When I try to open the config file with WinRar, It says "The archive is either in unknown format or damaged".
I tried deleting the file and restarting Minecraft, but it does the same thing.
What can I do to open it?
The config file should be openable with a text editor.
Also guys, sorry for the lack of status updates, this skill system is a real pain in the ass to design properly. If I don't randomize them, the recipes would be a nightmare for me and for the player, and if I do, that has its own risks as well, and in addition, I'm beginning to suspect that certain skills are more like stats, such as blackpelt and guarddog, which should increase with level or something, it's just a big nightmare
Hey guys, there are a few abilities that I suspect aren't all that useful, or are nonsensical, or don't really seem to be a realistic thing dogs would do:
*Pestfighter: Rarely useful, and dogs aren't really vermin hunters, that's more in the domain of cats.
*Rescuedog: I've heard reports that it rarely makes a difference even at max level.
*DogLight: Ludicrously overpowered (at least as far as supplies of torches can be overpowered) and patently absurd.
*MagiMutt: Kinda makes dogs a catch-all solution for harvesting stuff.
I'm thinking if I removed these skills, I could replace them with some new ones while maintaining the current skill system, which I'm more confident in at the moment, and at the same time avoiding making dogs the solution to everything.
The training skill system, the more I think about it, seems less and less feasible, less minecraft-y, and less like a pet/utility buff mod, and I'm considering dropping it for the time being and just focusing on the current tried-and-true system.
Pestfighter would be replaced with RiotDog, which would give them a chance to do AOE damage to nearby foes.
DogLight would be replaced with Herder, which lets your dogs carry animals around for you when you're holding wheat,
RescueDog would be replaced by AikiDoggy (better names are always welcome), which would give them a chance to completely block attacks, taking no damage and yet being un-hittable for half a second, giving them a small window to counter-attack. This would simulate a player's general ability to evade attacks in combat.
MagiMutt would be replaced by QuickHealer, which will mitigate the normal penalty to healing your dog usually takes while standing.
Hey Raust.
i really enjoyed MagiMutt, because it gave me more experience, and it works well
when you have MoreHealthRPG installed. instead of getting rid of it, give the
Pack Puppy the ability to store EXP?
The thing is, it kinda eliminates the need, or even the practicality, of taking on enemies yourself, if letting your dogs fight them will always net you more XP, and honestly, increasing XP output, or messing with XP at all, kinda feels like the domain of another mod, know what I mean?
The thing is, it kinda eliminates the need, or even the practicality, of taking on enemies yourself, if letting your dogs fight them will always net you more XP, and honestly, increasing XP output, or messing with XP at all, kinda feels like the domain of another mod, know what I mean?
Not only that, but with the new Previews, it's apparent that XP will be given for many activities including mining valuables, smelting, and cooking. I can reach level 70 BEFORE I even find a diamond just by the normal activity of mining, exploring, and surviving. Anything that adds xp in a mod will have to be retuned for the next release. So better to just leave that alone.
Raust, I really like the idea of buffing with higher levels instead of having the guard dog skill. All of the dogs could use more health etc when faced with tougher opponents. Also, I find having these dogs are very helpful as subs for other players when playing SSP with like the Millenaire, More Dungeons, etc mods that often seem to anticipate multiple players engaging the mobs.
Alright guys, I've been experimenting with something: Basically, attack damage and max HP scale according to your dog's level, meaning that you can no longer have a powerhouse dog at tier 1. BlackPelt and GuardDog are now critical hit rate and block chance, respectively. A mortal Doggy (level 60) will max out their combat potential at the following:
With BlackPelt: 5.5 hearts per hit
Without BlackPelt: 3.5 hearts per hit
With GuardDog, there would also be a 10% chance per GuardDog level to completely negate damage taken in combat. Mastery would make this 60%.
So yeah, this makes dogs stronger in the endgame without making them ludicrously overpowered early on. What do you guys think of this? I'm gonna test it out in my main world for a while, but I'd like to hear what your initial impressions are
Class files? The config file is a text document in the 'Config' folder of Minecraft, you can edit it with Windows Notepad. No class files need to be adjusted to alter the configuration options.
xP I meant the editable TEXT FILES, in the config folder. Derp.
Sounds reasonable. What HP do the doggies range from and to (min - max lvl)?
