I tamed a lamb with wheat, but I can get them to follow me .... Also, I tamed a chick and gave it seeds, it didn't follow me initially. But after I got a certain distance and it teleported to me it worked as normal.
The babies don't follow as closely as they used to, it was too annoying having them push you around. You still have to give them seeds if you want them to follow you, but when you are not moving they will walk around like the wolves do until you start moving again. Just like before, to stop this behavior you show them your empty hand.
For others with issues: Don't forget to give them wheat to tag them!
Excuse me, could you possibly give them the agility to go through doors? I'm trying to round up a **** ton of animals into a small pen and they keep escaping when I try to let the others in via a hole in the fence.
Hell, here's an idea. Give us the ability to craft a glove that allows us to pick up and place the baby animals.
I love this mod, its so cute <3
oh btw how come that when I make my puppy an adult it has a blue collar,
and have a diferent skin? :tongue.gif:
since I edited my wolves they normaly look diferent xP
It's so that you can tell the special wolves from the normal ones. You're welcome to customize the texture for your needs.
Quote from EightBlade »
Excuse me, could you possibly give them the agility to go through doors? I'm trying to round up a **** ton of animals into a small pen and they keep escaping when I try to let the others in via a hole in the fence.
I am already aware of this issue and am working on it.
Does this work with Random Mobs and Wolf variations?
I can attest that it DOEs work with Wolf Variations, but only somewhat... if you have variations on, the pups will spawn in... halfway. Their texture is screwed up, and they will only be tamed to the default wolf with a blue collar. BUT the "Skin changing staff" of that mod does allow you to change the skin to the variations :tongue.gif:
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[quote=Kasudain]Well, all major religions have a 'Hell' with flying jellyfish that throw fireballs. Duh.
Does this work with Random Mobs and Wolf variations?
I can attest that it DOEs work with Wolf Variations, but only somewhat... if you have variations on, the pups will spawn in... halfway. Their texture is screwed up, and they will only be tamed to the default wolf with a blue collar. BUT the "Skin changing staff" of that mod does allow you to change the skin to the variations :tongue.gif: SwiftWolf Was Here MWAHAHAHAHAHA
Ya know, I think this mod could do with real time growth. Or atleast make the babies spawn less, because ever since I installed it I've seen nothing BUT babies. Makes it hard to get the required material for cake.
Aside from that, excuse my ignorance, but do tamed chickens lay eggs without light stone dust.
And yeah, as I said, real time growth would be awesome.
do tamed chickens lay eggs without light stone dust.
Yes, and twice as often as the wild chickens.
The babies have the same spawn rate as the wild animals (except the pups, which will be fixed for the update) so you should find adults if you walk around some more, far enough away that existing animals de-spawn.
If I make the babies grow up automatically, there are going to be a lot of upset people wanting to know where their babies went.
Quote from SwiftWolf »
Does this work with Random Mobs?
The RandoMobs team is working on it, but not yet.
Quote from ThePrince »
Will these spawn in existing worlds?
Yes.
Quote from Creeper King »
Can you make baby squids and possibly baby creepers?
These are not in my plans, sorry. A lot of people have made baby monster mods already, like spider family, mo creeps and weirdos, and there must be a baby creeper mod already (creepops, I think?)
Squids are kind of broken right now and their code is more complex than the other animals, so I'm trying to get the farm animals to a stable phase before I try to tackle anything else.
good luck porting to the new update! hopefully isnt too broken.
It's in pretty good shape since I'm not adding anything new, really, just a couple of bug fixes. I'm anticipating a smooth transition. Also, the door problem seems to have been sort of fixed by Mojang.
Don't be too surprised if there is a 1.5_01 update in the next week, though!
good luck porting to the new update! hopefully isnt too broken.
It's in pretty good shape since I'm not adding anything new, really, just a couple of bug fixes. I'm anticipating a smooth transition. Also, the door problem seems to have been sort of fixed by Mojang.
Don't be too surprised if there is a 1.5_01 update in the next week, though!
The babies don't follow as closely as they used to, it was too annoying having them push you around. You still have to give them seeds if you want them to follow you, but when you are not moving they will walk around like the wolves do until you start moving again. Just like before, to stop this behavior you show them your empty hand.
For others with issues: Don't forget to give them wheat to tag them!
Excellent! I've updated the playlist :smile.gif:
Hell, here's an idea. Give us the ability to craft a glove that allows us to pick up and place the baby animals.
It's so that you can tell the special wolves from the normal ones. You're welcome to customize the texture for your needs.
I am already aware of this issue and am working on it.
One of the little ones is looking at my livestock hungrily...
And is there a way to stop them from teleporting?
Calves, chicks, piglets, lambs: Right click on them with an empty hand
Pups/Wolves: Right click them.
I can attest that it DOEs work with Wolf Variations, but only somewhat... if you have variations on, the pups will spawn in... halfway. Their texture is screwed up, and they will only be tamed to the default wolf with a blue collar. BUT the "Skin changing staff" of that mod does allow you to change the skin to the variations :tongue.gif:
kk ty
Aside from that, excuse my ignorance, but do tamed chickens lay eggs without light stone dust.
And yeah, as I said, real time growth would be awesome.
Yes, and twice as often as the wild chickens.
The babies have the same spawn rate as the wild animals (except the pups, which will be fixed for the update) so you should find adults if you walk around some more, far enough away that existing animals de-spawn.
If I make the babies grow up automatically, there are going to be a lot of upset people wanting to know where their babies went.
The RandoMobs team is working on it, but not yet.
Yes.
These are not in my plans, sorry. A lot of people have made baby monster mods already, like spider family, mo creeps and weirdos, and there must be a baby creeper mod already (creepops, I think?)
Squids are kind of broken right now and their code is more complex than the other animals, so I'm trying to get the farm animals to a stable phase before I try to tackle anything else.
The RandoMobs team is working on it, but not yet.
I'm using this mod perfectly with Random Mobs..
Well the babies have your default skin, but the mod loads fine..
:tongue.gif:
I guess I thought they were asking if it put the random textures on the babies and tamed adults, which it does not, but it will soon.
A 32x32 texture pack that keeps faithful to the original textures, items, and gui.
It's in pretty good shape since I'm not adding anything new, really, just a couple of bug fixes. I'm anticipating a smooth transition. Also, the door problem seems to have been sort of fixed by Mojang.
Don't be too surprised if there is a 1.5_01 update in the next week, though!
definitely wont be surprised, u seen the list of bugs? :ohmy.gif: http://www.minecraftwiki.net/wiki/Version_history
A 32x32 texture pack that keeps faithful to the original textures, items, and gui.