Thanks! I've fixed all the long necks in the mod ATM and as soon as Zeus's computer is fixed we will upload the new models. I also added a few coat colors!
Excellent! I love the way this mod adds more than one coat color, and the way the dogs are actually male and female, and well, I could go on and on.. I was wondering, is it possible for those who get the mod to make custom coats for the dogs?
Rollback Post to RevisionRollBack
Dogs are not our whole life, but they make our lives whole.
Roger A. Caras
Excellent! I love the way this mod adds more than one coat color, and the way the dogs are actually male and female, and well, I could go on and on.. I was wondering, is it possible for those who get the mod to make custom coats for the dogs?
Right now we are focusing on improving AI, adding new breeds and concepts over all. I personally don't like that idea because I feel like some immature people would ruin it. I personally like doing the coats and seeing people enjoy them.
So you will be stuck with the colors I give you : 3
-Maybe a fetch mechanic? I think there's one in doggy talents...
Thanks for the suggestion! We are always looking for new ways to make the mod feel more realistic and interactive. We have discussed fetching and I think you will see it in the near future.
This mod is extremely new and we have so many things we want to add! We will be releasing new content as soon as Zeus's computer is running!
Right now we are focusing on improving AI, adding new breeds and concepts over all. I personally don't like that idea because I feel like some immature people would ruin it. I personally like doing the coats and seeing people enjoy them.
So you will be stuck with the colors I give you : 3
I completely understand. I like your coats a lot so I don't think they will be hard to deal with. xD
Rollback Post to RevisionRollBack
Dogs are not our whole life, but they make our lives whole.
Roger A. Caras
Teaser photo in Twitter plz? And when is next update?
Rollback Post to RevisionRollBack
If I helped you in any way or agree in my ideas or posts, make sure you click that green arrow pointing up below my post or simply huggle me! I use 1.7.10 (Modded), so when I comment that I like a 1.8 mod, I will comment to downgrade to 1.7.10. I support no pics, no clicks. Suggestions that I think that are the best deserves a banner!
It is almost time to say goodbye to 1.7.10 because of the recent surge of big 1.9 mods.
Why MCreator sucks: jcm2606's file (doesn't open a new tab) He allows/welcomes anyone to link the file, so I put it here in my signature for people to know how MCreator functions. I thank jcm2606 (he's awesome) for creating the document/file and I'm just here to spread the word.
The Meaning of Life, the Universe, and Everything.
Join Date:
4/9/2015
Posts:
45
Member Details
Sorry for the absence, everyone. I just moved and my computer was damaged in the process, and I've just now been able to get a temporary replacement Frankensteined together. I will now resume work on fixing the bugs that are present as well as adding new features and implementing the changes Mellon has made to the models and textures.
b. I don't know if they spawn in existing worlds, haven't found any dogs in my old testing world.
There's no reason they shouldn't, although in vanilla Minecraft, non-monster creatures spawn much more rarely in existing chunks than they do when chunks are first created. If you explore a new area of your world, you should see a normal amount. However, if you're using a mod that changes spawning, such as Custom Mob Spawner for Mo' Creatures, there may be a compatibility issue there as CMS doesn't know about our dogs. I'm not sure how good it is at detecting other mods' creatures on the fly.
I quite like this mod in my singleplayer world, but on my forge server I am unable to find any dogs nor place a doghouse after I have crafted one. Is there a method of how to fix said problems?
I know other people have had success with it on servers (including myself,) so I'm not sure what the problem might be. Perhaps another mod is conflicting with it, or it somehow wasn't installed on the server side correctly. If you can provide server logs showing the mods being loaded and any errors that may be occurring, I'll do my best to look into it.
I'm playing with my brother on a LAN hardcore world. Everytime I try to SPAWN a dog in, I crash, and cannot connect to the server. It always kicks me with "Disconnected from server". My brother has to kill the dog in order for me to log back in.
Anyone experiencing crashes please check the crash report. If necessary, send it our way. That way I can figure out what is causing the problem. Here's an excellent write-up about them by Nerd_Boy. Crash Reports 101
Hi there, this mod is pretty neat, unfortunately it appears this mod doesn't work with a number of other mods, here's the crash report for singleplayer:
---- Minecraft Crash Report ----
// But it works on my machine.
