Like everything else in Minecraft
- shadow457683021
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Last active Mon, Jul, 24 2017 15:16:44
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Silentscope88 posted a message on It's so... adorable? [New Endermite Model and Texture]Posted in: Recent Updates and Snapshots
Like everything else in Minecraft -
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Silentscope88 posted a message on It's so... adorable? [New Endermite Model and Texture]Posted in: Recent Updates and SnapshotsQuote from DaBiggman
It's just a Silverfish model with the front and back parts removed.
This is...really lazy...
Or really smart and efficient? Really.
It's supposed to be a mite.
It looks like a giant tick (a type of mite).
Mites are defined as arachnids that belong to the subclass Acari and rely on parasitism or symbiosis to survive.
They can be recognized by their round, egg-shaped bodies. They are often unable to adapt to new climates and will quickly die in a changing atmosphere - taking one out of a house, moving one into a colder area, or even pulling one out of your body (in the case of ticks, grouses, lice, fleas, and a few microscopic mites) will kill it.
Let's recap:
-Round, egg-shaped bodies
-Arachnids (arthropods with two body segments and eight legs to grossly oversimplify)
-Unable to survive quick environmental shifts
-Unable to survive getting pulled out of host
Now, let's compare this to the model and behavior of our dearest Ender Mite:
-Round, egg-shaped body
-Affected by Bane of Arthropods (confirming that they're arthropods)
-Two body segments (this, combined with the two above statements and the two below, would suggest that it would indeed qualify as an acarid arachnid and be a mite). Yes - there are two little parts on the back - however, those parts are still part of the thorax.
-Like mites, it can't handle an environmental shift. A mere two minutes after getting pulled out of its ender pearl, it will die.
-Like mites, it cannot survive a separation from its host. When an enderman drops one after teleporting, it will die in two minutes.
I can confirm that not only does the Endermite LOOK like a true mite - it also behaves like one. -
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LegoShokwave123 posted a message on Oh wow, I never noticed thisPosted in: Recent Updates and SnapshotsQuote from RoshiPlays
If this is a bug, it is a bug. If it is something for real, NOTCH JEB OR DINNERBONE PLS REMOVE IT. IT IS CONSIDERED A CHEAT.
Yes, its a cheat, but like all the other commands (which, might I add, are also cheats) you have to have cheats enabled to do it. So, by extension, you're basically saying that every command should be removed. -
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EnderExtract posted a message on It's so... adorable? [New Endermite Model and Texture]Jesus you people can complain. Do you care that mooshrooms are identical to cows save for a reskin and a few mushrooms? or that perhaps cave spiders are smaller reskins of spiders?Posted in: Recent Updates and Snapshots
Hell. do you care that salmon and clownfish are reskins of fish? -
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The_Hax0r posted a message on Witches spawn anyhere?Posted in: Recent Updates and SnapshotsQuote from IcedEmpyre
Why don't they make the witches only spawn in swamps, but in any one not just near witch huts. That or fix witch hut mechanics so the witches actually spawn near them! Not once have I ever seen a witch in survival until I was playing the snapshot the other day, and I have passed many a witch hut. I don't mind them spawning not near witch huts, but it should be confined to swamps and/or become much more rare.
What about if they spawn in dark forests too? That biome should be more dangerous. -
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IcedEmpyre posted a message on Witches spawn anyhere?Why don't they make the witches only spawn in swamps, but in any one not just near witch huts. That or fix witch hut mechanics so the witches actually spawn near them! Not once have I ever seen a witch in survival until I was playing the snapshot the other day, and I have passed many a witch hut. I don't mind them spawning not near witch huts, but it should be confined to swamps and/or become much more rare.Posted in: Recent Updates and Snapshots -
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Alkein posted a message on Better NPCs - Bringing more life to the land-squidwards!UPDATE MAY 31 2013: It has been a very long time since i last revisted this post, and everynow and then I receive emails about a new post, for the time being i think that this post i have here covers enough that i dont need to add anything to it, but it i see an amazing comment pop up in my emails i will most likely come back and add it.Posted in: Suggestions
Introduction:
The villagers in minecraft have a very boring life, they sit around waiting for someone who may or may not exist to come and trade with them, ignoring all the other npc's in the world. What if they could do war on eachother and their jobs actually meant something? Read more to find out!
If anyone wants to make a mod out of this, let me know.
UPDATE - (this was taken from the Wiki)
Improved villages and villagers to make them more self-aware[39]- You can now restore a desolate village or create a completely new village[40]
- Villagers can now like and dislike you[41]
- Villagers who dislike you will refuse to trade
- Villagers will dislike you more for killing their friends or allowing them to die
- Depending on how much villagers like you, they will start to offer you better trades[42]
- Trades may be made permanent again or last shorter/longer
Just remember, Not everything here needs to be implemented if anything does. So stop whining about it being too complicated.
Table of Contents:
1. NPC Interface
2. NPC hunger and health
3. Emotion
4. Reputation
5. Trading
6. Factions
7. Leadership
8. Villages and Castles
9. Currency
10. Traders
11. Abandoned Villages
12. Families and names
13. Repopulating abandoned villages
14. Jobs
15. Buildings
16. Combat
17. Morale/Military Strength
18. Village Spawning System
19. Races + Religions
20. New Items
(The following two items are 2 other peoples suggestions, used with permission)
21. Quests
22. Village Generation Fixes
NPC interface:
Thanks to CardboardPixel for making picture of the interface.
