как узнать id колонии в minecolony
Command System
These are the in-game commands currently available. Most require that a user have operator privileges to work and that a singleplayer world has cheats enabled.
Warning: These commands are not intended for normal gameplay use and should only be used when debugging. Some have the potential to delete your colony or break it!
Command Syntax
If you see this… | Then… |
---|---|
plaintext | Enter this exactly as shown |
This is a required argument | |
[square brackets] | This is an optional argument |
x \| y \| z | Pick one of these options (can be optional or required) |
Base Commands
/minecolonies (or /mc)
Command | Command Description |
---|---|
/mc backup Default Permission Level: OP | Makes a backup of all colony data. |
/mc help Default Permission Level: All | Lists the wiki and the Discord links in chat. |
/mc home Default Permission Level: All | Teleports a colony owner back to the Town Hall of their colony. |
/mc raid-All Default Permission Level: OP | Schedules a raid for every colony. You can choose if it starts now or the next Minecraft night, as well as its type. |
/mc resetsupplies Default Permission Level: OP | Resets the ability to place a supply camp or ship. |
/mc rtp Default Permission Level: All | Randomly teleports you. Will place you outside the range of someone else’s colony. |
/mc whereami Default Permission Level: All | Outputs how far away the player is from a colony (if they are near one) or that there are no colonies nearby. |
/mc whoami Default Permission Level: OP | Outputs your name, the name of your colony, and the coordinates for the center of your colony. |
Colony Commands
/minecolonies (or /mc) colony
Command | Command Description |
---|---|
/mc colony addOfficer Default permission level: All | Adds an officer to a colony. For more information on officers, visit the Town Hall page and look at the Permissions section of the GUI. Example: /mc colony addofficer 1 Steve |
/mc colony canSpawnRaiders Default permission level: OP | Adds or removes the ability to spawn raiders in a colony. Example: /mc colony canSpawnRaiders 1 true |
/mc colony claim [number in chunks] [true | false] Default permission level: OP | Claims a specified number of chunks for a colony (or removes claimed chunks) based off the player’s location. Example: /mc colony claim 1 8 true |
/mc colony delete [delete Buildings] Default permission level: All | Deletes a colony and all MineColonies buildings (as long as the hut block is still placed). Examples: /mc colony delete 1 false keep buildings /mc colony delete 1 true delete buildings |
/mc colony home Default permission level: All | Teleports a colony owner back to the Town Hall of their colony. Example: /mc colony home |
/mc colony info Default permission level: All | Shows some basic information about the colony specified (ID, name, mayor, citizens, coordinates, last contact with mayor, and if the colony can be deleted or not). Example: /mc colony info 1 |
/mc colony list Default permission level: All | Shows a list of all the colonies in this world and their ID, name, and coordinates. Example: /mc colony list |
/mc colony loadAllColoniesFromBackup Default permission level: OP | Loads all colonies from a backup. Example: /mc colony loadAllColoniesFromBackup |
/mc colony loadBackup Default permission level: OP | Loads an individual colony from a backup. Example: /mc colony loadBackup 1 |
/mc colony raid Default permission level: OP | Schedules a raid for the specified colony. You can choose if it starts now or the next Minecraft night, as well as its type. Example: /mc colony raid-now 1 |
/mc colony requestsystem-reset Default permission level: All | Refreshes a specified colony’s request system, making all workers resubmit requests. Example: /mc colony requestsystem-reset 1 |
/mc colony requestsystem-reset-all Default permission level: OP | Refreshes all colonies’ request systems, making all workers in all colonies resubmit requests. Example: /mc colony requestsystem-reset-all |
/mc colony setAbandoned Default permission level: All | Sets a colony to abandoned and without a mayor. Example: /mc colony setAbandoned 1 |
/mc colony setDeletable Default permission level: OP | Sets whether a colony can be marked for auto-deletion or not. Example: /mc colony setDeletable 1 false |
/mc colony setowner Default permission level: All | Changes the owner of a colony. Example: /mc colony setowner 1 Steve |
