Worker system

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.

Tips on Building

Do

  • Make all levels of a hut have the same footprint for x, y, and z
  • Place the hut block in the same location with the same rotation
  • Make sure all racks and furnaces are in the same location through all levels (to prevent the contents spilling out when they’re getting moved)
  • Use placeholders where you want to keep any existing block (including from level to level), like the Barracks Towers in the Barracks schematic
  • Use solid placeholders at or below ground level
  • Place a tag at ground level if your hut isn’t sitting directly on the ground.
  • Use only vanilla blocks or Structurize blocks (for official styles)
  • Use Books and Quills instead of blank books

Don’t

  • Use unobtainable items in builds (no command blocks, petrified wood, infested blocks, or mob heads (including player heads))
  • Change someone else’s style (officially) unless specifically asked to do so

Hunger/Saturation System

The citizen saturation system is between 0-20. If it’s 0, the citizen won’t level anymore, won’t work anymore, will request food in chat regularly, and will have the slowness effect. If it’s less than 6, the citizen won’t heal. If it’s 20, the citizen will have a double healing speed. They increase their saturation by eating, just like the player. Saturation is displayed with the saturation bar in each citizen’s GUI (it looks like the hunger bar in the player’s HUD).

Every time a citizen goes to sleep (starts the walk back to their House or Tavern), they will decrease their saturation by 0.2 times their worker hut level. They will also decrease their saturation while working.

Citizens will demand higher levels of food based on their workplace level. They will not eat food that doesn’t meet (or exceed) their requirements.

Workplace Level Min Food Level Requested (in shanks)
Any
1 0.5
2 1
3 1.5
4 2
5 2.5

When a citizen’s hunger level gets to 6 or lower, they will head to the Restaurant to get food from the Cook. If there is no Cook, they will request in their GUI that you build them a Restaurant or provide them with food manually.

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).

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:

Build Options Details

Before Hut is Built

    • Style (top left): Here you can verify the style of schematics you have currently. You can change the style to see the list of items required for other styles, but it’s not recommended that you change a different style from here since it will most likely be in a different position (since each schematic is different).
    • Builder: Here is where you can choose what Builder you want on the project. If it is out of your Builders’ range, this is where you can manually assign one.
    • List: This is the list of resources that the Builder will need for the schematic style selected.
    • Repair: Not needed, as the building hasn’t been built yet.
    • Build Building: This is where you tell the Builder to build the building with the style selected.

After Hut is Built

    • Schematic Style: Here you can verify the style of schematics you have currently. You can change the style, but it’s not recommended that you change it since it will most likely be in a different position.
    • Builder: Here is where you can choose what Builder you want on the project. If the hut is out of your Builders’ range, this is where you can manually assign one.
    • List: This is the list of resources that the Builder will need for the schematic style selected.
    • Repair: This is to repair a building according to its schematic. This will remove any changes that a player has made to the current building.
    • Upgrade: When you are ready to upgrade to the next level. Upgrading will come with benefits, like more furnaces for a Smelter to use (for example).
    • Deconstruct: To deconstruct the building. After the Builder is done breaking the building, click the Pick Up button, which will appear where the Deconstruct button was. You will get the building’s hut block, which will keep its current level. This is so you can place it somewhere else using the build tool.

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.

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 .

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:

FAQ

This is a FAQ section to answer common questions regarding schematics in MineColonies.

What and where is the scans folder?

The scans folder is where the schematics are saved after performing a scan using the scan tool in MineColonies. This is a client-side-only directory which is located in Minecraft’s folder under: . Freshly scanned schematics can be found in unless they have been renamed in-game. (If they aren’t there, look in .) This directory is shared between all your singleplayer games and multiplayer games.

Where is the schematic folder?

Custom schematics need to be copied inside the schematic folder. For both singleplayer and multiplayer games, the folder is under .

How to create custom huts?

To create new schematics for existing huts, there are some guidelines that you must follow: the scans MUST have the same footprint for the same style/hut’s type; the scans must contain the hut’s block, for example the Builder’s Hut block for the Builder’s Hut; the hut block need to be exactly at the same place and have the same rotation for each level; the scans’ filenames need to follow the naming convention: {StyleName}/{HutName}{HutLevel}.blueprint. For example, for the Builder’s Huts with the MyOwn style, we would have:

myown/builder1.blueprint
myown/builder2.blueprint
myown/builder3.blueprint
myown/builder4.blueprint
myown/builder5.blueprint

Note: In the build tool, the extension is hidden. HutName can be any of the listed huts below. The maximum level is 5 (except for the Tavern, its max level is 3).

