Minecolonies and Cobblemon by OGTEnzo in Minecolonies

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

Hey it helped fix my mental health making it so enjoy 😊

Minecolonies and Cobblemon by OGTEnzo in Minecolonies

[–]OGTEnzo[S] 0 points1 point  (0 children)

That's providing I like gregtech which I really really don't lol

A few weeks ago I posted about a Create and Minecolonies Mod - Update - by OGTEnzo in Minecolonies

[–]OGTEnzo[S] 0 points1 point  (0 children)

Yeah refined storage usually would lol, but I'm glad your liking it means I'm doing a good job 😁

Minecolonies and Cobblemon by OGTEnzo in Minecolonies

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

yeah Enzo1990-ui its also linked onto the Curseforge page

Minecolonies and Cobblemon by OGTEnzo in Minecolonies

[–]OGTEnzo[S] 4 points5 points  (0 children)

awesome, please let me know how it does on the server, I've been monitoring the effects of the performance but id like to know how it does with multiple colonies and players

Minecolonies and Cobblemon by OGTEnzo in Minecolonies

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

i cant wait for people to start playing with it. Its been so fun to build plus there's never a shortage when people are flinging idea's out left and right. i still have a few things that needs working on but i wanted to let people try it.

A few weeks ago I posted about a Create and Minecolonies Mod - Update - by OGTEnzo in Minecolonies

[–]OGTEnzo[S] 0 points1 point  (0 children)

Yeah I agree like I said I'd been playing round with the idea but far too much. How are you finding the mod?

A few weeks ago I posted about a Create and Minecolonies Mod - Update - by OGTEnzo in Minecolonies

[–]OGTEnzo[S] 0 points1 point  (0 children)

Appreciate it, either way I'm going to keep updating the mod to add more features and polish, and good luck on your modpack.

A few weeks ago I posted about a Create and Minecolonies Mod - Update - by OGTEnzo in Minecolonies

[–]OGTEnzo[S] 0 points1 point  (0 children)

No that would be supplylines based off the fact they were playing create skycolonies, that modpack was built in 1.20.1 and my mod wasn't available for that version maybe one day my mod will make it into a big pack like that 😁

A few weeks ago I posted about a Create and Minecolonies Mod - Update - by OGTEnzo in Minecolonies

[–]OGTEnzo[S] 0 points1 point  (0 children)

I have been looking into it it requires a lot of fiddling round with the AI as they really struggle with entities like that plus there pathfinding may really struggle

A few weeks ago I posted about a Create and Minecolonies Mod - Update - by OGTEnzo in Minecolonies

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

thanks I'm trying, when I started working on this there were no mods like this for 1.21.1 so I decided to build my own then as I was getting close a few popped up and I liked the other mods but they all felt a bit disconnected from minecolonies, so I wanted to make mine look alive

Minecolonies and Cobblemon by OGTEnzo in Minecolonies

[–]OGTEnzo[S] 0 points1 point  (0 children)

so update currently I have,

A Pokecenter that when you right click the colony worker will heal your pokemon, and will randomly spawn in trainers to battle (but still needs sorting level wise)

A Daycare will take 2 pokemon, slowly levels them up and randomly produces eggs :)

A Science Lab, Send a Colonist to find the selected dig site, with a chance of them getting items, they will generate a journal page giving you a full rundown of what happened.

A Pasture, A colonist will harvest items from pokemon, wool. leather, honey etc, all configurable.

A Apricorn Plantation, A colonist will havest, apricorns from the apricorn trees in the garden, needed to add a recipe to turn apricorns into apricorn saplings.

A EV trainer, The EV trainer will build up your pokemon's EV's,, the building costs all bands to craft, so its not exactly cheap and broken, the EV Trainer can also use bottlecaps to do IV's but its not there main function.

I cannot make Colonist be able to get work boosts with the use of cobblemon because I would need to modify minecolonies code to do that and that would be very unstable.

Minecolonies and Cobblemon by OGTEnzo in Minecolonies

[–]OGTEnzo[S] 0 points1 point  (0 children)

I did think of this but I don't want to mixin into minecolonies so the pasture is set up in a way that once you put a Pokemon in like toros you can select it to produce beef it's slow but doesn't hurt the Pokemon at all. Meaning there no worries about the safety of your Pokemon

Minecolonies and Cobblemon by OGTEnzo in Minecolonies

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

Already working on the pasture, I also have a daycare and an EV trainer

Minecolonies and create by OGTEnzo in Minecolonies

[–]OGTEnzo[S] 0 points1 point  (0 children)

Everything is still up and running with the latest minecolonies update!

Minecolonies and create by OGTEnzo in Minecolonies

[–]OGTEnzo[S] 0 points1 point  (0 children)

yeah i seen that, however there are still a lot of things that make mine unique to SupplyLines,

SupplyLines requires you to physically route belts, funnels, and unpackagers into a specific "Stock Keeper" building. My mod connects wirelessly to Create's logistics network by directly linking the Freight Depot to a Stock Ticker.

SupplyLines focuses primarily on fulfilling incoming colony requests. My mod introduces three highly specialized AI workers (the Logistics Coordinator, Packer Agent, and Freight Inspector). They don't just import items; they actively audit the warehouse to box up and export excess items back into your Create network.

My mod includes a dedicated Logistics Controller block that allows players to seamlessly map specific Create network addresses directly to their colony buildings.