Starting from top left to bottom right, you have NPC health in the top left. Then NPC faction. Then Hunger. Then gifting box. Then NPC name. Reputation bar, Chat, NPC emotion (face), Usual trading interface, inventory.
When you click on an NPC's name you will be able to see a list of his family and what their jobs are. it will also say what job the NPC you are talking to has and his family reputation with you.
The leader/king, commander and any NPC with a job would have a special additional interface.
When you click on the faction name for the leader, he brings up a list of EVERYONE in his town, and what jobs they have. and the town reputation bar. Clicking on the faction name for any other villager wont bring anything up.
When you click on the Commanders faction name button you will see an interface showing the Military strength of his faction and the faction they are at war with (if any), the Supplies for both factions, and the reputation for both villages. You also see the morale of his army and the enemies.
Any NPC with a job will bring up a little statistics page when you click on his faction name button.
Lets use miner as an example:
Name - Steve Doppleganger
Job - Miner
Stone mined - 325
Coal mined - 114
Iron mined - 95
Gold mined - 12
Redstone mined - 23
Lapis mined - 4
Diamond mined - 3
The interface could also look like this:
THANKS TO Brinjal66 FOR THIS SECOND PICTURE!
Check out his thread including this here: http://www.minecraft...ew-trading-gui/
NPC Hunger and Health:
NPC's will now show you their health in the NPC interface. They will also have hunger and will need to eat like a normal player, but not near as often. When the NPC is hurt he may have to go to the priest if he cant find food. When an NPC is hungry they will pay more for food, but when they are full they will pay less for food.
Emotion:
NPC's will have emotions. Most NPC's will be happy, indifferent or worried based on the current status of any ongoing war, all NPC's will be happy if there is no war. Their will be Gains and Penalties that you earn based on you actions towards an NPC, Positive actions give you gains, Negative actions give you Penalties
The emotions will be:
Happy, Gain = 10% increase in rep gain, 10% better prices, half bonuses for family members
Angry, Penalty = 10% decrease in rep, 10% lower rep gain, No trading, half penalties for family members
Worried, Penalty = Runs away from player
Sad, Gain = 10% increase in rep gain from gifting, Penalty = No trading, (gifting enough breaks the penalty)
Indifferent, No gains or penalties
Disappointed, Gain = 10% increase in rep gain from trading Penalty = No gifting, rep gain is 5% slower
The action triggers for emotions would be:
Killing an NPC, family or town member
Stealing
Gifting
Trading
Just having a certain amount of rep
Fighting for a faction
Donating to any job chest or the town stockpile in the town hall
When you hover over the emotion face on the interface it will show the emotion, the reasons for why (can be multiple) and the gains and penalties you have with that person.
Most emotions will work in stages, going from angry to sad or something of the sort, depending on the reasons. Say you were to kill a random NPC in the village, his family members would get mad, most other villagers would be worried, and the leader would be disapointed. after a certain amount of time ingame the family members would become sad (no longer attack you on sight) the other villagers would become indifferent along with the leader.
Reputation:
When you talk to an NPC you will see your reputation with them based on stuff you did around town or by helping them or their family. When you increase the reputation of a villager in a family, his family rep increases by a percentage based on how many family members there are. When you get a villagers rep to full the town rep increases by a percentage based on how many town members there are. But when you get a family to max you gain an extra bit of rep with the town. Killing villagers brings your rep down, and the entire family will hate you, going to 0 rep. You will start off with having 10 rep for every villager. unless you are in very good standing with the faction they are at war with, then you will start with 5 rep or even 0.
This is the cool part and fits in with trading quite nicely. When you help an NPC by, gifting him items (full rep gain), Trade him items (3/4 rep gain) or help his village (1/4 rep gain) you will gain rep. The rep you earn will help you gain power among a village. Maxing your reputation with each citizen helps alot for increasing your Village rep.
Here is a simple example:
Action | NPC rep gain | Village Rep Gain
Gifting items to an NPC | Full | 1/4
Trading with an NPC | 3/4 | 1/2
Donate items to Village chest | 1/4 | Full
Going to war with enemy faction | 1/2 | Full
Trading:
You would be able to trade just like normal except for a completely new UI (see above) and the ability to Gift items. When you gift the item you put it in the gift box and click on the Give button. this will increase reputation. The npc will eat food and use tools and armor. The NPC also might just donate it to their community chest.
Factions:
Factions would have their names stored in a .txt file so you can add to it.
Factions would go to war against each other and would control multiple villages across the land. The villages would get mad at eachother based on things like:
You control too much land
You are too strong of a threat and must be eliminated before you grow stronger
You have been stealing from our village
You have stuff we want
Your village would look better if i was ruling it
Alot of those options leave it open for randomization.
Leadership:
NPC's Now elect a leader or a King for their village or castle. The leader is in charge of all of his people, if you kill them they will get worried. But if you have 100 rep with all his villagers you become his advisor. This means you will get special dialouge when he talks to you, And you can give him advice on what to do next, you can suggest to attack a village, build more houses (up to a max), collect more supplies or arm your men.
Every suggestion you make will reduce your rep with him by 5 meaning you have to give him gifts to make him happy again.
A new king or leader will be chosen when the old one dies after 3 minecraft days.
