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A19/A18 CreaturePacks - A community entity project

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I am using this mod with only animals and mechs and I am loving it this far. I am completely in love with the robots. They are so freaking cool and very well done!

Sadly I could not get it to work with some of the humans. The HumanBanditEve and Archer just run towards me without trying to attack me from distance. The other rifleman always miss me with their shots. But those that used the ranged class worked well though and were 100% accurate. I tried this on a new world with only these mods active.

If I add DMT mods there will be some red errors when I spawn in the bandits, so I guess they are not compatible with each other. But if I just remove the humans, it will work!

 
Im afraid that the ranged bandits that use the vomit class might be hopeless. The approchandattack task is what makes them aim, but then they just charge into melee without shooting. If I put the rangedattack first, they will shoot at long range, but have no aiming. I dont yet see a way to fix that as much is hardcoded by TFP.

The new bandits that use the ranged class rather than the vomit class are much better as you mentioned, but they will NRE if the touch a trader protected area. Hopefully TFP will patch that in a future release.

The only DMT "entity" mod that is compatible is the NPC modlet. Do not load the DMT bandits or traders. Those will error, and I will be removing those modlets soon.

 
Im afraid that the ranged bandits that use the vomit class might be hopeless. The approchandattack task is what makes them aim, but then they just charge into melee without shooting. If I put the rangedattack first, they will shoot at long range, but have no aiming. I dont yet see a way to fix that as much is hardcoded by TFP.
The new bandits that use the ranged class rather than the vomit class are much better as you mentioned, but they will NRE if the touch a trader protected area. Hopefully TFP will patch that in a future release.

The only DMT "entity" mod that is compatible is the NPC modlet. Do not load the DMT bandits or traders. Those will error, and I will be removing those modlets soon.
Hi xyth

Thank you very much for this great mod, something like that was needed, because those of TFP have not innovated anything in that regard.

I really liked animals and humans, only that bandits are something to fear.

Gouki

 
Started a new game with all the packs. Found a POI to make my base close to the trader. To play it safe and not get any NRE's I trapped a wandering trader in a little house I built around him. I thought he would try to break out but to my relief he's passive.

Will he or any other entity cause NRE's if he touches the trader or was that only for the old bandit class? Loving this mod btw.

 
I do not think any creatures will NRE except the ones that use the Class=EntityBandit. The trader should not, but the price that is paid for that is they are invulnerable. Invulnerable bandits would be very bad, right? The traders are set not to attack players, so thats the work around for Invulnerability.

 
says ArgumentNullException: Value cannot be null

Parameter name: Name cannot be Null

https://pastebin.com/QffZhSHj

https://pastebin.com/QffZhSHj
I don't see that error in the pasted log. I searched be perhaps I missed it. Please make sure you have the latest versions of the mods as we are fixing bugs as we go. I have never seen that error though.

 
I do not think any creatures will NRE except the ones that use the Class=EntityBandit. The trader should not, but the price that is paid for that is they are invulnerable. Invulnerable bandits would be very bad, right? The traders are set not to attack players, so thats the work around for Invulnerability.
Great, so we can still harass them! I'm kidding. :p

 
I know I already have said I love the animals. But I need to say it again. I love them and the spiders are so scary and one of my friends have Arachnophobia and it awakes my Schadenfreude haha. I am so evil. xD

 
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Glad your enjoying it. Just wait until better modders than I make some more for the pack. I made some tutorial videos today, so soon.

 
Xyth, assuming this is not a bug in vanilla game, one of the following mods is probably causing that Empty Cans are scrapped into item called unit_iron instead of Iron. I had some other mods installed that I thought could be causing that, but I already uninstalled them and just kept your mods for testing. Surprisingly, the bug is still present in the new world with only your mods installed, so yeah.

CE8d3FF.png


 
Xyth, assuming this is not a bug in vanilla game, one of the following mods is probably causing that Empty Cans are scrapped into item called unit_iron instead of Iron. I had some other mods installed that I thought could be causing that, but I already uninstalled them and just kept your mods for testing. Surprisingly, the bug is still present in the new world with only your mods installed, so yeah.
CE8d3FF.png
None of the shown mods have items in their items.xml except for entity hands. No cans. Maybe you have another mod in your mod folder?

 
None of the shown mods have items in their items.xml except for entity hands. No cans. Maybe you have another mod in your mod folder?
I got that too. They smelt fine so no problem. I think they might be from War3zuk modlets. I downloaded his All In One pack so who knows.

 
Some input after a few days of playing with these packs:

The Good:

- I love these packs

The (not so bad):

- The robots (specifically the one with the light saber) is a little OP against zombies. I had a robot trapped in a building (by accident, he...it? walked in. He has a dudes face IMHO) and he just murdered all the Z's for me (yay) but then he wouldn't leave the building. It was very early game (like day 2) and I couldn't take him on so I tried to lure him out, and more Z's came, so I just lured them inside and he wiped the floor with them. I don't know if there's really a fix for this (or if it's even an issue) but if you can get that robot guy to hang around your area you're kinda safe. I had a trader fight a bunch of Z's for me (also by accident) and it was nice but he had a much harder time of it, and he ran away pretty quickly. I like the robots being more powerful, so I don't think they should be nerfed, so maybe if they could just roam farther/not patrol as tightly it would alleviate being able to lead them around as easily?

 
Some input after a few days of playing with these packs:
The Good:

- I love these packs

The (not so bad):

- The robots (specifically the one with the light saber) is a little OP against zombies. I had a robot trapped in a building (by accident, he...it? walked in. He has a dudes face IMHO) and he just murdered all the Z's for me (yay) but then he wouldn't leave the building. It was very early game (like day 2) and I couldn't take him on so I tried to lure him out, and more Z's came, so I just lured them inside and he wiped the floor with them. I don't know if there's really a fix for this (or if it's even an issue) but if you can get that robot guy to hang around your area you're kinda safe. I had a trader fight a bunch of Z's for me (also by accident) and it was nice but he had a much harder time of it, and he ran away pretty quickly. I like the robots being more powerful, so I don't think they should be nerfed, so maybe if they could just roam farther/not patrol as tightly it would alleviate being able to lead them around as easily?
I am pretty sure I wrote in the OP that no balance was attempted, so there ya go :-)

They have brutal hand damage right now, I will tone that down when I push a new release later today.

As far as adjusting roaming, I'm limited to the vanilla AI tasks to maintain vanilla compatibility. We can make them do much more in the eventual DMT version.

 
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I am pretty sure I wrote in the OP that no balance was attempted
...As far as adjusting roaming,
Cool :) Understood (I totally didn't read all the OP info...my bad)! It was just something I noticed in how they behaved vs the traders. I'm not entirely sure if they (the robots) actively go to fight the Z's on sight (suddenly ignoring you after they were chasing you) or if the Z's actually attack them first causing their demise.

They have brutal hand damage right now, I will tone that down when I push a new release later today.
I'm totally fine with the terminator-esque damage :)

 
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They should attack each other, mechs attack if your within 15M but zombies attack from further out. You can change that in xml.

 
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