To create a mode where the world of Minecraft truly becomes a living world. NPC persons, enemies, towns, cities, monster raids, and occasional city-to-city conflict constantly change the world around the player.
* [-'-] Long story short for tl;dr folks [-'-] *
Players claim territory. NPCs move in and build shops. Villages grow into Towns, which grows into a City, which can eventually become a Keep. NPC settlements in other territories do likewise. Trade and conflict ensue. Much amusement had by all involved. Multiplayer would be nice as well.
Details
Territory control. The player and NPCs will be able to stake out land by crafting a surveyor flag. This flag, when placed on uncontrolled areas, will "push out" the boundary of owned territories, or start a new owned area, if there were none prior. Controlled territory must be contiguous. Touching boundaries can initiate trade between towns or conflict, depending on the actions of the player.
NPC townspeople and other settlements. In all generated chunks of the player's current world, NPC towns will spring up. Not ALL land will be taken, allowing the player at some point the ability to abandon a failed settlement to begin anew somewhere away from his enemies.
* To add townspeople, the player will craft specific flags (dyed surveyor flags) and place them on controlled territory. Each differently colored flag will provide space for one specific NPC type, who will move in if conditions permit. Security of immediate area is the biggest condition.
* NPCs will have specific settlement-oriented roles. Not all roles are immediately available for use. Details follow:
** Stage 1 NPC roles
** Forester NPC. NPC will harvest raw wood and plant new saplings within controlled territory, but not within five squares of any constructions of either the player or other NPCs.
** Farmer NPC. This NPC will stake claim to a small section of land near its dwelling, at which point it will till soil and plant crops. It will harvest these crops and replant as needed. The NPC will attempt to level this area and resurface it with soil if need be. The NPC will also fence an area off (if fencing is available for sale via other NPCs) to raise livestock. The NPC will sell seeds, crops, and the like.
** Mining NPC. This NPC will stake claim to a section of land near its dwelling, where it will begin construction of a mineshaft. It will mine down to a level about 32z, at which point it will begin branching out. Whenever it strikes a node of useful ore or coal, it will mine everything within a 2 block radius of that node, in order to mine out the entire seam. All ores, stone, sand, gems will be placed for sale for the player and other NPCs. If a cave or dungeon is found, the player is notified, before the NPC walls off the cave / room and continues mining. This gives the player the option of whether or not to explore it.
** :Iron:Gatherer NPC. This NPC merely runs about and gathers up what has been left lying around within the players territory. This includes bone and arrows left by expiring skeletons, to farm animal products from animals dying naturally (falling off cliff, ect), to spoils of war left behind on the ground.
** Stage 2 NPC roles
** Woodcarver NPC. This NPC will purchase wood from the forester, and craft wood-based items from it. This includes tools, chests, ladders, fencing, and later wood-based items.
** Blacksmith NPC. This NPC will purchase ores from the miner, and craft tools made from available ores or diamonds. Other NPCs will purchase better tools as they can afford them.
** Stonemason NPC. This NPC will craft stone-based items for sale. Includes ovens, stairs, brick blocks, stone blocks for construction, and stone tools.
** Armorsmith NPC. This NPC will craft armor made from resources purchased from the farmer and miner, ranging from leather to diamond armors. Most NPCs won't bother purchasing armor beyond leather, and will see most of its use via soldier NPCs and the player.
** Weaponsmith NPC. This NPC will craft weapons made from resources purchased from the forester and miner, namely wood, stone, metal, and diamond weapons. Archery also; Bows and arrows will be made here, from items gathered by the gatherer NPC.
** Stage 3 NPC roles
** Soldier NPC. This NPC will use its pay (taken from the community chest, which the other NPCs pay "taxes" in to) to purchase armor and weaponry, and will work as a communal defense force. The more productive the NPCs are in generating currency, the larger and better equipped the force that may be maintained. (The player can contribute as well).
** Sergeant-of-the-Guard NPC. This is a one-of-a-kind NPC. It will act in the players' stead if the player is off-territory and a raid (whether monster or nearby village) happens. Soldiers will rally to the Sergeant-of-the-Guard and fight with him.
* Other settlements. Other towns may spring up near yours, or be in-the-game at generation time. Some will be friendly, others will not. Their attitudes towards the player will change depending entirely upon the conduct of the player.
* Community support structures. There are a number of things I'm mulling over currently.
** Armory. Building with chests that NPCs can leave their gear at while they're off doing other things. Upgrades of whatever kinds will enhance combat abilities of the townspeople / guards.
** Tavern. Food served here, NPCs when not working will hang out here to socialize. Wounded townspeople will go here to heal.
** Community Chest. Still kind of iffy on this one... if one is added, I think the best method is to make it a one-way deal to the player. You can add things for the NPCs to use, but you can't take stuff out. I don't want the town to become a player support system. The player is a member of, and perhaps a leader of, the town, but they aren't the player's servants.
