1.4.1 is out now, I spent a lot of time trying to get the right balance of wolf spawning as they were too common and were clogging up the landscape. I wanted them to still be hard to find though, part of their appeal is that they're a reward for wandering and exploring so they needed to have the right balance so you have some sense of accomplishment for finding them but not too rare that they're so hard to find it's not worth it.
Anyways, I believe I struck a pretty good balance in this update but I would really appreciate feedback. :smile.gif:
I'm glad I found this mod, but I've got a couple questions, since I still haven't been able to find any Wolves yet after installing. Should they be able to show up in chunks I've already been through (with my purpose being looking for one/them) even though they didn't before I installed the mod? And since I use HD textures for the Wolf skin, would I have to edit the mod's two Wolf types directly?
I'm glad I found this mod, but I've got a couple questions, since I still haven't been able to find any Wolves yet after installing. Should they be able to show up in chunks I've already been through (with my purpose being looking for one/them) even though they didn't before I installed the mod? And since I use HD textures for the Wolf skin, would I have to edit the mod's two Wolf types directly?
Yeah, they should show up in chunks that have already been generated. They're still fairly hard to find and limited to Forest/Taiga biomes (if you're using a pre-1.8 world then your biomes will have shifted).
The different wolf types haven't been implemented yet. Wolves still use the default texture so they should work with the HD patcher. When multiple skins are supported, you'll have to edit the mod-only ones yourself if you want them in HD.
I dunno if it helps me saying this, but I was not able to find any Wolves on my old game, so I tried starting a new one and sure enough I've had no trouble finding any. I have noticed two odd things, the first being that now suddenly the hostile mobs will sometimes just sit there and won't attack you, even when you attack them. The second that the Wolves I'd tamed no longer go though 1x1 "doggy doors" like they used to. It has to be a vertical 2x1 before they will even try.
I hope that helps, cause even with the little bugs, I still very much like what this mod does for me :laugh.gif:
It talks specifically about general animal spawning, but does have it's own small section specifically about Wolf spawning rates. A TL;DR version for this thread would simply be that unless Wolves are generated with a new chunk, even if they are modded to being persistent, you have a 1/2400 chance of a spawn, and that's -only- within the Pine Forest and Mixed Forest biomes. The details and facts are in the link.
The entire animal spawning rate has been turned down from 20 attempts per second to 1 attempt every 20 seconds, which is why animals seem to never come back once they have been killed. I hope it's not a bold request, but would you be able to either add to this mod or create a different one that changes the spawn rate up?
It talks specifically about general animal spawning, but does have it's own small section specifically about Wolf spawning rates. A TL;DR version for this thread would simply be that unless Wolves are generated with a new chunk, even if they are modded to being persistent, you have a 1/2400 chance of a spawn, and that's -only- within the Pine Forest and Mixed Forest biomes. The details and facts are in the link.
The entire animal spawning rate has been turned down from 20 attempts per second to 1 attempt every 20 seconds, which is why animals seem to never come back once they have been killed. I hope it's not a bold request, but would you be able to either add to this mod or create a different one that changes the spawn rate up?
Yeah, I know about the new spawning rules. I essentially consider it a no-respawn rule since it's far too rare to count on. In the mod, wolves respawn now because I added them to the hostile mob spawning list, though I had to change some other things to better correct their spawning rates (entire hillsides were being covered in wolves in a single day).
I don't want to adjust the actual animal spawning equation since it's in the World.java file which is one of the main files used by MC. Modloader and other mod tools exist so you can have multiple mods without conflicting. For science, I did actually try to see if I could but with persistent mobs the game is flooded with pigs and sheep. The only reason wolves work is that they despawn after a while, so they can safely respawn without causing a mess (so long as their spawn rate is fairly balanced).
Yeah, I know about the new spawning rules. I essentially consider it a no-respawn rule since it's far too rare to count on. In the mod, wolves respawn now because I added them to the hostile mob spawning list, though I had to change some other things to better correct their spawning rates (entire hillsides were being covered in wolves in a single day).