Villages taken over by a leader or king will never receive their own king unless the player asks to be the king and if loved by the town he fought for. The king will always stay at his own castle, any other village he take will only be able to build wooden walls, not cobblestone reinforcements.
Villages, Castles and Capitals:
The npc's are striving to rule the world, they will not build new cities, they will just upgrade their own. All villages will start out rather small having at least 1 well, 1 blacksmith, 1 church, 1 watchtower, 1 town hall, 1 barracks, 2 houses and 1 farm. They will usually spawn on flat areas but not just in the grasslands, forests will have trees cleared out for the village, the village wont be so close to water that its being flooded, or halfway into a hill.
Eventually when the lumberjacks have harvested enough wood the builders will build a wooden wall around the village. Then later on when the miners have collected enough cobblestone, they will reinforce the walls and put a cobble stone layer on the outside. The only buildings that will have buildings built outside that wall will be a capital city.
A capital city is where the king or leader of a faction lives, the faction will not make anymore capital cities unless an abandoned city is captured and the NPC's start a new faction there. the City names will be stored in a .txt file that can be edited.
Currency:
Currency would be alot like it is in 1.3 but based on the stages of the city growth it would work like this:
Normal village: Gold nuggets used as currency.
Village with wooden walls: Lapis used as currency
Village with cobblestone reinforcements on walls: Emeralds as currency
It would be balanced so that if you were to buy alot of supplies at a normal village and then go to a castle and sell them, you would make no profit and would not benfit, because supplies would be less in the small villages, meaning higher prices. Which leads into this:
The cost of items would increase or decrease based on the amount of items in the town chest, For an example lets use wheat.
Wheat base price: 5 gold nuggats for 5 wheat
Wheat price when 64 stack in town chest: 1 gold
Wheat price when 10 or less in town chest: 15 gold
Wheat base price in a second stage (wooden wall) village would be: 1 Lapis for 10 wheat.
Wheat base price in a third stage (reinforced wall) village would be: 1 emerald for 20 wheat.
This would make it a viable option to buy items cheap, and sell them later for more!
Traders:
To make it a little more interesting, traders may run between discovered villages that dont hate eachother, if you see one in the middle of nowhere you could follow him to a village or kill him for some random loot.
Abandoned Villages:
When you kill too many people or break too much stuff the whole village will turn hostile.
I know it isn't really an original idea, but i think i can make it unique this time.
Sure you will be able to find empty villages and loot them, but now with the new NPC mechanics that would be added, you will be able to turn a thriving castle into a ghost town. There would be requirements for how you force a group of NPCs to abandon their village. Here are some i thought up:
Village
Destroy 20+ Blocks in the wooden walls around the village (only if upgraded)
Destroy 5+ Blocks in every building
Kill a minimum of 5 villagers (for small town) or 10 villagers (large town)
Kill the leader (counts as a villager)
Stomp out 4 farm-ground at every garden
Take 10 Wheat from every garden
Take at least 1 item from the blacksmiths chest
OR
Kill every single villager.
Castle
Kill King - Civilians run in fear and some leave town until they join another village
Destroy 50 blocks from the outer wall
Destroy 10 blocks from every house
Kill a minimum of 15 villagers
Kill a minimum of 2 iron golems
Steal 3 items from blacksmiths chest
OR
Kill every villager AND every single golem
All other village requirements apply to this.
The same requirements here apply to other NPC's villages fighting eachother, They will try to accomplish these goals.
You would also be able to retake a village. This can be done by advising your castles king to increase the size of his kingdom. He will send villagers to fix the damage and repopulate. There will be no leader in villages taken over by Kings. You will have to find the village that the king lives in to do this.
The best method to take over a castle/village is to place some tnt near some buildings and near the walls, then you kill the leader, set off the tnt and kill anything left fighting, many villagers will get scared and run away if so much gets destroyed so fast, especially when their leader dies.
Families and names:
I thought this would fit in nicely with the reputation system, so i added this in too.
Since NPCs have names, they can also have a last name, which decides which other NPC's are in their family. If you do good things for 1 family member the rest will get a small rep bonus compared to the one you helped.
Families may spread to other cities or a city may be entirely made up of one huge family.
When you terrify villagers away by pillaging their village the family may start again in another village
The last name would be chosen for babies by whichever family is bigger (since there isn't really any females)
Faction, NPC, Village and family names (last names) Will all be stored in different .txt files so the player can edit them as they wish.
Repopulation for abandoned viillages:
When you want to repopulate villages, you could buy a villager egg from the leader of the village after getting 100 village rep. When you place 2 villagers into a new village, it will be a 10% chance that they decide to make it their own and elect their own leader (1 of the 2) and start you off with 100 village rep for that village, but with a 90% chance they will stay true to their leader.
The rules for this is:
The village/castle must not be inhabited
It must have 2 fully restored inhabitable buildings
There must be 2 villagers placed in the village
The villagers will repair the rest
Jobs:
There obviously is going to be jobs for this village. Not all villages will have all the jobs, most likely only capital cities will.
Here is what i came up with:
Smith: Makes armor and weapons
Fletcher: Works with the smith, makes bows.
Builder: Uses wood and cobble from the community chest to build houses and walls
Librarian: Sells books that have a few small stories about the world. The stories would be something like: "The [Faction name here] assaulted one of [insert faction name here]'s Villages, they have been rising in power recently. Some rumors are going around that they have an army of 100 men!"
