I'm getting really confused by this now, I've been trying to install this for a week now (I have no idea why I'm spending my time trying to get it to work) and it STILL refuses to work. Most recently I have completely reinstalled the game and installed this with spawnlist and modloader first. Builders are still nowhere to be found!
What would really, REALLY help would be if somebody who had the same problem (builders not appearing at all) could give me a few suggestions as to why this might be happening or how they fixed it, thanks!
got same problem,,,, dunno whats wrong :S i cant get it compatible with mo'screatures do,,, mo'screaters has a diffrent spawnlist class inside it that overrides it. dunno what to do bout it but ill jst leave mo'smod out a it.
im running mac btw maybe thats the prob bout the mob ?
not realy a pro in understanding bout how things roll in here.
I'm on a Mac and I assure you, the mod works just fine. If nothing is spawning for you, perhaps you're putting the actual configuration files in the wrong folder? Are you following the installation instructions *exactly*? Some things go into the minecraft.jar and other things just get put into regular system folders. Are you trying to install the mod with some sort of install manager utility? They all suck, frankly, and are buggy as hell. In the OSX world, you're better off learning how to install mods manually, by hand.
The sign idea is cool, but really if someone wants very precise control over where and what gets built, all they need to do is install SinglePlayerCommands. The command "spawn list" will return a list of all the exact spawn names (and codes) for each builder type. Then use the spawn command to spawn exactly what you want right at your current player position.
I'm afraid to load up 02v4 of ModLoader. On the ModLoader thread there's nothing but problem reports about it. Some of them don't have Builders installed, so I'm not thinking the issues with v4 have anything to do with Builders, but is instead due to some bugs in 02v4 of ModLoader. Seems like Risugami made some significant infrastructure changes in v4 so that's probably what introduced some bugs.
FWIW, ModLoader 02v3 is running fine with Builders and everything else. v3 is what I'm currently on. Of course v2 seems perfectly stable too. My advice is to stay away from 02v4 altogether and if you can revert your minecraft.jar to use the classes from v3 or v2, then do so.
The mods I'm running along with ModLoader 02v3 no problem: AudioMod, DeathChest, LongerLegs, Spawnlist, Xray 8, Zombe's ModPack; SinglePlayerCommands; TooManyItems, InfinitePoweredMinecarts, Zan's MiniMap, BattleTowers, and of course Builders.
This is an indispensable "core" mod for me. Thank you so much. One suggestion: Looks like you've already figured out the logic to do an automated sort of any container with one button press or one GUI button click. It would be great to be able to sort and combine objects in any of the following containers that are open: player inventory (but not the hot slots), chest, dispenser, etc.
One click should move everything to fill the slots from upper left to lower right in the same order as they're presented in your picker gui (object ID number order). Stackable items are stacked and combined to make as many max stacks as possible.
The pack is great for seeing cave systems, but it does not properly show rare ore types.
This screenshot is from downloading and using your texture pack 20 minutes before the timestamp of this post:
This screenshot is the exact same vantage point, but with XRay v8 turned on. As you can see there are plainly gold and diamond veins, iron veins, etc. all very near. A lapis vein off to the left. None of these are visible in your texture pack.
I'd love to try this mod, it looks great just what minecraft needs. But i am concerned what may happen to my save after the next minecraft update, anyone got input on this?
I'm curious too. Does this mod create any nonstandard object IDs? Or does it use standard blocks for all the physical objects?
Your Mac version is old, old old. The version you have does not support the latest Java 1.6, which is what most of the mod makers are compiling their classes with. If you upgrade to the current Snow Leopard, I'm guessing you'll have better luck with mods. At the very least, try making sure you have the most current Java possible for your version of OSX installed.
Frankly, I'm surprised that basic Minecraft runs on your system. Does Notch/Mojang compile using java older than 1.6?
