Red flags indicate clearing 5 blocks in each direction like a square but not downwards.
Yellow flags indicate clearing all trees 20 blocks in each direction without replanting them.
Orange flags indicate Point A of the builder's function.
Pink flags indicate Point B of the builder's function.
Green flags indicate Rally point for soldiers at nightfall(will go to closest one or most available one in case of blockade or hostility.
I think that's all we need for now, I personally like the Green flag. It let's you camp in the middle of nowhere for expeditions or city sieges.
is that in scale of rarity? Red and Yellow yeah, Orange yeah, Pink?, and I do not get how you turn cacti into green dyes
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i know wut those cannons are and that eliminates plate theory with it u culd raid like this 1make cannon 2blow hole in wall 3raid that easy then wut would u do with another city? mabye dominate ur way to a civlization/nation thats cool in the big picture 2
Nice new OP. Sorry I haven't been able to help much, a lot of stuff has been going on lately. Keep up the good work, I'm currently trying to go through a big to-do list to open up time to really hardcore work on this, so please be patient with me :biggrin.gif:
Red flags indicate clearing 5 blocks in each direction like a square but not downwards.
Yellow flags indicate clearing all trees 20 blocks in each direction without replanting them.
Orange flags indicate Point A of the builder's function.
Pink flags indicate Point B of the builder's function.
Green flags indicate Rally point for soldiers at nightfall(will go to closest one or most available one in case of blockade or hostility.
I think that's all we need for now, I personally like the Green flag. It let's you camp in the middle of nowhere for expeditions or city sieges.
is that in scale of rarity? Red and Yellow yeah, Orange yeah, Pink?, and I do not get how you turn cacti into green dyes
Pink is made from mixing rose red and bonemeal.
OJ is rose red and dandilion yellow.
Green is putting a cactus in the furnace.
Light green is cactus green and bonemeal.
I think light green should indicate that this 4x4 plot of land is prime for farming. You'd have to dig the irrigation yourself.
I think the miner is going to be the most difficult job to manage.
Quote from Radetzky »
As i saw the discussion on children, i think, they should stay children until they parents are killed by
And, nice new topic :smile.gif:
This is brilliant.
But I swear you guys are goin' out of your way to ignore my idea about the Inn, which is basically an appartment building. You must construct in yourself, but as a limiter, the Inn could only house a max of 5 colonists. And since we're stuck with just 20 colonists, you could only build 1 that functions correctly. But since I cannot imagine an inn without a tavern in the bottom floor, maybe the pubmaster could get changed to Innkeeper and serve as barkeeper at the same time.
The Innkeeper manages the Inn, which is a tavern/pub/apparment building that houses five colonists (six if you count the innkeeper as well). The most Innkeepers a colony can have at any time is one, mostly because folks are stuck with keeping the pop cap at 20. The Inn will act as a pub for the hiring of Mercs, and tavern for the feeding of everyone else.
For this to be most effective, workshops and houses would have to be sepperate entities. So the Cook doesn't work where he sleeps. Which I think is more fun when you actually come across a sleeping town. :smile.gif:
I have so many ideas that go along with this it's just rediculous. But I really hate walls of text.
I was using this mod, mo' creatures, and mini map, so I was trying to look for the tavern to beat up some bandit camp. I got a lot of villagers and this is what happened, my villager were lagging and turned into guinea pigs cuz of mo' creatures, we still won though, but I had to get anothr NPC.
The Innkeeper manages the Inn, which is a tavern/pub/apparment building that houses five colonists (six if you count the innkeeper as well). The most Innkeepers a colony can have at any time is one, mostly because folks are stuck with keeping the pop cap at 20. The Inn will act as a pub for the hiring of Mercs, and tavern for the feeding of everyone else.