Basically just history books selecting a random faction name from a large list of faction names and using one of many predetermined stories. Just to give your village a little bit of background.
Lumberjack: Cuts down wood and puts it in the town chest
Farmer: Farms wheat and puts it in town chest, milks cows. (limit of 1 field per village)
Leader: Stays in town hall. wears an iron crown.
King: Stays in town hall. Wears a GOLD crown.
Priest: Stays in and around the church, Heals hurt villagers (may use a new item, Holy water)
Alchemist: 1 per town, mixes potions with ingredients you put into its chest
Hunter: Kills animals for food.
Commander: Builds iron golems, Leads armies to war. (3 iron golems allowed per village, only 1 can go to war) wears a cape.
Solider: 4 sub types, Will be decided upon a child growing up. 50% chance of a child being a solider.
--------------Warriors: 40% chance a solider will be a warrior. Basic fighting mob, avoids TnT and fire, kills enemy NPC's
--------------Archer: 40% chance a solider will be an archer. Shoots from afar
--------------Demolitionist: 10% chance a solider will be a demolitionist (will run in first to destroy walls
and houses)
--------------Pyromaniac: 10% chance a soldier will be a pyromaniac. Runs in and burns down houses and people during a battle.
Magician: 1% chance of a magician spawning with a village, 5% chance one will be born after a castle upgrade. A Magician will have an enchanting table in his house with bookshelves around it.
Miners: Miners will work in the towns mineshaft, it wont be large but he will bring back useful minerals and cobblestone for building and smithing.
Butcher: kills cows from the field and cooks meat, then puts in village chest. lives with farmer
Thief: Wears black and a mask, goes to other villages and steals from them, uses sneak when near another village to indicate that they cant see him. Lives in the barracks.
Villager: Normal villagers cant just be lazy slobs, they have to pull their weight, so what do they do? When there is a battle at their village they will put out fires caused by pyromaniacs, they will do this by either running to the well with a bucket of water or just trampling the fire (punching it out)
They also will defend themselves if need be, but they cant use swords.
Buildings:
Not all cities will have ALL the buildings, if any do it will be a capital city
Farm: A farm is a nice fenced in area that starts with 2 of each type of farmable animal. A farmer lives in a little house outside of this (1 per town)
House: This is where any NPC without an occupation lives
Town Hall: This is always in the center of town, contains the Treasury and the town storage.
Hunters post: A small hut on the edge of town when the village increases in size, to help feed the people (2 per village max) The hunter lives here
Woodsman's hut: another small hut on the side of town for lumberjacks (2 per village max) This is also where the Fletcher lives and works
Church: The priest lives here. (1 per town)
Blacksmith: This is where the smith works, (1-2 per village)
Magic Tower: This is where the rare magician lives, a very mysterious tower. (1 per town, 3 per world)
Mine shaft: Yes, and its not abandoned and has an entrance to the surface near the village, the miners live in houses outside of the entrance
Barracks:Where the soliders and commander lives, has chests in it that when armor and weapons are put it in will increase Military strength, but only if an NPC will use it. (1 max always spawns)
Alchemy center: Where the alchemist lives, contains brewing station and cauldrons outside to catch rain. Cauldrons also inside. (1 max per village)
Library: Where the librarian lives. (1 per village)
=================
PICTURES:
Old Bland Village:
Full explanation of what a village would look like if this was added:
Town Hall Pics:
Barracks:
Wizards Tower (rare):
Hunters Post/Woodsmans hut:
Main Gate:
Mine Shaft Entrance:
Church entrance (Would look something like the guard tower, But bigger):
MORE NEW PICS!!! (august 20)
The larger villages would have pumpkin farms to explain their iron golems.
This is my idea of a large walled in village. There would be different variations, this one most likely being the biggest (this is the current world i play on)
A Different idea for a keep
A sort of Marketplace area, comes with NPC's that stay in their stalls for the day.
Farms
Combat:
The different types of soliders would fight in different ways.
The archer stays back
The warrior rushes forwards
The demolitionist destroys enemy buildings and trys to avoid blowing up teamates
The pyromaniac runs in through holes in the walls and sets stuff on fire.
The commander would have a cape to set him apart, he would be in the very front or middle of the fight at all times.
Morale/Military Strength:
Village Spawning system:
Morale would be about how easily NPC's will surrender or how "brave" they will be.
The attacking teams morale will be affected by the commander and army size
For every man in the army more than the enemy team the morale is increased by 1
if the commander dies during battle morale goes down by 10
At the start of the battle, both commanders are worth 10 morale.
For the defending team it will be affected by King/Leader, Army size and commander.
The king being alive in the castle increases the morale by 30
the commander being alive increases it by 10
every man more than the enemy increases it by 1
If the morale falls below 5 the attackers will retreat or the defenders will surrender
Surrender means that the survivors will live peacefully in the city after it has been conquered.
(prisons would just be useless having a building so NPC's can sit around and just add that much more lag)
Military strength is similar to morale, its based on the amount of weapons and armor the NPC's have and what quality
For every wooden/leather weapon/armor MS increases by 1
Every chain piece of armor increases MS by 3 (only given to NPCs if bought from a blacksmith (by player) and put in the Barracks armor chest)
For every iron weapon/armor (or bow) MS increases by 5
for every gold weapon/armor MS increases by 3
For every diamond weapon/armor MS increases by 10
Armies will only advance on the enemy if their military strength is within 20 points of the other army. This will mean more equal battles so the fights are more interesting (even 5 MS can make a difference.)