One other thing: are you comfortable manually installing the mods? No offense to the guys trying to build nice ModManager apps, but currently they all suck. You're always better off in the OSX world installing your mods by hand. Risugami's Mod thread (the one with ModLoader) has *perfect* instructions for installing any mod by hand in an OSX environment.
I've added screenshots to my "Tips" post, which is further up the page you're reading now. (And linked to from OgreSean's post #1 if you're having trouble finding it.) The screenshot show how nice the landscape looks with just couple towns scattered here and there. The night shot also shows what a nice job the Explorers do of laying torches around to light up the landscape at night. The default nighttime is pitch dark and you're always having to stop and place torches just to see around you. With Explorers enabled and also their ability to place torch blocks enabled, they do all the work for you and will nicely add torches wherever you happen to be traveling or exploring.
So IMO the Explorers alone make this mod a "must-have" core mod in my book. The towns and trader stalls (and soon, baker stalls!) are icing on the cake, but you have to be careful never to use a "killnpc all" type of global kill command or you'll whack all your permaspawned traders, bakers, and mayors!
Now all you have to do is right click (havent ever created a trader so I'm unsure of the exact action, it may be throwing) on a homeseeker with some bread in your hand and he will turn into a baker. At the moment, he makes exactly the same shop as a trader and works in exactly the same way, just with different signs and items (even uses the same skin!) but it's just a proof of concept.
Hi, I know you're still in the proof of concept phase, and you've got a Homeseeker > Baker conversion working. My next question is whether you modified the Blueprints, BuilderConfig, mod_Builders, RenderBuilder, or EntityMayor class(es) to make it so that Bakers have a chance to set up stalls in a "town" alongside other traders. You know, the code whereby a mayor finds three other workers, and they set up a town and then the three workers convert into traders.
Ultimately, it would be good for any *one* of those three traders to have a 50% chance of being a baker instead. Ideally the chance of conversion would be configurable via BuilderConfig.txt, so that if a player wanted every town that grows on the map to have 2 traders and 1 baker (or 3 traders ad no baker, etc.), they could control that behavior.
I know you might be hesitant to dig into other classes besides the ones you created for the baker and modified for the homeseeker conversion to baker, and perhaps it would be better for OgreSean to figure out how to adapt the mayor/town code to incorporate bakers, so please don't treat this as a request to go mucking around with other classes if you're not comfortable doing so. Even as it is, I might wait until OgreSean checks out your changes and officially incorporates them into a new Builders release simply because Builders is so stable at present and causes zero problems with my production game world (unlike MoCreatures, MoHumans, MineColony, etc. which are buggy as hell and I don't dare use them in my production world--especially MineColony, which will corrupt and revert entire chunks).
Sorry, it took me a while to check on this thread again. Here are the OSX Problem Report details. This is for the latest "test version" that you posted for another person up above in page 3 of this thread. I'll keep an eye on this thread and be happy to test any other versions you want. BTW my system is OSX 10.6.6 (Intel)
Date/Time: 2011-02-09 07:34:00.593 -0600
OS Version: Mac OS X 10.6.6 (10J567)
Report Version: 6
Interval Since Last Report: 1778790 sec
Crashes Since Last Report: 2
Per-App Crashes Since Last Report: 2
Anonymous UUID: A6739B2E-9939-4A6D-A506-01099F7BAB4D
Just want to say I really value this mod. I like to play honest and pace what I do by actually finding my key minerals and digging them out of the ground, but I don't like the tedious grind of grid mining and hoping I'll get lucky enough to find the diamonds or whatever I really need. Xray lets me be "honest" by getting the resources around me by digging for them, but without the needless timesink of " luck".
Some might call that cheating, but honestly, pulling a slot machine lever gets really old quick. Xray keeps me playing the game because it keela the "luck" and "grind" to a minimum, enabling me to focus on exploration, enjoying the sights, survival, and building.