They start off with 22 HP, go up to 34 at level 60, and then up to 40 if they're maxed level DireDoggies. So a non-DireDoggy GuardDog will have lower HP than before, but GuardDog will make them take a good deal less damage overall than before anyway
They start off with 22 HP, go up to 34 at level 60, and then up to 40 if they're maxed level DireDoggies. So a non-DireDoggy GuardDog will have lower HP than before, but GuardDog will make them take a good deal less damage overall than before anyway
Well, with that change, I don't think there's much of a need to put in any more combat abilities, so there's suddenly room for two more whatever abilities instead of aikidoggy (GuardDog has that effect now) and RiotDog (application is limited, and not adding it maintains the incentive to train multiple combat dogs)
Just throwing that out there for you guys, I'm going to wait until 1.3 before adding in these two other skills, just to leave my options open for multiplayer stuff.
I remember the DiggyDoggy skill idea, I really like that one, but I don't want to implement it until I can get a cute digging animation going for the little guys
Also, the new attack/health setup will require an overhaul for creepersweeper, because unless the dogs have blackpelt 5 AND are at least level 50 or so, they won't be two-shotting creepers anymore. I'm thinking I might make it so that dogs will, as has been suggested, be able to reset the detonation timer for a creeper with each attack they perform on it. Depending on how risky it is at minimum combat level, I may tweak that a bit.
Also, fisherdog will be tweaked to work in a more balanced (and adorable) way, and wolfMount will no longer have that annoying shift system; the dogs will have their normal low hitbox at all times, even while mounted. This means that you can bang your head on the ceiling and stuff, but there's very little I can do about that, and honestly, it provides an incentive to use minecarts instead of dogs for caves.
I'm also going to try to push through whatever bug fixes I can fit in, so if anybody would like to post a reminder about any significant bugs they've reported, I'd appreciate it, I'm rather disorganized ^_^;
Can i make a request for it to work with Opitifine?
'cause my Minecraft was lagging a lot that mod resolved it but It's not working with Doggy Talents...
I can open the dogs menus and since control now likes to zoom I can't open the Pack Puppy inventory...
QAQ
I really enjoyed both of them...
Can i make a request for it to work with Opitifine?
'cause my Minecraft was lagging a lot that mod resolved it but It's not working with Doggy Talents...
I can open the dogs menus and since control now likes to zoom I can't open the Pack Puppy inventory...
QAQ
I really enjoyed both of them...
You can use the config file to change the key used for packpuppy, try setting it to something else. I've got a guide of what the numbers mean in the config file section of my guide. Hope that helps!
Oh, one more thing! I've decided that the task of training a DireDoggy shouldn't cost an end portal, since there's a limited number of them to go around. The process of training a dire doggy is already expensive enough, so I'm going to make it require endstone to make dire treats, make dire treats work from the get-go, and then make most of the "upon conversion" bonuses only apply at maximum dire level (30). It'll still be quite the accomplishment to get a sparkling enderitch DireDoggy, but it won't be limited to 2-3 per world (this is especially important for multiplayer).
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I think I found a glitch. I use a lot of mods so it might not be in your mod but yours is centered around wolves. I saw 3 naturally spawned wolves, one was stretched thin and tall, one was squashed and small, and one was short and long. Anyone else have this glitch?
I think I found a glitch. I use a lot of mods so it might not be in your mod but yours is centered around wolves. I saw 3 naturally spawned wolves, one was stretched thin and tall, one was squashed and small, and one was short and long. Anyone else have this glitch?
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
So yeah, I'm approaching the point where it's ready for the next release, which will include the following:
*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!
*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
This is what I've done so far. Here's what's left on my to-do list:
*Replace 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)
*Replace 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
Raust, I just want to say a HUGE THANK YOU for being active and maintaining your mod, having such a GREAT mod that you care about and get us involved in, and just being your AWESOME self!
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.
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Superpop is so underground, he lives with a Diglett!
The config file should be openable with a text editor.
Also guys, sorry for the lack of status updates, this skill system is a real pain in the ass to design properly. If I don't randomize them, the recipes would be a nightmare for me and for the player, and if I do, that has its own risks as well, and in addition, I'm beginning to suspect that certain skills are more like stats, such as blackpelt and guarddog, which should increase with level or something, it's just a big nightmare
*Pestfighter: Rarely useful, and dogs aren't really vermin hunters, that's more in the domain of cats.
*Rescuedog: I've heard reports that it rarely makes a difference even at max level.
*DogLight: Ludicrously overpowered (at least as far as supplies of torches can be overpowered) and patently absurd.
