thanks in advance.

Woah what? But... gold ore and coal (ore?) are listed, maybe it just wasn't added to the list for one reason or another...druha wrote:There are currently only source blocks for stone, sand, sandstone, clay, and gravel. Source blocks are hard coded by this mod and there is currently no config option to label any block as a source block. This request has been made on the Suggestions page already however.
When I say "source" blocks I mean the infinite source of something that's mined in the quarry buildings by the villagers. Yes you can have gold and coal ore in building plans, but if the villagers mine those blocks they are gone, unlike the "source" blocks.felinoel wrote:Woah what? But... gold ore and coal (ore?) are listed, maybe it just wasn't added to the list for one reason or another...druha wrote:There are currently only source blocks for stone, sand, sandstone, clay, and gravel. Source blocks are hard coded by this mod and there is currently no config option to label any block as a source block. This request has been made on the Suggestions page already however.
Ahhh, yes there is no iron source block because iron is supposed to be supplied by the player, ages ago it was the recommended source of income for the player.druha wrote:When I say "source" blocks I mean the infinite source of something that's mined in the quarry buildings by the villagers. Yes you can have gold and coal ore in building plans, but if the villagers mine those blocks they are gone, unlike the "source" blocks.felinoel wrote:Woah what? But... gold ore and coal (ore?) are listed, maybe it just wasn't added to the list for one reason or another...druha wrote:There are currently only source blocks for stone, sand, sandstone, clay, and gravel. Source blocks are hard coded by this mod and there is currently no config option to label any block as a source block. This request has been made on the Suggestions page already however.
They might nowadays and I missed it but I highly doubt it.rekless wrote:wait does that mean that the npc's don't gather iron? I swear the quarries provide iron to some of my villages
shame it can't even be added as a custom building; finding enough iron for 10 fully armoured and tachi-sworded japanese soldiers is a massive task.felinoel wrote:Ahhh, yes there is no iron source block because iron is supposed to be supplied by the player, ages ago it was the recommended source of income for the player.
this may be because they trade between villages, so iron can end up in a different villages than which you placed/sold it in.rekless wrote:wait does that mean that the npc's don't gather iron? I swear the quarries provide iron to some of my villages
That would make it too OP anyways.imnotanexpert wrote:shame it can't even be added as a custom building; finding enough iron for 10 fully armoured and tachi-sworded japanese soldiers is a massive task.felinoel wrote:Ahhh, yes there is no iron source block because iron is supposed to be supplied by the player, ages ago it was the recommended source of income for the player.
this may be because they trade between villages, so iron can end up in a different villages than which you placed/sold it in.rekless wrote:wait does that mean that the npc's don't gather iron? I swear the quarries provide iron to some of my villages
thanks for the know, at least i won't have to waste time drawing up useless building plans. does anyone know if ore sources will be added in a future update?
It probably would but the ability to set any block to be a "source" block via a config file would add compatibility and support for other mods that add their own blocks. Same thing goes for mods that add their own trees. Would be nice to add those log ids to a list for the lumberman.felinoel wrote:That would make it too OP anyways.
True, as I've told the dev before, it would be nice to add Cherry trees from Forestry to the Japanese villages.druha wrote:It probably would but the ability to set any block to be a "source" block via a config file would add compatibility and support for other mods that add their own blocks. Same thing goes for mods that add their own trees. Would be nice to add those log ids to a list for the lumberman.felinoel wrote:That would make it too OP anyways.
but it would be good if the rate/speed of tasks eg. mining, treecutting, farming, could be changed in a config too, so iron would be mined at a much slower rate than stone.felinoel wrote:That would make it too OP anyways.
There is a way to fake it. Create a crafting goal for the villager/building that you want to mine iron, set it's inputs to nothing, the outputs to the iron ore item, and increase the duration of the task.imnotanexpert wrote:but it would be good if the rate/speed of tasks eg. mining, treecutting, farming, could be changed in a config too, so iron would be mined at a much slower rate than stone.felinoel wrote:That would make it too OP anyways.
so you mean make a fake iron mine, just for show really, and have the 'miner' craft iron from nothing?druha wrote:There is a way to fake it. Create a crafting goal for the villager/building that you want to mine iron, set it's inputs to nothing, the outputs to the iron ore item, and increase the duration of the task.