I don't want to adjust the actual animal spawning equation since it's in the World.java file which is one of the main files used by MC. Modloader and other mod tools exist so you can have multiple mods without conflicting. For science, I did actually try to see if I could but with persistent mobs the game is flooded with pigs and sheep. The only reason wolves work is that they despawn after a while, so they can safely respawn without causing a mess (so long as their spawn rate is fairly balanced).
Ah yea, that would make since that the world could easily become overpopulated with them being persistent now. Would it be possible to add passive mobs to the hostile mob spawning list and adjust spawn rate like you did with the wolves? At least that way they could spawn and despawn properly. Until breeding is actually added, I've honestly seen no point in persistent passive mobs. All that does is cause animals to all end up getting trapped down a hole or something.
If I knew anything about making mods, I would definitely make old animal spawning it's own mod, cause I'm pretty sure there are plenty of people who also dislike how the spawn rates have changed (Which is why they would have come here for Wolves anyways :tongue.gif: )
Ah yea, that would make since that the world could easily become overpopulated with them being persistent now. Would it be possible to add passive mobs to the hostile mob spawning list and adjust spawn rate like you did with the wolves? At least that way they could spawn and despawn properly. Until breeding is actually added, I've honestly seen no point in persistent passive mobs. All that does is cause animals to all end up getting trapped down a hole or something.
If I knew anything about making mods, I would definitely make old animal spawning it's own mod, cause I'm pretty sure there are plenty of people who also dislike how the spawn rates have changed (Which is why they would have come here for Wolves anyways :tongue.gif: )
Well I was able to add wolves because they're not persistent. Since it's on a per-animal basis I'd have to go through and adjust each one (and their spawn rate) accordingly, which I feel would take a lot more time than it's worth. For now, I'm just going to stick with wolves.
I dunno if it helps me saying this, but I was not able to find any Wolves on my old game, so I tried starting a new one and sure enough I've had no trouble finding any. I have noticed two odd things, the first being that now suddenly the hostile mobs will sometimes just sit there and won't attack you, even when you attack them. The second that the Wolves I'd tamed no longer go though 1x1 "doggy doors" like they used to. It has to be a vertical 2x1 before they will even try.
I hope that helps, cause even with the little bugs, I still very much like what this mod does for me :laugh.gif:
Thanks for confirming this, I wasn't sure if they were always that reluctant to enter 1x1 spaces or if something had changed. I'll work on fixing it.
I'm not sure what's causing the hostile mobs, I'm not sure, they really shouldn't be affected much. How often does this happen? Do they stop attacking or just moving? Do you have any other mods installed?
Thanks for confirming this, I wasn't sure if they were always that reluctant to enter 1x1 spaces or if something had changed. I'll work on fixing it.
I'm not sure what's causing the hostile mobs, I'm not sure, they really shouldn't be affected much. How often does this happen? Do they stop attacking or just moving? Do you have any other mods installed?
I've never seen a problem with hostile mobs before now. I've noticed they normally stop attacking whenever they are under trees. They just completely stop moving and I can walk up to them and they don't hurt me. If I knock them out from under, they normally resume their attack. At first I thought it was an AI update with the Zombies and Skeletons I'd missed so they wouldn't catch fire in the sun, but then I saw Creepers doing it, and I could literally hug them and they wouldn't blow up (oh the irony XD )
I've never seen a problem with hostile mobs before now. I've noticed they normally stop attacking whenever they are under trees. They just completely stop moving and I can walk up to them and they don't hurt me. If I knock them out from under, they normally resume their attack. At first I thought it was an AI update with the Zombies and Skeletons I'd missed so they wouldn't catch fire in the sun, but then I saw Creepers doing it, and I could literally hug them and they wouldn't blow up (oh the irony XD )
Thanks, that's weird, I'll do my best to replicate it and find out why it's doing that.