For this to be most effective, workshops and houses would have to be sepperate entities. So the Cook doesn't work where he sleeps. Which I think is more fun when you actually come across a sleeping town. :smile.gif:
1) it's already there, Pub Owner (Pub=Inn=Tavern), so there is no need for a name change
from my understanding Pubs/Inns/Taverns are used to host guests from other lands, like traders, mercenaries and just passer byes
The Pub owner would sell bread to anyone who is willing to by, if he has it in stock, the chefs would usually have some sort of backroom in the Pub/Inn/Tavern where they would turn wheat into bread, and make cakes
Suggestions for Pub Owner :
- Maybe have a sign in front of the Pub with it's name
- Have some sort of counter where the pub owner resides and sells bread and other food items
- Have tables where NPCs could eat cake
- Pubs should be long or two stories tall, to hold beds for the people that sleep there
Suggestions for Thread :
- [Beds] Because beds will be added soon, when nightfall comes and not instructed to do other wise, workers will go to sleep
-[Sleep] Maybe have penalties for not sleeping with workers, Like not sleeping for 7 minecraft days will decrease production speed, moving speed, etc.
- [Beds] Since beds will be added maybe sleeping bags for expeditions
Notes :
Quote from Lysho »
[Math Rant]
You forgot about Pubs that won't be 2 stories tall, since Pubs host a bunch of people, when they are bored and don't feel like walking around
Questions :
When you fail to defend your village from an Attack will the opposing army raid chests?
How would you get people into your security bunker?
Would you be able to set some of your men, to patrol something from the inside and make sure they don't go outside to attack?
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@ Everyone who is thinking about procreation :
- Well if we implemented some sort of aging process where NPCs would die from old age would imply that you, the creator of the village would be IMMORTAL,
This is one reason why I very much dislike the idea of procreation
- If the idea was implemented, then here are some ideas :
-- Kids grow in Stages from Babies, to Kids, to Teenagers, to Adults
-- If no one dies in a certain amount of time, then the teenager would leave town and as soon as that happens he becomes an adult and would walk to a town, maybe get engaged into a bandit camp or something
-- When they die, they have a certain chance to take the job of their parents, if not they leave or take another job
-- When a teenager leaves town, he might take some items from their parents inventory/community chest and become a trader
-- (Crude Oil*) When a teenager leaves town, he might camp outside the town and defend it when attacked or he might reside in a tavern and become a Merc.
-- (Crude Oil) If a teenager becomes a Trader when he leaves, he may come back and socialize with the town at the Pub
Crude Oil=Crude idea may need refining
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I'm Starting to be known as a Balancer, A.K.A. I'm starting to become pessimist
from my understanding Pubs/Inns/Taverns are used to host guests from other lands, like traders, mercenaries and just passer byes
The Pub owner would sell bread to anyone who is willing to by, if he has it in stock, the chefs would usually have some sort of backroom in the Pub/Inn/Tavern where they would turn wheat into bread, and make cakes
Suggestions for Pub Owner :
- Maybe have a sign in front of the Pub with it's name
- Have some sort of counter where the pub owner resides and sells bread and other food items
- Have tables where NPCs could eat cake
- Pubs should be long or two stories tall, to hold beds for the people that sleep there
good ideas on the pub ,also if we did go for the procreation idea then couples would have to meet somewhere and what better place to meet in the village than the pub! also I agree with the idea of pubs being generally flat(ish) and not designed like a skyscraper. two floors max; ground floor - main entrance , bar, tables and chairs area, dining, possibly jukebox? or musical block (entertainment),all open plan .then have separate rooms outback for food and employees to work ,1st floor - bedrooms. anything else?
i'd also like to see another communal place within the colony, maybe a church? where does the monk reside and leave his writings? perhaps a town hall as town halls were often the focal points in small communities and they can serve multiple purposes, could work as a recruitment centre for new villagers /gaining citizenship,also the communal chest could be stored here if we are using one still? but would a monk use this space for his work?
Maybe the Monk works in a Library? Or a Monastary, which is basicly a church and a library wrapped in one. And I sorta figured that a town hall would have been one of the starting buildings of your colony. But I definetly think that the Pub/Inn should be a custom made building only. Identified by either a surveyor flag or a sign or something of the like.
Quote from 611098221 »
Quote from MaceInTheFace »
Wrong place?
This is a mod, right? So it should not be in the suggestions section, it should be in the mapping & modding section.
this was something I just remembered I was going to mention. is this new thread technically in the right section? can we get it moved over to the mods and mapping forums by a moderator.
Plenty of mods start out here in the suggestions thread. GreyAcumen's 2x2 crafting grid is one that immedtiatly springs to mind. All great idea's have dedicated time spent hammering out ideas and altering already exsisting one's to make something awesome before publishing. Do a search on 2x2 crafting or rangecraft. I'm not entirely sure on how to link them here right now but those suggestions are on thier way to mod-ville.
