Колонизация
Содержание:
- Additional Information
- Kill Commands
- Мысли на будущее[]
- Scanning a New Structure
- Quick Walkthrough
- Crashes when Placing Structures
- Hut Blocks
- Farm GUI
- Местоположение[]
- Colony Commands
- Строительный инструмент:
- Happiness System
- MineColonies Mod features
- Идеи для ключевых разделов колонии[]
- Hut Requirements
- Настройка[]
- Notes
Additional Information
How to override some built-in schematics?
Simply create a schematic file with the same style/name. For instance, to override the Builder’s Hut wooden level 1, create a schematic file name called wooden/builder1.blueprint.
How to use custom huts?
The custom huts need to be copied in the schematics folder. Once copied, you can start your singleplayer or multiplayer game as usual. You should see them in the build tool (if you have the hut block in your inventory).
How to allow my players to use their scanned decoration schematics on my server?
Edit the Structurize configuration file at and set allowPlayerSchematics to true. This allows the player to use their own decorations. It is not possible for the player to use their own huts’ schematics. You can also limit the number of players’ schematics at any given time by editing maxCachedSchematics (default is 100). When the limit is reached, the server will start deleting unused schematics.
How to disable built-in schematics completely?
Edit the Structurize configuration file at and set ignoreSchematicsFromJar to true. Be aware: things will break if some huts’ schematics are missing.
How to create upgradable decoration schematics?
Add the deco controller somewhere in the schematic with the name of the schematic, where you’ll put it in the file directory, and its level. Make sure to actually put the decoration in that file path, but only after scanning — don’t include the path in the scan name.
Kill Commands
Command | Command Description |
---|---|
Default permission level: OP | Kills all raiders (barbarians, pirates, vikings, or egyptian raiders) inside all colonies.Example: |
Default permission level: OP | Kills all animals (peaceful mobs) inside all colonies.Example: |
Default permission level: OP | Kills all monsters (hostile mobs) inside all colonies.Example: |
Default permission level: OP | Kills all chickens inside all colonies.Example: |
Default permission level: OP | Kills all cows inside all colonies.Example: |
Default permission level: OP | Kills all pigs inside all colonies.Example: |
Default permission level: OP | Kills all sheep inside all colonies.Example: |
Мысли на будущее[]
В будущем можно будет возвести дополнительные сооружения.
Линия коммуникации
По существу, это прокладка рельс по пути, который вы проложили, чтобы добраться до колонии. Железная дорога позволит транспортировать вещи (посредством вагонеток с сундуками), мобов и себя самого. Прокладывайте маршрут только если колония будет постоянной. Осветите дорогу, чтобы монстры не появлялись рядом с вами (особую опасность представляют собой криперы, способные бескомпромиссно прервать линию коммуникации). На заметку: монстры не могут спауниться на рельсах.
Туннель
Довольно скучный вид линии коммуникации, однако безопасный (если освещения достаточно). Вообще, туннель довольно легко сделать, достаточно копать его размером шириной в блок и в два в высоту, это если копать под землёй. Ежели вы хотите построить туннель на поверхности, то вам придётся тратить по 5 блоков на каждый метр дороги (4 по бокам и один сверху).
Совершенствование
Если Ваша колония играет большую роль достаточно долгое время, Вы её часто посещаете либо уже живёте там, то почему бы не усовершенствовать её? Колония может стать вашей второй базой, и, возможно, основной. Создайте все удобства для хорошей жизни!
Scanning a New Structure
Once you have a structure or area you want to scan to have your Builder build, you need to determine the exact area that needs to be scanned.
Take your Scan Tool and left-click the lowest left block of the area and then place a block (it can be a placeholder block in the top right corner and right-click on it.
Then click in the air to see the entire structure.
Once you have the full area set, you can press Escape and the white outline of the scan area will stay in place. Go around it to double-check that everything you want is in the scan area. When you are ready, you can right-click in the air again to get the GUI to display where you can enter your scan name. Then press the green checkmark to save the scan.
Scans are saved in
Once the scans are saved, they need to be moved to the if they are a .
Quick Walkthrough
Before you get started on your new colony, you should find your perfect location. You need a large enough area for a full city-at least 8×8 chunks, and decently flat.
