I think u should do it like this:
1 u have 6% that an mayor spawns he starts walking
and when he finds a good spot different mayors like small medium big villages
depents on wich mayor it is he builds a village with builders and then slowly
more homeseekers stop by the village and stay and live there. but it would be real
cool if the u have like a castle and the town/village builds around it if u still have the guide
mayor thing. might be difficult but it would be so awsome
2 make it like a town needs a lot of materials before they can build it.
so that u have different people like woodcutter and stoneminer and then the mayor
puts a chest somewhere and if there are enough materials in it than they start building.
6%? Seriously? Dude, these guys spawn everywhere! In one day, atleast 3 mayors spawn that way, so your whole map will be filled with villages and there are no resources to find because all the npc's took them. And that mayor shouldn't put a chest, because all the npc's can just hold what they have. You make it like the npc's are players.
One thing that is a little strange is building on the ice. I have a frozen lake in front of my house, it is now a small village lol. Maybe a small tweek of not building on the ice would be cool.
One thing that is a little strange is building on the ice. I have a frozen lake in front of my house, it is now a small village lol. Maybe a small tweek of not building on the ice would be cool.
Perhaps building on ice should be a variable for each blueprint that is off by default.
Also, perhaps this Mayor Mob should be able to gather homeseekers like a player does after he has selected a town location. Then maybe he could convert them to builders like a player converts them to treasureseeker and such.
I kept coming up from underground and finding new things in my backyard, then my frontyard and then.... well you get the picture. Awesome mod. I just had to show it off.
Chiefwaffles: Ya, I understand your disappointment. Home Seeker Conversions would actually be a lot more simple to code than villages. Hopefully villages won't take me too long and then I can get to coding more conversions.
Psycho_Fox: Yes, it would be a shame if someone copied the entire mod, though I wouldn't mind people using similar concepts or methods found in my mod.
Lolligator: Hmm...I suppose I could easily create new SmoothStone builders and make BrickBuilders conversion only or more rare. And a WoodBuilder would be also be easy to make. Any builder that just uses a new material would simply be an extension of the EntityBuilder.class. I would have to take the time to find new textures, though.
Alternatively, I can just get rid of CobbleBuilders and BrickBuilders altogether, and instead replace them with a GenericBuilder who is randomly given a building material at spawn. This would allow for many kinds of builders quite easily, and much more variety on the structures the player would see scattered around.
batering777: Thanks. I am currently taking a break from coding(kind of) while planning out villages.
Twollie: Thanks for the suggestions. Sounds pretty much like what I would do if I chose to use a visible mob.
thehippomaster21: Thanks for the suggestion. As soon as the next version of MCP comes out, I will convert this mod to Beta.
Wreckage: Yes, I specifically programmed builders to build on Ice, which I guess is kind of weird now that I think about it. I suppose I can change builders to not build on ice. Though, now I am tempted to make special builders that only build on ice and snow, using Ice Blocks (Igloos!).
Also, awesome video!
Mephestrial: Good suggestions. I could make Home Seekers within X Distance of Mayor head toward him to join the town.
reaxkuthefox, Zache51, Minecraftdude, critaL: I will upgrade to beta as soon as the newest MCP is out.
lolo500: A valid concern. I will eventually give the player much more customization options that will allow the player to disable builders from building.
I am currently still planning how to spawn the villages. Since I would need to learn how to use the WorldGen for Biome Generation, I may go the mayor mob route. After I decide the exact mechanisms for spawning villages, I will then have to decide what village NPCs do, how they join/spawn in the village, how the player can interact with the village, etc. I will also need to learn how to make Village NPCs not despawn when the player is out of range and the chunk is de-loaded. This is going to be a big update, so 0.4 probably won't come for awhile.
I have done a little bit of additional coding while looking around the game's java files. I have added the following:
Fixed the Home Seeker Don't-Remove-only-item bug.
Treasure Hunters now place signs on Treasure Chests. These signs face the TH after being placed.
Under Testing: When Treasure Hunters dig up dirt, the DiggingFX entity appears, aka the little bits of dirt that pop out after the player digs up a dirt block.
