I'm trying to make a modpack well... for nearly 3 years now...
I found many great mods to play, but still none of them gave me the playing experience what I wanted.
I decided to make my own mod.
This mod is inspired by Ancient Warfare, Minecraft Comes Alive, MineColonies and now Harvest Festival. And of course the Settlers I-II, what should be the way what I wanted, except the flag-to-flag logistics system.
There can be server owners who wants to control how many factions are there and who can even build a town. Mostly for those who like to make an adventure or strategic server, there will be an option to make Game Masters who can let people to claim the land and build on it.
There will be factions and land ruled by them. You can make your own faction, but you may have to ask permission for this from a Game Master.
If you are in a faction you can claim regions (32x32 chunks = 512x512 blocks) or just chunks to your own faction.
Every faction leader can craft or buy from a GM a Settlement Flag. This is where you can name your place and what is need to be captured if you want to capture a town.
It will be indestructible, the only way to remove a town if the faction leader choose the "remove the town" menu option on the flag.
The flag will give you basic information about the settlement. For example how many houses are and how many people live in there, but not much more.
A settlement can be owned by any player, but only the leader can give this right to him or her.
The leader can set which regions and chunks do you own.
On those chunks you have the right to build.
On a settlement you can build any kind of buildings, but there can be only workers who will work for gold.
If you want a living place, you have to build a townhall. This place will have a small storage room for the town stuff, like building blocks, food etc.
It will have an elder and you can order him to collect building material for buildings, or just pile up gold or anything.
He can also let or refuse people to have children.
You can tell him what kind of workers do you need.
Every building will have it's own schematic. And a chest for them. If you want to build a building, you have to create a chest for it, what will must to contain the materials for the basic version of the planned building.
After that you have to set where should be it. You should use another zoning, so the people will know where do they live.
For a town you need people. They will usually wander alone in the wilderness, looking for a place to live. When you find them, they will tell you what's their skills and how much gold do they want for their work in some jobs. If you lead them to a real town, they can set up their own business so you don't have to pay them for work, only for the wares.
In an option you can enable the box of a resident, so you can transport them easily, but in the other way they can be asked to follow you until you reach the settlement flag. You can tell them there to find a work what they want to do, or tell them what do you want. I'll explain later.
The people will have their own genetics something like the horses do. Different hair, skin, eyes etc. For clothing they have only rugs, but you can make better clothes.
Those clothes can be weared by players too.
If in a town you have a male and a female worker, they may will fall in love. If the elder let them, they will marry and make a child. Children basically will learn their parents skills. How fast do the children grow up is set by an option.
Skills and buildings:
For any settlement you'll need a builder at least. They can be borrowed from another town or you can set any people to be one. If you call him from another town, and he dies, he just teleport back to his home and will never work for you again!
If he comes from the willderness, he will simply die.
So skills will be:
Building, wood-cutting, planting, farming, animal husbandry, carpentry, crafting, researching, cooking, tailoring, teaching, mining, leatherwork, smithing, hospitality, prospecting, archery, meelee, creeper hunting, wound treating, hebalism and alchemy.
These will tell how fast do they work, how much resource do they use for their work, how good is their wares.
Hey, I wanted to ask if you want to join my Mod Team as I am working on a mod thats supposed to have nearly all that features in the future some more detailed and some a little bit changed, because of the same reason I couldn't find a mod that has stuff like this. If you are interested PM me.