You wont be bored watching one team Decimate another. Everything will be a close call.
Races:
The villages will have a 5% chance of spawning in any biome flat enough to contain the new villages. When a village spawns it will increase the chance of another village spawning (at war) within 150-300 blocks away by 50%.
New items:
There would also be new races, and different races would have a higher chance of starting a war or having bad relations with eachother. They would also each have their own religion, for the priests
The races would be:
Humans - most likely to start a war with Nosemen, Indifferent to all non hostile actions, Religion = Notch or a very rare chance Herobrine. Villages who worship Herobrine are limited to 1 per world.
Pigmen - most likely to start a war with dwarves. Get mad if you kill pigs near them. Religion = Mud. 1% chance during the night that all villagers turn to zombie pigmen for the night. If a Villager is struck by lightning they become a zombie pigman permanently.
Nosemen - Most likely to start a war with humans. Most common village type, Religion = Nostrilism (based around Buddhism because they wear robes)
Goblins - All races are very likely to start wars with goblins, +20 to Village population cap, No religion, Just war.
Dwarves - Most likely to start a war with pigmen, Rarest Villages. Houses have basements, Find more ores, faster. Religion = The god of Feasts. (church would be a feasting hall instead of a normal church)
Powder keg - Sold by dwarfs, Expensive (5 emeralds each), blows up a larger area than TnT (3-4 times).
Golden ring - Dropped by goblins, can be turned in to any other races Leader or King for a small bit of extra Rep. (the other races all hate goblins) Can also be broken down into golden nuggets at a crafting table
Crown - Dropped by kings you killed, Can be worn and then your reputation does NOT go down when you ask the town leader to do something and the dialogue changes to more demanding stuff (instead of "You should Attack this village" it becomes (Attack this village). (which basically makes him your advisor and you the leader)
Mud - New Block, Found as the main ground block around pig villages, pig villages have dirt roads.
Cloth - Dropped from and bought by Nosemen and Humans, can be colored, used in the creation of flags, can be placed. When placed it looks like a thin piece of wool (think snow). Used for carpets and banners when building.
Flags - Can be colored, made by 3 sticks and 4 cloth. 3 sticks up the side and four cloth in the top corners. Every village has flags of a certain color placed around it.
Piggy Bank - Used to store emeralds, diamonds and gold nuggets and any other precious shiny item you want. Only bought from humans
Nose Goo - Dropped by nosemen. Combine 9 to make a slimeball.
More added Later!!!
Quests:
Village Generation Fixes
Thanks to nate890 For letting me use this in my suggestion. Remember to head over to his thread and give him your support!!!
http://www.minecraft...concept-images/
Quote from nate890
Villagers should give quests, and give items in return (like cloathing/emerald). The quests should feature basic tasks and objectives. Some tasks might include: "We need wheat to harvest. Replant our crops with Wheat.", or "Pigs are stepping on our crops. Kill 10 of them within the area of the village." Once again, these are basic examples to get the general idea flowing.
The quest log will feature 3 different randomly picked quests and you have the ability to do them if you're the level, or above the level required (just like the Enchantment Table!). You will not lose you level and experience, like the Enchantment table. Instead, when you complete the quest, you gain EXP (the EXP gain will be the same for every quest, no matter the level or objective).
The items in return will vary depending on what the level requirement for the quest you're doing is.
The quest log should be designed to be easy to use and understand, with a basic idea like such:
A picture of a quest log, given to you by a villager.
A picture of the quest log, given to you by a villager when you have a completed quest.
If you are all in for the idea and feel like supporting, go ahead, set this as your signature:
[center][url="http://www.minecraftforum.net/topic/1402259-quests-in-minecraft-described-and-shown/"][img]http://i.imgur.com/GCbVl.png[/img][/url][/center]
Thanks!
JP585 has alot of Great idea's involving villages, here a few that i like personally and would also like to be added to the game:
Changes to Village Generation- Grass and flowers should not replace parts of a generated village.
- Road Shoring: Roads now become two thick. The lower layer becoming a block not affected by gravity. This is to prevent house doors being drastically disconnected from the road, preventing entry and exit. It also has the nice effect of building bridges over rivers and ravines.
- House Stilts: When a house is formed over air, it no longer generates a huge stone pillar. Instead, where there is liquid, air, or plants there remains empty space. At the corners of the house, as well as other logical points, stone pillars are generated. See plains village image for an example of it.
- Railing: If a road should have two blocks of air on one of its sides, a wall of the appropriate type will be placed on the road edge. This will generate an appearance of safety in the village. See plains village image for an example of it. This will generate bridges as well as rails to prevent accidental drops from roads into holes. This will provide a sense of safety in the village. See plains village image for an example of it.
- When a house generates, the spaces directly adjacent to the outside walls of house are cleared of blocks that are not part of the house. This will prevent a house become trapped completely under dirt, sand, gravel, etc or sand.
Before Village Generation Changes
After Village Generation improvement (see bridges, stilts, and farm border)
Check out and support the Thread Here: http://www.minecraft...s-new-villages/
Changelog:
If you liked this idea please press the green arrow in the bottom right!
