Jump to content

Couple Questions


Recommended Posts

I've been wondering, im a experienced player kinda, but i still have some doubts xDDD

1st. what's the best way to build a beefalo area or koalefant? Like its pretty MEH xD that you have to destroy the wall everytime you want to get in.

2nd. Health Regeneration does the following mobs regenerate health some days after being attacked?

  • Deerclops
  • Bearger
  • Goose Goose
  • DragonFly
  • Tentacles
  • SpiderQueen
  • Walrus

3rd. Do in spring grass tuffs, saplings, flowers, killer bee hives spawn during spring or any time?

 

I guess its everything for now! I hope to receive the best answers ^_^ thank you very much!

Best regards. UnknownName[ZK'PT]

Link to comment
https://forums.kleientertainment.com/forums/topic/67134-couple-questions/
Share on other sites

1st: Beefalos and Koalefants cannot pass through a one block separated walls, so you can just leave a one space in between the walls.

2nd: (Unless there was a change or mod) Mobs do not regenerate health. the only creatures that are able to regenerate health are : Hutch, Chester, Abigail, and Houndius Shootius. 

3rd: The only thing that appears during spring are Flowers. but during any season, Grass Trufts, Sapplings, trees, and berry bushes appear close to the Florid Postern when there is none of them close by it. Killer Bee, and normal bee hives are not renowable.

22 minutes ago, ADinosaur said:

I can only answer #1. For building beefalo/elephant pens you can leave one space in between walls as their size makes it impossible to squeeze through the gaps.

Not when they are domesticated. I had a very awkward situation when Binky the beefie followed me through the one-tile gap on his continuous quest to beg for mushroom-n-twigs ratatouille. This was still in the open beta (the beefalo update), so they could have fixed it.

My idea for pens like that is either using the mod More Actions to jump over the first tier walls or building the pen on a peninsula. There will be a tiny gap between the sea and the closest wall you can use to waltz in and out.

1 minute ago, ADinosaur said:

Tell me more about this mushroom-n-twigs ratatouille.

I use unnecessary food to domesticate beefalos. Red caps, twigs and at times ice, basically. The trick is they love crockpot food and it is more nourishing than grass and twigs. You COULD feed them better recipes, say, that dragonpie, but it is a bit too much when my servers can hold sixteen players, all begging for food. Better than beefalos, just less cute. Ahem.

Thank you for your replies :D 

 

1st. I've always tried to leave a small space but never worked i might try it again once.

2nd. Thanks, i noticed that dragonfly does regenerate health, is you walk 2 screens(not sure) and then she flies away, her health will reset.

3rd.  i see so they are renewable and you can always make bigger camps with tuffs and saplings thanks!

If you cannot make the one gap walls, try using the hay walls as a "Door": You just place them by the place you want to enter and leave and everytime you want to enter just punch it until is destroyed, the when you want to close it just use one grass to repair it and leave it like that.

19 hours ago, Soto8969 said:

If you cannot make the one gap walls, try using the hay walls as a "Door": You just place them by the place you want to enter and leave and everytime you want to enter just punch it until is destroyed, the when you want to close it just use one grass to repair it and leave it like that.

i see thanks man :D probably useful but yano when you need to be quick for like hounds or mating season, or probably even when you're inside they might run out.

43 minutes ago, RoscoPT said:

i see thanks man :D probably useful but yano when you need to be quick for like hounds or mating season, or probably even when you're inside they might run out.

Then try mods. More Actions for jumping or several gate mods for... well, gates ;).

On 5/8/2016 at 2:29 PM, Soto8969 said:

2nd: (Unless there was a change or mod) Mobs do not regenerate health. the only creatures that are able to regenerate health are : Hutch, Chester, Abigail, and Houndius Shootius. 

Beefalo (domesticated or wild/feral) regen HP. I've used the same herd to deal with hounds for hundreds of days, including during red hound seasons. Not a single casualty, and they're all good as new in a couple days.

2 hours ago, TheHalcyonOne said:

Beefalo (domesticated or wild/feral) regen HP. I've used the same herd to deal with hounds for hundreds of days, including during red hound seasons. Not a single casualty, and they're all good as new in a couple days.

Rock lobsters regenerate health as well, I believe.

2 minutes ago, RoscoPT said:

@TheHalcyonOne well you can have a casualty with red hounds xD

@Arlesienne i prefer playing the game without mods for truly dont starve experience, the only one i use its health mod to see other mobs health.

Why not use a herd of tamed beefalos then (for the overworld) and rock lobsters (for the cave shard)? Jumping may be implemented at some point anyway. Plus you can use traps. I farm the walruses this way. There is a thread in Tales of Life and Death explaining how it works if you want.

4 hours ago, RoscoPT said:

@Arlesienne oh well i wouldnt shut the domesticated ones XD but yeah i understand you cant move bolders tho

@TheHalcyonOne There's a chance of having tho XD and in 200 days there's tons of them haha xD 

I wanted to shut Binky and friends, because I wished for an improved panic room to grind hounds during their periodic attacks. But as I mentioned, it didn't work. They simply butted their way through the single tile gap.

On 24/05/2016 at 11:10 PM, Arlesienne said:

I wanted to shut Binky and friends, because I wished for an improved panic room to grind hounds during their periodic attacks. But as I mentioned, it didn't work. They simply butted their way through the single tile gap.

yep they do go through the single thing, D: oh well :c still chance of having casualties on beefalo friends

16 minutes ago, RoscoPT said:

yep they do go through the single thing, D: oh well :c still chance of having casualties on beefalo friends

IIRC, if you plant a tree in that single gap and burn the tree down, it prevents them from leaving. Tree may have to be grown and burned there first, however. (Burn it full size, I think it was.)

 

Same strategy is used for capturing a Varg. Make a square of trees, when full size, burn it, Varg can't escape the cage ever, but the hounds can. GREAT farm.

3 minutes ago, Sudura said:

IIRC, if you plant a tree in that single gap and burn the tree down, it prevents them from leaving. Tree may have to be grown and burned there first, however. (Burn it full size, I think it was.)

 

Same strategy is used for capturing a Varg. Make a square of trees, when full size, burn it, Varg can't escape the cage ever, but the hounds can. GREAT farm.

i see, but like you cant really plant them close to the walls :/ 

2 minutes ago, RoscoPT said:

i see, but like you cant really plant them close to the walls :/ 

Like I said, try planting them first. Perhaps the entire burned tree cage will work. You have to plant them as close as they'll go together, grow to full size and burn it all.

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...