I have another suggestion for a skill.
I can't think of a name but it has to do with how dogs bury their bones. Every time your dogs walks over a certain amount of dirt or grass blocks (10 maybe) he has a small chance of dropping a bone much like the fisher dog skill. The percent would, for the sake of balance, have to be small though, maybe 2% or so once mastered? I'm thinking it could be teachable with a map or compass.
I have another suggestion for a skill.
I can't think of a name but it has to do with how dogs bury their bones. Every time your dogs walks over a certain amount of dirt or grass blocks (10 maybe) he has a small chance of dropping a bone much like the fisher dog skill. The percent would, for the sake of balance, have to be small though, maybe 2% or so once mastered? I'm thinking it could be teachable with a map or compass.
Cute. The issue is, training treats currently require mob drops to craft, and making bones famrable by some other means would be a bit undermining of that.
I finally fixed the problem. Apparently it didn't occur to me that "on living update" might possibly only get called while the entity in question is LIVING. Basically I was telling the game "while it's alive, stop its dying sequence."
I've relocated it, and now it's fixed.
I'm also working on tweaking the tool-holding following, it is a bit annoying that they only move by teleportation.
Update: EPIC! Okay, now the tool thing only happens while you hold shift. If you're not holding shift, they follow you like normal.
...I've seriously gotta update the readme for this.
And Azathoth, I've tried everything, I simply cannot recreate that glitch you're experiencing where dogs attack eachother on command. It simply isn't happening. So either I've fixed it without realizing it, or something' wrong on your end. I'm really sorry, but I'm honestly stumped.
Okay, I've updated the download link with the fix. And if no new bugs pop up, that's all until next friday.
And that update is gonna be all about the enderwolves!
I'm not sure how many tiers I'm going to have of them, but the 7 colored Alphas won't be added in that update.
I think I've worked out a way to make lit places in a stronghold that isn't fully explored still dangerous, but more on that later, once I've got some solid coding done on them.
Be warned though: if you don't have a dog or other allied mob with you, you CANNOT defeat these things. I'm not talking about the thing with Werewolves, as seen here:
No, these guys will NOT register damage AT ALL if it comes from any source other than another mob.
Alright, Azathoth is having this extremely odd glitch I simply can't replicate: Whenever he fires the command beam at one of his dogs, they all start attacking eachother. Does this happen to anybody else?
Looks like 1.9 is right around the corner! Once 1.9 is out and MCP gets updated, I'm going to wait a day, and then update my mod asap. The day wait is so that I don't encounter any more critical bugs destroying a day of hard work, like last time. NOTHING kills your drive to do stuff more than that.
Looking at the new features in 1.9, I've got some ideas for new skills that I can probably implement!
1 lone "held" item slot. I've got two ideas for where this could show up on the dog: In the dog's mouth, or on the dog's head. Any preferences? The latter should be easier to code for, honestly...
And with this new feature, I can have skills that require items equipped, or consume materials!
For one example, RescueDog: Administers equipped healing items (NOT FOOD).
Alright, Azathoth is having this extremely odd glitch I simply can't replicate: Whenever he fires the command beam at one of his dogs, they all start attacking eachother. Does this happen to anybody else?
Yes, it happened to me once. I right-clicked(with the command emblem) one of my dogs with the intent to make him sit, when suddenly this other dog attacked it and then they fought. Which is odd, since I didn't set that dog to react to the command emblem, just aggro nearby hostile mobs.
Maybe it has something to do with making them sit with the command emblem that causes the bug?
Okay, I honestly can't see anywhere in the code causing that friendly-fire glitch to happen, but I think I can put in a safety clause to make sure that, if a dog is set to attack another fellow same-owned dog, it cancels the attack.
Creeper: You invade this pristine world. Claiming it as your own simply by your presence... You slaughter innocent animals for their hides and their flesh... You devastate the landscape and gouge out the earth to build your monuments to vanity... And yet you call ME the monster.
Me: SHUT THE **** UP CREEPER. Let's back up a bit, shall we? See this doggy here? This is Barky. He's my best friend. Do you have a best friend? Do you have ANY friends? Do you have ANY DESIRE to experience friendship or love or companionship? No. Your highest aspiration in life is to blow something up. You gouge out the landscape worse than I do. I can't leave this world. You can't kill me, because I keep coming back. So why do you guys keep trying? Why do you keep blowing yourself up, creating craters in the beautiful earth that I WIND UP FILLING? Yes, I have killed animals, but not ONE of them was killed for any reason other than to keep Barky alive. Does that justify it? Probably not. But it's SOMETHING. I kill for Barky's survival. What do YOU kill for? Nothing. Nothing but that orgasmic suicidal high you simply know about. You're not fighting for anybody. You live to destroy. I have some issues. YOU LACK A SOUL.
