Could you send me the files? I'll compress it and see if it works then :tongue.gif: (though maybe it has to do with where you're uploading it, though I doubt it?)
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"Do not abandon yourselves to despair. We are the Easter people and hallelujah is our song."
Updates so quickly! Thanks so much! You're amazing :smile.gif:
Don't expect updates to stay as frequent though, right now I'm focusing on smaller changes, more complex additions will take time... 0.1 was a month of work.
I'd much rather have less features but have it work a lot better than it be unstable with more features :smile.gif: so just keep up what you're doing! :biggrin.gif:
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"Do not abandon yourselves to despair. We are the Easter people and hallelujah is our song."
Loving this mod so much that every new release i start a new map! I started a new one for 1.4 and found a nice small town and started upgrading it. after a little while of upgrading and things, i went to explore to find this place really really close by. Which included 3 Towns all right next to each other.
The update post said i should only be able to see one at a time. Did i break it? because in my tower i can see 4 all at once. I think im liking it though. A giant Town.
You aren't the only one.
I just hit V and discovered that there were 3 more villages near the one I have been busy helping, so I went and had a looksie.
TBH, I like it too, even if some of the houses are on top of the farms.
Use it on your OP if you please, as it would help your adoring fans play your mod ;D
Hi Obibital, nice video, however I think you are complexifying things by adding Cartographer to the mix - with the new "V" feature finding villages isn't really an issue any more. In my tests at least in 20 or so different worlds I've always had a village close enough to spawn to show up when using V at the start... Could you make one that only focus on Millénaire and ModLoader? Thanks.
Sure, you just caught me off guard with that update. I was about to upload it when I checked in and noticed it was 1.4 now.
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Everyone is entitled to their own opinion, an opinion cant be awful. Its an opinion. Its your opinion that his opinion is awful.
- A Knowledgeable Poster
I just hit V and discovered that there were 3 more villages near the one I have been busy helping, so I went and had a looksie.
And all those villages are fully functional? Weird, I'll check my detection algo. It might be due to the world being generated in a multi-threaded way (i.e. several chunks at a time in parallel), so it's possible that more than one village could be started at the same time without being able to detect each others. I had put safeguards against that but they might not be enough.
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You are welcome to PM-me, but I'm unable to reply to everyone. Vous pouvez m'envoyer un MP, mais je ne peux pas répondre à tous. आप मुझसे संपर्क कर सकते हैं, लेकिन मैं हर मेल का जवाब नहीं दे सकता.
One thing about making new buildings.
When i used the "-" sign on the first layer (-1) then they removed any dirt that was there, do not "-" mean that it should not be touched?
No, it only means that for building upgrades, not for the initial building. There is currently no way of skipping blocks in the first construction.
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You are welcome to PM-me, but I'm unable to reply to everyone. Vous pouvez m'envoyer un MP, mais je ne peux pas répondre à tous. आप मुझसे संपर्क कर सकते हैं, लेकिन मैं हर मेल का जवाब नहीं दे सकता.
I notice the npcs tend to jump around loads whilst moving, is that a bug or is it to do with ensuring they can get up hillsides etc?
It's not my code but the game's (I have custom pathfinding, but once the path is calculated I let the game handle the actual movements).
Quote from randoof »
As was mentioned a few pages back, I tried using it alongside MineColony but the combination meant that there were no villagers, just fyi
I think I know why, but fixing it would break compatibility with current villages. I'll do it whenever I release an update that would break it anyway.
Quote from randoof »
I was wondering, do you / could you plan on having multiple villages that trade with each other? For example you could have a small mining community that will trade their metals with a lumberjack community so they can make new tools etc.
You could possibly have scouts that walk around trying to find new villages.. I guess that might be a problem due to new chunks being loaded all the time as they discover new lands?
Yes, and worse, kept loaded as villagers go around. I'm afraid that I will most likely not introduce features that require movements beyond a village's border for this reason. The performance cost would be too high. Already, running Millénaire means keeping more chunks "active" than normal, I don't want to push that further...
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You are welcome to PM-me, but I'm unable to reply to everyone. Vous pouvez m'envoyer un MP, mais je ne peux pas répondre à tous. आप मुझसे संपर्क कर सकते हैं, लेकिन मैं हर मेल का जवाब नहीं दे सकता.
Just wanted to share my appreciation for this mod and a single idea =) it's rekindled the fun of Minecaft with a new spin. I do like the idea of a more involved market system, however, not at the cost of having constantly explored worlds in search of villages.
