MineColonies

MineColonies

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Planned and Requested Features:

Raycoms opened this issue ยท 67 comments

commented

This issue holds all planned and requested features.
Planned issues are part of our overall vision of the mod and are guaranteed to be implemented sooner or later.
Requested issues have been requested by the playerbase and are considered for inclusion but no guarantees are given.

This is a list of guaranteed planned features.

  • Dynamic Max Building Level #191
  • Colony Trading #81
  • Colony Specializations #10
  • Automatic Recipe Acquisition #77
  • Indicator for what tool levels a worker can use #2023
  • Item dependent Templates #1971
  • Improve Scarecrow Model #1855
  • RS Simulation Request #1749
  • Field Improvements #1644
  • Automatic Waste disposal #1635
  • Architects office (basically survival scan tool GUI) #1452
  • ColonyDat purging #1354
  • Outposts #1175
  • Miner Impossible Block Handling #1020
  • Minimum Stocks for worker #642
  • Configurable Path Speed Boost #626
  • Configurable Miner/Builder blacklist #571
  • Dynamic Colonist skins (Resource-packs) #463
  • Gravestones/Grave-keeper #404
  • Button to recall workers to deposit #2545
  • Rally Troops #2234
  • Reposition Improvements #2893
  • Barbarian Outposts #2884
  • Minecolonies Brandbook #2843
  • Remote Town Hall management #2788
  • Display Ground Level of schematic #2783
  • Ghost Outline glasses #2599
  • Recreation #2586, #3394
  • Demolish button #3263
  • Minecolonies Storybook #3260
  • Trainers in Combat Academy/Archery #3120
  • Builder get accidentally dropped blocks #3099, #4394
  • Restack Items after Dumping #3058
  • Store items at built-site #3046
  • Improved Colony Management #3667
  • Improved Pathing to deadly blocks (Cactus, fire) #3472
  • Compost Feathers #3309
  • Shower other building outlines #3999
  • NPC Only recipes #3911
  • Allow Colonists to: Ride Horses/Boats/Minecarts #3824
  • Opt out of dman gathering #3816
  • Notification Item (Open Colony issues) #3809
  • Journeymap support #3805
  • More Storage Buildings #3797
  • Schematic size difference message #3740
  • Config to Work At night #4258
  • Clipboard improvements #4246
  • Warehouse Stock Item #4150
  • Construction tape improvements #4479
  • Price block hitboxes
  • Miner configurable cobble replacement #4449
  • Entity IRequestable in RS System
  • []

This is a list of Planned Workers:

This is a list of requested features:

  • Pick Up only chest for Dman (Stash) Stash #2121
  • Citizens thank you for food #1898
  • Guard Improvement #1645
  • World Spawn Protection #1368
  • Hardcore Mode #1365
  • Chunk Loading #1351
  • Player waypoints #966
  • Rebuild mineshafts #592
  • Make Minecolonies Blocks Consistent #2409
  • Configurable Raiders (DataPacks) #2208
  • Include Warehouse in Builder list. #2186
  • Add subtitles for sounds #2180
  • Translatable Sound files #2176
  • Miner to build bridges #2135
  • Cold Biome immersion #2125
  • Scout Worker #3043
  • OP colony protection override #3023
  • General Warehouse Improvements #2953, #4302
  • Meal on Wheels #2720Alread
  • Don't eat raw food #3262
  • Configurable Field Management #3124
  • Nobility #3048
  • More Villager Interaction #3591
  • Anti-waypoints #3545, #3387
  • Detect building overlap #3345
  • Miner block #3310
  • Overtake Colony #4088
  • Hunger enhancements #4075
  • Manage building from townhall #3941
  • Growth Hormones #3928
  • Milk Jugs #3833
  • Bucket Oredict #3764
  • Infinite resources for building level x #4599
  • Scheduled backups #4674
  • [ ]
commented

Can anyone make suggestions here?

commented

Yes

commented

If so, I would have the idea of adding another page in the townhall in which the thoughts of the citizens are presented.

