• 0

    posted a message on [1.2.5][Sparrow] Doggy Talents Mod v2.2.3 (A day no dogs would drown!)
    Quote from RaustBlackDragon


    Not to dodge the suggestion, but dogs can't trample crops, and neither can you if you ride one, so that's not needed in that particular example.

    I HAVE been trying to think of a method to basically discourage pathing in certain areas, but it's trickier than it appears.


    Really? We can't? It still happens for me...
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5][Sparrow] Doggy Talents Mod v2.2.3 (A day no dogs would drown!)
    Here's another idea, though again I'm not sure how to implement it. I wish I didn't have to tell my dogs to stay every time I wanted to go near my tilled fields. Is there a way to do a scarecrow kind of thing? So they don't path within 5 or it or something?

    Thanks again--really enjoying my doggies!
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5][Sparrow] Doggy Talents Mod v2.2.3 (A day no dogs would drown!)
    I like the ideas bouncing around. I don't know if defense directly does this, or if it could/should be a separate skill, but the time that my doggies get incapped all the time is from creeper explosions. (Do Not Ask why I get my dogs blown up so much. It has NOTHING to do with the fact that I tend to flail around like an idiot around creepers, and the creeper sweeper thing just means I go looking for them, thinking that I won't flail upon finding them. Also, they blow up so much more easily since 1.0, from farther away. That's my story and I'm sticking to it. I go through a lot of cake.)

    I like the idea that an incapped doggy can eventually heal itself out of the incap after a full day. Makes sense. Though I don't know that I can leave mine alone that long to do the healing. That sad whine they do gets me every time. "Please stop crying, doggy, see I'm milking the cows RIGHT NOW!"
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5][Sparrow] Doggy Talents Mod v2.2.3 (A day no dogs would drown!)
    Dog skills (some of which I know are going to be nigh impossible to do)

    * Herding! help get those pesky farm animals where they need to go by nudging and pushing them. The way the dogs push me around!

    * Digging! need help excavating an area, get a dog to dig up some blocks for you!

    * Sniffing! Help find buried nearby treasure (aka ores). Maybe they can detect them in a 5 block radius or something.

    And for the multi-player version, you could have them go all enderman and steal blocks from other players :smile.gif:
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5][Sparrow] Doggy Talents Mod v2.2.3 (A day no dogs would drown!)
    Quote from RaustBlackDragon

    Ugh.

    Am I seriously the ONLY one who takes issue with killing animals that I not only raised from infancy, but played matchmaker for their parents?

    http://www.minecraftforum.net/topic/831081-vegetarian-mod-interest-check/

    I post a simple INTEREST CHECK for a vegetarian minecraft mod, and I immediately get called a whiny pansy.


    No you aren't the only one, although I'm *not* one of them. Well, not completely. I have absolutely no issue with killing chickens, but then I grew up on a farm. Chickens deserve to get et, is all I'm saying. (Though not as much as turkeys. They are mean!)

    I know I've seen vegetarian threads in the past, so you aren't alone.

    Though I do admit finding it somewhat amusing that you have a problem feeding meat to your doggies, but the training treats include GUNPOWDER as an ingredient.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5][Sparrow] Doggy Talents Mod v2.2.3 (A day no dogs would drown!)
    Regarding experience: The whole reason that only player kills drop xp is to keep people from farming xp with mob farms. However, if I hit the mobs during the attack it counts as me killing it and it drops xp. Usually. I think the problem with trying to fix this you'd have to deal with the fact that the Hellhounds can set things on fire--fire deaths most certainly don't drop xp (at least, in vanilla MC).

    Maybe TakeDown as the skill name? (as in, what a police dog does when it catches someone)

    I like the idea of the bed pointing/pathing. I haven't had a problem with wander myself since I keep the dogs in pens but i like that idea. IF you don't have something, they follow the cows and sheep and end up bobbing in the water without some sort of direction.

    And the puppyhat is just the cutest idea ever, even if the doggies are quite...large for such behavior. :smile.gif: (though how do you know what direction it is pointing?)
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5][Sparrow] Doggy Talents Mod v2.2.3 (A day no dogs would drown!)
    Quote from RaustBlackDragon

    Well if the game's being unfair, I think you're in a pretty good place to hack yourself the resources to get your doggy back with the same stats. This seems to be happening a lot for you, so why not find a dog, hack yourself a gold apple, feed it to him, and then keep the resulting doggy charms in a "break in case of glitches" chest, to summon a doggy back when the need arises?