-----------------------------------------------
June 11, 2012.
Added:
-Families
-Abandoned villages
-Redone Leadership
-Added to Reputation
Later the same day
Added:
-Repopulation
-Minor changes
The next day after that:
Redone:
-Currency
And the day after the day above:
-Added jobs
Day after the day before this day:
- Added buildings
- added faction rep gaining
-more interface description
Later that night:
-made and took pics of buildings/village (will be up soon) (only did some)
-Made a few changes to the post
June 17 2012-
-Overhauled up to traders
- Major Changes to currency
- added Emotion
- Removed some unnecessary and most conflicting ideas.
- overhauled Factions
-Overhauled Reputation
June 24 2012-
-Added pyromaniac job
-Gave normal villagers some work to do
-Made small additions to currency
July 6 2012
-Added Races + Religions
- Added New items
July 28 2012
-Added New Items, removed crap ones
- Made a few modifications to Races + Religions.
August 12 2012
- Added new items.
Grammar fixes.
August 13 2012
-Added Quests
September 10 2012
-added another banner
September 15 2012
-Fixed a few mistakes in currency
-Switched Diamond currency to Lapis
Sept 26-27 2012
-Added a new interface picture
-added Village Genration Fixes
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I hope you like my idea, please support it and vote whether you want it or not!
Here is some banners to show your support!
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Special thanks to Shrapos for helping me with this idea (IRL friend)
Thanks to:
F117nighthawkX - Suggested the Dynamic villagers game mode
arsonwelles - suggested .txt file for villager names
dannybar9 - suggested dynamic prices based on resources, hunger and health
Strottinglemon - suggested to make enemy factions gain rep when you kill opposing faction members
nate890 - Let me put his Quests suggestion in here.
kazar14 - the second banner
JP585 - the Extra Stuff, which contains lots of village fixes.
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Khaelix1 posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)Posted in: Minecraft ModsQuote from shadow457683021
When ever i create a new world and find a village, the MCA villagers won't spawn, and the Testicates are still there.
when you find a village like that, relog in the village and the testificates will be replaced by villagers. -
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Comrade_Dispenser posted a message on Let's Talk About StrongholdsWhen a server first starts it seems to be a lot of players’ goals to be the first to find the stronghold and fight the enderdragon. That, in some players’ minds, is the sole purpose of finding a stronghold in the first place. But really, other than the ender portal and the accomplishment of finding a rare structure, what reason do players have to go to or seek out a stronghold? The loot isn’t too good, when you think that you have the chance of getting better loot from the dungeons, desert and jungle temples, abandoned mine shafts and even villager blacksmith chests, and all of these can appear more than three times in a world, making the Stronghold appear very limited The strongholds have the potential to be a good base, but often times aren eaten away by caverns and torn apart by ravines, even to the point of the end portal being rendered useless by the damages.Posted in: Suggestions
Strongholds are supposed to be strong, I could see a ravine ripping through the ground or a cave eating through stone during its formation, but surely these strongholds weren’t build so long ago that full fledged caves have been able to eat through their bricks, along with the abandoned mineshafts tearing through a stronghold. If these shafts were made by the owners of the stronghold, I doubt they’d mine straight through their home, and any actual miner should suspect there’s no ore to be find by tearing straight through the inside of a subterranean fortress. Maybe less, or no caves even could generate around the areas of Strongholds, along with mines and ravines, improving the integrity of the building, and they could act as a clue to allow an observant player to guess there’s possibly a stronghold nearby, without the use of an ender eye.
The player should have more reasons to seek out a stronghold, they should be large, impressive complexes, I mean, take a look at the Nether Fortresses, they're magnificent, and provide the resources of blaze rods and netherwart, along with a place for Wither skeletons to spawn. The stronghold could use a larger variety of rooms, perhaps a dining hall, with tables and benches, a high grand ceiling and chests of food items. A blacksmith’s forge, with a lava pool, multiple furnaces, chests filled with smithing related goodies, maybe even a (slightly damaged?) anvil. There could be a wizard’s study, like a small library with chests containing books and paper, with a rare chance of enchanted books, and an even rarer chance of finding and enchanted item or bottle of enchanting, perhaps they could have an enchanting table, unless people think those should stay player made only. There could be barracks and/or dormitories that the past residents could reside in, a place with beds and chest serving as footlockers.
There could even be an armory, a grand hall, with weapons and armor hanging on the walls in item frames, chest filled with weapons related loot, arrows and such, this could even be a place for the armor stand/mannequins I’ve heard of people asking for to be implemented. Suits of armor could be along the walls serving as eternal sentries to watch over their home, well, until an enterprising player comes and removes the armor from its ancient stand. The armor and weapons could even be found with enchantments on them, with items bearing particularly high level enchantments having a randomly generated name to give the feel of “This is an artifact of a lost civilization” unless people don’t think that fits with the theme or balance of minecraft.
There are three end portals but that doesn’t mean there has to be only three strongholds, perhaps they could be found more often (though still extremely rarely) just without a portal in them, and the ones lacking portals would probably be smaller than the ones with. And who remembers the image we were first shown of a stronghold?
