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Colonies: v1.0.0 [Deleted]

Discussion in 'Outdated Mods' started by severedskullz, Dec 22, 2013.

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  1. ahappydude

    ahappydude Scruffy Nerf-Herder

    Oh bummer, hmm we can hope for the devs to make it more open to us,, I mean see what you and other moddes was able to do in this short time :)

    Its still a great project you got here!
     
  2. The ability to add/remove blocks in the world was already added in due to high demand from us up on the IRC channel. The devs have been superb in listening to us and what we would like, so I hope they keep up this amazing support streak they have going on and will see it through.
     
    FluiD96 and ahappydude like this.
  3. ahappydude

    ahappydude Scruffy Nerf-Herder

    nxt.jpg 2colony.jpg Begining of two early colonies on two diff planets.

    kudos to you severdskullz! The first three villigares wandred of and are mia.. I need to protect them better
     
    Last edited: Jan 10, 2014
  4. You're welcome! School has started back up again so time spent developing this is gonna come to a screeching halt for the first few weeks while the professors cram excessive amounts of assignments down our throats. Next update goal is more buildings than just the 1 and actual functionality for it such as having a blacksmith gives access to weapons for purchase.
     
  5. tornado711

    tornado711 Void-Bound Voyager

    Hey wouldn't it be cool if there was like diplomacy with other colonies? Like you could go to war or partner with them or even trade! Or you could become a bandit colony and take by force!
     
  6. FluiD96

    FluiD96 Tentacle Wrangler

    Later maby, just now lua have realy limited api
     
    ahappydude likes this.
  7. KEmpyson2325

    KEmpyson2325 Void-Bound Voyager

    Hey, Can you do A video tutorial of how this works, since me and my friends are having alot of trouble getting the villagers to do stuff
     
  8. Heavenz

    Heavenz Orbital Explorer

    hi there. somewho i can place farm plot on the ground. and also tried the other stuff cant place the building platform either

    only the transmitter.
    any solution or why i cant set stuff on the ground
     
  9. ahappydude

    ahappydude Scruffy Nerf-Herder

    For placing the farmplot that allows the illagers to make farms you need to use the hay first as you would in vanillia, then press e to make them interact with it. As the structure ground you need a background tiles in approx 2 blocks high,
     
  10. Heavenz

    Heavenz Orbital Explorer

    tried it, and it didnt work. just show red marker around the plot and plantform. :( i think i will try and reinstall the mod and hope that will help. else im still up for a solution to how it works :)
     
  11. Heavenz

    Heavenz Orbital Explorer

    that helped! somthing went wrong with the first installation thx for the help!
     
  12. ahappydude

    ahappydude Scruffy Nerf-Herder

    Good to hear! Np :)
     
  13. magetartking

    magetartking Void-Bound Voyager

    when i install this i cant craft the colony beacon did i so something wrong?
    i put the colonies in the mod folder, what else do i need to do?
     
  14. Youve done nothing wrong. It's likely that you have another mod that is not written correctly and is causing conflicts. Sadly this has been the case each time someone has reported an issue. Take all your mods out except mine and try. You will see it then.
     
  15. magetartking

    magetartking Void-Bound Voyager

    alright i'll try cause all i see is just the colony mine :/
     
  16. College is starting back up, but the planning phase of the next update is done! Only thing left to do is to actually implement it.

    Next update is focused on the building aspect. You must further advance your colony into society by building key structures for your colonists.

    Structures:
    Barracks: Increases maximum number of Colonists. Allows your colonists to equip gear, weapons, and armor that you provide to them.
    Kitchen: Have your colonists make food out of your harvested crops and increase their overall happiness. They will also make some handy recipies for you to enjoy as well.
    Blacksmith: Craft weapons and armor for your colonists, as well as forge upgraded tools and materials for your colony to use in their homes.
    GunSmith: Craft firearms and other hunting tools to allow your colonists to defend themselves in case of an attack.

    Each structure gives different abilities and bonuses to your colony. For example, having numerous barracks allows your colony to quickly grow and prosper, but make sure to keep them fed!

    Since many of you were complaining about where your objects were crafted, I am going to address that as well. Next update will also remove most of the recipes from the various crafting benches and work them into a unified system inside the colony beacon.

    Should time permit it, I will also try and get a video tutorial up and running for you all ( Even though Im still annoyed it is even needed ) so that you may learn the basics of Colonies.

    I also plan on attempting to throw in the basic quest line for you all. The system is there, but I still need scripting support to add and remove items from the players inventory.
     
    ZombieArron, ahappydude and FluiD96 like this.
  17. FluiD96

    FluiD96 Tentacle Wrangler

    Not only players inventory, it still needed to change chests inventory and make npc take items from chests... Also i maked player ability to tke food from colonies and colonists now can grow up rubber :D
     
    ahappydude likes this.
  18. ahappydude

    ahappydude Scruffy Nerf-Herder

    Soumnds like you got great plants for the future severdskulls :) I liked to revisit the colonies i habbe started and some of them survived some not:( Maybe some traps in the future updates or like an outpost where a guard i stationed? cheers
     
  19. FluiD96

    FluiD96 Tentacle Wrangler

    It's can be periodic invasions there :D you would need to protect colonists, and there woud be great experience for electrichome defence mod =)
     
    ahappydude likes this.
  20. Guard towers have been an idea since I released. Noticed the hint "Guard Towers: 0" when you press E on the Colony Beacon? :)

    That also makes me want to implement some sort of "While you were away" feature that simulates colonies while you were gone extended periods of time. Would be kinda hard to differentiate the difference between GAME time and OS time. I think that would be the only limitation for me right now.
     
    ahappydude likes this.
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