I think you should make a dog bowl why I don't want to bring all of my dogs down into my mine but, I tend to spend days down there I would really like it if you made a dog bowl where when your dog sees it he will when he is below 20.
I can't think of a name but it has to do with how dogs bury their bones. Every time your dogs walks over a certain amount of dirt or grass blocks (10 maybe) he has a small chance of dropping a bone much like the fisher dog skill. The percent would, for the sake of balance, have to be small though, maybe 2% or so once mastered? I'm thinking it could be teachable with a map or compass.
Cute. The issue is, training treats currently require mob drops to craft, and making bones famrable by some other means would be a bit undermining of that.
imagine 2 or 3 of those suckers running around you you'd be unstoppable. What is the song in that vid i love it! Its pretty epic.
you're supposed to.
I finally fixed the problem. Apparently it didn't occur to me that "on living update" might possibly only get called while the entity in question is LIVING. Basically I was telling the game "while it's alive, stop its dying sequence."
I've relocated it, and now it's fixed.
I'm also working on tweaking the tool-holding following, it is a bit annoying that they only move by teleportation.
Update: EPIC! Okay, now the tool thing only happens while you hold shift. If you're not holding shift, they follow you like normal.
...I've seriously gotta update the readme for this.
And Azathoth, I've tried everything, I simply cannot recreate that glitch you're experiencing where dogs attack eachother on command. It simply isn't happening. So either I've fixed it without realizing it, or something' wrong on your end. I'm really sorry, but I'm honestly stumped.
And that update is gonna be all about the enderwolves!
I'm not sure how many tiers I'm going to have of them, but the 7 colored Alphas won't be added in that update.
I think I've worked out a way to make lit places in a stronghold that isn't fully explored still dangerous, but more on that later, once I've got some solid coding done on them.
Be warned though: if you don't have a dog or other allied mob with you, you CANNOT defeat these things. I'm not talking about the thing with Werewolves, as seen here:
No, these guys will NOT register damage AT ALL if it comes from any source other than another mob.
Really? It doesn't always give me one, in fact more often than not I don't start with one. Ah well I'll just use single player commands then.
Yeah, that's a glitch with starting inventory, you have to close and re-open minecraft between starting new worlds I think.
Novus Initium: Bringer of War.
I've found this to be the case.
Looking at the new features in 1.9, I've got some ideas for new skills that I can probably implement!
1 lone "held" item slot. I've got two ideas for where this could show up on the dog: In the dog's mouth, or on the dog's head. Any preferences? The latter should be easier to code for, honestly...
And with this new feature, I can have skills that require items equipped, or consume materials!
For one example, RescueDog: Administers equipped healing items (NOT FOOD).
Any suggestions for this new line of abilities?
Yes, it happened to me once. I right-clicked(with the command emblem) one of my dogs with the intent to make him sit, when suddenly this other dog attacked it and then they fought. Which is odd, since I didn't set that dog to react to the command emblem, just aggro nearby hostile mobs.
Maybe it has something to do with making them sit with the command emblem that causes the bug?
Edit: I'm still using version 1.5.7 just fyi
Aside from the GuardDog skill, you can equip armor (All 4 tiers) in a special slot, adquired when maxing out PackPuppy.
Sounds quite nice to me..
- Imperial Lands by lolo500
- PortalCraft by Leggos_My_Eggos
Mods & Tools I support:
- DJoslin's Creations by DJoslin
- mIDas by Pfaeff
- Programmable CPU by Biohazard
http://dl.dropbox.com/u/25139867/Doggy Talents v1.5.8fix.zip
Does this fix the problem?
Me: SHUT THE **** UP CREEPER. Let's back up a bit, shall we? See this doggy here? This is Barky. He's my best friend. Do you have a best friend? Do you have ANY friends? Do you have ANY DESIRE to experience friendship or love or companionship? No. Your highest aspiration in life is to blow something up. You gouge out the landscape worse than I do. I can't leave this world. You can't kill me, because I keep coming back. So why do you guys keep trying? Why do you keep blowing yourself up, creating craters in the beautiful earth that I WIND UP FILLING? Yes, I have killed animals, but not ONE of them was killed for any reason other than to keep Barky alive. Does that justify it? Probably not. But it's SOMETHING. I kill for Barky's survival. What do YOU kill for? Nothing. Nothing but that orgasmic suicidal high you simply know about. You're not fighting for anybody. You live to destroy. I have some issues. YOU LACK A SOUL.