For example, if they don't get enough sleep or they lack something that would make their job easier and then the number of citizens think that

commented

I used a translator I hope it is understandable :)

commented

Yes, it is

commented

Would love a button on the town hall to "Re-house all citizens" which moves citizens around in their houses to minimize walking distance to their jobs. Once you get 25+ citizens, doing this manually is no longer fun.

commented

I'd love to contribute to some of these features.

I'm new to GitHub and how you guys work - should I open up a new issue if I want to work on one of the planned features (perhaps with extra detail) or PR is fine? Feels a bit odd to be opening up issues that have been closed and documented in the list already.

Either way I would like to work on the scarecrow collision box. Although I think that Minecraft doesn't really allow for multi-block collision spaces - even the vanilla door uses two blocks.

commented

@ShadowProtocol
Go for the PR and mention related issues within its description.
If you need any help visit our discord or ask directly through the PR

commented

@ShadowProtocol just reopen it and ask us to assign it to yourself.

commented

I do not know if I am in the right place, or even if it has already been mentioned, but would it be possible to have the names of the crafters in the "open request" list. Both to know who crafts but also who asks, this would save us time if we want to lend a hand to our citizens.

commented

Lots of suggestions! Some are entirely from Discord, some were originally from Discord but I expanded on them, and others are 100% mine.

commented

Kind of a minor thing, but I'd like if the restaurants were updated to use Smokers instead of regular Furnaces for cooking their food. Smeltery should use the blast furnaces as well if they don't already.

commented

Since we got tags working now, i suggest citizens sit in the restaurant and wait to get served their food by the cook. Eat their food while sitting, and after they get full they leave. If there's no food for them or they dont get full, they leave after one hour but with a negative happiness modifier.

commented

About models, i suggest that each part of the model has its own texture. Some of the current models share their texture position and thus limits how texture artists can "play" with show or not show some of the model parts.

commented

Some advanced routing for the deliveryperson would be nice. They keep taking wheat and stuffing it all in the warehouse, even taking it from the baker (I even put an iron door, guess they figured that out somehow because it's still moving). I have already handled the baker with other mods due to speeding up the wheat farm with other mods, so an option to just not have the Dman interact with a hut AT ALL would be nice as well.

Ideally, having something saying "do not store this in warehouse", "take this from here to here" "if end spot is full don't take from xyz"

commented

so an option to just not have the Dman interact with a hut AT ALL would be nice as well.

That option is already available (at least in the latest 1.15.2 alpha). Go to delivery priority 1/10 for a hut, then go one lower to Never.

commented

so an option to just not have the Dman interact with a hut AT ALL would be nice as well.

That option is already available (at least in the latest 1.15.2 alpha). Go to delivery priority 1/10 for a hut, then go one lower to Never.

That's what I get for not checking 1.15. The being smarter thing still stands though, unless that's already been done in which case I'll just shut up and comment in a year when mods are up to date.

commented

As requested on stream: Crossbowmen

commented

Can't we just allow archers to use crossbows after like level 3

commented

well crossbowmen could use fireworks at level 5 it they are their own thing

commented

After some consideration I came to the decision that it would be very cool if the lumberjack is included in construction sites (of course only to free construction sites from trees). The only automatic but very inefficient variant to do this is at the moment to press an axe in the builder's hand and he dismantles each single leave extra. According to my consideration, the lumberjack would regulate that on its proffesional way, while the builder already makes room for the "foundation"

commented

Reposting here as requested (sorry, I didn't know suggestions were supposed to go here!)

Considering its limited level and non-scaling number of beds, the Tavern seems to play an early-game role as a place to get your initial four colonists to stop complaining about the lack of beds. Ideally, it seems like you would then switch over to using houses instead, which allow for higher level colonists.

I'm currently at the point that I'd like to make that transition, but I'm running into a problem: Every time I build a new house, the people in my tavern immediately create a child to occupy it. Since I currently have three men and three women in my colony, there's no combination of people I can put in the tavern to stop this from happening.

