Содержание
Настройка[]
Настройка производится с помощью файла MineColony.properties(открывать любым редактором) .
Описание доступных опций:
[Block IDs] — ID блоков(для работы с другими модами)
Лат.название=ид | Сундук |
---|---|
MinerBlockID=130 | Шахтера |
WarehouseBlockID=131 | Поставщика |
FarmerBlockID=132 | Фермера |
BankBlockID=133 | здания «Банк» |
BuilderBlockID=134 | Строителя |
CitizenBlockID=135 | Жителей |
TownHallBlockID=136 | здания «Ратуши» |
MarketBlockID=137 | здания «Рынок» |
LumberjackBlockID=138 | Дровосека |
HuntersBlindID=140 | Охотника |
BakerBlockID=141 | Пекаря |
BarracksBlockID=142 | здания «Бараки» |
WarningBellID=139 | Колокол |
[City names] — названия городов cityNames=Mine Colony;Port Royale -(по умолчанию)
[Citizen's names] — перечень имен,для использования жителями ..... [Tips for beginners in Town Hall GUI] — настройка правил в "Ратуше" tips1=First 4 workers work for free. .....
[NPC messages] — Перечень слов(предложений), используемых жителями при встречи с игроком. genericMessage1=Hello. genericMessage2=How are you? .....
[Options] — Глав. опции
Лат.название=значение | Лимит |
---|---|
townHallRange=100 | диапазона расстояния для годных построек от 1 «Ратуши» |
blockPlacingLimit=20 | «сундуков» на диапазон действия от 1 «Ратуши» |
citizenWalkingRange=45 | диапазона расстояния на которое жители могут путешествовать |
farmerWorkingRange=4 | диапазона работы Фермера от своего сундука |
lumberjackWorkingRange=20 | диапазона работы Дровосека от своего сундука |
minerWorkingRange=20 | диапазона работы Шахтера от своего сундука |
hunterWorkingRange=100 | диапазона работы Охотника от своего сундука |
builderWorkingRange1=100 | диапазона работы Строителя от своего сундука |
warningBellVisionRange=40 | диапазона действия «Колокола» |
creeperSafetyRange=20 | диапазона защиты от криперов |
builderInstabuild=false | при «=true» строитель мгновенно строит здание |
builderInfiniteResources=false | при «=true» строитель не требует ресурсов для построек |
roadBlockID=13 | Ид. блока «Дорога» |
playSpeech=true | Проигрывать звуки — речи и храпа(во время сна жителей) |
hunterAdditionalTargets=sheep;chicken — после "=" через ";" перечень мобов, на которых будет охотиться Охотник
[Daily salaries] — кол-во ед. монет для ежедневного выплачивания работникам Лат.название=кол-во ед. монет lumberjackSalary=6 .....
[Floorplans assignment] — выбор модели здания (по умолчанию — папка foorplan) Лат.название=название модели(с расширением "файл.floorplan") lumberjackFloorplan=lumberjack .....
[Quests] Квесты, выдаваемые жителями при ПКМ на них(награда получается так-же ПКМ) Тип=Охота на моба
Лат.название=Значение | Описание |
---|---|
questName1=Creepers! | Название квеста |
questDescription1=I have got a quest… | Описание квеста |
questType1=mobhunting | Тип квеста, пр.: mobhunting, itemgathering и т.д. |
questMobType1=Creeper | Название моба |
questSpawnLocation1=random | Точка спауна моба |
questMobQuantity1=2 | Кол-во для заспауна мобов |
questRewardItemId1=46 | Награда «Предмет=ид» за завершенный квест |
questReputationReward1=0.2 | «Репутация=кол-во» за завершенный квест |
questFinishedMessage1=Thank you… | Сообщение при выдачи награды |
Farm GUI
When accessing the Farm block by right-clicking on it, you will see a GUI with different options:
- Hut Level: Tells you the type of hut and the build level of the building you have selected.
- Worker Assigned: Tells you the worker assigned to this building and their worker level. The worker levels up in time by working. The higher their level, the faster and more efficient they will be.