BTW the new V8 ingame config UI is a nice step in the right direction! Most of the time I just want to find diamonds and other very specific things, and the iron, gold, etc just comes naturally while I'm tunneling my way towards that next diamond cluster. Filtering out the noise is very valuable.
Forget my above post, I've finished the baker system. I am aware it is pretty much a rip off of the trader system, but I don't really see the point in coding a whole new system to do exactly the same when it's all there for me. I've had to edit 4 classes and the configuration file, you can find it here: http://www.mediafire.com/?27ci62xp6m5jpyn
Gonna go work on the guard now :tongue.gif:
Your BuilderConfig.txt has nothing new in it about bakers or controlling them. How do they work?
Wow, thanks for the tips! I will add a link to this post in the main post for anyone who is interested in tips like these.
More responses coming eventually!
Thanks for the kudos. After posting that how-to based on some testing, I spent the next 3 hours on and off using that technique to set up 7 different towns in three different spots near my alpha base. IMO they look great and don't overwhelm the landscape. Plus I have about 18 different trader stalls in total (some towns have only two stalls for whatever reason), which equals 72 different randomized trade-in offers at my disposal. I spread the towns around by moving to a different location every time one or two got built in one general area. Next I'll have to make a transportation railway connecting all of them. That will be fun, since they're pretty spread out in a big fan to the south of my Alpha base.
I'll try to post screenshots later. They're all very picturesque.
My config file now just spawns Explorers and a rare Treasure Hunter. No more buildings. But it's nice to always see another human here and there while exploring around. It's a treat to find a Treasure Hunter and see what he has found!
Love the mod. It has never crashed the game on me once or caused any corruption in all my testing.
This post describes some tips and tricks I've found for controlling where and what gets built. I don't like the cluttered landscape from the default BuilderConfiguration.txt, and frankly I like *only* the towns with a Mayor and three trading stalls. So here's how to plop down a few such trading posts in a very limited and controlled area and then get on with your game in a non-cluttered environment. Screenshots showing how nice the landscape looks after doing this are at the bottom of this post.
But first a quick sidetrack: I love this mod for five reasons: 1) It's fun! 2) It's *highly* configurable 3) The trading stalls are a *wonderful* gameplay enhancer that lets you "cheat" without making it feel like cheating! 4) The explorers, if allowed to, will plop down torches all over the countryside around you, making it possible to navigate around the countryside in the dark and see those hostile mobs before you blunder right into one, etc. 5) It doesn't create any non-standard objects that will make your save game "break" if the mod is not loaded. (Although you will lose any "permanent" npcs from the mod if the mod is not loaded...)
IMPORTANT! - If you have SinglePlayerCommands or similar mods that provide a global "kill" for NPCs, you must stop using that command if you have "Towns" or trader stalls from this mod placed on your world. In SinglePlayerCommands, the command is killnpc all. It's safe to use non-global kill commands as long as you are far out of range of your established towns with their mayor and trader stalls. If you use a global kill command, you'll wipe out your perma-spawned traders from this mod!
How to control where, exactly, things get built
Controlling where things get built is easy. In a nutshell, the builders spawn and build only in the chunk (or nearby chunks) that you are currently occupying with your character. So the basic process for controlling where exactly things get built is as follows:
1. After installing the mod, but before starting up the game, modify your BuilderConfiguration.txt file for this mod to spawn 0 of every single builder type. It's not sufficient to simply turn off all structure types, because the Mayor will still build towns if he runs into 3 other workers, so you must prevent all spawns at first.
2. Fire up the game IN PEACEFUL MODE, then move your player to an area where you want the builders to build things. Log out of the game. You want to be in PEACEFUL mode so that none of your mayors or converted workers inside a new town are killed before the town is finished. If the Mayor is killed, you'll have a walled town and three workers sitting on their thumbs. If the Mayor survives but two workers are killed, you'll end up with only one trading stall, etc.
