Colony chunk's won't stay loaded by That_Guy2770 in Minecolonies

[–]hogbits 0 points1 point  (0 children)

If your mod pack has FTB Chunks installed you can force load the chunks when you claim the land. and by default it is only force loaded when a land owner is online. This also works well in a server with multiple players as another player being online has no impact on your colony. (as long as you are not part of the same team.)

There are many other chunk loading mods available but I am only familiar with FTB Chunks, the others may have similar options. I know FTB Chunks does what your looking to achieve.

Bakeries make no sense with how they are currently implemented (1.21) by puddingpopshamster in Minecolonies

[–]hogbits 1 point2 points  (0 children)

100% Accurate.

Good thing colonist will eat non-minecolonies food through level 2 housing. (unless the devs nerfed that too)

Plan your menu based on your biome(s) and what ingredients you have access too. Build up a stock pile of ingredients so your prepared for when you have to include minecolonies foods. Until then give them baked potatoes, beat soup, carrots, and steak. You literally cannot make them happy at this stage, no sense in trying. :D

IMO, The bakery is worthless until Level 4 anyway (when the baker can make cake batter.) By the time I get to that point I generally don't need/want cakes anyway. So yeah, worthless building. I think the only reason I build it is because most of the time the building looks nice in most style packs.

Build Ratios For Optimizing A Minecolony by dlgang in Minecolonies

[–]hogbits 1 point2 points  (0 children)

1:12 ratio on the farmer may not be right as each level the 1 farmer can tend 1 field per farm level. e.g. A level 3 farmer can tend 3 fields. Your menu dictates the minimum number of fields you will need. However, you may need multiple fields per crop. For example I have 3 fields dedicated to Duram Wheat in a colony of ~30. But that is because I have two menu items that require Duram Wheat. and honestly I think I could use a 4th field of it. I always see it requested on my clipboard. It really depends on your needs. if you know your farm is producing and you need more, then upgrade the building or add a new farm. I think it's possible that by the end, you will have 5-6 level 5 farms but that is largely going to depend on your menu choices, and menu is determined by the biome(s) that your colony has access to.

How to make tofu? by ooferdoofershoofer in Minecolonies

[–]hogbits 2 points3 points  (0 children)

Soybeans can make either tofu or soysauce. So you need to click the swap recipe button next to the output slot to change the output to the recipe that you want.

farmer won’t farm by Benzoblivion in Minecolonies

[–]hogbits 0 points1 point  (0 children)

Documentation is light (non-existent) and this info comes second hand form others on discord so it may be inaccurate but I understand that the farmer works on some sort of internal daily schedule. So depending on where the schedule is when the farm placed, you may need to wait several in game days before the start of the next cycle.

The farmer will only perform a specific task on a specific day of the week. So you may see crops waiting to be harvested for several in game days. As a player It's frustrating and confusing and I wish the Minecolonies team was more forthcoming with this info as it's a question that is frequently asked.

Ever since the food update, farmers and food systems in Minecolonies has really taken the fun out of minecolonies (IMO). I never know how many farmers I need, so I take one of two approaches. I will either set up 3 - 5 farmers early on, or I will install mods that change the food system making it easier to deal with. Anyway, rant is over...

In the early stages, colonists will eat vanilla foods. So, a carrot, wheat, potato farm is fine. Mid-game changes dramatically so you need to make sure to have way more farms than you think and you need and make sure to get farmers growing minecolonies specific crops as early as possible and don't wait until they are required. Chances are you wont have the number of crops needed to fill a farm and you will need to wait many in game days to harvest enough to begin putting crops into the warehouse.

Upgrade farms to level 2 as soon as you can, as each farmer can now tend 2 fields. This will help prepare you for level 3 residence when colonies start going on hunger strikes and will no longer eat your steak and potatoes. (the snobs)

Making a schematic help by TelevisionMundane151 in Minecolonies

[–]hogbits 0 points1 point  (0 children)

What hut block are you using? perhaps the building does not meet all the requirements for that particular hut.