** Town watch alarm bell. Striking this summons all guards to the player. Used to gather forces for defense / invasion.
More to come, halfway through the revision and I'm out of time. :sad.gif:
you know, there are some truly great ideas up there, just not for survival mode. this sounds like it belong in adventure mode. if this were real in survival mode then i would wkae up one day with a bakery on my house or on my other projects or entire towns that would occupy the map and make it impossible to work. and there is a mod working on colonies already its called the minecolony mod
The funny thing is that a couple months ago people were suggesting stuff like this and everyone was like "NOO! YOU'LL RUIN MINECRAFT!" and now suddenly everyone approves. What happened?
Yeah, the A.I would definitely be the most difficult part. The NPC-constructing-housing could be done pretty easily and on-the-sly. Wait until the player is out of sight, then just generate a prefab template building instead of having the NPC actually place the blocks. They'll still have to collect resources, though, and mining NPCs will have the worst time of it (the most AI to be done), just because navigation and pathfinding underground would be incredibly difficult. Just think of the trouble you have, dealing with water and lava and sand/gravel cave-ins, finding giant cave systems, and finding your way out. Perhaps the resources they use can be automatically, but slowly, generated in their inventory, but they should still maintain fields / mines / ect just to keep up appearances.
I love this idea! although how would the npc's know what to be? I mean would there only be soldier npc's once you have everything else? and you should be able to order soldiers to patrol areas or stand where you want.
If it would implement a "Mode" as such (keeping the original Single-player mode) this is a simply amazing idea, Love it
for you, sir i give you diamonds, gold, and all the wood for any towns one would ever need!,
Over all, a very interesting idea. It would probably be good as another option to singleplayer and multiplayer or a new difficuly level.
However, a few questions
How would the current hostile mobs interact with the colonists? Or would there even be the current hostile mobs if this was its own game varient. It would be really annoying if a creeper killed a colonist next to my house so I lost a wall.
Also, how would the various difficulty levels effect the hostility of other towns?
i believe that the easiest way to implement this would be with a community chest, technically it would be a chest that would be placed at the center of the town, bakers would drop off bread and pick up wheat, and dough. axe men would pick up axes and drop of their wood, blacksmith would pick up ores and drop off ingots and tools. soldiers would pick up swords and armor and use them to defend the town, and so on it would be the perfect centralized system.
it would allow the entire community to benefit and it would prevent coding from being to hard, hell the npcs could even decide not to work if they haven't been paid or if there are no materials for them to use
another idea, all npc that spawn should have a database of designs to build from, but they are only accesible according to the size of the town, for example in the middle of nowhere an npc that is building a house would only be able to use dirt in a small settlement of one to two people the third npc would begin to use wood, in a small town of five to ten houses an npc that comes would begin to use stone and so on until you have rich cities using iron houss and what not, of course house design can be over ruled by the job the npc performs so that we don't have fisherman living in a diamond palace. or kings with dirt shacks.
npc's should begin with a small amount of resources when they spawn such as wood or dirt or stone to build a house with, and when they decide to build a house the area they choose should be influenced by whats in it, example the npc builds a 4X4X3 size house anything you place inside that area will make him reset his job, if he was a fisherman and you placed a sword in his house he'll drop his fishing pole and all the fish and will pick up the sword as well as go to the community chest too pick up armor to go with his sword
Over all, a very interesting idea. It would probably be good as another option to singleplayer and multiplayer or a new difficuly level.
However, a few questions
How would the current hostile mobs interact with the colonists? Or would there even be the current hostile mobs if this was its own game varient. It would be really annoying if a creeper killed a colonist next to my house so I lost a wall.
Also, how would the various difficulty levels effect the hostility of other towns?
Good points. Yes, creepers would go after townspeople as well. However, they'll also defend their homes at night, soldier or no. Soldiers are just better equipped. The hostility of other towns, I think, should be entirely dependent upon your treatment of them, with a small random assortment of automatically hostiles just to keep things interesting.
Details
Territory control. The player and NPCs will be able to stake out land by crafting a surveyor flag. This flag, when placed on uncontrolled areas, will "push out" the boundary of owned territories, or start a new owned area, if there were none prior. Controlled territory must be contiguous. Touching boundaries can initiate trade between towns or conflict, depending on the actions of the player.
NPC townspeople and other settlements. In all generated chunks of the player's current world, NPC towns will spring up. Not ALL land will be taken, allowing the player at some point the ability to abandon a failed settlement to begin anew somewhere away from his enemies.
* To add townspeople, the player will craft specific flags (dyed surveyor flags) and place them on controlled territory. Each differently colored flag will provide space for one specific NPC type, who will move in if conditions permit. Security of immediate area is the biggest condition.
* NPCs will have specific settlement-oriented roles. Not all roles are immediately available for use. Details follow:
** Stage 1 NPC roles
** Forester NPC. NPC will harvest raw wood and plant new saplings within controlled territory, but not within five squares of any constructions of either the player or other NPCs.
** Farmer NPC. This NPC will stake claim to a small section of land near its dwelling, at which point it will till soil and plant crops. It will harvest these crops and replant as needed. The NPC will attempt to level this area and resurface it with soil if need be. The NPC will also fence an area off (if fencing is available for sale via other NPCs) to raise livestock. The NPC will sell seeds, crops, and the like.
