PLEASE BACKUP YOUR WORLDS BEFORE USING THIS VERSION, JUST IN CASE. I wouldn't want anybody to lose their beloved doggies due to an oversight on my part
CHANGELOG:
*Level-based attack and max HP
*No hard limit on the number of Dire Doggies
*New GUI system: Now divided into skills (talent allocation, level and points) and settings (naming, attack setting, "obeysOthers", texture, etc)
*NEW FEATURE: Starting with version 2.2.2, you'll be able to modify your dog's muzzle size and tail length, so you don't have to go all or nothing when texturing muzzles and tails!
*NEW FEATURE: You can also have dogs with shorter legs using a similar option on the settings screen!
*Hitbox for mounted dogs is reduced back to normal size at all times, which makes dog-mounted combat and interaction more convenient, but is a small inconvenience when using dogs indoors or underground (may I suggest minecarts?).
*On that same note, dogs' names aren't displayed while you're riding them, because the normal-sized hitbox prevents the food and command note from showing up above the player's head while riding, and this way you'll be able to read your dog's food level from that angle.
*Dire Treats will require 1 End Stone instead of 1 Eye of Ender.
*Dire Treats can be given to any level 60 dog, and maxing out all 30 Dire Levels will make your dog a DireDoggy (this is WAY easier said than done, trust me on this, I haven't cheapened DireDoggies at all)
*Dogs use their food bowl location as their "home point" for wandering, but still use the bed location for BedFinder
*BlackPelt now determines the dog's critical hit rate
*GuardDog now determines the dog's block rate
*Health Regeneration nerfed while not sitting
*Dogs only need maxed CreeperSweeper to attack creepers, and they can reset a creeper's detonation timer with their attacks
*Replaced MagiMutt with Shepherdoggy, which makes dogs carry nearby livestock while you're holding wheat (this takes a lot of energy, but the energy cost goes down with higher levels)
*Replaced DogLight with QuickHealer, which reduces the regeneration penalty from not sitting. Mastering this will improve the base speed at which your dog heals while sitting
You know how wolves emit hearts when tamed, or smoke when the bones failed?
Is it possible to create a new particle for doggies to signify when they are incapacitated?
I know their tails move and they whine, but they kind of need to be still/ the rest of the game needs to be silent, so in combat it's difficult to tell. Also it can be hard to differentiate whether they are totally incapped or okay and just healing.
I was thinking like, some little sweatdrops or something, like in cartoons.
I don't think I've ever seen a mod add particles though so it might not be possible.
Not possible without editing mods as far as I know, sorry...
However, if you play with hunger on, you can see an "I" for their setting, which shows that they're incapacitated.
What mods do you have installed? If they're vanilla wolves, it's not this mod, because this mod doesn't change vanilla wolves at all. If they're doggies, on the other hand, I don't know what's causing that, unless you've gotten your hands on the unreleased version I'm working on as we speak
Hey, I Tryed Getting The Mod and It Didnt Work Can you Help me With This If you have Skype Can you Add me And You could Guide Me Through Msg Me with your Skype Username and Name
I have found an incompatibility, sadly, it is Zepplen. the game does load and play fine but when it comes time to move your dogs on your airship/boat/elevator/turntable you will find your keys no longer work disabling the moving of your build. no reinstalling it does not work sorry Zepplen users
Rollback Post to RevisionRollBack
If you require aid with Custom NPC's give me a shout (In the thread, not PM's). I can read a bit of error reports, know most of the NPC workings (I'm attempting to work on scripting) and have been using it since its 1.0 version. Otherwise I'll help with any questions or problems I can.
Hey, is anybody confused by ShepherDog? Did I explain how it works effectively? Does anybody actually find it useful? I'd appreciate feedback on it, and the other new features
Hey guys, a buddy of mine did a bunch of textures for an older version of DT for use in his Jolicraft support pack. It's been discontinued, but he's given me permission to distribute them, and he's even updating them a bit to make use of the super-recent features added to the mod, namely the muzzle, tail and leg modifiers.
When he's done with them, I'm going to put them up for download in the OP. I'm sure you'll love them!
Hey Raust, have you found any big bugs in the overhauled version yet? I haven't gotten around to playing with DT in the older version as much as I would have liked, and unsure if I should stick with that one for now then switch to the overhauled version when you deem it stable.
If I did that, I could at least try to compare the two versions.
If I made a dog in the older version and maxed it out then switch to the current version, what would happen to the dog?
Hey Raust, have you found any big bugs in the overhauled version yet? I haven't gotten around to playing with DT in the older version as much as I would have liked, and unsure if I should stick with that one for now then switch to the overhauled version when you deem it stable.
If I did that, I could at least try to compare the two versions.
If I made a dog in the older version and maxed it out then switch to the current version, what would happen to the dog?
Nothing. Unless it knew magimutt or doglight, and then it would just get those points back
That being said, I'd recommend backing up your save just in case, because I did change a lot...
