I have a suggestion: add gordon setters. Same model as Irish setters, but black and tan. Google it for pics.
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Hey my names ace the army pup here and i was wondering if you can add this to the doggy style mod?
Can you add were when a dog is going to have puppies in come with a 5 to 10 minecraft day wait.
The bigger the dog the longer it takes.
Like a french bull dog takes 5 days
A Germen shepherd 8 days
A saint bernard the full 10 days.
thank you in advance Ace!
nuuuu
Lol. I know some people will like this idea, and some will not.
Some people are patient, and some are not.
I would die waiting for pups to be born.
Anyways, good idea! Although I think a day is 20 minutes so... wouldn't ten days be too much?
I suspect that the "PotionEffect" in the crash report is indeed Taint affecting the dog in some kind of way, such as corruption. I'm not sure why this would cause a crash, but I'd love for it to be debugged by someone if possible, especially with Thaumcraft being such a major mod! Something I feel may be key to it all is this: "Other mobs such as horses, wolves, and spiders, have no tainted form, and will become Thaumic Slimes. (Sometimes big ones!)" taken from here. Does DoggyStyle have some code in place to make dogs immune, or is there something in the code that gets confused when corrupting a dog?
I'll look into this apparent incompatibility. Off the top of my head I have no idea what it would be, as I can't imagine anything being null on dogs that PotionEffect code would depend on existing for every creature. Strange thing is I haven't encountered this issue with my world, but then again I've only found a little bit of taint so maybe there haven't been any dogs in it yet.
I don't think there's a wiki for the mod. At least, if there is, I've never seen it.
Zeus, if there's a wiki, can we have a link to it? If not, do I have permission to start one?
For a while I've planned on having a wiki/website and just haven't gotten around to it. I've got a domain for it, just haven't set up the content. If you really felt like populating one I could probably set up a shell pretty quick.
Hey, I am loving the mod! However, I just have a few questions to ask:
btw I am using 1.7.10
Often, while I am walking around with my dogs, they will suddenly duplicate! I turn around to make sure my dogs are following, and find that one or more have totally cloned, same appearance, name, and everything! Has anyone had this issue or have any advice? I am playing on LAN with a friend, who has not experienced the same glitch.
Secondly, I thought (based on what I've read in the thread) that it is possible to summon your dog to its doghouse, wherever it is, by right-clicking the house with a whistle. Should this be possible, because it doesn't seem to work for me.
Lastly, will your dogs attack mobs that you hit while they're following you, or only when they're roaming (because they usually don't attack when following). Also, what is the difference between 'stay' and 'lie down'?
Once again, I love the mod! Thanks for the help!
I have never seen dogs (or any other mobs) duplicate, except upon initial creation because of code running on both client and server, which ends up with one that never moves. But I've never seen it while mobs are already running around. The whistle-summoning-to-house feature was added after the switch to 1.8, so it's not in the 1.7 version. They should attack while following I believe.
I searched the thread, but I didn't see any mention of a dog door. This surprised me. Are there any future plans for a craftable doggy door?
It would be very useful to have such a door in the wall of the house so you don't have to wait for your dog to follow you before you can close your door behind you. Or on livestock pens so the corgis could enter and leave whilst the livestock are trapped inside.
Oh, I found out that 1st generation bred corgis have the herding skill. That was under question earlier. So your first corgi puppies will have it.
And something that I've discovered that can be a bit of an annoyance is that two dogs will try to herd that same animal. If you send two corgis out to bring in cows they'll both go for the nearest cow. Perhaps it could be looked into for a future update to fix it so one dog won't try to herd an animal that is already being herded by another dog?
Also I was wondering about herding horses. They can be awkward to manage when you have no leads and just 1 saddle. Maybe a golden carrot could be used for the herding staff.
I did start work on a dog door a while back, I ran into some issues because of the way that pathing works. Ideally, dogs should know they can go through it, while other creatures should know they can't. Unfortunately, at least in 1.7.10, which I was using at the time, it's all or nothing. So I actually got it working, but other mobs would stand next to the door and jump up and down, like they did with fences many versions ago. This looks silly, but it also means as soon as the dog opens the door, the other mobs run through it, which makes it less functional. I might look at 1.8 and see if the code has changed enough to make it work more completely.
If I remember my code correctly, there's a very good chance that a bred corgi will have the skill, but a slim chance it won't. If you breed two corgis which already have the skill, their offspring should always have it as well.
True the code looks for the nearest animal of the appropriate type, so I suppose multiple dogs sent after the same type of animal would fetch the same one. The way the herding works I'm not sure the best way around that, but I can look into it.