*MagiMutt: Kinda makes dogs a catch-all solution for harvesting stuff.
I'm thinking if I removed these skills, I could replace them with some new ones while maintaining the current skill system, which I'm more confident in at the moment, and at the same time avoiding making dogs the solution to everything.
The training skill system, the more I think about it, seems less and less feasible, less minecraft-y, and less like a pet/utility buff mod, and I'm considering dropping it for the time being and just focusing on the current tried-and-true system.
Any thoughts?
Pestfighter would be replaced with RiotDog, which would give them a chance to do AOE damage to nearby foes.
DogLight would be replaced with Herder, which lets your dogs carry animals around for you when you're holding wheat,
RescueDog would be replaced by AikiDoggy (better names are always welcome), which would give them a chance to completely block attacks, taking no damage and yet being un-hittable for half a second, giving them a small window to counter-attack. This would simulate a player's general ability to evade attacks in combat.
MagiMutt would be replaced by QuickHealer, which will mitigate the normal penalty to healing your dog usually takes while standing.
The thing is, it kinda eliminates the need, or even the practicality, of taking on enemies yourself, if letting your dogs fight them will always net you more XP, and honestly, increasing XP output, or messing with XP at all, kinda feels like the domain of another mod, know what I mean?
Not only that, but with the new Previews, it's apparent that XP will be given for many activities including mining valuables, smelting, and cooking. I can reach level 70 BEFORE I even find a diamond just by the normal activity of mining, exploring, and surviving. Anything that adds xp in a mod will have to be retuned for the next release. So better to just leave that alone.
Might use this in a let's play or mod spotlight!
I'll give you the link if I do.
Suggestion:
Instead of using editable text files, I think you should add an in-game "mod settings" option, making it much easier to optimise your enjoyment.
I also think that when dogs kill an animal, they should be able to pick up the meat and bring it back to you (but not the XP).
Thanks for considering!
With BlackPelt: 5.5 hearts per hit
Without BlackPelt: 3.5 hearts per hit
With GuardDog, there would also be a 10% chance per GuardDog level to completely negate damage taken in combat. Mastery would make this 60%.
So yeah, this makes dogs stronger in the endgame without making them ludicrously overpowered early on. What do you guys think of this? I'm gonna test it out in my main world for a while, but I'd like to hear what your initial impressions are
xP I meant the editable TEXT FILES, in the config folder. Derp.
(PS: I edited the post, reads correctly now :P)
They start off with 22 HP, go up to 34 at level 60, and then up to 40 if they're maxed level DireDoggies. So a non-DireDoggy GuardDog will have lower HP than before, but GuardDog will make them take a good deal less damage overall than before anyway
Sounds pretty good to me.
Just throwing that out there for you guys, I'm going to wait until 1.3 before adding in these two other skills, just to leave my options open for multiplayer stuff.
I remember the DiggyDoggy skill idea, I really like that one, but I don't want to implement it until I can get a cute digging animation going for the little guys
Also, the new attack/health setup will require an overhaul for creepersweeper, because unless the dogs have blackpelt 5 AND are at least level 50 or so, they won't be two-shotting creepers anymore. I'm thinking I might make it so that dogs will, as has been suggested, be able to reset the detonation timer for a creeper with each attack they perform on it. Depending on how risky it is at minimum combat level, I may tweak that a bit.
Also, fisherdog will be tweaked to work in a more balanced (and adorable) way, and wolfMount will no longer have that annoying shift system; the dogs will have their normal low hitbox at all times, even while mounted. This means that you can bang your head on the ceiling and stuff, but there's very little I can do about that, and honestly, it provides an incentive to use minecarts instead of dogs for caves.
I'm also going to try to push through whatever bug fixes I can fit in, so if anybody would like to post a reminder about any significant bugs they've reported, I'd appreciate it, I'm rather disorganized ^_^;
'cause my Minecraft was lagging a lot that mod resolved it but It's not working with Doggy Talents...
I can open the dogs menus and since control now likes to zoom I can't open the Pack Puppy inventory...
QAQ
I really enjoyed both of them...
You can use the config file to change the key used for packpuppy, try setting it to something else. I've got a guide of what the numbers mean in the config file section of my guide. Hope that helps!
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
So yeah, I'm approaching the point where it's ready for the next release, which will include the following:
*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!
*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
This is what I've done so far. Here's what's left on my to-do list:
*Replace 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)
*Replace 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
Well, back to work!
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.
Superpop is so underground, he lives with a Diglett!