The Meaning of Life, the Universe, and Everything.
Join Date:
7/19/2014
Posts:
55
Member Details
Have you wanted to make epic builds but can never get enough resources in survival single player?
This mod lets you design a city and create industries to collect the large amounts of resources needed to make the city grow.
Don't want to deal with industry management and resources? Then just jump straight into city design and construction in creative mode with the help of the cheater block.
Or explore your world to find a lost abandoned city which you can make your home or scavenge for resources or fix up to become a fully operational city again.
There are multiple ways to play: Make your city diverse or specialized in a single industry. For example, see how much money you can make from a huge mining industry or a massive lumber operation or see how much food you can export from a farm and ranch industry. Maybe you want to import all your raw materials from the global market and manufacture finished goods for export. You decide how to structure and run your city.
Your decisions determine how well your city does: Location and number of industries, the ratio of industries to distributors to buildings, how much you optimize each industry, how much you import and export, all determine if your city thrives and becomes wealthy or complains and goes broke.
Challenge: Can you reach the final achievement and manage a city efficiently enough to collect $1,000,000 in taxes?
The Meaning of Life, the Universe, and Everything.
Join Date:
7/19/2014
Posts:
55
Member Details
You can make industries to harvest, distribute, and craft items and the buildings can import/export items from a global market. You do have to manage all your industries and buildings and make sure all their needs are met, so it is a little like SimCity in that way. No importing of building schematics yet.
- critical: as soon as the farm gets active, it will kill all neutral mobs (maybe the hostile too, haven't noticed) in the same cluster. Thus I've lost all my chicken, cows, sheep, rabbits and most important all my horses I had breed in my HQ. (don't worry, have a save )
It shouldn't do that. I just retested a Farm in the middle of lots of animals and horses and they were fine. Not sure what kind of glitch you had. Did you also happen to put a Ranch anywhere nearby because a Ranch will move animals around to different areas and it may look like they disappear. Were they actually killed? Drops from the animals on the ground? or did they just disappear?
- uncritical: the farm is using a lot more than the in the wiki described 32x32 lot. I've marked a 32x32 area and put a farm block spot on in the middle. It's using much more than the marked area. I've put a little pont right next to the 32x32 lot I was planing to put a fishing block into action. It reports the area is already in use. Probably by the Farm ...
The Farm and other resource industries use the same grid system as the buildings and roads (see http://dooglamoo-cities-mod.wikia.com/wiki/Game_Mechanics for info about the grid.) So, where the farm is placed will probably not be the center of it's area.
- Enhancement request: have Farms and Fishery be able to use the same bodies of water.
Farms and Fisheries can not overlap but if the border between a Farm and Fishery runs through a body of water then each will use the part of the water that is on it's side.
- Enhancement request: if possible, farms will add farmland all around the farm block. This will make travelling to the farm block a bit cumbersome. I have now put some sandstone tracks from the outside to the farm block. This could be done automatically.
Farms do leave an un-tilled walkway around it's edges and through it center from both sides. In other words, it divides itself into 4 tilled areas with walkway around each. Also, you can place the Farm anywhere in the grid area you want. Even if the Farm has already been placed, you can break it and re-place it anywhere in the same grid area that you want. I usually place them at the edge of the area.
- uncritical: I've tried to put the fishery block right at the coastline of a vast ocean. It told me there would not be enough water. Only as I have put the block a few clicks into the water away from shore, it was possible. Much convenient it would have been if it would be possible to place the fishery block on land next to a body of water.
Probably, the edge of its grid area did not extend into the water very far. You could build a fishing dock
Except that a very interesting mod. I'll surely test some more and play with it, but for now I'll get back to my main world, where all my horses have not been killed off
Regards
Edit:
ok, very *very* strange, my breed animals are all back. While writing this post, I had switched off the game and reloaded just now. And now they are back. Will try this again with
a: a second farm
b: with a copy of the old farm free world
and see if it will happen again.
Thanks for trying out the mod and providing feedback. Hope you have fun with it.
The Meaning of Life, the Universe, and Everything.
Join Date:
2/3/2012
Posts:
55
Member Details
Looks good. I hope in the future you will look into a medieval/fantasy style for this. I tend to stay away from modern/sci-fi things but if there was a way to make the buildings look like a medieval city I could love it so much more. As it is though amazing job. I'm still going to play with it... maybe try to get into modern style...
The Meaning of Life, the Universe, and Everything.
