
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
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 |
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!