- Manage Workers: Lets you change which worker is assigned to work at this hut. There can only be one worker at each hut. Note: this only works if you have turned the worker hiring mode in the Town Hall block to manual, otherwise your citizens will be hired automatically.
- Recall Worker: Recalls the worker at this building to their hut block. You might use it if they are stuck somewhere, you want to see what they have, or want to give them something directly.
- Build Options: Lets you create a build, upgrade, reposition, or repair build order for this hut. To learn more about the building system, please visit the Builder page.
- Delivery Priority: You can set the priority that a Courier will visit this hut and pick up items (when the worker at this hut issues a request), or you can tell Couriers to never visit this hut to pick up items. You can also tell a Courier to do a pickup now using the Request Pickup Now button. (For the pickup priority, 10 is the highest.)
- List of Recipes and Teach Recipe: When clicking the list of recipes button, you see all the recipes you have taught this hut and can remove them. When clicking teach recipe, it opens a crafting grid which allows you to teach this hut recipes (not the worker).
- Inventory: Here you can access the hut block’s storage, where the worker at this hut takes and deposits materials. They will also use any racks or chests that were placed in the hut when it was built or upgraded, so be sure to check those as well!
- ?: Some huts have an in-game guide. Press the ? button to access it.
- A chest icon: Click this button to see all the items in the hut’s storage (including the hut block’s inventory and any racks/chests that came with the hut). Clicking the ? button next to an item’s count will highlight the storage container it’s in.
This is page two of the Farm GUI. It shows the Fields that are available (recognizable by the crop in its GUI and its distance). You can assign them to this Farmer as well.
- Automatic/Manual: Automatic by default. Here you can define if you prefer to manually assign the Fields for this Farmer.
- Field: This is the list of recognized fields. If the field shows an X, that means it is already assigned to a Farmer and will list the name of the Farmer who takes care of that field. If the X is red and the button is not grayed out, that field belongs to the current Farmer and you can unassign it. If the field has a green check, then that field can be assigned to the Farmer. If the button is grayed out with a check, that means that no one is assigned to that field but the Farmer can not accept any more fields.
This is page three of the Farm GUI. It lets you choose whether the Farmer will request fertilizer (compost or bone meal).
Starting a New Colony
Scouting the Area
Make sure you scout your area carefully before you decide where you want to place your Town Hall. Your colony will start with a 4 chunk radius (4 chunks in each direction) from the Town Hall block. Make sure this is where you want your colony to be.
Placing your Town Hall
After you have carefully decided where you want to place your Town Hall (remember, the position where you placed the Town Hall block will be the center of your colony’s protected area. Once placed, the area will be set and cannot be changed), use your build tool to place the Town Hall block.
Right-click the ground in the area you want to place the Town Hall. The building GUI will display showing the 3D preview of the building. You will be able to use the arrow buttons to move the building to the location you desire.
Note: Make sure you use the + and — options in the GUI to make sure you have the ground level of the hut where you want the ground level to be. Not all hut blocks sit on the ground.
Once you commit to the placement of the Town Hall (green checkmark), the Town Hall block will be placed.
Creating your Colony
Once you have placed the Town Hall block you will need to right-click on it and select Create New Colony.
A new colony will be created, the area of your colony will be established, and the entire area will be protected.
Protection Area
When you start a colony, the area that is initially set also has protections added to it. The protection system includes blocking any player from placing/breaking or interacting with blocks of any kind, placing lava or water, and placing/lighting TNT. Once established it will also show in the informational screen.
The protected area of your colony (once the Town Hall has been placed) will depend on the configuration, but will be 4 chunks radius by default, measured from where you placed your Town Hall block the first time. Therefore, plan carefully where you want to place your Town Hall. Your protected colony area includes mountains, hills, lakes, oceans, caves, world generated structures, etc. from bedrock to the sky limit.
Due to the protected area of each colony, you have to carefully scout your surroundings to make sure you are clear of any other colonies nearby preventing you from placing your Town Hall or limiting your colony area in that direction.