Join Date:
2/3/2012
Posts:
55
Member Details
I really look forward to that if you do ever plan for it. Magic is my favorite build for minecraft and to have something like this with magic mods would be so awesome! Maybe an extra building like a magic school or even a great tree for resources. Anyhow, those are just some ideas. Thank you for your hard work on this great mod!
Does it have citizens, or am I going to be all by my lonesome still?
This mod does not model actual citizens walking around like other excellent mods such as minecolonies. However, you can name your industries and buildings and they will talk to you through the chat about their needs and progress (mostly their needs.) You will be kept busy managing your city and industries and trying to keep it running smoothly, but there are not individual citizens to interact with.
Sadly we can not play it. The server is crashing shortly after placing the Farm.
Sometimes while tilling, sometimes when planting, we never got to the harvest part.
We disabled all other mods and started a new world and tried it just with this one, it keeps crashing.
Using the latest forge version. Can that be an issue ? What forge did you test it with ?
I am attaching an error log, maybe it tells you something.
Any help would be appreciated.
---- Minecraft Crash Report ----
// I feel sad now
Time: 24.09.16 21:09
Description: Exception ticking world
java.lang.NoClassDefFoundError: net/minecraft/client/resources/I18n
at com.dooglamoo.citiesmod.block.BlockFounder.complain(BlockFounder.java:478)
at com.dooglamoo.citiesmod.block.BlockFarm.plantSeed(BlockFarm.java:258)
at com.dooglamoo.citiesmod.block.BlockFarm.func_180645_a(BlockFarm.java:61)
at net.minecraft.world.WorldServer.func_147456_g(WorldServer.java:471)
at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:220)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:698)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:387)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:613)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:471)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: net.minecraft.client.resources.I18n
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 10 more
Caused by: java.lang.NullPointerException
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
... 12 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Thread: Server thread
Stacktrace:
at com.dooglamoo.citiesmod.block.BlockFounder.complain(BlockFounder.java:478)
at com.dooglamoo.citiesmod.block.BlockFarm.plantSeed(BlockFarm.java:258)
at com.dooglamoo.citiesmod.block.BlockFarm.func_180645_a(BlockFarm.java:61)
at net.minecraft.world.WorldServer.func_147456_g(WorldServer.java:471)
at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:220)
-- Affected level --
Details:
Level name: testcity
All players: 2 total; [EntityPlayerMP['Leraca'/2447, l='testcity', x=-295,30, y=64,00, z=-997,91], EntityPlayerMP['Herbert'/4213, l='testcity', x=-327,71, y=64,00, z=-989,24]]
Chunk stats: ServerChunkCache: 527 Drop: 0
Level seed: 4480026425231822225
Level generator: ID 00 - default, ver 1. Features enabled: true
Level generator options:
Level spawn location: World: (208,64,167), Chunk: (at 0,4,7 in 13,10; contains blocks 208,0,160 to 223,255,175), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 65804 game time, 75386 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 81827 (now: false), thunder time: 109379 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:698)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:387)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:613)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:471)
at java.lang.Thread.run(Unknown Source)
Sadly we can not play it. The server is crashing shortly after placing the Farm.
Thanks for trying out the mod.
I have been testing it on the Forge recommended version: 1.10.2-12.18.1.2011
Using the latest Forge version should be ok, I don't think that is causing the problem.
I think it has to do with the way the blocks are using the chat. I may have to tweek that part of code a little to be more server compatible. I will do some more testing and work on it.
Thanks.
It would be neat to have somewhere (in a book maybe?) a list of what materials the different buildings use. It's kinda annoying having to wait for them to ask.
I know there's the wiki but, come on, some ingame info would be good.
That is great ! Thank you very much for fixing it so fast.
We got it to run today making a single player game and open it to LAN.
But without the dedicated server there is only limited configuration options and only the host seems to get the messages from this mod.
Had a lot of fun anyway Keep up the good work!
Looking forward to test it again tomorrow with the server.
Have you wanted to make epic builds but can never get enough resources in survival single player?
This mod lets you design a city and create industries to collect the large amounts of resources needed to make the city grow.
Don't want to deal with industry management and resources? Then just jump straight into city design and construction in creative mode with the help of the cheater block.
Or explore your world to find a lost abandoned city which you can make your home or scavenge for resources or fix up to become a fully operational city again.
There are multiple ways to play: Make your city diverse or specialized in a single industry. For example, see how much money you can make from a huge mining industry or a massive lumber operation or see how much food you can export from a farm and ranch industry. Maybe you want to import all your raw materials from the global market and manufacture finished goods for export. You decide how to structure and run your city.
