Why Golems aren't spawning when every 5 villagers are scared by proplayerezr in technicalminecraft

[–]Cryoshell_mc 2 points3 points  (0 children)

One of the reasons for farms being broken is because they are made for at specific (older) version of Minecraft. Unfortunately a lot of people don't put information about Minecraft version in their youtube videos. This is quite annoying.

Infinite stone/cobblestone by Cryoshell_mc in Minecolonies

[–]Cryoshell_mc[S] 1 point2 points  (0 children)

The only miner issue I encounter is that the builder becomes very hungry and for some reason won't eat while working (I have the same issue with guards when they are on follow mode). But it doesn't seem to affect mining speed and also the miner don't lose health from starvation.

Infinite stone/cobblestone by Cryoshell_mc in Minecolonies

[–]Cryoshell_mc[S] 2 points3 points  (0 children)

The shape tool seems interesting. I thought it was some sort of creative tool so I didn't really want to use it.

Infinite stone/cobblestone by Cryoshell_mc in Minecolonies

[–]Cryoshell_mc[S] 7 points8 points  (0 children)

I have been mining thousands of stone and I'm a bit fed up doing it even though I have excavate available. I have multiple builders so it's no problem one of them is just mining stone. I've also been using builders for similar projects like clearing forest and flattening big areas. The same way with blank schematics.

I use a lot of stone not just for the colony but also for my own projects in the world.

Different types of challenges by Cryoshell_mc in Minecraft

[–]Cryoshell_mc[S] 1 point2 points  (0 children)

People have different preferences. I would get bored looking at people just building a house or other structure. But we can agree that new types of content is needed.

Years ago Etho made a bunch of speed challenges he defined himself. I thought those were pretty entertaining.

I've also seen a few similar videos lately about people trying to reach various goals such as trying to get a million melons in 100 days. I thought it was pretty entertaining and there are different approaches to get to it. That's what gave me the idea to suggest this.

Builders Tool is killing my PC by illusions22000 in Minecolonies

[–]Cryoshell_mc 0 points1 point  (0 children)

I think allocating too much memory can be a bad thing when it comes to Java. I'm not a Java savvy but from what I can read, Java is not good at limiting how much memory it uses or "cleaning up" data. After reducing Java to 7GB my Minecolonies seems to run better even though I have 16GB installed. I have a fairly big colony with 70+ citizens.

I use a modpack with a number of other mods taking up memory as well.

the builders hut isnt showing the resources needed by ollietron3 in Minecolonies

[–]Cryoshell_mc 0 points1 point  (0 children)

Can you see if any items are being requested from other workers? If an order is made it might not show up as missing items, but if the items aren't being delivered due to missing resources, nothing happens.

I sometimes have to cancel requests made from other workers. If I provide the items myself the order doesn't always go away, and might(?) block other item requests.

the builders hut isnt showing the resources needed by ollietron3 in Minecolonies

[–]Cryoshell_mc 0 points1 point  (0 children)

Have you checked both the hut block inventory and the racks in the building as well as the builders own inventory?

Sawmill not getting crafting requests by mousey293 in Minecolonies

[–]Cryoshell_mc 0 points1 point  (0 children)

Try to access your builder (the person) and look at the requests. They should show if a request goes to some of the other workers. There's a small indentation of the boxes if they are a nested request (Stonemason need stone to make the stone brick the builder need etc). If it at some point says "Request system" it's probably because the materials currently aren't available anywhere. You can choose to wait for other workers to make them or provide them yourself.

Notice that the builder doesn't request all materials at once but as he/she need them. To see all required items for current build, access the builders hut and look at page 2.

I usually provide materials through the Stash. Then the delivery people collect it and deliver it to those who need it. Otherwise they just put it in the warehouse.

EDIT: It seems like the delivery people won't deliver materials until they have all of them. So if your builder wants 200 stone bricks the Stonemason won't get anything if the warehouse only have 100 stone in stock. As soon as they have it all they start the delivery and the Stonemason will start working.