/mc colony teleport Default permission level: All | Teleports the player to the specified colony. Example: /mc colony teleport 1 |
Citizens Commands
/minecolonies (or /mc) citizens
Kill Commands
Command | Command Description |
---|---|
/mc kill raider Default permission level: OP | Kills all raiders (barbarians, pirates, vikings, or egyptian raiders) inside all colonies. Example: /mc kill raider |
/mc kill animals Default permission level: OP | Kills all animals (peaceful mobs) inside all colonies. Example: /mc kill animals |
/mc kill monster Default permission level: OP | Kills all monsters (hostile mobs) inside all colonies. Example: /mc kill monster |
/mc kill chicken Default permission level: OP | Kills all chickens inside all colonies. Example: /mc kill chicken |
/mc kill cow Default permission level: OP | Kills all cows inside all colonies. Example: /mc kill cow |
/mc kill pig Default permission level: OP | Kills all pigs inside all colonies. Example: /mc kill pig |
/mc kill sheep Default permission level: OP | Kills all sheep inside all colonies. Example: /mc kill sheep |
Structurize Commands
Command | Command Description |
---|---|
/structurize linksession create Default permission level: All | Creates a linksession to which you can invite other players to see build previews. Example: /structurize linksession create |
/structurize linksession addplayer Default permission level: All | Invites a player to your link session so they can see your building previews. Make sure you create one first! After being invited, players have to accept the invitation. Example: /structurize linksession addplayer Steve |
/structurize linksession acceptinvite Default permission level: All | Accepts an invitation to a link session. Example: /structurize linksession acceptinvite |
deleting colonies #1294
Comments
warpath1985 commented Jul 12, 2017
Minecolonies version
version 1.10.2 08.3056
Expected behavior
Actual behaviour
Steps to reproduce the problem
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Wissi commented Jul 16, 2017
Did you use the command to «delete» the colony?
Just «breaking» the townhall will not delete the «colony».
The only way to delete a Town is by running the command (must be /OP in server or SSP to run):
https://wiki.minecolonies.com/wiki/18/server
Command to Delete a Town using the Colony ID#.
Asherslab commented Jul 19, 2017
well since there’s no further comments on this, i’m gonna close this
warpath1985 commented Jul 19, 2017
sorry was working away yes it was done with the delete command but we now found if he crafts town hall he is fine to restart town it fails to remove his claim to the cargo ship/camp
mkienenb commented Jan 31, 2018
@Asherslab
I also had this problem in my single-player game. The newly-placed colony ended up being offset by a few blocks in both x and z, and after trying to deal with it, I finally decided it was easier to just destroy it and start over.
Deleting the colony killed the citizens and blew up the area where the mod thought the colony was (leaving a couple rows and columns on the edge where it was actually placed), but still showed the colony under /mc colonies list)
I finally went in and deleted the Minecolonies directory manually to clear it out.
But that still left the playerstats record, giving this error, which may also be what the original reporter was getting hit with:
I haven’t played around with stats before, so I’m not yet certain if there’s an easy way to clear it out. Time to go looking for a new file to delete.
mkienenb commented Jan 31, 2018
Deleting the stats json file got me past that problem,and I was able to create a new colony.
DjTylerD commented Jan 31, 2018
I know the page is closed, but a suggestion against the accident
Raycoms commented Jan 31, 2018
@DjTylerD currently working on a port from 1.11 and 1.12 to 1.10 which has the last of those.
Will also take a look into colony destruction in 1.10, might only be messed up there.
DjTylerD commented Jan 31, 2018
ok thanks for the answer Raycoms
mkienenb commented Jan 31, 2018
I was running on 1.12 using yesterday’s source build when I had the problem, so it was in the 1.12 branch. Yes, there is a confirm delete in the chat.
My colony got hosed when I moved the supply camp trying to figure out how the builders wand worked after the town hall block was placed.
