Space Engineers

Space Engineers

Darth Biomech's Cyberhounds (replaces Wolves)
54 comentarios
Nikolas March  [autor] 22 SEP a las 21:01 
i was never a fan of the old cyberhounds dropping meat, i would have to make a seperate verson for dropping meat, and leave the original as is
Devestatio 15 SEP a las 20:37 
@Nikolas March Any way we can get an update to these awesome dogos please? They need to drop Mammal Meat for the newest update on survival mode. "Invasion of Wolves" has the same issue sadly :(
Deapri 20 ENE 2024 a las 14:51 
Finally posting is working again, the Cyberhounds are registered with AI enabled so I ensured they are all on the enabled/allowed lists and turned my scavenger into one, so it's absolutely working just in addition to rather than replacing due to how that system works. (If they are not added to the allowed list by default and users will need to do so manually.)

Thank you very much for your responsiveness and maintaining this amazing model and mod.
Nikolas March  [autor] 19 ENE 2024 a las 6:13 
not sure whats going on there, i never used MES creature spawner
Deapri 18 ENE 2024 a las 13:21 
I keep seeing regular wolves not the cyber wolves, does AI enabled and MES Creature Spawner path the model differently maybe?
mazrados 2 MAR 2022 a las 19:54 
And I cen't remove already spawned. Even in creative mode.
mazrados 2 MAR 2022 a las 19:32 
I found settings for creatures spwaning in modular encounters mod.
Not sure what particular cooldown option means but I increased all.
I guess it should help (or I will need to restore settings from backup :D).
mazrados 2 MAR 2022 a las 18:36 
Is it possible to adjust how many and how often are spawned?
Patrick 15 SEP 2021 a las 15:13 
I'll take a look, thanks!
Nikolas March  [autor] 15 SEP 2021 a las 0:22 
look for Example Override mod in the description
Nikolas March  [autor] 15 SEP 2021 a las 0:21 
there is a system in place for players to make their own versions, fully replacing the wolves is the way i like it, and many others... and if i did that, then you would need to enable spiders for them to work, which doesnt help when people dont want spiders but do want cyberhounds (hard coded game limitation)
Patrick 14 SEP 2021 a las 10:47 
Can you update this so that it doesn't override the regular wolves? So most of the time it's normal wolves roaming around, but every now and then you get a cyberhound.
Nikolas March  [autor] 18 DIC 2020 a las 5:12 
nice :)
Calmaria 18 DIC 2020 a las 0:45 
This works with https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1163665793

Invasion of Wolves, which give me Cyberhounds, on Pertam!
Nikolas March  [autor] 16 AGO 2020 a las 12:13 
i have never touched 'Change Notes', but it should coincide with the latest 'updated on X date'
what i will try to do in future is put the date in the 'Update' line, i probably adopt the universal yyyy/mm/dd format for this, to save US/UK confusions :)
ParaBrightside 15 AGO 2020 a las 12:29 
To verify, do the updates you note in the description above coincide with the "change notes" page, in the same order (from top to bottom)?

So "Update: Quick Fix for game crashing, untested, copied needed parts from vanilla AIbehaviours definition." was on Aug 7th?
Nikolas March  [autor] 8 OCT 2019 a las 18:54 
they are about the same as normal wolves for damage dealt, but they look scarier :)
Spyro The Gamer 🎮🎃👻 7 OCT 2019 a las 20:03 
@Nikolas March Holy crap-I sure would never
want to try to take THIS thing on!
Ryukki 13 JUN 2019 a las 12:51 
I made a suggestion for npcs to be fixed and along with loosening the hard code on them. I thought I share this I would love PVE to be more fun (working) in SE!

