idea I had but it seems like a good one. I'm thinking if you could build data into signs that a builder would place on each finished dwelling, and have the game read them, you could retain info about who would live in the house, and what they do for a living, how long they've been there, etc. And you could code data on where the mobs would respawn in relation to the sign, for each building. All farms or all businesses could have the same front room design for example. It would make it pretty easy for you to keep your towns populated, and if Joe Farmer didn't return home at a set night time in like 3-4 minecraft days, due to SSSSSSome unfortunate end, the game could pop a new Joe Farmer back in his place. Maybe have it be a sign over the front door that says "Joe's Farm" etc on the first 2 lines so you can see what each business does, and then string data saying what farmer skin model Joe has, if you add variety, his original spawn time etc for timing purposes, his or her spouses skin, their price list, see further down for more detail... Mebbe give mobs a few game hours before dark if their work is done where they seek out some vanity construction like a fountain, park, statue, or bazaar, to make em seem more real, and put that in their string data. That would let people set mobs in self made cities too, but make vendors randomly set in some way so peeps can't get 1 dirt diamond blocks. Mebbe have vendors price lists randomly picked off a preset list that you can pick off yourself if you self set, but is universally fair.
Are you able to make mobs break blocks at all? That would really make for some nice professions. I'm sure you're working on it for your woodcutter. You should make woodcutters drop a torch and a sapling at every tree cut down though, to keep their stock replenishing. It'd be sweet to have a mining npc too, or a few types like an iron seeking miner, or a diamond-gold seeking miner, who go to lvls they are most likely to find their quarry. In towns though, they could go about their professions un-conscripted, just for show, and mebbe have a wife-husband who stays in their dwelling, and barters for their professions goods. They would want things their profession would want. Or if not Spouses, at night the worker would be there to barter. I like the spouse idea though, cus you can shop during the day-night, and it makes the village that more habitated, and normal.
Another idea is cobblers who set road around each cornerstone, and the roads establish empty places road adjacent where a building could be built. They could prolly lvl terrain as they went too, and mebbe set some torches too. Builders would build buildings facing a road, so the signs could be read, would build buildings only if the space existed to, and it was flat, and if there was enough distance between other buildings of the same type. IE no starbucks across the street from the other starbucks. Each village would just have the base number of businesses, towns and cities would have more. That's where there would be need for variety in skins and behaviorism and name if possible. Don't need a Joe's farm on every corner. Just a random name and random skins for each business. Random art on the walls mebbe. Mebbe a random price if you want to put a sign by each spouse showing what they trade for and have them be different... let you shop around for deals, especially in the big cities. Mebbe have trading be more than one item per trader. IE so and so will trade so many wheat per dirt(wanting a lot of dirt per of course) and so many bread per iron or redstone, or leather or whatever. I can see redstone being a big commerce item in liu of coinage, due to its proliference, but have some mobs want some weird stuff too...
Last idea I promise. Have sheriffs who spawn on roads near a cornerstone, and patrol along the roads out from it. Have a new sheriff spawn if all others are n+ blocks away from the spawn area... They could kill monsters and anyone who disturbs the peace. Make em god strong so they rarely die, so they keep villagers alive, and so peeps could come in and pillage, and maybe get pittance drops from doing so, but face big consequences if they get caught.
Ok I lied, one more Idea. Have inns you can stay at to heal you, but also that let fledgling towns grow around you. X time in an inn room would be 5x time in a fledgling town for the town to grow around you. Mebbe some setting on a sign at the towns cornerstone to say when the town is done growing. I know that ones a long shot.
Also an architect mob who could show up at set times at any cornerstone courtyard, and give you the option of scaling up your village/towns cornerstone. That would make having all cornerstones have a courtyard big enough to suit the biggest cornerstone a good idea, so it could just write over.
Un-conscripted mobs could spawn in inn taprooms, bazaars, and sometimes on city limits near roads to be bought off for their services. That would make it interesting and less random to conscript help.
Just some things to think about, and I know I'm stretching the modding limits a lot, but I think that would make a versatile village mod while simplifying it's parts... I hope you don't mind me sharing, and sorry bout the wall of text.
hi
this mod is just great. i love to watch those builders at work and then give the structures more deail.