That's exactly it. There should be a tutorial for creating custom goals on the Wiki. If you don't find anything there I'll be able to help you in about 5 hours when I am back in front of my computer.imnotanexpert wrote:so you mean make a fake iron mine, just for show really, and have the 'miner' craft iron from nothing?druha wrote:There is a way to fake it. Create a crafting goal for the villager/building that you want to mine iron, set it's inputs to nothing, the outputs to the iron ore item, and increase the duration of the task.
firstly, how do i make a crafting goal?
Goals are hard coded, aren't they?druha wrote:That's exactly it. There should be a tutorial for creating custom goals on the Wiki. If you don't find anything there I'll be able to help you in about 5 hours when I am back in front of my computer.imnotanexpert wrote:so you mean make a fake iron mine, just for show really, and have the 'miner' craft iron from nothing?druha wrote:There is a way to fake it. Create a crafting goal for the villager/building that you want to mine iron, set it's inputs to nothing, the outputs to the iron ore item, and increase the duration of the task.
firstly, how do i make a crafting goal?
Some are and some aren't. The Mining and Copping Tree goals for example are hard coded. But the Making Bread and Cooking Chicken goals are not. The goals that are not hard coded have config files for each goal in one of the folders in .minecraft/mods/millenaire/ I don't remember the exact path off the top of my head.felinoel wrote:Goals are hard coded, aren't they?druha wrote: That's exactly it. There should be a tutorial for creating custom goals on the Wiki. If you don't find anything there I'll be able to help you in about 5 hours when I am back in front of my computer.
i found this millenaire-custom/mods/examplemod/goals/genericcrafting/makerottenflesh.txttag a building must have for action to be possible. If absent, then the villager's house is used.
here, we are saying this crafting action will only happen at a building tagged "graveyard"
buildingTag=graveyard
extra tag the building must have for action to be possible (normally used to enable the action in an upgrade, like for makecalva)
requiredtag=tomb
priority=50
//en/in millisecondes
duration=8000
normally the inputs and outputs
heldItems=bone,rottenflesh
each action will require and use all the inputs and produce all the outputs
so here it takes four bones (in the villager's inventory or in the building's chest) to make one rotten flesh
input=bone,4
output=rottenflesh,1
if more than that number of item is present in building, stop goal
buildinglimit=rottenflesh,10
That is a goal config file. There should also be a goals folder in the main millenaire folder with many more goals for you to use as examples.imnotanexpert wrote:i found this millenaire-custom/mods/examplemod/goals/genericcrafting/makerottenflesh.txttag a building must have for action to be possible. If absent, then the villager's house is used.
here, we are saying this crafting action will only happen at a building tagged "graveyard"
buildingTag=graveyard
extra tag the building must have for action to be possible (normally used to enable the action in an upgrade, like for makecalva)
requiredtag=tomb
priority=50
//en/in millisecondes
duration=8000
normally the inputs and outputs
heldItems=bone,rottenflesh
each action will require and use all the inputs and produce all the outputs
so here it takes four bones (in the villager's inventory or in the building's chest) to make one rotten flesh
input=bone,4
output=rottenflesh,1
if more than that number of item is present in building, stop goal
buildinglimit=rottenflesh,10
is this it?