Are you ever going to make it so that different breeds can have a puppy?
Thanks!
There have been plans for making that possible to an extent, as modern dog breeds are actually made from combining several older breeds. Making "mutts" which take on physical traits from both parents is simply impossible, because it would be hundreds of combinations and they would all need to be made manually. Because of the way the models and textures work, there's no way around it. So in answer, possibly, but only specific combinations.
can you add where certain breeds are found in which biome. it would be much easier if you added a section for that. Thanks
If you mean add documentation, currently all breeds can spawn in any biome. If you mean make it where certain breeds only spawn in certain biomes, that's another thing we've intended for a long time and just haven't completed yet.
I'm trying to find a way to remove dog houses that have been assigned to dogs. I placed them quickly and now I want to move them. Problem I can't destroy them. I tried everything. Even the empty ones don't seem to be movable (I read the instruction in 1st post and tried that already)...
What can I do? Thanks.
Edit: Found a way: blew them up with TNT
You should be able to sneak right-click an empty dog house (with an empty hand) to pick it up. That always works for me. You should NOT be able to destroy them with TNT, as they're supposed to be indestructible, so I'll have to look at that.
I know I have probably asked before, and I don't mean to be a pester the Gold Vane, but please add a docile mode to dogs. I'm assuming many of us have a problem with our dogs killing our other beloved mobs, so if you could consider adding in the mode? I don't mean to beg, again.
You can transition between Aggressive and Docile mode. It could be just one button and you can click the button to switch between the two modes.
Docile Mod: Your dogs will not attack anything, even if you hit it.
Aggressive Mode: Your dog will attack any mob you hit.
There is a plan in place where essentially the "attack" skill would be toggleable. When off, the dog would not attack.
I did start work on a dog door a while back, I ran into some issues because of the way that pathing works. Ideally, dogs should know they can go through it, while other creatures should know they can't. Unfortunately, at least in 1.7.10, which I was using at the time, it's all or nothing. So I actually got it working, but other mobs would stand next to the door and jump up and down, like they did with fences many versions ago. This looks silly, but it also means as soon as the dog opens the door, the other mobs run through it, which makes it less functional. I might look at 1.8 and see if the code has changed enough to make it work more completely.
Would giving the dog a redstone collar item work? The door could act like a disappearing block and when the dog walks against the block the collar triggers it like a redstone signal. The collar would distinguish that dog from other mobs and act like a real life electronic key collar. Put the dog door near to your door. Your door closes behind you and when the dog tries to follow you the dog door opens briefly, reveling an access point into the house.
There have been plans for making that possible to an extent, as modern dog breeds are actually made from combining several older breeds. Making "mutts" which take on physical traits from both parents is simply impossible, because it would be hundreds of combinations and they would all need to be made manually. Because of the way the models and textures work, there's no way around it. So in answer, possibly, but only specific combinations.
At the very bottom of page 45 I posted a concept for a generic mutt that would result from crossing breeds. Instead of mixing and matching the breeds there would just be one model that comes in small, medium and large or each size would have one model. Because of the proportions of large dogs compared to small dogs it might look better if there was one model for each of the three sizes, but that's still just 3 models for what is basically the same dog. It's described in greater detail in that comment on page 45.
Would giving the dog a redstone collar item work? The door could act like a disappearing block and when the dog walks against the block the collar triggers it like a redstone signal. The collar would distinguish that dog from other mobs and act like a real life electronic key collar. Put the dog door near to your door. Your door closes behind you and when the dog tries to follow you the dog door opens briefly, reveling an access point into the house.
Opening the door is not a problem. That's solved in the code for the block. The problem is that either a) other mobs think they can walk through it or the dog doesn't realize it can. In 1.7 at least, there's no way for the dog to know it can while other creatures know they can't.
I have tried and tried and tried to get a Husky of any type to be attracted to hydrants (I have a whole field of them at this point), but after days and days of real life time spent playing and checking, I have never seen one, but I have seen almost all the other breeds (except, notably, corgis). I thought at first perhaps there was something clever I had to do like place the hydrant with snow around it or something, but that crazy idea didn't work either.
Is this purposeful? Or is there something I am doing wrong?
Running 1.7.10, btw. I checked the changelogs to make sure but it didn't appear that this was a known issue, so maybe it's just me.
Umm I tried to install it and I have no mods other than the Mocreatures and Minecraft Comes Alive mods with it. I am playing in 1.8 so what's the problem? Why is it an error mod every time I install it? I pressed the install button here and it installed but it gave me a message saying it could go and mess up my computer. I was sent to curse to download it as well. What do you think happened?
