v2.1.3
v2.1.3
- update translations
- remove mordanted scarf variant
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8203 |
Jul 6th at 6:14 PM |
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wolftaming_v2.1.3_petai_v2.0.+.zip |
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v2.1.2
v2.1.2
- update italian translation
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12869 |
Apr 4th at 7:12 PM |
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wolftaming_v2.1.2_petai_v2.0.+.zip |
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v2.1.1
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66 |
Apr 4th at 7:12 PM |
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wolftaming_v2.1.1_petai_v2.0.+.zip |
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v2.1.0
v2.1.0
- CORGIS
- rebalance herding dog behavior
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7856 |
Feb 3rd at 12:41 AM |
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wolftaming_v2.1.0_petai_v2.0.+.zip |
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v2.0.2
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3200 |
Jan 10th at 9:53 PM |
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wolftaming_v2.0.2_petai_v2.0.+.zip |
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v2.0.1
v2.0.1
- patched deer and moose to run away from dogs
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1919 |
Nov 19th 2023 at 2:35 PM |
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wolftaming_v2.0.1_petai_v2.0.+.zip |
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v2.0.0
v2.0.0
- updated to 1.19 pre
- doggos can now be carried in a new backpack
- doggos will now do the sit/ stay commands longer so you can do cool screenshots of them more easily
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277 |
Nov 18th 2023 at 2:38 PM |
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wolftaming_v2.0.0_petai_v2.0.+.zip |
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v1.8.0
v1.8.0
- update to net7
- shephers will no longer be the ultimate animal magnet
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14062 |
Aug 25th 2023 at 7:01 PM |
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wolftaming_v1.8.0_petai_v1.8.+.zip |
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v1.7.3
v1.7.3
- Nerfed shepherds herding so it only affects creatures above generation 0
- adjusted armor to better fit to shepherds
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10711 |
May 11th 2023 at 8:06 PM |
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wolftaming_v1.7.3_petai_v1.7.+.zip |
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v1.7.2
v1.7.2
- upped seeking range so you can hunt rabbits from further away with the whistle
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2067 |
Apr 30th 2023 at 5:37 PM |
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wolftaming_v1.7.2_petai_v1.7.+.zip |
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v1.7.1
v1.7.1
- rebalance dog races
- hunting dog -> fast
- shepherd -> strong
- wolf -> tanky
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1497 |
Apr 21st 2023 at 9:59 PM |
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wolftaming_v1.7.1_petai_v1.7.+.zip |
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v1.7.0
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1123 |
Apr 18th 2023 at 8:03 PM |
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wolftaming_v1.7.0_petai_v1.7.+.zip |
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v1.6.0
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1231 |
Mar 3rd 2023 at 6:55 PM |
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wolftaming_v1.6.0_petai_v1.6.+.zip |
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v1.5.4
v1.5.4
- Fix dog running on the spot when dogtoy is thrown
- open up the dogtoy api so that any animal can play fetch (especially the animals from RHServeradditions)
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7737 |
Sep 21st 2022 at 6:31 PM |
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wolftaming_v1.5.4_petai_v1.5.+.zip |
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v1.5.3
v1.5.3
- fixed: female wolves are now pettable too
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1506 |
Sep 2nd 2022 at 5:43 PM |
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wolftaming_v1.5.3_petai_v1.5.+.zip |
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v1.5.2
v1.5.2
- reduced puppies grow time to the vanilla value of 336 ingame hours
- added spanish translation by AlbertPlayXD
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860 |
Jul 28th 2022 at 8:47 PM |
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wolftaming_v1.5.2_petai_v1.5.+.zip |
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v1.5.1
v1.5.1
- add petcookie to dog foods
- nametag now only renders when the dog is being looked at
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713 |
Jul 1st 2022 at 9:27 PM |
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wolftaming_v1.5.1_petai_v1.5.+.zip |
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v1.5.0
v1.5.0
- updated to 1.17
- made dog pettable
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365 |
Jun 26th 2022 at 3:22 PM |
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wolftaming_v1.5.0_petai_v1.5.+.zip |
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v1.4.2
v1.4.2
- Two more dog armors made of iron/bronze that can be created via smithing
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3172 |
May 28th 2022 at 2:21 PM |
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wolftaming_v1.4.2_petai_v1.4.+.zip |
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v1.4.1
v1.4.1
- add french translation by Cendar
- dogs no longer despawn in the dark (sry if you lost your precious pet due to this, maybe the new petai admin commands can help you in that case)
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1524 |
Apr 20th 2022 at 6:52 PM |
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wolftaming_v1.4.1_petai_v1.4.+.zip |
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v1.4.0
v1.4.0
- Reworked dogscarf recipes again
- update to petai v1.4.0
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1891 |
Apr 3rd 2022 at 1:32 PM |
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wolftaming_v1.4.0_petai_v1.4.+.zip |
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v1.3.3
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1241 |
Mar 7th 2022 at 7:08 PM |
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wolftaming_v1.3.3_petai_v1.3.+.zip |
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v1.3.2
v1.3.2
- Fix handbook clutter (thanks Craluminum)
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1208 |
Feb 16th 2022 at 8:32 PM |