Since it seems a little odd that someone who doesn't even have their own house would start a family in the first place, maybe colonists living in the Tavern could be excluded from creating children? That would smooth the transition from the Tavern to actual housing.

commented

You can just turn off 'Colonists Move In' in the Town Hall while you transfer citizens to citizen huts.

commented

I was not aware that would prevent children also. Thank you.

commented

I was not aware that would prevent children also. Thank you.

I think it does, not 100% certain though.

commented

1. I would love an additional line to the mouseover tooltip of my resource scrolls to indicate what builder the scroll is assigned to. Bonus points if it works with Waila/Hwyla/etc if the scroll is placed in an item frame or similar, but not strictly necessary. If the item name could change (so it shows above my toolbar when mousewheel scrolling between items) that would be even more convenient, but I recognize that might be a bit more of a faff (or even impossible? I'm not a modder) to implement.
Alternately, a "book"/"binder" or "workdesk" to place resource scrolls and/or clipboards into to let you go through them (each one on a different page?) without having to search for which one is which would also work.

2. If there's only one member of a particular sex in a colony and auto assignment of professions is turned on, avoid assigning them as military (watchtower/barracks). I ended up losing all my female colonists because they insisted on becoming Rangers and then picking fights with Endermen. (In general, having military avoid picking fights with Endermen would be brilliant, but I recognize that might be tricky to implement in the AI if the Endermen react to being looked at by colonists. I don't know whether they do or whether my Rangers are just overzealous in firing at them because they're technically considered hostile mobs by the game.)

3. Highlight (possibly a toggle so people who prefer to leave their builders to do their things can turn it off?) blocks that a builder is going to break in order to build whatever he's currently working on. I don't mind digging/mining for him if it saves me crafting a bazillion wood/stone picks or shovels, but I unfortunately can't read his mind so it ends up involving some guesswork.
Would also help if you break hut blocks you shouldn't have and want to place the building back where it was. (It seems like at least certain blocks the builder thinks he needs to break even though he's going to be placing the same thing down there anyway, at least in some cases.)

4. Not a mod feature request as such, more of a... "meta request," I guess; I hope this is still a good place for it.
Since the bug report outlines mention upgrading to the latest alpha, and there (unfortunately) are other mods that break past certain Forge versions, it would be great if there was a listing somewhere (in the CurseForge changelog entries? IDK) of minimum required Forge version for each mod version. Also takes the guesswork out of "what version of Forge will I need to update to in order to run this?"

commented

2. If there's only one member of a particular sex in a colony and auto assignment of professions is turned on, avoid assigning them as military (watchtower/barracks). I ended up losing all my female colonists because they insisted on becoming Rangers and then picking fights with Endermen. (In general, having military avoid picking fights with Endermen would be brilliant, but I recognize that might be tricky to implement in the AI if the Endermen react to being looked at by colonists. I don't know whether they do or whether my Rangers are just overzealous in firing at them because they're technically considered hostile mobs by the game.)

In the third page of the Guard Tower GUI, you can turn off endermen as a target.

commented

In the third page of the Guard Tower GUI, you can turn off endermen as a target.

I will have to do that; thanks! I keep forgetting that most buildings have multiple pages of GUI, so I hadn't thought to even look for target settings. Guess that portion of that point is moot, then. :)

commented

For Tavern.

Make in the minecolonies config so you can edit how many Tavern you can have per town.

Default: 1

Thanks :)

commented

@Raycoms Since we have the new feature repo at https://github.com/ldtteam/minecolonies-features could we lock this issue?

commented

Is someone also going to add the comments from here into the feature repository? Maybe PowerSchill?

commented

Yes, I've included your comments as well as a few others and will be creating setting up separate issues once I set up some scripts to automate them.

commented

Oh nice, I didn't see them.

commented

I only saw this after I posted, as I had the window opened since morning. I'm working on #2121, I've dropped a question there. Hope it's allright.

commented

Carpenter, Fletcher, Glassblower

commented

Copy and paste from #4579
"Simple enough, for now there'd be no resolvers other than the player, but this would allow an intuitive way to display that an animal is needed in herder huts and etc. And in the future if we provide a worker that actually "finds" animals or otherwise this would be even more useful."

