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Post by shadowscall on Mar 3, 2012 17:32:57 GMT -7
You may not have meant anything but signing up on a forum and then making your FIRST post a list of demands for the devs seems a little rude. I realize you may not have meant it that way, but that is what it came across as, at least to me. Don't worry I am not mad or anything, just wanted to let you know that this may not be the way to do it:)
While yes, some of those features would be cool, I think most of them would be useless and just take up waaaaay too much memory. Also, remember that Minecolony is being developed by people who are doing it on their own free time and not being paid, so getting anything at all is awesome. Doing all of that would be a full time job.
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Post by Vega Sera on Mar 3, 2012 18:33:41 GMT -7
Your ideas seem to be based around adding in a ton of unnecessary AI modifications, or a ton of unnecessary features that would make the mod feel too cluttered.
Stuff like citizen decorating their homes or sleeping in beds is completely unnecessary. In fact the only suggestion I saw that would actually be good for the mod would be the delivery man using multiple chests, which has actually been suggested multiple times already.
Part of the beauty of this mod is it's simplicity while maintaining a good village dynamic. Adding in too many things, like most of the things you mentioned, will make this mod overcomplicated and borderline terrible.
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Post by rscott6666 on Mar 6, 2012 11:48:38 GMT -7
I seemed to have missed a post somewhere.
What do you mean, mine/plant/cut without simulation?
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Post by ldog on Mar 6, 2012 17:50:20 GMT -7
OP got embarassed and deleted his post. I recall seeing it but I've gotten to the point where I mostly (mostly) ignore things on the internet that I consider idiotic instead of flaming or engaging in pointless discussion.
So in a nutshell it was a lot of pretty terrible suggestions.
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Post by Vega Sera on Mar 6, 2012 18:13:48 GMT -7
It was suggestions like make the villagers have children, sleep in beds, add a thief NPC, add a guard NPC to kill the thief NPC, bunch of other completely unnecessary stuff. Essentially too many things that would take too much time to write the AI for and it would have too little effect.
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Post by rscott6666 on Mar 6, 2012 18:46:44 GMT -7
Ideas like that are a dime a dozen, i know because i have many of them myself. I've often signed onto boards to post my ideas. In fact, i found out about Minecraft by reading about it in such a forum.
In fact, many of those ideas are similar to my own. Not that i am going to do them, but they are a consideration.
i thought about having the people despawn at night if they are near a bed.
I was going to add a thief npc, but as it is such a big change, i was going to make it optional via the properties file. We already have the model for it, and one other (enemy) npc. Mostly because we wanted a reason to have guards apart from the other mods. But both of the 'enemies' would be able to be turned off.
Poor vlad makes all these nice models and then has to wait months for them to be used.
I've also been thinking about ways to have mutliple townhalls, and ways to interconnect different settlements. All pie in the sky right now.
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Post by ldog on Mar 6, 2012 19:11:09 GMT -7
Well I'm probably just crabby tonight since I am resolving modconflicts instead of playing but I am deadset against things that suck down CPU cycles for no gain. Children top the list of ideas I despise. If you could use them as creeper meatshields I'd be for them but most people get offended by that kind of stuff. Never mind I said that. It's a terrible idea.
Even I have terrible ideas from time to time.
Reason for guards? Zombies will be bashing down the villagers doors in no time. Why not make the vanilla monsters aggro on the colonists? Other than the fact that vanilla villagers are lame (and their golems by extension) I kinda like where they are going with the zombie sieges thing. Gives zombies a reason for (un)living again since they arent much of a threat to the player.
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Post by Vega Sera on Mar 7, 2012 0:16:37 GMT -7
Interconnecting villages like in Millenaire would be really nice. A trader NPC to boost the prosperity of each town. However that would have to have a unique bonus or some other incentive to build it.
Various other enemy NPCs would be nice. Would give more depth to the mod.
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Post by rscott6666 on Mar 7, 2012 4:59:29 GMT -7
Yep, trader npc it was. Using one of the floorplans that was posted here. Theres some unknown stuff still, like how to read the data file for the stuff that isn't loaded.
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Post by Peter on Mar 7, 2012 5:06:41 GMT -7
If you do go down the multiple towns route.. add a train station building, that perhaps auto-connects to another town station if given enough train tacks One problem with multiple towns is due to the far distance apart they would need to be (presumably 200 blocks +) only 1 town would be loaded into memory (and therefore functioning) at a time.. which kinda makes having multiple towns pointless Different TYPE of towns.. or different TYPES of townhalls that give bonuses to different trades within that town might be usefull.. Could rename townhalls to Lodges.. and have a Forestry Lodge, Mining Lodge, Farming Lodge etc.. Lodges give +50% yield to their type of profession and -25% to all others ?? Could fairly easily be implemented by the speed that the relevant workers work at.. i.e. miners attached to a mining Lodge break blocks 50% quicker, but lumberjacks take 25% longer per block of wood.
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Post by Peter on Mar 7, 2012 5:11:27 GMT -7
Could also have a "Capital" townhall too which is the heart of your empire, with "stagecoach" buildings that can auto transport goods between warehouses in different towns..
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Post by Peter on Mar 8, 2012 2:14:03 GMT -7
They do have animations.. miner swings his pick, lumberjack swings his axe, farmer waves his hoe about ??
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Post by CoconutCurry on Mar 8, 2012 3:12:14 GMT -7
That's what he's saying. The animation is playing, but it actually has nothing to do with say, the lumberjack getting wood.
The reason it's done this way is the way vanilla's coded, I think. I'm not a dev, so I'm not 100% on that, but I think if it were possible to have them remove blocks the same way a player does, that's what the devs would have done.
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Post by CoconutCurry on Mar 8, 2012 3:17:08 GMT -7
After modifying the original post a few times:
Mar 3, 2012, 6:43pm baker321 Deleted post titled MineColony Recommended Features/Update Ideas posted by baker321.
So yeah. This isn't something I'm happy about. I can't really justify doing anything about it. I checked the logs to see if I could restore the post, but no luck there. It's a pet peeve of mine when someone deletes a post that other people are already replying to. Oh well.
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Post by rscott6666 on Mar 8, 2012 19:02:16 GMT -7
That's what he's saying. The animation is playing, but it actually has nothing to do with say, the lumberjack getting wood. The reason it's done this way is the way vanilla's coded, I think. I'm not a dev, so I'm not 100% on that, but I think if it were possible to have them remove blocks the same way a player does, that's what the devs would have done. But thats how it is in all of minecraft. You hold the button down and the game plays the animation and seperately counts a timer. When the timer gets down to 0, it stops the animation and destroys the block. The only difference is that i use 1 less animation (i don't show the block breaking), and that i am not accurate in predicting how long it takes to break the block. I could comment out the animation for the player and the block would still break. Or am i missing something.
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