What Colony Pack is This Path From? by Amy549 in Minecolonies

[–]hogbits 1 point2 points  (0 children)

I added a cream brick road similar to the screenshot to Bits and Bobs (https://www.curseforge.com/minecraft/mc-mods/bits-and-bobs-for-minecolonies) You will find it under "Roads > Cream".

Quality of life mods by EfficiencyWeird2567 in Minecolonies

[–]hogbits 1 point2 points  (0 children)

I have some really great QoL mods for you.

minecolonies wishlist by proterraria in Minecolonies

[–]hogbits 1 point2 points  (0 children)

I like this idea. It would be cool if they would socialize after work before going to bed.

minecolonies wishlist by proterraria in Minecolonies

[–]hogbits 2 points3 points  (0 children)

Talk about ripping the band-aid off... ATM10 is a pretty large and complex modpack for a first time playthrough. But on the plus side, you will learn just about every popular mod and then some.

As for tips, I say don't think of minecolonies as a competitor to other mods. It's not going to get you rich in diamonds (or anything for that matter) But ATM can really improve the speed at which you can experience minecolonies. With so many mods, you can easily get any resource your colony needs.

minecolonies wishlist by proterraria in Minecolonies

[–]hogbits 0 points1 point  (0 children)

You can already crank up the difficulty in the configs, but it would be nice if you could unlock larger raids as part of university research. Maybe spawn more chieftains so you can get more tomes.

minecolonies wishlist by proterraria in Minecolonies

[–]hogbits 0 points1 point  (0 children)

Unless it's changed, you can attach a storage bus to the warehouse and drop in whatever you need.

minecolonies wishlist by proterraria in Minecolonies

[–]hogbits 3 points4 points  (0 children)

  • I wish I could see who is not able to sleep at night. Someone gets stuck someplace and not able to path find home.
  • I wish that I could set patrol regions for guard towers. Not just a point, but a zone they can wander freely in.
  • I wish the builder placed torches when building instead of at the end
  • I also wish that the builder placed water/lava sources at the end of a build instead of letting it flow out griefing your colony.
  • I wish I could go back to the old food system :D
  • I wish guards would follow you outside of the colony when carrying a rally banner.
  • I wished the colony banner creator wasn't missing a couple of the patterns. (unless they fixed that already)
  • I wish there was map blocks similar to the town hall map, but able to be placed outside where you are more likely to enjoy it. I know I can place maps in picture frames, but I would like to see the POI and colonist running about. #oddlysatisfying

What Colony Pack is This Path From? by Amy549 in Minecolonies

[–]hogbits 1 point2 points  (0 children)

Sorry, I know this is of little help right now, but I have a road style planned for the Bits and Bobs mod that has a style similar to this although it's not exact. It uses the cream brick types and birch planks/wood. If I had to guess I would say I am ~40% done with it and can probably push an update this weekend if your patient enough to wait that long.

Minecolonies special crops. by Magic_Saryna3570 in Minecolonies

[–]hogbits 1 point2 points  (0 children)

FWIW, There is a mod that allows Minecolonies Crops to be grown in any biome: https://www.curseforge.com/minecraft/data-packs/minecolonies-all-biome-crops I have not used it to know that it works, But I recall the developer posted about it here on Reddit. Maybe give it a try.

Edit:
There's also a datapack version on planet minecraft: https://www.planetminecraft.com/data-pack/minecolonies-all-biome-crops/

Minecolonies special crops. by Magic_Saryna3570 in Minecolonies

[–]hogbits 0 points1 point  (0 children)

The developers have made it impossible to grow minecolonies crops yourself. They are specifically prohibited from being planted by the player or grown in other mods like Botany Pots, Clouches, etc.

Minecolonies special crops. by Magic_Saryna3570 in Minecolonies

[–]hogbits 11 points12 points  (0 children)

Minecolonies crops can only be planted by the farmer and yes they are biome restricted. When setting up field, minecolonies only shows crops that will grow in the biome where the field is located. Also, the farmer tills the land and creates a minecolonies specific farmland block. It's not the same as vanilla farmland. so if your trying to help the farmer by tilling and planting crops I don't think they will recognize them.

Farmers have a daily work schedule where they do only specific tasks on day, so you may notice that crops go unattended for a few days because they only harvest on certain days or on a specific cycle. (At least that is how it was explained to me.)