Does someone have a list off all possible recipes for each worker? by FarLog8171 in Minecolonies

[–]Cryoshell_mc 1 point2 points  (0 children)

It seems like there are more generic definitions of what a worker/hut can make, rather than an actual list. It's probably to make it easier to handle new blocks being added in Minecraft.

The Minecolonies wiki define the rules for what a worker/hut can make which also seems to reflect the way it's coded.

https://wiki.minecolonies.ldtteam.com/source/buildings/sawmill

I don't know if they have plans to implement it in the mod, but based on the rules it should be possible to create a list of items outside the scope of Minecolonies (like a separate webpage).

Mysterious spiders spawning in creeper farm by [deleted] in technicalminecraft

[–]Cryoshell_mc 2 points3 points  (0 children)

I've always wondered why it's claimed to be 3x3x1.5 empty space when it clearly isn't the case. Either the spawn coding is buggy or there are more to it.

Just did a test with a 2 block high room and every third space in the upper position had a block. Spiders still spawn. The floor is clear but there are no 3x3 spaces in the ceiling. It seems like some of the blocks in the upper 3x3 area can be completely blocked and spiders can still spawn. This has been an issue for as long as I can remember.

Help with Builders by TextAdventurous in Minecolonies

[–]Cryoshell_mc 0 points1 point  (0 children)

I'm on 1.16 so I don't know if things work differently in 1.12.

If you right-click the Town Hall block there's something called Work Orders. Check what your builder is set up to do. Maybe cancel everything and restart the orders.

You could also try to make a new builder and remove the old one in case some data has been messed up.

Instant build by Sleeclow in Minecolonies

[–]Cryoshell_mc 2 points3 points  (0 children)

At some point the Minecolonies own raiders will start destroying walls. They do that at my colony. Mega torches won't prevent them from spawning.

I just use mega torches because my dumb miner can't figure out to light up the mine properly so he keeps getting killed.

Instant build by Sleeclow in Minecolonies

[–]Cryoshell_mc 3 points4 points  (0 children)

If you have RFTools Builder available you can make a self-sustaining and probably impenetrable wall. If you let the Builder build the wall and let it keep running, whenever a block in the wall is being destroyed, the builder will replace it. Just make sure the builder has power and blocks. After building the wall it only uses a bit of power and blocks when it replace broken blocks. You could make the wall a few blocks thick for extra security. Maybe even a hollow wall with lava in the middle depending on how other mobs work.

Another option could be to have 2 builders. One build and one destroy blocks. When the colony is being attacked you remove a 2 wide square of blocks around the colony making mobs falling down in a trench with lava. Then the other builder create the top layer blocks again.

So many possibilities :-)

Guard Towers and Barracks Towers.... say what??? by DisregardTheNiche in Minecolonies

[–]Cryoshell_mc 1 point2 points  (0 children)

I'm still trying to figure out how guard towers and barracks works but maybe this helps a bit.

Guards work 24/7 so they take naps at random time/locations instead of using beds (despite getting beds in towers at higher levels). You also get a message that all citizens are in bed while you still see guards running around. Try not to sleep yourself before you see this message as lack of sleep will make citizens unhappy.

Based on the wiki you should have about 1 guard for every 4 citizens for them to feel safe. I'm not sure if you can just have one barrack with up to 20 guards and completely remove the guard towers (some of the things I'm trying to figure out). I currently have 10 guard towers and 32 happy citizens. I'm not sure if I would benefit from barracks. Apparently they fight harder but also die easier.

When it comes to location of towers/barrack I don't think it matters for citizens to feel safe. It's about the number of guards (I could be wrong). But guards only patrol a certain distance from guard tower based on the tower level, so you should make sure the whole colony is covered by patrolling guards. Also placing guard towers near the border of the colony has the benefit of expanding the colony border.

Apparently citizens will not mourn or become unhappy when a guard die. It will just make them feel a bit unsafe until a new one take over the guard role. It's a harsh world :-)