    Huh. Didn't know about the charm thing. I don't remember it being in the first post, but I'll look again. Went and tried it--nice. :smile.gif:

    I do make use of inventory hacking like with INVEdit when the game eats my stuff. I don't know why my version is more unreliable than other people's. It actually has happened more since 1.0 even without mods. It's just the mods give me something to lose! :smile.gif:

    (My comment was having to train the doggies via in-game methods like the fetch, rather than being able to just use more supplies. Supplies I can get. Tracking down doggies I can do).

    Quote from RaustBlackDragon

    I agree that it would be useful, but implementing it is trickier than it sounds.

    Notice that the dogs return a throw bone covered in drool? That's not just an arbitrary realism-themed design choice. They're programmed to "attack" throw bones in dropped-item form on sight, and if they dropped throw bones, it would cause an infinite loop. I wouldn't be able to make them drop the same item they catch unless I modified entityitem to include new code, and then I'd be modifying base classes, which I went to a great deal of trouble to avoid doing.

    But if I had them store it in a mouth inventory slot, you'd have to manually grab the item from the dog, which would make it more annoying than helpful most of the time.


    Fascinating--my coding ignorance shows here, obviously. Maybe two separate things? the fun toss the bone game, and the ability to pick up drops if they have inventory. As a separate thing to being a packpuppy?

    Quote from RaustBlackDragon

    I'll consider it :smile.gif:


    Cool!

    Quote from BrandonPanthera

    I'll admit I've used SinglePlayerCommands multiple times to spawn a dog and then give myself leather, string, bowls, etc plus a few Master Treats, when my dogs have just randomly dissapeared.

    But I'll also say it is WAY too tempting to be able to spawn dogs and level them up right away when you're having a bad day :/

    And maybe the dissapearing wolf/dog thing has to do with unloaded chunks? The chunk just... loses track of the dog and figures it doesn't exist anymore, possibly.



    Probably. Makes sense to me, anyway. I suppose if I can find my doggies that have vanished, maybe they are still on the old chunk, wherever that is.

    It is tempting to level them up like that, but I try to avoid that. I can resist anything except temptation.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5][Sparrow] Doggy Talents Mod v2.2.3 (A day no dogs would drown!)
    I don't blame you or your mod for the problem--it's frustrating, and doesn't happen in a nice, repeatable way that could give me a good report to write up either here or to Mojang, depending on where the issue was. My concern was how to get new doggies back up to level once it happened.

    I do like the fetching as something to do--it IS totally adorable! I would also suggest it as a way to pick up drops and things too (a fetch command/skill so they go and pick up something and bring it back to you, even if you didn't throw it).

    I am embarrassed at how much time I'll spend just having doggies chase things. :smile.gif:

    The text file with coordinates of where doggies are would be VERY helpful in finding them when they glitch or I'm done and leave them hanging around somewhere else. And I agree with BrandonPanthera, even if you can't call them from unloaded chunks, being able to call them to you from what's loaded would be helpful, if it is possible.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5][Sparrow] Doggy Talents Mod v2.2.3 (A day no dogs would drown!)
    Yeah, I'm not so sure I like the idea that you will have to play to up your dog's level. maybe keep both options?

    Because it is already a lot of (fun) work to get the mats to level the dogs. I work hard at it so I can level my dogs. However, I've had a bunch of glitches (see below) and having to spend the time training my dog rather than also working on gathering resources would make it less fun. (The existence of other mods the person may or may not use should not be the only determining factor as to what your mod requires. Currently the only one I am using is DT.)



    Glitches resulting in lost dogs: the aforementioned sitting-only glitch, the glitch where the dogs got lost in the ocean, and now a couple of new ones: dogs got lost in the ocean crossing while I was on a maxed out fisher/dash/mount dog, and now I was a zillion miles from home and the game crashed. When I reloaded, trusty zoomy Shadowfax had vanished. I hope he's waiting for me at home, but it is a long walk home.

    I worked at it to get the resources for upping my attack dog to level 75. I'd hate the thought of having to do that again for a new wolf if Lupo got herself lost. But to have to do actual training...I mean, I already went in the nether for glowstone! I hate going in the Nether! The lava always gets me.