Would non-DT dogs be affected by your changes? Anything else in general? In theory, I could just release the dog back into the wild so I have no DT dogs, then re-tame a wolf if the only concerns you really have are pre-existing DT dogs going haywire.
Would non-DT dogs be affected by your changes? Anything else in general? In theory, I could just release the dog back into the wild so I have no DT dogs, then re-tame a wolf if the only concerns you really have are pre-existing DT dogs going haywire.
Non-DT dogs would be completely unaffected. I wouldn't worry about it TOO much, just back up your world save to be safe.
Updated and I so far have no problems with my DT dog.
Question about WolfMount- what's the perk of advancing it past level 1? The guide wasn't clear on that. Just increased speed and jump height? Mastery perk? It seems as if just unlocking it allows you to ride it and maxing the OTHER abilities allows you to gain the various riding perks?
And is there a feature to remove and re-allocate points? Can't find anything about that.
Updated and I so far have no problems with my DT dog.
Question about WolfMount- what's the perk of advancing it past level 1? The guide wasn't clear on that. Just increased speed and jump height? Mastery perk? It seems as if just unlocking it allows you to ride it and maxing the OTHER abilities allows you to gain the various riding perks?
And is there a feature to remove and re-allocate points? Can't find anything about that.
It improves movement speed and jump height, and also, maxing it reduces the NP cost of riding
http://dl.dropbox.co...ents222beta.zip
PLEASE BACKUP YOUR WORLDS BEFORE USING THIS VERSION, JUST IN CASE. I wouldn't want anybody to lose their beloved doggies due to an oversight on my part
CHANGELOG:
*Level-based attack and max HP
*No hard limit on the number of Dire Doggies
*New GUI system: Now divided into skills (talent allocation, level and points) and settings (naming, attack setting, "obeysOthers", texture, etc)
*NEW FEATURE: Starting with version 2.2.2, you'll be able to modify your dog's muzzle size and tail length, so you don't have to go all or nothing when texturing muzzles and tails!
*NEW FEATURE: You can also have dogs with shorter legs using a similar option on the settings screen!
*Hitbox for mounted dogs is reduced back to normal size at all times, which makes dog-mounted combat and interaction more convenient, but is a small inconvenience when using dogs indoors or underground (may I suggest minecarts?).
*On that same note, dogs' names aren't displayed while you're riding them, because the normal-sized hitbox prevents the food and command note from showing up above the player's head while riding, and this way you'll be able to read your dog's food level from that angle.
*Dire Treats will require 1 End Stone instead of 1 Eye of Ender.
*Dire Treats can be given to any level 60 dog, and maxing out all 30 Dire Levels will make your dog a DireDoggy (this is WAY easier said than done, trust me on this, I haven't cheapened DireDoggies at all)
*Dogs use their food bowl location as their "home point" for wandering, but still use the bed location for BedFinder
*BlackPelt now determines the dog's critical hit rate
*GuardDog now determines the dog's block rate
*Health Regeneration nerfed while not sitting
*Dogs only need maxed CreeperSweeper to attack creepers, and they can reset a creeper's detonation timer with their attacks
*Replaced MagiMutt with Shepherdoggy, which makes dogs carry nearby livestock while you're holding wheat (this takes a lot of energy, but the energy cost goes down with higher levels)
*Replaced DogLight with QuickHealer, which reduces the regeneration penalty from not sitting. Mastering this will improve the base speed at which your dog heals while sitting
Not possible without editing mods as far as I know, sorry...
However, if you play with hunger on, you can see an "I" for their setting, which shows that they're incapacitated.
Okay, thanks, good luck!
Glad to hear you like it lemme know if you find any bugs in the beta if you try it!
Good luck with Emily's texture, can't wait to see what you do with the new muzzle feature!
When he's done with them, I'm going to put them up for download in the OP. I'm sure you'll love them!
If I did that, I could at least try to compare the two versions.
If I made a dog in the older version and maxed it out then switch to the current version, what would happen to the dog?
Nothing. Unless it knew magimutt or doglight, and then it would just get those points back
That being said, I'd recommend backing up your save just in case, because I did change a lot...
Non-DT dogs would be completely unaffected. I wouldn't worry about it TOO much, just back up your world save to be safe.
Aite, guess I'll jump into the latest version then and forego the older one.
just to make sure, what version were you using previously?
Updated and I so far have no problems with my DT dog.
Question about WolfMount- what's the perk of advancing it past level 1? The guide wasn't clear on that. Just increased speed and jump height? Mastery perk? It seems as if just unlocking it allows you to ride it and maxing the OTHER abilities allows you to gain the various riding perks?
And is there a feature to remove and re-allocate points? Can't find anything about that.
It improves movement speed and jump height, and also, maxing it reduces the NP cost of riding
K, and I assume there's no way to unteach a dog a skill and recoup those points?
No, you can, just use collar shears once.