Already added under guaranteed planned features.

commented

I'm slightly confused, is the "Chunkloading" feature different from worker AI deactivating outside of a very short range around the player? I think I read somewhere on here that chunkloading the workers doesn't actually make them work.

If not, is there a third party fix?
If yes, how is that not a priority over "colonist skins" or "improved scarecrow model"?

If the AI doesn't work further than 15 blocks from the player, how is the colony supposed to develop? Am I missing some very basic aspect of the mod?

commented

The list is not sorted by priority. However, what you are experiencing with over 15 blocks is a nucleus sponge setting you have to alter =)

commented

It seems chunkloading the colony with a personal block CL keeps them going. What do you mean with Nucleus? Does that alter entity AI?

commented

I suggest adding a Bee Keeper to the list of Workers, as bees are the only breedable mob for which there doesn't seems to be a planned or already implemented worker, and getting honey from a colonist would be a nice addition.

commented

In my opinion, the fortress walls need a door variant, like the coblestone walls or medieval walls
and only corners variant too, no walls, only the corner (Basically the tower of the corners), for have a sutitution for the house. But the doors is needed

commented

And a wall variant for surround the town hall, The walls that are there are good in level 4, but in the other levels they are strange, since for the interior corridors to fit, they must be turned upside down

commented

Just an idea for a researchable function. given the large size of some miner buildings which inevitable leads to a bit of a waste of materials for not a lot of payout given the size of the hut sooo...

Suggestion: Mineshaft
A 4th or 5th tier researchable feature which will give the miner hut a buildtool-like item, which can designate a new area to mine. Similar to the build tool, when used this "mineshaft tool" will highlight an area which the miner/builder can build. It's UI will look similar to the Z Value/Nodes menu of the miner hut but will allow the miner to be assigned to either its own miner hut "shaft" or this new shaft. Since its a research feature, it can't be abused early game to get cheap miner's huts.

commented

@AlMasque there's a plan for something.... else.... already in progress currently. you'll see it when it's done, but it'll solve the original problem

commented

Can we add a groundskeeper? #4919
Also, maybe the groundskeeper could find animals for the animal herders if they don't have any (like if their hut was just built).

commented

Enchanter changes?

This is from Asherslab's comment on #115 saying *I dunno why, but I kinda want the model for the enchanted to include two (one on left and right) glass "jars" on his back like a backpack, and when he sucks up experience those fill up with experience "juice".

Also maybe ghost busters style vacuum cleaner for grabbing experience from workers. Lol*

I figured nobody would see the issue anymore because it's closed, but the enchanter doesn't have glass jars on their back, so I decided to open a new issue (hope that's okay). Right now, the enchanter shares their texture with the library student, so it would be easier to tell them apart if they had experience jars on their back. It would also look cool and be really funny. :)

Also, could we maybe have the enchanter put the enchanted books on tools/armor using an anvil (or have a new/different worker do it)? This way, the player doesn't have to do it and can focus on running the colony.

Last thing. To make the way the enchanter enchants things more like the way the player enchants things, can we change it so they need lapis to do their work? (If they already need it, can we change the wiki so it says so?)

commented

#326 suggested a Healer and Alchemist, but only the Healer was implemented. Can we add an Alchemist that brews potions for other workers (and maybe the player)?

commented

You mentioned the scarecrow hitbox only in its bottom half. The same thing happens for the builder's hut block and maybe the miner's hut block too, I'm not sure.

commented

Alchemist is on my list yes.

commented

@Raycoms Do you mean the priest? I don't see an alchemist on there.

commented

I noticed that "Compost Feathers" was completed.

commented

I was hoping to suggest a sequential colony option in the config files, so if a player completes a level 5 townhall + 1 more building at that level they have the option of the next colony.
From what I can understand of the current configs it is currently unlimited or 1, and i'd like a gate option.

commented
  • Stash was already implemented so that task can be closed.
  • Need a pickup button for Stash to signal to DMen to pick up materials.
  • Postbox needs a view to the warehouses inventory so you can check stock before requesting items.
commented
  • Create an alert or show in the clipboard when a request is made to a worker hut but there is no one working at that hut. For example when your sawmill worker died and you didn't replace them but something is requested from the sawmill.
commented
  • When you request say a stack of wool but only have 32 blocks the DMan should fulfill the partial request and then have a new request for the remaining 32 blocks.
commented
* Need a pickup button for Stash to signal to DMen to pick up materials.