3. Modify your BuilderConfiguration.txt file to spawn whatever you like and build whatever you like.
4. Start the game up and stay put for a while. Don't move your player around too much! Just stay put and watch as things are built within your visual range in the chunk(s) surrounding you. You want to avoid moving too much because as you move, old spawns behind you despawn, and new spawns appear in front of your direction of motion (and to the sides). If you're not getting enough spawns right where you want them, there is only one "safe" way to deal with this, by moving about 80 blocks *behind you*, then move back to your original starting spot. Do this a few times and eventually you'll cause new workers to spawn in front of you where you want them. Do not be tempted to use a global "kill" mod such as killnpc all from SinglePlayerCommands! If you do this, you'll kill the perma-spawned traders and mayors from your previously-established towns!
5. Once you are satisified with the builds surrounding you, Log out of the game again and reset the BuilderConfiguration.txt file to spawn 0 workers again. Keep the game difficult set to PEACEFUL for now!
6. When you log in again, IF there were any trader shops set up or towns built, those will still be populated with traders and majors! They are now effectively static NPCs that WILL NOT DESPAWN. However, they CAN be killed, so while you're still in Peaceful mode, run around and do some extra building to protect their shops/towns adequately against spiders and hostile mobs. The default town walls can be climbed over by spiders and spiders can crawl into the trader stalls. Skeletons can shoot the lone trader stalls that are built outside of towns. Some towns might also be too dark inside, so they might benefit from extra torches to keep the interior bright enough to prevent hostile spawns.
7. Now reset your game mode to your desired difficulty and play on, secure in the knowledge that your new trader NPCs are all safe and will remain available to you as long as you keep this mod active.
8. When you find a new area where you'd like to create some more builder structures, repeat this process again.
And finally, here's a twist on the process. If you want to see workers running around in the environment (such as explorers and treasure hunters) but you want to ensure that nothing new gets built, then enable the spawns you want and also set all the "Structure Limits" to 0. This prevents everything except towns from being built, so you must also ensure that the Spawn Limit for Mayors is 0. With no Mayors and all structure limits at 0, absolutely nothing will be built on the terrain!
Trick for Building Only Towns, and only where you want them
With the preceding general process in mind, here's how to build only Towns, and only where you want them.
1. Use the process described above with the following specifics:
2. Use the following BuilderConfiguration.txt content during the building phase. This config spawns lots of builders and mayors so that they'll quickly meet the conditions needed to build towns. No other structures will be built. Stay put and watch the area around you until you feel enough towns have been built for the area. Log out and continue past the building phase once you're satisfied with the number of towns you see have been built. Don't forget to go fortify the town walls and add lights!
3. Now reset your BuilderConfiguration.txt to prevent building anything at all, as shown below. The key elements are to set all structure limits to 0, and to set MaxSpawn for Mayors to 0. Other than that, you can spawn whatever worker types you want to see running around the landscape (or not). The following example will spawn Explorers and Treasure Hunters, and allow Explorers to lay down torches around the landscape so that you're not running around in pitch dark all the time at night when out in the "wilderness". You might also find the occasional treasure chest or exposed ore from a treasure hunter! Treasure Hunters have a 10% chance to spawn 1 during the day only, so that treasure caches will be rare enough to be a treat when you find one.
Here's a nice screenshot showing four towns and no other structures. I had to move to three different locations to respawn the workers to build roughly where I wanted them to. Two of the towns were built while staying in the same location.
The next two screenshots show some other towns. They fit into the landscape so nicely. Coming up on one, especially at night, is like riding into a frontier fort.
Here's a closer view of one town at night. Notice how well it's lit up to prevent spawns inside and too near the outer walls. Also note the extra embattlements I manually added to the top outer side of the wall to keep spiders from climbing in. BTW see all the torches that explorers have laid around the beach? Perfect nighttime visibility and feel, yet doesn't significantly reduce hostile spawns at all. Now I can see them coming and fight them more successfully!