Strongholds that generated with an entrance above ground, I’d like to see a return of this, or at least this happen more often if it still does (like a mushroom biome, I’ve never actually seen a stronghold that generated above ground) this would allow the player to randomly stumble upon a stronghold, rather than need to make a bunch of ender eyes and go actively hunting for one, give a little bit more reason and reward to random exploration of the world. This would, preferably, come with the added benefit of Strongholds not spawning at the bottom of the ocean, sure its mystery and cool though as to how they got there, but really, what purpose would a submerged stronghold serve when you can build a much more effective one on land?
Just some ideas I’ve had, first major suggestion I’ve made for this game, tell me what you think and go ahead and suggest your own ideas.
Examples I've made for what the new rooms could look like, I'm not that good of an architect so if you want to make your own rendition go ahead!
Blacksmith:
Dining Hall:
A throne room:
Room Ideas by BodOwen!
I also did my take on the armory:
as you can see the armory has spawners, it has a 75% chance to be a zombie and 25% chance to be a skeleton spawner.
I also have an idea for a potions room, these will just be a bunch of bookshelves with "tables" and cauldrons, along with a chest with a few potion ingredients.
sometimes destroyed rooms will spawn in the stronghold, these "collapsed rooms" will be filled with stone or dirt , it also has a chest or two in it, but you have to dig it out.
"Collapsed Room" Screenshots.
The stone and dirt is not seen in here, this is what it would look like if it was "cleared out"
Others coming eventually.
A great concept by Badprenup for how a new generation system could work
Quote from Badprenup
In all honesty, I think structures like this should not be fully randomly generated. Instead, they should be pseudo randomly generated like so:
1. There are 3-10 Stronghold Hallway patterns stored in the game. These are the most bare-bones versions of the Stonghold, and only have the Portal Room and hallways. At this point, the Stronghold has no rooms, only markers of where rooms can be. These would be at any room entrances that we see in the current Strongholds.
Using patterns like this costs a fraction of the randomness, but ensures you don't have any "stupid" generation, such as hallways leading to nothing but themselves and crap like that we have seen. And the Randomness will be restored later.
2. Next, the game looks at how many markers of potential rooms are in that Stronghold, and chooses to generate any of the potential rooms based on the Seed. Each room type would have X amounts of times it can generate, based on the type of room it is. For example, there could be a maximum of 3 Dormitories, but only 1 Armory per Stronghold. Similar to the Hallway pattern, each room has a marker to ensure they align properly.
This returns the randomness of the generation, but in a more logical way. It would be silly to see a Stronghold filled with nothing but Dining Halls. Where did the people sleep? Also, it adds balance. No stumbling into a Stronghold filled with 20 Armories.
3. Next, the game places a room by lining up it's marker with a marker in the Stronghold Hallway pattern. This ensures that everything is lined up properly, and prevents structures from overlapping. Once it chooses a room and generates it, it removes one instance of that room from the potential rooms. It also removes the marker from the Hallway pattern so it doesn't double generate.
4. The game repeats step 3 until there are no more markers in the Hallway pattern.
5. After all markers are complete, the game generates 3-4 layers of Stone/Dirt/Ore to overwrite any other generation that had happened (optional)
If people like this concept, I can make some pictures. Pictures in the spoiler directly below this.
Quote from Badprenup
Alright, I made some quick and dirty mockups with Creative Mode and MCEdit, and it shows a basic implementation of what I was getting at. So I'll go over what I said before, but with images to go with it.
1. An example of a bare-bones hallway pattern. This one is just a tiny one I made, and only has space for 5 rooms. But Mojang could easily make them larger or take up several floors as they do now. This is just a simple design. You might notice the Redstone and Lapis Blocks, those are examples of the markers that help align the rooms to the structures, more on those later. And in place of the Silverfish spawner I used a Jukebox so I could have music while I worked. Also, you may note that I only used one Brick type, that was strictly for simplicity's sake.
2. Here is a close up of the Portal Room, just to show it off.
3. Finally, a close up of a set of markers. The Redstone Block is always right in the doorway oh the hallway pattern, and the Lapis Block is always one block inside the room. This assures everything always lines up correctly.
4. Now, here are some quick and dirty rooms I made. If you didn't see what I said before, each room could have a specific number of times it can generate per Stronghold, which would be based on the loot that can be found or the usefulness of the room. I will note how many times each one can appear:
Throne Room (1 Time)
Sleeping Quarters (2 Times)
Note that there could be a chance that some beds or chests had rotted away over time, so each time this room spawned the number of beds/chests could vary slightly, as could loot in the chests.
Enchanting Room (1 Time)
The same thing that happens with the Sleeping Quarters could happen here as well. You could find this room 100% complete, or it could be missing bookshelves or even the Enchanting Table
Forge (2 Times)
As with the above two rooms, the Anvil could be a different damage level or gone completely, and there could be randomized loot/fuel in the Furnaces
5. So as you can see, each room had markers like the hallway, a blue one that is in the room and a red one that denotes where the hall is. With this system or a similar one, it assures that the rooms are rotated properly and aligned every time, unless the actual room or hallway file stored in the code was built incorrectly. Here is a GIF of showing how a room lines up:
6. So as you saw from the first image, there were 5 places where rooms could be generated, but a total of 6 possible rooms (1 each of the Throne Room and Enchanting Room, and 2 possible Forges and Sleeping Quarters each). This is where the random generation comes in, so let's see how they happened to generate this time:
So that is how it happened to generate that time, but a different seed could have generated differently.