Note: Once you place your Town Hall block, this will be the CENTER of your Town’s protected radius. If you decide that you want your actual Town Hall building to be built in a different location (within your currently set protected radius), you can break the block and place it again with your build tool. Removing and replacing the Town Hall block will NOT remove the Protected area of your Town. The only way to remove the protected area of your colony so that you can place a Town Hall somewhere else is by a person with OP or admin permission deleting your colony through commands.
If there is another colony too close to your current position, you won’t be able to place a Town Hall.
If you try to place another Town Hall outside of your protected area, you will get a message:
Composter’s Hut GUI
When accessing the Composter’s Hut block by right-clicking on it, you will see a GUI with different options:
- Hut Level: Tells you the type of hut and the build level of the building you have selected.
- Worker Assigned: Tells you the worker assigned to this building and their worker level. The worker levels up in time by working. The higher their level, the faster and more efficient they will be.
- Manage Workers: Lets you change which worker is assigned to work at this hut. There can only be one worker at each hut. Note: this only works if you have turned the worker hiring mode in the Town Hall block to manual, otherwise your citizens will be hired automatically.
- Recall Worker: Recalls the worker at this building to their hut block. You might use it if they are stuck somewhere, you want to see what they have, or want to give them something directly.
- Build Options: Lets you create a build, upgrade, reposition, or repair build order for this hut. To learn more about the building system, please visit the Builder page.
- Delivery Priority: You can set the priority that a Courier will visit this hut and pick up items (when the worker at this hut issues a request), or you can tell Couriers to never visit this hut to pick up items. You can also tell a Courier to do a pickup now using the Request Pickup Now button. (For the pickup priority, 10 is the highest.)
- List of Recipes and Teach Recipe: When clicking the list of recipes button, you see all the recipes you have taught this hut and can remove them. When clicking teach recipe, it opens a crafting grid which allows you to teach this hut recipes (not the worker).
- Inventory: Here you can access the hut block’s storage, where the worker at this hut takes and deposits materials. They will also use any racks or chests that were placed in the hut when it was built or upgraded, so be sure to check those as well!
- ?: Some huts have an in-game guide. Press the ? button to access it.
- A chest icon: Click this button to see all the items in the hut’s storage (including the hut block’s inventory and any racks/chests that came with the hut). Clicking the ? button next to an item’s count will highlight the storage container it’s in.
By pressing the arrow button in the top right corner of the GUI, you will be taken to page two of the GUI.
- Items to compost: Here you will see a list of all the items that were recognized for the composter to use, including modded items. All items are off by default. You can then select which items you want the composter to use by clicking on the button. (The black box at the top lets you search for items.)
- Compost/Dirt: You can select which item you want the composter to make, compost or dirt. Just click on the button to change the setting.
Quick Walkthrough
Before you get started on your new colony, you should find your perfect location. You need a large enough area for a full city-at least 8×8 chunks, and decently flat.
You should also gather as many resources as you can-wood, as well as cobble, coal, iron, flowers, string, leather, wool, saplings, and food.
Step 1: Supply Camp/Supply Ship
Once you have chosen a location for your colony, you must place a Supply Ship or Supply Camp. You can only place one of these per world. The Supply Camp/Ship gives you the Town Hall block you need to officially start your colony. They also have some other supplies you may need during the building of your colony. Once you have the Town Hall block and the build tool, the remaining camp/ship is just decoration. You can leave it or tear it down.
Step 2: Town Hall
The Town Hall block is what actually creates the colony. It also functions as the center of it. This is where you start using the build tool to place buildings. Using the build tool ensures you can see exactly where the building will be, which direction it will face, and if it is at the right Y level (some buildings need to be raised to the correct Y level).
Once the Town Hall block is placed, you will start receiving your initial 4 citizens.
Step 3: Builder
Before anything can be built, you need a Builder. The Builder must build their own Builder’s Hut before building any other huts, and they cannot build or upgrade a hut to a higher level than their own hut level.
Step 4: Tavern
Your colonists will need a place to sleep and a house, so it is recommended to build a Tavern next. The Tavern also allows visitors to come to your colony, and you can recruit them to stay as citizens.
Step 5: Food
The next major thing you need for your colony is food. The fastest way to get food is to build a Fisher’s Hut. You could build a Farm or one of the animal herders, but a Fisher is faster. Building a Restaurant may also be advisable if you don’t want to feed your colonists (or cook their food) by hand.