    Just in my opinion.Oh, I still would like to request a "Call all doggies to you no matter where they are or their status" option is possible. I'd mine obsidian for it.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5][Sparrow] Doggy Talents Mod v2.2.3 (A day no dogs would drown!)
    Quote from BrandonPanthera

    I had the issue. My only fix seemed to be loading a new save file that I (very luckily) had saved about 10 minutes prior. I'm not sure waht that bug does. I had it happen to me about two hours ago, and all I did was save, quit, load up again and it worked. It doesn't seem to happen under the same circumstances every time :/


    Saving and restarting didn't help. I didn't have a recent enough previous save to work with.

    To Raust: I am aware of the sitting bug with normal wolves, but have never run into it. I have, however, run into the problem where normally tamed wolves get all wiggy when I cross an ocean. (In that case, they seem to despawn or teleport into oblivion).

    /scratches head.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5][Sparrow] Doggy Talents Mod v2.2.3 (A day no dogs would drown!)
    I just had the dog freeze into a sitting position bug -- I didn't modify anything, was just playing along, then I got into a boat and went over the ocean. The first few times I was in a boat, the doggies teleported to me as normal when I reached shore, but this was across an ocean biome. They basically have vanished (they may be where I left them...wherever that was). Upon returning home, the dog I'd left behind was stuck in the sitting position. Just as someone else mentioned earlier, I was able to hurt the dog (and sadly, be hurt in return) but I couldn't get the dog to stand, respond to commands of any kind, etc.

    I couldn't even shear it free, it seemed. (I tried for a while, but given its low success rate I don't know if I was just unlucky or it didn't work at all).

    I tried reinstalling just in case (making sure I didn't forget good ol' Modloader), and that didn't fix the problem at all.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5][Sparrow] Doggy Talents Mod v2.2.3 (A day no dogs would drown!)
    Quote from RaustBlackDragon

    I'm actually considering making it so that the babies are wild (But friendly), so that puppy adoption becomes possible...

    ON MULTIPLAYER.

    Which I'm actually working on as we speak!


    That's pretty awesome.

    One other thing, is it possible now (or in the future) to have a way to call all the dogs to you? Creeper breaks pen, dogs wander off. Has nothing to do with accidentally leaving one sitting by accident when you wander off...

    Other skills:

    Fetch (if doggy has an inventory, it can pick up drops for you. Or can be told to pick up certain things)

    Find (leads you to nearest thing you tell it to find within a certain radius. Maybe a variant of creeper detector but heads that way--you could train for certain ores or creatures)

    Thanks again!
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5][Sparrow] Doggy Talents Mod v2.2.3 (A day no dogs would drown!)
    Quote from RaustBlackDragon

    Yeah, that happens in crashes. Did you have modloader installed? That's required.

    EDIT: Just saw your reply. Alright, glad to know you got that solved.



    Are you using undamaged wooden swords, shears and bows? They can't be used for crafting if they're damaged.


    Thank you for your quick replies! I am loving having the doggies be awesome--I'd stopped bothering to tame them a long time ago because all they did was die as quickly as they could. (I mean, really, a pool a lava is NOT to be leapt into with quite such enthusiasm!)

    The wooden sword never had any damage and still doesn't work. I hadn't realized the shears and bow damage would make a difference. Huh, who knew? Silly me.

    Other than that, the mod has been working quite nicely. The despawning was kind of a blessing--I can now go about this whole dog training process with a little more deliberate care, rather than the "let's try this!" approach I was doing.

    Thanks again!
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5][Sparrow] Doggy Talents Mod v2.2.3 (A day no dogs would drown!)
    Quote from RaustBlackDragon




    The reason your dogs vanished was because they were DTDoggies, not wolves, and vanilla minecraft didn't support their existence anymore. Did you forget to re-install modloader?

    Also, I don't see how spawnerGUI could conflict...


    Oh crap, that's why. I did forget me my modloader. Fixed: clean jar, add in modloader, add in doggies. (OF course, doggies still gone. Sigh.)

    Still don't have ability to craft the three items though.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5][Sparrow] Doggy Talents Mod v2.2.3 (A day no dogs would drown!)
    On a clean install on 1.0, I still cannot make the following emblems: using the wooden sword (the doggy charm?) or using the bow (the command emblem?). Nor can I make the collar shears.

    Also probably a glitch unrelated directly to the mod, but at one point early in playing with the mod since it went to 1.0 compatibility (my first actual exposure to it), Minecraft crashed. Upon reloading, that time I had twice as many doggies--they'd all been duplicated.
    Posted in: Minecraft Mods
  • To post a comment, please .