We made a simple Review on your mod. (we usllay do tutorials, but your mod isn't that complicated to install) :laugh.gif:
Feel free to check it out.
(Thumbnail will change)
Thanks! I always appreciate spotlights and videos. It's great to see other people enjoying the mod and I'm not a video maker myself so it really helps with showing off some of the features that don't translate well to still shots. :smile.gif:
Edit: added it to the front page in the videos section if you don't mind :smile.gif:
Could you add a couple more functions? Please, just skim through this for me...
Number one - A configurable button (like tab or f), that would make all of your wolves toggle between sitting or standing. A whistle sound effect would go great with this.
Number two - It would be awesome if left clicking on a distant mob would sic your dogs on said mob. Say, I want to kill some pigs, but I don't want to chase after them, so I just left-click the mobs from a distance, and my wolves kill them for me. The whistle sound effect mentioned earlier would also fit quite nicely here.
Number three - When my dogs sit down, they will NEVER teleport to me, even if I am being attacked. Sit means sit, no matter what.
Number four - A kennel. Just a block that you could put your wolves in. I like my dogs, but I don't always want them running around my legs. Just right click the wolf you want to store with your kennel, and shablam! Your wolf is in a kennel, and you can carry him around in your inventory. Maybe the kennel would be placeable, and perhaps right clicking on a placed kennel would release the wolf within it.
Number five - Configurable invincibility... I love my dogs, and I'm tired of seeing them die for stupid reasons. If you could consider adding some method of configuring wolves, It would be a godsend. Perhaps when wolves reached half of a heart, they would stop taking damage(I.E. invincible at that point), cancel their attack, and begin fleeing. Maybe some configurable health regeneration, configurable invincibility to fall damage, configurable invincibility to drowning, configurable maximum health and damage... Just consider some of this stuff, please, oh, please...
Playing since Beta 1.3_01. Yeah. I like BTW. Or used to. Still do. Stuff Technic. (Back in the day...)
*Plays Minecraft on a craptop* *Optifine user since Optimine* *Using mods since Beta 1.5_01*
I want to thank everyone for helping shatter the previous downloads record with almost 1,500 downloads! As the official Minecraft release draws near, I want to focus on bringing Sophisticated Wolves to multiplayer and fixing some of the existing bugs. There are still new features planned after the official release, but I want to make current content work everywhere before I get into new stuff. :smile.gif:
Anyways, I believe I struck a pretty good balance in this update but I would really appreciate feedback. :smile.gif:
Yeah, they should show up in chunks that have already been generated. They're still fairly hard to find and limited to Forest/Taiga biomes (if you're using a pre-1.8 world then your biomes will have shifted).
The different wolf types haven't been implemented yet. Wolves still use the default texture so they should work with the HD patcher. When multiple skins are supported, you'll have to edit the mod-only ones yourself if you want them in HD.
I hope that helps, cause even with the little bugs, I still very much like what this mod does for me :laugh.gif:
It talks specifically about general animal spawning, but does have it's own small section specifically about Wolf spawning rates. A TL;DR version for this thread would simply be that unless Wolves are generated with a new chunk, even if they are modded to being persistent, you have a 1/2400 chance of a spawn, and that's -only- within the Pine Forest and Mixed Forest biomes. The details and facts are in the link.
The entire animal spawning rate has been turned down from 20 attempts per second to 1 attempt every 20 seconds, which is why animals seem to never come back once they have been killed. I hope it's not a bold request, but would you be able to either add to this mod or create a different one that changes the spawn rate up?
Yeah, I know about the new spawning rules. I essentially consider it a no-respawn rule since it's far too rare to count on. In the mod, wolves respawn now because I added them to the hostile mob spawning list, though I had to change some other things to better correct their spawning rates (entire hillsides were being covered in wolves in a single day).
I don't want to adjust the actual animal spawning equation since it's in the World.java file which is one of the main files used by MC. Modloader and other mod tools exist so you can have multiple mods without conflicting. For science, I did actually try to see if I could but with persistent mobs the game is flooded with pigs and sheep. The only reason wolves work is that they despawn after a while, so they can safely respawn without causing a mess (so long as their spawn rate is fairly balanced).