Room 1: Sleeping Quarters (1 Sleeping Quarters, 4 empty rooms remaining)
Room 2: Forge (1 Forge, 3 empty rooms remaining)
Room 3: Enchanting Room (0 Enchanting Rooms, 2 empty rooms remaining)
Room 4: Sleeping Quarters (0 Sleeping Quarters, 1 empty room remaining)
And finally, with a chance for it to be a Forge or Throne Room (drum roll)...
Room 5: Throne Room (0 Throne Rooms, 0 empty rooms remaining).
7. An image of the finished Stronghold
A great idea by Jakakun!
Quote from Jukakun
I would really want to see a room called Mineshaft Entrance, it's just a room with two Doors (Iron or Wood, i prefer Wood though) that lead to a Mineshaft, the ones we usually see, that would be good for two reasons:
1: It makes sense, i mean, the civilization needs ores don't they?
2: The possibility of the inverse happening, you're exploring a Mineshaft and then you find that Stronghold Room, since both are connected! Oh the glory, that's a cool way to find a Stronghold!
Some more ideas by Dommenick.
Quote from dommenick
As promised, I started working on my version of the Stronghold rooms and corridors, based on the system Badprenup explained, with the connection points in-between corridors and rooms, to prevent overlapping or "stupid" corridors.
For now it are only basic builds. I haven't reached a far enough point to determine if everything works with each other and how many of each room could be added, but I hope to be able to work that out in the future. I'm also really really waiting for SPC and WE for Minecraft 1.7.4, so I can do some copying and I can make an actual stronghold with the pieces. That being said, all the things on the pictures are hand build, block after block, without using any utensil like world edit.
In the pictures the most things are still very bright. I haven't added torches anywhere, except for redstone torches, as I feel like the Stronghold should be a dark and obscure place, long left behind by society, for only ghosts and mobs to dwell... *horror music* ... haha, no but seriously, I tried going for a dark and almost scary atmosphere.
Portal Room:
As you can see, I went for a different approach with the portal room. In stead of having the staircase to the flying portal in the middle, I decided to take it all down and place the portal on floor level, with lava and obsidian below it.
I also put obsidian behind the iron bars. Just a small difference, but I think it makes a great change to the atmosphere. The sponges you can see in the photos are supposed to be mob spawners.
I also changed the lava "pools" into lava "streams" coming from the walls and I gave the entire room a a little more circular feel (or that's what I tried) with the stairs around.
Library:
In the pictures I haven't added cobwebs yet, but apart from that it's finished. It is a one-floored version of the library, I haven't looked into a 2-floored yet.
This (photo above) are all the formations in which bookcases can spawn (they can be mirrored and altered as much as you wish). The biggest one in the middle are two smaller ones combined with a overhang. I believe that if this 'formula' for bookcases is used in stead of the old one, you have opportunities for way better looking and cooler libraries.
As you might have noticed, in the first picture of this library, there are 3 chests and 1 enchantment table to be found. Of course this would be randomized and some things might spawn more often than others. That what you see in the pictures above:
There will always spawn 1 chest, and on top of that you have 50% chance on a second chest and 25% chance on a third one. Also, an enchantment table or brewing stand can spawn, but only 1 of those two (maximum) per library!
Armory / Blacksmith:
I've had fun with this room! To be honest, I think it turned out great! The black thing on the left is a tool forge or something like that, in the back you have an anvil (take a look at the last picture for that ), on the right of that a little shelf with a chest and a cauldron, and in the corner a little lava "pit" and some furnaces.
Just like the enchantment table and the chests in the library, this item at the place the anvil is at, is random. In the picture above you see the items it can contain, including nothing. If it happens to be an anvil, you have 20% chance on a non-damaged anvil, 30% chance on a slightly damaged anvil and 50% chance on a very damaged anvil.
Bedroom / Barracks:
As suggested in the original post, the barracks! I also gave these a shot, and the out-come is a semi-two-floored bedroom with supporting wood and beds downstairs and bedrolls upstairs.
Junction / Intersection:
We've all seen them, the boring plain-looking intersections (see picture above). I always thought that particular room was extremely boring and should be way better.. So I gave it a go!
This is another build that really suited me. I - for some reason - absolutely love the idea of having supporting wooden beams, so that is what I did. The sponge in the middle is, once again, supposed to be a mobspawner.
The room has four exits, just as in the "vanilla" room, and in the corners you can just find some randomly placed fences, broken support beams, perhaps a crafting bench, whatever you like really. By the way - this room is also supposed to be pretty dark and gloomy, hence the spawner.
Hallways - WIP:
I wasn't sure how to start on these, but after some mental warfare I decided that I would try and create "presets" which could be molded together in as many as possible ways. This is still in a very early stage though. (Some of the walls and ceilings aren't even finished yet, but hey, it'll give you an idea
Plain corridors:
Long corridor (wall-less)
Small corridor (wall-less)
These are both just basic straight corridors, nothing special about them. Next up are the fun ones!
"Special" corridors:
Corridor with a chest in the wall
Corridor with a trapped chest and TNT behind it in the wall
Small corridor with a door (a connecting piece, really)
(I changed the wall into stained glass here to see how the inside is built up.
Collapsed corridor
! I'm having troubles uploading this picture, it'll be there ASAP !
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I have this problem too. Other than that the mod runs fine for me.