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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.
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"
The town hall should handle:
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