|
Post by middlemonster on Aug 23, 2012 7:21:29 GMT -7
I love this mod, don't get me wrong. I am just wondering why you create new blocks and items? Can't whatever is accomplished in this mod be done with signs, npc dialogue and items within minecraft already? I'm not asking you to change your mod, just wondering why the extra items and blocks are required.
From what I understand, you can use signs to give a builder orders to build stuff. Is there a reason why you can't have a sign do the same thing as a minecolony chest? Maybe a sign placed next to a chest?
Instead of having chests assign taxes and stuff, just make that a thing that NPCs do. Interacting directly with the NPCs is much cooler than interacting with chest. You can add interesting dialogue and such. Plus, you could assign tasks to non-workers, or change priorities for the builders.
I know in the fairy factions mod that you can assign jobs and homes to a fairy by placing a sign with there name on it. Then placing a chest with the proper tool in the area (fishing pole, shears, hoe, axe, etc) Why go through the trouble of creating a brand new block that accomplishes the same task.
It just seems like less trouble to just use signs.
I've noticed while playing that the colonists are constantly going into my minecraft chests, so it seems that there isn't any reason why you need minecolony chests for storage.
Also, you have currency. But in 1.3 emeralds will be introduced. Are you considering removing your coins and using the already in-game currency instead?
By using signs and emeralds instead of minecolony chests and coins, don't you make this mod easily compatible with any other mods by removing block and item IDs?
|
|
|
Post by HardcoreMiner on Aug 23, 2012 12:47:57 GMT -7
That's "emerald instad of coins" idea sounds great but remove chest would be S-T-U-P-I-D!
Mod Edit: Instead of insulting people, you should actually explain why you disagree and have an actual discussion on the topic.
|
|
|
Post by CoconutCurry on Aug 23, 2012 13:06:34 GMT -7
The chests do more than just assign citizens jobs. The chests give each NPC a specific place to drop items, and also provide a way to get to the specific menus. Signs can't do either of those things easily.
I'd like to see all Minecraft mods use a compatible money system, but unless the mod API they're working on actually works and has enough modders converting to that... it's not going to happen. Converting everything to emeralds is a quick fix, but I'm not sure that it'd convert well, as I'm not sure what the actual rarity of emerald is as compared to diamond or gold.
This mod doesn't actually add that many block IDs, and I've yet to hear about any one mod being incompatible because of block ID issues. Yes, there's a problem with running out of block IDs when someone has 40+ mods installed, but that'd happen regardless of what those mods were.
One of the devs has mentioned that they're considering switching from ModLoader to Forge for several reasons... and if they did this they could easily switch to having only 1-3 new IDs. Again though, even if they don't, this mod doesn't have a whole lot of new IDs in the first place.
|
|
|
Post by Peter on Aug 23, 2012 13:37:08 GMT -7
Emeralds are pretty rare.. They ONLY spawn in the Extreme Hills Biome... and if I remember correctly, each chunk has a 10% chance of containing between 1 and 8 emeralds (always found as singles..) - can be found anywhere within the 6-32 depth I think.. So if you find an emerald, dig out the whole chunk in case there are more nearby
|
|
|
Post by middlemonster on Aug 23, 2012 18:35:49 GMT -7
The chests do more than just assign citizens jobs. The chests give each NPC a specific place to drop items, and also provide a way to get to the specific menus. Signs can't do either of those things easily. I'd like to see all Minecraft mods use a compatible money system, but unless the mod API they're working on actually works and has enough modders converting to that... it's not going to happen. Converting everything to emeralds is a quick fix, but I'm not sure that it'd convert well, as I'm not sure what the actual rarity of emerald is as compared to diamond or gold. This mod doesn't actually add that many block IDs, and I've yet to hear about any one mod being incompatible because of block ID issues. Yes, there's a problem with running out of block IDs when someone has 40+ mods installed, but that'd happen regardless of what those mods were. One of the devs has mentioned that they're considering switching from ModLoader to Forge for several reasons... and if they did this they could easily switch to having only 1-3 new IDs. Again though, even if they don't, this mod doesn't have a whole lot of new IDs in the first place. I'm sure the only thing that would be required on a sign would be the building type. The building type on the sign would trigger an event that assigns an unemployed colonist and an adjacent chest to the location. Once the citizen is assigned to the position any menus (salary, quests, taxes, whatever) required would be activated via right-clicking the NPC. The emerald rarity doesn't sound too bad. However, the currency doesn't need to be an item, it could literally just be an integer. Since mods are transfering to SMP anyways, why not just work with making mods compatible with popular economy plugins.
|
|
|
Post by anglewyrm on Aug 23, 2012 20:50:53 GMT -7
Converting everything to emeralds is a quick fix, but I'm not sure that it'd convert well, as I'm not sure what the actual rarity of emerald is as compared to diamond or gold. Any such system should probably use Equivalent Exchange EMC values to determine the worth of any given item. So for instance a diamond is worth 8192 EMC, gold is 2048 EMC, emerald is 1024 EMC, iron is 256 EMC. With this system, which a lot of people already use, a diamond is worth eight emeralds, two emeralds can be traded for a gold ingot, a gold ingot gets you eight iron ingots, and so on. Currently, the bank exchanges four gold ingots for one diamond, which is identical to the EMC exchange rate. But the bank also trades ten iron ingots for one diamond, whereas Equivalent Exchange gives 32 iron for one diamond. Because of this difference, you can game the system. Turn 10 iron ingots into a diamond in the MineColony bank, then turn that diamond into 32 iron ingots in Equivalent Exchange. Two free diamonds for maybe 10-20 seconds work, repeatable as often as you please. Which basically destroys all value in the game. That is why it is better not to develop a competing assessment of value for items, because anywhere the two systems differ creates this opportunity.