Maybe it would be good to give the player the ability to Start/Stop the builder/explorers, because i use torches as a sign for my self, that i have already been here. And the builders realy build everywhere they spawn.
Idea Globalsystem to Start/stop buliders/explorer:
Something like the jukebox, when the player puts something in it, the builders/explorers will start working and when the player takes it out again, they stop.
or
Idea IndividualSystem to Start/stop buliders/explorer:
When the player meets a builder/Explorer they only start working, when the player gives them a goldbar(rightclick).
And a fencebuilder could be cool.
It might be a compatibility issue. What other mods are you using? I am using: Battle towers, better ores, bluecreepers, bunnies, higher clouds, humaniods, human+, mocreatures full, more creeps, obsidian tools, scrambled eggs, spawner gui, telecompass, tool repair, treasure tombstone, tree drops, wild grass. all are 1.2.6v
Well, here's the short version of what I was going to post:
batering77: Thanks for the suggestions
Loligator: I will look into trying that for explorer lighting. Villages will probably be a long way off though.
Newblood and Wreckage: Are either of using mods that change the way textures are applied to mobs, or that change the RenderBiper or ModelBiped classes?
Also check the first post for a status update.
Builder Mobs 0.53
My Other Mods Here
Ok, I tried to figure out which of the mods may be the cause of the invisible glitch, so I installed a clean 1.2.6v of the jar and only added the modloader and spawnlist with this mod no other mods, and...... the builders are INVISIBLE lol.
I can hear them and see their shadow but no people.
I use Mods One at a time and i don't know what could be the issue when all i see is shadows..
I was drunk. Then I did salvia.
And I ended up on my kitchen floor crying and hyperventilating because the cereal box monsters were going to get me
Lol that would be sooooo annoying, but it would be fun to mess around with :tongue.gif:
Bookmarked the thread!
Cant' wait for the beta release!
1. I know why the mobs are not appearing. It turns out I labeled the mob folder as "Mob" instead of "mob". When the whole folder is copied into the jar, the "mob" folder becomes "Mob", and the images are unable to be read. I will update the link with a new alpha 0.1 version that doesn't have this problem shortly. Though, you can also just uncapitalize the folder to fix the problem as well.
2. Here is a progress report of what will be in 0.2 and what I have completed( )
Java code optimized and EntityBuilder.class has been expanded into additional classes.
Explorers will only place torches in dark locations
Explorers no longer glow at night. It was kind of fun and easy to code, but I understand it looks a bit silly on a regular human mob.
Builders only spawn above ground, except for the explorer who rarely spawns in caves.
Item drop amounts have been modified slightly
Builders now turn head and body when placing a block.
Builders will not swing their arm if they fail to place a block.
Builders now stand still when placing a block.
Builders can now place blocks slightly farther away.
Limited how many of each builder can exist at the same time.
BrickBuilders no longer place blocks in very dark locations.
40% complete: Builders create actual structures instead of just randomly placing single blocks.
20% complete: Builders create structures matching 1 of 10 "Blueprints" randomly given to them.
3. I had an idea for a new human mob, who I will call the "Home Seeker" (Name "Settler" was already taken by another mod). It will be a peaceful mob that spawns far from the player's location (as in not within 70 or so blocks from the player). If the player finds a Home Seeker, he may right click on it to get it to follow him. When the player has taken the Home Seeker to whatever location he wants, he may right click on the Home Seeker again. Doing so with you hand simply would send the Home Seeker back to Wander mode. However, right clicking the HS with specific items would change the HS into specific Town-Specialized Human Mobs. After converting, the Town Human would stay within X blocks of the location he converted on. Then depending on the role of this Town Human, he would build and do things like sell merchandise, trade items, gather items, etc.
Here is a basic example of what I mean:
1. Player finds Home Seeker and right clicks to make him follow.
2. Player takes the Home Seeker to an empty town created by the player and moves the Home Seeker into an empty house.
3. Player right clicks the HS while holding a Stone Axe.
4. Player loses Stone Axe and the HS becomes a mob called "Tree Cutter."
5. Tree Cutter will wander around during the day cutting down trees and adding the wood to his inventory.
6. At sundown, Tree Cutter will return to his house and store all his wood in a treasure chest (that the player can access).