You should also gather as many resources as you can-wood, as well as cobble, coal, iron, flowers, string, leather, wool, saplings, and food.
Step 1: Supply Camp/Supply Ship
Once you have chosen a location for your colony, you must place a Supply Ship or Supply Camp. You can only place one of these per world. The Supply Camp/Ship gives you the Town Hall block you need to officially start your colony. They also have some other supplies you may need during the building of your colony. Once you have the Town Hall block and the build tool, the remaining camp/ship is just decoration. You can leave it or tear it down.
Step 2: Town Hall
The Town Hall block is what actually creates the colony. It also functions as the center of it. This is where you start using the build tool to place buildings. Using the build tool ensures you can see exactly where the building will be, which direction it will face, and if it is at the right Y level (some buildings need to be raised to the correct Y level).
Once the Town Hall block is placed, you will start receiving your initial 4 citizens.
Step 3: Builder
Before anything can be built, you need a Builder. The Builder must build their own Builder’s Hut before building any other huts, and they cannot build or upgrade a hut to a higher level than their own hut level.
Step 4: Tavern
Your colonists will need a place to sleep and a house, so it is recommended to build a Tavern next. The Tavern also allows visitors to come to your colony, and you can recruit them to stay as citizens.
Step 5: Food
The next major thing you need for your colony is food. The fastest way to get food is to build a Fisher’s Hut. You could build a Farm or one of the animal herders, but a Fisher is faster. Building a Restaurant may also be advisable if you don’t want to feed your colonists (or cook their food) by hand.
Step 6: Forester
If your style is wood, it’s recommended to build a Forester’s Hut next. That way your new Forester can start gathering wood for your next builds and for tools and other items.
Step 8: Warehouse and courier
At this point, you might be tired of bringing all of the resources to the Builder and taking them from the Fisher, Forester, Miner, etc. You also might want to store items in one place. Well, the Warehouse and Courier’s Hut are the solution you are looking for! Couriers transport items between the Warehouse and all of the workplaces.
Step 9: Rest of the Colony
This is where you need to decide what you need next, based on how you play and what your colony needs. But you have several things to look at. Once you get seven citizens you can get attacked by raiders and you may want to build a Guard Tower, or you may get a sick citizen and want to build a Hospital, or you may decide you want a Sawmill to make the needed items for a worker. Or you may just want to have a specific worker, or you found a great place for a certain hut. You decide how your colony will grow!
Crashes when Placing Structures
If your game crashes placing a structure (e.g. a supply camp or ship), your MineColonies and Structurize versions are probably incompatible. Update both to the latest .
CHECKLIST: Identifying why a citizen is not working
- Is it nighttime? Citizens do not work after sunset.
- Is it raining or snowing? Citizens do not work in the rain or snow.
- Did a citizen die yesterday (in-game time)? Citizens will mourn the next day and not work if one of them died the day before.
- Are there raiders (barbarians, pirates, vikings, egyptian raiders) still around? Citizens will hide during raids until all attackers are killed.
- Does their work hut have a low building level? Does the worker have low XP? Then they will often idle in between actually working until their personal XP improves and/or their work hut is upgraded.
- Is their hut PAUSED? Work huts now have a pause button. Sometimes players forget to unpause.
- Is their hunger level low? Citizens won’t work while hungry. Give them food, and if you have a Restaurant, check that it is stocked and you have hired a Cook. If they are hungry but won’t eat the food they have, fire them until they eat then rehire them.
- Do they have any open requests? They might need a tool or other item to continue their work.
- Do they have tools of the correct level?
- Is their inventory or their hut inventory full? They will get stuck if they have no room to move things in or out.
If none of these apply, go on to the next troubleshooting checklists.
CHECKLIST: Troubleshooting a citizen not working by career
- Builder: Remember to click the Build Building button inside the hut block you want to be built, then wait for the Builder to announce they have begun building.
- Forester: Set which type of tree they are allowed to cut and if they should replant them. Make sure that your trees are at ground level, or if you place them one block higher, place slabs next to them.
- Miner: Is there an ore they cannot mine in their way? Break it for them or assign them to a new mining level. Do they have cobblestone, torches, a pickaxe, a shovel, slabs, planks, and fencing (for the mineshaft)?
- Cook: Set which fuel you want them to use.