|
|
|
Post by starwaster on Aug 25, 2012 11:51:01 GMT -7
Converting everything to emeralds is a quick fix, but I'm not sure that it'd convert well, as I'm not sure what the actual rarity of emerald is as compared to diamond or gold. Because of this difference, you can game the system. Turn 10 iron ingots into a diamond in the MineColony bank, then turn that diamond into 32 iron ingots in Equivalent Exchange. Two free diamonds for maybe 10-20 seconds work, repeatable as often as you please. Which basically destroys all value in the game. That is why it is better not to develop a competing assessment of value for items, because anywhere the two systems differ creates this opportunity. Ok, so there's a conflict between Minecolony's economy and Equivalent Exchange economy.... don't install Equivalent Exchange, or decide which mod you want to use. Why should Minecolony's development team have to conform to someone else's mod? And if someone wanted to cheat (which is what you're really talking about) they could just install invedit and give themselves all the ingots and diamonds they want.
|
|
|
Post by anglewyrm on Aug 25, 2012 13:26:10 GMT -7
Why should Minecolony's development team have to conform to someone else's mod? This thought is exactly why we had several different types of incompatible DVD players, each with their own formats, on the market when DVDs first became available to consumers.
|
|
|
Post by middlemonster on Aug 25, 2012 20:07:05 GMT -7
That's true, we have this issue with so many things, file extensions are another big problem. Luckily, minecraft mods have to at least be written in Java.
|
|
|
Post by rscott6666 on Aug 26, 2012 6:49:46 GMT -7
I can't claim credit (or blame) for the chest idea. That was thought up before i started modding for this mod. We used to (and i think still do though i haven't tested it) use signs for the d-man. However i feel signs are intrusive and ultimately each worker will have so many options that signs won't be a flexible enough mechanic to modify the workers behaviour. It will be easier for the player to just click on the chest. We could click on the worker to do the customization but then workers can die and you don't want to have to repeat yourself.
We are discussing removing currency. However my partner is more for keeping coins than i am for removing them. I can see that emeralds would be more rare than needed to create an economy. So for a smaller unit of currency, we would use the coins and simply have a conversion ratio of 10 to 1 or something.
Yes, it does create more potential for conflict. The new blocks and indeed new entities create conflict. It is easier at this time to ignore conflicts because its hard enough as it is to create a mod just worrying about what mojang is going to do, and then to worry about all the other modders? No way. Even just worrying about the 'popular' mods would be too much of a hastle.
I believe we may be adjusting to the EE standards at least as far as conversion values are concerned. I'm not sure this is a good thing however. Down the road i can see that certain ratios may be needed to create a good and useful economy, and these may not be the same as the EE ratios. And a fun mod experience will trump EE's ratios every time.
|
|
|
Post by fragger91 on Sept 27, 2012 18:44:34 GMT -7
i think there should be more jobs like a........
idk
|
|
|
Post by wildcard65 on Sept 28, 2012 8:04:43 GMT -7
|
|
|
Post by joeyddarkling on Sept 30, 2012 1:28:11 GMT -7
I was thinking of more roles myself : as an " other then Soldier/ Hunter " that can target Mobs while the villagers are in for the night. the policeman sounds great : the burglar...... I got enough problems of villagers griefing the blocks . I had this one time in the first Colony where the Miner box was always missing and I had to recover it several times: I finally hunted down the thief : caught in the act : killed him and put a fence post to hold the box down after that : caught a few guys looking at the box after that but nobody has touched it since the murder. what would be awesome is the ability to take orders : you can already make them follow you, but once you release them they ignore you : My idea was that you can give them tasks on right click : such as " bring this to the builder , miner , put in my chest ( "your" chests at this point would be the closest Normal Chest they can find : helpful if you need to unload stuff ) " , etc and they deliver the goods you needed moved or unloaded
|
|
|
Post by starwaster on Sept 30, 2012 21:25:38 GMT -7
I was thinking of more roles myself : as an " other then Soldier/ Hunter " that can target Mobs while the villagers are in for the night. the policeman sounds great : the burglar...... I got enough problems of villagers griefing the blocks . I had this one time in the first Colony where the Miner box was always missing and I had to recover it several times: I finally hunted down the thief : caught in the act : killed him and put a fence post to hold the box down after that : caught a few guys looking at the box after that but nobody has touched it since the murder. what would be awesome is the ability to take orders : you can already make them follow you, but once you release them they ignore you : My idea was that you can give them tasks on right click : such as " bring this to the builder , miner , put in my chest ( "your" chests at this point would be the closest Normal Chest they can find : helpful if you need to unload stuff ) " , etc and they deliver the goods you needed moved or unloaded I would be happy if my soldiers just used their bows consistently so I can feel safe setting them to target creepers. I GAVE YOU MORONS THE BOWS FOR A REASON! Now USE them! (this after I caught them charging creepers with swords drawn. The village was pockmarked with craters the next morning)
|
|
|
Post by Peter on Oct 1, 2012 0:16:43 GMT -7
Guards will continue to shoot unless they A) Run out of arrows.. or B) the mobs get too close... A) is fixable by giving the guards LOTS of arrows (enough to last a whole night, which I'd say could b up to a stack) B) is fixable by having enough guards with overlapping patrol routes / call to assist on.. Then there is always a guard or two in bow range, even if the mob gets close to the initial guard.. Creepers will always find a way of making a mess.. It's Minecraft
|
|