Mods / Wolf Taming

Category: #Creatures
Author: Gerste
Side: Both
Created: Oct 29th 2021 at 6:39 AM
Last modified: 4 days ago
Downloads: 10461
Follow Unfollow 64

>>Needs PetAI to function!<<

Russian translation provided by Mamoru Mondai.

Mod Showcase by Julius van Vern.

French translation by @Cendar.

Dog armor models and textures by Verlia.

Current features:

Wolfes can now be tamed and utilized by the player. A small guide in the handbook should contain everything to get you started.

When a dog receives critical damage, it does not die. Instead it despawns and spawns back in after 24 hours. This however can be cusomized or even turned off in the config file fo petAI.

Compatible with animals from:

  • Lichen

Roadmap:

Spoiler!
  • Make the wolf able to fight alongside the player✔️
  • Make more vanilla and modded creatures interact with tame wolfes✔️
  • Pet Nests✔️
  • Split this into a code and a content mod, so that the petAI can be utilized by other mods to tame entities✔️
  • Cosmetic accessories like dog collars✔️
  • A wearable backpack for the dog✔️

 

Version For Game version Downloads Release date Changelog Download
v1.5.0 52 4 days ago Show wolftaming_v1.5.0_petai_v1.5.+.zip
v1.4.2 1241 May 28th at 2:21 PM Show wolftaming_v1.4.2_petai_v1.4.+.zip
v1.4.1 1190 Apr 20th at 6:52 PM Show wolftaming_v1.4.1_petai_v1.4.+.zip
v1.4.0 1484 Apr 3rd at 1:32 PM Show wolftaming_v1.4.0_petai_v1.4.+.zip
v1.3.3 955 Mar 7th at 7:08 PM Show wolftaming_v1.3.3_petai_v1.3.+.zip
v1.3.2 921 Feb 16th at 8:32 PM Show wolftaming_v1.3.2_petai_v1.3.+.zip
v1.3.1 598 Feb 4th at 11:30 PM Show wolftaming_v1.3.1_petai_v1.3.x.zip
v1.3.0 458 Jan 30th at 4:18 PM Show wolftaming_v1.3.0_petai_v1.3.x.zip
v1.2.1 1216 Jan 5th at 7:45 PM Show wolftaming_v1.2.1_petai_v1.2.x.zip
v1.2.0 181 Jan 2nd at 6:48 PM Show wolftaming_v1.2.0_petai_v1.2.x.zip
v1.1.0 352 Dec 11th 2021 at 7:05 PM Show wolftaming_v1.1.0_petai_v1.1.x.zip
v1.0.0 414 Nov 21st 2021 at 9:58 PM Show wolftaming_v1.0.0.zip
v0.0.8 155 Nov 20th 2021 at 4:08 PM Show wolftaming_v0.0.8.zip
v0.0.7 172 Nov 19th 2021 at 11:38 PM Show wolftaming_v0.0.7.zip
v0.0.6 182 Nov 16th 2021 at 10:57 PM Show wolftaming_v0.0.6.zip
v0.0.5 231 Nov 12th 2021 at 7:59 AM Show wolftaming_v0.0.5.zip
v0.0.4 172 Nov 10th 2021 at 7:57 AM Show wolftaming_v0.0.4.zip
v0.0.3 191 Nov 5th 2021 at 7:58 AM Show wolftaming_v0.0.3.zip
v0.0.2 111 Nov 2nd 2021 at 7:42 AM Show wolftaming_v0.0.2.zip
v0.0.1 152 Oct 29th 2021 at 6:40 AM Show wolftaming_v0.0.1.zip

48 Comments (oldest first | newest first)

Gerste, Jun 15th at 7:52 PM

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

gndrneutralnoun, Jun 15th at 12:51 AM

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.

Gerste, Jun 14th at 7:42 PM

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

gndrneutralnoun, Jun 13th at 10:06 PM

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...

