TekTopia Villagers | Dev Playthrough: The Rancher + BETA TEST!

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Published 2019-05-22
Welcome to the developer playthrough of my TekTopia" villager mod. In this series I'll be playing through the mod, building a huge village from scratch, showing off ALL the details about the mod and doing even more development as we go!

Today we showcase the Rancher villager! We'll take a deep dive into all the AI, the formula, and complex rules that make them tick. Keep the comments coming!

Haven't seen my villager mod?
Watch the first What If Villager video here!
   • What If Minecraft had MUCH Better Vil...  

Please leave a Like if you enjoyed!

Want to beta test this mod on a private, moderated server?
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Outro Music: Underwaterbeats - Delete
   • Underwaterbeats - Delete!  

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All Comments (21)
  • @madmanmania7171
    Tango, I think I speak for everyone when I say that I really wanna wish you success in this project that you put so much effort and creativity into
  • @grondhero
    "This new world is our Utopia. We shall name it TekTopia !." World crashes
  • @supercables251
    The "Villager damaged" message should also show remaining health. Possibly like 7/20 [------- ]
  • Blacksmith as next one! Villager tools is much more important as we already have a chef to make good foods. Food "could" be better but tools need improvement as food has been already improved by chef.
  • @derpxd2307
    Tango: mature adult, a great programmer, working on a giant mod Also Tango: I LiKe MoO mOoS
  • @thedeatking
    sry 4 my english btw I have an idea. What if you add thieves to the game, just like merchants and nomads they spawn at the outside of the city and they come wandering in but only when you got gold and diamonds in your city. (If you have a lot of diamonds and gold there is a bigger percentage of chance thieves will spawn.) When they get close to the storage room they put on a disguise (something like a mask or a bandana in front of their mouth). And as soon as they pick up an item a bag appears on their back hanging from their shoulder. When he leaves the building guards will instantaneously recognize the thieve. The walking speed of a thieve is a little bit slower than the guard so the guard can catch up but not so much that thieves don't stand a chance. (95% the walking speed of a guard maybe 90% you will have to test that) Guards have a small chance they detect thieves before they stole anything (the higher level the guard the higher the chance he will detect the thieve before he steal anything)
  • @musa8251
    The merchant should have a donkey or a mule to carry his merchendise
  • @tylan5081
    Even though it seems that you’ve finished adding villagers I think it would be cool to have archers to help the guards
  • @als_pals
    Maybe farmers should prioritise plots that haven't been farmed in a while?
  • Can you give whatever villager has the highest Soldier skill in your village the prefix of "Sergeant" and make him lead the Barracks...erm..."activities"?
  • @ljuangb9179
    Tango you should add a block or a new NPC in the town hall that allows you to see the "History" of the village. Basically acts like a log for the events in the village that allow you or other cooperative players to control big sized villages. You could filter thing by importance, like the most important could be deaths, new buildings, nomads recruited or newborns and new adults to the least important like a guard took damage, skill improvements, very sad or very hungry villagers... At some point with 30 villagers its going to be difficult to track every event in the village. Maybe make the teacher the historian. Good work on the mod looks fantastic! Lots of luck on this project!
  • @Skip15pl
    Got few ideas, maybe you use some of them: 1) Main square marker - placing one will set area similar to guard post, but this one would attract merchant(s). 2) More merchants in exchange of lower product variety - so you get 1, 2, 3, 4... merchants (depending village size) each offering 1-2 different products. Would love to see caravan with llamas... Together with point 1) this would allow to bring even more life to village. 3) Merchants offering high-end "green" products in exchange of emeralds would be also a nice thing to have. 4) Tavern could attract nomads. I find it natural that traveling person will look for place to rest. 5) Also, adding beds to tavern could bring low % chance that nomad will stay for a night in exchange of emeralds (left on bed like hearts or in tavern chest). Would love to see any of these added. And if not - this mod is still marvelous work . Keep it going!
  • @harrisgore
    I think the guards should have a high priority to close open doors.
  • @Tenteono
    Blacksmith. Food isn't really an issue right now. But better tools would give you more resourses to sell to the merchant. It would also automate the Rancher with shears and buckets. P.S. That stinks that renaming all the references to the mod name wrecked the game. RIP Jacob Paspenal.
  • @TCT2023
    You know you're doing something VERY right when I get excited every time I see this notification!
  • @bloodshard18
    I think the barracks is an excellent idea. It would not go well only having untrained soldiers to defend.
  • @dnddude9652
    “Pigs need Potatoes” Carrot on a stick, anyone?
  • @dracodragongirl
    Notice how in the picture, Tango has 274 patrons. I checked on the website and he now has 336! Keep up with the good work!