A little town tour celebrating my one year anniversary on YouTube.
A little town tour celebrating my one year anniversary on YouTube.
Thing is, Buildings aren't a thing we can't check for...@YX33A I'll gladly help you set up and test Hardcore quest. Not sure how we'd do buildings though.
Possibly, material choice might be an issue. Easy to do the NPC and food requirements though.Thing is, Buildings aren't a thing we can't check for...
Unless one checks for materials and thus if one can or can not build a building. There are quest completions that don't consume resources, so those could be used to check if a building is "ready".
Check for oreDict planks when planks are needed, TCon parts if a frying pan is needed(doesn't work for special NPC tools, like the head of the Mining Guild and his TCon pick, for example), etc etc.Possibly, material choice might be an issue. Easy to do the NPC and food requirements though.
@YX33A I'll gladly help you set up and test Hardcore quest. Not sure how we'd do buildings though.
Thanks for the mention Vaal, that was neat.
You got me thinking about the whole iron age vs. bronze age thing now.
In vanilla MC, it's kind of moot, since there isn't a bronze age, and there isn't any copper or tin. So vanilla isn't where the discrepancy comes in.
Historically, the bronze age came before the iron age but I feel it was more about the concept of "smelting" being discovered around the bronze age, and that copper / tin have low enough melting points that improvements over stone implements were seen. Copper by itself for example, isn't a lot better than stone where tools are concerned, it's too soft.
Iron actually was way more plentiful than copper or tin, but had a much higher (like 1600 or so degrees vs 1000 degrees) melting point than copper or tin. The big thing in the iron age I think is more the concept of mass production.
Bronze has several advantages over "simple" iron when it comes to things like tools or weapons, and that might be where mDiyo & others attribute bronze being somewhat better than iron. Iron becomes better when you add carbon (carburizing) into the smelting process and is a component of creating steel.
Remember also that by the time the iron age hit, smiths had plenty of time to refine their craft and come up with superior designs and techniques not discovered in the earlier age. It wasn't so much a property of the more abundant ore as it was a general technological advancement.
In modded MC terms, I think the way Tinker's Construct does things makes sense, assuming some modpack makers or mod authors don't go off and change the ore spawning without knowing any of this and makes copper/tin nearly abundant as iron <sarcasm>... oh wait ... </sarcasm>. Current versions of the FTB cofh WorldCustomGen configs are actually fairly sane.
Edit: I still think mDiyo was smoking Netherwart or something when he came up with Slime Islands...
This is actually very interesting. Where did you learn all this?
Also, he was probably thinking about how odd it was to have blue slimes everywhere, and how easy it made slimeballs. So he gave them a place to live.
Thanks for the mention Vaal, that was neat.
You got me thinking about the whole iron age vs. bronze age thing now.
In vanilla MC, it's kind of moot, since there isn't a bronze age, and there isn't any copper or tin. So vanilla isn't where the discrepancy comes in.
Historically, the bronze age came before the iron age but I feel it was more about the concept of "smelting" being discovered around the bronze age, and that copper / tin have low enough melting points that improvements over stone implements were seen. Copper by itself for example, isn't a lot better than stone where tools are concerned, it's too soft.
Iron actually was way more plentiful than copper or tin, but had a much higher (like 1600 or so degrees vs 1000 degrees) melting point than copper or tin. The big thing in the iron age I think is more the concept of mass production.
Bronze has several advantages over "simple" iron when it comes to things like tools or weapons, and that might be where mDiyo & others attribute bronze being somewhat better than iron. Iron becomes better when you add carbon (carburizing) into the smelting process and is a component of creating steel.
Remember also that by the time the iron age hit, smiths had plenty of time to refine their craft and come up with superior designs and techniques not discovered in the earlier age. It wasn't so much a property of the more abundant ore as it was a general technological advancement.
In modded MC terms, I think the way Tinker's Construct does things makes sense, assuming some modpack makers or mod authors don't go off and change the ore spawning without knowing any of this and makes copper/tin nearly abundant as iron <sarcasm>... oh wait ... </sarcasm>. Current versions of the FTB cofh WorldCustomGen configs are actually fairly sane.
Edit: I still think mDiyo was smoking Netherwart or something when he came up with Slime Islands...
This is actually very interesting. Where did you learn all this?
Vaal, I took some inspiration from your barn building episode to make this one up:
Hey guys, I'm trying to work on this when I have time--but I thought I'd share a decision that I came to regarding Iron--
if it's needed for cosmetic or minor items, feel free to use it before you hit Iron Village. You just shouldn't be using stacks and stacks of it. However, you still may not make Iron Tools/Armor until Iron Village. This change is mainly because of the various mods that would be useful but--eep! they contain 1 or 2 Iron Ingots!
*insert Mojo Jojo "Curses" gif here*
Basically, people have figured out Iron, but now how to make tons of it or make efficient use of it yet. Basically, if you have to use more than a stack (16-32 Iron for Wood Settlement) over the entire Stage, you're doing it wrong. Still banned in Dirt stage.
I'm also tweaking how the Agriculture section works.
Basically, once I'm done with it, no more Agriculture requirements beyond having to feed everyone--do whatever you want. However, if you want your town to have an Agricultural focus, there will still be Agricultural Requirements--except you get to pick and choose what kinds of Agriculture you want.
Also, I'm giving each Agriculture type their "Agriculture Type House" and a bonus building that lets them do their job better. Once I'm done, certain types of Agriculturalists (Ranchers, Farmers, Plantationers) will also be able to build X-hand bunkhouses so that they can tend more blocks/livestock per X-House.
http://refugeetoregentchallenge.wikispaces.com/Agriculture
See the Farm section for a rough draft.
I'm considering assigning point values to everything so you can pick and choose various aspects of Agriculture so as long as your Agriculture total reaches a certain point, you either meet the Agricultural need of your town, or become Agriculturally focused. If I did the points system, I would also be able to have further point totals for X-Agricultural Type Focused Town--ie Farming Focused Town, Stable-Focused Town, etc. I plan on doing this for other areas, too--for the military, for tech, for magic (once I catch up on new mod developments geeze I'm behind on this lol)......
As for what this means for each Stage, I'l probably have all the infodumps for each kind of Agriculture in each stage, and after I've listed the types, Agricultural Focus Requirements stuff after that.
I'm also toying around with tables on the wiki for infodumps for important things like Agricultural stuff and Population and food requirements. See the Normal section of the Stone Hamlet section for my prototypes.
Geeze you guys are making great stuff. you're more creative in Minecraft than I am lol.