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Copy file name to clipboardExpand all lines: README.md
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@@ -14,7 +14,7 @@ Craft a Marketplace hut. Using the build tool, choose the "Economics" style from
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Marketplace Hut - Supports the Marketplace building and the Shopkeeper job.
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Advanced Clipboard - Just like the regular clipboard but with a button that filters the outstanding needs down to only those expected to be fulfilled by a player.
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Trade Coin - These coins can be minted from the marketplace by sneak-right-clicking your advanced clipboard on the Marketplace hut. The hut must be upgraded, first! Trade Coins will (eventually) be used as the basis for triggering most Trade Post mod features.
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Trade Coin - These coins can be minted from the marketplace by sneak-right-clicking your advanced clipboard on the Marketplace hut. The hut must be upgraded, first! Trade Coins will (eventually) be used as the basis for triggering most Trade Post mod features. Coins can be used at a Wishing Well to trigger certain effects.
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### Custom Blocks
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The value of a Trade Coin can be configured.
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The level of the marketplace required to mint coins can be configured.
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### Making Wishes
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When you throw a coin into a wishing well with another object, your wish might come true!
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Currently implemented or in-progress:
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- Kill all zombies nearby (1 Coin + Zombie Flesh)
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- Terminate an in progress raid (1 Coin + 1 Iron Sword) NOT YET FULLY IMPLEMENTED
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## Installation
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Download the appropriate mctradepost-x.y.z.jar file from Github at the root project directory.
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The marketplace building should have two item frames or glowing item frames for each level of the building.
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These frames should be mounted in empty (air) blocks tagged with the "display_shelf" tag. (Apply the tag to a placeholder item, then remove that placeholder and put the frame in.)
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### Wishing Well
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A wishing well can be created by surrounding a 2x2 puddle of water (depth 1) with stone bricks. (Future designs will be more aesthetically pleasing.)
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## Current Status
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This mod can best be described as a "pre-alpha" state. It functionality may change rapidly and without warning.
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"Wishing Well" Interface for spending earned income (IN PROGRESS)
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### Roadmap (Roughly Prioritized)
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Interface for spending earned income.
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Implement Coin Usage
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- Unlock subsequent levels of the merchant building
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- Summon traders
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- Add trader recipes
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Happiness based on colony wealth per citizen
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Leisure time / resorts / vacations (Resort hut w/custom needs items; travel agency hut)
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Huts to allow skill-up in non-primary/secondary stats.
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Pet shops, pet functions, pet-related colony roles.
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In-Game Instructions
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Assembling colonies into collections (empire, state, etc.)
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Express shipping (intracolony and inter-colony) - faster item transport. Faster people transport.
// TODO: To register a sound in Minecraft, you'll need to add a sound event to the game's sounds.json file. You can do this by adding your custom sound events within the assets/minecraft/sounds.json file of your resource pack or mod. You'll also need to place the audio file (usually in .ogg format) in the correct directory (e.g., resources/assets/mod-id/sounds).
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/* MISSING SOUNDS:
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// Create a Deferred Register to hold Items which will all be registered under the "mctradepost" namespace
// Creates a new Block with the id "examplemod:example_block", combining the namespace and path
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// public static final DeferredBlock<Block> EXAMPLE_BLOCK = BLOCKS.registerSimpleBlock("example_block", BlockBehaviour.Properties.of().mapColor(MapColor.STONE));
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// Creates a new BlockItem with the id "examplemod:example_block", combining the namespace and path
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// public static final DeferredItem<BlockItem> EXAMPLE_BLOCK_ITEM = ITEMS.registerSimpleBlockItem("example_block", EXAMPLE_BLOCK);
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// Creates a new food item with the id "examplemod:example_id", nutrition 1 and saturation 2
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// public static final DeferredItem<Item> EXAMPLE_ITEM = ITEMS.registerSimpleItem("example_item", new Item.Properties().food(new FoodProperties.Builder().alwaysEdible().nutrition(1).saturationModifier(2f).build()));
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// Creates a creative tab with the id "examplemod:example_tab" for the example item, that is placed after the combat tab
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/*
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// Register the Deferred Register to the mod event bus so blocks get registered
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BLOCKS.register(modEventBus);
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// Register the Deferred Register to the mod event bus so items get registered
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ITEMS.register(modEventBus);
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// Register the Deferred Register to the mod event bus so entities get registered
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ENTITIES.register(modEventBus);
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// Register the Deferred Register to the mod event bus so tabs get registered
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CREATIVE_MODE_TABS.register(modEventBus);
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@@ -535,6 +554,12 @@ public static void registerLayerDefinitions(EntityRenderersEvent.RegisterLayerDe
Copy file name to clipboardExpand all lines: src/main/java/com/deathfrog/mctradepost/core/colony/jobs/buildings/workerbuildings/BuildingMarketplace.java
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