Ah yea, that would make since that the world could easily become overpopulated with them being persistent now. Would it be possible to add passive mobs to the hostile mob spawning list and adjust spawn rate like you did with the wolves? At least that way they could spawn and despawn properly. Until breeding is actually added, I've honestly seen no point in persistent passive mobs. All that does is cause animals to all end up getting trapped down a hole or something.
If I knew anything about making mods, I would definitely make old animal spawning it's own mod, cause I'm pretty sure there are plenty of people who also dislike how the spawn rates have changed (Which is why they would have come here for Wolves anyways :tongue.gif: )
Well I was able to add wolves because they're not persistent. Since it's on a per-animal basis I'd have to go through and adjust each one (and their spawn rate) accordingly, which I feel would take a lot more time than it's worth. For now, I'm just going to stick with wolves.
Thanks for confirming this, I wasn't sure if they were always that reluctant to enter 1x1 spaces or if something had changed. I'll work on fixing it.
I'm not sure what's causing the hostile mobs, I'm not sure, they really shouldn't be affected much. How often does this happen? Do they stop attacking or just moving? Do you have any other mods installed?
Maybe you could give wolves able to level up! :tongue.gif:
I have: ModLoader, AudioMod, Balkon's Weaponmod, Freerunner's Mod, & Weeping Angels
I've never seen a problem with hostile mobs before now. I've noticed they normally stop attacking whenever they are under trees. They just completely stop moving and I can walk up to them and they don't hurt me. If I knock them out from under, they normally resume their attack. At first I thought it was an AI update with the Zombies and Skeletons I'd missed so they wouldn't catch fire in the sun, but then I saw Creepers doing it, and I could literally hug them and they wouldn't blow up (oh the irony XD )
We made a simple Review on your mod. (we usllay do tutorials, but your mod isn't that complicated to install) :laugh.gif:
Feel free to check it out.
(Thumbnail will change)
Thanks, that's weird, I'll do my best to replicate it and find out why it's doing that.
Thanks! I always appreciate spotlights and videos. It's great to see other people enjoying the mod and I'm not a video maker myself so it really helps with showing off some of the features that don't translate well to still shots. :smile.gif:
Edit: added it to the front page in the videos section if you don't mind :smile.gif:
I don't plan on adding any RPG elements, but if you like that then you should try the Doggy Talents mod.
Number one - A configurable button (like tab or f), that would make all of your wolves toggle between sitting or standing. A whistle sound effect would go great with this.
Number two - It would be awesome if left clicking on a distant mob would sic your dogs on said mob. Say, I want to kill some pigs, but I don't want to chase after them, so I just left-click the mobs from a distance, and my wolves kill them for me. The whistle sound effect mentioned earlier would also fit quite nicely here.
Number three - When my dogs sit down, they will NEVER teleport to me, even if I am being attacked. Sit means sit, no matter what.
Number four - A kennel. Just a block that you could put your wolves in. I like my dogs, but I don't always want them running around my legs. Just right click the wolf you want to store with your kennel, and shablam! Your wolf is in a kennel, and you can carry him around in your inventory. Maybe the kennel would be placeable, and perhaps right clicking on a placed kennel would release the wolf within it.
Number five - Configurable invincibility... I love my dogs, and I'm tired of seeing them die for stupid reasons. If you could consider adding some method of configuring wolves, It would be a godsend. Perhaps when wolves reached half of a heart, they would stop taking damage(I.E. invincible at that point), cancel their attack, and begin fleeing. Maybe some configurable health regeneration, configurable invincibility to fall damage, configurable invincibility to drowning, configurable maximum health and damage... Just consider some of this stuff, please, oh, please...
*Plays Minecraft on a craptop* *Optifine user since Optimine* *Using mods since Beta 1.5_01*