With the 1.8 update we have seen the new NPC Villages spawn in our worlds. They feature a range of buildings but unfortunately no NPC mobs. In the 1.9 pre-release however we are seeing the "testificates" which are intended to take over. My suggestion is quite simple and is what probably most people expected from the 1.8 update; human NPC mobs.
Below I have listed the various NPC mobs and what they do. Information regarding health, drops and skins will be added at a later date. Improvements to the Villages themselves will also be added a later date. For now however please read on and get an idea of what I am trying to suggest.
Various NPCs:
Settler - A person who settles in an area, typically one with no or few previous inhabitants.
The (male or female) settlers are passive roaming human mobs that will inhabit the currently empty houses in a NPC Village.
Guard - A person who keeps watch, esp. a soldier or other person formally assigned to protect a person or to control access to a place.
The (male) guards are roaming neutral mobs that walk around town. They will become aggressive if the player (or another mob) attacks anyone of the human NPC mobs in the NPC Village. They hold either wooden tier or iron tier swords, and they wear either leather tier or iron tier chest plates.
Farmer - The owner or manager of a farm.
The (male or female) farmers are roaming passive mobs that randomly harvest fully grown wheat. They also will plant wheat seeds in the farms. They place harvested wheat into a nearby large chest. They hold either wooden tier or iron tier hoes.
Blacksmith - A person who makes and repairs iron things by hand.
The (male) blacksmiths are passive mobs that will trade the player coal, iron ore, iron ingots and various iron equipment. Their stock changes daily and will reset at midnight. They are located in the blacksmith.
Shopkeeper - The owner and manager of a shop.
The (male or female) shopkeepers are passive mobs that will trade the player wheat, string, wood, arrows and other misc items. Their stock changes daily and will reset at midnight. They are located in the store (yet to be properly added to the town).
Miner - A person who works in a mine.
The (male) miners are passive mobs that collect ore, stone, jewels and various materials deep within mines. They scurry up and down the mine shafts delivering ore to the blacksmith. The mines are located near the blacksmith. They hold iron tier pick axes.
Children Settlers - A young human being below the age of full physical development or below the legal age of majority.
The (male or female) children settlers are passive mobs that live close to female settlers in houses. There are a maximum of 2 children per household (either male or female).
Considering adding a mine to the town and adding Miners to the NPC mobs. Also the addition of child settler mobs to the houses that feature female settlers. Need suggestions for improvement on the village itself (buildings, etc).
Just because you expected something doesn't mean you deserve it. You expected wrong it seems.
Deserve it? No mate, what I am trying to point out is that we earned a little human interaction in single player. These testificates are all similar looking, long nosed mobs that are yet to feature any type of player - NPC interaction. Thing is, if we are getting NPCs and we already have the human mob in our game files (taken out in indev i believe) we might as well use them.
And the Testificate aren't done yet. I bet by, say, Minecraft 1.0 you will be able to interact with them in a meaningful way.
IF that is true and they turn out a reasonable mob then that is fine. Even so my whole suggestion on this thread wasn't the mob itself (I guess human is a main part of it however), I am also promoting an improvement on the towns, the gender difference and the roles. So even if we disagree on the mob species itself there are other parts that we might agree on (depends on how you view NPCs).
So yeah, I still thank you for having a read and contributing :biggrin.gif:
IF that is true and they turn out a reasonable mob then that is fine. Even so my whole suggestion on this thread wasn't the mob itself (I guess human is a main part of it however), I am also promoting an improvement on the towns, the gender difference and the roles. So even if we disagree on the mob species itself there are other parts that we might agree on (depends on how you view NPCs).
So yeah, I still thank you for having a read and contributing :biggrin.gif:
Then you should modify your subtitle.
But on topic! Npcs should have different AI at nighttime.
Rollback Post to RevisionRollBack
The Sun rises in the North!
Now these points of data make a beautiful line...
Um, might include adding priests, librarians to the list.
I had a topic for this too, but it is more focused on NOT having squidward esque mobs roaming around.
Yeah, I would rather this, or something similair to the MineColony mod or the Milenar Mode.
Exactly what I am aiming for. Those mods are good, they should be put in vanilla. However the NPCs should not aid the player as much as say Minecolony. Also they will be a mini community relying on the various jobs to provide materials and resources. It shouldn't be too hard to implement.
Um, might include adding priests, librarians to the list.
I had a topic for this too, but it is more focused on NOT having squidward esque mobs roaming around.
I was going to add Monks and Hunters. However I am working on finding/making skins for them and whatnot. Bear with me.
Going to keep my new thread short and sweet.