Time: 4/14/15 3:39 PM
Description: Exception in server tick loop
java.lang.NullPointerException: Exception in server tick loop
at com.seiferware.minecraft.doggystyle.utils.ClientProxy.getRand(ClientProxy.java:27)
at com.seiferware.minecraft.doggystyle.DoggyStyle.getRand(DoggyStyle.java:61)
at com.seiferware.minecraft.doggystyle.skills.DogSkill.generateStat(DogSkill.java:17)
at com.seiferware.minecraft.doggystyle.entity.EntityDog.initSkills(EntityDog.java:465)
at com.seiferware.minecraft.doggystyle.entity.EntityDog.func_110161_a(EntityDog.java:594)
at net.minecraft.world.SpawnerAnimals.func_77191_a(SpawnerAnimals.java:372)
at net.minecraft.world.gen.ChunkProviderGenerate.func_73153_a(ChunkProviderGenerate.java:424)
at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:279)
at fastcraft.a.d.a(F:84)
at fastcraft.Hooks.r(F:137)
at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1055)
at net.minecraft.world.gen.ChunkProviderServer.originalLoadChunk(ChunkProviderServer.java:190)
at net.minecraft.world.gen.ChunkProviderServer.loadChunk(ChunkProviderServer.java:131)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:101)
at net.minecraft.server.MinecraftServer.func_71222_d(MinecraftServer.java:265)
at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:130)
at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:153)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:387)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
On the forge server it appears to work fine, but soon as a something from this mod loads, players are disconnected and are unable to reconnect with no reason given.
With Zeus's computer back up and running we can now keep adding to the mod. We are a little behind on content but are working diligently to keep improving the mod.
We will be releasing an update by Friday as long as things keep going well. The next release will include;
-Improved Dog Models *shortened necks, improved ears and over all proportions.*
-Additional Coat colors
-Known Bug Fixes
-Config File
-Russian Translation
If time allows it we would also like to include a few new dogs, but we won't know until later in the week if we will be able to include them or not.
Please continue with feed back and ideas. With your help this mod can keep growing!
i think you should add an aggression levels so then you can read it in the dog's menu(like in the copious dogs mod). Also people can know if thier dog is a fighter or not because some people want docile dog.
no bulldogs?? aww. maybe in the future and a dogue de bordeaux? i actually just got one of those IRL
but really this is a great mod.
There are SO many dogs that I want to add! We have an entire folder filled with completed dogs just waiting to be coded into the game. I'm hoping next release we can release a few more dogs, but I think improving the GUI will come first. The mod is just starting so there is SO much more to come!
I know Dogue de bordeaux, it's a dog from turner and hooch! I'd have to find a way to figure out how to get all those folds!
Some dogs are going to be harder to make than others, I want each dog to look unique from one another and easy to tell a part so some dogs might be a little technically difficult.
The Meaning of Life, the Universe, and Everything.
Join Date:
12/2/2013
Posts:
52
Member Details
I was wondering.. Would it be possible to make it so the dogs could have more than one pup? Something along the lines of; there is a random chance for them to have 1-4 pups in each litter?
Rollback Post to RevisionRollBack
Dogs are not our whole life, but they make our lives whole.
Roger A. Caras
small idea: i love this mod but having random domestic dog breeds roam the wilderness seems strange. could there be a way to make it where wolves turn into one of the different breeds upon being tamed? kinda like vanilla cats.
I like this better than the Copious Dogs mod. I think it would be cool to have AI for specific breeds (for example, beagles and chihuahuas bark a lot) for their respective real life behaviors. Dunno how difficult that is though. And I'll love to see how the texture variations and models improve as time goes on! Great job!
I was wondering.. Would it be possible to make it so the dogs could have more than one pup? Something along the lines of; there is a random chance for them to have 1-4 pups in each litter?
That might be something we play with when we really get into the breeding aspect of the mod. Keep an eye out you will be very presently surprised.
small idea: i love this mod but having random domestic dog breeds roam the wilderness seems strange. could there be a way to make it where wolves turn into one of the different breeds upon being tamed? kinda like vanilla cats.