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wolftaming_v1.3.2_petai_v1.3.+.zip |
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v1.3.1
v1.3.1
- Dogtoy now floats on water
- Dogs now teleport behind the player if unable to follow
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877 |
Feb 4th 2022 at 11:30 PM |
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wolftaming_v1.3.1_petai_v1.3.x.zip |
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v1.3.0
v1.3.0
- Added dog armor
- Added lichen compatibility
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717 |
Jan 30th 2022 at 4:18 PM |
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wolftaming_v1.3.0_petai_v1.3.x.zip |
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v1.2.1
v1.2.1
- Traders now trade dogs instead of wolfes
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1496 |
Jan 5th 2022 at 7:45 PM |
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wolftaming_v1.2.1_petai_v1.2.x.zip |
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v1.2.0
v1.2.0
- Updated to 1.16
- Added Dogtoy for more Seraph-Dog Interaction
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447 |
Jan 2nd 2022 at 6:48 PM |
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wolftaming_v1.2.0_petai_v1.2.x.zip |
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v1.1.0
v1.1.0
- Added a wearable backpack for dogs
- shortened growing time for puppies
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629 |
Dec 11th 2021 at 7:05 PM |
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wolftaming_v1.1.0_petai_v1.1.x.zip |
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v1.0.0
v1.0.0
- Split into code and content mod, to make PetAI usable by other taming mods
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690 |
Nov 21st 2021 at 9:58 PM |
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wolftaming_v1.0.0.zip |
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v0.0.8
v0.0.8
- Russian translation update by Mamoru Mondai
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421 |
Nov 20th 2021 at 4:08 PM |
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wolftaming_v0.0.8.zip |
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v0.0.7
v0.0.7
- Added dog scarfs in different colors
- Added obedience level
- dogs now will only execute commands once they reach a certain amount of obedience
- obedience can be increased by feeding them
- obedience drops 20% each day
- Nerfed dogs damage
- Pups now take longer to grow, but also take longer to tame
- Dogs now strech more often (It took me several hours to make the animation, so I am gonna force it on people ^^)
- made the Command UI less confusing
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469 |
Nov 19th 2021 at 11:38 PM |
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wolftaming_v0.0.7.zip |
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v0.0.6
v0.0.6
- Added dogcollars as wearable accessories
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453 |
Nov 16th 2021 at 10:57 PM |
Show |
wolftaming_v0.0.6.zip |
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v0.0.5
v0.0.5
- Fixed Bug where you could not tame wolfes anymore
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489 |
Nov 12th 2021 at 7:59 AM |
Show |
wolftaming_v0.0.5.zip |
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v0.0.4
v0.0.4
- Wolfes and Dogs will now actually eat the Bones and Meat you give to them
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434 |
Nov 10th 2021 at 7:57 AM |
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wolftaming_v0.0.4.zip |
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v0.0.3
v0.0.3
- hyenas, rabbits, raccoons, foxes and locusts will now react to dogs beeing nearby
- Pet Nests will be regularly seeked by your pets
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447 |
Nov 5th 2021 at 7:58 AM |
Show |
wolftaming_v0.0.3.zip |
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v0.0.2
v0.0.2
- Tame Wolf is a separate mob now
- Tame Wolf knows how to fight
- Added Some Native animal interaction with the tame wolfes (wild wolfes, drifters, sheep, pigs)
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370 |
Nov 2nd 2021 at 7:42 AM |
Show |
wolftaming_v0.0.2.zip |
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v0.0.1
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421 |
Oct 29th 2021 at 6:40 AM |
Show |
wolftaming_v0.0.1.zip |
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Hi, how do I send you the translation es-419?
I'm so sorry, I commented on the wrong mod! I thought I didn't even post the comment until I got the notification from your ping...
Hi, I need help...
For some reason I can't feed my pets anymore (nor tame the new ones) :/
I'm not sure if the problem is with this mod or something else, tbh, but is there anything I can do to fix it?
They have to be either in protective or aggressive for the command to work. Sometimes the get a bit hung up after a bunch of fighting, rebooting your world should fix that. Fjara
Sure you can reference stuff, steal stuff, modify stuff,... . These mods are open source for a reason. Take anything you like or find useful ^^. gndrneutralnoun
If it died, you should have gotten a message and a marker on your map pointing to it. Other that that, if its lost, the only thing you can do is try and find it by good ol searching. You could also try downloading mobsradar. It can highlight your pets (and any other mob) on the minimap. MrJaxDandelion
so i had a wolfdog up until now but it reached 0% obedience and it was on a stay command and now its seemingly gone (stay command was from when it was still 100%) did the wolfdog despawn or is there some way to find them again?
Hi! I've been working on a mod of my own that's meant to be a highly configurable collection of tweaks and cross-compat stuff. Will you mind if I credit you in the mod for referencing your JSON in this mod? I'm writing my own code of course, but your code is very clean, expert stuff, it's great reference. I am going to be using my own implementations of similar features from this mod in my own mod, so I don't want to step on anyone's toes, hence the ask. Please let me know what you think, I won't post the mod until I get permission from you.
Hey there! I'm not sure if this is a bug, or just something I am doing wrong. I bought a wolf pup and raised it to an adult. I keep her at 100% obedience. Earlier on after she grew up, I used the "attack" command and it worked great! But after successfully using it a couple of times, suddenly she stopped responding to it entirely. Do they have to be in a specific aggression level? Do I have to initiate by attacking first? Or does the reticle have to be super accurately pointed at the animal? Whatever it is, I would greatly appreciate some guidance. Thanks in advance!
