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.
Merry Christmas.
Great ideas. I actually had similar ideas involving labeling houses and such using signs. However, mobs can only exist within a limited window (I think it was 128 x 128 x 64 blocks) and in a limited amount (I think it was about 32), so some of those ideas would be unfeasible without modding the main minecraft class files. Yet, most of those ideas are doable to some extent, though it would take a lot of time to program them all.
Also, thanks for the support everyone. I had a new idea for a human mob that the Home Seeker could become:
The Treasure Hunter
Spawns only from a Home Seeker who was given a Shovel.
Can right click to make him follow you, and right click again to release him.
Will use his shovel to dig up dirt, grass, and snow.
He will dig up about 20 or so blocks before taking a break.
So....sounds like a mob who just digs up dirt, right? Well, there's more! If the Treasure hunter digs up dirt above Smooth Stone, there is a 10% chance that the Smooth Stone will be converted into 1 of the following:
If the Treasure hunter uncovers a Treasure Chest, he will make the location with a sign, so the player can easily find it. The Treasure hunter's dirt digging speed and break time will be affected by the kind of shovel he is given.
How's this idea sound? I like it personally. I may implement it as one of the initial Home Seeker conversions.
i think you should make a mod that when you place 4 blocks at a certon hieght and it will level everything within that area. once done leveling it will despawn when you lose sight of it and bluilder mobs have a 50% higher chance to spawn there. if its a large area the will build a wall with gates all working together. if its small they will build a small village. with the wall and gates once completed they will build a house and then live in said house changeing to a town villager. the player then must supply them with tools. if you give one a pick axe it will make an etrance within the town and build a mine underground. (will register that it is to stay something like 5 blocks from surface when tunnleing) and will do the whole return home thing
PLEASE NOTE THESE ARE IDEAS FOR THE MOD CREATOR! NOT FOR ME!
Honestly. You are amazing in both modding AND creativity. I love your homefinders, or whatever they're called, idea.
i have some good ideas for what they do:
Miner:
Mines cobble(not sure, maybe just a percentage?) and ores. Requires a pickaxe.
Lumberjack
You can somehow choose "Selective harvest," Where he only cuts down some trees in a area, not all, or just normal chopping. Chops down trees. Requires Axe.
Farmer
I don't know about this one... From my perspective, this idea looks really hard to script, but..
Chooses a area of land, Irrigates it, with buckets available from "Town Storage" (Look below for "Town Storage.) Then plants seeds on the wet farmland, preferably from it's chest. Harvests the crops when they're done growing. Requires a hoe.
Treasure digger.
(You already did the idea. so i have no need to do it for you.) Requires shovel.
Guard
You can somehow station him somewhere, and choose whether he has night or day duty. Attacks all hostile mobs.
Requires sword
Treeplanter
Goes around and plants seeds about 100-200 blocks away from his home(?) (Or out of the village, if there IS a "Village."
Gets seeds from chest/town storage.
Ok. Thats done for now. I might double post. but probally not. Next post: Buildings! :biggrin.gif:
Anyways, I hope you can get it updated to beta. Great mod!
Wow, this is very impressive! I have a couple of ideas for you.
Since builders are always looking for flat spaces on which to build, how about another NPC that actively tries to flatten areas for them by digging up dirt and stuff? Or maybe the builder could alternate between building and flattening?
And about having more blueprints... have you thought of incorporating MCEdit's schematic files? It would be neat if you could just drop them in a folder or something and the builders would pick randomly from them. I think for it to reach its maximum potential the builders would have to be able to use more materials though - either by having an infinite amount of every block (easier to code), or being able to gather the materials when necessary (probably much more difficult to code).
Town storage
A building/room with a bunch of chests, Created by assigning a homeseeker to it with a book/piece of paper(?)
"Workers" (I'll explain them later.) bring some percentage of the resource gatherer's profits into the chests. Here, everyone can take stuff for their job. So its important to place it near homes, so everyone can get to it easily.
(Human) Worker
These guys can be really important. They move stuff in between storage areas. For example, They take some wheat from the farm to the storage for future use, or stocks up some in the baker's house (Not all. Some calculation for them deciding how much wheat goes to the baker?) Basics: They stock stuff up in areas if needed/wanted, and move stuff. I say just give them a stick. Due to the lack of any more reasonable materials for them.