7. Tree Cutter enters sleep mode until next day.
If I figured out how to do so, these Town Humans would also never despawn unless they were killed.
After I finish the structure building mechanism, I could have this be the next project for 0.3 of this mod, if all of you would like that.
Builder Mobs 0.53
My Other Mods Here
You must be on drugs or something, YOUR SAYING YOUR AN UNEXPERIENCED MODDER GUY thINGY?
YOUR THE FIRST GUY TO MAKE SOMETHING LIKE THis, YOU ARE AWSOME YOU RULES YOU ARE A WOWSERS!
amazng thingy!
Typhlosions are the best! <3 Rawr~
Well, this is the first mod I have ever made for minecraft. I already had programming experience in C++ and Java. Thanks for the support!
On another note, I will probably get version 0.2 done tommorrow. If MCP 2.6 is out by then, it will be for beta; Otherwise I will just have to release another alpha version.
Builder Mobs 0.53
My Other Mods Here
Good idea. I was thinking of adding some way for players to customize what the builders would be able to build. If anyone has any decent ideas for buildings, feel free to post blueprints for them. By blueprints, I mean something like this:
(1 is true, 0 is false)
Layer 1: (height)
1111 -> length
1001 |
1101 V width
Layer 2:
1111
1001
1101
Layer 3:
1111
1111
1111
These blueprints would make a simple 4 x 3 x 3 shelter with a single entrance. I would input this into a triple boolean array, and the game would place blocks for every 1(true) in the blueprints.
Also, on another note, I have updated the mod to version 0.2. Builders now build structures. They also have different skins and will not actually be holding anything until they start building. Explorers are the ones who are wearing armor. The 1st post has also been redone to some extent.
For version 0.3, I will probably work on making each builder more interactable and cooperative. I will also probably add new builders. If I'm feeling up to it, I may change the block-placing algorithm to allow builders to place multiple different kinds of blocks (I would also have to change Blueprint's boolean array to an int array, so that it can hold Block IDs).
I also still have that Home Seeker idea I posted earlier which I can work on, if you guys think it would suit this mod. Otherwise, I will save that idea for another mod.
Builder Mobs 0.53
My Other Mods Here
Instead, try using smoothstone.
Maybe have the builders build various structures that could then spawn specific other mobs, like a building in the specific shape of a shop would que the game to spawn a shopkeeper, or shopkeepers if it was a big shop or bazzar. I could think of things like blacksmiths, granaries, farms, mines, woodcutters, arboriums, and carpenters to name a few. It would need a class for each profession...
You'd have little townships everywhere though, Your map would be covered with them...
I think you should give explorers the dual purpose of setting a cornerstone structure builders have to be near in order to build something. Different cornerstone structures could give bigger distance around it to build. If you could give explorers the ability to assess land flatness, local trees, proximity to water etc, and actually have some criteria met, it would make smaller more condensed building areas in nice city areas... Or if that wasn't possible, just have it set simple cornerstones no more than n distance from any other, and have larger cornerstones settable only via player interaction-bribe. I could see waiting at a good spot till an explorer came around and paying him off. For the actual cornerstone I'm thinking a fountain, cus they are visually appealing and easy to scale up, or a statue for the same reasons.
This is just another idea I had but it seems like a good one. I'm thinking if you could build data into signs that a builder would place on each finished dwelling, and have the game read them, you could retain info about who would live in the house, and what they do for a living, how long they've been there, etc. And you could code data on where the mobs would respawn in relation to the sign, for each building. All farms or all businesses could have the same front room design for example. It would make it pretty easy for you to keep your towns populated, and if Joe Farmer didn't return home at a set night time in like 3-4 minecraft days, due to SSSSSSome unfortunate end, the game could pop a new Joe Farmer back in his place. Maybe have it be a sign over the front door that says "Joe's Farm" etc on the first 2 lines so you can see what each business does, and then string data saying what farmer skin model Joe has, if you add variety, his original spawn time etc for timing purposes, his or her spouses skin, their price list, see further down for more detail... Mebbe give mobs a few game hours before dark if their work is done where they seek out some vanity construction like a fountain, park, statue, or bazaar, to make em seem more real, and put that in their string data. That would let people set mobs in self made cities too, but make vendors randomly set in some way so peeps can't get 1 dirt diamond blocks. Mebbe have vendors price lists randomly picked off a preset list that you can pick off yourself if you self set, but is universally fair.