- Baker: Set which fuel you want them to use and which recipe you want them to bake.
- Smelter: Set which fuel you want them to use and which ore you want them to smelt.
- Farmer: Assign the farmer to a field. Make sure each scarecrow has a seed and make sure all tilled soil is hydrated.
- Composter: Set which items you want them to convert into compost.
- Crafter (Carpenter, Blacksmith, Mechanic, etc): The request for items must be made after the crafter is hired and the colony must have a Courier. Cancel the request at the original NPC to generate a new request, or make a new request from the Postbox. Also remember to teach them the recipes they’re allowed to craft and make sure afterwards that the recipes were saved.
- Stone Smelter: Set which fuel you want them to use. (They know their recipes already.)
CHECKLIST: Troubleshooting a Citizen not working for unknown reason
- Log out of the game. Open the config file.
- Go to the line
- Change the false to true
- Restart your game
- Watch the name area above the worker’s head. The information at the end will be important for devs/support staff to troubleshoot issues or assist you on the Discord help channels.
- Nudge worker by walking into them, off the block they are standing on or out a door.
- Recall worker to their work hut.
- Make sure the path to their worksite is clear of obstructions.
- Recall all citizens to the Town Hall.
- Pause the problematic work hut, wait a few minutes, unpause the work hut and recall the worker.
- Pause the work hut, then click ‘Restart.’ This will restart the worker.
- Fire worker, wait a few minutes, then hire the same worker.
- Empty out the worker’s personal and workhut inventories, then only give them what they request in the amount requested until they have no more requests.
- Fire worker, empty out their personal and workhut inventories, wait for them to actually get into bed at night, after sunrise, hire the same worker.
- Punch them with an empty hand (taking damage resynchronizes them with world). Never punch a guard, fire them first then punch then rehire them.
- Use the /mc colony requestsystem-reset command.
- Repair their work hut. Some workers will stop working if required elements are not present. Only the Builder can place beds, crafting tables, furnaces, chests, racks, and compost barrels. If you broke any of those, create a repair build order for the building.
- Fire worker, wait a few minutes, then hire a different worker (you will lose advantage of the experience the first worker had accumulated at this career).
Hut Blocks
Notes
The Town Hall is listed here, but you can only craft it after placing the Supply Ship/Camp.
The Barracks Tower is not listed here because it cannot be crafted. You must craft and place the Barracks instead.
Name | Ingredients | Recipe |
---|---|---|
Apiary | Any Planks + Build Tool + Beehive | apiary |
Archery | Any Planks + Build Tool + 3 Bows | archery |
Bakery | Any Planks + Build Tool + Wheat | baker |
Barracks | Any Planks + Build Tool + Iron Block | barracks |
Blacksmith’s Hut | Any Planks + Build Tool + 3 Iron Ingots | blacksmith |
Builder’s Hut | Any Planks + Build Tool + Any Wooden Door | builder |
Chicken Farmer’s Hut | Any Planks + Build Tool + Egg | chickenfarmer |
Combat Academy | Any Planks + Build Tool + 3 Iron Swords | combatacademy |
Composter’s Hut | Any Planks + Build Tool + Barrel | composter |
Concrete Mixer’s Hut | Any Planks + Build Tool + White Concrete Powder | concretemixer |
Cowhand’s Hut | Any Planks + Build Tool + Raw Beef | cowhand |
Crusher’s Hut | Any Planks + Build Tool + 2 Cobblestone + 1 Iron Ingot | crusher |
Courier’s Hut | Any Planks + Build Tool + Leather Boots | courier |
Dyer’s Hut | Any Planks + Build Tool + Any Dye | dyer |
Enchanter’s Tower | Any Planks + Build Tool + Enchanting Table | enchanter |
Farm | Any Planks + Build Tool + Wooden Hoe | farm |
Fisher’s Hut | Any Planks + Build Tool + Fishing Rod | fisher |
Fletcher’s Hut | Any Planks + Build Tool + String | fletcher |
Flower Shop | Any Planks + Build Tool + Poppy | flowershop |
Glassblower’s Hut | Any Planks + Build Tool + Glass Block | glassblower |
Graveyard | Stone + Build Tool + Bone | graveyard |
Guard Tower | Any Planks + Build Tool + Bow | guardtower |
Hospital | Any Planks + Build Tool + Carrot | hospital |
House | Any Planks + Build Tool + Torch | house |