Okay as hinted further above, I tested whether Zombe's Mod's "spawn control" module would work on DrZhark's various critters, but alas no. But by using Zombe's stuff to control the amount of squid spawn, you can leave room for sharks and find the perfect balance for your taste.
Personally, reducing squid spawn rate by 100% results in waaaaaaaaayyyyyyyy too many sharks for my taste. At least at the current spawn rate of 40 in MoCreatures. I found that reducing the squid spawn rate by 3% was perfect for my tastes. See my post further up in this page for details.
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I'm on a Mac and I assure you, the mod works just fine. If nothing is spawning for you, perhaps you're putting the actual configuration files in the wrong folder? Are you following the installation instructions *exactly*? Some things go into the minecraft.jar and other things just get put into regular system folders. Are you trying to install the mod with some sort of install manager utility? They all suck, frankly, and are buggy as hell. In the OSX world, you're better off learning how to install mods manually, by hand.
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FWIW, ModLoader 02v3 is running fine with Builders and everything else. v3 is what I'm currently on. Of course v2 seems perfectly stable too. My advice is to stay away from 02v4 altogether and if you can revert your minecraft.jar to use the classes from v3 or v2, then do so.
The mods I'm running along with ModLoader 02v3 no problem: AudioMod, DeathChest, LongerLegs, Spawnlist, Xray 8, Zombe's ModPack; SinglePlayerCommands; TooManyItems, InfinitePoweredMinecarts, Zan's MiniMap, BattleTowers, and of course Builders.
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One click should move everything to fill the slots from upper left to lower right in the same order as they're presented in your picker gui (object ID number order). Stackable items are stacked and combined to make as many max stacks as possible.
Make sense?
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This screenshot is from downloading and using your texture pack 20 minutes before the timestamp of this post:
This screenshot is the exact same vantage point, but with XRay v8 turned on. As you can see there are plainly gold and diamond veins, iron veins, etc. all very near. A lapis vein off to the left. None of these are visible in your texture pack.
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I'm curious too. Does this mod create any nonstandard object IDs? Or does it use standard blocks for all the physical objects?
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Frankly, I'm surprised that basic Minecraft runs on your system. Does Notch/Mojang compile using java older than 1.6?
One other thing: are you comfortable manually installing the mods? No offense to the guys trying to build nice ModManager apps, but currently they all suck. You're always better off in the OSX world installing your mods by hand. Risugami's Mod thread (the one with ModLoader) has *perfect* instructions for installing any mod by hand in an OSX environment.
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So IMO the Explorers alone make this mod a "must-have" core mod in my book. The towns and trader stalls (and soon, baker stalls!) are icing on the cake, but you have to be careful never to use a "killnpc all" type of global kill command or you'll whack all your permaspawned traders, bakers, and mayors!
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Hi, I know you're still in the proof of concept phase, and you've got a Homeseeker > Baker conversion working. My next question is whether you modified the Blueprints, BuilderConfig, mod_Builders, RenderBuilder, or EntityMayor class(es) to make it so that Bakers have a chance to set up stalls in a "town" alongside other traders. You know, the code whereby a mayor finds three other workers, and they set up a town and then the three workers convert into traders.
Ultimately, it would be good for any *one* of those three traders to have a 50% chance of being a baker instead. Ideally the chance of conversion would be configurable via BuilderConfig.txt, so that if a player wanted every town that grows on the map to have 2 traders and 1 baker (or 3 traders ad no baker, etc.), they could control that behavior.
I know you might be hesitant to dig into other classes besides the ones you created for the baker and modified for the homeseeker conversion to baker, and perhaps it would be better for OgreSean to figure out how to adapt the mayor/town code to incorporate bakers, so please don't treat this as a request to go mucking around with other classes if you're not comfortable doing so. Even as it is, I might wait until OgreSean checks out your changes and officially incorporates them into a new Builders release simply because Builders is so stable at present and causes zero problems with my production game world (unlike MoCreatures, MoHumans, MineColony, etc. which are buggy as hell and I don't dare use them in my production world--especially MineColony, which will corrupt and revert entire chunks).
