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Post by CoconutCurry on Jan 6, 2012 6:32:42 GMT -7
He's only programmed to use the delivery chests. I believe one of the devs has said they want to change that so he'll use any chest within a specified range, but it hasn't been programmed yet, and I have no idea if or when it will be.
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Post by ldog on Jan 6, 2012 9:13:20 GMT -7
I think it would be a very bad idea to let the deliveryman use any non-minecolony chest for several reasons.
1. How is he going to know if he should be putting or taking? I can see it causing infinite loops of him shuffling material back and forth between chests endlessly.
2. I haven't followed him around all day but I imagine he can only get to so many buildings per day and if you have a really big town he might not even be able to hit it all. Multiple warehouses sounds like a very bad idea to me as well.
3. I find the upgraded townhall to be a pretty cozy base and all the extra chests in the warehouse convenient storage. It's bad enough the builder steals from my chests but if the deliveryman was doing it too it would aggravate to no end.
On a seperate note, more info about the warehouse build bug: I was testing again last night, fresh install, fresh save. It seems to me that the trouble building warehouse4 always happens with builder not needing resources cheat turned on. I don't know if it is just because it is more noticeable because I run a lot of testcases with it and I've just been lucky on my few legitimate builds or if this is the cause.
The builder will go and build part of it (I see it put in the stone) and then he quits and removes the sign. I kept reissuing the order and eventually he did do the upgrade properly.
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Post by rscott6666 on Jan 6, 2012 13:15:16 GMT -7
1) He would only use non-mine colony chests when returning things to the warehouse, and then it must be within 5 blocks n/s/e/w. 2) Taking would only be from the standard mine-colony chests
Thats the plan at least.
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morak
Junior Member
Posts: 23
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Post by morak on Jan 6, 2012 13:57:32 GMT -7
Bug: NPC will get stuck on Lilly pads (Just spin around until you destroy the Lilly pad. Bug: Hunters will kill live stock (pigs and cows) through walls (arrows pasted threw two layers of cobblestone to kill entire heard inside. Bug/Documentation: Farmer will continue to plan farm outside of the 9 block radius. Suggestion: Have the farmer put up a fence on first build of farmer hut to establish boundary and prevent trampling. Suggestion: Have NPC Sneak when crossing farms to prevent trampling of crops. Suggestion: Have Lumber Jack replant in same location as they removed tree as default behavior. This allows you to have uniformed orchards without replanting yourself. Suggestion: have saplings delivered from houses to lumberjack.
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Post by ldog on Jan 6, 2012 13:57:33 GMT -7
1) He would only use non-mine colony chests when returning things to the warehouse, and then it must be within 5 blocks n/s/e/w. 2) Taking would only be from the standard mine-colony chests Thats the plan at least. Oh...well then I'm all in favor of it Bug: NPC will get stuck on Lilly pads (Just spin around until you destroy the Lilly pad. Bug: Hunters will kill live stock (pigs and cows) through walls (arrows pasted threw two layers of cobblestone to kill entire heard inside. Bug/Documentation: Farmer will continue to plan farm outside of the 9 block radius. Suggestion: Have the farmer put up a fence on first build of farmer hut to establish boundary and prevent trampling. Suggestion: Have NPC Sneak when crossing farms to prevent trampling of crops. Suggestion: Have Lumber Jack replant in same location as they removed tree as default behavior. This allows you to have uniformed orchards without replanting yourself. Suggestion: have saplings delivered from houses to lumberjack. This brings up 2 questions I have about the additional targets for the hunter (in config file). 1. What is his default target list? 2. Is it currently implemented or only a planned feature? I like all the farmer ideas. Although I know Jeb has something in the works with changing trampling, I saw it mentioned in one of the weekly build topics, but I don't know any details. For all I know he could plan on making it worse I thought the lumberjack already does replant in the same place? I'd actually like him to go out and plant all over in his defined area, but I can see where other people would want different options. Oh sorry 1 more. I stopped using TMI and went to NEI (NEI is like TMI on steroids) and there is of course the same issue with the townhall GUI, and only the townhall GUI.
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morak
Junior Member
Posts: 23
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Post by morak on Jan 6, 2012 14:33:46 GMT -7
Bug: Using a stone pickaxe I had two planks in the bottom center location and one plank in all other surrounding locations. This created two minor boxes rather than one.
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morak
Junior Member
Posts: 23
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Post by morak on Jan 6, 2012 15:33:07 GMT -7
Bug/Observation: Some married couples do not have same last name. Bug: Minors will dig into water and kill themselves.
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morak
Junior Member
Posts: 23
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Post by morak on Jan 6, 2012 15:41:08 GMT -7
Bug: I have no pig or pork chops in town or any chest and a tire two building reports the that they will consume pork in 989 days.
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morak
Junior Member
Posts: 23
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Post by morak on Jan 6, 2012 16:03:30 GMT -7
Bug:Place single curbstone hoe in center location of crafting box and one plank in all other locations, produced two farmer blocks.
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Post by ldog on Jan 6, 2012 19:37:12 GMT -7
i have a bug my mine a disapeared whit the version rc16b The miner or the mine itself? The miner gets stuck frequently. If you go down into the mines you should be able to find him. If you know what house he lives in go look at the info on the chest, if it only lists his wife then he got killed and you need to wait for a new miner to take his place.
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Post by chrissuit33 on Jan 6, 2012 22:41:30 GMT -7
Bug:Place single curbstone hoe in center location of crafting box and one plank in all other locations, produced two farmer blocks. I don't think that's a bug. you get more chest from using higher quality tools in the recipe.
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morak
Junior Member
Posts: 23
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Post by morak on Jan 6, 2012 23:19:26 GMT -7
I would assume that this is a Bug because I'm using the second lowest quality item (cobblestone) and it does not happen for the other box types... You do bring up a good point, its hard to tell what is a bug without knowing what the program should officially do. Is there an official comprehensive feature list? Forums and Wikis can be good tools for communities but they are not the best tools for official documentation as they tend to include more opinions then facts and are rarely revision controlled or up to date... I guess I spent too many years in the documentation and quality department before going into programming...
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Post by ldog on Jan 6, 2012 23:40:44 GMT -7
Wood 1, Stone 2, Iron 3, Gold 4, Diamond 6 This is confirmed ingame with any recipe mod.
Torches not being removed on building upgrade. I think this is known but wanted to mention it anyway because it was listed along with chests (and chests not being replaced is a GOOD thing) but the torches not being replaced when they should be is bad. It causes a lot of issues. Besides torches floating in the middle of nowhere it also causes wallblocks that should be placed to not be. Beds also seem to be an issue (hunters blind 3 gets stuck with the old bed through the wall because it is offset from where it was in 2...been playing with floorplan editor tonight)
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morak
Junior Member
Posts: 23
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Post by morak on Jan 7, 2012 14:44:55 GMT -7
Bug/Observation: When small Colony ship is produced the supply box is empty. I created a now world (unique world name) and created a Colony ship in deep blue water but instead of getting a nice large ship I got a small single sail ship and the supply box was empty.
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Post by rscott6666 on Jan 7, 2012 20:27:48 GMT -7
morak, let me guess, you are playing on hard??
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