** Mining NPC. This NPC will stake claim to a section of land near its dwelling, where it will begin construction of a mineshaft. It will mine down to a level about 32z, at which point it will begin branching out. Whenever it strikes a node of useful ore or coal, it will mine everything within a 2 block radius of that node, in order to mine out the entire seam. All ores, stone, sand, gems will be placed for sale for the player and other NPCs. If a cave or dungeon is found, the player is notified, before the NPC walls off the cave / room and continues mining. This gives the player the option of whether or not to explore it.
** :Iron:Gatherer NPC. This NPC merely runs about and gathers up what has been left lying around within the players territory. This includes bone and arrows left by expiring skeletons, to farm animal products from animals dying naturally (falling off cliff, ect), to spoils of war left behind on the ground.
** Stage 2 NPC roles
** Woodcarver NPC. This NPC will purchase wood from the forester, and craft wood-based items from it. This includes tools, chests, ladders, fencing, and later wood-based items.
** Blacksmith NPC. This NPC will purchase ores from the miner, and craft tools made from available ores or diamonds. Other NPCs will purchase better tools as they can afford them.
** Stonemason NPC. This NPC will craft stone-based items for sale. Includes ovens, stairs, brick blocks, stone blocks for construction, and stone tools.
** Armorsmith NPC. This NPC will craft armor made from resources purchased from the farmer and miner, ranging from leather to diamond armors. Most NPCs won't bother purchasing armor beyond leather, and will see most of its use via soldier NPCs and the player.
** Weaponsmith NPC. This NPC will craft weapons made from resources purchased from the forester and miner, namely wood, stone, metal, and diamond weapons. Archery also; Bows and arrows will be made here, from items gathered by the gatherer NPC.
** Stage 3 NPC roles
** Soldier NPC. This NPC will use its pay (taken from the community chest, which the other NPCs pay "taxes" in to) to purchase armor and weaponry, and will work as a communal defense force. The more productive the NPCs are in generating currency, the larger and better equipped the force that may be maintained. (The player can contribute as well).
** Sergeant-of-the-Guard NPC. This is a one-of-a-kind NPC. It will act in the players' stead if the player is off-territory and a raid (whether monster or nearby village) happens. Soldiers will rally to the Sergeant-of-the-Guard and fight with him.
* Other settlements. Other towns may spring up near yours, or be in-the-game at generation time. Some will be friendly, others will not. Their attitudes towards the player will change depending entirely upon the conduct of the player.
* Community support structures. There are a number of things I'm mulling over currently.
** Armory. Building with chests that NPCs can leave their gear at while they're off doing other things. Upgrades of whatever kinds will enhance combat abilities of the townspeople / guards.
** Tavern. Food served here, NPCs when not working will hang out here to socialize. Wounded townspeople will go here to heal.
** Community Chest. Still kind of iffy on this one... if one is added, I think the best method is to make it a one-way deal to the player. You can add things for the NPCs to use, but you can't take stuff out. I don't want the town to become a player support system. The player is a member of, and perhaps a leader of, the town, but they aren't the player's servants.
** Town watch alarm bell. Striking this summons all guards to the player. Used to gather forces for defense / invasion.
More to come, halfway through the revision and I'm out of time. :sad.gif:
love the idea. for adventure mode
Anyway I approve too.
This thread is now s.
for you, sir i give you diamonds, gold, and all the wood for any towns one would ever need!,
good work :smile.gif:
However, a few questions
How would the current hostile mobs interact with the colonists? Or would there even be the current hostile mobs if this was its own game varient. It would be really annoying if a creeper killed a colonist next to my house so I lost a wall.
Also, how would the various difficulty levels effect the hostility of other towns?
You know pressing f11 works for me perfectly, zero lag add and perfect fullscreen :smile.gif:
And i liked suggestion from improvement idea
it would allow the entire community to benefit and it would prevent coding from being to hard, hell the npcs could even decide not to work if they haven't been paid or if there are no materials for them to use
another idea, all npc that spawn should have a database of designs to build from, but they are only accesible according to the size of the town, for example in the middle of nowhere an npc that is building a house would only be able to use dirt in a small settlement of one to two people the third npc would begin to use wood, in a small town of five to ten houses an npc that comes would begin to use stone and so on until you have rich cities using iron houss and what not, of course house design can be over ruled by the job the npc performs so that we don't have fisherman living in a diamond palace. or kings with dirt shacks.
npc's should begin with a small amount of resources when they spawn such as wood or dirt or stone to build a house with, and when they decide to build a house the area they choose should be influenced by whats in it, example the npc builds a 4X4X3 size house anything you place inside that area will make him reset his job, if he was a fisherman and you placed a sword in his house he'll drop his fishing pole and all the fish and will pick up the sword as well as go to the community chest too pick up armor to go with his sword
Good points. Yes, creepers would go after townspeople as well. However, they'll also defend their homes at night, soldier or no. Soldiers are just better equipped. The hostility of other towns, I think, should be entirely dependent upon your treatment of them, with a small random assortment of automatically hostiles just to keep things interesting.