Your decisions determine how well your city does: Location and number of industries, the ratio of industries to distributors to buildings, how much you optimize each industry, how much you import and export, all determine if your city thrives and becomes wealthy or complains and goes broke.
Challenge: Can you reach the final achievement and manage a city efficiently enough to collect $1,000,000 in taxes?
Wiki: Dooglamoo Cities Mod Wikia
Support Development: patreon
Wait, do the buildings generate resources? Like some sort of SimCity? Sounds like a fun variation of your typical grinder block factory
But I wonder how it works, and if we can import our own kind of buildings (maybe via .schematics).
Definitely want to try this out!
You can make industries to harvest, distribute, and craft items and the buildings can import/export items from a global market. You do have to manage all your industries and buildings and make sure all their needs are met, so it is a little like SimCity in that way. No importing of building schematics yet.
Thanks for your interest. Have fun!
It shouldn't do that. I just retested a Farm in the middle of lots of animals and horses and they were fine. Not sure what kind of glitch you had. Did you also happen to put a Ranch anywhere nearby because a Ranch will move animals around to different areas and it may look like they disappear. Were they actually killed? Drops from the animals on the ground? or did they just disappear?
The Farm and other resource industries use the same grid system as the buildings and roads (see http://dooglamoo-cities-mod.wikia.com/wiki/Game_Mechanics for info about the grid.) So, where the farm is placed will probably not be the center of it's area.
Farms and Fisheries can not overlap but if the border between a Farm and Fishery runs through a body of water then each will use the part of the water that is on it's side.
Farms do leave an un-tilled walkway around it's edges and through it center from both sides. In other words, it divides itself into 4 tilled areas with walkway around each. Also, you can place the Farm anywhere in the grid area you want. Even if the Farm has already been placed, you can break it and re-place it anywhere in the same grid area that you want. I usually place them at the edge of the area.
Probably, the edge of its grid area did not extend into the water very far. You could build a fishing dock
Thanks for trying out the mod and providing feedback. Hope you have fun with it.
Looks good. I hope in the future you will look into a medieval/fantasy style for this. I tend to stay away from modern/sci-fi things but if there was a way to make the buildings look like a medieval city I could love it so much more. As it is though amazing job. I'm still going to play with it... maybe try to get into modern style...
I have considered adding different styles of buildings. Thanks for the suggestions. Have fun!
I really look forward to that if you do ever plan for it. Magic is my favorite build for minecraft and to have something like this with magic mods would be so awesome! Maybe an extra building like a magic school or even a great tree for resources. Anyhow, those are just some ideas. Thank you for your hard work on this great mod!
are there any plans to make a 1.7.10 version of this mod?
I don't plan to make a 1.7.10 version, but I might if it was really needed.
Just one question before I try this mod.
Does it have citizens, or am I going to be all by my lonesome still?
This mod does not model actual citizens walking around like other excellent mods such as minecolonies. However, you can name your industries and buildings and they will talk to you through the chat about their needs and progress (mostly their needs.) You will be kept busy managing your city and industries and trying to keep it running smoothly, but there are not individual citizens to interact with.
That's disappointing.
Don't get me wrong, I'm still going to download it.
It's just that I've been waiting a long time for someone to make a good NPC mod where npc's actually behave like AI instead of pre-programmed robots.
Sim-U-Kraft was the best as far as npc's go at the time, but they were too robotic.
Like, is it too much to as for mojang to have wandering npcs?
I wanna meet a random guy in a forest cutting down a tree. I wanna explore and find some random family building a home.
I don't mind if buildings are pre-programmed, but jeez lol it's soooo lonely in minecraft
and multiplayer is no use. There's only trolls there.
I know that a bunch of people (Including myself) who still 1.7.10. I know that many mods out there are still in 1.7.10.
I would love to see a mod like that too.
Hi, that mod sounds like a great idea !
Sadly we can not play it. The server is crashing shortly after placing the Farm.
Sometimes while tilling, sometimes when planting, we never got to the harvest part.
We disabled all other mods and started a new world and tried it just with this one, it keeps crashing.
Using the latest forge version. Can that be an issue ? What forge did you test it with ?
I am attaching an error log, maybe it tells you something.
Any help would be appreciated.