The thing is we have so many breeds it would stink to tame a wolf and get a chihuahua when you wanted a great dane. We talked so much about how a person would find dogs in the world would be a pet shop or taming wolfs. We finally get tired of trying to figure it out and just made them spawn like any other mob. For now you will have to stick with a random beagle in the woods ; P
I like this better than the Copious Dogs mod. I think it would be cool to have AI for specific breeds (for example, beagles and chihuahuas bark a lot) for their respective real life behaviors. Dunno how difficult that is though. And I'll love to see how the texture variations and models improve as time goes on! Great job!
We will be working on breed specif breed AI! Really it will be trial and error but Zeus the coder is so talented. Just keep an eye out for updates!
I am working right now on tons of coat colors for each breed so people that own those dogs can find a coat like their personal dog. I really think it's fun have a bunch of different color dogs. Personally I love verity.
The thing is we have so many breeds it would stink to tame a wolf and get a chihuahua when you wanted a great dane. We talked so much about how a person would find dogs in the world would be a pet shop or taming wolfs. We finally get tired of trying to figure it out and just made them spawn like any other mob. For now you will have to stick with a random beagle in the woods ; P
what about having it so when you first tame something it's a wolf, but depending on the skills you train it to acquire it could either a) just magically turn into a breed based upon those skills or b ) have a child of a different breed based on its parents skills. all and all its a really good mod, and i cant wait to see more from it!
Could you do a config please with an option to turn off your world gen spawning?
This update also added config files, including spawn controls. Also, by default, you now need a dog whistle to access a dog's GUI, which will also tell you its stats. If you don't want to have to make dog whistles, there's a config option for that.
Excellent! I love the way this mod adds more than one coat color, and the way the dogs are actually male and female, and well, I could go on and on..
I was wondering, is it possible for those who get the mod to make custom coats for the dogs?
Roger A. Caras
Right now we are focusing on improving AI, adding new breeds and concepts over all. I personally don't like that idea because I feel like some immature people would ruin it. I personally like doing the coats and seeing people enjoy them.
So you will be stuck with the colors I give you : 3
Thanks for the suggestion! We are always looking for new ways to make the mod feel more realistic and interactive. We have discussed fetching and I think you will see it in the near future.
This mod is extremely new and we have so many things we want to add! We will be releasing new content as soon as Zeus's computer is running!
Model and texture artist for Doggy Style
I completely understand. I like your coats a lot so I don't think they will be hard to deal with. xD
Roger A. Caras
Teaser photo in Twitter plz? And when is next update?
If I helped you in any way or agree in my ideas or posts, make sure you click that green arrow pointing up below my post or simply huggle me! I use 1.7.10 (Modded), so when I comment that I like a 1.8 mod, I will comment to downgrade to 1.7.10. I support no pics, no clicks. Suggestions that I think that are the best deserves a banner!
It is almost time to say goodbye to 1.7.10 because of the recent surge of big 1.9 mods.
Why MCreator sucks: jcm2606's file (doesn't open a new tab) He allows/welcomes anyone to link the file, so I put it here in my signature for people to know how MCreator functions. I thank jcm2606 (he's awesome) for creating the document/file and I'm just here to spread the word.
500+ huggles? U wot, m8?
Sorry for the absence, everyone. I just moved and my computer was damaged in the process, and I've just now been able to get a temporary replacement Frankensteined together. I will now resume work on fixing the bugs that are present as well as adding new features and implementing the changes Mellon has made to the models and textures.
There's no reason they shouldn't, although in vanilla Minecraft, non-monster creatures spawn much more rarely in existing chunks than they do when chunks are first created. If you explore a new area of your world, you should see a normal amount. However, if you're using a mod that changes spawning, such as Custom Mob Spawner for Mo' Creatures, there may be a compatibility issue there as CMS doesn't know about our dogs. I'm not sure how good it is at detecting other mods' creatures on the fly.
Sure, that shouldn't be a difficult enhancement.
I know other people have had success with it on servers (including myself,) so I'm not sure what the problem might be. Perhaps another mod is conflicting with it, or it somehow wasn't installed on the server side correctly. If you can provide server logs showing the mods being loaded and any errors that may be occurring, I'll do my best to look into it.
