Bee-My-Honey-053.mcaddon
What's new
0.5.3(0.4.6-0.5.3)
Added
- Corporate template: villages and companies. Hold a Glow Ink Sac and interact with a bell to register a village (free; name and head are random) or a lodestone to register a company (you choose the name, up to 10 characters). The registration creates an identity (6-character ID) with its own account. A company costs 15,625 x price level (about 1,000,000 E at the start), paid to HRMHRM and not refunded; one company per person. A village cannot overlap another village's area (+-64 blocks horizontally, +-32 vertically).
- Management menu (interact with the registered block): Personnel / Accounting / Facilities / Inventory / Contracts / Management. Personnel works now: a village shows its population (counted daily while a player is nearby); a company has a roster, applications, hire / decline, and leaving. While the president is offline, members can hire and decline on their behalf (nothing else). The other four buttons are placeholders.
- Core blocks are locked. A registered bell or lodestone cannot be broken and survives explosions; if something removes it (commands), it is restored within about 10 seconds. It becomes breakable again once the registration is dissolved.
- Dissolution = liquidation. Management -> Dissolve shows an estimate first: cash plus the bank's purchase of physical assets (65% of market value; 60% when forced), minus liabilities. Assets go to the bank (HRMHRM), not the market; a positive result is paid to the president; a shortfall becomes a loss for the bank. Dissolving a company costs the president 20% of their credit score and a 14-day wait before registering another (forced: 40% and 28 days). If the president is offline the payout and penalty are applied when they next log in.
- Automatic dissolution. A company with no members whose president has been away for 30 days, or a company with an open intervention case, is force-dissolved through the same liquidation. A village whose measured population stays at 0 for 4 weeks is deregistered (days with nobody nearby are not measured).
- Virtual facilities, inventory and contracts. Every company owns three virtual facilities (Farm, Mine, Factory) at no extra cost; they appear next to HRMHRM's as dispatch destinations in the Owners Club. Output from villagers dispatched to a company facility goes into that company's inventory. At each weekly close, whatever exceeds
pool_keep_per_itemof an item is sold at the current price into the company account. Management -> Inventory shows the stock; Contracts shows dispatches in progress and recent results (received / accident); Accounting shows cash, liabilities, net worth and the last four weeks. If a company dissolves, its stock is bought by the bank and a villager still dispatched there returns with no output ("facility closed"). Price engine: rotten flesh base set to 1/32E (matches the villager rate); registered potato, carrot, melon slice, sugar, bone meal (priced from the most efficient composter input), bread, pumpkin pie and cooked pork/chicken/cod/salmon. Company facilities never produce gold or diamond (only HRMHRM's mine does). Real-area facilities (the Facilities button) come in a later update. - Staff Service reorganized into boards. Staff Service now opens a menu: Introductory Quests (a short chain that disappears when finished), Open Jobs (no license), Licensed Jobs (Nether / Underwater / End), Village Quests and Company Quests (separate boards; empty for now, requests arrive in a later update). Claimed quests stay pinned at the top of their own board, and the detail screens return to the board you came from.
- Introductory quest chain. 1) Your First Part-time Job (report in, receive one shulker box, as before), 2) How the Board Works, 3) Your First Delivery (finish one real delivery to report), 4) Licenses and Dispatch. Players who already have work history and have not started the chain never see it; players who only finished the first job in an earlier version continue from step 2. Steps live in a data table (
economy/tutorial-chain.js). - Village requests (goods wanted by villages). Staff Service -> Village Quests now lists today's needs for the nearest villages: each village requests 3 items a day (wheat, potatoes, carrots, melon, berries, raw meat/fish, saplings, sticks, feathers, wool, raw iron/copper, charcoal, bone meal, rotten flesh), in proportion to its population. Pick a quantity, deliver to a chest near the lectern, and the village pays from its own funds. When the day's quota is taken the board says the village storehouse is full. Prices do not move (no demand pressure); unit price = base price x price level x
village_buy_ratio. A village can only accept orders it can afford (reserved funds are tracked). - Company requests. Staff Service -> Company Quests lists what nearby companies are short of: raw gold (target 32), diamonds (8) and string (128) per company; only the shortfall is requested (stock above the target means no request). Same rules as village requests (quantity, reserved funds, storehouse-full). Raw gold feeds the company factory (raw gold -> gold ingots); diamonds and string go to company stock and are sold above the keep amount at the weekly close. New parameters
company_buy_ratio,company_need_scale. - Village requests are now per player and per day. Each player gets their own 3 items and amounts from each village (seeded by village, day and player), sized so one player can fill them; nobody can use up a village's whole list. The default
village_need_per_popis now 2 (per player). Company requests stay shared (they are based on the company's stock shortage). - Village and Company Quests are now two levels: the board lists nearby villages (companies) with open requests and free funds; opening one shows today's needs with ordered / needed and how many you can take right now (limited by the village's funds), so a need that cannot be paid for is visible instead of looking like a bug.
- Village management menu now works for villages. Inventory shows the village stock and last week's processing and shipping; Contracts becomes today's needs and the list of orders with the village's funds. Company Contracts also lists today's automatic requests and orders. All items on the boards now have Japanese names.
- Villages process and ship weekly. At the weekly close, delivered goods are processed (wheat -> bread, raw meat/fish -> cooked, raw iron/copper -> ingots, saplings -> logs) with a loss (
convert_loss) and sold below market (village_ship_ratio). Goods without a recipe (crops, rotten flesh) are consumed in the village. Nothing is produced without input. - Factories now process stock. A dispatch to a factory (HRMHRM or company) is processing capacity: it uses raw materials from the facility's stock (HRMHRM pool / company stock) and does nothing when there are none. Raw gold becomes gold ingots only when raw gold was delivered. Farms and mines are unchanged.
- New policy parameters:
village_buy_ratio,village_ship_ratio,village_need_per_pop,village_items_per_day,convert_loss. New ledger categoryvillage_buy. - Safety: delivering to a village or company that has been dissolved is refused before any items are taken; a village or company keeps at most 300 order records.
- Admin command
/scriptevent bmh:core list | info <ID> | dissolve <ID> [forced] | purge confirm | fakeapply [name] | absent | present. - New ledger categories:
core_fee(registration fee, counted as HRMHRM revenue) andliquidation(payout to the president). - New policy parameters:
company_reg_fee,company_absent_days,village_empty_weeks,liquidation_ratio,forced_liquidation_ratio,dissolve_credit_penalty,forced_credit_penalty,dissolve_cooldown_days,forced_cooldown_days. Forced dissolution can never be set milder than voluntary.
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