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Build a settlement
####Build a settlements
The planning of the settlement is an important aspect in the construction of the settlement. There are some constraints to attend a smooth settlement guarantee.
The settlement is always based on the center of the settlement area. This is the middle of a block. From this center, the radius is counted uin every direction.
These axes should be easily accessible and organized as paths or roads, because some NPC use them later automatically.
Between the walls of buildings or building borders a free block should be planned for each building each addition. The NPC can not walk between buildings through otherwise.
Additional streets between buildings should be planned only in a CITY. Because the place is still very limited in the smaller settlements. We can see it but firmly until later. And then you have to expand to the next type of settlement or convert consuming.
The height differences between the individual buildings should not be large because the NPC else later have problems with pathfinding.
Also, free water surfaces should be avoided ider settlement in the middle, because the NPC for some strange reason there go in again and again. A flat surface is preferable. The builder can also provide some compensation because he freely admits the area for each building.
You should mark the center of the settlement or carefully write down the position.
It makes sense to create a central crossroads. At the ends later the gates solltzen be gebuat.
Building a village is divided into several phases.
- Necessary construction of buildings
- Founding of settlement
- Expand the settlement
In principle, you can also build all the buildings and then build the final settlement, but then NPC not support the player.
####Necessary construction of buildings The building buildings is normal as all other buildings in Minecraft off too. Additionally, only the design specification (recipe) of the building must be observed.
The design specification can be obtained with:
/ Realms BUILDING [building type] {page}
There are the requirements indicated for reasons of the building in the chat. Further details on the construction of buildings see building build {3030} linkID =
The arrangement of buildings is not relevant for establishing settlements. Also here is checked whether the building is located somewhere within the settlement area.
####Founding of settlement When all necessary buildings are built one imagines in the middle of the settlement and founded the settlement with one command. e.g. for a HAMLET
/ Settle FOUNDING [name] HAMLET
[Name] needs to be replaced with the name of the settlement without square brackets.
Should not you agree, an error message is displayed and if possible a hint how to take it off.
####Expand the settlement The extend of the settlement can be made by building another building to be made. As with the required buildings. At the start of the building then only the SiedlungsID the new settlement must be used.
Alternatively, you can automatically build many buildings designed by the architect of the settlement. This is one of the managers that are present in each settlement. A detaillirte description you can find at Construction Manager.
In addition to construction, a more difficult aspect comes to that. What Where should I build?
This question is how did you guessed it, not easy to answer.
You should definitely much building additionally build that all settlers have a job.
Notes which buildings are useful can be found under the factors of production for the biomes.
/ Settle BIOME [settleID] [page]
The factors show you where your production focus.
- These are having a positive factor products or resources.
- neutral factors are acceptable but offer no advantage
- negative factors are unacceptable and should be considered only in special cases.
In addition, you'll need to think about what direction to develop your settlement.
- Food production and settlers production
- Resource Extraction
- Based products for expansion
- special products
- Militarybase
The following rules are no fixed rules of the plugin, but experiences from the tests and assessments of the developer.
The test server has shown that only the major types of settlements CITY, METROPOLIS can realize a universal production. The smaller simply do not have enough space.
##Food production and settlers production This type is useful for the supply of a feud with food and recruits for military training.
If you plan it as the capital of a kingdom is to be noted that enough usable land in the area. That is as flat as possible.
There are many houses (HOME) and wheat production needed. The wheat fields are just the beginning. There are still FARM HOUSE and FARM. These erfodern the production of additional tools. You can not operate effectively if the tools only buys on the market.
For the FARM HOUSE HOESHOP be used, in turn, need CARPENTER WOOD CUTTER and. It'll definitely more BAKERY used when the settlement soldier or a fief to provide.
####Resource Extraction This settlement expansion is suitable for biomes{linkID=3510} where food production is weak or a certain commodity has large production factors.
The biomes FOREST is suitable for timber production and Halzversorger as a food producer.
The biomes or MOUNTAIN HILLS suitable for STONE MINE or other mines. This is also an alternative food supply with mushrooms is possible. It commodities are then generated for the production of weapons and armor metal
Note: In general, settlements or buildings can be built underground.
Note: The Biomenamen be tested by searching for the keyword as part of a text
####Based products for expansion The basis for the development of products made from different raw materials. COBBLESTONE, WOOL, COAL, LOG WOOD STICK
From this resources the doors, signs, beds, torches, chest, cabinets and furnace are made.
This means that the settlement must produce a wide range of raw materials. see also Building rules.
####Special products The special products are manufactured in a substantially WORKSHOP building. In a workshop, all objects are created, for which there is no specific building. e.g. FENCE,
####Military base The special products include substantially the military equipment such as weapons and armor.
Depending on the type of the soldiers to be formed differ the production line.
For simple MILITIA LEATHER, COBBLESTONE, STICK is required.
For ARCHER LEATHER, STICK, STRING, FLINT, FEATHER is required.
We can already see the production line longer.
You can bypass certain productions by additions of the player to the settlement. e.g. Doors, torches, beds etc.
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Home
- [player NPC relation] (https://github.com/Krglok/Realms/wiki/Player-NPC-relation)
- Project
- Phase 1
- Phase 2
- Phase 3
- Objects
- History
- Admin Docu
- Colonist building
- Settlement management
- Settlement specialization
- [Player Docu] (https://github.com/Krglok/Realms/wiki/Player-Docu)
- NPC
- NPC lifecycle
- Settlement
- [Concept of settlement](https://github.com/Krglok/Realms/wiki/concept of settlement)
- [Build a settlement](https://github.com/Krglok/Realms/wiki/build a settlement)
- Settlement HAMLET
- [Hamlet Blueprint] (https://github.com/Krglok/Realms/wiki/Hamlet-Blueprint)
- [Settlement types] (https://github.com/Krglok/Realms/wiki/Settlement-types)
- NPC Manager
- [Lehen] (https://github.com/Krglok/Realms/wiki/Lehen)
- [Concept Lehen] (https://github.com/Krglok/Realms/wiki/concept-of-Lehen)
- Appendix
- Player commands
- [Admin commands](https://github.com/Krglok/Realms/wiki/Admin commands)
- Pricelist
- Buildinglist
- [Building config](https://github.com/Krglok/Realms/wiki/building configuration)
- [Building HOME](https://github.com/Krglok/Realms/wiki/building home)
- Techlevel
- Production