Right. Wood Settlement 4.2 update has been completed. It has what I feel is a fairly comprehensive overview of Minecraft Agricultural techniques, ranging from farming to Bees, and even extending to Trappers (which had previously only been something barely mentioned in passing). There aren't requirements for everything, but there are explanations, up to and including Utility Bees (like Heroics from Forestry, Magic Bee spawners, More Bees miners, Career Bees automation, Extra Bees lightning, etc).
I'm experimenting with (collapsible) info-boxes, and unless someone really doesn't like it, I'll probably be using them more in the future for important at-a-glance information.
Some of the changes include:
Comments, suggestions, etc are welcome.
EDIT:
Ohshit.
This....explains quite a bit about the last couple years of Element Animation.
EDIT2: For additional clarity, the Pam's Exception=8 Gardens TOTAL, of any variety of Pam's Gardens. It could be 8 of one type of Garden, or ~2 each of the six different varieties of Garden.
EDIT3:
Broad outline of the Stone Hamlet 4.2 Update is up. I'd have more done, but my mother was in the hospital this morning (she's out now, and fine as far as we all know) and I didn't have as much time/inspiration as I might have otherwise had. Being the only family in the area, for now, I elected to go and stay with her until she was discharged.
I do want to get the Stone Hamlet 4.2 done soon.
Broad strokes, Stone Hamlet is going to see the first Outlier, centered around an Agricultural Guild School (which is also an excuse to move most new Agricultural output outside of the capital). Unlike (some) previous versions, the Outlier will probably not be considered "done" when requirements are met, and will (probably) not be expanded in further stages (Iron, Gold, etc).
All of the Guilds will eventually see a School built for them (the schedule can now be found in the OP, in the Stages spoiler). Stone Hamlet will also see a Mining Guild School in 4.3, which will be located in the capital, because Mining Guild basics are fairly straightforward and not necessarily that complicated:
Dig stuff out, make sure it doesn't collapse, throw it in a furnace. It gets a bit more complicated when it comes to ore doubling/TiCo smelteries, etc, which will be covered by the College, University.
The Iron Village Stage will see Schools for the Trade Guild, the Crafting Guild (both in the Capital, since it is the center of Trade, and Crafters [in my head, anyway] work best when they are near resource stockpiles). It will also see a Military Guild School, which will probably be housed in a Military Academy Outlier (with some minor support buildings from other Guilds).
Unlike the other Outliers, the Military Academy Outlier probably WILL be updated in future Stages. However, this will be because the Military Guild College and University will be added onto the same outlier, centralizing military training.
....at least, for the campaign mode.
*shrugs*
I'm experimenting with (collapsible) info-boxes, and unless someone really doesn't like it, I'll probably be using them more in the future for important at-a-glance information.
Some of the changes include:
- Each of the major sub-sections of Agriculture are their own sub-Guild (not new), and each has their own symbol (item in an Item Frame--new).
- the Kennels and Stables [Dogs/Cats/Parrots and Horses/Donkeys/Llamas] are part of the Ranching Sub-Guild (new), but are considered separate entities, for clarity.
- Ranching=Food
- Kennels=Pets [non-Livestock, non-Rideable]
- Stables=Rideables [non-Livestock Rideables]
- Pam's Water/Ground traps are explicitly mentioned as okay, as are Giacomo's Fishing Nets.
- Trappers are solitary folks
- Utilize Pam's Ground Traps
- May not live within 100 blocks of a settlement
- May not live within 50 blocks of another Trapper
- Fishermen can't live too close to each other, to prevent overfishing
- Fishermen may use Giacomo's Nets, Pam's Water Trap
- Fishermen may not live within 50 blocks of another Fisherman
- Up to a certain point (atm Gold City, may be extended by 1 stage), powered [RF/EU/etc] Auto-Fishers require Residential, Expert
- After that point, they require Residential, Advanced
- Livery Stables are explicitly mentioned as being separate from Stables.
- Stables are for breeding, need breeding material
- Livery Stables provide rideable mobs for those who need them.
- This is primarily due to Horses/Donkeys, and the requirements of Gold for breeding.
- Pam Exceptions for farming (excepted from all plants available should be planted)--for Wood Settlement. Because trying to do that is ludicrous.
- The Pam Exception is 8 Gardens total (Arid, Shaded, Windy, etc)=1 Farming Plot. And the Gardens have to have room to replicate themselves
- Included explanations for how to harvest the Gardens without turning them into Pam food (Sneak+Click)
Comments, suggestions, etc are welcome.
EDIT:
Ohshit.
This....explains quite a bit about the last couple years of Element Animation.
EDIT2: For additional clarity, the Pam's Exception=8 Gardens TOTAL, of any variety of Pam's Gardens. It could be 8 of one type of Garden, or ~2 each of the six different varieties of Garden.
EDIT3:
Broad outline of the Stone Hamlet 4.2 Update is up. I'd have more done, but my mother was in the hospital this morning (she's out now, and fine as far as we all know) and I didn't have as much time/inspiration as I might have otherwise had. Being the only family in the area, for now, I elected to go and stay with her until she was discharged.
I do want to get the Stone Hamlet 4.2 done soon.
Broad strokes, Stone Hamlet is going to see the first Outlier, centered around an Agricultural Guild School (which is also an excuse to move most new Agricultural output outside of the capital). Unlike (some) previous versions, the Outlier will probably not be considered "done" when requirements are met, and will (probably) not be expanded in further stages (Iron, Gold, etc).
All of the Guilds will eventually see a School built for them (the schedule can now be found in the OP, in the Stages spoiler). Stone Hamlet will also see a Mining Guild School in 4.3, which will be located in the capital, because Mining Guild basics are fairly straightforward and not necessarily that complicated:
Dig stuff out, make sure it doesn't collapse, throw it in a furnace. It gets a bit more complicated when it comes to ore doubling/TiCo smelteries, etc, which will be covered by the College, University.
The Iron Village Stage will see Schools for the Trade Guild, the Crafting Guild (both in the Capital, since it is the center of Trade, and Crafters [in my head, anyway] work best when they are near resource stockpiles). It will also see a Military Guild School, which will probably be housed in a Military Academy Outlier (with some minor support buildings from other Guilds).
Unlike the other Outliers, the Military Academy Outlier probably WILL be updated in future Stages. However, this will be because the Military Guild College and University will be added onto the same outlier, centralizing military training.
....at least, for the campaign mode.
*shrugs*
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