ldtteam / minecolonies-features

This is a repo only to discuss minecolonies features (requested and planned)
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Add a config option to disable Minecolonies affecting vanilla villager mechanics #476

Closed Bashkaaaa closed 2 years ago

Bashkaaaa commented 3 years ago

Prerequisites

Context

Problem description

Minecolonies affects vanilla villager behavior if those are within the colony borders:

Notes or related things

I understand that these changes are intentional, but they only affect people who are trying to play the mod the intended way (for the most part). In most cases Minecolonies mod ends up in modpacks with tons of other mods which completely break progression anyway. We are trying to avoid that and want to use the villager trading mechanics the way it was intended as native Minecraft feature.

I understand that from your point of view these mechanics break progression, but please consider the fact that Minecraft is a sandbox game, which means there is no right or wrong way to play it. All I'm asking here is to allow us to make our own decisions about how we want to balance our own servers.

These mechanics still work outside colonies, so the only people who are affected are those, who want to incorporate the colony as a part of their pre-existing bases and/or are playing on servers where player presence is required for things to run (no chunk loading).

Viewers

Raycoms commented 3 years ago

We do not change Iron golems at all neither do we change villager breeding. The only thing we change is zombie villagers when cured becoming visitors within colonies.

ravenbuilder934 commented 3 years ago

could add a config option for the zombie villagers to visitors though

Raycoms commented 3 years ago
dhouck commented 3 years ago

Given that this was a thing both before and after 1.14, it seems like the devs are fine with it. They got rid of some infinite loops, but not others, and didnʼt, say, put a limit on how long they give discounts for being cured or how much those discounts can stack.

Raycoms commented 3 years ago

"Being fine with it because they're afraid to upset people" is a different thing from "intended gameplay".

Bashkaaaa commented 3 years ago

On the other hand, the whole setup takes a lot of time and involvement. This is not something you can get going in 10 mins. It requires work put into it to be efficient, including extra farms, transportation systems etc. It pays off well but is not cheap and easy.

warning-djkajslh commented 3 years ago

Wait so will the visitor eventually disappear even if it was a cured visitor?

warning-djkajslh commented 3 years ago

Also I would want to approve of the config for zombie villagers, in the case you do want to keep your valuable trader and it just pop into a visitor, even without the discount mechanic, if would pain me to see my dedicated armorer gone after I cure them to retrieve the trades and got told that to deal with it and we won't turn it off.

Thodor12 commented 2 years ago

This is already possible, just don't cure them within an existing colony boundary