Still Coding: When Treasure Hunters dig up dirt, a dirt block (Item) will spawn on the location, allowing players to gather dirt from the blocks dug up by the Treasure Hunter.
These additions are unrelated to villages, but I'll get back to villages shortly. When MCP 2.6 arrives, I will probably include these changes in the beta version of 0.3 (version 0.31).
He is doing all that he can as he is waiting for MCP to update so that he can get to beta but i am lucky enough to be able to still play Alpha :biggrin.gif:
My reaction to this: hmmm, this sounds interesting, wonder wether it's actually any good?
5 minutes later:Holy ass! Must...get...mod
Ideas!
Railway makers:
When they spawn,they first act like a builder, creating a small structure with a 3x1 hole somewhere in the house. After that, they will make a direct rail line from settlement a, to settlement b, no matter how far a away it is. It will automatically spawn with 64(insert best block type to build with here) and 64 train tracks. If it runs out, it will spawn more.
Barbarian:
Like the builder, but town ships will be spread apart by quite a way. Once they have created a base they will then spread out in groups of 3 to find any friendly towns to attack. If a group of barbarians encounters another group of barbs, they will fight till the other is gone, same goes for barb towns
Guard:
Exactly the same as all other ideas, cept the only difference between a normal townie is that it will always have a weapon out, and will have a differint skin. Can only be created by giving a settler either a bow (will have infinite arrows when held by guard, or sword of any kind to have him wield a sword. Bowman stays within a 3x3 area, swordie will do the same but will rush an enemy mob that enters the 5x5 area around him.
Soldier:
Same as guard, but must be given a gun (sdk gun mod) and will follow till enemy is within a 5x5 range.
Female mob:
A female version of current mob, will occasionally offer a bread if a baker.
Civilian
Just there. A builder becomes a civilian after finishing. basic materials can be bought from him
Flag (item)
When placed, all builders will create within a 15x15 area wherein the flag is in the center-most square
[] []
[] [>>-i>] []
[] [>>-i>] []
=cloth
[>>-i>] =stick
Rollback Post to RevisionRollBack
Skype|cptporkinson Steam| ~|CptPorkins|~
Don't message me on either of these, unless you have a really good reason.
Each Town will have a unique ID used to tell Town Citizens what town they belong to. ID is determined when Town Coffer is placed. Placing the Town Coffer also adds the Mayor or Player who placed it to that Town's population.
Any block destroyed or item walked over by your new mobs will be added to the Town Coffer
If the Town Coffer is Destroyed all Town Citizens become Home Seekers and it's unique ID will be recycled.
Town Citizens
1. Mayor- Places Town Coffer block where the town will be built. Converts nearby Home Seekers into different Town Citizens. Drops Town Coffer upon death.
2. Town Planner- Builds Mayor's House Near Town Coffer, and chooses new construction sites. Drops random Blueprint.
3. Lumberjack- Harvests Logs. Drops Axe.
4. Miner- Harvests Stone and Ores. Drops Pick.
5. Treasure Hunter- Locates Ores and Treasure chests. Drops Shovel.
6. Gardener- Harvests Wheat, Flowers, Reeds, Cactus, and Leaves. Plants Saplings, Wheat Seeds. Drops Hoe.
7. Melee Guard- Attacks anyone who does not have the same town ID as them. Drops Sword.
8. Ranged Guard- Attacks anyone who does not have the same town ID as them. Drops Bow.
9. Adventurer- Guards Player/Town Planner. Places Torches. Drops Torches.
10. Builder- Builds using Blueprints. Uses blocks added to Town Coffer as Inventory.
11. etc...
New Items/Blocks
1. Town Coffer Block- Used to designate a town location and store blocks harvested by that town's citizens. Produces Town IDs when clicked.
2. Town ID- Used to convert Home Seekers to Town Citizens. Type of Citizens can be changed with "Next" and "Previous" key bindings while Town ID is in hand.
3.Blueprint- Used to give nearest builder the command to build the structure stored in the Blueprint at location used.