Library | Any Planks + Build Tool + Bookshelf | library |
Forester’s Hut | Any Planks + Build Tool + Wooden Axe | forester |
Mechanic’s Hut | Any Planks + Build Tool + Redstone Block | mechanic |
Mine | Any Planks + Build Tool + Wooden Pickaxe | mine |
Mystical Site | Any Planks + Build Tool + Diamond | mysticalsite |
Plantation | Any Planks + Build Tool + Cactus | plantation |
Rabbit Hutch | Any Planks + Build Tool + Raw Rabbit | rabbithutch |
Restaurant | Any Planks + Build Tool + Apple | restaurant |
Sawmill | Any Planks + Build Tool + Wooden Axe | sawmill |
School | Any Planks + Build Tool + 2 Feathers | school |
Shepherd’s Hut | Any Planks + Build Tool + Shears | shepherd |
Sifter’s Hut | Any Planks + Build Tool + 3 String | sifter |
Smeltery | Any Planks + Build Tool + Iron Ingot | smeltery |
Stonemason’s Hut | Any Planks + Build Tool + 3 Stone Bricks | stonemason |
Stone Smeltery | Any Planks + Build Tool + 1 Furnace + 2 Stone Bricks | stonesmeltery |
Swineherd’s Hut | Any Planks + Build Tool + Raw Porkchop | swineherd |
Tavern | Any Planks + Build Tool + Decorative Barrel | tavern |
Town Hall | Any Planks + 2 Build Tools | townhall |
University | Any Planks + Build Tool + Books | university |
Warehouse | Any Planks + Build Tool + Chest | warehouse |
Farm GUI
When accessing the Farm block by right-clicking on it, you will see a GUI with different options:
- Hut Level: Tells you the type of hut and the build level of the building you have selected.
- Worker Assigned: Tells you the worker assigned to this building and their worker level. The worker levels up in time by working. The higher their level, the faster and more efficient they will be.
- Manage Workers: Lets you change which worker is assigned to work at this hut. There can only be one worker at each hut. Note: this only works if you have turned the worker hiring mode in the Town Hall block to manual, otherwise your citizens will be hired automatically.
- Recall Worker: Recalls the worker at this building to their hut block. You might use it if they are stuck somewhere, you want to see what they have, or want to give them something directly.
- Build Options: Lets you create a build, upgrade, reposition, or repair build order for this hut. To learn more about the building system, please visit the Builder page.
- Delivery Priority: You can set the priority that a Courier will visit this hut and pick up items (when the worker at this hut issues a request), or you can tell Couriers to never visit this hut to pick up items. You can also tell a Courier to do a pickup now using the Request Pickup Now button. (For the pickup priority, 10 is the highest.)
- List of Recipes and Teach Recipe: When clicking the list of recipes button, you see all the recipes you have taught this hut and can remove them. When clicking teach recipe, it opens a crafting grid which allows you to teach this hut recipes (not the worker).
- Inventory: Here you can access the hut block’s storage, where the worker at this hut takes and deposits materials. They will also use any racks or chests that were placed in the hut when it was built or upgraded, so be sure to check those as well!
- ?: Some huts have an in-game guide. Press the ? button to access it.
- A chest icon: Click this button to see all the items in the hut’s storage (including the hut block’s inventory and any racks/chests that came with the hut). Clicking the ? button next to an item’s count will highlight the storage container it’s in.
This is page two of the Farm GUI. It shows the Fields that are available (recognizable by the crop in its GUI and its distance). You can assign them to this Farmer as well.
- Automatic/Manual: Automatic by default. Here you can define if you prefer to manually assign the Fields for this Farmer.
- Field: This is the list of recognized fields. If the field shows an X, that means it is already assigned to a Farmer and will list the name of the Farmer who takes care of that field. If the X is red and the button is not grayed out, that field belongs to the current Farmer and you can unassign it. If the field has a green check, then that field can be assigned to the Farmer. If the button is grayed out with a check, that means that no one is assigned to that field but the Farmer can not accept any more fields.
This is page three of the Farm GUI. It lets you choose whether the Farmer will request fertilizer (compost or bone meal).
