You think you could improve the AI of the wolves a bit? Like, make them avoid thinks like lava, cacti, and high falls? Or, hell. Even make them immune to cacti/fall/lava damage with a skill. Honestly, that's what annoys me the most about wolves. It's not so much the combat uselessness as it is the fact that I'm always afraid their going to kill themselves through sheer idiocy.
Some suggestions off the top of my head:
Feathers = Reduce/Negate fall damage
Lava Buckets = Lava/Fire immunity
Water Buckets = Faster swimming speed? Extended oxygen?
Iron Ingots = Higher defense
Iron/Gold/Diamond Blocks = Ore Sniffer (Mining dogs! Similar to Creeper Sweeper.)
Cacti = Immune to cacti damage.
Sweet! You added teaching material suggestions to go along with your ideas! Very helpful!
Yeah, I'm gonna go for immunity rather than avoidance.
Though wolves actually get a pretty bad rap on their pathfinding, it's not THAT bad. Take a single wolf and it will reliably follow you accross a friggin' tightrope without dying. It's just sometimes they measure they can survive the jump and then jump up at the same time, or multiple wolves push eachother to the side.
The water buckets and lava buckets won't be in any way practical. This can take as much as a STACK of the item to teach at times (1 in 16 chance per item). I'm thinking netherrack instead. As for water, maybe ink sacs?
Sweet! You added teaching material suggestions to go along with your ideas! Very helpful!
Yeah, I'm gonna go for immunity rather than avoidance.
Though wolves actually get a pretty bad rap on their pathfinding, it's not THAT bad. Take a single wolf and it will reliably follow you accross a friggin' tightrope without dying. It's just sometimes they measure they can survive the jump and then jump up at the same time, or multiple wolves push eachother to the side.
The water buckets and lava buckets won't be in any way practical. This can take as much as a STACK of the item to teach at times (1 in 16 chance per item). I'm thinking netherrack instead. As for water, maybe ink sacs?
Netherrack sounds like a much better idea. Ink sacs seem kind of obtuse. Maybe snow balls/blocks? Ice sounds like the best idea, but you obviously can't get that in vanilla Minecraft legitimately. Then again, snow is kind of hard to find in some worlds. I'm not sure.
I think my favorite idea is the ore sniffing, though. Not only that, but using ore BLOCKS to teach the skill seems very balanced to me.
Netherrack sounds like a much better idea. Ink sacs seem kind of obtuse. Maybe snow balls/blocks? Ice sounds like the best idea, but you obviously can't get that in vanilla Minecraft legitimately. Then again, snow is kind of hard to find in some worlds. I'm not sure.
I think my favorite idea is the ore sniffing, though. Not only that, but using ore BLOCKS to teach the skill seems very balanced to me.
If by balanced you mean not overpowered, yes. But the most diamond blocks I have ever seen is 35, and that was when I was doing a succession game with a guy who was a mining GOD. That was 315 diamonds to make those 35 blocks.
And even at that extreme, there'd still be a 10% chance you wouldn't teach the skill. Honestly, diamonds themselves would be a more reasonable investment imho.
If by balanced you mean not overpowered, yes. But the most diamond blocks I have ever seen is 35, and that was when I was doing a succession game with a guy who was a mining GOD. That was 315 diamonds to make those 35 blocks.
And even at that extreme, there'd still be a 10% chance you wouldn't teach the skill. Honestly, diamonds themselves would be a more reasonable investment imho.
But you have to consider: With a dog that can detect diamonds, you can reliably and systematically mine every single diamond in any given chunk without fail.
But you have to consider: With a dog that can detect diamonds, you can reliably and systematically mine every single diamond in any given chunk without fail.
Yes, but if you can gather up like 300 diamonds, you seem to already have a fairly good strategy for it.
may i recommend something like a chest so they can carry a few items? maybe a backpack shows up on their back.
and maybe instead of it placing torches just have the dog itself glow (exactly that of one block of glowstone following you around),
cacti to make the dog hurt any mob that touches it (ie a zombie that runs up to hit it) and maybe even redstone to make it light on fire??
idk about the last one haha and i know you say you will add more when you see the mod grow. i recommend an adfly link so u can make a profit cause this could be BIG!
glad i stumbled upon this one!
