update 0.9.4

Details

  • Filename
    0.9.4.zip
  • Uploaded by
  • Uploaded
    Jan 20, 2015
  • Size
    1.38 MB
  • Downloads
    317
  • MD5
    25b8ca628b72865400af92fb0b05cf24

Supported Bukkit Versions

  • 1.8

Changelog

Version 0.9.4 individual NPC and Citizen

The settlements now have a list of npc as resident. Each NPC has an individual name and a individual lifecycle. The settler will breed babys, when they are maried. They children grow up to 14 year and then working as settler. The fertility will decrease with older woman/man. Over 50 years the fertility nearby 0. The npc will be individual setuop to a workstation. When they work they get money. With the money he buy food for himself and his children. When he has no money they starve. After a while they are beggars and when they get no treasure they will die after 60 days of starving. Children that be a beggar get help from the settlement warehouse until they are a working settler. At the moment the npc have a simple fixed day cycle. Home , working, home. They teleport to the different locations. (at the moment i have no clue to make them walking) The NPC give a simple answer when they <RightClick>. They learn your name and remember. When they reach 60 years age, then their individual deathrate will increase. As older as higher deathrate until they die.

The settlers will automatic generate for existing settlements (converter). When a new settlement is foundet the settlers will also generated for each HOME as a pair. (woman/man) The HALL get 5 settler named with a prefix <Elder> and they are immortal. This are the basic managers of the settlement.

Feature list:

  • requires Citizens2 ,if not installed citizen, then the npc function are automatically disabled
  • automatic settlement conversion
  • automatic settler spawn
  • the citizen npc are not permanent and are removed on server down
  • each npc is individual and has his own name and lifecycle
  • breeding with husband
  • born new childs
  • grow up to settler after 14 years ingame
  • set status to beggar on low money and starve
  • die when hunger to long
  • death chance increase after settler age of 60 years ingame (720 real day)
  • improved production and economy
  • automatic micro ecenomy

At the moment the npc a little bit stupid.

  • they can answer on <RightClick> but only with simple phrase (i work on .. etc. )
  • they learn your name
  • they teleport a little bit (i work on , but its tricky because every settlement is different in size and arrangement but they are available and learn each update more and more ...

Known issues or abnormal function:

  • In some settlements the buildings not registered to the settlement. In this case the automatic update dont link the building in the buildinglist to the settlement.
  • solving this problem: The Admin or Op can link that building with the RealmStick (blazerod) <Shift><RightClick> .
  • When the unregistered building was a HOME or HOUSE or FARMHOUSE or FARM this dramatically decrease the settler capacity.
  • When the unregistered building was a production building, this building dont produce and not be filled with worker. This reduce the incoming of the new individual setttler and the settlement. The settler go to beggar and starve and die after a while.
  • solving this problem : The Admin or Op can use the command /realms settler. This generate Settler for a building up to the max housing. No child will be create, because they neeed up to 14 years (168 real day) to be a worker. The command also generate missed manager for a HALL.
  • Pair linking for new Family not ready. open item.
  • Not correct visual layout for gender of the npc. the npc have a gender. But i have no clue to instructed citizen to get a specific player skin. the player skin will randomly given to the npc :/
  • The last test for update show some gap in supply for the settler in new HAMLET build up by colonist. They need the support of a player or admin to survive. There are 11 settler but only 4 workplaces. So they starve after a while. They settlemenentplan for the Hamlet will be increase in next update.

Command changed:

  • /realms BUILDING , show building list or building requirements
  • /realms SETTLER , generate settkler in a building. check for max settlers.
  • /realms VERSION , show status of RealmModel and version
  • /realms Owner , the the playerlist
  • /realms TECH, show the achivements and permission of the techlevel.
  • /realms PRODUCTION , show the production parameter of a building
  • /realms SETTLEMENT , show the settlement founding requirements
  • /settle FOUNDING, prior known as CREATE, now requires realms achivements, generate settlers
  • /settle owner , set the owner . only admin can do this.
  • /colonist BUILD, now generate settlers after buildup and founding the HAMLET.