I bookmarked, great mod, I can't wait to see what your are going to make villages look like. Also to stop the people from despawning you could talk to the guy who made the pet mod since they don't despawn. Maybe he'll have a tip for you good luck!
maximumoffence: Good ideas. I especially like the railroad maker. That is pretty original. I don't know how feasible it would be to put in a railroad maker, since mobs despawn if they get too far away from the player. I suppose rails that are only a short distances might work.
Harregare: Nice idea. I was considering giving towns names, and that is a good way to do so.
Mephestrial: That is a pretty good idea how to have the game manage multiple towns. It will be awhile before I get to that point, but I will keep that in mind.
ryguy870: Yes, I suspect it would. I haven't tested it, but I used mod loader and spawn list so the mod wouldn't conflict with other mods.
pwndcube: Ya, I almost forgot about asking about that. Thanks for the reminder.
In regard to those who want Beta, I will update this mod to work with Beta as soon as the newest MCP comes out. Its been about 10 days since the Beta update, so I'm sure that the next MCP will be out real soon.
I have made some minimal progress on the mod today. Here is a short list of what I have done:
Dirt blocks dug up by Treasure Hunters will leave dirt blocks(items) for the player to pick up.
The Mayor mob now exists. Only 1 spawns at a time regularly, though you can make more by giving Home Seekers a book. Currently, the only functionality of the mayor is that other builders nearby will follow him.
My idea to adding DiggingFX to the dirt blocks dug up by Treasure Hunters has been put on hold. It seems it would require much more work than I anticipated.
In relation to villages, so far I have decided the first 4 stages I will work on for villages:
Stage 1: Make the mayor choose a town location, and utilize the builders following him to build a 3 block high wall on the borders of the town location.
Stage 2: Make the mayor utilize the builders to create structures within the town, with appropriate spacing between each structure, and necessary lighting to keep monsters from spawning inside.
Stage 3: Make the builders select "homes" from the structures built in the town, and to stay in these homes during the night.
Stage 4: Make the builders leave their homes during the day to do stuff.
I will figure out more of the details as I go along.
Well, At least, after you make the villages, their code will help as a base for creating your own village. Also, Since they gather resources, all you'll have to do is a couple changes for the player to make their own village.
IN OTHER WORDS,
I really want to make my own villagers with workers.. etc. Since you'll have done most of this already by the time your done with AI villages, you can just "Port" it so people can make villages.
Started a new world with Biome Settings Name: Jungle Gym Author: Cobalt27 on hard. uptill now i can say it hard to make them build at all, cauz no flat space. so the new building with the flattop works good here. I love the homeseeker and the treasurehunter, but the treasurehunter diggs in my backyard.(didnt even find anything :sad.gif:). The dirthuts are ugly, but in a Cave...
and they didnt notice that they were at toplevel..
Instead of planning lots of new things, don't forget to update to Beta as soon as that thing you need has been upgraded. Alot of people are eager to play it, but have their favorate mods in beta ;.;
6%? Seriously? Dude, these guys spawn everywhere! In one day, atleast 3 mayors spawn that way, so your whole map will be filled with villages and there are no resources to find because all the npc's took them. And that mayor shouldn't put a chest, because all the npc's can just hold what they have. You make it like the npc's are players.
Perhaps building on ice should be a variable for each blueprint that is off by default.
Also, perhaps this Mayor Mob should be able to gather homeseekers like a player does after he has selected a town location. Then maybe he could convert them to builders like a player converts them to treasureseeker and such.
I can't wait to see where this mod goes but meanwhile I'll await the beta version, would love to have a greifer testing center XD
Chiefwaffles: Ya, I understand your disappointment. Home Seeker Conversions would actually be a lot more simple to code than villages. Hopefully villages won't take me too long and then I can get to coding more conversions.
Psycho_Fox: Yes, it would be a shame if someone copied the entire mod, though I wouldn't mind people using similar concepts or methods found in my mod.
Lolligator: Hmm...I suppose I could easily create new SmoothStone builders and make BrickBuilders conversion only or more rare. And a WoodBuilder would be also be easy to make. Any builder that just uses a new material would simply be an extension of the EntityBuilder.class. I would have to take the time to find new textures, though.