(Non-Human) Farm
This is a humongous, "It would be nice if added, but has a 1% chance of being added" kind of thing. But you would designate a farm plot, then all the farmers would do their work here.
(Human) Producers
Processers, Raw-to-New makers, whatever you call them, these guys are IMPORTANT for self-sustaining towns. They are each desginated by their finished product. Some may make more then one product. For example, If i designate someone with a loaf of bread, they become a baker, and start taking wheat to make bread. If i designate them with a furnace, they become smelters, and smelt ores. But then comes the problem of tool-makers. Maybe a good idea is that they make tools of 1 material? Like for example, You designate someone with a diamond, they become diamond tool makers, and start making diamond tools, from a order like this: 5 pickaxe, 2 axe, 2 shovel, 1 hoe, All out of 10. (Those are chances. Percentages.) Etc. etc. etc.
Am i great at ideas, or what?! :biggrin.gif:
Next to come: Non-human AND non-building stuff. (Maybe more human/buildings, if i forget any here.)
i am working on adding a female mob to my game for company but i think you should add one as well and make it like live in your house and do stuff for you or something.
Thanks for all the suggestions everyone. A lot of good ideas, probably more than I have time to implement. Regardless, keep the suggestions coming.
Also, Xequos, thanks for the blueprints. I will incorporate it into the game as soon as I convert the Blueprints system to use triple int arrays instead of triple boolean arrays.
Here is a list of what I have completed for version 0.3 so far:
Builders no longer build over themselves.
Builders will no longer stand on thin air while building (can still happen very rarely)
The Building mechanism has been changed slightly. If a pre-existing block occupies an "empty" space in the blueprints, the builders will now just build around it.
The player may now right click (with hand) on any builder and that builder will follow him. Right clicking (with hand) again will return the builder to wander mode. This will allow the player to bring builders to flat areas.
Explorers now battle enemy monsters (not while following you or placing torches). When they are near a monster they will take out their sword (type of sword randomly determined at spawning time) and start swinging away at the monster, dealing different amounts of damage based on their sword. They are either quite deadly (diamond sword) or hilariously incompetent (wooden sword). Spiders and Creepers usually defeat them easily. They can beat Zombies if their sword is strong enough. They seem to have the least trouble with Skeletons.
TO DO:
Fix how the builders rotate their head and body while building a structure.
Make monsters attack builders
Add the Home Seeker mob
Add the Treasure Hunter mob
FIrst off, thank you OgreSean for making this mod. You truly are expanding the boundaries of what can be done in MC
I don't have any specific suggestions for your mod yet, as I will probably need to wait a bit to avoid conflict with my other game-required mods. However, if you have not started researching Artificial Life, especially simulations of how ant and termite mounds are built and designed and the general communication strategies used by these insects - you really really want to.
Right now I get the feeling that you would love to be able to have a mod that not only creates other people who build places to live, but also builds those places into communities. By adapting some of the basic algorithms that are believed to be used by social insects, you could create living communities in minecraft before Mojang even introduce any new Mobs. A combination of simple modifications to the landscape and a finite set of responses from each buildermob can create VERY complex structure.
AS a very rough example, your "Architect" wouldn't really need to do anything other than travel around and look for suitably flat-ish areas. When it finds one, it could drop a 2x2 "Cornerstone" made of four blocks that would serve as a marker for workers. Each cornerstone would be made from a combination of different blocktypes, which would give you a pretty decent "alphabet" to write down messages for other mobs. You might even be able to get away with having your cornerstones indicate that a structure be built with a specific facing if you keep your list of "letters" small enough that they can be read accurately independently of orientation. A workermob could then spawn and wander until it found a cornerstone. It would then read the cornerstone and interpret it to mean that the area made up of the 6 blocks to the east and the 4 blocks to the south needs to be flat and empty and it could then go through and flatten the area and remove things like trees and whatnot. Eventually, a builder spawns and finds the cornerstone. Since the area is already cleared, the builder throws up a hut, then puts a door and chest in it. In the meantime, the architect had already decided that another nearby area looked good for a larger structure and the nearby/recently created hut cornerstone prejudiced the architect to put down a "field" cornerstone and the worker is hard at work harvesting the forest currently on the spot. As soon as the hut is done, the builder will probably hang around the worker for a while before putting a field in place and finishing out a little farm that _just_ fits into this little mountain valley.