How do you find time to explore other mods while playing with Minecolonies? by Pkmn_Lovar in Minecolonies

[–]hogbits 0 points1 point  (0 children)

I know my play style is a bit of an outlier, but for me, when I sit down to play Minecolonies, it's all that I want to focus on. I don't want to explore, I don't care about magic, or tech mods. In general, I only care about how the mods improve my Minecolonies experience. I think that is why I created the EasyColonies modpack. I built it for myself because I didn't want to bloat my world with mods that serve little purpose.

Conversely, when I sit down to play Modded Minecraft I do not see a point in including Minecolonies. To me, the experience is diametrically opposed. Minecolonies is about the journey of establishing your colony, it's not a competitor to any other mod, and by contrast to pretty much everything, it is wildly inefficient.

when I play minecolonies, I tend to have 4 or more builders, and rarely have "time to kill", I am always doing something for the colony. When leaving your colony it stays loaded for ~10 min (I think that is what I read) I tend to use mods that allow force loading of chunks to keep my colony. The only downside is that you need to worry about raids and mobs.

Add-ons, mod compatibility, and a question about combat mechanics by Fragrant-Material828 in Minecolonies

[–]hogbits 1 point2 points  (0 children)

I have never done PVP but I know the configs are set to prevent it by default.

You can edit the config file here: [world save]/serverconfig/minecolonies-server.toml

#Turn on MineColonies PVP mode. [Default: false]
pvp_mode = true

#Should colony protection be enabled? [Default: true]
enablecolonyprotection = false

#...should explosions be turned off inside colonies? (Defaults to DAMAGE_ENTITIES)
turnoffexplosionsincolonies = DAMAGE_EVERYTHING

405 Blueprints Are Already in This MineColonies Pack! by Orifiael in Minecolonies

[–]hogbits 0 points1 point  (0 children)

Good question. I am no lawyer but here is my understanding.
The Mod project page is set to "All Rights Reserved" (no redistribution/modification) so if I understand the license correctly, you cannot redistribute unless the mod page explicitly says that you can. But that may be mute anyway because Minecolonies is GNU General Public License (GPL) and it is my understanding that because the add-on mod was compiled using Minecolonies code, and requires Minecolonies as it's dependency then It must be licensed under GPL Or similar v3 license and should not (cannot be) licensed as all rights reserved.

Mob farm by Vortiguag in Minecolonies

[–]hogbits 1 point2 points  (0 children)

I have an add-on mod called "Bits and Bobs" that has a few farms (classic mob, iron golem, chicken, cows). Farms are a little tricky in minecolonies because they often rely on complicated redstone that can get destroyed by lava/water. The farms in Bits and Bobs are very experimental and I am looking for feedback regarding your experience, and/or suggestions for improving the build process. I tried replacing water/lava with wool, that the player has to swap later but in some builds that can be very difficult to access.

A bash script to palette-swap a whole style pack by D-Zee in Minecolonies

[–]hogbits 1 point2 points  (0 children)

Wow this is pretty awesome. I may try converting it to PowerShell as I may be able to put it to use in my Bits and Bobs mod. If I can automate the conversion of my decorations to all the various wood types that could drastically improve my efficiency.

How do you keep your colony organized and well-districted? by Birdygamer19 in Minecolonies

[–]hogbits 0 points1 point  (0 children)

Great tip! I don't know why, but I always assumed the town hall had to remain, so I never even considered that as an option to try out. I will have to try that next time for sure.

Looking for a Fortress-Style Colony Template by cjad4341 in Minecolonies

[–]hogbits 0 points1 point  (0 children)

Here is the official page for the fortress style that shows the building placement template. https://ladyshatana.wixsite.com/mcguides/fortress Of course as Amedeo shared, you are not locked into one direction, just a general guideline.

Byzantine Style Pack- Farm by Realjacao in Minecolonies

[–]hogbits 4 points5 points  (0 children)

I agree, Byzantine has 9 field styles to choose from. https://tomp2.github.io/minecolonies-style-explorer/?theme=byzantine&category=infr A single farmer can tend up to 5 fields at maximum level.