I'll consider the adfly thing. I've always liked that it lets you have your fans pay you with somebody else's money. Could there be a more wonderful system?
Also, if somebody could make a "mod spotlight" video of this, I'd greatly appreciate it, and I'd love to watch it!
I agree that it would be neat to have the dog itself glow rather than spew out torches. Just having a army of glowing dogs sounds pretty cool. I also liked the idea of ore-sensing dogs, backpack dogs, and feathers to negate fall damage ( maybe make them glide down like chickens? ). I'll try to post some of my own ideas if I think of any good ones. Glad your updating this mod can't wait till you really expand it.
I honestly think it would be nice to change the color of my wolves.So i suggest you could make it to where giving them dye changes the color of their fur.Maybe?
Feed the dog a chest, and he becomes a mobile storage wolf, which functions similarly to a chest. Except mobile.
Also, maybe when you die, he tries to come back to your spawn? That way there's a chance he'll bring your items back to you.
This mod looks like it has lots of potential, keep up the good work!
(*EDIT* Sorry about the first paragraph, misread yours. I thought you said when IT dies, not when YOU die. Yeah, I'm totally gonna make wolves teleport to you when you die, don't worry about that. The second I figure out what does the teleporting stuff, I'll remove the thing that makes them sit upon your death.)
I'm thinking that instead, I'll just do "if wolf has less than 1 health, set health to 1", essentially meaning that they can never ever die. However, at 1 HP they're incapacitated Until you pep them up with cake. While incapacitated:
1: They can't fight
2: They can't be healed with pork. You have to use cake to heal them.
3: The vast majority of skills, such as creepersweeper, will not work.
There will be exceptions to the last one though. For example, the backpacker wolf you mentioned (name subject to change), which I am planning on adding, will always have its inventory accessible.
Dear god is there no end to the epic things you guys can do in the 4 hours of sleep I got last night? I tip my hat. No, beyond that, my hat is now the leaning hat of Razcadazz and Azathoth.
Unfortunately, you forgot the tail ribbons. They're not an aesthetic choice, they're actually what I consider to be essential in the texture, as you need them to recognize your wolf's class when they're facing away from you. But I took the liberty of fixing that for you.
The blackpelt one is a bit harder to see, but oh well. Feel free to improve upon my cheapass 5 minutes of work if you're so inclined.
They called me mad. They disowned me as a lunatic. But I went on with my effort anyway. My effort... TO ELIMINATE DOGGY PERMADEATH!
MWAHAHAHAHAHAHA! It's still alive, it's still alive, IT'S STILL ALIVE!!!!!
/crazy
yeah, so, I just completed what was once an extremely painful and agitating series of failures on my part: making wolves unkillable. Once a wolf is tamed, it is impossible for them to permanently die. They reach 1 health and can't be dropped below that. This does not mean your wolves are unstoppable though, far from it. When they reach 1 health (which is now the only thing that triggers whining sounds), you can no longer heal them with porkchops, they won't be able to attack things, and they won't be able to use their special skills.
On that last point, there will be a handful of exceptions. Which ones will be usable at incapacitation? The ones that, were they not, would prompt "ARE YOU F***ING KIDDING ME GAME!?" responses.
So while they're technically invincible in this state, they won't be of much help to you until you revive them with cake.
Of course, in vanilla Minecraft, death is the only way to eliminate wolves that have already been tamed. This seems needlessly cruel if you tamed too many and thereby ruined the livestock spawn rate.
No longer! In v0.3.0, you'll be able to humanely release your wolves back into the wild if you can't keep them! To do this, just use shears on them repeatedly, until they become wild again. To avoid accidental releases, it's a 1 in 32 chance of success, but it doesn't use up the shears' durability either, so you can just spam the right mouse button until they're wild again.