As I couldn't find a way to tell the DMan to pickup the items in the current system, I've bumped the priority to 10 whener there's an item inside the Stash.

Besides, it was a suggestion to the Stash not have special commands, minimum GUI possible.

commented
When you request say a stack of wool but only have 32 blocks the DMan should fulfill the partial request and then have a new request for the remaining 32 blocks.

That is the reality already.

commented
Create an alert or show in the clipboard when a request is made to a worker hut but there is no one working at that hut. For example when your sawmill worker died and you didn't replace them but something is requested from the sawmill.

This shouldn't happen. Then there is something wrong with the crafting resolver. It should not assign a craft request to an empty building.

commented
* Need a pickup button for Stash to signal to DMen to pick up materials.

As I couldn't find a way to tell the DMan to pickup the items in the current system, I've bumped the priority to 10 whener there's an item inside the Stash.

Besides, it was a suggestion to the Stash not have special commands, minimum GUI possible.

I will check to see if my other buildings were set at 10 but it would almost be cool for it to be set as 11/10 because when I put stuff in the stash its usually because I am crafting something that is needed.

commented

Add the ability to ask a builder to build a building to a certain level, it would create a build request when the previous levels are finished, upgrading it automatically to a certain level

commented

Workers should not be able to add duplicate recipes

commented

New building & worker suggestion: Treasury & Treasurer

  • I'm imagining the Treasury to be built in the basement of your town hall, as an expansion similar to the warehouse + Dman or the Barracks + towers combination. It would be locked to be maximum the same level as your town hall, same as with the barracks and its towers (this would give you a reason to build & upgrade the town hall, which currently has no point other than cosmetics)
  • My idea with building the treasury is that its expensive in terms of Valueables, like Iron, Gold, Redstone, Lapis, Quarts, Glowstone, Diamonds and Emeralds, I'm imagining it as an increasingly big safe where multiple blocks of valuables are stored so its difficult to build it up, for example the lvl 1 building would still be reasonable, like it would need 3 blocks of iron and a block of gold to be built or something like that (placed in the actual building), but the lvl 5 upgrade would already need several blocks of diamonds and emeralds as well as loads of iron, gold and other valuables. It could also require other items that are considered valueable or rare, like an ender chest, shulker box, dragon egg, nether star, elytra, etc. You could also add a new block similar to the wooden, stone and paper building blocks with the build tool already added which you make with iron and stone and would result in a reinforced building block that is more resistant to explosions, not flammable, etc and it could be used as the walls and floors for the treasury (requiring at least iron pick to break?). Could be used for other buildings as well, like barracks or guard towers.
  • You could assign someone to work in the Treasury: The Treasurer would be able to invite Traders (from other colonies/villages) to your colony who you could trade with similar to how you trade with villagers but I'm imagining a single trader at a time with a wider variety but limited amounts of goods looking to sell or buy. Traders arriving to your colony would be random events similar to barbarian or pirate raids, they would stay for 1 day arriving at sunrise, leaving at dawn for example.
  • The Treasurer would also be able to request items that the colony has "too much" of and would be able to start a timed "mission" to look for some1 to sell that item to. In practice I would think it would work like the Treasurer would be able to make 1 trade/building level/day or something like that. You could set a maximum amount of certain items to store in the warehouse and the excess (full stacks) would be delivered to the Treasurer by the Deliveryman to sell.
  • You could use Emeralds as currency or MineColonies could have its own currency to trade with. In the latter case the Treasury would track the wealth the Colony has available and you could use that to trade with visiting Traders.
  • The higher the level of the Treasury the rarer and more goods Traders are willing to sell or buy at a time.
  • Later on you could use the colony wealth for other projects as well. I'm thinking of certain buildings or upgrades could require a certain amount of wealth for your colony before they are made available, like the town hall upgrades could be restricted to colony wealth so you'd have to trade for a while before you could progress with the next town hall upgrade or some buildings could also consume some wealth when being built or upgraded. I've also seen that you are planning to add salaries and taxes to the game and that would compliment the Treasury as well. Colonists happiness could also be influenced by colony wealth compared to amount of colonists or buildings or whatever else. Raid strength could be determined based on colony wealth and probably so much more. Raid mobs could (rarely) drop an item that the Treasurer could use to convert to some wealth simulating them having some money on them. Minecraft default structures like dungeons, desert temples, village chests could also have this wealth item added to their loot tables so you could bring back some valuables to your colony when going out to explore. Actually you could also add some antique art stuff or something to find in such chests that could be required by a treasury or other building upgrade or traded in for wealth.
    I think I may have went too far with this one, but you work with whatever you wanna use from this :D
commented