Dude my dog got hit by lightning inside, I'm crying
If you upload your translation to Crowdin I can automatically include them in the next version, most of my mods autodownload the translations from there. Chrizzlybear
Hi, I updated the german translation.
de.json
the wolves do not follow, they sit, lay and speak but not follow
I am also having a problem with the wolves not following.
I'm having some issues with the config settings. How do I make them lose obediance slower/faster?
My wolfdog doesn't wanna follow, its doing all the other comands, but not that one, is it cuz its still a puppy?
Do dogs/wolfdogs not teleport when they're far away while in a Follow state anymore? I could have sworn they used to do that in 1.18. My dog in my old save could teleport through open doors to get inside my base with me, but my dog in my new save doesn't do that.
how do i feed the pup?
Set my wolfdogs to protective, and they immediately attacked each other...
@Gerste
I have indeed had installed PetAI alongside with it.
The mod is not listed under your loaded mods, it seems to not be properly installed. Have you installed PetAI alongside? I3eauLeBoi
Not too sure what i am doing wrong but, i am assuming this mod has an incompatibility? Unsure to what though.
I've only got a very select and few mods enabled on server.
The mods are as follow:
BetterRuins
CommonLib
LevelUp
PlayerCorpse
RPG item Rarity Reborn
Sharable Waypoints
WoodenFortifications
Running on 64 bit Windows 10.0.19045.0 with 32675 MB RAM
Game Version: v1.19.7 (Stable)
21/04/2024 14:34:13: Critical error occurred
Loaded Mods: rpgitemrarityreborn@1.0.5, game@1.19.7, betterruins@0.3.4, commonlib@2.3.0, levelup@1.1.4, sharablewaypoints@1.5.4, creative@1.19.7, survival@1.19.7, woodenfortifications@0.0.4, playercorpse@1.9.0
System.Exception: Don't know how to instantiate item of class 'dogtoy' did you forget to register a mapping?
at Vintagestory.Common.ClassRegistry.CreateItem(String itemClass) in VintagestoryLib\Common\ClassRegistry.cs:line 274
at Vintagestory.Common.ItemTypeNet.ReadItemTypePacket(Packet_ItemType packet, IWorldAccessor world, ClassRegistry registry) in VintagestoryLib\Common\Network\ItemTypeNet.cs:line 18
at Vintagestory.Client.NoObf.ClientSystemStartup.PopulateItems(List`1 items, Int32 listSize) in VintagestoryLib\Client\Systems\Startup.cs:line 587
at Vintagestory.Client.NoObf.ClientSystemStartup.LoadItemTypes() in VintagestoryLib\Client\Systems\Startup.cs:line 399
at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerAssets_Step1() in VintagestoryLib\Client\Systems\Startup.cs:line 341
at Vintagestory.API.Common.TyronThreadPool.<>c__DisplayClass12_0.<QueueTask>b__0(Object a) in VintagestoryApi\Common\TyronThreadPool.cs:line 120
at System.Threading.QueueUserWorkItemCallback.Execute()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
Event Log entries for Vintagestory.exe, the latest 1
==================================
{ TimeGenerated = 15/04/2024 00:31:16, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.7.0, time stamp: 0x65310000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x64e0
Faulting application start time: 0x01da8e9abef33910
Faulting application path: D:\Users\Ryan\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: D:\Users\Ryan\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 4413fb74-ab37-4edf-b918-dbb93792cb8a
Faulting package full name:
Faulting package-relative application ID: }
The pet whistle has a drop it command if the dog can not let go of a target.
You can simply use thread in mods on the official VS Discord Ghaelen
A player accidentally hit a tamed wolfdog, and the wolfdog killed him. The problem is that now the wolfdog follows that player 100% of the time. It looks like the wolfdog is trying to attack, but just isn't. The AI is making the entity follow the player as if the entity were attacking, but it's not. It seems like the AI isn't "forgiving" the player for the accidental attack.
Furthermore, I tried to command the wolfdog to lay and sit. Looks like she begins to, but then immediately gets up and starts following the player half a second later. I also tried setting the aggression level to neutral and passive, but that still doesn't change the wolfdog's behavior of following the player.
Is there a way of forcing the entity to stop following this player?
I tried looking for the mod's datafile to maybe see if I can make the entity "forgive" the player by editing a json file, but I can't figure out where this mod keeps its entity data.
Unrelatedly, it looks like the sound file is missing for the command "Speak".
Any idea if this non-forgiving behavior is from Wolftaming or from PetAI? Do you have a discord server?
Gerste Thanks a lot! ^^
Fixed with version v2.1.1 Wolfzank
Aloha, I noticed recently that my dogs are missing the howling sound effects. Even if I use the "speak" command, the animations plays, but no sound. I dunno if there's other sound effects missing, but it doesn't look like, the attack growls and cries when receiving damage are all still there. It's not a big issue, but still wanted to ask. Great work with the mod, really enjoying it ^^
I dont know. Their breeding behavior is unchanged from vanilla animals. chachaii
Hello! I would like to know if dogs can breed without line of sight? Thank you for your amazing work!!
