ldtteam / minecolonies-features

This is a repo only to discuss minecolonies features (requested and planned)
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Allow starting of colony without supply ship/camp #698

Open richardmv opened 2 years ago

richardmv commented 2 years ago

Prerequisites

Context

Is your feature request related to a problem?

I am attempting to build a private modpack/server using a number of mods including MineColonies. I am using Geolosys to control ore spawning and using custom villager trades to make certain resources (mostly emeralds) more rare. I noticed that certain Supply Camp/Ship schematics can include rare ores/materials including emeralds. In order to avoid this problem, I decided I wanted to give the town hall and build tool as a quest reward. However, the town hall cannot be activated without first placing a supply camp/boat.

Enhancement or Change description

Please add a configuration option for whether the supply ship/camp should be required for construction of a town hall. Alternatively, an option to disable treasure block generation would also help for my situation.

Notes or related things

This honestly seems like a very niche thing, so I'm hoping this would be beneficial for other modpack creators who might also want to limit players' access to certain materials. I understand that the team did intentionally change the behavior of town halls to require building the supply camp/ship, so I totally understand if that can't be changed, but I figured it couldn't hurt to ask. If the team does not want to change it back, I could think about some other, more welcome alternatives that address these modpack balance situations.


Viewers

Talyda commented 2 years ago

Just wanted to add on to this suggestion, there has been a few (maybe 5 or so) people ask for a similar thing recently on discord, for similar reasons - they are making a modpack, and don't want supply camps for various reasons (doesn't suit the feel, or too many materials etc) Not sure if it's possible to make it a config option, but that does seem like a good way to allow for it!

Thodor12 commented 1 year ago

We do not actually need to do anything on this, a supply camp/ship is in fact not required to actually start a colony. I've done this plenty of times when in creative, the town hall should even has a crafting recipe to it so this shouldn't be a blocker. Note that I have tested this on 1.18.2 but there's little reason this shouldn't be on 1.16.5 as the codebases should be the same.

If it doesn't have a crafting recipe natively then datapack one in. We're not going to be actively maintaining 1.16.5 anymore now in favor of 1.19

MotionlessTrain commented 1 year ago

Iirc the town hall doesn't allow you to make a colony without a supply camp placed, so even if it had a recipe, you won't be able to create a colony unless you go into creative mode. That would be undesirable for modpack creators

richardmv commented 1 year ago

jumping into creative to start a colony works great for a single player game or creative server. Not so great for a survival server. If you're unwilling to make this change, that's fine; I'll think of some workarounds myself, I guess.

richardmv commented 1 year ago

Thank you so much; sorry if my tone in the last comment was rude.

Thodor12 commented 1 year ago

I reopened it because of MotionlessTrain his comment, which I forgot to think about because I tested it in creative. I personally think we do not need a config option for this, seeing as we have crafting recipes for both the build tool and the town hall it only makes sense that the supply camp is more like an optional startup if you want to. Perhaps we should move to even completly removing the supply camp mechanic as, in my opinion, it only is some arbitrary step in between which doesn't make a whole lot of sense, seeing as it isn't tied into the actual colony creation.

However like I said still be mindful that this might not be backported into 1.16.5

richardmv commented 1 year ago

I've never been a fan of the supply ship/camp, myself, so I wouldn't be sad to see it go, but maybe there are others who really like having it, so I wouldn't want to speak for them.

I would like to move to 1.18 in time, but a lot of my favorite mods aren't updated beyond 1.16, yet. If there's no change to 1.16, I can just make alternate ship/camp schematics that are just a block of air, or something, and prevent the standard schematics from being used. Or maybe there's another solution that I will find or someone else will suggest.

Thank you for considering updating the colony starting mechanic and all the work you and the team do on this mod. I've been a huge fan since 1.12 and wouldn't want to play without it.

Talyda commented 1 year ago

I honestly think a config option is the best way to deal with this. It lets people that want to use a supply camp still use it, and modpack creators can turn them off. Removing the supply camp entirely seems like a silly idea - it's not an arbitrary step, it's to help people get started with some supplies, like people did when colonising new places.

From memory, and it was a long time ago, so I could very well be wrong, the whole reason for tying them together in the first place was the stop the INSANE amount of people that were trying to place a supply camp with their build tool. I actually still think a better thing would be for a build tool to not be craftable until a supply camp has been placed, but that is a whole other discussion =P

Thodor12 commented 1 year ago

We should at least make it so we can decouple the requirement, config option or not

Talyda commented 1 year ago

That gets into my whole other discussion though =P

There was a reason it was made this way, I just don't think they went far enough. If the build tool isn't craftable until the supply camp is placed, it would stop multitudes of people that have problems with the mod. There's some really bad tutorials out there, among which is advise to build the town hall IMMEDIATELY because it is important. And also that you need to make a build tool to start playing the mod.

Thing is, people try and place a supply camp using the build tool, then get frustrated cos they get the message that the build request is outside of the colony, and end up just giving up, cos they can't work it out. I think rather than decoupling, it needs to be stronger - no build tool until they have picked it up from the supply camp. With that all being a configurable option for people that need it

I know I am looking at this from a different direction than you, but as someone that spends literal hours every day helping people with the mod, I see things from a different perspective.