Местоположение[]
При выбора места для колонизации необходимо учитывать ряд различных условий и рекомендаций, потому что это будет непосредственно влиять на постройки и само их разнообразие, а также то, что без хорошего вида из окна нельзя будет сказать, что ты создал поистине дом (деревню, город) своей мечты. Благодаря пейзажу, условий местности и наличием определенных ресурсов возле нее складываются первые очертания своих будущих творений и следовательно, лучше сразу выбрать красочное и удобное место для его застройки под колонию.
Расстояние
Первое, о чём следует подумать во время поиска места для основания колонии, это расстояние от базы до предполагаемого места основания. Если оно слишком маленькое, то колонизация не будет проблемой, но очень близкая колония не имеет большого смысла и не приносит практической пользы. Если оно большое, то возникнут трудности с установкой коммуникаций с базой, ибо придется проделывать немалый путь пешком для передвижения между базами в первое время, а именно до постройки железной дороги. Среднее расстояние — самое то для колонизации! После чего можно приступать к выбору наиболее удобного для Вас места.
Если вы достаточно развились и имеете немало обсидиана, то можно организовать транспортную систему Нижнего мира для быстрого перемещения между базами.
Легкость постройки
Второй момент, который следует учитывать во время выбора места для колонии, это легкость постройки. Если у Вас недостаточно места для строений, например в горном биоме, то вам придется потратить достаточно много времени, чтобы расчищать и выравнивать территорию. Также не рекомендуется выбирать места, где много лавы или воды.
Доступность ресурсов
Последнее и не менее важное, это доступность ресурсов. Основная цель колонии, как правило, это производство ресурсов, особенно, если каких-либо ресуров недостаточно вблизи Вашего родного дома
К примеру, если ваша основная база находится в пустыне, где не хватает древесины для производственных нужд, то постройка колонии в лесу может быть очень кстати.
Colony Commands
Command | Command Description |
---|---|
Default permission level: All | Adds an officer to a colony. For more information on officers, visit the Town Hall page and look at the Permissions section of the GUI.Example: |
Default permission level: OP | Adds or removes the ability to spawn raiders in a colony.Example: |
Default permission level: OP | Claims a specified number of chunks for a colony (or removes claimed chunks) based off the player’s location.Example: |
Default permission level: All | Deletes a colony and all MineColonies buildings (as long as the hut block is still placed).Examples: |
Default permission level: All | Teleports a colony owner back to the Town Hall of their colony.Example: |
Default permission level: All | Shows some basic information about the colony specified (ID, name, mayor, citizens, coordinates, last contact with mayor, and if the colony can be deleted or not).Example: |
Default permission level: All | Shows a list of all the colonies in this world and their ID, name, and coordinates.Example: |
Default permission level: OP | Loads all colonies from a backup.Example: |
Default permission level: OP | Loads an individual colony from a backup.Example: |
Default permission level: OP | Schedules a raid for the specified colony. You can choose if it starts now or the next Minecraft night, as well as its type.Example: |
Default permission level: All | Refreshes a specified colony’s request system, making all workers resubmit requests.Example: |
Default permission level: OP | Refreshes all colonies’ request systems, making all workers in all colonies resubmit requests.Example: |
Default permission level: All | Sets a colony to abandoned and without a mayor.Example: |
Default permission level: OP | Sets whether a colony can be marked for auto-deletion or not.Example: |
Default permission level: All | Changes the owner of a colony.Example: |
Default permission level: All | Teleports the player to the specified colony.Example: |
Строительный инструмент:
Строительный инструмент является наиболее важным объектом мода. Без него нельзя разместить здания, рабочие хижины. Его возможности бесконечны!Итак, на всякий случай рецепт инструмента для постройки зданий:
Чтобы разместить здание, вы должны иметь блок этого здания в инвентаре. Затем вы можете щелкнуть правой кнопкой мыши на месте, где вы хотите разместить его. Появится графический интерфейс со многими опциями в вашем распоряжении:Обзор инструмента для конструированияВ середине экрана находятся элементы управления для «корректировки» расположения постройки, которую вы собираетесь разместить;
- Синие стрелки позволяют перемещать 3D — структуру (вперед — назад — вправо — влево);
- Оранжевые знаки минус и плюс предназначены для увеличения или уменьшения постройки;
- Изогнутые стрелки оранжевого цвета предназначены для поворота структуры в направлении влево или вправо;
- Треугольники зеркально отражают изображение (для изменения справа налево и слева направо);
- Галочка нужна, чтобы начать постройку;
- Красная кнопка X предназначена для отмены процесса.