PanzerBones
True phylogenetically, but in terms of behavior they are more like dogs. The Ancient Egyptians tamed Striped Hyenas (particularly for hunting I think), and according to archaelogical evidence they were friendly and loyal pets.
Zallix
Hyenas are more closely related to cats than dogs or- for another caniform example- bears.
Any chance for hyena's to be added in the future?
Thanks for the response,Gerste! I just tried deleting and re-installing both mods from the 1-click install links, but still no luck. Before I start disabling other mods one by one to see if something is interfering, is it correct that I just need to right-click or shift-right-click on the pup with raw meat or bones in my hand to begin the taming process? Trying to rule out user error...
Edit: Turns out The Critters Pack mod was somehow conflicting. As soon as I disabled that mod, the feed pet tooltip appeared and the pups started eating. Thought I'd close the loop on this in case anyone else runs into this issue.
Sounds like the mod is either not installed properly or not enabled MakoTrip
I installed this mod plus the PetAI mod and have successfully trapped a few pups at my base. However, all they do is run from me and bark their heads off...I can't get them to accept any raw meat or bones or anything. What am I doing wrong?
C O R G I S
so i tamed a direwolf pup, named it, got its obedience, made it howl and all that
but after it grew up its just "tamed direwolf" and i cant interact with it
Hm I can not recreate that error on my end. Do you happen to have some other mods installed that might mess with that?
Can you test in a new Creative world with only PetAI and Wolftaming enabled? BlackGR
Thank you for responding. In general, it works well for me; I can train the puppies and make them sit, etc. The only issue is that I can't see the recipe (I'll leave screenshots for you to understand. https://drive.google.com/drive/u/0/folders/1iYN37g8yrU_l631u3JOyv5klbjUMfQOh). The version I'm using is 1.8.0 because the new versions give me an error.@Gerste
They should be listed in the handbook as all recipes are. Is the rest of the mod properly working for you? BlackGR
Hello, I'm not sure if it's normal that I can't see the recipe to make necklaces, scarves, etc. It seems impossible for me to craft them in survival. Do I need to install something else? By the way, sorry for my English, I'm using a translator, hahaha.
You can download Mobs Radar. It is compatible with the pet mods (from 1.19 on) so you can have your own marker just for your pets. (you can also disable the other markers if you only want the pet marker) Gearsio
Seem to have lost my dog during a little adventure, would it be possible to teleport them back or maybe impliment a way to track where they are on the map maybe through a late game collar that uses jonas tech? I figure it would be a fun idea to suggest! ^_^
Can we make the collars & scarfs wearable? Like for us?
Cool but too bad pets are disappearing, even from closed cage.
Downloaded this because I couldn't handle killing wolf puppies to keep my base safe, since waiting for them to become adults that could fight back was not optimal. Now my house is full of puppies, and I'm running out of walking space...
100% obedient dog...he does absolutely nothing...no order to follow, no teleportation...poointless finally.
Hi, I don't understand many things.
Is the mod up to date and working ?
I read many comments because I had problem with the "follow" thing and "teleportation" thing.
I tamed a pup, 100% obedience. There is no follow command, only "sit" "down" "speak". Also, the dog don't teleport to me when I go far away, and I just lost it. I also read that there were command like "/petmanager list" and all, but the game doesn't recognize these commands.
What is up to date and how to make the dog really follow you and/or teleport ?
Thx
Do wild wolves breed and reproduce offspring on their own? Or are the spawn tables so that they only spawn in with a wolf pup?
Would it be possible to have the sit/down functions work for more than a couple seconds? I love having my dog wander around my workshop, but she drives me absolutely insane because she seems to always want to walk directly in my face or in the firepit. Telling them to lay down doesn't do much since they just get up the moment another animation triggers. Or maybe a confirgurable "stay" radius so they don't wander so far?
Modelling is not really my strong side, but if one would provide me the models and let me know what crafting recipes he envisioned I be we could work somehting out LordOfCats
It would be super cool if we could make armor for our wolves like Lamellar, Brigandine, Chain, and Scale.
Hi! After how many servings of meat, the weight of the animal will increase and what will happen if it drops significantly?
Hello, so I have a feverstone horse pet which I accidently hit, and now my pet wolf attacks it whenever I set my wolf to protective, any solutions? should I let it be killed so the wolf stops, then heal the horse?
hello, could you maybe add compatibility so it can work with the runestone mod ? The cage mod can't pick up adult dogs i think, and when you use runestone the dog don't tp with you. I was thinking maybe a way to pick it up or something like that ?
Also i play with the mod that add Direwolves, making it possible to add armor and accessories to them could be very neat in my opinion !
anyway great work with this mod
Could u add a way to pet the doggo plz
How long does it take for pup to grow into adult?
how do you find the wolf pups. I have animal cages installed :)
(1.18.6) having a bug where poultices and bandages only heal myself, not the dog when it dies :( lost a few pups to this already
@mitroboticshack I have the animal cages mod installed, otherwise sometimes you can get them at a merchant.
how do you "kidnap" the wolf pups? thats what it says in the guid book?
Does this conflict with Feverton wilds mod.?
You know what's not a fun scenario? Peacefully making some clay molds, and one of my pet wolves walks his big hitbox into where I'm swinging my hands around. Suddenly my other wolves are tearing him to shreds.