Maybe for that you could have some sort of hub (a market perhaps) built only so many blocks from one hub to another (so that 2-3 villages are the only ones connected to it) and have that scout, only scout for the hub. although that would still increase discovered chunks... idk. maybe it can't be helped and you should only add a market for a single village that would allow more variety of items to be traded.
Thats a big problem : /
My mine will just be a big hole in the ground then : p
Well, thats a good suggestion for a feature ; )
Yes, for a mine it would be an issue... My system is really not meant for underground buildings currently. Also, the building algorithm starts by putting dirt five levels deep where the building will be.
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You are welcome to PM-me, but I'm unable to reply to everyone. Vous pouvez m'envoyer un MP, mais je ne peux pas répondre à tous. आप मुझसे संपर्क कर सकते हैं, लेकिन मैं हर मेल का जवाब नहीं दे सकता.
this seed seems like it would be good for this mod, the land right near where I spawned had a nice amount of flat area although the amount of desert may stifle production it would probably be pretty easy to replace with dirt though
-7862126461861016120
Right, if your jacks are leaning against cliffs too much, it's likely trees above them. I tried the 'b' map (whose first town is easily maintainable after a bit of landscaping to flatten the area) and they seem to have no trouble running their logging operation.
Protip: Don't abuse TooManyItems and give them all the resources they need to fully develop the town in one go. Once they stop wanting items (at least, in 0.1.4) you'll occasionally get an order for more glass or cobble, but for the most part they won't request anything of you, which means eventually you won't have the cash for all the bread and cider you wanted to buy before.
It'd be nice if they had an industry that always needs a slightly renewable resource like (char)coal; all of their other resources are renewable (trees, apples, and wheat). Once you've given them all the smooth stone that they've always wanted and you got enough cider for several drunken adventures... what else is there to give them? You could make a butcher that always has a small pen of cows/chickens/pigs nearby; he'd need coal to cook the pork into Cooked Pork to be sold, for example.
Also, instead of having traders go from town to town (and bumraep processors), why not have the player do the heavy lifting? Perhaps introduce a special trade good that each town produces, and other towns can use to build a new, more beneficial building. The player would have to walk/fly/portal between towns to buy and sell (at profit) these commodities, and towns can use their special commodity to make goods in their own town. The special product would be cheaper in its hometown, though, probably close to how much it would cost to buy the special ingredient from them.
For example: Sugar: The butcher/farmer would keep a stock of chicken eggs. (It is assumed that the butcher knows how to milk the cows on his farm.) However, given the rarity of Sugar Cane, only a few towns have running cane farms. Upon the Trade Post gaining enough Sugar, a Confectionery would be built which can buy Sugar and sell Cake, provided it has the Sugar to create a Cake in the first place.
Armor/Weapons: Some Lumberjack households specialize in building one type of armament. For example, given leather in the Trading Post, they'll build Helmets, and another will build Boots. The job of the player is to distribute these parts throughout the world and arm the citizens against mob attacks. (At a profit, of course.) Sword, Bow, and Arrow makers tend to be more common, to give the citizens a fighting chance against enemies.
Cider/Green Apples You've got a Bakery. Deal with it.
Of course, this is using pre-existing items; I'm sure you can mod in other commodities to be traded.
/imagines installing the Planes mod and flying cargo runs between villages...
You can attach files into your post, its at the bottom of the post thing next to options for the BBCode/smilies and stuff.Take that back, disabled attachments on minecraft forums.
I'd much rather have less features but have it work a lot better than it be unstable with more features :smile.gif: so just keep up what you're doing! :biggrin.gif:
IT WORKS! <3
Installing NOW :smile.gif:
You aren't the only one.
I just hit V and discovered that there were 3 more villages near the one I have been busy helping, so I went and had a looksie.
TBH, I like it too, even if some of the houses are on top of the farms.
Sure, you just caught me off guard with that update. I was about to upload it when I checked in and noticed it was 1.4 now.
- A Knowledgeable Poster
And all those villages are fully functional? Weird, I'll check my detection algo. It might be due to the world being generated in a multi-threaded way (i.e. several chunks at a time in parallel), so it's possible that more than one village could be started at the same time without being able to detect each others. I had put safeguards against that but they might not be enough.