With the 1.8 update we have seen the new NPC Villages spawn in our worlds. They feature a range of buildings but unfortunately no NPC mobs. In the 1.9 pre-release however we are seeing the "testificates" which are intended to take over. My suggestion is quite simple and is what probably most people expected from the 1.8 update; human NPC mobs.
Below I have listed the various NPC mobs and what they do. Information regarding health, drops and skins will be added at a later date. Improvements to the Villages themselves will also be added a later date. For now however please read on and get an idea of what I am trying to suggest.
Various NPCs:
Settler - A person who settles in an area, typically one with no or few previous inhabitants.
The (male or female) settlers are passive roaming human mobs that will inhabit the currently empty houses in a NPC Village.
Guard - A person who keeps watch, esp. a soldier or other person formally assigned to protect a person or to control access to a place.
The (male) guards are roaming neutral mobs that walk around town. They will become aggressive if the player (or another mob) attacks anyone of the human NPC mobs in the NPC Village. They hold either wooden tier or iron tier swords, and they wear either leather tier or iron tier chest plates.
Farmer - The owner or manager of a farm.
The (male or female) farmers are roaming passive mobs that randomly harvest fully grown wheat. They also will plant wheat seeds in the farms. They place harvested wheat into a nearby large chest. They hold either wooden tier or iron tier hoes.
Blacksmith - A person who makes and repairs iron things by hand.
The (male) blacksmiths are passive mobs that will trade the player coal, iron ore, iron ingots and various iron equipment. Their stock changes daily and will reset at midnight. They are located in the blacksmith.
Shopkeeper - The owner and manager of a shop.
The (male or female) shopkeepers are passive mobs that will trade the player wheat, string, wood, arrows and other misc items. Their stock changes daily and will reset at midnight. They are located in the store (yet to be properly added to the town).
Miner - A person who works in a mine.
The (male) miners are passive mobs that collect ore, stone, jewels and various materials deep within mines. They scurry up and down the mine shafts delivering ore to the blacksmith. The mines are located near the blacksmith. They hold iron tier pick axes.
Children Settlers - A young human being below the age of full physical development or below the legal age of majority.
The (male or female) children settlers are passive mobs that live close to female settlers in houses. There are a maximum of 2 children per household (either male or female).
Considering adding a mine to the town and adding Miners to the NPC mobs. Also the addition of child settler mobs to the houses that feature female settlers.Need suggestions for improvement on the village itself (buildings, etc).Thank you for reading.
- Andrew
I don't see why you can't just use the Testificate in your suggestion for your occupations.
The Sun rises in the North!Now these points of data make a beautiful line...
Also, assassin10 testificates are weird creatures that have yet to feature moving arms. Human mobs is what many expected.
Just because you expected something doesn't mean you deserve it. You expected wrong it seems.
The Sun rises in the North!Now these points of data make a beautiful line...
Deserve it? No mate, what I am trying to point out is that we earned a little human interaction in single player. These testificates are all similar looking, long nosed mobs that are yet to feature any type of player - NPC interaction. Thing is, if we are getting NPCs and we already have the human mob in our game files (taken out in indev i believe) we might as well use them.
So you think you deserve it?
And the Testificate aren't done yet. I bet by, say, Minecraft 1.0 you will be able to interact with them in a meaningful way.
The Sun rises in the North!Now these points of data make a beautiful line...
IF that is true and they turn out a reasonable mob then that is fine. Even so my whole suggestion on this thread wasn't the mob itself (I guess human is a main part of it however), I am also promoting an improvement on the towns, the gender difference and the roles. So even if we disagree on the mob species itself there are other parts that we might agree on (depends on how you view NPCs).
So yeah, I still thank you for having a read and contributing :biggrin.gif:
Then you should modify your subtitle.
But on topic! Npcs should have different AI at nighttime.
The Sun rises in the North!Now these points of data make a beautiful line...
Will do eventually. And explain. Let me guess they move indoors and hostile mobs can attack?
Farmers stop farmin'.
Guards start Over-Guardin'.
Doors are a-closin'.
Fire kills everyone in the village.
Smiths start sleepin'.
So everyone just acts differently at night.
The Sun rises in the North!Now these points of data make a beautiful line...
You cant trade at night also. That would explain how the shopkeeper/blacksmith changes their stock.
But yeah, apart from the human bit you like this suggestion?
I had a topic for this too, but it is more focused on NOT having squidward esque mobs roaming around.
Exactly what I am aiming for. Those mods are good, they should be put in vanilla. However the NPCs should not aid the player as much as say Minecolony. Also they will be a mini community relying on the various jobs to provide materials and resources. It shouldn't be too hard to implement.
I was going to add Monks and Hunters. However I am working on finding/making skins for them and whatnot. Bear with me.
Yes I will later :/