Why on earth can they aggro on each other????
The "heel" command should do that Thranos
How do I get a tamed, fully-grown wolf/dog to actually follow me?
They keep just wandering around. 100% obedience.
TheRealDiggyChz Fixed with PetAI version 1.7.9
Gerste While this does make them not respond to damage from other players, it also makes them completely passive regardless of aggression level against other entities, fine if you just want a passive pet at home, but useless for bringing them with you during a hunting/caving trips on a small multiplayer server. Also it would be nice if the generation text was retained once pups grew up.
How do you increase damage tier? I have a dog with damage tier 3 and several dogs with damage tier 2.
We are really enjoying your mod on the Return of the Civ server. One idea that came up was maybe have some generational changes between when the tamed wolves turn into actual dogs, with all the friendly dog behaviors. Like 0-3 gen tamed pups become mostly just wolves that dont attack you or they might attack if they take damage, 4-6 become a bit more responsive with limited commands and then above that you get what you have now with a fully trained dogs. It would add some game play loop to breed multiple generations and it would also allow people to pick exactly what type of behavior they want if say they want a very wolf like pet rather than the full friendly dog you get now.
description says for v1.18.1, but will it work for 1.18.3, or should I wait?
The new version of Pet AI should address the issues you had with trying to feed your puppies. I added a compatibility patch for Medieval Fashion. Friskain
Hey Gerste
Firstly, thanks for this amazing mod, I love it. But I have a question.
It says on the tooltip above a wolf Taming a wolf pup, you can feed it bones and meat. Bones work, but couldn't feed it Meat if I try. I will eat it. It won't take the meat in its mouth like he does with a bone or a toy bone
Now I just updated the latest Pet Ai and i have to see if that solves it, but what am i doing wrong
also is there any way to check the health of the tamed wolf and or any way to make it heal or make the wolf have more hit points more sturdy
I'll keep you updated if the new Pet Ia works better.
Yes and yes TheRealDiggyChz
There is a tiny button on the top right of the pet GUI. This opens the pet profile where you can change the name and discontinue ownership from the pet.
In the config file of PetAi there is an option "pvpOff". Set it to true and pets should no longer be affected from pvp in any form.
Is it possible to transfer ownership of pets or allow another player to control them? On a similar note is there a way to make them ignore damage from other players but still respond normally to other entities? Would help when they wander infront of friends while knapping/clayforming, or get hit by a spear in a crowded cave, basically i wanna turn off pvp but for associated pets.
Modelling is not really my strong side so there wont be any more dog races in the near future. Defop
Also I feel like some people might prefer not to be flooded with dog races and just want to be able to tame wolfes.
But if someone was willing to expand upon the existing dog races I surely would be willing to help out here and there with the coding part of things.
What about husky, Eskimo dog, shiba inu, dachshund dog?
Yes it takes some time for the puppies to grow into adults. Kassian0x0
The color change is normal for dogs, also the vanilla game does currently not support having both genders as babies Poogans
My dog changed from black to white upon growing from pup to adult. Also is there no way to see if they are male or female before adulthood?
Does it take time after taming is complete for the pup to grow? Theyve already reached taming 100% and its been a few days, but the Hunting Dog Pup is still a pup.
@Gerste cool Easter egg, I love it. Unfortunately I lost both dog and pig but as soon as I settle some place I want another great mod.
With the animalcages mod, maybe I will rework the teleport to also occur when the dog is simply to far behind Wandour
The Shepherd dog is commonly used to herd cattle, so I thought this would make for a fun little hidden feature Mendall
is there a way to pick up wolf pups???
also for some reason, my dogs won't teleport to me at all
they get stuck and possibly lost trying to follow me
Would it ever be possible to include hyenas as a tameable creature in this?
Is there any info out there anywhere as too what to expect when my pet gets too far behind or falls in a hole or how do I raft across a sea without loosing them etc. is there an info file or FAQ or something some place.
I have a strange story to tell, and I'm not sure if it belongs here or petai or base game for that matter.
I was taming a Shepherd pup I bought at a vendor when two pigs nearby ran in to my fire and got agroed forcing me to kill them and orphaning a baby pig.
Now that baby pig follows my Shepherd pup everywhere, I have crossed a hole desert and more and that pig is still with us. So I guess I'm a pig owner as well now. Any chance of getting a pig taming mod, lol.
I think my dog keep getting lost
shouldn't they teleport to you if you get too far?
They should toggle your pets aggression level.
I have included a new config option in the new release to toggle pvp against pets (pvpOff) IAmJade
What do these different commands mean?
neutral
protect
attack
passive
The commands do not seem to work as we expect them to on a multiplayer server (PvP is off).
A tamed dog seems to "remember" that a player accidentally hit it. The tamed dog will attack that player regardless of the above settings we tested.
Could you add something in the configuration file so that we can set the PetAI never to attack another player?
Is the latest version compatible with 1.17.9?
I read somewhere there are items to revive your pets. Are bandages used to revive dead pets? If so, are bandages the only items? How can we check?
How do you open the UI for the pet bed?
When looking at the wolf it should have a size attribute and there should be a petcusion in matching or larger size available for crafting Zartain
Hey! Im just wondering about the nest size? its not really made clear that my tamed wolf has a claimed "nest". Im not really sure if the 2x3 rush mat is enough?