Alternatively, I can just get rid of CobbleBuilders and BrickBuilders altogether, and instead replace them with a GenericBuilder who is randomly given a building material at spawn. This would allow for many kinds of builders quite easily, and much more variety on the structures the player would see scattered around.
batering777: Thanks. I am currently taking a break from coding(kind of) while planning out villages.
Twollie: Thanks for the suggestions. Sounds pretty much like what I would do if I chose to use a visible mob.
thehippomaster21: Thanks for the suggestion. As soon as the next version of MCP comes out, I will convert this mod to Beta.
Wreckage: Yes, I specifically programmed builders to build on Ice, which I guess is kind of weird now that I think about it. I suppose I can change builders to not build on ice. Though, now I am tempted to make special builders that only build on ice and snow, using Ice Blocks (Igloos!).
Also, awesome video!
Mephestrial: Good suggestions. I could make Home Seekers within X Distance of Mayor head toward him to join the town.
reaxkuthefox, Zache51, Minecraftdude, critaL: I will upgrade to beta as soon as the newest MCP is out.
lolo500: A valid concern. I will eventually give the player much more customization options that will allow the player to disable builders from building.
I am currently still planning how to spawn the villages. Since I would need to learn how to use the WorldGen for Biome Generation, I may go the mayor mob route. After I decide the exact mechanisms for spawning villages, I will then have to decide what village NPCs do, how they join/spawn in the village, how the player can interact with the village, etc. I will also need to learn how to make Village NPCs not despawn when the player is out of range and the chunk is de-loaded. This is going to be a big update, so 0.4 probably won't come for awhile.
I have done a little bit of additional coding while looking around the game's java files. I have added the following:
Fixed the Home Seeker Don't-Remove-only-item bug.
Treasure Hunters now place signs on Treasure Chests. These signs face the TH after being placed.
Under Testing: When Treasure Hunters dig up dirt, the DiggingFX entity appears, aka the little bits of dirt that pop out after the player digs up a dirt block.
Still Coding: When Treasure Hunters dig up dirt, a dirt block (Item) will spawn on the location, allowing players to gather dirt from the blocks dug up by the Treasure Hunter.
These additions are unrelated to villages, but I'll get back to villages shortly. When MCP 2.6 arrives, I will probably include these changes in the beta version of 0.3 (version 0.31).
Builder Mobs 0.53
My Other Mods Here
Basically makes the code broken up so it's possible to mod minecraft.
", times">t
He is doing all that he can as he is waiting for MCP to update so that he can get to beta but i am lucky enough to be able to still play Alpha :biggrin.gif:
5 minutes later:Holy ass! Must...get...mod
Ideas!
Railway makers:
When they spawn,they first act like a builder, creating a small structure with a 3x1 hole somewhere in the house. After that, they will make a direct rail line from settlement a, to settlement b, no matter how far a away it is. It will automatically spawn with 64(insert best block type to build with here) and 64 train tracks. If it runs out, it will spawn more.
Barbarian:
Like the builder, but town ships will be spread apart by quite a way. Once they have created a base they will then spread out in groups of 3 to find any friendly towns to attack. If a group of barbarians encounters another group of barbs, they will fight till the other is gone, same goes for barb towns
Guard:
Exactly the same as all other ideas, cept the only difference between a normal townie is that it will always have a weapon out, and will have a differint skin. Can only be created by giving a settler either a bow (will have infinite arrows when held by guard, or sword of any kind to have him wield a sword. Bowman stays within a 3x3 area, swordie will do the same but will rush an enemy mob that enters the 5x5 area around him.
Soldier:
Same as guard, but must be given a gun (sdk gun mod) and will follow till enemy is within a 5x5 range.
Female mob:
A female version of current mob, will occasionally offer a bread if a baker.
