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  Teach cook furnace recipe
Posted by: Sim-Ian - 06.05.2019, 11:07 - Forum: General Discussion - Replies (1)

Hi all

I have played with MC in the past and recently come back and am excited to see some serious progress has been made. one thing i cant work out is how to teach the cook to make furnace crafted items like a baked potatoes as the teach recipe is only a crafting grid. my colonists are quite often starving but i have 100's of potatoes in the warehouse but the cook wont cook them. any ideas how to teach the cook furnace crafted items?

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  https://www.guidemenutrition.com/keto-burn-xtreme/
Posted by: Jack007 - 05.05.2019, 12:00 - Forum: General Discussion - No Replies

and elimination of bumps Fortification of the organism by way of nutrients For the those who want to get in shape, it's far pretty trustworthy, but no longer all that simple, use  Keto Burn Xtreme   and parent out how to finish a re-coaching diet, better select your lunch, burn up lighter things and equalization the sum and recurrence .



https://www.guidemenutrition.com/keto-burn-xtreme/

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  Deliveryman stops working/parent cancellation failed
Posted by: Leivel - 03.05.2019, 21:28 - Forum: Bugs & Compatibility Issues - Replies (1)

Hey guys, I've been playing the minecolonies-1.12.2-0.10.202 version for a while (on my private server) and I've noticed that whenever the builder requests something, it takes a few minutes and the deliveryman stops working entirely.
I get the same error message as for this post: https://forum.minecolonies.com/showthread.php?tid=863

Once this error message shows up the deliveryman will still walk around and goes to building inventories but won't carry anything with him from this point forward.
Resetting all requests by command sometimes works for a few minutes, but the error will sooner or later pop up as long as the Builder requests something.
If I can provide any files, please let me know.

Thanks  Shy

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  Traits Stats
Posted by: rEBECCAP2012 - 02.05.2019, 22:59 - Forum: General Discussion - Replies (2)

My previous thread about this has disappeared and I don't know why, I haven't been sent a message with the answer or anything.

I was wanting to know what the highest number is in the stats please. I have looked (and now re-looked as my previous thread has gone) on the Wiki, but cannot find the answer (not even under Traits on the Worker System page).

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  Website Wiki
Posted by: Electrocutor - 01.05.2019, 17:27 - Forum: Content / Design Suggestions - No Replies

Firstly, congrats on organizing the current wiki: it is enormously better than before. Following are few thoughts I had.

Installation

  • Server
    - info specific to a server install
  • Configuration
    - Detailed info about minecolonies.cfg settings
Tutorials
  • Multiple Colonies
    - Directions about how to create a new colony while keeping permissions to existing colony
  • Schematics
    - Detailed screenshots/videos on the process in-game and info for normal users for decor or city planning (namely for clients connecting to remote mc servers)
    - Info about the replacement blocks
  • Roads and Pathing
    - How to optimize your waypoints on roads for NPC traversal
  • Delivery Priority
    - Detailed info about how to setup deliveryman priorities to keep the supply/demand running well
  • Colony Management
    - Direct link to 'Buildings->Townhall'
Systems
  • Behavior
    - Productivity: What will make them stop working (happiness, hunger, nearby mobs, requests, weather, etc)
    - Pathing: Describe how their waypoint pathing works, link to Pathing tutorial, and info about problematic blocks like half-slab; make note about not traversing through portals and other caveats
    - Fear: What will make them run away; note the archer and swordsman as exceptions
    - Specialized: Refer to 'Workers' page for role-specific behaviors (also add behavior section to these pages as needed)
  • Hunger
    - Separate this section from the current 'Happiness System' page
    - Expand contents to include what they will eat and link to 'Buildings->Bakery', 'Buildings->Restaurant', and applicable 'Mod Support' page
  • Happiness
    - Current section only tells how it is calculated, not the affects
    - Describe how colony happiness determines the stats of new citizens
  • Skills
    - Separate this section from the current 'Worker System' page
    - Note how primary and secondary traits affect skill level rate
  • Traits
    - Separate this section from the current 'Worker System' page
    - Make note that colony happiness at time of spawn determines how high stats are
    - Make note that default colony behavior is automatic random assignment and will not re-arrange NPCs according to their most suited positions
  • Items
    - Separate this section from the current 'Worker System' page
    - Include link to the applicable 'Mod Support' page
  • Requests
    - Describe how requests work and detail the order that things are requested from, including how crafters/suppliers, warehouse, and delivery are connected
  • Raiding
    - Describe how barbarian raids work
Recipes
  • Tooltip mouse-over for names of items
  • *should probably make this page be auto generated from actual game files so future updates happen magically
Misc
  • Special Blocks
    - What blocks act as roadway for faster NPC movement and to what degree
    - What block to look at to know about incoming raid
    - etc
  • Tips and Tricks
    - Make note how manually assigning a worker to a house next to their work building will dramatically increase efficiency
    - What is a good ratio of guards vs workers, deliverymen vs building count, etc
    - Other such various things that will improve colony progression
  • Resource Packs
    - List of known resource packs that support minecolonies blocks/items
  • Known Bugs
    - List of currently known and heavily visible (asked about) bugs along with github issue link
Mod Support
  • Which mod tools and enchants are supported
  • Which mod trees are supported
  • Which mod food/crops/fruit are supported
Official Server
  • Links to tutorials and manuals for included mods
  • Link to world map if still being used