If I have time later today, I will try to reproduce both the «supply camp shouldn’t move» problem and the «delete colony not cleaning up everything» issues (suspect it only happens after the first issue).
Assuming that the supply camp shouldn’t be moved after the town hall block is placed, the best fix would be to not allow that.
mkienenb commented Jan 31, 2018
It moved for me 🙂 I never used minecolonies before yesterday, and the wiki tutorial appears to be a little dated [«Use your Building Tool to place the Town Hall block,»], so I am sure I wasn’t using the UI the way a veteran would. (Planning to clean that up the tutorial a bit from the perspective a new player once I understand how it’s supposed to work)
And I was standing right next to the initial supply camp when I ran destroy, so the chunk was loaded.
mkienenb commented Jan 31, 2018
I was not able to reproduce whatever I did to make the town hall block useless. Maybe this has to do with the Eclipse project adding in JEI, tinker’s construct, and other mods, while my first game was running solely with Minecolonies in MultiMC.
However, I did reproduce the rest of it running the latest source from eclipse.
I placed the supplycamp then placed the townhall block in the middle of it.
I clicked with the builder wand and, while supply camp was active, moved the supplycamp prototype (is that the right word?) a few blocks. Then I hit ok.
I repeated this a few times and ended up with tons of construction tape all over the place.
I then destroyed the colony. It killed the citizens and destroyed a supplycamp-sized set of blocks close the the colony, but left a few rows of the original placed supplycamp around in the x and z direction. My player still had the «used supplycamp» statistic set, and the «mc colonies list» still showed the colony as active with coordinates and assigned to the player.
Trying to delete it a second time shows «Colony with id %d not found» (minor formatter display bug).
Since I have it running in the debugger now, I’ll see if I can track down the root cause once I get more time to take a look.
mkienenb commented Jan 31, 2018 •
The partial delete of colony blocks is due to the unconstructed town hall being destroyed. There’s nothing in the code that removes the supplycamp blocks (but you probably know this).
Deleting a colony at this point throws an NPE [1] in ProviderHandler.removeProviderInternal()
final Collection assignedResolvers = getRegisteredResolvers(manager, token); returns null for assignedResolvers which causes for (final IToken resolverToken : assignedResolvers)
to throw an NPE. That aborts the rest of the destroyColony command.
Since nothing logs to the console and I haven’t found where the forge log files go, I never saw the error.
It’s been a while since I’ve used git, but I’ll create a couple of pull requests at some point when I have more time if someone else doesn’t fix it first (trivial to add both the missing formatter and the null check)
[1]
at com.minecolonies.coremod.colony.requestsystem.management.handlers.ProviderHandler.removeProviderInternal(ProviderHandler.java:67) at com.minecolonies.coremod.colony.requestsystem.management.handlers.ProviderHandler.removeProvider(ProviderHandler.java:117) at com.minecolonies.coremod.colony.requestsystem.management.manager.StandardRequestManager.onProviderRemovedFromColony(StandardRequestManager.java:312) at com.minecolonies.coremod.colony.managers.BuildingManager.removeBuilding(BuildingManager.java:357) at com.minecolonies.coremod.colony.buildings.AbstractBuilding.destroy(AbstractBuilding.java:677) at com.minecolonies.coremod.colony.ColonyManager.deleteColony(ColonyManager.java:234) at com.minecolonies.coremod.commands.colonycommands.DeleteColonyCommand.lambda$0(DeleteColonyCommand.java:128)
owenelse commented Mar 25, 2018
ToeiRei commented Jun 30, 2018 •
Couldn’t nuke the colony here too. I had to delete the minecolony folder in my world directory and skipped the camp to be able to continue.
Minecolonies как симулятор колониста
Давно я не делал обзор мода.
Но этот мод для меня кое что большое для меня
Давайте я вам устрою экскурсию по этому моду, и я надеюсь что вы тоже скачаете его и сами поиграете.
