netra
Junior Member
Posts: 36
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Post by netra on May 17, 2012 11:01:47 GMT -7
Netra: I just put my workers far enough away from my other buildings that they don't bother them. ... Doesn't stop the citizens from wandering in and taking the leaves... even if you were to put the citizens huts out on fringes...there are still settlers spawned at townhall to deal with... Plus my lumberjack still once in a while manages to find his way back to the townhall tree... Another suggestion I have is put the citizen's animal targets in the minecolony properties file so they can be changed, remove or added too.
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Post by eddyfredd on May 29, 2012 5:37:19 GMT -7
they will come soon
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Post by CoconutCurry on May 29, 2012 8:59:28 GMT -7
Hopefully there will be markers in the future. I don't know if the devs are actively working on that right now though.
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Post by rscott6666 on May 29, 2012 10:15:50 GMT -7
Many good ideas in this thread, i'll just comment on the ones that i've already thought about...
I've often considered changing how the villagers work, not attacking sheep/wolves and using shears if they have them.
We have 2 rival 'enemies' in mind, both optional. I'm switching to more of a majesty model than an anno model.
As everyone should know, soldiers are on the way.
I considered making the ship a substitute for the town hall. i also wanted a dock to be built from the ship to the supply chest. (its just a floorplan change)
I really like the idea of multiple towns, even if they can't effectively interact with each other. it would be cool to have a minecart line between the two.
Builders should have a working distance in the properties file, this can help them work over longer distances.
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netra
Junior Member
Posts: 36
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Post by netra on May 30, 2012 16:39:09 GMT -7
Some suggestions I have today is that the npcs should be able to heal over time. Too many times bad structure design, unlucky recalls, and bad ai choices whittle down npc health slowly leading to their deaths. Also whoever did the default structure designs should go back over them and make sure that each building stage at least has 2 open spaces above the chest (and preferably around the chests, they like to recall on the edge halfway in a wall at times) as recall tends to plop them on top of the chest or at least provide some kind of collision detection to prevent in block spawns where it places the npc in a open spot (2 block clearance) or won't recall at all (if chest is encased). ... I really like the idea of multiple towns, even if they can't effectively interact with each other. it would be cool to have a minecart line between the two. ... Indeed, my supplement to this is running millenaire with minecolony, the default player ran villages you establish in millenaire only start with wood production and your place and not much else having a minecolony town surrounding it helps even if the structures differ considerably...well I suppose there is that and modding the player controlled town's starting buildings for what ya need though doing so makes it more picky about where you can establish them (Need more flat areas in the area)
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Post by brodietumbleson on Jun 2, 2012 10:18:33 GMT -7
there are hunters they attack mobs so sorta a guard but i do get what you mean
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Post by eddyfredd on Jun 2, 2012 10:47:37 GMT -7
In the next version (I'm pretty sure) there'll be guards and the barracks will be implemented.
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Post by sydneyavde on Jun 3, 2012 4:53:18 GMT -7
I have a few suggestions... ideas most people probably thought of already, like: - Forge with a worker that melts all ores - delivered by the warehouse guy - and bakes everything the Player puts in the corresponding chest - toolsmith for miner, lumberjack, farmer etc - roads, if possible, like shown in the pictures below (i don't know how to make a variable floorplan) - being able to buy from Millenaire with MineColony currency - hire archers for towers, meaning, you place an archer chest at the point where you want your archers to stand guard, being filled with arrows by our beloved delivery man Upgrades for archers can be made with better equipment, making archer efficiency better like the huntersbild - possibly a weapon smith / tailor for weapons, arrows and armor for our hunter, future guards and archers - 1/3 chance citizens hut floorplan is build in mirror image for some automated variation in accommodations (i am willing to mirror the floorplans if someone else could make the chance calculation thingy) - let builders place a craftingtable in their builder hut (!) - town hall reports which workers are out of tools - wells for bakers and farmers, just make em run to the well and back without actually gathering water - support for Balkon's Weapon Mod. Why? So nobles can be equiped with daggers, becouse some of my citizens die from bears and cats... www.minecraftforum.net/topic/211517-125-balkons-weaponmod-v86/- make your citizens actually sleep in their beds at night and hunters over day instead of just standing first block behind their door - many, many more ideas pop into my head while playing but i'll stop for now Road ideaIt should be so that the blocks placed by the builder, are the blocks that the user has chosen as roads ;Dthanks for ready Any thoughts about my ideas are welcome discussing about expanding mods is a +
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Post by eddyfredd on Jun 3, 2012 8:49:13 GMT -7
-roads are already available -it's hard to plan a big city if the buildings are built differently
The town hall idea is great! I really would like it ;D
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Post by sydneyavde on Jun 3, 2012 9:12:27 GMT -7
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Post by eddyfredd on Jun 3, 2012 12:15:35 GMT -7
with gravel you can change it in the minecraft.properties
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Post by sydneyavde on Jun 3, 2012 14:15:26 GMT -7
I meant for the builder to build me the road instead of doing the whole road myself
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Post by darakudakara on Jun 3, 2012 21:21:48 GMT -7
are you going to include converting to the new "jade" block comming out in 1.3 through the bank?
Also, move the "needs" list on the house info screen. It is covered by the buttons, and you can't tell what they want after the first two items in the list.
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Post by eddyfredd on Jun 4, 2012 4:51:33 GMT -7
darakudakara They don't need them at the moment so it's unimportant
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Post by CoconutCurry on Jun 5, 2012 11:04:13 GMT -7
It is important, because at some point they will need them, and from what the devs have been saying, that time should be coming relatively soon.
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