Теперь, когда вы готовы начать строить, нажмите зеленую кнопку с галочкой и все. Он будет отправлен как заказ производителю.
Happiness System
There is an overall colony happiness and an individual citizen happiness. Higher colony happiness increases the initial level and skills of new colonists. Higher citizen happiness increases the rate colonists gain Intelligence when studying at a Library.
Overall colony happiness is 1-10 (initially set to 5). Happiness depends on three basic factors: security, housing, and saturation.
If a colonist’s saturation is above 14 shanks, they will be happier.
If the colonist’s home (or for Guards or trainees, their workplace) is above level 2.5, the colonist will be happier.
If at least two Guards exist for every three citizens, the colonists will be happier.
These basic factors benefit from partial completion. Citizens will be happier with 5 shanks of saturation than 1, with 1 Guard for every 4 workers than 1 Guard for every 10, and enjoy a level 2 house more than a level 1 house. Colonists also become happier as these values increase further, such as from upgrading a house to level 4 or 5 or having completely full saturation.
Each time a citizen (other than a Guard) dies, other citizens will mourn the next day and be less happy for the next three days. All citizens become slightly less happy for the next day when injured.
Every night, colonists will also become less happy if they are sick, homeless, unemployed, or have nothing to do at their job, and will become increasingly unhappy the longer the problem persists. Citizens (other than Guards) unable to make it to their bed at night to sleep will become unhappy. Fellow colonists’ livelihood also matters for happiness (the Social Factor in the Town Hall’s happiness page).
Surviving a raid without losing any colonists provides a colony-wide happiness boost.
MineColonies Mod features
In MineColonies Mod the buildings themselves can be updated over time and workers will gradually increase in skills the more they work.
If the buildings in MineColonies Mod suffer any damage, you also have the option to repair them to their original state. The builder should start repairing as soon as it is available.
Of course, you will need housing for your citizens and, therefore, you must create the Citizen’s Cabin to keep them safe. Soon your city will flourish and citizens will work together to bring you items, harvest food and function in general as a self-sufficient people as long as you keep bringing tools and basic materials.
MineColonies Mod has a bit of a learning curve to start, so it would be better to know it very well before installing it. Among the most relevant features presented by MineColonies Mod, are the following
- Different types of workers (lumberjack, miner, farmer, builder, deliveryman, baker)
- Basic units where citizens occupy jobs and become workers
- Different levels of tools affect the efficiency of work
- When the tool wears out, the worker looks in the chest for the type of tool he uses (do not forget to supply lumberjack with axes and miner with pick and shovel)
- You can change the worker’s current tool by leaving it next to them
- Workers do not work during the night
- Workers tell you why they are not working when you approach them
- Build houses, reduce taxes and prepare food for your people to improve their mood
- Keep workers at work by paying their wages
- Use a golden scepter on people to ask him to follow you
- Use clamp to measure the distance between houses
- Use the bank to make and convert money
- Use the town hall to see general information about your neighborhood, tips, balance and more
- Configure mod options in a .property file
Идеи для ключевых разделов колонии[]
Дом
Базовый дом 5x5x3 (не включая пол) с доступом на крышу. Как Вам должно быть известно, в доме обязательно должны быть верстак, печь (желательно две), сундуки для хранения вещей (лучше отвести для этой цели подвал), освещение, рекомендуется ещё поставить кровать. Со временем можно добавить ещё этажи по усмотрению.
Фермы
Создавайте различные фермы: пшеничные для изготовления хлеба и кормления овец и коров, куриц для дополнительной еды, яиц и получения перьев для изготовления стрел (между прочим, гравий поставляет кремень, необходимый для стрел), тыквы для светильников Джека и тыквенных пирогов, арбузы и какао-бобы для разнообразия пищи, дерево для инструментов.