I've probably missed some, but that's off the top of my head for now.

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  https://www.guidemenutrition.com/keto-burn-xtreme/
Posted by: Dan007 - 01.05.2019, 10:59 - Forum: International Support - No Replies

Keto Burn Xtreme inside the system of Ketosis, the body starts decreasing fats at a faster price. It first objectives the cussed fats stored within the frame and divide them into small pieces which are removed from the body in a herbal way like in the form of sweats, and greater. The food we eat includes carbohydrates and our frame converts carbs into power besides for fats. Carbs do now not incorporate more strength even as fats are a outstanding supply of electricity. It allows to convert fats into strength and you sense energetic and sturdy. how to Use? Keto Burn Xtreme    is very easy and secure to use. It has no aspect results. 




https://www.guidemenutrition.com/keto-burn-xtreme/
 

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  Colonists and Children Disapearing
Posted by: pLeo - 30.04.2019, 06:03 - Forum: Bugs & Compatibility Issues - No Replies

So I have lost 4 colonists, 2 or which were children. They did not die, no death message and nothing noted on the server. They are just gone and there have not been any children or such to replace them. Has anyone else had this issue, is there a possible solution already?

Also do the colonists age and die?

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  Acacia Chicken Hearder's Hut
Posted by: ArashiDragon - 26.04.2019, 23:55 - Forum: Content / Design Suggestions - Replies (1)

Noticed a design flaw in the building. There's a small gap 2 blocks tall 1 block wide (x2) on the chicken coop between the two buildings. One on each side of the door to into the coop. It's a fence with a torch on it, so technically it's 1.5 block gap.

There is a hay bale in front of it, this allows the chickens to get on top and then walk right over the fence escaping the coop.

I corrected it just by adding another fence on top of the existing fence.

NOTE: I only noticed this after I reached the Level 5 hut, not sure if it's there on previous levels.


***EDIT*** Not sure if this is posted in the correct section, or if there's a better place to post this. Not really a bug, just a small building design correction. If it needs to be moved, then so be it.

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  Recruitment Packages issue
Posted by: mafiarat - 26.04.2019, 10:31 - Forum: Bugs & Compatibility Issues - Replies (1)

Been playing for a while on 1.12.2, and I've never actually been able to recruit citizens using the recruitment packages. I see the screen where it says "Choose which recruitment package you want to send. but none of the buttons do anything. I've tried with or without the resources it mentions in the packages, and it just seems like none of the options do anything.

Am I doing something wrong, or is just function just not working at the moment?

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  Restarting workers doesn't work.
Posted by: adegans - 20.04.2019, 08:12 - Forum: Bugs & Compatibility Issues - No Replies

When I want to restart a worker.
On the building, manage workers, pause, restart.

It says that it's scheduled. But then never completes.
The worker then gets stuck on pause and I have to unpause them manually.

Punching them with a empty hand still works. but does that do the same?

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