Dachshunds are already in, they come in black & tan or red....the only one missing is dappled. I play with the corgie in dapples because it looks so much like the Dachshunds. I love having a nest of weaner dogs on the attack...its so funny.
I'm playing 1.8 and have trouble getting the dogs to herd. As I've read, only Corgis can have the herding skill and only those who have been bred to do so? (is that correct - sorry for my misunderstanding > _ < )
If so then how can I breed them to gain the herding skill?
I have some ideas for more utility uses for some of the dogs.
Colored backpacks for large breeds, like the Great Dane and the St. Bernard. It would be like chesting a mule. Dogs wear packs all the time in real life.
A sled for the Huskies. The sled automatically goes up one block and trails 1 block behind the dog. It would be fast over snow and ice but slow on dirt, grass, stone, and basically anywhere else. Like how a boat is fast over water and slow on land. It breaks or drops as an item in water. For commanding one thought is that you use a bone on a stick to direct the dog the same way you use a carrot on a stick to direct a pig. Another is you move around like you would on a horse, but you can't go backwards and the dog pivots in the direction you turn the sled so it looks like the dog is pulling it that way.
Hey my names ace the army pup here and i was wondering if you can add this to the doggy style mod?
Can you add were when a dog is going to have puppies in come with a 5 to 10 minecraft day wait.
The bigger the dog the longer it takes.
Like a french bull dog takes 5 days
A Germen shepherd 8 days
A saint bernard the full 10 days.
thank you in advance Ace!
I have a suggestion: add gordon setters. Same model as Irish setters, but black and tan. Google it for pics.
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nuuuu
Lol. I know some people will like this idea, and some will not.
Some people are patient, and some are not.
I would die waiting for pups to be born.
Anyways, good idea! Although I think a day is 20 minutes so... wouldn't ten days be too much?
I'll look into this apparent incompatibility. Off the top of my head I have no idea what it would be, as I can't imagine anything being null on dogs that PotionEffect code would depend on existing for every creature. Strange thing is I haven't encountered this issue with my world, but then again I've only found a little bit of taint so maybe there haven't been any dogs in it yet.
For a while I've planned on having a wiki/website and just haven't gotten around to it. I've got a domain for it, just haven't set up the content. If you really felt like populating one I could probably set up a shell pretty quick.
I have never seen dogs (or any other mobs) duplicate, except upon initial creation because of code running on both client and server, which ends up with one that never moves. But I've never seen it while mobs are already running around. The whistle-summoning-to-house feature was added after the switch to 1.8, so it's not in the 1.7 version. They should attack while following I believe.
I did start work on a dog door a while back, I ran into some issues because of the way that pathing works. Ideally, dogs should know they can go through it, while other creatures should know they can't. Unfortunately, at least in 1.7.10, which I was using at the time, it's all or nothing. So I actually got it working, but other mobs would stand next to the door and jump up and down, like they did with fences many versions ago. This looks silly, but it also means as soon as the dog opens the door, the other mobs run through it, which makes it less functional. I might look at 1.8 and see if the code has changed enough to make it work more completely.
If I remember my code correctly, there's a very good chance that a bred corgi will have the skill, but a slim chance it won't. If you breed two corgis which already have the skill, their offspring should always have it as well.
True the code looks for the nearest animal of the appropriate type, so I suppose multiple dogs sent after the same type of animal would fetch the same one. The way the herding works I'm not sure the best way around that, but I can look into it.
There have been plans for making that possible to an extent, as modern dog breeds are actually made from combining several older breeds. Making "mutts" which take on physical traits from both parents is simply impossible, because it would be hundreds of combinations and they would all need to be made manually. Because of the way the models and textures work, there's no way around it. So in answer, possibly, but only specific combinations.
If you mean add documentation, currently all breeds can spawn in any biome. If you mean make it where certain breeds only spawn in certain biomes, that's another thing we've intended for a long time and just haven't completed yet.
You should be able to sneak right-click an empty dog house (with an empty hand) to pick it up. That always works for me. You should NOT be able to destroy them with TNT, as they're supposed to be indestructible, so I'll have to look at that.
There is a plan in place where essentially the "attack" skill would be toggleable. When off, the dog would not attack.
Would giving the dog a redstone collar item work? The door could act like a disappearing block and when the dog walks against the block the collar triggers it like a redstone signal. The collar would distinguish that dog from other mobs and act like a real life electronic key collar. Put the dog door near to your door. Your door closes behind you and when the dog tries to follow you the dog door opens briefly, reveling an access point into the house.