I won't say that what I am describing is simple to implement, but it is generally doable - both in single player and as a group of bots on an SMP server. CompSci geeks have been studying cellular automata and agent-based systems like this for years now and have mostly solved the issues of making a bunch of simple programs work together to make big/impressive things. It would be awesome to see the minecraft world brought to "life" in this fashion.
I would dedicate my life to you if you did even 3 quarters of my ideas. The homeseekers alone are really cool.
I havea few requests for "Basic" homeseeker functions (As in, in their first release.)
You have a Miner, Lumberjack with selective harvest, and Misc Resource collecter, as the resource gatherers.
Some builders would also be nice. Something like in the post which mycroft posted, but with village-like building techniques. Some sort of start/stop sign.
I will do ANTHING if you do that.
Thanks,
Chiefwaffles
Thanks for the additional schematics, Xequous & gregoired. I will be sure to add those when the Blueprints.class is adapted to use multiple blocks.
Jeheace, yes I do want to add a way for players to customize what the builders build. There are multiple ways I can do this I suppose.
I am nearly finished with 0.3. I have a basic version of the Home Seeker completed and the Treasure Hunter is about 85% complete. I should finish 0.3 by tomorrow and have it uploaded around the same time I am posting now.
Also, I have two questions I'd like everyone to answer:
1. Which of the following should I focus on for 0.4?
a. Randomly spawning villages & village people that never despawn
b. New kinds of Builders & more Home Seeker options/conversions
c. Customization for Builder blueprints & new blueprints allowing multiple kinds of blocks
d. Customization for all current Builders, allowing players to select what items they drop, where and when they spawn, what they build with, etc.
2. How should builders replenish their block supplies when they run out?
a. Don't replenish the block supplies.
b. Let them try to mine for or create more blocks on their own
c. Let the player give them more blocks.
d. Why limit them? Let them have infinite blocks!
Whatever the majority of you guys want for #1 is what I will pursue next after version 0.3 is out. I will also modify the how builders store and replenish blocks according to what most of you answer for #2.
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
Great ideas. I actually had similar ideas involving labeling houses and such using signs. However, mobs can only exist within a limited window (I think it was 128 x 128 x 64 blocks) and in a limited amount (I think it was about 32), so some of those ideas would be unfeasible without modding the main minecraft class files. Yet, most of those ideas are doable to some extent, though it would take a lot of time to program them all.
Also, thanks for the support everyone. I had a new idea for a human mob that the Home Seeker could become:
The Treasure Hunter
Spawns only from a Home Seeker who was given a Shovel.
Can right click to make him follow you, and right click again to release him.
Will use his shovel to dig up dirt, grass, and snow.
He will dig up about 20 or so blocks before taking a break.
So....sounds like a mob who just digs up dirt, right? Well, there's more! If the Treasure hunter digs up dirt above Smooth Stone, there is a 10% chance that the Smooth Stone will be converted into 1 of the following:
Coal Ore (50%)
Iron Ore (25%)
Redstone Ore (10%)
Gold Ore (10%)
Treasure Chest with excellent items inside (4%)
Diamond Ore (1%)
If the Treasure hunter uncovers a Treasure Chest, he will make the location with a sign, so the player can easily find it. The Treasure hunter's dirt digging speed and break time will be affected by the kind of shovel he is given.
How's this idea sound? I like it personally. I may implement it as one of the initial Home Seeker conversions.
Builder Mobs 0.53
My Other Mods Here
In short: Heck yeah.
When I have some more time, I'm definitely DLing this, just to watch them build.
FTW DO IT NOTCH SPREAD IT AROUND PEOPLE!
Honestly. You are amazing in both modding AND creativity. I love your homefinders, or whatever they're called, idea.
i have some good ideas for what they do:
Miner:
Mines cobble(not sure, maybe just a percentage?) and ores. Requires a pickaxe.