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Some might call that cheating, but honestly, pulling a slot machine lever gets really old quick. Xray keeps me playing the game because it keela the "luck" and "grind" to a minimum, enabling me to focus on exploration, enjoying the sights, survival, and building.
BTW the new V8 ingame config UI is a nice step in the right direction! Most of the time I just want to find diamonds and other very specific things, and the iron, gold, etc just comes naturally while I'm tunneling my way towards that next diamond cluster. Filtering out the noise is very valuable.
0
Your BuilderConfig.txt has nothing new in it about bakers or controlling them. How do they work?
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Thanks for the kudos. After posting that how-to based on some testing, I spent the next 3 hours on and off using that technique to set up 7 different towns in three different spots near my alpha base. IMO they look great and don't overwhelm the landscape. Plus I have about 18 different trader stalls in total (some towns have only two stalls for whatever reason), which equals 72 different randomized trade-in offers at my disposal. I spread the towns around by moving to a different location every time one or two got built in one general area. Next I'll have to make a transportation railway connecting all of them. That will be fun, since they're pretty spread out in a big fan to the south of my Alpha base.
I'll try to post screenshots later. They're all very picturesque.
My config file now just spawns Explorers and a rare Treasure Hunter. No more buildings. But it's nice to always see another human here and there while exploring around. It's a treat to find a Treasure Hunter and see what he has found!
Love the mod. It has never crashed the game on me once or caused any corruption in all my testing.
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But first a quick sidetrack: I love this mod for five reasons: 1) It's fun! 2) It's *highly* configurable 3) The trading stalls are a *wonderful* gameplay enhancer that lets you "cheat" without making it feel like cheating! 4) The explorers, if allowed to, will plop down torches all over the countryside around you, making it possible to navigate around the countryside in the dark and see those hostile mobs before you blunder right into one, etc. 5) It doesn't create any non-standard objects that will make your save game "break" if the mod is not loaded. (Although you will lose any "permanent" npcs from the mod if the mod is not loaded...)
IMPORTANT! - If you have SinglePlayerCommands or similar mods that provide a global "kill" for NPCs, you must stop using that command if you have "Towns" or trader stalls from this mod placed on your world. In SinglePlayerCommands, the command is killnpc all. It's safe to use non-global kill commands as long as you are far out of range of your established towns with their mayor and trader stalls. If you use a global kill command, you'll wipe out your perma-spawned traders from this mod!
How to control where, exactly, things get built
Controlling where things get built is easy. In a nutshell, the builders spawn and build only in the chunk (or nearby chunks) that you are currently occupying with your character. So the basic process for controlling where exactly things get built is as follows:
1. After installing the mod, but before starting up the game, modify your BuilderConfiguration.txt file for this mod to spawn 0 of every single builder type. It's not sufficient to simply turn off all structure types, because the Mayor will still build towns if he runs into 3 other workers, so you must prevent all spawns at first.
2. Fire up the game IN PEACEFUL MODE, then move your player to an area where you want the builders to build things. Log out of the game. You want to be in PEACEFUL mode so that none of your mayors or converted workers inside a new town are killed before the town is finished. If the Mayor is killed, you'll have a walled town and three workers sitting on their thumbs. If the Mayor survives but two workers are killed, you'll end up with only one trading stall, etc.