The monastery is a brilliant name. I think we should leave aging and reproduction out of the equation for now. But to prevent repeating the same ideas, I will post these to the OP.
Three New Sections: Trashed Ideas, Planned Ideas, Potential Ideas
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Can someone give me the "i support colony mode" signature thing? Thanks in advance.
It is in the First post of the topic. Scroll down to where it has a picture of the banner and below it is a code. Copy that code and paste it in your banner
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Nice one. One quick thought to get out of my head before I go to sleep (it's stupid o' clock right now in the uk)
Let's formulate a plan for the development process so we can crack on with things or at least have ourselves organised and ready to make a start. So to begin with the first stages of development we need to look at creating and spawning the villager npc, basic interaction with the npc , how are we going to interact with npc's.
The Basic Thing we are gonna need to do, is get the programmers to work on the code to spawn the NPC, we need to make an NPC mob spawner in the first place, WE ARE GONNA NEED THE BLOODY THING TO SPAWN, on the day we do the first testing for spawning, we're gonna see how many times minecraft can crash, let's not get ahead of ourselves, once we get NPCs to spawn (with no spawning bugs) and can die by hostile mobs, we can work on everything else. This is going to take a lot of testing
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I'm Starting to be known as a Balancer, A.K.A. I'm starting to become pessimist
I like the idea of "Wandering" NPCs that can be attracted, aswell as the large, although rather inane, list of proffesions. I think, however, that this is too poorly thought through ATM, aswell as having no real connection to the actual system of Colonization. I much prefer the MineColony system, however there are ample ideas here.
I think it's rather pointless to make this into it's own mod, as MineColony is actually in Working condition already. I rather think that this should either be incorporated as a sort of "add-on" to MineColony, or as a sort of alternative mode. The main difference is apparent in that here, you must attract Colonists. Whereas in MineColony, you can simply invest the Iron and Gold, and get workers from there. -NOTE- I'm not entirely certain on this Subject. See below. -NOTE-
The Advantages of this mode are that you can alter the proffessions of your colonists, so they seem much more like "versatile" npcs. They are also apperantly to be utilised as a sort of veratible "inter-colony" asset. Caravans, Etc. seem to be designed for just such high-scale systems. Very large aspirations indeed, one issue however. This mod seems to be mainly designed for SMP, in that multiple colonys would function at once, to justify mercenaries, and Caravans. There are also issues regarding chunk updates, and mass-AI operations, I believe. If you can work past these, It will truly be a great SMP mod. Good Luck.
-NOTE- Also, The Idea of "free-willed" AI is fairly original. That they can choose to join colonys, to serve to protect them and allow them to prosper. Very interesting. -NOTE-
-NOTE- It seems to me that you *might* have difficulty with "Gaurds" and such. I suggest taking a look at the "Charlotte" mod. -NOTE-
Everyone on the development team gets a crack at testing every version. Version 0.1 will include:
Spawning and vulnerable and moving NPCs
Also the idea is not so much "poorly thought out" as it is "realistic" for a good foundation to build off of. Obviously you missed the big picture if you think this could correlate successfully with Minecolony and we are aiming towards the SSP right now. Colonies do NOT have to be owned by a player, we project NPC controlled, self-functioning colonies to serve just as well.
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[quote="Lysho"
Also the idea is not so much "poorly thought out" as it is "realistic" for a good foundation to build off of. Obviously you missed the big picture if you think this could correlate successfully with Minecolony and we are aiming towards the SSP right now. Colonies do NOT have to be owned by a player, we project NPC controlled, self-functioning colonies to serve just as well.[/quote]
You plan to have NPC-Based colonies? While that Is a truly Grand idea, and I assure you I can at least guess at the possibilites here, I'm not sure it's possible without a Very large overhaul of things. I think there's some sort of obstacle regarding chunk updates, and AI operating far out of the player FOV. I blame my own ignorance here, but could you enlighten me as to if those obstacles might exist?