Lumberjack
You can somehow choose "Selective harvest," Where he only cuts down some trees in a area, not all, or just normal chopping. Chops down trees. Requires Axe.
Farmer
I don't know about this one... From my perspective, this idea looks really hard to script, but..
Chooses a area of land, Irrigates it, with buckets available from "Town Storage" (Look below for "Town Storage.) Then plants seeds on the wet farmland, preferably from it's chest. Harvests the crops when they're done growing. Requires a hoe.
Treasure digger.
(You already did the idea. so i have no need to do it for you.) Requires shovel.
Guard
You can somehow station him somewhere, and choose whether he has night or day duty. Attacks all hostile mobs.
Requires sword
Treeplanter
Goes around and plants seeds about 100-200 blocks away from his home(?) (Or out of the village, if there IS a "Village."
Gets seeds from chest/town storage.
Ok. Thats done for now. I might double post. but probally not. Next post: Buildings! :biggrin.gif:
Anyways, I hope you can get it updated to beta. Great mod!
I can't wait.
You should make them attack Creepers on sight.
Because the are the universal enemy of creation.
Since builders are always looking for flat spaces on which to build, how about another NPC that actively tries to flatten areas for them by digging up dirt and stuff? Or maybe the builder could alternate between building and flattening?
And about having more blueprints... have you thought of incorporating MCEdit's schematic files? It would be neat if you could just drop them in a folder or something and the builders would pick randomly from them. I think for it to reach its maximum potential the builders would have to be able to use more materials though - either by having an infinite amount of every block (easier to code), or being able to gather the materials when necessary (probably much more difficult to code).
Ok. Here are some more ideas.
Town storage
A building/room with a bunch of chests, Created by assigning a homeseeker to it with a book/piece of paper(?)
"Workers" (I'll explain them later.) bring some percentage of the resource gatherer's profits into the chests. Here, everyone can take stuff for their job. So its important to place it near homes, so everyone can get to it easily.
(Human) Worker
These guys can be really important. They move stuff in between storage areas. For example, They take some wheat from the farm to the storage for future use, or stocks up some in the baker's house (Not all. Some calculation for them deciding how much wheat goes to the baker?) Basics: They stock stuff up in areas if needed/wanted, and move stuff. I say just give them a stick. Due to the lack of any more reasonable materials for them.
(Non-Human) Farm
This is a humongous, "It would be nice if added, but has a 1% chance of being added" kind of thing. But you would designate a farm plot, then all the farmers would do their work here.
(Human) Producers
Processers, Raw-to-New makers, whatever you call them, these guys are IMPORTANT for self-sustaining towns. They are each desginated by their finished product. Some may make more then one product. For example, If i designate someone with a loaf of bread, they become a baker, and start taking wheat to make bread. If i designate them with a furnace, they become smelters, and smelt ores. But then comes the problem of tool-makers. Maybe a good idea is that they make tools of 1 material? Like for example, You designate someone with a diamond, they become diamond tool makers, and start making diamond tools, from a order like this: 5 pickaxe, 2 axe, 2 shovel, 1 hoe, All out of 10. (Those are chances. Percentages.) Etc. etc. etc.
Am i great at ideas, or what?! :biggrin.gif:
Next to come: Non-human AND non-building stuff. (Maybe more human/buildings, if i forget any here.)
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Also, Xequos, thanks for the blueprints. I will incorporate it into the game as soon as I convert the Blueprints system to use triple int arrays instead of triple boolean arrays.
Here is a list of what I have completed for version 0.3 so far:
Builders no longer build over themselves.
Builders will no longer stand on thin air while building (can still happen very rarely)
The Building mechanism has been changed slightly. If a pre-existing block occupies an "empty" space in the blueprints, the builders will now just build around it.
The player may now right click (with hand) on any builder and that builder will follow him. Right clicking (with hand) again will return the builder to wander mode. This will allow the player to bring builders to flat areas.
Explorers now battle enemy monsters (not while following you or placing torches). When they are near a monster they will take out their sword (type of sword randomly determined at spawning time) and start swinging away at the monster, dealing different amounts of damage based on their sword. They are either quite deadly (diamond sword) or hilariously incompetent (wooden sword). Spiders and Creepers usually defeat them easily. They can beat Zombies if their sword is strong enough. They seem to have the least trouble with Skeletons.
