milso
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Posts: 7
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Post by milso on Jan 4, 2012 11:41:14 GMT -7
with the new ability to breed animals why not add a rancher.
at first would gather animals and bring them back to a pen.
after he has a pair of each he would then start using the wheat from the farmer to bread the animals and after a set amount he would slaughter one allowing him to harvest the leather and meat. or sheer it if it was a sheep.
maybe one for each type of animal?
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Post by ldog on Jan 4, 2012 17:56:05 GMT -7
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Post by Peter on Jan 5, 2012 4:07:37 GMT -7
And the Shepherd NPC was born !! He has a modest hut which also has a fenced area of some 12x12 ish area, in which he keeps some Sheep and breeds them if given wheat... (max 6/9/12 sheep depending on hut level) To get over the bug of sheared sheep not growing their wool back, you could just programme it that the NPC generates 1-3 wool per MC day per Sheep in his enclosure or something Could need shears as a tool if you like too He should also agro and kill any other creatures that spawn inside the pen.
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milso
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Posts: 7
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Post by milso on Jan 5, 2012 8:53:05 GMT -7
sorry idog, I tried to look through the post before posting the idea.
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Post by ldog on Jan 5, 2012 11:58:41 GMT -7
milso: Nothing to apologize for. The more people come up with the same idea the more likely it is to get implemented Besides, it should have been in this forum instead of the other mods, where it might not get noticed by people who have no interest in mo creatures. Peter: Actually it (wool regrowth) will be fixed soon(ish). The current weekly build Jeb fixed it. They eat grass & tall grass and regrow. There are also several current mods that do this as well. I'm not sure about the grass either. I downloaded one of the mods last night but didnt have much time to play last night and so havent had a chance to see how it works. It is of course player sustainable by using bonemeal to grow grass. I guess the shepherd could be allowed to do the same. Probably need to be some thresholds of how many sheep can be kept per building level, otherwise it gets out of hand quickly. I think the shears are a must as well since that is how the rest of Minecolony works. By the time you need wool you've got serious problems if you don't have some spare iron so it isnt really a hardship.
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Post by Huskerman on Jan 6, 2012 11:21:16 GMT -7
This would be awesome!!!. As you level up, you could have more pens for different animals.
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Post by ldog on Jan 6, 2012 13:14:14 GMT -7
I'm trying to think of how it could work with the new breeding system and maintain balance.
So resources: Sheep - Wool - used for building Pigs - pork - food, raw & cooked used by villagers Cow - milk - food, leather - armor, hunter blinds, beef - food Chicken - feathers - arrows, chicken - food, eggs - food, new chickens
So sheep and pigs are a must since they are used by minecolony. Cows not really so much. If bakers were implemented they might make cake, but 1 cow can be milked repeatedly afaik. Player can always use arrows.
Depending how complicated Minecolony devs want to go all resources could be used in the chain. Hunter & guards could require arrows for example if there were another crafter npc added. Demand for unused food types, etc.
Villagers and hunter need to be prevented from going in the pen and killing them.
Unless it were going to be abstracted (basicly set building level gets set amount of animals for appearances only but the resources are a fixed amount) the questions that need to be answered are:
Is the npc going to go out and search for a breeding pair or will the player need to bring them or will the first 2 come with the building? This will also impact how replacement is handled (if a creeper comes and blows the place up or the player kills them all, they get loose, etc).
Also impacts harvesting. Sheep are easy since they just get sheared when they have wool. Eggs are easy as well, just pick em up. Milk I guess would have to have an arbitrary limit set like get 1 bucket per day per cow or something (I guess we need buckets too...at least that keeps you from getting an overabundance because not much point stockpiling milk)
Beef, chicken, pork, leather, feathers here is where we get more complicated. Since the animal needs to be killed to harvest they cant all be killed or we are out of business.
Maybe have them give wheat to all animals every morning and then in the afternoon count how many there are and kill the excess?
Actually I think that would work very well. So lets say for example we are going to allow 2 of each of the 4 vanilla animals per building level. So a level 3 ranch gets to have 6 of each. We breed and get 3 new babies per. So now later in the day 3 old animals can be slaughtered for resources.
If there isn't enough wheat available then we don't feed, if we dont have surplus animals then we dont slaughter any that day.
This even works with the sheep still broken since they can be bred, sheared, killed. Always new sheep will mean always new wool. If they are fixed could just leave out killing and only breed if the number falls below specified amount.
Numbers probably shouldn't be equal either, unless vanilla adds more uses (would be good if milk & eggs were useable food besides cake) or minecolony adds more resource sinks for them (finding a use for leather, using the other meat types, feathers are always useful of course) definitly need far fewer cows than anything else.
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Post by ldog on Jan 9, 2012 16:03:00 GMT -7
So I tested out a wool regrowth fix mod and it works like a champ. The sheep eat the grass off a grass block (which turns back to dirt) so you don't need to worry about needing bonemeal to make new tall grass. I am not sure if this is how Jeb is going to implement it but I have a strong suspicion the person got it by decompiling the fix out of the weekly build so who knows.
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milso
New Member
Posts: 7
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Post by milso on Jan 11, 2012 15:46:25 GMT -7
do you have link for the that mod? every one i have found has not worked
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Post by ldog on Jan 11, 2012 16:06:52 GMT -7
Just getting ready to leave work; I'll look it up for you when I get home. Also nature overhaul supposedly has it but I have yet to see it work ( actually I have yet to see ANYTHING in NO work, but I haven't had it installed long...and thunderstorms took out not only the roof of my townhall but my entire forest as well. Wool is a bad building material!
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Post by ldog on Jan 11, 2012 17:26:50 GMT -7
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milso
New Member
Posts: 7
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Post by milso on Jan 12, 2012 11:23:08 GMT -7
HAHA figures i find the mod to help sheep regrow there wool and mojang releases the new build
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Post by ldog on Jan 12, 2012 13:52:26 GMT -7
LOL, yeah. However until mods get updated to 1.1 we're stuck. I don't know how long that is going to take but considering how many different APIs all the mods I use are dependant on it may be some time. Really wish they would prioritize getting the official API done.
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Post by 0mnomnomagon on Jan 30, 2012 14:11:25 GMT -7
i think ranchers are a great idea! what about wolves? i know they dont yeild any resources so some may view them as a waste of time and space in the colony... HOWEVER they could maybe be coded that ranchers (or whatever they will be called) can train them as attack dogs or defense for the colony? im a newbie when it comes to code so idk how much of this is really possible and whats rediculous ideas... but what do u think? ;D
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Post by Peter on Jan 30, 2012 14:50:25 GMT -7
The hunter already gets wolves as pets when he levels up
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