Woah, this is new... relatively...druha wrote:Some are and some aren't. The Mining and Copping Tree goals for example are hard coded. But the Making Bread and Cooking Chicken goals are not. The goals that are not hard coded have config files for each goal in one of the folders in .minecraft/mods/millenaire/ I don't remember the exact path off the top of my head.felinoel wrote:Goals are hard coded, aren't they?druha wrote: That's exactly it. There should be a tutorial for creating custom goals on the Wiki. If you don't find anything there I'll be able to help you in about 5 hours when I am back in front of my computer.
this is the makeironingot.txt which i made using existing crafting goals as templates. anyone know what's wrong with it?validrequiredTag=Oven
itselfsentencekey=Mining iron
priority=50millisecondes
EDIT:villageoisheldItems=woodpickaxe
duration=6000
outputsinput=,
output=ironingot,1 (EDIT: output=iron,1)
goalbuildinglimit=ironingot,16 (EDIT: goalbuildinglimit=iron,16)
donesound=metal
pathlevel:1
Check the goods.txt file in the directory .minecraft/mods/millenaire for all valid names of items.imnotanexpert wrote:ive got the building working, npc's move in, but i can't get the goal to work. the npc goes to the crafting position, and does 'goal.makeironingot', not 'Mining iron', but anyways the npc does not make ingots.
this is the makeironingot.txt which i made using existing crafting goals as templates. anyone know what's wrong with it?validrequiredTag=Oven
itselfsentencekey=Mining iron
priority=50millisecondes
EDIT:villageoisheldItems=woodpickaxe
duration=6000
outputsinput=,
output=ironingot,1 (EDIT: output=iron,1)
goalbuildinglimit=ironingot,16 (EDIT: goalbuildinglimit=iron,16)
donesound=metal
pathlevel:1
EDIT: It works! - iron ingot is just 'iron', although the npc still says goal.makeironingot, and does not hold a wooden pick
One way is to put this goal:imnotanexpert wrote:do you also know how to get the female peasant to take the iron to the village centre?
then surely, the smiths and army smiths' wives would remove the iron from their buildings as well?druha wrote:One way is to put this goal:imnotanexpert wrote:do you also know how to get the female peasant to take the iron to the village centre?
goal=deliverResourcesShop
in the villager's file. And then add iron to the town hall's shop's 'deliverto' list.
Only if they have that goal. Also one of the arguments in trade_goods.txt for each item is an amount for how many of that item should be stocked in the shop. The villagers shouldn't ever let it get below that amount.imnotanexpert wrote:then surely, the smiths and army smiths' wives would remove the iron from their buildings as well?druha wrote:One way is to put this goal:imnotanexpert wrote:do you also know how to get the female peasant to take the iron to the village centre?
goal=deliverResourcesShop
in the villager's file. And then add iron to the town hall's shop's 'deliverto' list.
Ah good, I pointed Kinn in the direction of this suggestion there then.druha wrote:This request has been made on the Suggestions page already however.
Content creators got to be careful with this though, as you don't want a village that produces infinite diamonds or some other mod specific rare resource. The content creator would be responsible for balancing this. Which means there needs to be some kind of max limit of x/<unit of time> that can be mined. Which then also means that the mining goal should really be split out into different goals for different resources so there can be different caps. Much like any crafting goal where you specify the inputs, outputs, and max in building/townhall there should be a block source (block name from blocklist.txt) and max in building/townhall.felinoel wrote:Ah good, I pointed Kinn in the direction of this suggestion there then.druha wrote:This request has been made on the Suggestions page already however.
Hope it gets added because that would be useful for my many-mods-using culture.
Nah still fits close enough.druha wrote:Also, this thread should probably be moved to the Milleniare custom content section as we are definitely not in general territory any longer.
hardly anyone reads stuff in custom content though, ive been trying to find someone who knows how to make sub buildings, but its only got 8 views so far in 2 days.felinoel wrote:Nah still fits close enough.druha wrote:Also, this thread should probably be moved to the Milleniare custom content section as we are definitely not in general territory any longer.
My Inuit culture's Council building will use sub buildings so I will figure it out eventually...imnotanexpert wrote:hardly anyone reads stuff in custom content though, ive been trying to find someone who knows how to make sub buildings, but its only got 8 views so far in 2 days.felinoel wrote:Nah still fits close enough.druha wrote:Also, this thread should probably be moved to the Milleniare custom content section as we are definitely not in general territory any longer.