🇪🇸 Spanish traduction:
save as "es-es.json" in %SYSTEMDRIVE%\Users\%USERNAME%\AppData\Roaming\VintagestoryData\Mods\wolftaming_v1.5.4_petai_v1.5.+\assets\wolftaming\lang
pastebin.com/Lxa4wRrE
Animals keep aging in cages yes.
I removed the petmanager commands a couple of updates ago because they never worked to my satisfaction and I found that using tooltips and bandages to revive pets looks way more intuitive PeterSanderson
@Gerste
Someone on my server caught pups using Animal Cages.
Should wolf pups be aging in the cage?
On opening the cage, he was attacked by a full grown wolf. Does the clock start when you capture and then 408 game hours later you get a wolf if you didn't free it and start taming it
And if killed, do they respawn at all? Have the /petmanager commands been removed?
The same way as in the vanillage game. By buying it somewhere else for cheaper and redistributing it. There currently is no way to pickup a wolf pup (Animal Cages lets you pick it up, but you still can not sell it to the trader because it is a different item ingame). corny
How does one sell a wolf pup to a trader? Does that require the animal cages mod?
@gerste
I installed PetAI now. And it works. Did not see that.
Sounds like something went wrong. It should only take 24 hours by default. The respawn command works most of the time but is wonky to be honest. I think about reworking the system because its messing too much with vanilla game mechanics for my taste. Maybe you should be able to revive your dog using bandages or so after the fight. Let me know what you think about this. Katlamos
How long does it take tamed wolves to respawn in-game? I accidentally attacked one of my two tamed wolves while I was digging a hole, and the other one killed it. Since then, it's been about a half-month in-game, and the killed wolf still hasn't respawned at his bed. I know there is a way to force-respawn him, but would that cause an issue when/if the original wolf respawns?
I just testet in my creative world. Without any time modifiers the dog takes from 06. June until 11 July to grow up. You are not missing anything. It only takes time to let the dog grow up. I could lower the value for the next version to be on par with vanilla again. SashiSummers
It's been nearly a month in game now, and it's still a puppy. Does increasing season length alter the time needed to mature? Do they have to a nest to grow up, and what does that entail? We've gotta be missing something xD Gerste
It should take about 408 ingame hours. For reference, the vanilla wolf pup used to need 336 hours, but I upped this to 408 hours as well to give players a little bit more time to tame their wolf before it grows hostile. SashiSummers
How long should it take for a tamed puppy to mature? We've had the one on our server stay a puppy for a couple weeks now. Does it need certain conditions?
Do you have PetAI installed alongside? Gutsherr3
This doesn´t work. I tried different versions together with different versions of Vintage Story. Actually v1.4.2 with v1.16.5. I was informed I had to check the log-file but there is none.
All other mods are disabled.
ok figured it out... I checked the log and noticed a "version mismatch" error so basically I had downloaded the 1.17-pre version of the mods but I'm running VS 1.16.5! I told you I was dumb...
I'm now running the 1.16.5 mods and I see the taming guides. :)
Just opened up a Singleplayer world and it seems to be right where it is supposed to be. Maybe you have other mods installed that disabled the guide? paulsoaresjr
Maybe I'm just dumb but I can't seem to find the "small guide in the handbook" that tells me how to use this mod. I've tried searching for "wolf", "taming", "tame", etc... any ideas? thx!
Sure I will try my best. Hit me up on discord (I am away during the next week, but today and tomorrow I might have some time left). G3rste#1850
Thanks! I'll be doing that until said implementation, I totally understand why you wouldn't implement it.
However, I took my dog on that journey, and unfortunately lost her in unloaded chunks. I've been trying to use forcerespawn to get a copy of her back, but it spawns her for a second only for her to vanish again. I now have a ton of clones of her in my /petmanager list from all the times I've tried to respawn her; none have worked. Help would be greatly appreciated; forcerespawn has worked in the same game for cats, btw.
I just did some quick research leading me to how cured meat is poisonous for cats and dogs, so sadly that will be a no from me on that end.
However, I always wanted to implement long lasting petcookies made from meat, bonemeal, flour and water.
If you want a quick solution, you can simply unzip the mod, open the tame-wolf files and replace redmeat-raw with redmeat-cured (same with the other meat types, there are multiple occurences of *meat-raw in each file). gndrneutralnoun
If possible, do you think you could add cured meats to the list of foods wolves (and possibly cats too) will accept? I usually cure my meat to make it last longer because I'm a hoarder, but having to have some fresh meat on hand for my pets is a pain. If you don't want to, could you tell me how to manually edit the mod to add them to the list? Just for personal use. Or maybe we need a config system for it...
Unfortunately, due to how the entities are stored insided their current chunks, it is very difficult for me to locate a dog if it is in an unloaded chunk and the current pet respawn system, that tries to somehow mitigate that problem, is a huge mess under the hood. Katlamos
However, I have created some admin commands for serverowners for managing pet related stuff, so maybe you can try the forcerespawn command and see if that helps:
Is there a way to teleport my pet to me if it gets lost? I turned on creative mode in my world so I could just get back to my base, but my wolf had been following me and now I cannot find him.
