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Post by ldog on Feb 6, 2012 17:18:02 GMT -7
Make flint out of gravel and build some dirt walls *shrugs* Or design some buildings that use gravel and dirt (bleh)
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Post by CoconutCurry on Feb 6, 2012 18:08:00 GMT -7
I use gravel to make paths sometimes. I use dirt when mining/cave exploring to fill in areas I don't want to light, or to get up/down when there's no easy access.
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Post by pvtpirate on Feb 8, 2012 10:59:16 GMT -7
i use gravel for roads too, and dirt is useful in mining, but otherwise there's no use for dirt. if the builder would actually need dirt to level the area around a building, that could be useful.
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Post by ldog on Feb 8, 2012 11:33:24 GMT -7
Forestry mod uses quite a bit of dirt (although it recycles too) EE mod you can transmute, like 20 stacks of dirt into a diamond eventually (at least in the last version, I'm still figuring out the new one) It takes almost a stack of dirt to fill the average creeper hole. Since I like my town nice and level I seem to wind up putting back down as much dirt as I dig up. There's plenty of uses for dirt. Just not in Minecolony.
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Post by ldog on Feb 9, 2012 18:42:52 GMT -7
Suggestion: Allow builder to use charcoal instead of coal (or at least an option)
I know people that don't use IC2 have coal coming out their ears but coal is a valuable resource to us IC2 users. I don't want torches being made out of it when renewable charcoal does the job just fine.
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Post by Peter on Feb 10, 2012 6:05:50 GMT -7
You can of course make the torches yourself out of charcoal, and give them to the builder.... No need for this mod to change then..
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Post by ldog on Feb 10, 2012 6:54:07 GMT -7
You can of course make the torches yourself out of charcoal, and give them to the builder.... No need for this mod to change then.. Except that I have still seen him stealing coal even though I try to keep him stocked with torches.
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Post by CoconutCurry on Feb 10, 2012 17:08:44 GMT -7
The NPCs do have a habit of taking things they don't need. That's something that needs to be worked on, for sure, regardless of what's being taken.
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Post by asmodous on Feb 12, 2012 4:55:31 GMT -7
I know what I say may be too hard to do but I'm just throwing ideas I've had out there. Banking and tutorial time: Out of the original spawn group from the town hall, one of the males should have a banker skin and when you walk past him he should say "I'm far too smart to be doing menial jobs" and not work until you place a bank. You should also have a set time to start the bank due to gold not exactly being a common commodity. For example you could have it as the people start up, for the first 4 days they're very happy, then the next 3 days they're happy, the next 4 they're neutral, the next 3 unhappy, the next 4 very unhappy, then after 3 days they all leave and all the chests disappear. You can place the bank at any point during that time and they'll all immediately revert to neutral unless they were already happy in which case they'll stay happy. Bankers will come at random intervals and can't be recruited any other way. Not everyone is smart enough to be a banker Once the bank is placed, taxation, illness (refer to lower down) and salaries should start. Animal Breeders: Female only, collects a set amount of animals (changeable) and breeds them. The chest would require eight wooden planks and one wheat. She would shear the sheep on a regular basis and kill any excess animals once they grew up. Joint Buildings: For example the bank, level one can have one booth for the banker and one banker, level two can have two booths, but you need to place a second chest behind the second booth and level three could have more. The bank would need a large area. (most banks are massive in rl so...) Another example would be the farmer. He could have his farm attached to his citizen chest house, with a few changes. Same with animal breeder. Healer: eight wooden planks and apple? Female only. When they lose health (in fights with mobs or due to 'illness') they can go to this citizen. Without this citizen illness and fights can quickly slaughter your population. Illness: Similar to being poisoned, stops them from working for one full day and they have to see a healer or they will be stuck with 1 health until they die. Fisherman: eight wooden planks and fishing rod Similar to farmer/hunter, except he goes fishing! Baker: eight wooden planks and bread Makes bread out of the wheat harvested I see a bakery so obviously this is thought of or done. Smithy: eight wooden planks and furnace Used to make ingots and tools. Delivery man: This guy is already implemented but could be changed to also deliver TO places, so for example taking ores to the smithy, wood to the builder, gold ingots to the bank, tools from the smithy to the people who need them etc. For much later on (maybe after town hall level 3?) and to be implemented yonks away as low priority: Children. Don't grow up without a teacher. Pretty useless otherwise. Can be made into bankers if they go to uni. Teachers: teach children to grow up. Umm. I hope I've not said too much. I am well aware that this would take ages even if you liked the idea. But I'm an ideas guy by nature so if you like my ideas I'm more than happy to think up some more.