I support this, provided the monks say AEUIOUA WOLOLO
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Sick of Runescape mods for Minecraft that are horrible, awful, broken, and in some cases not even made? Yeah, so was I, until I got roped into the RSMC team. It's basically perfect.
is that in scale of rarity? Red and Yellow yeah, Orange yeah, Pink?, and I do not get how you turn cacti into green dyes
I will be using them soon
I'm Starting to be known as a Balancer, A.K.A. I'm starting to become pessimist
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Pink is made from mixing rose red and bonemeal.
OJ is rose red and dandilion yellow.
Green is putting a cactus in the furnace.
Light green is cactus green and bonemeal.
I think light green should indicate that this 4x4 plot of land is prime for farming. You'd have to dig the irrigation yourself.
I think the miner is going to be the most difficult job to manage.
This is brilliant.
But I swear you guys are goin' out of your way to ignore my idea about the Inn, which is basically an appartment building. You must construct in yourself, but as a limiter, the Inn could only house a max of 5 colonists. And since we're stuck with just 20 colonists, you could only build 1 that functions correctly. But since I cannot imagine an inn without a tavern in the bottom floor, maybe the pubmaster could get changed to Innkeeper and serve as barkeeper at the same time.
I'll explain more in a later post.
INNKEEPER
The Innkeeper manages the Inn, which is a tavern/pub/apparment building that houses five colonists (six if you count the innkeeper as well). The most Innkeepers a colony can have at any time is one, mostly because folks are stuck with keeping the pop cap at 20. The Inn will act as a pub for the hiring of Mercs, and tavern for the feeding of everyone else.
For this to be most effective, workshops and houses would have to be sepperate entities. So the Cook doesn't work where he sleeps. Which I think is more fun when you actually come across a sleeping town. :smile.gif:
I have so many ideas that go along with this it's just rediculous. But I really hate walls of text.
1) it's already there, Pub Owner (Pub=Inn=Tavern), so there is no need for a name change
from my understanding Pubs/Inns/Taverns are used to host guests from other lands, like traders, mercenaries and just passer byes
The Pub owner would sell bread to anyone who is willing to by, if he has it in stock, the chefs would usually have some sort of backroom in the Pub/Inn/Tavern where they would turn wheat into bread, and make cakes
Suggestions for Pub Owner :
- Maybe have a sign in front of the Pub with it's name
- Have some sort of counter where the pub owner resides and sells bread and other food items
- Have tables where NPCs could eat cake
- Pubs should be long or two stories tall, to hold beds for the people that sleep there
Suggestions for Thread :
- [Beds] Because beds will be added soon, when nightfall comes and not instructed to do other wise, workers will go to sleep
-[Sleep] Maybe have penalties for not sleeping with workers, Like not sleeping for 7 minecraft days will decrease production speed, moving speed, etc.
- [Beds] Since beds will be added maybe sleeping bags for expeditions
Notes :
You forgot about Pubs that won't be 2 stories tall, since Pubs host a bunch of people, when they are bored and don't feel like walking around
Questions :
When you fail to defend your village from an Attack will the opposing army raid chests?
How would you get people into your security bunker?
Would you be able to set some of your men, to patrol something from the inside and make sure they don't go outside to attack?
I will be using them soon
I'm Starting to be known as a Balancer, A.K.A. I'm starting to become pessimist
This is a mod, right? So it should not be in the suggestions section, it should be in the mapping & modding section.
- Well if we implemented some sort of aging process where NPCs would die from old age would imply that you, the creator of the village would be IMMORTAL,
This is one reason why I very much dislike the idea of procreation
- If the idea was implemented, then here are some ideas :
-- Kids grow in Stages from Babies, to Kids, to Teenagers, to Adults
-- If no one dies in a certain amount of time, then the teenager would leave town and as soon as that happens he becomes an adult and would walk to a town, maybe get engaged into a bandit camp or something
-- When they die, they have a certain chance to take the job of their parents, if not they leave or take another job
-- When a teenager leaves town, he might take some items from their parents inventory/community chest and become a trader
-- (Crude Oil*) When a teenager leaves town, he might camp outside the town and defend it when attacked or he might reside in a tavern and become a Merc.