TO DO:
Fix how the builders rotate their head and body while building a structure.
Make monsters attack builders
Add the Home Seeker mob
Add the Treasure Hunter mob
I hope to finish version 0.3 by Tuesday.
Builder Mobs 0.53
My Other Mods Here
FIrst off, thank you OgreSean for making this mod. You truly are expanding the boundaries of what can be done in MC
I don't have any specific suggestions for your mod yet, as I will probably need to wait a bit to avoid conflict with my other game-required mods. However, if you have not started researching Artificial Life, especially simulations of how ant and termite mounds are built and designed and the general communication strategies used by these insects - you really really want to.
Right now I get the feeling that you would love to be able to have a mod that not only creates other people who build places to live, but also builds those places into communities. By adapting some of the basic algorithms that are believed to be used by social insects, you could create living communities in minecraft before Mojang even introduce any new Mobs. A combination of simple modifications to the landscape and a finite set of responses from each buildermob can create VERY complex structure.
AS a very rough example, your "Architect" wouldn't really need to do anything other than travel around and look for suitably flat-ish areas. When it finds one, it could drop a 2x2 "Cornerstone" made of four blocks that would serve as a marker for workers. Each cornerstone would be made from a combination of different blocktypes, which would give you a pretty decent "alphabet" to write down messages for other mobs. You might even be able to get away with having your cornerstones indicate that a structure be built with a specific facing if you keep your list of "letters" small enough that they can be read accurately independently of orientation. A workermob could then spawn and wander until it found a cornerstone. It would then read the cornerstone and interpret it to mean that the area made up of the 6 blocks to the east and the 4 blocks to the south needs to be flat and empty and it could then go through and flatten the area and remove things like trees and whatnot. Eventually, a builder spawns and finds the cornerstone. Since the area is already cleared, the builder throws up a hut, then puts a door and chest in it. In the meantime, the architect had already decided that another nearby area looked good for a larger structure and the nearby/recently created hut cornerstone prejudiced the architect to put down a "field" cornerstone and the worker is hard at work harvesting the forest currently on the spot. As soon as the hut is done, the builder will probably hang around the worker for a while before putting a field in place and finishing out a little farm that _just_ fits into this little mountain valley.
I won't say that what I am describing is simple to implement, but it is generally doable - both in single player and as a group of bots on an SMP server. CompSci geeks have been studying cellular automata and agent-based systems like this for years now and have mostly solved the issues of making a bunch of simple programs work together to make big/impressive things. It would be awesome to see the minecraft world brought to "life" in this fashion.
I havea few requests for "Basic" homeseeker functions (As in, in their first release.)
You have a Miner, Lumberjack with selective harvest, and Misc Resource collecter, as the resource gatherers.
Some builders would also be nice. Something like in the post which mycroft posted, but with village-like building techniques. Some sort of start/stop sign.
I will do ANTHING if you do that.
Thanks,
Chiefwaffles
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5-Smoothstone
6-Water spring
Jeheace, yes I do want to add a way for players to customize what the builders build. There are multiple ways I can do this I suppose.
I am nearly finished with 0.3. I have a basic version of the Home Seeker completed and the Treasure Hunter is about 85% complete. I should finish 0.3 by tomorrow and have it uploaded around the same time I am posting now.
Also, I have two questions I'd like everyone to answer:
1. Which of the following should I focus on for 0.4?
a. Randomly spawning villages & village people that never despawn
b. New kinds of Builders & more Home Seeker options/conversions
c. Customization for Builder blueprints & new blueprints allowing multiple kinds of blocks
d. Customization for all current Builders, allowing players to select what items they drop, where and when they spawn, what they build with, etc.
2. How should builders replenish their block supplies when they run out?
a. Don't replenish the block supplies.
b. Let them try to mine for or create more blocks on their own
c. Let the player give them more blocks.
d. Why limit them? Let them have infinite blocks!
Whatever the majority of you guys want for #1 is what I will pursue next after version 0.3 is out. I will also modify the how builders store and replenish blocks according to what most of you answer for #2.
Builder Mobs 0.53
My Other Mods Here