The Meaning of Life, the Universe, and Everything.
Join Date:
9/28/2014
Posts:
44
Member Details
Civilization NOW!
*** UPDATE 6/9/15 ***
Development has continued with Timeless Modding Team who brought you JurassiCraft! Want to join the team? Looking for coders and animators! See and support the team here! https://github.com/TimelessModdingTeam
Download Below!
CivNOW adds better AI to vanilla villagers. During the day they can collect resources, move items, craft, and (eventually) building of structures from both player and random design. Territory and property ownership (implemented, not used) is created to control block modification among players, which should be server/multiplayer compatible.
Eventual goals are to create villagers who find their own jobs, build their own structures, automate their own economy, trade land, and collectively bring about a competing civilizations to play against.
We're also looking for help with graphics, media, model design, and add-on development. Also looking to integrate with other mods. Let me know if you're interested!
Introduction
Any villager, or (some) modded-villagers, can be put to work. This done by interacting with blocks similar to crafting tables. These tables are able to hold items called documents, crafted from paper and ink. These documents tell what job to do (job document or tool), who should do the work (identity document), and where (location document).
Certain villagers farm or collect resources such as stone, ores, or lumber. Other villagers ship items between chests or merchant blocks. Villagers can become artisans and can craft items, often with bonuses.
-More to come soon
Job/Worker Types
Farmer
A farmer harvests and replants crops. If a nearby block of farm-able land exists the farmer will also plant there. Use any hoe tool or a farm document to create a farmer.
Quarry Worker
A quarry worker removes blocks on a slope. If the work location (signpost/document) is near the base of a hill (or just lower than the nearby area), the quarry workers will remove material from a higher, flat area, and continue removal down the slope/hill until the area is flattened. Use a pickaxe tool or quarry document to create.
Lumberjack
A lumber jack chops down trees. Collects only logs for now. Will replant saplings if available. Use an axe or a lumberjack document to create.
Items/Blocks (Screenshots)
A brief overview of current mod items, blocks, and behaviors.
Documents
Document (Empty) - Right click on a villager (entity) or sign post (block) to store information.
Identity Document - Right click to store villager information
Location Document - Right click to store location information of a sign-post or other block.
Job/Worker Table
Job Table - Setup the job type, workers, and where to work (default is to work near the table). Put a chest near the table to collect a worker's output.
GUI - Job type can be a tool, or a job document (tool & empty document). This example has four workers (identity documents) and three work locations (location documents). If no location documents are provided, the job table acts as the work location.
Setup - Shown below is how to setup a worker with a job table. A chest (resource collection) is required to store the worker's products. The work location (location document) is put into job table. Multiple work locations and multiple workers can be setup as seen in the example above. The farmer is shown here as an example.
Third-Party Mod Compatibility
Civilization NOW is also designed to work and (WIP) interactively support the following mods. Some things work simply because of natural compatibility. Others will require specific additions to the code, making some things more difficult.
-Buildcraft (Further automation, industrialization, etc. Probably not for awhile)
-Diversity Mod (Village generation - nearly works. Working on structure recognition algorithm)
-OpenSourceMapWriter (Map overlay and territory viewer)
-PamsHarvestCraft (additional crops)
-StillHungry (additional crops, bees, and alcohol brewing)
Suggestions Welcome!
Download
*** WARNING! ***
This mod is still in Alpha and is sometimes unstable, and therefore may act unexpectedly or exhibit unpredictable behavior due to the complex AI actions and/or bugs. Some blocks/items (mostly access in creative) are not stable and should be used with caution.
The mod has been tested for stability in the things described in this forum, however,
love it!!!!
but may i suggest some modular configuration? also mod compatibility for example: a config file that searches for all mod items and blocks and allows you to some how add them into the system or not.
The Meaning of Life, the Universe, and Everything.
Join Date:
9/28/2014
Posts:
44
Member Details
Thanks for the support! I've considered, at least for farming, having a file that designates the food item id, the food block id, and the food seed id. This could work with Pam's harvest craft-type mods. However some of the other ones could be trickier.
I think it'd be better without the weird extra features, like removing wooden tools and adding a bunch of others.
At the very least, make everything but the economy optional.
Point taken. Im thinking of having the economy be the "mod", and rather make a new "gametype" for the rest of the "weird" features. They are put in to help create a better diversified economy for gameplay. Tools would be too cheap if it was based off stone, without making stone harder to obtain, aka making mining take longer
Point taken. Im thinking of having the economy be the "mod", and rather make a new "gametype" for the rest of the "weird" features. They are put in to help create a better diversified economy for gameplay. Tools would be too cheap if it was based off stone, without making stone harder to obtain, aka making mining take longer
Or you could have stone tools be practically, or literally, worthless in the economy. Some villages have blacksmiths, meaning they probably use iron a fair bit, and if there's trade between villages, ones without a blacksmith probably provide something other than iron, possibly using the iron tools from the other village to create or find things the tool-makers want, so what point would any of them have to use tools made of stone?
I actually was planning to create a mod like this in the future, but more ambitious. It was supposed to have been a way for all the players who make large factories in Tekkit/FTB to actually do something with their products as well as simulate a modern economy.
Or you could have stone tools be practically, or literally, worthless in the economy. Some villages have blacksmiths, meaning they probably use iron a fair bit, and if there's trade between villages, ones without a blacksmith probably provide something other than iron, possibly using the iron tools from the other village to create or find things the tool-makers want, so what point would any of them have to use tools made of stone?
That is good idea as well. I have thought about making them break much sooner, therefore lowering their value. Your idea on trade is exactly what I imagine however, a tool is valued by its durability. While iron is more durable, labor prices in another village would be cheaper and dictate stone use rather than iron. So iron would be used only when necessary. Perhaps this is the way to go.
I have been convinced and will leave stone tools! However, there will be some modification to insure the superiority of iron tools over stone.
Quote from gutza1»I actually was planning to create a mod like this in the future, but more ambitious. It was supposed to have been a way for all the players who make large factories in Tekkit/FTB to actually do something with their products as well as simulate a modern economy.
This has always been in my mind as well, but good code structure and dynamic modular design will allow mods to seamlessly fit into the game and civ-mod. Getting villagers to do work with mod blocks and setups will be tricky to program, but is do-able. However accomplishing those tasks can only be done once a framework provides a foundation to do so.
I am asking because I want to help develop this mod.
Currently I'm working on villagers having hunger and reproducing within the context of the mod. This will the first food sink in the economy. I also am working on structure recognition to create the monument and a granary, which will distribute food within it automatically among the villagers. It would then be easy to link the worker to the granary.
The next fundamental step in the mod is the declaration of territory and culture/civilization. Also is creating a system of mining efficiently in several different formats (pit mining, open mining, flattening an area, deep mining)
Oh! Looks like an old and forgotten mod idea: Merchants. Now: Civilization. You have a part of my support (with at least 2 other mods)
I actually think I read over your post once when doing some background research on where the modding community was with the ideas I wanted to do. What was most appealing was your ideas on animal reproduction within the minecraft environment.
I have in the past attempted to make all the animals reproduce in the environment, requiring food to eat. I developed a system that would grow grass, and supply new food to animals. However it got too complicated and I had to abandon the project.
However I plan to animal features like these to the new mod now that I have a much better grasp of the scope required to meet the programmatic demand.
The Meaning of Life, the Universe, and Everything.
Join Date:
9/28/2014
Posts:
44
Member Details
What is your coding level and area of interest gutza1?
Yes, village expansion definitely must and will happen. However, the villagers should collect all the resources on their own as well, or setup by the player.
For automated building a territory system must be setup to prevent overlapping of structures.
I actually need the most help on creating a map gui that will display the culture borders similar to civcraft. I have looked at the open source map writer mod but haven't figured out how to make it work yet.
Once this is done territory can be setup (and much more easily tested), allowing for structures to be built. The building of structures in code is extremely easy when compared to the management of territory and a map gui.
Hi! I did a bunch of work on the Colonies mod a while back, including creation of some AI modules. If interested, feel free to use my code at https://github.com/AngleWyrm/Colonies
I don't have my own computer at the moment, so I'm not able to participate in coding, but I can help with conceptual creation of code structures if you like.
Mod Compatibility Suggestions
Compatibility with MCA MineCraft Comes Alive mod
Compatibility with Biomes'o'Plenty for lumberjacks to recognize trees
A better economic system that can still use emeralds, there's too much aggressively childish loss and poor pricing in the current system.
Improvements over Vanilla
For chores/duties that a villager can perform, I'd like to see an in-game method of specifying an area for them to work within. For example, the player assigns a fishing zone, a foresting zone, and so on. This would be a data structure separate from the individual villager, so that it becomes possible to assign/re-assign various villagers to a task zone.
Do you like this?
Rollback Post to RevisionRollBack
My five-point rating system: Yay, kay, meh, erm, gleh
The Meaning of Life, the Universe, and Everything.
Join Date:
9/28/2014
Posts:
44
Member Details
Yes I do. I have had similar thoughts and I appreciate your perspective.
And on emeralds... Already have emerald nuggets and plan to use it as a baseline currency . However in reality anything should be able to be a currency. I have thought about making gold coins and printable dollars. All things in the currency is based off of the trading system that already exists, no fancy price settings or whatever. Just supply and demand.
I have thought about zoning "properties", which would normally contain a building. Then vanilla structures would be split into properties. Having a further hierarchy of a "zone" would help designate differences between say, residential, fishing, foresting, etc. These zones could then be reassigned.
I like that a lot.
Biggest reason why I haven't done a hierarchy (something like empire > kingdom > county > village > zone > property > structure), is that I don't have any structures recognized yet, and the economy isn't varied enough to give a reason to designate things owned by anyone, yet.
Thanks for the code and help, i'm giving it a look over now.
Civilization NOW!
*** UPDATE 6/9/15 ***
Development has continued with Timeless Modding Team who brought you JurassiCraft! Want to join the team? Looking for coders and animators! See and support the team here!
https://github.com/TimelessModdingTeam
Download Below!
CivNOW adds better AI to vanilla villagers. During the day they can collect resources, move items, craft, and (eventually) building of structures from both player and random design. Territory and property ownership (implemented, not used) is created to control block modification among players, which should be server/multiplayer compatible.
Eventual goals are to create villagers who find their own jobs, build their own structures, automate their own economy, trade land, and collectively bring about a competing civilizations to play against.
We're also looking for help with graphics, media, model design, and add-on development. Also looking to integrate with other mods. Let me know if you're interested!
Introduction
Certain villagers farm or collect resources such as stone, ores, or lumber. Other villagers ship items between chests or merchant blocks. Villagers can become artisans and can craft items, often with bonuses.
-More to come soon
Job/Worker Types
Farmer
A farmer harvests and replants crops. If a nearby block of farm-able land exists the farmer will also plant there. Use any hoe tool or a farm document to create a farmer.Quarry Worker
A quarry worker removes blocks on a slope. If the work location (signpost/document) is near the base of a hill (or just lower than the nearby area), the quarry workers will remove material from a higher, flat area, and continue removal down the slope/hill until the area is flattened. Use a pickaxe tool or quarry document to create.Lumberjack
A lumber jack chops down trees. Collects only logs for now. Will replant saplings if available. Use an axe or a lumberjack document to create.Items/Blocks (Screenshots)
A brief overview of current mod items, blocks, and behaviors.
Documents
Identity Document - Right click to store villager information
Location Document - Right click to store location information of a sign-post or other block.
Job/Worker Table
GUI - Job type can be a tool, or a job document (tool & empty document). This example has four workers (identity documents) and three work locations (location documents). If no location documents are provided, the job table acts as the work location.
Setup - Shown below is how to setup a worker with a job table. A chest (resource collection) is required to store the worker's products. The work location (location document) is put into job table. Multiple work locations and multiple workers can be setup as seen in the example above. The farmer is shown here as an example.
Third-Party Mod Compatibility
-Buildcraft (Further automation, industrialization, etc. Probably not for awhile)
-Diversity Mod (Village generation - nearly works. Working on structure recognition algorithm)
-OpenSourceMapWriter (Map overlay and territory viewer)
-PamsHarvestCraft (additional crops)
-StillHungry (additional crops, bees, and alcohol brewing)
Suggestions Welcome!
Download
*** WARNING! ***
This mod is still in Alpha and is sometimes unstable, and therefore may act unexpectedly or exhibit unpredictable behavior due to the complex AI actions and/or bugs. Some blocks/items (mostly access in creative) are not stable and should be used with caution.
The mod has been tested for stability in the things described in this forum, however,
proceed at your own risk! Back-up your saves!
CivNow-1.7.10-a0.5.1
Suggestions Welcome!
but may i suggest some modular configuration? also mod compatibility for example: a config file that searches for all mod items and blocks and allows you to some how add them into the system or not.
Thanks for the support! I've considered, at least for farming, having a file that designates the food item id, the food block id, and the food seed id. This could work with Pam's harvest craft-type mods. However some of the other ones could be trickier.
What did you have in mind?
At the very least, make everything but the economy optional.
Point taken. Im thinking of having the economy be the "mod", and rather make a new "gametype" for the rest of the "weird" features. They are put in to help create a better diversified economy for gameplay. Tools would be too cheap if it was based off stone, without making stone harder to obtain, aka making mining take longer
Or you could have stone tools be practically, or literally, worthless in the economy. Some villages have blacksmiths, meaning they probably use iron a fair bit, and if there's trade between villages, ones without a blacksmith probably provide something other than iron, possibly using the iron tools from the other village to create or find things the tool-makers want, so what point would any of them have to use tools made of stone?