---- Minecraft Crash Report ----
// I feel sad now
Time: 24.09.16 21:09
Description: Exception ticking world
java.lang.NoClassDefFoundError: net/minecraft/client/resources/I18n
at com.dooglamoo.citiesmod.block.BlockFounder.complain(BlockFounder.java:478)
at com.dooglamoo.citiesmod.block.BlockFarm.plantSeed(BlockFarm.java:258)
at com.dooglamoo.citiesmod.block.BlockFarm.func_180645_a(BlockFarm.java:61)
at net.minecraft.world.WorldServer.func_147456_g(WorldServer.java:471)
at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:220)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:698)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:387)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:613)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:471)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: net.minecraft.client.resources.I18n
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 10 more
Caused by: java.lang.NullPointerException
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
... 12 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Thread: Server thread
Stacktrace:
at com.dooglamoo.citiesmod.block.BlockFounder.complain(BlockFounder.java:478)
at com.dooglamoo.citiesmod.block.BlockFarm.plantSeed(BlockFarm.java:258)
at com.dooglamoo.citiesmod.block.BlockFarm.func_180645_a(BlockFarm.java:61)
at net.minecraft.world.WorldServer.func_147456_g(WorldServer.java:471)
at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:220)
-- Affected level --
Details:
Level name: testcity
All players: 2 total; [EntityPlayerMP['Leraca'/2447, l='testcity', x=-295,30, y=64,00, z=-997,91], EntityPlayerMP['Herbert'/4213, l='testcity', x=-327,71, y=64,00, z=-989,24]]
Chunk stats: ServerChunkCache: 527 Drop: 0
Level seed: 4480026425231822225
Level generator: ID 00 - default, ver 1. Features enabled: true
Level generator options:
Level spawn location: World: (208,64,167), Chunk: (at 0,4,7 in 13,10; contains blocks 208,0,160 to 223,255,175), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 65804 game time, 75386 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 81827 (now: false), thunder time: 109379 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:698)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:387)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:613)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:471)
at java.lang.Thread.run(Unknown Source)
-- System Details --
Details:
Minecraft Version: 1.10.2
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.8.0_101, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 995650400 bytes (949 MB) / 1240727552 bytes (1183 MB) up to 1240727552 bytes (1183 MB)
JVM Flags: 2 total; -Xmx1224M -Xms1224M
IntCache: cache: 0, tcache: 0, allocated: 12, tallocated: 94
FML: MCP 9.32 Powered by Forge 12.18.1.2092 4 mods loaded, 4 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJAAAA mcp{9.19} [Minecraft Coder Pack] (minecraft.jar)
UCHIJAAAA FML{8.0.99.99} [Forge Mod Loader] (forge-1.10.2-12.18.1.2092-universal.jar)
UCHIJAAAA Forge{12.18.1.2092} [Minecraft Forge] (forge-1.10.2-12.18.1.2092-universal.jar)
UCHIJAAAA dooglamoocitiesmod{1.10.2-1.0.1} [Dooglamoo Cities Mod] (dooglamoocitiesmod-1.10.2-1.0.1.jar)
Loaded coremods (and transformers):
Profiler Position: N/A (disabled)
Player Count: 2 / 20; [EntityPlayerMP['Leraca'/2447, l='testcity', x=-295,30, y=64,00, z=-997,91], EntityPlayerMP['Herbert'/4213, l='testcity', x=-327,71, y=64,00, z=-989,24]]
Is Modded: Definitely; Server brand changed to 'fml,forge'
Type: Dedicated Server (map_server.txt)
Thanks for trying out the mod.
I have been testing it on the Forge recommended version: 1.10.2-12.18.1.2011
Using the latest Forge version should be ok, I don't think that is causing the problem.
I think it has to do with the way the blocks are using the chat. I may have to tweek that part of code a little to be more server compatible. I will do some more testing and work on it.
Thanks.
It would be neat to have somewhere (in a book maybe?) a list of what materials the different buildings use. It's kinda annoying having to wait for them to ask.
I know there's the wiki but, come on, some ingame info would be good.
I agree. Some in game information would be great. I have been thinking about what would be the best way to do it.
Thanks for the suggestions.
The server crash in multiplayer should now be fixed in version 1.10.2-1.0.3
That is great ! Thank you very much for fixing it so fast.
We got it to run today making a single player game and open it to LAN.
But without the dedicated server there is only limited configuration options and only the host seems to get the messages from this mod.
Had a lot of fun anyway Keep up the good work!
Looking forward to test it again tomorrow with the server.