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Post by Peter on Feb 12, 2012 5:09:01 GMT -7
Sounds like Sim Minecraft t me
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Post by asmodous on Feb 12, 2012 5:19:20 GMT -7
No more than it is already.
Oh I forgot something, paper in the supply chest! What's the point in having a supply chest with lots of worker chests if I can't place them because I have no town hall and there's no sugar in sight for miles?
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Post by pvtpirate on Feb 12, 2012 7:06:25 GMT -7
No more than it is already. Oh I forgot something, paper in the supply chest! What's the point in having a supply chest with lots of worker chests if I can't place them because I have no town hall and there's no sugar in sight for miles? good point had to find sugar first, which was difficult sometimes...
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Post by CoconutCurry on Feb 12, 2012 13:41:57 GMT -7
The problem with requiring the bank to be built right away is that it's often hard to find gold right away, which is what you need to make the builder chest. I also don't like the idea of having a useless NPC wandering around at the start. You NEED all the starting settlers to work right away to get off the ground in any reasonable amount of time at all. I don't like only being able to have certain NPCs do certain jobs, because it means that the job goes unfilled, or you have a citizen you can't get to work because you only want 1 bank, and 2 bankerdudes spawned. It's not like the dude is doing rocket science, either. Their taxes are straightforward, there's no interest rate, the exchange is static... I could teach a 3rd grader to do it correctly.
As for shared buildings, that's hard to do with the chest system. It's also pointless to have more than one banker. The citizens don't use the bank, and have no reason to. I'd also prefer to choose where my farm/ranch is, rather than have it attached to a random house.
The baker and the fisherman are (as far as I know) already planned, but not done. The healer's an awesome idea, but I'd prefer at least the baker done before adding new planned NPCs. Also, illness should be on hard mode only. Creepers blow up enough of my people on normal WITHOUT them all dying of the plague.
I know the delivery man's supposed to be worked on at some point. They've mostly been doing one NPC at a time though, which is fine with me, because whenever they tweak anything involving the NPCs, huge errors pop up that they have to solve. Keep it down to a manageable level.
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Post by asmodous on Feb 12, 2012 16:38:00 GMT -7
I did say I knew it was a lot and it's not like I'm expecting it all to be implemented at once, if ever. I have real respect for these guys, they do an epic job.
Bankers: fair enough, it was just an idea.
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Post by ldog on Feb 12, 2012 20:34:42 GMT -7
I agree with Coco on the bank and bankers. Same for children. Look at Milenaire. Tons of useless npcs wandering around and the performance hit is huge (not that I don't like Milenaire, while I like Minecolony better there are a lot of good things about Milenaire)
Speaking of the bank, maybe it should be added to the supply chest, at least for easy mode. Townhall should definitly be added to the supply chest (and a 4th citizen hut on easy).
I wouldn't mind shared buildings for some but not all. The way to do it would be to have the work building chest spawn the npcs who live there as well. So you place the ranch hut and it spawns the family that works it and they live there as well.
Also agree the rest of the basic infrastructure workers need to go in before any fancy stuff. It would really suck if they made the people start using resources that you have to get yourself still (fishing is about my least favorite activity in Minecraft, imagine having to fish to feed the town)
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