Are you able to make mobs break blocks at all? That would really make for some nice professions. I'm sure you're working on it for your woodcutter. You should make woodcutters drop a torch and a sapling at every tree cut down though, to keep their stock replenishing. It'd be sweet to have a mining npc too, or a few types like an iron seeking miner, or a diamond-gold seeking miner, who go to lvls they are most likely to find their quarry. In towns though, they could go about their professions un-conscripted, just for show, and mebbe have a wife-husband who stays in their dwelling, and barters for their professions goods. They would want things their profession would want. Or if not Spouses, at night the worker would be there to barter. I like the spouse idea though, cus you can shop during the day-night, and it makes the village that more habitated, and normal.
Another idea is cobblers who set road around each cornerstone, and the roads establish empty places road adjacent where a building could be built. They could prolly lvl terrain as they went too, and mebbe set some torches too. Builders would build buildings facing a road, so the signs could be read, would build buildings only if the space existed to, and it was flat, and if there was enough distance between other buildings of the same type. IE no starbucks across the street from the other starbucks. Each village would just have the base number of businesses, towns and cities would have more. That's where there would be need for variety in skins and behaviorism and name if possible. Don't need a Joe's farm on every corner. Just a random name and random skins for each business. Random art on the walls mebbe. Mebbe a random price if you want to put a sign by each spouse showing what they trade for and have them be different... let you shop around for deals, especially in the big cities. Mebbe have trading be more than one item per trader. IE so and so will trade so many wheat per dirt(wanting a lot of dirt per of course) and so many bread per iron or redstone, or leather or whatever. I can see redstone being a big commerce item in liu of coinage, due to its proliference, but have some mobs want some weird stuff too...
Last idea I promise. Have sheriffs who spawn on roads near a cornerstone, and patrol along the roads out from it. Have a new sheriff spawn if all others are n+ blocks away from the spawn area... They could kill monsters and anyone who disturbs the peace. Make em god strong so they rarely die, so they keep villagers alive, and so peeps could come in and pillage, and maybe get pittance drops from doing so, but face big consequences if they get caught.
Ok I lied, one more Idea. Have inns you can stay at to heal you, but also that let fledgling towns grow around you. X time in an inn room would be 5x time in a fledgling town for the town to grow around you. Mebbe some setting on a sign at the towns cornerstone to say when the town is done growing. I know that ones a long shot.
Also an architect mob who could show up at set times at any cornerstone courtyard, and give you the option of scaling up your village/towns cornerstone. That would make having all cornerstones have a courtyard big enough to suit the biggest cornerstone a good idea, so it could just write over.
Un-conscripted mobs could spawn in inn taprooms, bazaars, and sometimes on city limits near roads to be bought off for their services. That would make it interesting and less random to conscript help.
Just some things to think about, and I know I'm stretching the modding limits a lot, but I think that would make a versatile village mod while simplifying it's parts... I hope you don't mind me sharing, and sorry bout the wall of text.
Merry Christmas.
this mod is just great. i love to watch those builders at work and then give the structures more deail.
Maybe it would be good to give the player the ability to Start/Stop the builder/explorers, because i use torches as a sign for my self, that i have already been here. And the builders realy build everywhere they spawn.
Idea Globalsystem to Start/stop buliders/explorer:
Something like the jukebox, when the player puts something in it, the builders/explorers will start working and when the player takes it out again, they stop.
or
Idea IndividualSystem to Start/stop buliders/explorer:
When the player meets a builder/Explorer they only start working, when the player gives them a goldbar(rightclick).
And a fencebuilder could be cool.