Anyone experiencing crashes please check the crash report. If necessary, send it our way. That way I can figure out what is causing the problem. Here's an excellent write-up about them by Nerd_Boy. Crash Reports 101
Hi there, this mod is pretty neat, unfortunately it appears this mod doesn't work with a number of other mods, here's the crash report for singleplayer:
---- Minecraft Crash Report ----
// But it works on my machine.
Time: 4/14/15 3:39 PM
Description: Exception in server tick loop
java.lang.NullPointerException: Exception in server tick loop
at com.seiferware.minecraft.doggystyle.utils.ClientProxy.getRand(ClientProxy.java:27)
at com.seiferware.minecraft.doggystyle.DoggyStyle.getRand(DoggyStyle.java:61)
at com.seiferware.minecraft.doggystyle.skills.DogSkill.generateStat(DogSkill.java:17)
at com.seiferware.minecraft.doggystyle.entity.EntityDog.initSkills(EntityDog.java:465)
at com.seiferware.minecraft.doggystyle.entity.EntityDog.func_110161_a(EntityDog.java:594)
at net.minecraft.world.SpawnerAnimals.func_77191_a(SpawnerAnimals.java:372)
at net.minecraft.world.gen.ChunkProviderGenerate.func_73153_a(ChunkProviderGenerate.java:424)
at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:279)
at fastcraft.a.d.a(F:84)
at fastcraft.Hooks.r(F:137)
at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1055)
at net.minecraft.world.gen.ChunkProviderServer.originalLoadChunk(ChunkProviderServer.java:190)
at net.minecraft.world.gen.ChunkProviderServer.loadChunk(ChunkProviderServer.java:131)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:101)
at net.minecraft.server.MinecraftServer.func_71222_d(MinecraftServer.java:265)
at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:130)
at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:153)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:387)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.8.0_40, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 287983432 bytes (274 MB) / 667942912 bytes (637 MB) up to 3176660992 bytes (3029 MB)
JVM Flags: 4 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx3G -Xmn128M -XX:MaxPermSize=514m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 15, tallocated: 95
FML: MCP v9.05 FML v7.10.104.1358 Minecraft Forge 10.13.3.1358 Optifine OptiFine_1.7.10_HD_U_B5 60 mods loaded, 60 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
FML{7.10.104.1358} [Forge Mod Loader] (forge-1.7.10-10.13.3.1358-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
Forge{10.13.3.1358} [Minecraft Forge] (forge-1.7.10-10.13.3.1358-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
CodeChickenCore{1.0.4.35} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
gasesCore{1.6.2} [Glenn's Gases Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
gasesFrameworkCore{1.1.2} [Gases Framework Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
NotEnoughItems{1.0.4.95} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.4.95-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
ThaumicTinkerer-preloader{0.1} [Thaumic Tinkerer Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
sapmanpack{2.4.1} [SanAndreasPs Manager Pack CORE edition] (SAPManPack-1.7.10-2.4.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
gender{1.0.1} [Gender] ([1.7.10]Gender-1.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
IC2{2.2.712-experimental} [IndustrialCraft 2] (industrialcraft-2-2.2.712-experimental.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
ImmibisCore{59.0.8} [Immibis Core] (immibis-core-59.0.8.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
AdvancedRepulsionSystems{59.0.2} [Advanced Repulsion Systems] (adv-repulsion-systems-59.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
AdvancedMachines{59.0.2} [Advanced Machines] (advanced-machines-59.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
BiblioCraft{1.10.2} [BiblioCraft] (BiblioCraft[v1.10.2][MC1.7.10].jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
BuildCraft|Core{6.4.8} [BuildCraft] (buildcraft-6.4.8.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
Forestry{3.5.3.11} [Forestry for Minecraft] (forestry_1.7.10-3.5.3.11.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
BinnieCore{2.0-pre8} [Binnie Core] (binnie-mods-2.0-pre8.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
Botany{2.0-pre8} [Botany] (binnie-mods-2.0-pre8.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
ExtraBees{2.0-pre8} [Extra Bees] (binnie-mods-2.0-pre8.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
ExtraTrees{2.0-pre8} [Extra Trees] (binnie-mods-2.0-pre8.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
Genetics{2.0-pre8} [Genetics] (binnie-mods-2.0-pre8.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