[SIGN] , an empty sign place in a region or on a regionsblock, show the buildingtype and resident of rthe building.

Tips and Hints:

When start new with realms plugin, then the admin should create a colonist and build up the first settlement. This will inialize the owber and other internal data. The best biome for start is PLAINS. Much food production.

Nobody can change anything in new settlement. The admin can make himslef as owner or the admin can use the Herostronghold commands. For a building (region) you must stay inside the building cube ! A good place is the rooftop.

  • /hs addmember <playername> , make the player as member of the region .
  • also you need a member of the Settlement (superregion)
  • /hs addmember <playername> <settlementName> send a request to the player
  • the player must answer with
  • /hs accept <settlementName> , make the player a member of the superegion

The player now can destroy and build blocks in the region. Set some WALLSIGN in the HALL or on the other buildings.

necessary wallsign in the HALL:

  • [INFO] , show settlement info
  • [BUILDINGS], show a list of buildings
  • [WAREHOUSE], show a list of blocks/items in warehouse, has multiple pages
  • [PRODUCTION], show the production overview of the settlement since last serverstart
  • [TRADER], show the trader activitys
  • [MARKET], show the global market orders
  • [DONATE], open a inventory a player can set his donation blocks/items. This give reputation to the player.
  • [REPUTATION], show your reputation in the settlement
  • [BUY], the settlement buy from the player
  • [SELL], the settlement sell to the player
  • [SELL],Material:secondline, the settlement sell material to the player. [] , an empty wallsign, show BuildingType and residents

The BUY and SELL amount and blocks/items depens on warehouse stock of the settlement. Each settlement has his own offer !

Fixes:

  • overvaluation of building sale in production
  • incorrect sign placement during build
  • some info output are smarter

Installation

The zip inherite the some regionconfigs and all superregionconfigs from Herostrognhold. Some are redefined. Make shure you make a backup from herostronghold and realms before overwrite the old files. This update make it possible to make a new installation without previous updates (all region and superregions inherite).

update instruction

Overwrite every file when copying. copy the subdirectories to the appropriate directory in the server plugin directory .

  • /HeroStronghold
  • /Realms

copy Realms.jar to the plugin directory of your server.

Automatic conversion of existing settlements.

installation instruction

Preinstallation of required plugins: - Vault - Econmy, vault compatible - HeroStronghold, you dont need predefined region and superregion - Citizen2 - Sentry , is optional and be required for next version

This is a full version, no prior updates needed. copy the subdirectories to the appropriate directory in the server plugin directory .

  • /HeroStronghold
  • /Realms

copy Realms.jar to the plugin directory of your server.

  • some material needed for buildings cannot produce in settlement
  • You need a HeroStronghold , compiled with the craftbukit 1.8 , i made my own one because the has not made yet a original, sorry :/

Known issues or abnormal function:

  • In some settlements the buildings not registered to the settlement. In this case the automatic update dont link the building in the buildinglist to the settlement.
  • solving this problem: The Admin or Op can link that building with the RealmStick (blazerod) <Shift><RightClick> .
  • When the unregistered building was a HOME or HOUSE or FARMHOUSE or FARM this dramatically decrease the settler capacity.
  • When the unregistered building was a production building, this building dont produce and not be filled with worker. This reduce the incoming of the new individual setttler and the settlement. The settler go to beggar and starve and die after a while.
  • solving this problem : The Admin or Op can use the command /realms settler. This generate Settler for a building up to the max housing. No child will be create, because they neeed up to 14 years (168 real day) to be a worker. The command also generate missed manager for a HALL.
  • Pair linking for new Family not ready. open item.
  • Not correct visual layout for gender of the npc. the npc have a gender. But i have no clue to instructed citizen to get a specific player skin. the player skin will randomly given to the npc :/
  • The last test for update show some gap in supply for the settler in new HAMLET build up by colonist. They need the support of a player or admin to survive. There are 11 settler but only 4 workplaces. So they starve after a while. They settlemenentplan for the Hamlet will be increase in next update.