At the very bottom of page 45 I posted a concept for a generic mutt that would result from crossing breeds. Instead of mixing and matching the breeds there would just be one model that comes in small, medium and large or each size would have one model. Because of the proportions of large dogs compared to small dogs it might look better if there was one model for each of the three sizes, but that's still just 3 models for what is basically the same dog. It's described in greater detail in that comment on page 45.
Ice and Fire: Dragons in a whole new light
Hey can you add pugs beacause i like pugs PLS
Opening the door is not a problem. That's solved in the code for the block. The problem is that either a) other mobs think they can walk through it or
We have pugs.
Hey there! Uhhh... Question...
First of all, I love this mod!
Second, the textures for the English mastiff, St. Bernard, and Bernese Mountain Dog don't... per se, work...
The textures just appear white whenever they spawn in the world. Tried applying them to NPC's via the CustomNPC's mod, same thing.
It's not even the black and purple missing texture, it's just entirely white and blank.
I don't know if it's my version of Forge, or if it's this old 2006 computer I'm using, I don't know..
I use the latest version of the mod for 1.7.10...
I included a screenshot, too... It's just those three breeds.
Awesome mod! The models are amazing. Could you please add Dachshunds and Australian Cattle Dogs?
Hey there! Love your mod!
I just have one small...question? Concern?
I have tried and tried and tried to get a Husky of any type to be attracted to hydrants (I have a whole field of them at this point), but after days and days of real life time spent playing and checking, I have never seen one, but I have seen almost all the other breeds (except, notably, corgis). I thought at first perhaps there was something clever I had to do like place the hydrant with snow around it or something, but that crazy idea didn't work either.
Is this purposeful? Or is there something I am doing wrong?
Running 1.7.10, btw. I checked the changelogs to make sure but it didn't appear that this was a known issue, so maybe it's just me.
Hi !
I really love the mod! but I'm wondering if there is any way to get rid of the dog house.
Also will the dog house only work if the person built it? What I mean is, if person A built the dog house then person B cannot use it for their dog?
I'm sorry I am so noob at this. Please if anyone can help that would be awesome! Thank you
** I figured out how to get rid of the dog houses ... I used TNT to blow it up o_____o
*** I still think the person who builds the dog house can use it. I shall have to keep trying it out Q _Q
Umm I tried to install it and I have no mods other than the Mocreatures and Minecraft Comes Alive mods with it. I am playing in 1.8 so what's the problem? Why is it an error mod every time I install it? I pressed the install button here and it installed but it gave me a message saying it could go and mess up my computer. I was sent to curse to download it as well. What do you think happened?
Dachshunds are already in, they come in black & tan or red....the only one missing is dappled. I play with the corgie in dapples because it looks so much like the Dachshunds. I love having a nest of weaner dogs on the attack...its so funny.
Thanks! I think I've been playing on an older version of the mod. Thanks for the tip! I too would love cream and dapple dachshunds in the mod!
Hi !
I'm playing 1.8 and have trouble getting the dogs to herd. As I've read, only Corgis can have the herding skill and only those who have been bred to do so? (is that correct - sorry for my misunderstanding > _ < )
If so then how can I breed them to gain the herding skill?
PLS add springer spanie such as english springer spaniel or welsh springer spaniel
A few things you could add:
Friendliness: Attacking a dog lowers this. If this gets too low the dog will become hostile
Peanut Butter: Used to make Dog Treats
Dog Treats: Made from wheat and peanut butter, ups Friendliness
Dogsleds: Pretty self-explanatory
Dog Beds: Like Doghouses, but they raise Friendliness by a small amount.
Can you add pomeranians? And possibly Samoyeds?
I have some ideas for more utility uses for some of the dogs.
Colored backpacks for large breeds, like the Great Dane and the St. Bernard. It would be like chesting a mule. Dogs wear packs all the time in real life.
A sled for the Huskies. The sled automatically goes up one block and trails 1 block behind the dog. It would be fast over snow and ice but slow on dirt, grass, stone, and basically anywhere else. Like how a boat is fast over water and slow on land. It breaks or drops as an item in water. For commanding one thought is that you use a bone on a stick to direct the dog the same way you use a carrot on a stick to direct a pig. Another is you move around like you would on a horse, but you can't go backwards and the dog pivots in the direction you turn the sled so it looks like the dog is pulling it that way.
Ice and Fire: Dragons in a whole new light
When will you add the pictures for the new dog breeds? I want to see them but I don't haven't Mine craft.