You are welcome to PM-me, but I'm unable to reply to everyone. Vous pouvez m'envoyer un MP, mais je ne peux pas répondre à tous. आप मुझसे संपर्क कर सकते हैं, लेकिन मैं हर मेल का जवाब नहीं दे सकता.
No, it only means that for building upgrades, not for the initial building. There is currently no way of skipping blocks in the first construction.
You are welcome to PM-me, but I'm unable to reply to everyone. Vous pouvez m'envoyer un MP, mais je ne peux pas répondre à tous. आप मुझसे संपर्क कर सकते हैं, लेकिन मैं हर मेल का जवाब नहीं दे सकता.
It's not my code but the game's (I have custom pathfinding, but once the path is calculated I let the game handle the actual movements).
I think I know why, but fixing it would break compatibility with current villages. I'll do it whenever I release an update that would break it anyway.
Yes, and worse, kept loaded as villagers go around. I'm afraid that I will most likely not introduce features that require movements beyond a village's border for this reason. The performance cost would be too high. Already, running Millénaire means keeping more chunks "active" than normal, I don't want to push that further...
You are welcome to PM-me, but I'm unable to reply to everyone. Vous pouvez m'envoyer un MP, mais je ne peux pas répondre à tous. आप मुझसे संपर्क कर सकते हैं, लेकिन मैं हर मेल का जवाब नहीं दे सकता.
One question though - will hostile mobs attack the villagers?
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
Maybe for that you could have some sort of hub (a market perhaps) built only so many blocks from one hub to another (so that 2-3 villages are the only ones connected to it) and have that scout, only scout for the hub. although that would still increase discovered chunks... idk. maybe it can't be helped and you should only add a market for a single village that would allow more variety of items to be traded.
THANKS!!!
Yes, for a mine it would be an issue... My system is really not meant for underground buildings currently. Also, the building algorithm starts by putting dirt five levels deep where the building will be.
You are welcome to PM-me, but I'm unable to reply to everyone. Vous pouvez m'envoyer un MP, mais je ne peux pas répondre à tous. आप मुझसे संपर्क कर सकते हैं, लेकिन मैं हर मेल का जवाब नहीं दे सकता.
If you want to see some of my skins type chica666 in the skindex
I love the location. ._.
-7862126461861016120
Combine builders and that other silly mod minecolony together!
Protip: Don't abuse TooManyItems and give them all the resources they need to fully develop the town in one go. Once they stop wanting items (at least, in 0.1.4) you'll occasionally get an order for more glass or cobble, but for the most part they won't request anything of you, which means eventually you won't have the cash for all the bread and cider you wanted to buy before.
It'd be nice if they had an industry that always needs a slightly renewable resource like (char)coal; all of their other resources are renewable (trees, apples, and wheat). Once you've given them all the smooth stone that they've always wanted and you got enough cider for several drunken adventures... what else is there to give them? You could make a butcher that always has a small pen of cows/chickens/pigs nearby; he'd need coal to cook the pork into Cooked Pork to be sold, for example.
Also, instead of having traders go from town to town (and bumraep processors), why not have the player do the heavy lifting? Perhaps introduce a special trade good that each town produces, and other towns can use to build a new, more beneficial building. The player would have to walk/fly/portal between towns to buy and sell (at profit) these commodities, and towns can use their special commodity to make goods in their own town. The special product would be cheaper in its hometown, though, probably close to how much it would cost to buy the special ingredient from them.
For example:
Sugar: The butcher/farmer would keep a stock of chicken eggs. (It is assumed that the butcher knows how to milk the cows on his farm.) However, given the rarity of Sugar Cane, only a few towns have running cane farms. Upon the Trade Post gaining enough Sugar, a Confectionery would be built which can buy Sugar and sell Cake, provided it has the Sugar to create a Cake in the first place.
Armor/Weapons: Some Lumberjack households specialize in building one type of armament. For example, given leather in the Trading Post, they'll build Helmets, and another will build Boots. The job of the player is to distribute these parts throughout the world and arm the citizens against mob attacks. (At a profit, of course.) Sword, Bow, and Arrow makers tend to be more common, to give the citizens a fighting chance against enemies.
Cider/Green Apples You've got a Bakery. Deal with it.
Of course, this is using pre-existing items; I'm sure you can mod in other commodities to be traded.
/imagines installing the Planes mod and flying cargo runs between villages...
How better is better? :wink.gif:
Will the builders build whever they want, or jsut in pre-determined placed upon generation? Anyway to get them into existing maps?