I didn`t look there:) Thank you very much, i found it
Have you been looking under the Special Tab? I can still find it in my SP World Luka
I can´t find the magic bone in the creative menu. Doesn´t exist anymore?
The crafting recipe was broken. Should be fixed in v1.3.3. It now uses the same coloring system as linen. ColdWhim
I was wondering.. How do you actually craft the scarfs? The crafting recipe says that you need to put 40ml of dye into each corner but.. I did not figure out a way to put the luquid into the crafting grid, I also tried putting a bowl of dye into each corner too but it wasn't possible. Is this crafting recipe broken or am I too dumb to figure it out?
Ah hah, that is in fact exactly what was doing it, thank you!
I had another player contact me today with this today who figured out the issue was due to the mod clashing with Fix Handbook Clutter (Thanks again @Novadragon). If you remove this mod temporarily, you should be able to attach it with RMB to adult dogs easily.
How do you put collars on dogs? RMB while holding a collar, or ctrl or shift+RMB to open the command dialogue don't work, LMB definitely not--have tried about everything I can think of.
Well, I guess it's the same reason why I don't usually play with the ressurection ability, seems a waste of time breeding dogs at that point when I know one is enough, two at most. Like my post earlier suggests, I'd rather solve the issue myself than it be 'magically' solved. Just my preference of Immersion. Dogs get lost, fall in holes, need saving once in a while. I don't typically expect them to teleport to be able to keep up. Honestly if it had been me, I'd have made a distress call to let players know they can't follow and let them solve the problem, or choose to ditch the pet. Kinda along the lines of why I asked if it was possible to use carry capasity to pick them up, which would also be really handy in helping catch chickens now that I think about it. I just don't like shortcuts, I prefer having more options to solve issues like these.
but, that's just my opinion.
That being said, I'm glad you have the option to turn it on and off as desired.
Not without messing with the asset files. The teleporting stuff is new since Tyron introduced it for the pet locusts in 1.16 (he included a lot of stuff in this update to make it easier for modders to mess with entities attacking/ following certain stuff). I figured it would be a good idea for not letting the dogs go missing when exploring so I added it in too. Why do you want to disable it?
If you want to mess with the files you can find the relevant stuff in assets/wolftaming/entities/land/tame-wolf-(fe)male.json (search for "allowTeleport").
If a lot of people think its irritating it would also be possible to create a config option for that. MDrX13
They teleport? Never noticed. Is there a way to turn that off?
The pets attacking their owners is a bug I was going to fix in the next update. But I really like the idea of linking it to their obedience, so I will probably implement something like pets not attacking their owners if their obedience is above 50%.
I can not use carrycapacity to make pets carrieable. Carry capacity is aimed at blocks, not enties. If you want to be able to pick up a dog, I suggest you take a look at the config options of captureanimals or animalcages.
By default, the dog should start teleporting to your location if you are more than 30 blocks away from him if he is set to follow. MDrX13
So I had an Idea that you might be interested in, if you deem to add some code to modify this working with another mod.
I have found its really difficult to get pets out of caves when they fall in or follow you into a cave. Is there anychance you'd be willing to add in the ability to use carry capasity to pick up a dog and carry them on your back as long as they have a harness? maybe make a belt item that lets us interact in this way?
also, would you be willing to make the dog run away like a hyena within a threshold of obedience, rather than just turn on you when it gets in the way of a stike or harvest attempt? I've had to kill, and have been killed by my own dog several times because it got between me and a target, or because it wandered in front of me while harvesting. I know this should probbably go into the petai mod comments, but since I was suggesting the sling addition for the dog harness, thought I'd not spam you with multiple comments. :)
given the changelog on the Hide and Fabric mod, that's probably the culprit for the wolf population issue, if you were using it as well GrishkoJiggers
Looking at it now, I don't think it's this mod causing the issue-- weirdly enough, I think it was a one-in-a-million thing; we seem wolf-free so far. Who knows, maybe it was just the Fimbulwinter...
This mod does not mess with animal spawning. The only changes I made to regular wolves are their behaviors towards their tame counterpart.
Or are there dogs spawning inside your base? GrishkoJiggers
Not sure if it's a bug, but on our server installing the mod made ~50 or so wolves spawn on our base-- and they respawn faster than we can kill them.
Should be fixed in petai_v1.3.1. Ecks
so my appologies, I'm not sure which of your mods adds in the pet whistle, but I was working with the wolves when I found this. The recipe conflicts with primitive survival's bone fishhooks. While running both, there is no way to get the whistle without changing game modes.
Hi! I made a french translation for your mod, feel free to add it if you want. 😊
fr.json - wolftaming 1.2.1
After a short playtest I am confident that it should work on 1.15.10 Rico
I initially created that as an alternative for people who want to tame their wolfes but dont need the complexity farm-life offers. That beeing said, running both mods simultaniously should not break your game, but might cause some unwanted behavior. For example the dog created by breeding will not be able to wear collars and backpacks whereas the dog created by feeding a wolf pup will not listen to the petwhistle. Maybe I should consider hitting up jakecool for making these mods cross compatible. PeterSanderson
It's okay to presume that this mod doesn't work on 1.15.19, right? Cause there is some other mods I like to use that are available in 1.15.10 but not all are in 1.15.9. So if you could make it possible to play on that version I'd be grateful.