║3)Профессии и блоки
Если вам когда нибудь хотелось создать мини-город, но жители слишком глупы что быть. Стражами, Шахтёрами,Поворами и т.д..То этот мод вам понравиться.В данном моде вы являетесь колонистом новых земель(Что понятно из названия Mine-Моя Colonies-Колония/и) и ваша задача это дать начало новой колонии.Вы можете назвать свою колонию как хотите, вы можете построить ёё в различных стилях(
13 стилей).Так же вы можете построить 40 видов построек, от Ратуши до Магазина цветов.Так же было добавлено новые рецепты крафтов, систему рейдов колоний и систему счастья жителей колонии.
После этого вам надо начать ПКМ на воду(для корабля)/землю(для лагеря), после чего вам покажется голограмма будущего сооружения.После того как вы выбрали место для постройки, она материализуеться.Внутри будет кравать, шкафчики и сундук с двумя вещями: Ратушой и Buiding tool.Они вам понадобяться на протяжении всей игры в Minecolonies.
Дальше вам надо выбрать место для постройки Ратуши.Вам надо будет ОЧЕНЬ СЕРЬЁЗНО подойти к выбору места и стиля постройки(Хоть место и можно будет поменять но стиль никак).Вот вы вроде нашли место для ратуши. «Но как ёё поставить?Просто поставить блок ратуши?»- Нет!Вы берёте Building tool, нажимаете ПКМ по любому блоку, и потом вы должны нажать на кнопку Decoration и потом выбрать Town Hall.После чёго вы можете выбрать и место и стиль для Ратуши. Вот вы и нажали на галочку подтверждения. Но появился только блок ратуши. Не бойтесь всё в порядке. Всё в порядке. Теперь идите к верстаку и крафтите Хижину строителя(ОНА ОБЯЗЯТЕЛЬНА!). И повторяем действия описанные выше, но только уже с хижиной строителя.Теперь вы должны ждать пока появяться всё 4 колониста, вам напишут в чат про это. А теперь вы должны нажать ПКМ по Хижине строителя, и нажать Построить здание. Сам строитель вам скажет какие ресурсы ему нужны, ваша задача дать их ему. Вот хижина построена. И мы уже можем повторить все действия но уже с ратушей.
Всего существует 40 видов построек а значит, 36 профессии (4 постройки это вспомогательные постройки).Давайте я назову каждую и скажу что в ней делает житель
Улучшает владение лука у стражей с луком
Может спечь: Хлеб,печенье,пирог,торт
Содержит в себе 4 сторожевые башни(Так же можно нанять шпионов за 5 слитков золота что бы отследить откуда будут идти рейдеры)
Нужно для того что бы у вас в колонии были рыцари-защитники
Нужна для автоматизации создания брони,оружия(не лука) и щитов
Нужна для постройки зданий(имеет радиус. но он не известен)
Нужен для выращивания и убийства куриц, так же для хранения яиц
Хижина жителя(звучит очень тупо в локализации)
То место где жители могут родить ребёнка или жить самим(уровень постройки равен кол-ов жителям которые могут жить в нем)
Улучшает владения мечем у стражей с мечем
Просто автоматическая ферма компоста
Выращивает, размножает и убивает коров(ну еще и собирает молок)
Переробатывает блоки в отношении 2:1 (кобля>гравий;гравий>песок;песок>блок глины)
Доставляет веще кому они нужны, а если они не нужны собирает и складывает их на склад
Перерабатывает вещи в красители их цвета
Забирает n-ое значение ХР у жителей и зачаровует на них вещи(работает если есть «Древние тома»)
Рыбачит в водоёме рядом с ним
Создает вещи которые создаются из ниток и шерсти
Создает стекло и стеклянные панели
Повышает интеллект жителей(интелект повышает другие статистики жителей)
Название говорит само за себя
Создаёт вещи из редстоуна
Шахтер создает n-ое значение уровне, на которых он копается в 4-е стороны света,
Выращивает бамбук,кактус и тросник
Выдает и готовит(жарит в печи) еду жителям
Создает различные вещи из дерева
Обучает детей, что бы они выросли быстрее и повышает их начальные статы
Выращивает,размножает,убивает и стрижет овце
Просеивает блоки(Из грязи можно получить растительность, из гравия можно получит ископаемые, а из песка душ вещи из незера)
Делает разные вещи из камня
Выращивает,размножает и убивает свиней
Нет функционала, как хижина жителя но максимальный уровень прокачки здания это 3-й (не 5 как обычно)
Центр вашей деревни(Дает вам всю нужную инфу о вашей колонии)
Дает доступ к некоторым постройкам(да-да не все открыты сразу. даже в JEI), и дает доступ к улучшениям(дерево скилов)
Туда складируют вещи
Minecolonies это мод который очень хорошо подходит людям которые не особо стремяться пройти игру, они играют, медленно и строят красивые здания(как я ).Ну а если вам что то не понятно то у Minecolonies есть англо-язычная вики, прямо как у TekTopia.
