ldtteam / minecolonies-features

This is a repo only to discuss minecolonies features (requested and planned)
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Observations, Requests, Feedback, Suggestions. #174

Closed Moobien closed 4 years ago

Moobien commented 4 years ago

Prerequisites

Context

Problem description

Hey guys, been quite a while since I made one of these posts, couple of years I think actually. The purpose of this post is just to give feedback, make requests/suggestions and let you know of any abnormalities I am encountering. Please note, unless specified otherwise, all huts are Fortress.

1) I am getting a LOT of suffocation in wall notices for the Fortress Barracks. Image 1 is looking directly at the coordinates in the messages. same location every time.

2) Wood Warehouse. I love that you guys have incorporated DMen into the warehouse but I am notiicing that there is a LOT of congregating going on. Refer to Images 2-6, I tried blocking the lladder access to this lower section in the warehouse but I am still getting guards getting in there somehow. Most of the people in this lower section have been here for several days now, and even when using the rally banner the guards in here don't move.

3) Minor issue here with the Chorus flower planted at the blacksmith, I have noticed that if there is a solid wall beside the mine that colonists seem to get stuck on the chorus flowe. (Image 8)

4) SUGGESTION: Allow miners to use spongers to mop up water if possible. (Image 9)

5) Fortress univeristy and alternate have the same scan, however university has the same footprint as the original one. (Image 10-13)

5) SUGGESTION: fortress themed automatic kelp farm. Image 14 is the one I designed, its pretty rough and can probably be compacted down to a single wall segment instead of 2. has a smoker and coal input, left side leads to the smoker, right goes straight through to the stash. More than happy to clean it up and give it to you guys.

6) Major issue here. children keep falling into the fire in the fortress restaraunt, only wat to stop this was to get rid of the fire. Image 15

7) Sawmiller, baker and Stone smelter never show up to work. Images 16-18.

8) QOL SUGGESTION: move the walls from the decoration/fortress folder to the walls/fortress folder for consistency. (Images 20-23)

9) Plantation: noticed some funky business with this one in the last 3 or so updates. worker shows up and SOMETIMES actually does work, but while I was upgrading it he was placing sugarcane in the air in the 2 circled regions of Image 24.

10) Getting a lot of colonists saying there is no barracks or guard tower near them and yet they are maybe 30 block at most from a barracks.

11) SUGGESTION: a rehoming button on the town hall. would be handy if there was a way to quickly reassign all colonists housing to be closer to their work hut. Also, was the recall all citizens button removed from the town hall?

12) Fortress Warehouse. I like it but it feels too small. I tried making a double width version but I am guessing I messed up with structureize, perhaps the theme author can make a double width warehouse which honestly makes more sense. Also, whoever did the mechanic hut, you rock. I LOVE the redstone tutorials on the signs.

13) Bonus for you guys! Image 25 is me pottering around. 4 barracks connected to the town hall. the wood gates in 3 of those have been removed to allow access between the different sectors, the last one is kept as a main gate. Essentially you have the inner keep and the buildings connected to it, then an inner ring of buildings (mostly houseing and civic, then the outer ring for industrial.

14) Mainly a query, is there a way to temporarioly turn of colony protection, or add an exception for things like the RFTools builder for clearing land within colony borders? Also what happens if you have 2 warehouses in a colony?

15) I have noticed that colonists seem to get stuck on rails a lot. they kinda spin in place. its as though they have tried to dismount the minecart and got stuck.

Notes or related things

https://imgur.com/a/8MNlFVp

Viewers

Aduis1210 commented 4 years ago

SUGGESTION: a rehoming button on the town hall. would be handy if there was a way to quickly reassign all colonists housing to be closer to their work hut. Also, was the recall all citizens button removed from the town hall?

Love this idea

Moobien commented 4 years ago

SUGGESTION: a rehoming button on the town hall. would be handy if there was a way to quickly reassign all colonists housing to be closer to their work hut. Also, was the recall all citizens button removed from the town hall?

Love this idea

Even if it was just a part of automatic housing assignment would make life easier

ravenbuilder934 commented 4 years ago

@Aduis1210, yes, the recall citizens was moved to each citizen hut/tavern because of cramming

ravenbuilder934 commented 4 years ago

Moobien, this is quite confusing and hard to track as one issue, especially since some are suggestions, some are questions, some are bugs, and some are schematic bugs. Please make separate issues for each thing-post suggestions at https://github.com/ldtteam/minecolonies-features/issues, questions at https://discord.minecolonies.com, bugs at https://github.com/ldtteam/minecolonies/issues/new?assignees=&labels=Bug&template=10-bug-report.md&title=, and schematic bugs at https://github.com/ldtteam/minecolonies/issues/5006.

Moobien commented 4 years ago

@ravenbuilder934 I listed the schematic bug for the fortress university on that thread 15 days ago lol. Will make new issues for the rest of the stuff as per your request.

ravenbuilder934 commented 4 years ago

If you opened separate issues/asked on the discord for each of these things, please close this issue