Шахты
Шахта предполагает расширение вниз из Вашего подвала. Это делает более лёгким перенос добытых полезных ископаемых прямиком в Ваш склад. Если Вы живёте в пустыне, то просто поставьте шахту там, где есть камень/песчаник.
Хранилище
Хранилище — это большая комната, в которой стоит много сундуков. Размер около 5x6x4, материал должен быть лучше, чем дерево, неплохо подойдёт для этой цели камень (он прочнее и не горит). Сундуки могут открываться, если сверху стоит любой прозрачный блок, в эту категорию попадают и другие сундуки. А потому можно создавать вертикальные ряды сундуков. Таблички с надписями вроде «Инструменты», «Еда» и т. д. помогут Вам организовать своё хранилище и ускорить поиск необходимых предметов. Рекомендуется строить хранилище в центре колонии, чтобы можно было иметь наиболее быстрый доступ к нему из любой точки колонии, где Вы можете быть. Разумеется, склад должен быть хорошо защищён, прежде всего от криперов, так как они могут уничтожить Ваши сбережения. Также удобно хранить всё в бочках — их можно вмонтировать в стены и пол, и им не нужен прозрачный блок сверху для открытия, что открывает простор для иной организации хранения. А сундуки лучше использовать сдвоенными, если это необходимо, бочки ведь не объединить. Можно сочетать сундуки и бочки — сундуки поставить на пол, а бочки вмуровать в стену, выставив их в ряд, очень удобно.
Дополнительно
- Центр переработки — комната с большим количеством печей, полезно для массовой плавки предметов, например полутора десятка стопок булыжника в камень. Иногда полезно делать плавильные печи и коптильни в зависимости от Ваших потребностей.
- Ферма кактусов.
- Дополнительные дела, указанные в списке дел выше.
- Рыбацкая гавань с лодками, сундук для удочек и хранения выловленной рыбы и печь для её жарки.
- Конюшня для лошадей.
- Полуавтоматические и автоматические фермы мобов.
Hut Requirements
Building | Requirements | Suggested |
---|---|---|
Archery | 1 archery dummy per level (a hay bale with a button on it, or a target block in 1.16) | |
Bakery | 1 furnace | |
Barracks | 1 Barracks Tower per level (up to lvl 4) | |
Barracks Tower | 1 bed per level | |
Builder’s Hut | 1 rack per level | |
Combat Academy | 1 combat dummy per level (a pumpkin on top of a bale of hay) | |
Composter’s Hut | 1 compost barrel per level | |
Concrete Mixer’s Hut | Flowing water with solid blocks below and air blocks above | |
Dyer’s Hut | 1 furnace | |
Flower Shop | 4 compost blocks per level | |
Glassblower’s Hut | 1 furnace per level | |
Graveyard | Named Graves, with the amount increasing per level | 14 named graves at level 1, 18 named graves at level 2, 27 named graves at level 3, 36 named graves at level 4, 50 named graves at level 5 |
Guard Tower | 1 bed per level | |
Hospital | 1 bed per level | |
House | 1 bed per level | |
Library | Bookshelves | |
Mine | A few starting ladders where the shaft’s ladders will go | |
Plantation | 4 per level: brick under sand, cobble under sand, sand next to water | |
Restaurant | 1 furnace per level | |
School | 2 carpets per level | 4 carpets per level |
Smeltery | 1 furnace per level | |
Stone Smeltery | 1 furnace per level | |
Tavern | 4 beds and a dining room | Horizontal barrels and/or vertical barrels |
University | Bookshelves | |
Warehouse | Racks (more each level) |
Some buildings may also require tags to be set on certain blocks using the tag tool.
Настройка[]
Настройка производится с помощью файла MineColony.properties(открывать любым редактором) .
Описание доступных опций:
[Block IDs] — ID блоков(для работы с другими модами)
Лат.название=ид | Сундук |
---|---|
MinerBlockID=130 | Шахтера |
WarehouseBlockID=131 | Поставщика |
FarmerBlockID=132 | Фермера |
BankBlockID=133 | здания «Банк» |
BuilderBlockID=134 | Строителя |
CitizenBlockID=135 | Жителей |
TownHallBlockID=136 | здания «Ратуши» |
MarketBlockID=137 | здания «Рынок» |
LumberjackBlockID=138 | Дровосека |
HuntersBlindID=140 | Охотника |
BakerBlockID=141 | Пекаря |
BarracksBlockID=142 | здания «Бараки» |
WarningBellID=139 | Колокол |
[City names] — названия городов cityNames=Mine Colony;Port Royale -(по умолчанию)
[Citizen's names] — перечень имен,для использования жителями ..... [Tips for beginners in Town Hall GUI] — настройка правил в "Ратуше" tips1=First 4 workers work for free. .....