Gerste, May 28th at 11:55 AM

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:

  • /petmanager list "playername"
    • Lists all pets and their ids owned by that player
  • /petmanager delete "petid"
    • Removes a petid from the petmanager
    • if a pet got corrupted somehow and can not respawn but the server has a limit for maximum pets per player, this command may be helpful
  • /petmanager forcerespawn "petid"
    • Respawns the pet with the given petid
    • If the selected pet is not dead, this will create a duplicate pet, so be aware (idk who would complain about more pets but anyways)
    • If the selected pet is corrupted, this will still attempt to respawn a similar pet and assign it to the player
Katlamos, May 28th at 5:17 AM

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.

Luka, Mar 9th at 6:13 PM

I didn`t look there:) Thank you very much, i found it

Gerste, Mar 8th at 7:46 PM

Have you been looking under the Special Tab? I can still find it in my SP World Luka

Luka, Mar 8th at 6:55 PM

I can´t find the magic bone in the creative menu. Doesn´t exist anymore?

 

Gerste, Mar 7th at 7:09 PM

The crafting recipe was broken. Should be fixed in v1.3.3. It now uses the same coloring system as linen. ColdWhim

ColdWhim, Mar 6th at 11:10 PM

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?

iotid, Feb 16th at 8:47 PM

Ah hah, that is in fact exactly what was doing it, thank you!

Gerste, Feb 16th at 8:05 PM

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.

iotid, Feb 15th at 10:52 PM

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.

MDrX13, Feb 15th at 10:47 PM

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.

Gerste, Feb 15th at 6:22 PM

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

MDrX13, Feb 15th at 5:37 PM

They teleport? Never noticed. Is there a way to turn that off?

Gerste, Feb 14th at 8:28 PM

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

MDrX13, Feb 13th at 11:31 PM

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. :)

Lisabet, Feb 12th at 4:45 AM

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

GrishkoJiggers, Feb 11th at 12:41 AM

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...

Gerste, Feb 10th at 6:59 PM

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

GrishkoJiggers, Feb 10th at 4:56 AM

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.

Gerste, Jan 31st at 10:30 PM

Should be fixed in petai_v1.3.1. Ecks

MDrX13, Jan 31st at 9:00 PM

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.

Cendar, Jan 19th at 4:31 AM

Hi! I made a french translation for your mod, feel free to add it if you want. 😊

fr.json - wolftaming 1.2.1

Gerste, Dec 28th 2021 at 8:18 PM

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

Stejer, Dec 28th 2021 at 3:43 PM

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.

PeterSanderson, Dec 26th 2021 at 5:25 PM

Have you ever run this along with Farm Life? Does it conflict with the wolf taming method in that mod?

 

Evilteen18, Nov 28th 2021 at 3:25 AM

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

Sindanarmo, Nov 24th 2021 at 1:22 PM

Yeah that helped, thank you for quick update :) Works great now :)

Gerste, Nov 22nd 2021 at 8:15 PM

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.

Verlia, Nov 22nd 2021 at 5:09 AM

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. :/

Sindanarmo, Nov 22nd 2021 at 4:54 AM

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?

Verlia, Nov 22nd 2021 at 12:03 AM

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

Gerste, Nov 19th 2021 at 11:43 PM

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

Verlia, Nov 19th 2021 at 9:31 PM

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.

InfernalSkys, Nov 13th 2021 at 3:42 AM

Awesome, yeah that fixed it, thanks!

Gerste, Nov 12th 2021 at 8:05 AM

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.

InfernalSkys, Nov 11th 2021 at 7:54 PM

Ah, ok yea I do have them trapped in a small walled off area so they won't run away so that makes sense

Gerste, Nov 11th 2021 at 7:56 AM

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 

InfernalSkys, Nov 10th 2021 at 9:40 PM

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?

Sindanarmo, Nov 9th 2021 at 10:17 AM

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.

Gerste, Nov 9th 2021 at 10:14 AM

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).

Sindanarmo, Nov 9th 2021 at 10:06 AM

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?

Gerste, Nov 9th 2021 at 8:10 AM

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. 

Sindanarmo, Nov 9th 2021 at 4:46 AM

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?

Vintagebob, Nov 3rd 2021 at 12:28 PM

This is a very nice mod :) this small dor pups are cute!

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