MineColonies
Notaro
I have started playing this mod as part of the «World of Dragons» modpack through the twitch launcher. Its not a great modpack tbh but it has this mod in and some RPG stuff which is what I wanted to play.
The version of mincolonies in the pack seems to be «minecolonies-1.12.2-0.9.137- ALPHA-universal.jar»
I very carefully placed my town hall so that I had a big area in which to place my town, well within what the wiki claims to be an area of «180 blocks in every direction will be your protected Town area». Now I am trying to place a building about 100 blocks from my town hall but get the message «You need to be closer to your town hall».
This map shows the chunks and locations:
https://ibb.co/n35KjK
The wiki also claims that I can «configure your own Town area radius in the minecolonies.cfg file inside the «../minecraft/config/» folder».В In my config folder I found this:
В В В В В В В # Colony size (radius in chunks around central colony chunk)
В В В В В В В I:workingRangeTownHallChunks=16
I found this similar issue on github, but it is closed and I don’t understand what the solution was. It seems they deleted the colony?
https://github.com/ldtteam/minecolonies/issues/2249
I cannot be the first person to have encountered this. If anyone has managed to resolve this issue please let me know.
PoroUsedSnax
Once a colony has been placed you need to claim more chunks, changing it in the config is just for new colonies.
Use this command: /mc colony claim [colony: colony id] [range: number in chunks] [add: true/false]
Snapshot84
Use this command: /mc colony claim [colony: colony id] [range: number in chunks] [add: true/false]
Can you show an example of using this command? I tried the following but it returned what looks like an error?
I entered:В /mcВ colony claim Snapshot84’s ColonyВ 125 true
It returned: /mineColonies colony claim [range: integer] [add: boolean]: missing required parameter colony
I’m not sure what my colony id is?
PoroUsedSnax
You can use /mc whereami to find your colony ID, if you’re on SSP with 1 colony it will be ID 1
In your case, the usage of the command would be /mc colony claim colony: [id] range: 125 add: true
The parts such as ‘colony: ‘ and ‘range: ‘ are important in any command, as well as the actual value you’re inputting
I will add too, make sure to claim the chunks from the center of your colony, otherwise the border will be offset
Snapshot84
Does your town increase in radius as your townhall levels up? (aka does it have to be lvl 5 to get max distance?)
I have my townhall range set to 150 chunks and I just started a new town and i’m already hitting range issues and I should be no where near the boundary.
I have my townhall range set to 150 chunks and I just started a new town and i’m already hitting range issues and I should be no where near the boundary.
Also, I was able to just claim 125 additional chunks using the below command (it said it was successful)
/mc colony claim colony: 1 dimension: 0 range: 125 add: true
But I went back to the spot I was trying to place a building and it still said I need to be closer to the townhall?
frankpbrady
This does work, but Range is chunks not blocks, so 125 is to big.В try adding 1 at a time.
use
/mc colony claim colony: 1 dimension: 0 range: 1 add: true
instead of
/mc colony claim colony: 1 dimension: 0 range: 125 add: true