3. Modify your BuilderConfiguration.txt file to spawn whatever you like and build whatever you like.
4. Start the game up and stay put for a while. Don't move your player around too much! Just stay put and watch as things are built within your visual range in the chunk(s) surrounding you. You want to avoid moving too much because as you move, old spawns behind you despawn, and new spawns appear in front of your direction of motion (and to the sides). If you're not getting enough spawns right where you want them, there is only one "safe" way to deal with this, by moving about 80 blocks *behind you*, then move back to your original starting spot. Do this a few times and eventually you'll cause new workers to spawn in front of you where you want them. Do not be tempted to use a global "kill" mod such as killnpc all from SinglePlayerCommands! If you do this, you'll kill the perma-spawned traders and mayors from your previously-established towns!
5. Once you are satisified with the builds surrounding you, Log out of the game again and reset the BuilderConfiguration.txt file to spawn 0 workers again. Keep the game difficult set to PEACEFUL for now!
6. When you log in again, IF there were any trader shops set up or towns built, those will still be populated with traders and majors! They are now effectively static NPCs that WILL NOT DESPAWN. However, they CAN be killed, so while you're still in Peaceful mode, run around and do some extra building to protect their shops/towns adequately against spiders and hostile mobs. The default town walls can be climbed over by spiders and spiders can crawl into the trader stalls. Skeletons can shoot the lone trader stalls that are built outside of towns. Some towns might also be too dark inside, so they might benefit from extra torches to keep the interior bright enough to prevent hostile spawns.
7. Now reset your game mode to your desired difficulty and play on, secure in the knowledge that your new trader NPCs are all safe and will remain available to you as long as you keep this mod active.
8. When you find a new area where you'd like to create some more builder structures, repeat this process again.
And finally, here's a twist on the process. If you want to see workers running around in the environment (such as explorers and treasure hunters) but you want to ensure that nothing new gets built, then enable the spawns you want and also set all the "Structure Limits" to 0. This prevents everything except towns from being built, so you must also ensure that the Spawn Limit for Mayors is 0. With no Mayors and all structure limits at 0, absolutely nothing will be built on the terrain!
Trick for Building Only Towns, and only where you want them
With the preceding general process in mind, here's how to build only Towns, and only where you want them.
1. Use the process described above with the following specifics:
2. Use the following BuilderConfiguration.txt content during the building phase. This config spawns lots of builders and mayors so that they'll quickly meet the conditions needed to build towns. No other structures will be built. Stay put and watch the area around you until you feel enough towns have been built for the area. Log out and continue past the building phase once you're satisfied with the number of towns you see have been built. Don't forget to go fortify the town walls and add lights!
3. Now reset your BuilderConfiguration.txt to prevent building anything at all, as shown below. The key elements are to set all structure limits to 0, and to set MaxSpawn for Mayors to 0. Other than that, you can spawn whatever worker types you want to see running around the landscape (or not). The following example will spawn Explorers and Treasure Hunters, and allow Explorers to lay down torches around the landscape so that you're not running around in pitch dark all the time at night when out in the "wilderness". You might also find the occasional treasure chest or exposed ore from a treasure hunter! Treasure Hunters have a 10% chance to spawn 1 during the day only, so that treasure caches will be rare enough to be a treat when you find one.
Here's a nice screenshot showing four towns and no other structures. I had to move to three different locations to respawn the workers to build roughly where I wanted them to. Two of the towns were built while staying in the same location.
The next two screenshots show some other towns. They fit into the landscape so nicely. Coming up on one, especially at night, is like riding into a frontier fort.
Here's a closer view of one town at night. Notice how well it's lit up to prevent spawns inside and too near the outer walls. Also note the extra embattlements I manually added to the top outer side of the wall to keep spiders from climbing in. BTW see all the torches that explorers have laid around the beach? Perfect nighttime visibility and feel, yet doesn't significantly reduce hostile spawns at all. Now I can see them coming and fight them more successfully!
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Personally, reducing squid spawn rate by 100% results in waaaaaaaaayyyyyyyy too many sharks for my taste. At least at the current spawn rate of 40 in MoCreatures. I found that reducing the squid spawn rate by 3% was perfect for my tastes. See my post further up in this page for details.