University & Research suggestions:

  • The progress bar for ongoing research is nice, but it doesn't really give me a good indication on when it will be completed, I think if the GUI told you how much time is left until completion that would help me plan my actions more (like I wouldn't go on a huge trip if there is only 10 minutes left, so I can start the next one, but its hard to guess based on the progress bar), maybe we could have a clock or book item similar to the resource scroll or the clipboard that you can link with a university and if you right click it, it will show you details of the current research like how much time is left, name of research, what it will unlock, etc. (maybe you can have a longer description for researches here, because I still have no idea what I unlocked by doing the "Rails" research)
  • I've read that certain things speed up research, like higher building level, more researchers, higher knowledge of researchers, etc (I may be wrong there), but it doesn't get reflected on the research page, I think it would be nice to see the actual time researching an item will take so that I can see how much time I'm winning by employing a more knowledgeable person for example.
  • I think the university currently doesn't improve the skills of researchers (at least I didn't see any improvement with my colonists), but as they are coming up with new stuff that didn't exist before, I think its justified for them to have more knowledge after researching something new
  • Researchers are pretty passive standing in one single spot the whole day, they could walk around the otherwise huge and expensive university while researching
  • Researchers are kind of useless when there is no research ongoing, probably they could be doing something else in their downtime thats useful to the colony. I'm thinking they could be making paper or books, but probably there's another building producing these already (Paper is required by the school and library as far as I know which you can unlock with lvl1 university so probably it makes sense). I've also thought about consuming paper while doing research and the lack of paper would pause research, by the end of the research they could give you a book and you unlock the research by using that book.
  • When I put the material in the university building blocks inventory, the University should recognize that material as available when choosing the next research. This way you could collect and put away the required materials in the universitys inventory and not need to carry them around, find them in your storage or retrieve from the university inventory to start a new one.
  • It would be really nice to be able to queue research so that researchers start the next one immediately after finishing the previous one. Given the amount of time 1 research takes I think it would be more than enough if you could just choose the next research, so a queue of 2 items at most... I understand though that you would have to consider refunds there if someone would want to cancel a research in the queue so this one doesn't seem easy.
  • I think it would make sense and add some more flavor to managing the colony if there would be a minimum requirement to who could do research, like you wouldn't be able to hire anyone below 5 knowledge for example. Or that the Sum of knowledge points of all researchers had to be bigger than a threshold to do higher level research, for example you'd need sum(>=5) knowledge to do lvl 1 research, sum(>=10) to do lvl 2, etc.
commented