BuildCraft|Transport{6.4.8} [BC Transport] (buildcraft-6.4.8.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
BuildCraft|Silicon{6.4.8} [BC Silicon] (buildcraft-6.4.8.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
BuildCraft|Builders{6.4.8} [BC Builders] (buildcraft-6.4.8.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
BuildCraft|Energy{6.4.8} [BC Energy] (buildcraft-6.4.8.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
BuildCraft|Factory{6.4.8} [BC Factory] (buildcraft-6.4.8.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
claysoldiers{2.0.0-beta.2} [Clay Soldiers Mod] (ClaySoldiersMod-1.7.10-2.0.0-beta.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
CompactSolars{4.4.39.315} [Compact Solar Arrays] (CompactSolars-1.7.10-4.4.39.315-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
doggystyle{1.0.1.71} [Doggy Style] (DoggyStyle-1.0.1.71.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
factorization.notify{1.0} [Factorization Notification System] (Factorization-1.7.10-0.8.89.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
factorization.dimensionalSlice{0.8.89} [Factorization Dimensional Slices] (Factorization-1.7.10-0.8.89.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
factorization{0.8.89} [Factorization] (Factorization-1.7.10-0.8.89.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
factorization.misc{0.8.89} [Factorization Miscellaneous Nonsense] (Factorization-1.7.10-0.8.89.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
FastCraft{1.21} [FastCraft] (fastcraft-1.21.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
xencreepers{1.1} [Female Creepers] (Femalecreepers_1.7.2-10-1.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
Waila{1.5.10} [Waila] (Waila-1.5.10_1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
gasesFramework{1.1.2} [Gases Framework] (gasesFramework-1.7.10-1.1.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
gases{1.6.2} [Glenn's Gases] (gases-1.7.10-1.6.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
Baubles{1.0.1.10} [Baubles] (Baubles-1.7.10-1.0.1.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
Thaumcraft{4.2.3.5} [Thaumcraft] (Thaumcraft-1.7.10-4.2.3.5.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
GraveStone{2.12.1} [GraveStone] (GraveStone-2.12.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
ani_koto{v1.6} [Kingdoms of the Overworld Mod] (Kingdoms of the Overworld-1.7.10-1.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
LogisticsPipes{0.8.3.116} [Logistics Pipes] (logisticspipes-0.8.3.116.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
magicalcrops{1.7.2 - 0.1 ALPHA} [Magical Crops] (magicalcrops-1.7.10_0.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
RadixCore{2.0.1} [RadixCore] (RadixCore-2.0.1-1.7.10-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
MCA{5.0.0} [Minecraft Comes Alive] (MCA-5.0.0-1.7.10-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
medieval_mobs{a2} [Medieval mobs mod, part of Liege mod] (medieval_mobs-1.7.10 v.a2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
millenaire{6.0.0} [Millénaire] (millenaire-6.0.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
ProjectZulu|Core{1.7.10-1.4c2} [Project Zulu] (ProjectZulu-1.7.10-1.4c2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
Railcraft{9.5.0.0} [Railcraft] (Railcraft_1.7.10-9.5.0.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
libsandstone{1.0.0} [libsandstone] (LibSandstone-1.0.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
xreliquary{1.2} [Reliquary] (Reliquary-1.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
Revamp{1.3.0} [Revamp] (Revamp-1.3.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
roadblock{1.7.10-2.1.7-} [Roadblocks] (Roadblocks-1.7.10-2.1.7-.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
thaumcraftneiplugin{1.7.10-1.7} [Thaumcraft NEI Plugin] (thaumcraftneiplugin-1.7.10-1.7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
ThaumicHorizons{1.1.1} [Thaumic Horizons] (thaumichorizons-1.7.10-1.1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
ThaumicTinkerer{unspecified} [Thaumic Tinkerer] (ThaumicTinkerer-2.5-1.7.10-164.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
weaponmod{v1.14.3} [Balkon's WeaponMod] (weaponmod-1.14.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
ModLister{1.0} [Mod Lister] (Mod+Lister+1.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
Forestry : Warning: You have mods that change the behavior of Minecraft, ForgeModLoader, and/or Minecraft Forge to your client:
Optifine
These may have caused this error, and may not be supported. Try reproducing the crash WITHOUT these mods, and report it then.
