Comments (3)
For the talking API, it makes sense to be able to ask what the villager uses for his job (target nodes, chests/furnaces, tools, etc). Two variants of the question to report:
- these requirements in general
- which of these requirements the job is blocking on
With this information available, it would also be possible to begin implementing a job that can switch between say, the stone miner, the smelter, the mason and the builder. Or otherwise direct other villagers to acquire these resources. "The manager"
As far as horizontal and vertical scaling goes... I'll have to think of some more scalable schematics. This will probably require literal vertical scaling which means I'll have to see about that "route via climbable TODO".
Having villagers decide when and where to place new buildings is still a way down the road. They'll have to figure out how to prepare the area for the buildings, lay them out in a reasonable way while accounting for utilities such as power, plumbing... an accessible door... "The city planner"
from working_villages.
Manager-type bots will require some of the same logic as the request board, quest bulletins, etc.
Combat-type bots and the personality logic will overlap with bounties, etc.
I need clarification on "building/upgrading plans generated from unsolved quests"
from working_villages.
I need clarification on "building/upgrading plans generated from unsolved quests"
The idea behind this was that Villagers put up quests with the things they need for fulfilling their jobs or further developing the village.
If those quests are up for a long time the villagers could start to work on fulfilling them themselves.
If there are no villagers/houses with according jobs available in the village, a new home for an according villager could be planned or an existing home could be upgraded to house more villagers of the requested job type.
from working_villages.
Related Issues (20)
- Villager keeps moving in SIT animation while waiting until dawn HOT 1
- woodcutter: Infinite saplings in creative mode HOT 3
- woodcutter: remember and don't retry failed targets
- pathfinder: does not check jump clearance HOT 3
- Pathfinding stalls at a mob fence does not try reroute HOT 2
- Various deprecated warnings reported in debug.txt HOT 2
- Replace the limited A* pathfinding with something continuous like D*-lite
- Unable to set bed position HOT 2
- villager inventory duplicates job items HOT 2
- pathfinding is generally janky HOT 2
- tools and better fake_player emulation in general HOT 3
- created clone on crash HOT 1
- Relocatable Village(r) Position Data HOT 2
- Option to Generate Villager Names and Otherwise make Villagers more Distinctive HOT 1
- Planned Job Cores
- Craft Recipes HOT 2
- More Schematics HOT 1
- Builder can't complete construction HOT 1
- Add the ability to use schematics from Handle Schematics mod HOT 1
- Not understanding error code HOT 1
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from working_villages.