Post by kevnar on Jul 13, 2012 3:56:01 GMT -7
First off, awesome mod. It adds major depth to vanilla minecraft. As soon as I saw the review on YouTube I went straight to the site and installed it. I was not disappointed. The following critiques are intended purely to be constructive, to make this mod even better.
Some of these may have been noted already. Please disregard the ones you're already aware of.
1) I couldn't get my townhall to tier2. When I clicked "Build" on the chest menu for the townhall, it put up a sign for townhall1 again, and rebuilt the whole thing at a different angle. This used to work for me in older versions. It doesn't seem to work now. All other houses and huts upgrade fine.
2) Houses give you the option to upgrade to house5, but when you order the upgrade, the builder assigned to it just freezes. When you smash the "Build House5" sign, he "wakes up" again and goes back to work on something else.
3) when building the town hall, builders got stuck in the pathing glitch mentioned by a few other people on these forums. They'd walk up to the side wall of the town hall and just freeze there. I was able to get them going by breaking a 2x1 door into the wall so they could walk through it. Then I replaced the blocks manually.
4) the miner digs a stairway down from the start point, makes a short hallway, turns right for two blocks and then freezes, every single time. When I start a new miner, I have to wait for him to freeze and then go and shove him forward toward the wall. Then he resumes work. The mining function used to work just fine in previous version, not it's kinda buggy, pathing through his own stairs and such. I know you're aware of these issues as I've seen them in other threads.
5) the delivery man doesn't use other chests in his hut. The hut is full of chests on multiple floors, but he fills up the main chest and then just quits collecting things once his inventory is full. He still walks his rounds, but he's not really delivering anything as far as I know. I could be wrong about this. I was busy with other things and didn't check. But I do know he has about 20 chests he could be using but isn't.
6) the builders don't seem to collect materials from other colonists. For example, I was building a house right next to the store room (full of wood and cobble). Instead of going there to get his materials, he went back to his shop and stood there waiting for me to give him the goods. There was wood at the woodcutters hut as well, not too far away. He ignored that as well.
Suggestions:
1) I built a castle3. It was lovely. But if I hadn't been in creative mode, it would have been a HUGE investment of time cooking all that cobble to base stone. I suggest switching the default to cobble stone. You need like 4000 of them or something if I remember. It's kind of insane.
2) Farmers should be able to breed livestock. Hit up a couple cows , pigs, or chickens with wheat and get them to mate. And then slaughter them and store the meat in their storage. Perhaps you could create a separate "shepherd" colonist to do this work.
3) Colonists should be able to mate as well. I've seen youtube vids where there were kids running around in minecolony, but I never saw any in any of my games. I assume they were removed for some reason.
4) This game needs a toolsmith. Have one guy who gets iron and coal from the miner and fashions picks, shovels, axes, and hoes out of them. (and wooden tools if wood is available). Then have the delivery guy drop them off for the guys who need them. I'm pretty sure this colonist is already planned in the future, but i thought I'd mention it anyway.
5) Woodcutters should begin with a few sapplings in their chests, just in case you've got some good terrain that's too far from any trees.
6) The baker is awesome. No complaints there. But can we have a "butcher" colonist to complement him? He'd be the guy who takes the animals the "shepherd" has bred and hacks them into steaks and porkchops, and then cooks the meat for you.
7) One word: fisherman. This guy would go to nearby water with a rod, catch fish, and then cook them, all for the good of the realm.
8) Stonemason. Here's the guy that would solve the castle3 problem I mentioned. Drop off endless supplies of cobble and have him cook them into stone and then make bricks out of them.
9) Women need a more active role than wandering brooms. I suggest having them find food and deliver it to their on-the-job spouses.
10) economy. I suggest having all these various colonists charge each other for their goods. If the miner needs a pick, he has to go to the toolsmith and buy one for x-number of gold or silver out of his wages. If a baker needs wheat, he should have to buy it from the farmer, and then sell the bread at a profit. Likewise with wood, mining resources, and other foods. I don't know why, but I think it would be amazing to see a whole supply and demand, profit and loss system evolve from this mod.
11) further from suggestion 10, what if colonists, after they've earned enough wages, could order their own upgrades to their homes and work places? Each cobble costs 1 GP, and the upgrade needs 100 of them, plus other materials. So the colonist pays the builder who takes care of the details. It might be a little unwieldy and complicated to get this whole system going, but how awesome would it be if the the townsfolk actually had that kind of autonomy? I'd be dazzled. The player could of course order a "free" upgrade, or perhaps loan the colonist money out of the royal coffers, but once the folk are established, everything would run on its own like a well-oiled machine. Too much? I hope not. It would be great.
12) Further to suggestion 11, the player, as the regent, should have a royal treasury, out of which he must pay for any materials and good he takes from the public. Taxes are paid back into this treasury from the income each colonist earns. And you could have a tax collector colonist going around, just like the delivery man, gather the crown's share. It would basically be the opposite of how it is now. Instead of you paying them, they pay you out of profits they make off of each other (and you if you buy from them). Then of course you could set the tax rate to be lenient or tyrannical and have colonists react accordingly.
All these suggestions are of course long-term. Especially the last few. You're free to completely ignore them of course, but I think it would kick up the immersion of the game like mad. And of course, there's the option of adding these things in to the mod, but allowing the players to pick and choose whether they want these features implemented.
