Post by zedrackis on May 21, 2012 9:15:26 GMT -7
I thought up these a while ago, and each idea is a bit complicated in design so I wanted to make a separate post for them.
First Smith
Basically a smith chest would build a workshop, any damaged tools in the chest would be repaired at the cost of the base material periodically by the smith The level of the upgrade of the shop would determine cost of the repairs. Level 1 1/3 per resource used, 2/3s at 2, etc.
Every so often the delivery guy would take undamaged tools in his chest back. Heres the complicated part. The workers would need to drop their nearly broken tools back in their chests and not use them. The delivery guy would first haul them back from the workers chests, and then take them to the smiths chest. Delivery guy would also need to deliver the repair materials, stone, iron, diamond.
Alternatively, the smith could make needed tools for workers automatically, when the parts where available. Also he could automatically use coal & raw iron to refine iron, or maybe have options to use planks to fire the furnaces, or even have the option to make charcoal.
To take this idea one step further, you could give them a queue, and allow smith to make items in the queue as he had parts to do so.
Say something like
Iron Chest Plate x 4
The Second idea is a wizard tower
The basic part again is simple, a wizard and a tower with three upgrades, the first has a enchanting table, the second a partial library, the third a full library. The tricky part is this. Minecraft has an xp object, Hunters would need to gather xp and drop it off in their chests, then delivery guys would haul it back and eventually to the wizard tower. The wizard, when he has enough xp would enchant an item dropped in the chest to the highest level it possibly could be enchanted with his current tower and the type of item. Delivery guys wouldn't deliver or take the items, as you wouldn't want a miner getting your prized enchanted diamond pick automatically.
Change the logger to an orchard farmer.
An orchard farmer, he would take a large plot of land probably with a fence around it, and put saplings in predefined rows along the plot. He would need several trees to be effective, so a very large plot. As each tree grew he would first cut off the leaves and gather fallen items, then if a tree was leaf less, he would chop it down and if he had a sapping replant. He would need the logic to make and dismantle make shift ladders. I could see before hand how problems with jungle biomes and the larger tree types could be problematic with this one.
Extra Storage Logic
Simple as making a worker check all the chests in x radius of his default chest for more resources. This way you could make a large store of say wood, stone, tools for each worker in a workshop. They would still put anything they gathered back in the main chest to keep from confusing the delivery man.
Quest Giver
Instead of having each citizen say quests, have the town hall list quests by a quest giver npc who would work their as an administrator to town, or bookkeeper.
Festival grounds
Basically a large field with tables, lighting and decorations. Every so often all the workers and non-workers take the day off and throw a party here that makes them really happy. They would need supplies, milk, cake, bread, melons, party hats (pumpkin heads?)
If they don't have the supplies their mopey for a few days after the festival was suppose to happen. If they do, they don't work for two days (do to partying and post party exhaustion) but are exceptionally happy for several days after. In addition, parties could result in many new children some time after (cough).
Mining Camp
A building you can place anywhere that will spawn several miners who will both build the building and mine, must have a top level town hall, must be X distance from any town halls, at least enough for the town hall to unload on far render.
It might include a large number of chests, beds, and a short section of rail near the chests. The idea being you could place this somewhere in the remote wilderness, have miners mine, while you stay there, then take the goods back to the city by rail. This probably needs a lot more work.
Some other minor workshops, that could be enabled or disabled.
Brewer - Makes potions from a queue
Brick maker - Makes bricks from coal, charcoal, planks, clay, stone when turned on.
Church - Makes citizens in range happier, and applies healing potions, or milk to injured or poisoned citizens?
Some other side floor plans that would be nice.
Roads with the default road tile and lamps of some sort along them.
Piston gates
First Smith
Basically a smith chest would build a workshop, any damaged tools in the chest would be repaired at the cost of the base material periodically by the smith The level of the upgrade of the shop would determine cost of the repairs. Level 1 1/3 per resource used, 2/3s at 2, etc.
Every so often the delivery guy would take undamaged tools in his chest back. Heres the complicated part. The workers would need to drop their nearly broken tools back in their chests and not use them. The delivery guy would first haul them back from the workers chests, and then take them to the smiths chest. Delivery guy would also need to deliver the repair materials, stone, iron, diamond.
Alternatively, the smith could make needed tools for workers automatically, when the parts where available. Also he could automatically use coal & raw iron to refine iron, or maybe have options to use planks to fire the furnaces, or even have the option to make charcoal.
To take this idea one step further, you could give them a queue, and allow smith to make items in the queue as he had parts to do so.
Say something like
Iron Chest Plate x 4
The Second idea is a wizard tower
The basic part again is simple, a wizard and a tower with three upgrades, the first has a enchanting table, the second a partial library, the third a full library. The tricky part is this. Minecraft has an xp object, Hunters would need to gather xp and drop it off in their chests, then delivery guys would haul it back and eventually to the wizard tower. The wizard, when he has enough xp would enchant an item dropped in the chest to the highest level it possibly could be enchanted with his current tower and the type of item. Delivery guys wouldn't deliver or take the items, as you wouldn't want a miner getting your prized enchanted diamond pick automatically.
Change the logger to an orchard farmer.
An orchard farmer, he would take a large plot of land probably with a fence around it, and put saplings in predefined rows along the plot. He would need several trees to be effective, so a very large plot. As each tree grew he would first cut off the leaves and gather fallen items, then if a tree was leaf less, he would chop it down and if he had a sapping replant. He would need the logic to make and dismantle make shift ladders. I could see before hand how problems with jungle biomes and the larger tree types could be problematic with this one.
Extra Storage Logic
Simple as making a worker check all the chests in x radius of his default chest for more resources. This way you could make a large store of say wood, stone, tools for each worker in a workshop. They would still put anything they gathered back in the main chest to keep from confusing the delivery man.
Quest Giver
Instead of having each citizen say quests, have the town hall list quests by a quest giver npc who would work their as an administrator to town, or bookkeeper.
Festival grounds
Basically a large field with tables, lighting and decorations. Every so often all the workers and non-workers take the day off and throw a party here that makes them really happy. They would need supplies, milk, cake, bread, melons, party hats (pumpkin heads?)
If they don't have the supplies their mopey for a few days after the festival was suppose to happen. If they do, they don't work for two days (do to partying and post party exhaustion) but are exceptionally happy for several days after. In addition, parties could result in many new children some time after (cough).
Mining Camp
A building you can place anywhere that will spawn several miners who will both build the building and mine, must have a top level town hall, must be X distance from any town halls, at least enough for the town hall to unload on far render.
It might include a large number of chests, beds, and a short section of rail near the chests. The idea being you could place this somewhere in the remote wilderness, have miners mine, while you stay there, then take the goods back to the city by rail. This probably needs a lot more work.
Some other minor workshops, that could be enabled or disabled.
Brewer - Makes potions from a queue
Brick maker - Makes bricks from coal, charcoal, planks, clay, stone when turned on.
Church - Makes citizens in range happier, and applies healing potions, or milk to injured or poisoned citizens?
Some other side floor plans that would be nice.
Roads with the default road tile and lamps of some sort along them.
Piston gates