New building & worker suggestion: Treasury & Treasurer

  • I'm imagining the Treasury to be built in the basement of your town hall, as an expansion similar to the warehouse + Dman or the Barracks + towers combination. It would be locked to be maximum the same level as your town hall, same as with the barracks and its towers (this would give you a reason to build & upgrade the town hall, which currently has no point other than cosmetics)
  • My idea with building the treasury is that its expensive in terms of Valueables, like Iron, Gold, Redstone, Lapis, Quarts, Glowstone, Diamonds and Emeralds, I'm imagining it as an increasingly big safe where multiple blocks of valuables are stored so its difficult to build it up, for example the lvl 1 building would still be reasonable, like it would need 3 blocks of iron and a block of gold to be built or something like that (placed in the actual building), but the lvl 5 upgrade would already need several blocks of diamonds and emeralds as well as loads of iron, gold and other valuables. It could also require other items that are considered valueable or rare, like an ender chest, shulker box, dragon egg, nether star, elytra, etc. You could also add a new block similar to the wooden, stone and paper building blocks with the build tool already added which you make with iron and stone and would result in a reinforced building block that is more resistant to explosions, not flammable, etc and it could be used as the walls and floors for the treasury (requiring at least iron pick to break?). Could be used for other buildings as well, like barracks or guard towers.
  • You could assign someone to work in the Treasury: The Treasurer would be able to invite Traders (from other colonies/villages) to your colony who you could trade with similar to how you trade with villagers but I'm imagining a single trader at a time with a wider variety but limited amounts of goods looking to sell or buy. Traders arriving to your colony would be random events similar to barbarian or pirate raids, they would stay for 1 day arriving at sunrise, leaving at dawn for example.
  • The Treasurer would also be able to request items that the colony has "too much" of and would be able to start a timed "mission" to look for some1 to sell that item to. In practice I would think it would work like the Treasurer would be able to make 1 trade/building level/day or something like that. You could set a maximum amount of certain items to store in the warehouse and the excess (full stacks) would be delivered to the Treasurer by the Deliveryman to sell.
  • You could use Emeralds as currency or MineColonies could have its own currency to trade with. In the latter case the Treasury would track the wealth the Colony has available and you could use that to trade with visiting Traders.
  • The higher the level of the Treasury the rarer and more goods Traders are willing to sell or buy at a time.
  • Later on you could use the colony wealth for other projects as well. I'm thinking of certain buildings or upgrades could require a certain amount of wealth for your colony before they are made available, like the town hall upgrades could be restricted to colony wealth so you'd have to trade for a while before you could progress with the next town hall upgrade or some buildings could also consume some wealth when being built or upgraded. I've also seen that you are planning to add salaries and taxes to the game and that would compliment the Treasury as well. Colonists happiness could also be influenced by colony wealth compared to amount of colonists or buildings or whatever else. Raid strength could be determined based on colony wealth and probably so much more. Raid mobs could (rarely) drop an item that the Treasurer could use to convert to some wealth simulating them having some money on them. Minecraft default structures like dungeons, desert temples, village chests could also have this wealth item added to their loot tables so you could bring back some valuables to your colony when going out to explore. Actually you could also add some antique art stuff or something to find in such chests that could be required by a treasury or other building upgrade or traded in for wealth.
    I think I may have went too far with this one, but you work with whatever you wanna use from this :D

Maybe like a bank, so instead of the RS we could have a bank, market, etc for citizens to trade with each other?

commented

Maybe like a bank, so instead of the RS we could have a bank, market, etc for citizens to trade with each other?

I thought you as the player could make trades with the Traders similar to how you trade with villagers that lets you buy stuff that you didn't find yet, like cocoa if you just can't find any jungles for brown dye or if the closest village is 5000 blocks away, you could still obtain emeralds through the Traders by selling stuff without taking the hike. Also the Treasurer selling stuff for Emeralds/Wealth would be a way to get rid of stuff that are overflowing your warehouse, like it happened to me with seeds, saplings, axes, bows, swords, enchanted fishing rods, saddles, etc. The fisherman fills your warehouse quick :)

I've considered the colony (including you) to collectively own everything they have, among colonists a trading system wouldn't be fair to certain professions, like the researchers who wouldn't have anything to offer as they aren't producing anything material. And on top of that you as the player would constantly steal from all of them, or make the builder rich

Bank sounds accurate, I was going for a more medieval approach with the name, but a Market I think would be something different (something else that I'd also welcome in the game after the concept of money is introduced)

commented

Can we have a delivery scroll, like the resource scroll except instead of a portable second page of a Builder's Hut, make it the portable second page of a Deliveryman's Hut? It would be to see what deliveries a Deliveryman is working on atm.

commented

From the citizen page, allow us to assign a bodyguard (or bodyguards) to a particular citizen. That would allow us to send guards with the miner or any other citizen for when they inevitably encounter trouble