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Player Count: 0 / 8; []
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
On the forge server it appears to work fine, but soon as a something from this mod loads, players are disconnected and are unable to reconnect with no reason given.
PC Crafter
Hello all our Domestic Dog lovers!
With Zeus's computer back up and running we can now keep adding to the mod. We are a little behind on content but are working diligently to keep improving the mod.
We will be releasing an update by Friday as long as things keep going well. The next release will include;
-Improved Dog Models *shortened necks, improved ears and over all proportions.*
-Additional Coat colors
-Known Bug Fixes
-Config File
-Russian Translation
If time allows it we would also like to include a few new dogs, but we won't know until later in the week if we will be able to include them or not.
Please continue with feed back and ideas. With your help this mod can keep growing!
~Mellons~
Looks like you're using 1.0.1.71. Please upgrade to 1.0.2.72 (link in OP) as this problem has already been fixed.
i think you should add an aggression levels so then you can read it in the dog's menu(like in the copious dogs mod). Also people can know if thier dog is a fighter or not because some people want docile dog.
no bulldogs?? aww. maybe in the future and a dogue de bordeaux? i actually just got one of those IRL
but really this is a great mod.
There are SO many dogs that I want to add! We have an entire folder filled with completed dogs just waiting to be coded into the game. I'm hoping next release we can release a few more dogs, but I think improving the GUI will come first. The mod is just starting so there is SO much more to come!
I know Dogue de bordeaux, it's a dog from turner and hooch! I'd have to find a way to figure out how to get all those folds!
Some dogs are going to be harder to make than others, I want each dog to look unique from one another and easy to tell a part so some dogs might be a little technically difficult.
Model and texture artist for Doggy Style
I made a German mod review.
I was wondering.. Would it be possible to make it so the dogs could have more than one pup? Something along the lines of; there is a random chance for them to have 1-4 pups in each litter?
Roger A. Caras
small idea: i love this mod but having random domestic dog breeds roam the wilderness seems strange. could there be a way to make it where wolves turn into one of the different breeds upon being tamed? kinda like vanilla cats.
I like this better than the Copious Dogs mod. I think it would be cool to have AI for specific breeds (for example, beagles and chihuahuas bark a lot) for their respective real life behaviors. Dunno how difficult that is though. And I'll love to see how the texture variations and models improve as time goes on! Great job!
Very nice, I'm a dog fan. Can't wait until you add some of the stuff like the pack carrying dogs, guard dogs, etc.
I realize they don't fight for you..
Thank you so much! I love it! It makes me happy so many people are enjoying our mod. You did an amazing job!
That might be something we play with when we really get into the breeding aspect of the mod. Keep an eye out you will be very presently surprised.
The thing is we have so many breeds it would stink to tame a wolf and get a chihuahua when you wanted a great dane. We talked so much about how a person would find dogs in the world would be a pet shop or taming wolfs. We finally get tired of trying to figure it out and just made them spawn like any other mob. For now you will have to stick with a random beagle in the woods ; P
We will be working on breed specif breed AI! Really it will be trial and error but Zeus the coder is so talented. Just keep an eye out for updates!
I am working right now on tons of coat colors for each breed so people that own those dogs can find a coat like their personal dog. I really think it's fun have a bunch of different color dogs. Personally I love verity.
Yess! This mod is very new but these are both ideas we want to see in the future! You're reading my mind!
Yeah, big bug! My coder had computer issues than couldn't figure out why, he pin pointed it and will upload a fix ASAP.
Model and texture artist for Doggy Style
what about having it so when you first tame something it's a wolf, but depending on the skills you train it to acquire it could either a) just magically turn into a breed based upon those skills or b ) have a child of a different breed based on its parents skills. all and all its a really good mod, and i cant wait to see more from it!
Combat has been fixed! Dogs will now fight, as they were always meant to.
As soon as 1.0.3.75 is available for download.
Now that we have that big issue out of the way, look for more updates soon with cosmetic changes and more bug fixes.
This update also added config files, including spawn controls. Also, by default, you now need a dog whistle to access a dog's GUI, which will also tell you its stats. If you don't want to have to make dog whistles, there's a config option for that.