Note that you can't do this if:
1: The wolf isn't at full health (so people don't abuse this to release and re-tame their wolves to fully heal them).
2: The wolf isn't yours (self explanatory, really.)
Also on my to-do list for v0.3.0: A line of wolves immune to various environmental hazards!
1: HotDog (get used to the horrible puns): Immune to lava and fire damage. Trained with netherrack.
2: PillowPaw: Immune to fall damage. Trained with feathers.
3: DuneBuddy: Immune to cactus damage. Trained with cacti.
4: SeaDog: Immune to suffocation/drowning. Trained with... Okay, seriously, open to suggestions for this one, can't think of anything available without modding or hacking that's both stackable and can be linked to swimming lessons without moon logic.
Skills like these have been (by far) the most requested, and for good reason if I do say so myself. Originally, however, I was planning on waiting until I could implement multi-skill support before adding these. The reason for this is that I feel the skills aren't too spectacular on their own. But you guys want them? You've got them!
Since they pretty much just amount to safety measures against faulty AI however, I'm going to compensate until I'm able to add multi-skill compatibility: wolves with these skills will enjoy a minor boost to attack power (they'll do 3 hearts of damage instead of 2) while wolves are limited to one skill each. Don't disregard the BlackPelt though! It does FOUR hearts of damage, so it's still got an advantage over them in some areas :smile.gif:
Can i suggest lava-avoiding wolves ?
BTW : You should try making this SMP.
I support SpiralCraft
Lava-avoiding? try lavaPROOF! That's coming up next once I can figure out how to make the isimmunetofire thing work.
As for smp, I think that'll be extremely doable, since I don't add a single new class.
Sweet! You added teaching material suggestions to go along with your ideas! Very helpful!
Yeah, I'm gonna go for immunity rather than avoidance.
Though wolves actually get a pretty bad rap on their pathfinding, it's not THAT bad. Take a single wolf and it will reliably follow you accross a friggin' tightrope without dying. It's just sometimes they measure they can survive the jump and then jump up at the same time, or multiple wolves push eachother to the side.
The water buckets and lava buckets won't be in any way practical. This can take as much as a STACK of the item to teach at times (1 in 16 chance per item). I'm thinking netherrack instead. As for water, maybe ink sacs?
Netherrack sounds like a much better idea. Ink sacs seem kind of obtuse. Maybe snow balls/blocks? Ice sounds like the best idea, but you obviously can't get that in vanilla Minecraft legitimately. Then again, snow is kind of hard to find in some worlds. I'm not sure.
I think my favorite idea is the ore sniffing, though. Not only that, but using ore BLOCKS to teach the skill seems very balanced to me.
If by balanced you mean not overpowered, yes. But the most diamond blocks I have ever seen is 35, and that was when I was doing a succession game with a guy who was a mining GOD. That was 315 diamonds to make those 35 blocks.
And even at that extreme, there'd still be a 10% chance you wouldn't teach the skill. Honestly, diamonds themselves would be a more reasonable investment imho.
But you have to consider: With a dog that can detect diamonds, you can reliably and systematically mine every single diamond in any given chunk without fail.
Yes, but if you can gather up like 300 diamonds, you seem to already have a fairly good strategy for it.
No I didn't. I'm not confident in my programming skills enough to screw around with that stuff. Instead, I'm gonna add immunities later.
I'll consider the adfly thing. I've always liked that it lets you have your fans pay you with somebody else's money. Could there be a more wonderful system?
Also, if somebody could make a "mod spotlight" video of this, I'd greatly appreciate it, and I'd love to watch it!
Have some Painterly textures.
Download
Also, maybe when you die, he tries to come back to your spawn? That way there's a chance he'll bring your items back to you.
This mod looks like it has lots of potential, keep up the good work!
Tgdrake10's guide on how to make maps, from concept to release.
You are awesome and I added it to the op. Thanks so much!