Step 6: Forester
If your style is wood, it’s recommended to build a Forester’s Hut next. That way your new Forester can start gathering wood for your next builds and for tools and other items.
Step 8: Warehouse and courier
At this point, you might be tired of bringing all of the resources to the Builder and taking them from the Fisher, Forester, Miner, etc. You also might want to store items in one place. Well, the Warehouse and Courier’s Hut are the solution you are looking for! Couriers transport items between the Warehouse and all of the workplaces.
Step 9: Rest of the Colony
This is where you need to decide what you need next, based on how you play and what your colony needs. But you have several things to look at. Once you get seven citizens you can get attacked by raiders and you may want to build a Guard Tower, or you may get a sick citizen and want to build a Hospital, or you may decide you want a Sawmill to make the needed items for a worker. Or you may just want to have a specific worker, or you found a great place for a certain hut. You decide how your colony will grow!
Hut Requirements
Building | Requirements | Suggested |
---|---|---|
Archery | 1 archery dummy per level (a hay bale with a button on it, or a target block in 1.16) | |
Bakery | 1 furnace | |
Barracks | 1 Barracks Tower per level (up to lvl 4) | |
Barracks Tower | 1 bed per level | |
Builder’s Hut | 1 rack per level | |
Combat Academy | 1 combat dummy per level (a pumpkin on top of a bale of hay) | |
Composter’s Hut | 1 compost barrel per level | |
Concrete Mixer’s Hut | Flowing water with solid blocks below and air blocks above | |
Dyer’s Hut | 1 furnace | |
Flower Shop | 4 compost blocks per level | |
Glassblower’s Hut | 1 furnace per level | |
Graveyard | Named Graves, with the amount increasing per level | 14 named graves at level 1, 18 named graves at level 2, 27 named graves at level 3, 36 named graves at level 4, 50 named graves at level 5 |
Guard Tower | 1 bed per level | |
Hospital | 1 bed per level | |
House | 1 bed per level | |
Library | Bookshelves | |
Mine | A few starting ladders where the shaft’s ladders will go | |
Plantation | 4 per level: brick under sand, cobble under sand, sand next to water | |
Restaurant | 1 furnace per level | |
School | 2 carpets per level | 4 carpets per level |
Smeltery | 1 furnace per level | |
Stone Smeltery | 1 furnace per level | |
Tavern | 4 beds and a dining room | Horizontal barrels and/or vertical barrels |
University | Bookshelves | |
Warehouse | Racks (more each level) |
Some buildings may also require tags to be set on certain blocks using the tag tool.
Hut Blocks
Notes
The Town Hall is listed here, but you can only craft it after placing the Supply Ship/Camp.
The Barracks Tower is not listed here because it cannot be crafted. You must craft and place the Barracks instead.
Name | Ingredients | Recipe |
---|---|---|
Apiary | Any Planks + Build Tool + Beehive | apiary |
Archery | Any Planks + Build Tool + 3 Bows | archery |
Bakery | Any Planks + Build Tool + Wheat | baker |
Barracks | Any Planks + Build Tool + Iron Block | barracks |
Blacksmith’s Hut | Any Planks + Build Tool + 3 Iron Ingots | blacksmith |
Builder’s Hut | Any Planks + Build Tool + Any Wooden Door | builder |
Chicken Farmer’s Hut | Any Planks + Build Tool + Egg | chickenfarmer |
Combat Academy | Any Planks + Build Tool + 3 Iron Swords | combatacademy |
Composter’s Hut | Any Planks + Build Tool + Barrel | composter |
Concrete Mixer’s Hut | Any Planks + Build Tool + White Concrete Powder | concretemixer |
Cowhand’s Hut | Any Planks + Build Tool + Raw Beef | cowhand |
Crusher’s Hut | Any Planks + Build Tool + 2 Cobblestone + 1 Iron Ingot | crusher |
Courier’s Hut | Any Planks + Build Tool + Leather Boots | courier |
Dyer’s Hut | Any Planks + Build Tool + Any Dye | dyer |
Enchanter’s Tower | Any Planks + Build Tool + Enchanting Table | enchanter |
Farm | Any Planks + Build Tool + Wooden Hoe | farm |
Fisher’s Hut | Any Planks + Build Tool + Fishing Rod | fisher |
Fletcher’s Hut | Any Planks + Build Tool + String | fletcher |
Flower Shop | Any Planks + Build Tool + Poppy | flowershop |
Glassblower’s Hut | Any Planks + Build Tool + Glass Block | glassblower |
Graveyard | Stone + Build Tool + Bone | graveyard |
Guard Tower | Any Planks + Build Tool + Bow | guardtower |
Hospital | Any Planks + Build Tool + Carrot | hospital |
House | Any Planks + Build Tool + Torch | house |
Library | Any Planks + Build Tool + Bookshelf | library |
Forester’s Hut | Any Planks + Build Tool + Wooden Axe | forester |
Mechanic’s Hut | Any Planks + Build Tool + Redstone Block | mechanic |
Mine | Any Planks + Build Tool + Wooden Pickaxe | mine |
Mystical Site | Any Planks + Build Tool + Diamond | mysticalsite |
Plantation | Any Planks + Build Tool + Cactus | plantation |
Rabbit Hutch | Any Planks + Build Tool + Raw Rabbit | rabbithutch |
Restaurant | Any Planks + Build Tool + Apple | restaurant |
Sawmill | Any Planks + Build Tool + Wooden Axe | sawmill |
School | Any Planks + Build Tool + 2 Feathers | school |
Shepherd’s Hut | Any Planks + Build Tool + Shears | shepherd |
Sifter’s Hut | Any Planks + Build Tool + 3 String | sifter |
Smeltery | Any Planks + Build Tool + Iron Ingot | smeltery |
Stonemason’s Hut | Any Planks + Build Tool + 3 Stone Bricks | stonemason |
Stone Smeltery | Any Planks + Build Tool + 1 Furnace + 2 Stone Bricks | stonesmeltery |
Swineherd’s Hut | Any Planks + Build Tool + Raw Porkchop | swineherd |
Tavern | Any Planks + Build Tool + Decorative Barrel | tavern |
Town Hall | Any Planks + 2 Build Tools | townhall |
University | Any Planks + Build Tool + Books | university |
Warehouse | Any Planks + Build Tool + Chest | warehouse |
Additional Information
How to override some built-in schematics?
Simply create a schematic file with the same style/name. For instance, to override the Builder’s Hut wooden level 1, create a schematic file name called wooden/builder1.blueprint.
How to use custom huts?
The custom huts need to be copied in the schematics folder. Once copied, you can start your singleplayer or multiplayer game as usual. You should see them in the build tool (if you have the hut block in your inventory).
How to allow my players to use their scanned decoration schematics on my server?
Edit the Structurize configuration file at and set allowPlayerSchematics to true. This allows the player to use their own decorations. It is not possible for the player to use their own huts’ schematics. You can also limit the number of players’ schematics at any given time by editing maxCachedSchematics (default is 100). When the limit is reached, the server will start deleting unused schematics.
How to disable built-in schematics completely?
Edit the Structurize configuration file at and set ignoreSchematicsFromJar to true. Be aware: things will break if some huts’ schematics are missing.
How to create upgradable decoration schematics?
Add the deco controller somewhere in the schematic with the name of the schematic, where you’ll put it in the file directory, and its level. Make sure to actually put the decoration in that file path, but only after scanning — don’t include the path in the scan name.
FAQ
This is a FAQ section to answer common questions regarding schematics in MineColonies.
What and where is the scans folder?
The scans folder is where the schematics are saved after performing a scan using the scan tool in MineColonies. This is a client-side-only directory which is located in Minecraft’s folder under: . Freshly scanned schematics can be found in unless they have been renamed in-game. (If they aren’t there, look in .) This directory is shared between all your singleplayer games and multiplayer games.
Where is the schematic folder?
Custom schematics need to be copied inside the schematic folder. For both singleplayer and multiplayer games, the folder is under .
How to create custom huts?
To create new schematics for existing huts, there are some guidelines that you must follow: the scans MUST have the same footprint for the same style/hut’s type; the scans must contain the hut’s block, for example the Builder’s Hut block for the Builder’s Hut; the hut block need to be exactly at the same place and have the same rotation for each level; the scans’ filenames need to follow the naming convention: {StyleName}/{HutName}{HutLevel}.blueprint. For example, for the Builder’s Huts with the MyOwn style, we would have:
myown/builder1.blueprint
myown/builder2.blueprint
myown/builder3.blueprint
myown/builder4.blueprint
myown/builder5.blueprint
Note: In the build tool, the extension is hidden. HutName can be any of the listed huts below. The maximum level is 5 (except for the Tavern, its max level is 3).
Once ready, move the folder into the schematics folder and start your game. You should be able to see it with the the build tool.
Note: Remember that you need the appropriate hut in your inventory to be able to see the schematics in the build tool.
Рабочие:
Как мы уже упоминали ранее, большинство зданий Минколоний имеют функцию укрытия работников разной природы. Здесь граждане не будут работать в дождливую погоду.
Уровень квалификации работников:
Была создана система для повышения квалификации работников. Уровень их дома — это то, что ограничивает уровень, которого они могут достичь. Каждый раз, когда вы увеличиваете уровень их ДОМА, предел максимального уровня работника будет удваиваться по сравнению с предыдущим пределом. В настоящее время предел рабочего уровня составляет 100 (конечно, после того, как вы выполнили уровень сборки 5). Уровень их работы здания определяет скорость, с которой они прогрессируют.
Уровень здания | Максимальный рабочий уровень |
---|---|
2 | |
1 | 4 |
2 | 8 |
3 | 16 |
4 | 32 |
5 | 100 |
Уровни инструментов / оружия:
Существует система уровней для типов инструментов и оружия, которые рабочие могут использовать в зависимости от уровня в рабочем здании. Уровень их строительства — это то, что налагает ограничение на «уровень инструмента / оружия», который может использовать работник. Каждый раз, когда вы поднимаете уровень здания, уровень инструмента / оружия, который рабочий может использовать, увеличивается.
Уровень здания | Уровень инструмента / оружия | Уровень материала |
---|---|---|
Дерево или золото (+0 очарование) | Каменный уровень | |
1 | Чары на камень + 0 (или чары на дерево / золото + 1) | Уровень железа |
2 | Железо + 0 чар (или дерево / золото + 2 чар или камень + 1 чар) | Алмазный уровень |
3 | Алмаз + 0 чар (или дерево / золото + 3 чар, или камень + 2 чар, или железо + 1 чар) | Обсидиановый уровень |
4 | Все инструменты + 0 чар (или дерево / золото + 4 чар, или камень + 3 чар, или железо + 2 чар, или алмаз + 1 чар) | Уровень кобальта |
5 | Все инструменты + неограниченные чары | Любой уровень майнинга |
Луки / Уровни удочки:
Как и инструменты / оружие, тип луков и удочек, которые могут использовать рабочие, зависит от уровня их строения. Вот сводная таблица:
Уровень здания | Колдовство |
---|---|
+ o чары | |
1 | + o чары |
2 | + 1 чары |
3 | + 2 чар |
4 | + 3 чар |
5 | неограниченный |
Охранная броня:
Чтобы определить тип брони, которую могут использовать охранники, вы должны повысить уровень их строения, а охранник — повысить уровень.
Тип прихватки | Уровень охраны | Уровень башни |
---|---|---|
кожа | 0 — 20 | 1 — 3 |
золото | 0 — 20 | 1 — 4 |
цепь | 0 — 20 | 2 — 5 |
железо | 5 — 30 | 3 — 5 |
бриллиант | 15 — 99 | 4 — 5 |
Черты характера:
У каждого работника есть черты, которые им нужно улучшить, чтобы выровнять.При нажатии на кнопку «Аренда», вы увидите список доступных работников с их лучшими функциями. Если линия зеленая, это ее основная линия, а желтая — ее дополнительная линия. Это позволяет вам наилучшим образом выбрать своего работника.
Эта тема закрыта для публикации ответов.