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Post by kirkerbot on Jul 20, 2012 13:51:38 GMT -7
if theres gonna be enemies they should spawn naturally and you have the option to start an enemy force your self as well. so that the gaurds would have a stronger purpose beyond killing mobs that dont even harm your village
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Post by HardcoreMiner on Aug 4, 2012 11:30:40 GMT -7
I'm very sorry that I wasn't here for a long time(personal life,problems with my PC,other games)but dont worry-I got another great ideas: 1.In each chest would be an "Destroy" button(right under upgrade button).When clicked the bulider would destroy all the blocks and take them to his chest. 2.New building (Hospital) and worker (doctor and nurse)-if villagers get sick they will go to hospital or they will die and the virus will infect another villager. 3.Music-each place (townhall,house,mine etc.) will have own sounds just like Windmill. 4.Villagers will sometimes make some kids(kids when they grown up will move to the nearby empty house or ask builder/player to build it) 5.New mob-Horse(tamet and breed with wheat,pres right mouse button to ride it,moves 2 times faster than player when runing,have 50% more HP than player) 5.Crime(villagers may sometimes stole things from other houses)and new building(Police Center)with Policeman.
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Post by starwaster on Aug 26, 2012 10:03:40 GMT -7
Suggestion: Add the ability to arbitrarily assign a level for a structure (within valid range appropriate to that structure) This option would only be available if build has not already been used. (i.e. a level x building already established)
This would require that a certain percentage of the structure's blocks (appropriate to the desired level) are already in place.
Example: While the player is delivering pick axes to the miner's chest (because the delivery man is being delinquent in his duties, instead having some kind of shoving match with the miner in front of said chest) a creeper comes up out of the mine shaft and obliterates the delivery man, the miner, the level 3 mine shack chest and the front of the mine shack. After respawning, the player arrives back at the mine shack and plants another mining chest.
Instead of having to go through the first two stages, the player sets the level of the chest/shack to level 3. What happens next might require some thought. Perhaps the chest could then scan the area to make sure that a certain amount of blocks are already in place (50%-75% or perhaps configurable through minecolony.properties) If the existing building meets requirements, a build sign is initiated for the desired level building.
There are other scenarios that might necessitate the need for this kind of repair op, such as accidentally updating Minecraft and then loading a Minecolony map, but creepers are what usually make me wish for this sort of thing. The alternative is that I have to replace the missing chest and then start building at level 1. This often results in messy buildings with leftover bits of higher level versions until I can work my way back up to where I was.
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Post by HardcoreMiner on Aug 27, 2012 7:04:50 GMT -7
Suggestion: Add the ability to arbitrarily assign a level for a structure (within valid range appropriate to that structure) This option would only be available if build has not already been used. (i.e. a level x building already established) This would require that a certain percentage of the structure's blocks (appropriate to the desired level) are already in place. Example: While the player is delivering pick axes to the miner's chest (because the delivery man is being delinquent in his duties, instead having some kind of shoving match with the miner in front of said chest) a creeper comes up out of the mine shaft and obliterates the delivery man, the miner, the level 3 mine shack chest and the front of the mine shack. After respawning, the player arrives back at the mine shack and plants another mining chest. Instead of having to go through the first two stages, the player sets the level of the chest/shack to level 3. What happens next might require some thought. Perhaps the chest could then scan the area to make sure that a certain amount of blocks are already in place (50%-75% or perhaps configurable through minecolony.properties) If the existing building meets requirements, a build sign is initiated for the desired level building. There are other scenarios that might necessitate the need for this kind of repair op, such as accidentally updating Minecraft and then loading a Minecolony map, but creepers are what usually make me wish for this sort of thing. The alternative is that I have to replace the missing chest and then start building at level 1. This often results in messy buildings with leftover bits of higher level versions until I can work my way back up to where I was. That idea sounds pretty nice!
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Post by martyrboyofmc on Sept 7, 2012 20:26:11 GMT -7
You should add "mineshaft" building type that builds a tunnel downward or horizontally with specified support beams/ stairs/ and lights.
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Post by starwaster on Sept 9, 2012 0:19:08 GMT -7
You should add "mineshaft" building type that builds a tunnel downward or horizontally with specified support beams/ stairs/ and lights. Meh, I've created one. The problem is that the miner won't use it. He insists on doing it his way and building a straight staircase 20 levels down. In fact, I once saw him later build ANOTHER one that almost paralleled the first, but it was offset just a bit. It was very annoying and made me want to kill my miner. Again. (I kill my colonists periodically. The killings will continue until morale improves)
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