(*EDIT* Sorry about the first paragraph, misread yours. I thought you said when IT dies, not when YOU die. Yeah, I'm totally gonna make wolves teleport to you when you die, don't worry about that. The second I figure out what does the teleporting stuff, I'll remove the thing that makes them sit upon your death.)
I'm thinking that instead, I'll just do "if wolf has less than 1 health, set health to 1", essentially meaning that they can never ever die. However, at 1 HP they're incapacitated Until you pep them up with cake. While incapacitated:
1: They can't fight
2: They can't be healed with pork. You have to use cake to heal them.
3: The vast majority of skills, such as creepersweeper, will not work.
There will be exceptions to the last one though. For example, the backpacker wolf you mentioned (name subject to change), which I am planning on adding, will always have its inventory accessible.
Dear god is there no end to the epic things you guys can do in the 4 hours of sleep I got last night? I tip my hat. No, beyond that, my hat is now the leaning hat of Razcadazz and Azathoth.
Unfortunately, you forgot the tail ribbons. They're not an aesthetic choice, they're actually what I consider to be essential in the texture, as you need them to recognize your wolf's class when they're facing away from you. But I took the liberty of fixing that for you.
The blackpelt one is a bit harder to see, but oh well. Feel free to improve upon my cheapass 5 minutes of work if you're so inclined.
I made this map! Please check it out! It's a really awesome map that took me over a year to make! :3
MWAHAHAHAHAHAHA! It's still alive, it's still alive, IT'S STILL ALIVE!!!!!
/crazy
yeah, so, I just completed what was once an extremely painful and agitating series of failures on my part: making wolves unkillable. Once a wolf is tamed, it is impossible for them to permanently die. They reach 1 health and can't be dropped below that. This does not mean your wolves are unstoppable though, far from it. When they reach 1 health (which is now the only thing that triggers whining sounds), you can no longer heal them with porkchops, they won't be able to attack things, and they won't be able to use their special skills.
On that last point, there will be a handful of exceptions. Which ones will be usable at incapacitation? The ones that, were they not, would prompt "ARE YOU F***ING KIDDING ME GAME!?" responses.
So while they're technically invincible in this state, they won't be of much help to you until you revive them with cake.
Of course, in vanilla Minecraft, death is the only way to eliminate wolves that have already been tamed. This seems needlessly cruel if you tamed too many and thereby ruined the livestock spawn rate.
No longer! In v0.3.0, you'll be able to humanely release your wolves back into the wild if you can't keep them! To do this, just use shears on them repeatedly, until they become wild again. To avoid accidental releases, it's a 1 in 32 chance of success, but it doesn't use up the shears' durability either, so you can just spam the right mouse button until they're wild again.
Note that you can't do this if:
1: The wolf isn't at full health (so people don't abuse this to release and re-tame their wolves to fully heal them).
2: The wolf isn't yours (self explanatory, really.)
Also on my to-do list for v0.3.0: A line of wolves immune to various environmental hazards!
1: HotDog (get used to the horrible puns): Immune to lava and fire damage. Trained with netherrack.
2: PillowPaw: Immune to fall damage. Trained with feathers.
3: DuneBuddy: Immune to cactus damage. Trained with cacti.
4: SeaDog: Immune to suffocation/drowning. Trained with... Okay, seriously, open to suggestions for this one, can't think of anything available without modding or hacking that's both stackable and can be linked to swimming lessons without moon logic.
Skills like these have been (by far) the most requested, and for good reason if I do say so myself. Originally, however, I was planning on waiting until I could implement multi-skill support before adding these. The reason for this is that I feel the skills aren't too spectacular on their own. But you guys want them? You've got them!
Since they pretty much just amount to safety measures against faulty AI however, I'm going to compensate until I'm able to add multi-skill compatibility: wolves with these skills will enjoy a minor boost to attack power (they'll do 3 hearts of damage instead of 2) while wolves are limited to one skill each. Don't disregard the BlackPelt though! It does FOUR hearts of damage, so it's still got an advantage over them in some areas :smile.gif: