These little helpers are soo handy if you need to grow crops. They are also almost unstandable cute. One problem: In Creative, punching them, even while holding things such as gold or mese, damages them. Is there a way that could be changed?
100% recommended for quick, productive farming. It would be interesting, though, if you could give them swords or Ranged Weapons and make them little warriors to protect houses or areas and kill other players. :-)
I quite never play in creative mode, so the first review I made on this mod was about an inconsistency between creative and survival mode. I fixed the wrong behavior in survival without seeing it reintroduced bad behavior in creative mode. I will have a look at the bug you pointed in creative mode.
About the guards, this is in my plans but not at the top of my to do list. Got to think about group behavior first to limit time consuming path finding bomb aborted by collisions. I also got to get more familiar with damage management before, I'm a noob modder, I just feel bit more confortable in areas of the API I already explored, damage system is not one of them.
Planned things to do before this one are:
Waffle core: Automatize waffle production.
Lumberjack core: use choppy/lumberjack/chainsaw mod/tools to allow cutting tree and replanting them.
Allow stock exchange between maidroids via a shared marketplace for maidroids, accessible only if maidroid got a teleport tube.
Use maidroid as shops.
More things I eventually do before guards core. So it may take time.
This suggestion was already done on the original maidroid's bugtracker.
These little helpers are soo handy if you need to grow crops. They are also almost unstandable cute. One problem: In Creative, punching them, even while holding things such as gold or mese, damages them. Is there a way that could be changed?
100% recommended for quick, productive farming. It would be interesting, though, if you could give them swords or Ranged Weapons and make them little warriors to protect houses or areas and kill other players. :-)
Thanks for testing and appreciating this mod.
I quite never play in creative mode, so the first review I made on this mod was about an inconsistency between creative and survival mode. I fixed the wrong behavior in survival without seeing it reintroduced bad behavior in creative mode. I will have a look at the bug you pointed in creative mode.
About the guards, this is in my plans but not at the top of my to do list. Got to think about group behavior first to limit time consuming path finding bomb aborted by collisions. I also got to get more familiar with damage management before, I'm a noob modder, I just feel bit more confortable in areas of the API I already explored, damage system is not one of them.
Planned things to do before this one are:
More things I eventually do before guards core. So it may take time. This suggestion was already done on the original maidroid's bugtracker.
This commit, should fix famage problems in creative.
If you prefer to see it land in CDB, just ask. You may also just update from git.