Have you ever run this along with Farm Life? Does it conflict with the wolf taming method in that mod?
i love this mod and hope you add fox pups in to be tamed i would love to have a fox pet. keep up the good work
Yeah that helped, thank you for quick update :) Works great now :)
Fixed in PetAI v1.0.1, thanks for your feedback Verlia, Sindanarmo
I also added some small config options for making wolfes easier to tame/ raise.
Only thing so far that's a bit harsh I'm finding is the nerf on feeding. 10mins in between each feed on raw red meat that gives 10%. That's quite a while to sit and tame but, maybe the payout will be worth it. If the dogs can breed and each gen be stronger than the next, that'd make taming them worth it. Can they breed as is?
Second input on the growth time, I think that triple the amount is a long time. I think 14 days was just perfect. Triple the amount goes up to 42 in game days. That's a long time to sit after taming a puppy and it can't follow me back home. Is there a configuration file that would allow us to change the growth rate of wolves and dogs as well as the taming effectiveness for different food types?
Bug; right clicking with empty hand crashes game. :/
Hello again :) New changes are brilliant, this is one of my favourite mods :) Unfortunately since yesterday I have weird issue - when I right click my pups with empty hand my game completely freezes, tried a few times and everytime ended with freeze. When I feed them everything is ok, nothing weird happens. Have other mods installed, but they wasn't updated recently and I tamed my pups before 0.7 version of this mod. Should I find new pups, would that help?
Thanks! Always good to have some info in handbook just in case. ^_^ I'm still trying to find a puppy to tame but I'll let you know my thoughts when it happens! Btw, I've got quite a few creatures made I may input your code onto them, think it'll make great stuff! My creatures so far; Faunling, Geode Crab, horse, cat, rat, land griffon, frog, snake, turtle, large hog. Not all of these would be tamable, but if you can figure out how to attach a backpack to a wolf, it'd make some awesome pack mules. Feel free to DM me on discord as well (I'm not always active, but I get back to msgs in time); Verlia#5712
Neat idea! Version 0.0.7 now includes a small guide in the handbook for taming wolfes. I upped the growth time for both wolfes and dogs to 1008 ingame hours to give players more time to tame the pup before it grows aggressive. This translates to 3 times the original value. I nerfed the dog quite a bit and made it harder to obtain one. I hope he is still a viable companion. Verlia
Really enjoying this mod so far! Is there going to be a guide to be included in the handbook? Also, do the pups grow up at the same rate as a wolf pup would? I don't know the exact amount of time/how long it takes for a puppy to grow up.
Awesome, yeah that fixed it, thanks!
Should be fixed in version v0.0.5, I also added a short check that should convert any already tamed wofles into dogs. InfernalSkys
Turns out I simply deleted some of the code responsible for spawning the tame dog ...
Let me know if you still run into issues with it.
Ah, ok yea I do have them trapped in a small walled off area so they won't run away so that makes sense
When the pup is colliding with a block once it reaches 100% tameness, I delay the spawning of the tame variant until the pup is not colliding anymore. For some reason this delayed spawn is never called. I will hopefully fix this in the next update. In the mean time, please make sure your pup is not colliding with anything when reaching the 100%. InfernalSkys
So a few wolf pups wandered close to my house and I started taming them all at the same time, once they reached 100% and it let me name them nothing happened, the name didn't appear and they seemed like a regular wolf pup and I couldn't interact or feed them bones or meat anymore, I tamed 1 wolf pup before and he is great but these 3 that I was taming at the same time stopped working upon reaching 100% tameness(still running away like wild pup, can't bring up interaction menu like my first tame pup, can't feed either), any idea why?
Oh I see, it is very logical :) So the only solution for pups I guess is to lock them somewhere every time we don't want them to follow.
Currently the pup does not follow the stay command and is also unable to fight for you. I wanted to make the pup less obedient because it is still, well, a pup.
But this might change in the future, depending on how I will implement the feeding mechanic (maybe a dog will be willing to to more complex tasks the more obedient it is).
Thank you for the response, I don't know anything about making mods and wasn't sure if this is possible, so I understand that some of my ideas can be rather difficult to implement :) I have another question about command "stay" - should it work only with mature dogs or also with pups and how long? I lost one pup in the deep cave because he didn't obey it and dunno if this is ok or something went wrong. Maybe you can add lash or something similar to tie them to trees or fences when it is better if they stay in one place longer?
Thanks for your feedback. :) Sindanarmo Vintagebob
I am indeed trying to include a fetch mechanic in the (probably far) future. Currently I am trying to implement a dog collar in different variants to make your dog feel a little bit more personal.
You are right about the meat thing. I played around with the idea of beeing able to hand feed him and wanted to make the food render into the dogs mouth (like it does for the raccoon), but I ran into all kinds of trouble an it may take me a while to figure it out.
Brilliant mod, thank you for making it :) Pups are adorable, was afraid that they will do stupid things like minecraft dogs - walking into fire etc but so far they seem to don't do any of that. I'm curious if you would consider adding more abilities to interact with them like petting or playing simple games like throwing a stick? They also don't seem to want any more meat after being fully familiarized - will they hunt for food?
This is a very nice mod :) this small dor pups are cute!