Civilian
Just there. A builder becomes a civilian after finishing. basic materials can be bought from him
Flag (item)
When placed, all builders will create within a 15x15 area wherein the flag is in the center-most square
[] []
[] [>>-i>] []
[] [>>-i>] []
=cloth
[>>-i>] =stick
Each Town will have a unique ID used to tell Town Citizens what town they belong to. ID is determined when Town Coffer is placed. Placing the Town Coffer also adds the Mayor or Player who placed it to that Town's population.
Any block destroyed or item walked over by your new mobs will be added to the Town Coffer
If the Town Coffer is Destroyed all Town Citizens become Home Seekers and it's unique ID will be recycled.
Town Citizens
1. Mayor- Places Town Coffer block where the town will be built. Converts nearby Home Seekers into different Town Citizens. Drops Town Coffer upon death.
2. Town Planner- Builds Mayor's House Near Town Coffer, and chooses new construction sites. Drops random Blueprint.
3. Lumberjack- Harvests Logs. Drops Axe.
4. Miner- Harvests Stone and Ores. Drops Pick.
5. Treasure Hunter- Locates Ores and Treasure chests. Drops Shovel.
6. Gardener- Harvests Wheat, Flowers, Reeds, Cactus, and Leaves. Plants Saplings, Wheat Seeds. Drops Hoe.
7. Melee Guard- Attacks anyone who does not have the same town ID as them. Drops Sword.
8. Ranged Guard- Attacks anyone who does not have the same town ID as them. Drops Bow.
9. Adventurer- Guards Player/Town Planner. Places Torches. Drops Torches.
10. Builder- Builds using Blueprints. Uses blocks added to Town Coffer as Inventory.
11. etc...
New Items/Blocks
1. Town Coffer Block- Used to designate a town location and store blocks harvested by that town's citizens. Produces Town IDs when clicked.
2. Town ID- Used to convert Home Seekers to Town Citizens. Type of Citizens can be changed with "Next" and "Previous" key bindings while Town ID is in hand.
3.Blueprint- Used to give nearest builder the command to build the structure stored in the Blueprint at location used.
First post ftw!
maximumoffence: Good ideas. I especially like the railroad maker. That is pretty original. I don't know how feasible it would be to put in a railroad maker, since mobs despawn if they get too far away from the player. I suppose rails that are only a short distances might work.
Harregare: Nice idea. I was considering giving towns names, and that is a good way to do so.
Mephestrial: That is a pretty good idea how to have the game manage multiple towns. It will be awhile before I get to that point, but I will keep that in mind.
ryguy870: Yes, I suspect it would. I haven't tested it, but I used mod loader and spawn list so the mod wouldn't conflict with other mods.
pwndcube: Ya, I almost forgot about asking about that. Thanks for the reminder.
In regard to those who want Beta, I will update this mod to work with Beta as soon as the newest MCP comes out. Its been about 10 days since the Beta update, so I'm sure that the next MCP will be out real soon.
I have made some minimal progress on the mod today. Here is a short list of what I have done:
Dirt blocks dug up by Treasure Hunters will leave dirt blocks(items) for the player to pick up.
The Mayor mob now exists. Only 1 spawns at a time regularly, though you can make more by giving Home Seekers a book. Currently, the only functionality of the mayor is that other builders nearby will follow him.
My idea to adding DiggingFX to the dirt blocks dug up by Treasure Hunters has been put on hold. It seems it would require much more work than I anticipated.
In relation to villages, so far I have decided the first 4 stages I will work on for villages:
Stage 1: Make the mayor choose a town location, and utilize the builders following him to build a 3 block high wall on the borders of the town location.
Stage 2: Make the mayor utilize the builders to create structures within the town, with appropriate spacing between each structure, and necessary lighting to keep monsters from spawning inside.
Stage 3: Make the builders select "homes" from the structures built in the town, and to stay in these homes during the night.
Stage 4: Make the builders leave their homes during the day to do stuff.
I will figure out more of the details as I go along.
Builder Mobs 0.53
My Other Mods Here
IN OTHER WORDS,
I really want to make my own villagers with workers.. etc. Since you'll have done most of this already by the time your done with AI villages, you can just "Port" it so people can make villages.
and they didnt notice that they were at toplevel..