Are you still reading this? I commend you. You have the attention span of a superhero. But I'll shut up now. Feel free to comment. I'm interested to hear what you think.
Some of these may have been noted already. Please disregard the ones you're already aware of.
1) I couldn't get my townhall to tier2. When I clicked "Build" on the chest menu for the townhall, it put up a sign for townhall1 again, and rebuilt the whole thing at a different angle. This used to work for me in older versions. It doesn't seem to work now. All other houses and huts upgrade fine.
2) Houses give you the option to upgrade to house5, but when you order the upgrade, the builder assigned to it just freezes. When you smash the "Build House5" sign, he "wakes up" again and goes back to work on something else.
3) when building the town hall, builders got stuck in the pathing glitch mentioned by a few other people on these forums. They'd walk up to the side wall of the town hall and just freeze there. I was able to get them going by breaking a 2x1 door into the wall so they could walk through it. Then I replaced the blocks manually.
4) the miner digs a stairway down from the start point, makes a short hallway, turns right for two blocks and then freezes, every single time. When I start a new miner, I have to wait for him to freeze and then go and shove him forward toward the wall. Then he resumes work. The mining function used to work just fine in previous version, not it's kinda buggy, pathing through his own stairs and such. I know you're aware of these issues as I've seen them in other threads.
5) the delivery man doesn't use other chests in his hut. The hut is full of chests on multiple floors, but he fills up the main chest and then just quits collecting things once his inventory is full. He still walks his rounds, but he's not really delivering anything as far as I know. I could be wrong about this. I was busy with other things and didn't check. But I do know he has about 20 chests he could be using but isn't.
6) the builders don't seem to collect materials from other colonists. For example, I was building a house right next to the store room (full of wood and cobble). Instead of going there to get his materials, he went back to his shop and stood there waiting for me to give him the goods. There was wood at the woodcutters hut as well, not too far away. He ignored that as well.
Suggestions:
1) I built a castle3. It was lovely. But if I hadn't been in creative mode, it would have been a HUGE investment of time cooking all that cobble to base stone. I suggest switching the default to cobble stone. You need like 4000 of them or something if I remember. It's kind of insane.
2) Farmers should be able to breed livestock. Hit up a couple cows , pigs, or chickens with wheat and get them to mate. And then slaughter them and store the meat in their storage. Perhaps you could create a separate "shepherd" colonist to do this work.
3) Colonists should be able to mate as well. I've seen youtube vids where there were kids running around in minecolony, but I never saw any in any of my games. I assume they were removed for some reason.
4) This game needs a toolsmith. Have one guy who gets iron and coal from the miner and fashions picks, shovels, axes, and hoes out of them. (and wooden tools if wood is available). Then have the delivery guy drop them off for the guys who need them. I'm pretty sure this colonist is already planned in the future, but i thought I'd mention it anyway.
5) Woodcutters should begin with a few sapplings in their chests, just in case you've got some good terrain that's too far from any trees.
6) The baker is awesome. No complaints there. But can we have a "butcher" colonist to complement him? He'd be the guy who takes the animals the "shepherd" has bred and hacks them into steaks and porkchops, and then cooks the meat for you.
7) One word: fisherman. This guy would go to nearby water with a rod, catch fish, and then cook them, all for the good of the realm.
8) Stonemason. Here's the guy that would solve the castle3 problem I mentioned. Drop off endless supplies of cobble and have him cook them into stone and then make bricks out of them.
9) Women need a more active role than wandering brooms. I suggest having them find food and deliver it to their on-the-job spouses.
10) economy. I suggest having all these various colonists charge each other for their goods. If the miner needs a pick, he has to go to the toolsmith and buy one for x-number of gold or silver out of his wages. If a baker needs wheat, he should have to buy it from the farmer, and then sell the bread at a profit. Likewise with wood, mining resources, and other foods. I don't know why, but I think it would be amazing to see a whole supply and demand, profit and loss system evolve from this mod.
11) further from suggestion 10, what if colonists, after they've earned enough wages, could order their own upgrades to their homes and work places? Each cobble costs 1 GP, and the upgrade needs 100 of them, plus other materials. So the colonist pays the builder who takes care of the details. It might be a little unwieldy and complicated to get this whole system going, but how awesome would it be if the the townsfolk actually had that kind of autonomy? I'd be dazzled. The player could of course order a "free" upgrade, or perhaps loan the colonist money out of the royal coffers, but once the folk are established, everything would run on its own like a well-oiled machine. Too much? I hope not. It would be great.
12) Further to suggestion 11, the player, as the regent, should have a royal treasury, out of which he must pay for any materials and good he takes from the public. Taxes are paid back into this treasury from the income each colonist earns. And you could have a tax collector colonist going around, just like the delivery man, gather the crown's share. It would basically be the opposite of how it is now. Instead of you paying them, they pay you out of profits they make off of each other (and you if you buy from them). Then of course you could set the tax rate to be lenient or tyrannical and have colonists react accordingly.
All these suggestions are of course long-term. Especially the last few. You're free to completely ignore them of course, but I think it would kick up the immersion of the game like mad. And of course, there's the option of adding these things in to the mod, but allowing the players to pick and choose whether they want these features implemented.
Are you still reading this? I commend you. You have the attention span of a superhero. But I'll shut up now. Feel free to comment. I'm interested to hear what you think.