[NPC messages] — Перечень слов(предложений), используемых жителями при встречи с игроком. genericMessage1=Hello. genericMessage2=How are you? .....
[Options] — Глав. опции
Лат.название=значение | Лимит |
---|---|
townHallRange=100 | диапазона расстояния для годных построек от 1 «Ратуши» |
blockPlacingLimit=20 | «сундуков» на диапазон действия от 1 «Ратуши» |
citizenWalkingRange=45 | диапазона расстояния на которое жители могут путешествовать |
farmerWorkingRange=4 | диапазона работы Фермера от своего сундука |
lumberjackWorkingRange=20 | диапазона работы Дровосека от своего сундука |
minerWorkingRange=20 | диапазона работы Шахтера от своего сундука |
hunterWorkingRange=100 | диапазона работы Охотника от своего сундука |
builderWorkingRange1=100 | диапазона работы Строителя от своего сундука |
warningBellVisionRange=40 | диапазона действия «Колокола» |
creeperSafetyRange=20 | диапазона защиты от криперов |
builderInstabuild=false | при «=true» строитель мгновенно строит здание |
builderInfiniteResources=false | при «=true» строитель не требует ресурсов для построек |
roadBlockID=13 | Ид. блока «Дорога» |
playSpeech=true | Проигрывать звуки — речи и храпа(во время сна жителей) |
hunterAdditionalTargets=sheep;chicken — после "=" через ";" перечень мобов, на которых будет охотиться Охотник
[Daily salaries] — кол-во ед. монет для ежедневного выплачивания работникам Лат.название=кол-во ед. монет lumberjackSalary=6 .....
[Floorplans assignment] — выбор модели здания (по умолчанию — папка foorplan) Лат.название=название модели(с расширением "файл.floorplan") lumberjackFloorplan=lumberjack .....
[Quests] Квесты, выдаваемые жителями при ПКМ на них(награда получается так-же ПКМ) Тип=Охота на моба
Лат.название=Значение | Описание |
---|---|
questName1=Creepers! | Название квеста |
questDescription1=I have got a quest… | Описание квеста |
questType1=mobhunting | Тип квеста, пр.: mobhunting, itemgathering и т.д. |
questMobType1=Creeper | Название моба |
questSpawnLocation1=random | Точка спауна моба |
questMobQuantity1=2 | Кол-во для заспауна мобов |
questRewardItemId1=46 | Награда «Предмет=ид» за завершенный квест |
questReputationReward1=0.2 | «Репутация=кол-во» за завершенный квест |
questFinishedMessage1=Thank you… | Сообщение при выдачи награды |
Notes
- The Builder will not start another build assignment until they have finished the current one.
- The Builder can ONLY upgrade other huts to the level of their Builder’s Hut. Upgrade the Builder’s Hut to further upgrade other buildings.
- You can rearrange the priority and cancel the build requests in the Town Hall GUI under the Work Orders symbol (!).
- The Builder will collect any blocks they remove and deposit them in their hut inventory and any racks/chests in their hut. Items are never lost or destroyed.
If you see the Builder has not finished building/upgrading any build order and they aren’t asking for any materials, go to the Builder’s Hut and recall the Builder and wait a bit to see what they need. You can also go to page 2 of the Builder’s Hut GUI and check the list of materials required. Any material in the list that is missing will be in red.
If a build request is created but no Builder starts building, the building may be out of their range (which is 100 blocks from their hut). Cancel the build order, then go to Build Options of the hut you want to be built and manually assign a Builder (top right).
If the build order is within their range and they still aren’t building it, check if you’ve set them to Manual on the third page of their hut GUI. If you have, you’ll need to choose build orders for them yourself (also in the third page of their hut GUI).
The higher a Builder’s Adaptability skill, the faster they’ll place blocks. Similarly, the higher their Athletics skill, the faster they’ll break blocks.