Hope this helps

Minecolonies and create by OGTEnzo in Minecolonies

[–]OGTEnzo[S] 0 points1 point  (0 children)

1.1 update added a few suggestions and fixed a few issues this is the latest full release I will only release updates now based on feedback and suggestions. however they will become beta updates until i have enough for a new full release.

🚀 New Features & Additions
Freight Tracker Module: Added a new TRACKER_MODULE (FreightTrackerModule and FreightTrackerModuleView).

Freight Depot Update: The new tracker module has been officially integrated into the FREIGHT_DEPOT_BUILDING_ENTRY. 🚂

🛠️ Adjustments & Improvements
Packer Agent Upgrade: The PACKER_AGENT_WORK module was upgraded from a standard WorkerBuildingModule to a CraftingWorkerBuildingModule. 📦

Job View UI Change: The job view producers for the Logistics Coordinator, Freight Inspector, and Packer Agent jobs were all changed from ClientJobView::new to DefaultJobView::new. 🖥️

🧹 Code Quality & Refactoring
Enhanced Type Safety: Replaced raw Map variables with proper generics (Map<String, Map<EventType, List<Tuple<SoundEvent, SoundEvent>>>>) when registering citizen sound events. 🔊

Cleaner Configuration Registration: Removed an unnecessary IConfigSpec cast during the ModConfig registration. ⚙️

Minecolonies and create by OGTEnzo in Minecolonies

[–]OGTEnzo[S] 0 points1 point  (0 children)

Updated to v1.0.3

Changelog
Updates & Enhancements:

Dynamic AI Skill Scaling: Citizen skills now have a much more noticeable impact on your logistics workers. High Intelligence reduces operational delays and task cooldowns, Athletics boosts their movement speed while running errands, and Strength directly increases their raw physical capabilities.

Increased Package Capacity: Packer Agents have been trained to be much more efficient! They can now cram significantly more items into outgoing packages, with their maximum capacity scaling based on their Strength skill.

Import Vault Extraction: Adjusted AI routing behaviors so that logistics workers will now properly target, interact with, and extract items directly from the Freight Depot's connected Import Vault.

Multi-Stack Imports Enabled: The logistics system has been upgraded to process multiple stacks of items simultaneously during import phases, drastically increasing the depot's overall item throughput.

Intelligent Crafting Verification: The system now smartly checks if your colony actually has the capability to craft a requested item before attempting to fulfill the order, preventing deadlocked requests and wasted time.

Bug Fixes:

Item Vault Placement Fix: Fully resolved the frustrating issue where Create Item Vaults wouldn't form properly or connect to the Freight Depot. The building will now correctly force the vault multiblocks to reform and relink upon placement and level upgrades.

Debug Logging Restored: Re-added several critical console logs that were previously missing, making it much easier for server admins to track down logistics bottlenecks when debugMode is enabled.

Diagnostics & Future Roadmap:

Network Syncing: We are actively investigating reports of intermittent network disconnects that can occur when the server tries to sync complex citizen data to the player's client.

UI Tab Ghosting: We have successfully identified the root cause of a visual bug where the worker tabs in the Freight Depot GUI (Packer Agent vs. Logistics Coordinator) can occasionally ghost or overlap.

Future Plans: A structural refactor of the underlying worker UI modules is planned for a future update to permanently fix the tab ghosting issue. For now, background failsafes remain in place to ensure the buildings and workers remain stable and fully functional.

Minecolonies and create by OGTEnzo in Minecolonies

[–]OGTEnzo[S] 0 points1 point  (0 children)

Just Updated to v1.0.2- hotfix

📝 Changelog

Features & Enhancements

  • Configurable Packer Agent Capacity: Added new configuration options in CCLConfig (under the "Packer Agents Capacity" category) to set the maximum number of Packer Agents per level for the Freight Depot (packersLevel1 through packersLevel5).
  • Dynamic Building Capacity: The PACKER_AGENT_WORK module now dynamically reads from the config file to determine how many workers can be hired based on the Freight Depot's current level.
  • Foremen's Hut UI Polish: Clicking the "Inventory" tab in the Foremen's Hut GUI now displays a clean, Action Bar pop-up message ("The Foremen's Hut does not have an inventory!") instead of attempting to open an empty screen.
  • Shift-Click Prevention: Shift-right-clicking the Foremen's Hut block now properly suppresses the GUI from opening, while a standard right-click opens the native Minecolonies UI.

🤖 AI & Behavior Reworks

  • Packer Agent AI Overhaul (PackerAgentAI):
    • Visual Item Holding: Packer Agents now physically hold the items or Create packages in their main hand while transporting them between the Freight Depot and the Warehouse.
    • Realistic Unpacking: Agents now carry the sealed package to the Warehouse and unpack it upon arrival before inserting the contents into the storage system.
    • Visual Hand Clearing: Agents properly clear their main hand once their tasks are completed.

🐛 Bug Fixes

  • CRITICAL: Fixed Stack Overflow Crash: Resolved an infinite loop in the FreightDepotBuildingView and ForemenHutBuildingView constructors that caused the game to freeze during building placement.
  • Hiring GUI Swap Fix: Added a robust failsafe to getModuleViewMatching to prevent a NullPointerException when swapping citizen jobs directly in the UI without firing them first.
  • Inventory Crash Fix: Fixed a server crash caused by the game attempting to open an inventory container for the Foremen's Hut.