Once ready, move the folder into the schematics folder and start your game. You should be able to see it with the the build tool.

Note: Remember that you need the appropriate hut in your inventory to be able to see the schematics in the build tool.

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!

Items and Blocks

Notes:
The ancient tome is not on here as it cannot be crafted and must be obtained as a drop.

The calipers are not on here as they cannot be crafted and can only be obtained in creative mode.

Neither of the gates are on here as they can only be crafted by the Mechanic.

None of the scrolls are on here as they cannot be crafted by the player, only by the Enchanter.

The Raider’s Bane enchant is not on here as it cannot be crafted and must be obtained by the Enchanter.

Name Ingredients Crafted At Recipe
Cactus Planks Cacti Sawmill cactus_planks
Cactus Slab Cactus Planks Sawmill cactus_slab
Cactus Stairs Cactus Planks Sawmill cactus_stairs
Cactus Door Cactus Planks Sawmill cactus_door
Cactus Trapdoor Cactus Planks Sawmill cactus_trapdoor
Cactus Fence Cactus Planks + Sticks Sawmill cactus_fence
Cactus Fence Gate Cactus Planks + Sticks Sawmill cactus_fence_gate
Compost Barrel Any Planks + Build Tool + Dirt + Iron Ingot Sawmill barrel
Horizontal Barrel Any Planks + Sticks Sawmill barrel_horizontal
Vertical Barrel Any Planks + Sticks Sawmill barrel_vertical
Build Tool Cobblestone + Sticks N/A buildingtool
Clipboard Sticks + Build Tool + Leather N/A clipboard
Composted Dirt Dirt + Compost Farm compostblock
Construction Tape White Wool + Sticks Sawmill constructiontape
Field Hay Block OR Pumpkin + Stick + Leather N/A field
Floating Carpet Any Carpet + Build Tool + String Fletcher’s Hut floatingcarpet
Multi-Piston Stone + Redstone Blocks + Build Tool + Pistons Mechanic’s Hut multipiston
Paper Wall Any Planks + Paper Sawmill paperwall
Placeholder Block Any Logs + Sticks + Iron Ingot Sawmill placeholderblock
Fluid Placeholder Any Logs + Sticks + Bucket Sawmill fluidplaceholderblock
Solid Placeholder Any Logs + Sticks + Iron Ingot Sawmill solidplaceholderblock
Postbox Any Planks + Build Tool + 3 Chests Sawmill postbox
Rallying Banner Iron Swords + Guard Towers + Yellow Banner + Bows N/A rallyingbanner
Rack Any Planks + Build Tool + Iron Nuggets Sawmill rack
Resource Scroll Stick + Build Tool + Leather N/A resourcescroll
Scan Tool Iron Ingot + Stick N/A scantool
Shingles Brick + Stick + Matching Planks Sawmill shingleclay
Shingle Slabs Brick + Stick Sawmill shingleslab
Stash Any Planks + Build Tool + Chests Sawmill stash
Supply Camp Chests N/A supplycamp
Supply Ship Any Boats N/A supplyship
Timber Framed Blocks Primary Plank + Secondary Plank + Build Tool Sawmill timberframeplain
Waypoint Any Planks + Build Tool N/A waypoint

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

Citizens Commands

Command Command Description
Default permission level: ALL Gives basic information about a specified citizen in a colony such as their ID and name.Example:
Default permission level: ALL Kills a specified citizen in a colony.Example:
Default permission level: ALL Lists all citizens in a colony with each citizen’s ID and name (9 results per page).Examples:
Default permission level: All Reloads a specified citizen in a colony.Example:
Default permission level: ALL Spawns a new citizen in a colony.Example:
Default permission level: ALL Teleports a specified citizen to a given location.Example:
Default permission level: ALL Tells a specified citizen to walk to a given location.Example:

How to install MineColonies Mod 1.17.1/1.16.5

  1. First remember that you must download or have installed Minecraft Forge
  2. Followed by this, download the .jar file from MiniColonies Mod
  3. Now open the Minecraft initiator and then select Forge profile
  4. Locate the applications folder .minecraft / mods.
  5. On Windows computers, you should open> Run from the start menu and type in lowercase the word% appdata% \. Minecraft \ and then click> Run again. On Mac computers, you should open
  6. Finder, hold down the ALT key and click> Go to> Library just in the top menu bar to start the installer correctly
  7. Following these steps, you should open the Application Support folder and search for Minecraft
  8. Now place the .jar file that you have downloaded from MiniColonies Mod in your Mods folder. Remember that if you do not have this folder, you must create a mandatory
  9. If you followed all these steps correctly, once you restart Minecraft, you can count on this modification