So after almost two months without a computer, I'm back and ready to start modding again. So expect some updates pretty soon!
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Sep 18, 2016Posted in: Minecraft Mods
I wish, I was one of the people who said, "THIS IS AWESOME!". but, I have a problem. I'm using 1.8.9 and I wasted ALL my cooked beefs. Just to find out. That having puppies DON'T WORK! I've been waiting for half an hour.................................Sorry, Other than that. I love the mod!
If you have two adult dogs of the same breed but different genders and feed them both meat, it should work. I just double-checked. The mother needs to have a dog house. Follow mode works best, roam should also work I think. Stay mode might not.
HEY GUYS! THANK YOU SOOOOO MUCH FOR MAKING THIS MOD FOR 1.8.9!
By the way, is there a special way you make a doggy lie down on 1.8.9?
I checked, there's no button in the doggy "Command Center" (I do not know what else to call is.)
(My Minecraft Name)
They will sometimes lie down in roam mode, but there's not a specific way to make them. I felt it was redundant with stay mode there but if people want the option I can always add it back in.
Hello, GoldVane! I got a question! Are all the modifications/updates, that you are adding to the latest version of the mod (1.8.x), be added to the latest mod version of 1.7.10? Or, the last 1.7.10 version will be the last one?
*English is not my first language, so I want to apologize in advanced :/
I'm not planning on back-porting any features to the older editions. Trying to keep two codebases in sync is honestly just a huge hassle.
Sep 11, 2016Posted in: Minecraft Mods
There is now a beta release for 1.8.9, available on CurseForge.
Are there any guidelines for using this mod in a Let's Play?
I'm about to start one, and I would love to use DoggyStyle in the modpack. I may take donations for the series, but of course I wouldn't be selling the mod itself or anything, and I would always give credit.
Support + I'd like to see improved characteristics/multipliers/maybe even an XP level. At least improved statistics so if you bred two dogs and one had 7 health and the other had 13 health, the puppy's health would range from 8-14. This would encourage breeding in order to improve stats.
You could add an XP system in too, maybe, that could increase stats as the dog leveled up. Also, the higher the XP level, the higher the puppy's base stats would be. Again, this would encourage training/breeding. This would be more difficult than just adding random stats/a breeding stat increase, though.
These are definitely things we've wanted to do for a while.
It does not replace wolves. They also work differently from cows, chickens, creepers, villagers, etc. and it doesn't replace any of those either. I don't personally think that's weird at all. I haven't checked, but I wouldn't be surprised if there was a mod that let you selectively disable vanilla mobs from spawning, if it really bothers you.
For everyone who asked a question related to the config, as long as you've played the mod once, inside your config folder (which sits inside your Minecraft folder, just like the mods folder does) there's a file called tgvstyle.cfg and you should be able to open that in any text editor and modify things as you like. For example, if dogs spawn too often, find the line that says I:spawnChance=8 and change 8 to something lower, like 5 or 6. (Or 0 if you want dogs never to naturally spawn). This doesn't affect hydrants. You can also change I:spawnMax to 1 if you don't want groups of dogs spawning together.
Apr 26, 2016Posted in: Minecraft Mods
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.
We have pugs.
Apr 25, 2016Posted in: Minecraft Mods
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.
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.
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.
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.
Mar 19, 2016Posted in: Minecraft Mods
Pit bull is a name for a group of breeds, not any one individual breed. We actually have two pit bulls. The American Staffordshire Terrier, and the Bull Terrier.
Not sure if this has been brought to your attention, but there's a minor conflict with the Minecraft Comes Alive mod. It involves the recipe for the dog whistle. If both mods are installed, then the standard 3 iron recipe will produce the needle item from MCA (as both the needle and dog whistle share the same recipe).
I might add a config option that lets you use an alternate recipe, just because three iron is generic enough that I'm sure there are other conflicts as well.
Mar 13, 2016Posted in: Minecraft Mods
When you give a dog a bone, a naming menu comes up with the dog's gender displayed. If you cancel out of that menu, the dog will not be tamed.
No, the dog is still yours. I'm not sure off the top of my head if it will fight back or not, but you can always send it home to reset that.
