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Post by ldog on Jan 3, 2012 16:06:46 GMT -7
So I've got Mo Creatures along with all my other shiny new mods. I have mixed feelings about it. Between it and elemental creepers I am just having a blast (literaly with the creepers)with all the variety of mobs to fight.
Otoh, my minecolonists are getting their asses handed to them. I thought it was just the polar bears and snow leopards and that they were badass(see ToK thread) but I saw a kitty cat (not a big cat, the actual tameable domestic cat) beat the snot out of the farmers wife.
The mighty hunter does not fare much better. He routinely gets killed by bears and big cats. Even the fully upgraded hunter with 3 dogs is no match for them.
The hunter needs to be beefed up in general, even for vanilla.
Also (this is a general suggestion now) it would be really great if it were configurable what mobs settlers attack/ignore (besides the hunter) even in vanilla.
With the breeding changes now I dont want them killing every last cow, chicken and pig in sight and it would be really helpful if they could shear sheep (especially with all the wool needed for tier 3 & 4 roofs)
I think a rancher worker type would be an awesome addition ( need baker & fisherman first though!) besides shearing sheep he could feed wheat to animals to breed more. Maybe have him feed and give time to breed and then kill off adults to harvest hides & meat.
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Post by rscott6666 on Jan 3, 2012 16:48:00 GMT -7
I agree with the killing of the common creatures, i also was hoping at some point to let the settlers use shears on the sheep.
I'm not up on the newest changes, i didn't know too much about the breeding. Definitely somthing to consider.
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Post by ldog on Jan 3, 2012 17:34:31 GMT -7
There's good and bad. Mostly bad. It is nice that they don't despawn so you can keep a bunch of animals penned up and you can control their population.
It is made a lot less useful by the fact that sheep are broken and dont respawn their wool. Milk & eggs aren't useful enough to need a large supply (besides 1 cow gives unlimited milk afaik).
Not much use for pigs since cows give meat, leather and milk while pigs only give meat (Minecolony makes pigs useful again, well it would if the colonists were actually eating the food, I guess that is not implemented yet?)
Chickens are useful until you find a skeleton spawner or even just build a halfway decent mobtrap (after that you got unlimited arrows anyway). Actually skeletons seem to drop more arrows these days, after a point I seem to have enough just from regular hunting (really only use them on creepers).
It also takes a huge amount of wheat to keep feeding them if you want to get a lot. It takes a lot of cows to make a set of leather armor, could mine, smelt and craft a set of iron in less time.
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Post by CoconutCurry on Jan 6, 2012 6:41:07 GMT -7
Someone said something about wool being fixed soon. Meh. I haven't played in a while... and I was just breeding new sheep when I needed more wool. Of course, I don't use much wool in the first place...
Yeah... I never did use leather armor. I've never had enough leather before I've had enough iron. I also only kept 2 or 3 pairs of animals at any one time, excepting chickens. Between pigs and cows, you don't need to kill more than 3 of each every few days. Sheep I just had around in case I wanted to use wool for something. Yeah, it takes longer to gather materials if you keep a small population, but it also takes less space and wheat to maintain.
Chickens though? I had all the chickens I could get. Mob traps are one of the things I fail at building. I've tried and tried, and a creeper always blows some important part of it up. Or something else goes wrong. Bah.
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Post by ldog on Jan 6, 2012 9:03:38 GMT -7
Yes, latest weekly build fixed it (so it is coming...eventually) There are also a few mods that do it.
Yeah the leather armor is pretty useless. I'm not much for mobtraps except if I find a skeletonspawner I used to go and build a drowning trap around it, but lately I don't even bother with that.
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Post by ldog on Jan 29, 2012 13:53:21 GMT -7
So with the 1.1 update Dr Z made a very important change, hunter mobs no longer spawn within 8 blocks of a torch. That means if your town is properly lit no more lions and tigers and bears spawning in the middle of town and eating your settlers.
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Post by Peter on Jan 29, 2012 15:44:29 GMT -7
Yeah I don't think we need to improve the NPC's.. part of the game is protecting the colony, so build walls and properly light the place
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Post by ldog on Jan 29, 2012 17:18:43 GMT -7
Well they still need changes to make ranching possible. Hunter and creeper also bad, although I blame the dogs. That is a vanilla issue though and it looks like they are making improvements to them as well, so hopefully the hunters dogs will follow suit.
Once guards are added maybe hunter can work dayshift lol.
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Post by rscott6666 on Jan 30, 2012 10:52:44 GMT -7
Have you tried upping the creature safetyrange parameter? It should stop the hunter from going after the creeper.
Regarding the other mo' creatures, i just installed it on my machine, and i will see how it goes. One fix i am considering is making the hunter smarter. As in, if he sees he can shoot arrows from far away and not get hit, he will do so. I don't want to get in an escalation battle with other mods and who can beat who. I wouldn't add silver weapons to the guards for instance, just to beat the werewolf.
Getting guards is the proper fix. So i will install battlecraft among others to get ideas.
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Post by ldog on Jan 30, 2012 15:00:27 GMT -7
I wasn't sure what that was but after observation he isn't the issue usually, it is the dogs. I was assuming you guys really didnt do much with the code, that the hunter has 3 more or less vanilla wolves and so the same reason they suck is because vanilla wolves suck.
It is either in one of the weekly builds or in the pipe that the wolves AI is getting an overhaul. I think I remember reading something about them not attacking creepers too.
I had tried doggy talents but I dont think it was working at all, and at any rate wasnt working for hunter. Right now I am using I think it is called "sophisticated wolves" but so far I haven't seen much improvement for the couple wolves I have tamed and I have been playing on peaceful right now since I've been focused on observing the town.
While we're talking about it though, does the additional targets list work with mo creatures (does it work at all for that matter)? (like if I put in deer will they hunt deer? granted the deer tend to despawn at night anyway...)
Castledefenders is worth a look for your guard research (like how NOT to do it).
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Post by rscott6666 on Feb 7, 2012 14:57:48 GMT -7
Whats wrong with castle defenders?
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Post by ldog on Feb 7, 2012 15:36:07 GMT -7
Blockbased (you know how I feel about using more block ids , besides that just doesn't fit with Minecolony, they need to be free to roam) The archers are way overpowered. Knockback is ridiculous. Granted I haven't seen the latest version. I had to cut Milenaire, Minefactory and a few other mods as it is (because of lack of block ids) and it didn't have enough merit to make my keepers list (it isn't a bad mod, although could use a little polishing, but doesn't do it for me)
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Post by chaze117 on May 6, 2012 3:55:58 GMT -7
Is that possible to set hunter to hunt mo creatures animals? And if yes how?
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