-- (Crude Oil) If a teenager becomes a Trader when he leaves, he may come back and socialize with the town at the Pub
Crude Oil=Crude idea may need refining
I will be using them soon
I'm Starting to be known as a Balancer, A.K.A. I'm starting to become pessimist
Maybe the Monk works in a Library? Or a Monastary, which is basicly a church and a library wrapped in one. And I sorta figured that a town hall would have been one of the starting buildings of your colony. But I definetly think that the Pub/Inn should be a custom made building only. Identified by either a surveyor flag or a sign or something of the like.
Plenty of mods start out here in the suggestions thread. GreyAcumen's 2x2 crafting grid is one that immedtiatly springs to mind. All great idea's have dedicated time spent hammering out ideas and altering already exsisting one's to make something awesome before publishing. Do a search on 2x2 crafting or rangecraft. I'm not entirely sure on how to link them here right now but those suggestions are on thier way to mod-ville.
Three New Sections: Trashed Ideas, Planned Ideas, Potential Ideas
Please reply or message MinecraftEconomics your recent transactions and help build the foundations for many great ideas to come!
viewtopic.php?f=1020&t=169172
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viewtopic.php?f=1020&t=169172
The Basic Thing we are gonna need to do, is get the programmers to work on the code to spawn the NPC, we need to make an NPC mob spawner in the first place, WE ARE GONNA NEED THE BLOODY THING TO SPAWN, on the day we do the first testing for spawning, we're gonna see how many times minecraft can crash, let's not get ahead of ourselves, once we get NPCs to spawn (with no spawning bugs) and can die by hostile mobs, we can work on everything else. This is going to take a lot of testing
I will be using them soon
I'm Starting to be known as a Balancer, A.K.A. I'm starting to become pessimist
I like the idea of "Wandering" NPCs that can be attracted, aswell as the large, although rather inane, list of proffesions. I think, however, that this is too poorly thought through ATM, aswell as having no real connection to the actual system of Colonization. I much prefer the MineColony system, however there are ample ideas here.
I think it's rather pointless to make this into it's own mod, as MineColony is actually in Working condition already. I rather think that this should either be incorporated as a sort of "add-on" to MineColony, or as a sort of alternative mode. The main difference is apparent in that here, you must attract Colonists. Whereas in MineColony, you can simply invest the Iron and Gold, and get workers from there. -NOTE- I'm not entirely certain on this Subject. See below. -NOTE-
The Advantages of this mode are that you can alter the proffessions of your colonists, so they seem much more like "versatile" npcs. They are also apperantly to be utilised as a sort of veratible "inter-colony" asset. Caravans, Etc. seem to be designed for just such high-scale systems. Very large aspirations indeed, one issue however. This mod seems to be mainly designed for SMP, in that multiple colonys would function at once, to justify mercenaries, and Caravans. There are also issues regarding chunk updates, and mass-AI operations, I believe. If you can work past these, It will truly be a great SMP mod. Good Luck.
-NOTE- Also, The Idea of "free-willed" AI is fairly original. That they can choose to join colonys, to serve to protect them and allow them to prosper. Very interesting. -NOTE-
-NOTE- It seems to me that you *might* have difficulty with "Gaurds" and such. I suggest taking a look at the "Charlotte" mod. -NOTE-
Spawning and vulnerable and moving NPCs
Also the idea is not so much "poorly thought out" as it is "realistic" for a good foundation to build off of. Obviously you missed the big picture if you think this could correlate successfully with Minecolony and we are aiming towards the SSP right now. Colonies do NOT have to be owned by a player, we project NPC controlled, self-functioning colonies to serve just as well.
Please reply or message MinecraftEconomics your recent transactions and help build the foundations for many great ideas to come!
viewtopic.php?f=1020&t=169172
Also the idea is not so much "poorly thought out" as it is "realistic" for a good foundation to build off of. Obviously you missed the big picture if you think this could correlate successfully with Minecolony and we are aiming towards the SSP right now. Colonies do NOT have to be owned by a player, we project NPC controlled, self-functioning colonies to serve just as well.[/quote]
You plan to have NPC-Based colonies? While that Is a truly Grand idea, and I assure you I can at least guess at the possibilites here, I'm not sure it's possible without a Very large overhaul of things. I think there's some sort of obstacle regarding chunk updates, and AI operating far out of the player FOV. I blame my own ignorance here, but could you enlighten me as to if those obstacles might exist?