That is good idea as well. I have thought about making them break much sooner, therefore lowering their value. Your idea on trade is exactly what I imagine however, a tool is valued by its durability. While iron is more durable, labor prices in another village would be cheaper and dictate stone use rather than iron. So iron would be used only when necessary. Perhaps this is the way to go.
I have been convinced and will leave stone tools! However, there will be some modification to insure the superiority of iron tools over stone.
This has always been in my mind as well, but good code structure and dynamic modular design will allow mods to seamlessly fit into the game and civ-mod. Getting villagers to do work with mod blocks and setups will be tricky to program, but is do-able. However accomplishing those tasks can only be done once a framework provides a foundation to do so.
However I've never messed with licensing so I'm not too sure how to approach that.
When you post a mod: "No pics no clicks" and "MCreator = bad ~99% of the time"
Don't forget to read the crashlog before reporting the crash. It might tell you why it's crashing.
Sorry if my spelling is bad, I'm learning english...
My mod ideas: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mods-discussion/2354659-medsal15s-mod-ideas-hub
Why do evil poeple always want to control the world?
If you need ideas, I may be able to give you some...
Warning status: Unbanned
Currently I'm working on villagers having hunger and reproducing within the context of the mod. This will the first food sink in the economy. I also am working on structure recognition to create the monument and a granary, which will distribute food within it automatically among the villagers. It would then be easy to link the worker to the granary.
The next fundamental step in the mod is the declaration of territory and culture/civilization. Also is creating a system of mining efficiently in several different formats (pit mining, open mining, flattening an area, deep mining)
What did you have in mind?
I actually think I read over your post once when doing some background research on where the modding community was with the ideas I wanted to do. What was most appealing was your ideas on animal reproduction within the minecraft environment.
I have in the past attempted to make all the animals reproduce in the environment, requiring food to eat. I developed a system that would grow grass, and supply new food to animals. However it got too complicated and I had to abandon the project.
However I plan to animal features like these to the new mod now that I have a much better grasp of the scope required to meet the programmatic demand.
Yes, village expansion definitely must and will happen. However, the villagers should collect all the resources on their own as well, or setup by the player.
For automated building a territory system must be setup to prevent overlapping of structures.
I actually need the most help on creating a map gui that will display the culture borders similar to civcraft. I have looked at the open source map writer mod but haven't figured out how to make it work yet.
Once this is done territory can be setup (and much more easily tested), allowing for structures to be built. The building of structures in code is extremely easy when compared to the management of territory and a map gui.
Just released ALPHA download! Why not?
It is in a very developmental stage, but villagers can farm, quarry, lumberjack, move items between chests, and bake bread (buggy).
I'll be uploading some images showing how to set up the system shortly.
Lots of little things have been changed, more details soon to come.
Updated with screenshots and explanations of additions. Feedback appreciated!
Hi! I did a bunch of work on the Colonies mod a while back, including creation of some AI modules. If interested, feel free to use my code at https://github.com/AngleWyrm/Colonies
I don't have my own computer at the moment, so I'm not able to participate in coding, but I can help with conceptual creation of code structures if you like.
Mod Compatibility Suggestions
Improvements over Vanilla
For chores/duties that a villager can perform, I'd like to see an in-game method of specifying an area for them to work within. For example, the player assigns a fishing zone, a foresting zone, and so on. This would be a data structure separate from the individual villager, so that it becomes possible to assign/re-assign various villagers to a task zone.
Do you like this?
My five-point rating system: Yay, kay, meh, erm, gleh
Yes I do. I have had similar thoughts and I appreciate your perspective.
And on emeralds... Already have emerald nuggets and plan to use it as a baseline currency . However in reality anything should be able to be a currency. I have thought about making gold coins and printable dollars. All things in the currency is based off of the trading system that already exists, no fancy price settings or whatever. Just supply and demand.
I have thought about zoning "properties", which would normally contain a building. Then vanilla structures would be split into properties. Having a further hierarchy of a "zone" would help designate differences between say, residential, fishing, foresting, etc. These zones could then be reassigned.
I like that a lot.
Biggest reason why I haven't done a hierarchy (something like empire > kingdom > county > village > zone > property > structure), is that I don't have any structures recognized yet, and the economy isn't varied enough to give a reason to designate things owned by anyone, yet.
Thanks for the code and help, i'm giving it a look over now.