That shouldn't happen, as the data that saves the dog to the unloaded chunk includes what mode it's in. If you can find a way to reproduce that consistently, I'll look into it.
There was a bug that made dogs sink like rocks which I think is fixed in the latest version. The safest option is always to have dog houses though, then they can never die.
This is by far the most effective way to ensure you never get what you want.
Feb 9, 2016Posted in: Minecraft Mods
So if you haven't noticed the main post, (Doggy)Style for 1.8 is now in beta. I've already noticed a couple issues. Leads don't work at all, and even without a conflicting mod, dog houses don't render in the inventory. My bad, that's why we called it a beta. I should have a fix for these two issues some time Tuesday night or Wednesday night, CST. In the mean time, if you notice any other problems, let us know. The transition from 1.7 to 1.8 is a big one, so it's hard to get it all right on the first try.
Edit: Also, shearing poodles doesn't seem to be working. I'll get working on that too.
Jan 20, 2016Posted in: Minecraft Mods
Definitely! The only thing we ask is that if you have some sort of info page or web site, you link back to this forum post and credit TheGoldVane.
Jan 8, 2016Posted in: Minecraft Mods
You said it, bro. So many people asking a question that is unnecessary if they read literally the first line of the main post.
Anyway, sorry it's been a while since you've heard from us. Holidays and general life stuff wait for no man. But I'm really working hard again on updating to 1.8. A lot of the changes make the conversion really tedious and complicated.
I have to ask though, Forge has releases for 1.8.8 and 1.8.9, does anyone play those, or is it pretty much 1.8 for modded Minecraft? Just looking at the Curse list it seems 1.8.8 and 1.8.9 are way less popular but I wanted to ask the community for their opinions.
I'm not sure how much of a difference there is, as I've really only glanced at it. I know a lot of 1.7.2 mods required very little if any change to work for 1.7.10, not sure if that same thing applies to 1.8/1.8.8/1.8.9. But depending on what everyone thinks I might try and switch my development branch, so... thoughts?
Nov 12, 2015Posted in: Minecraft Mods
So this is probably our final 1.7 release, unless we do some more bug fixes. We added the herding skill.
You must mate dogs of the appropriate breed to produce a puppy which will have the skill. In other words, dogs you tame will not be able to herd, but dogs that are born will. I know the two corgi breeds can get the skill and I think that's it. If a dog has the skill it will show up on the dog menu (using the dog whistle unless you've disabled it in the config) with a check mark next to it.
Then you can craft various staffs which will indicate to the dog where to bring the animal. When you set the staff down, or when you right click it, it will let you select a dog from a list of nearby dogs you own. If you do, that dog will try to find the appropriate animal. If they can't, they'll whine and keep looking. If they find one, they'll run over there and bring it back. There's nothing built-in that keeps the animal from wandering off afterwards, so keeping them penned-in is up to you.
Once the dog has brought the animal to the staff, you can right click on the staff and instruct the dog to find another animal. The staff recipe is always a stick on bottom, a stick immediately above it, and another item on top of that, forming a vertical line. The other item determines what type of animal the dog will bring to the staff. A feather will create a chicken staff, wool will create a sheep staff, leather for a cow staff, and pork for a pig staff, since they don't have a non-meat drop.
There are also a couple bug fixes in this release. I hope you guys enjoy it, and know that we're working on 1.8, although currently the release of Fallout 4 has moved all other tasks to the back burner.
Oct 29, 2015Posted in: Minecraft Mods
I'm going to have to disagree with you there. Vanilla 1.9 isn't even finished yet. Once it is, it will be quite a while before there's a stable Forge for it, and longer still before most of the major mods have switched to it. So it'll be at least several months before working on a 1.9 version would make sense, and I'd rather not be on 1.7 that long.
And honestly, 100% stable simply isn't a thing, even for Vanilla, let alone modded, let alone multiple mods interacting. Personally I've actually found 1.8 to be, on balance, a little better than 1.7 so far, but I'm sure it can depend on exactly what the mod does.
Anyway we're taking this opportunity to restructure a lot of things. We think you guys will enjoy some of the changes. Some of the changes are things you probably won't notice if you're not looking at the code, but it should make future development quicker, easier, and less error-prone, which means faster releases with fewer bugs, so ultimately I think you'll enjoy that too.
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