https://support.keenswh.com/spaceengineers/general/topic/fix-npcs-to-be-functional-again
Nikolas March  [autor] 3 ABR 2019 a las 0:10 
ah, yes this one just replaces the vanilla wolves with non-exploding Cyberhounds, the Exploding ones are in this mod, but there is no vanilla planet that will even use them, so you are safe :)
NeoStratagem 2 ABR 2019 a las 22:57 
Oh sorry, it was just a general question. I have not tried the mod yet. Didn't wont exploding wolves around my base. Sorry for the confusion.
Nikolas March  [autor] 2 ABR 2019 a las 17:35 
ive just checked the files, the normal wolves replacement does not explode, it is using the non-exploding Behaviour routine, is it just this mod you have added with vanilla planets?
Nikolas March  [autor] 2 ABR 2019 a las 17:30 
the normal ones that replace normal woves shouldnt be exploding, but i will cehck to see if i forgot to remove that lol
NeoStratagem 2 ABR 2019 a las 8:47 
Is there a way to disable them from exploding?
WoodenLego1 25 MAR 2019 a las 18:10 
is there a way to make this some form of a pet?
Asher 19 MAR 2019 a las 22:11 
Alright thanks for the quick reply
Nikolas March  [autor] 19 MAR 2019 a las 18:51 
it should be :)
Asher 19 MAR 2019 a las 14:55 
this working right now? would love to use it instead of killing wolves xP
Nikolas March  [autor] 23 ENE 2019 a las 5:42 
ah yes i remember this happening to me now the leftover engineers needed to be killed/looted and despawned for the save to work, i will report it as a bug, and note it in the description, thanks :)
[UA]BorealStargazer 22 ENE 2019 a las 22:03 
Thanks, I've detected what caused this problem. I've found a body of the engineer and looted it. After it despawned I was able to save correctly.

On a sidenote, why did I remove the mod: I don't know why but the bodies of cyberhounds despawn very quickly (my estimate is 1-5 minutes). I can't always loot them that fast (for example if I hear my turrets shredding them outside).
Nikolas March  [autor] 22 ENE 2019 a las 14:12 
i have tested this previously, it seems fine for me, it just leaves wolves in place of the cyberhounds, and 'engineers' in place of the exploding cyberhounds, there could be something else making this happen for you...
[UA]BorealStargazer 21 ENE 2019 a las 19:40 
Installing this mod, then removing it seems to lead to "World Failed to Save" errors, meaning you can't save any longer.
Ryukki 5 DIC 2018 a las 21:54 
I just updated the "Medieval Engineers Beta" planet with this. Code works I got cyberhounds,exploding cyberhounds and spiders roaming at night! :D
Spaceman Spiff 5 DIC 2018 a las 16:36 
Absolutely wonderful!
spambot9k 25 NOV 2018 a las 16:37 
This is a great skin that give you proper scary enemies, unlike those uncanny valley originals.
Nikolas March  [autor] 23 NOV 2018 a las 5:59 
some work has been done for the exploding Cyberhounds, though to use them, they currently need spiders enabled due to some hard coding of the animalbot subtype ID, i have sent them a suggestion for a small code change, im hoping it will be accepted, or improved upon further :)
Nikolas March  [autor] 20 JUL 2018 a las 16:54 
hey Geneticus :) its on the planned list too, it was put off as that requires a planet mod to go with it, or even altered vanilla planets mod.
Geneticus 20 JUL 2018 a las 16:45 
Actually a non-replace version would be nice to be able to add next to existing animals.
Nikolas March  [autor] 28 ABR 2018 a las 8:27 
yeah i asked the devs 2 days ago about a fix, and "it's not a priority" :(
Grevinelveck 28 ABR 2018 a las 7:31 
Sounds good I'm working on a hardcore map that has several mods carefully stacked involving the wolves and spiders. There the early game challenge for the map. However due to the derplybess of the wolves even with your ai fix once you have any kind of base there no longer a challenge and are just free resources. that and their odd habit of targeting each other...
Nikolas March  [autor] 28 ABR 2018 a las 7:20 
i still plan to add the explosives version to this mod, then other modders can make planets for use with the exploding ones
Grevinelveck 28 ABR 2018 a las 1:33 
I see. Yeah that would make it incompatible with my project as well. Thanks for the quick response.
Nikolas March  [autor] 27 ABR 2018 a las 23:22 
it is planned to get that working again, but there is a problem there, with the way this is compatible with all planets that use the 'Wolf' bot entry, as the Animal type is specified in the PlanetGenerator definiton file, so for it to work, it would need a planet to be modified to spawn a different or extra entries, that capability is already almost already in the mod, the reason why they dont explode is because no planet has the 'CyberhoundExplosives' entry as one of the possible animal bot spawns, i can add it back fully working to this mod, but will require a vanilla planet alteration to do it, which then makes it incompatible with other mods that alter planet definitions, which i would have to upload as a separate mod
Grevinelveck 27 ABR 2018 a las 15:32 
Have a little request and you might find it an odd one. But any chance of getting a version that has the occational one strapped with c4? Like in the origional. Would be perfect for a project Im working on.
Carnaxus 3 ABR 2018 a las 22:30 
Probably.
Nikolas March  [autor] 31 MAR 2018 a las 10:16 
im still not entirely sure how these worked originally, but this mod here definitely needs the wolves to be enabled :) there was a bug at one point the wolves/cuberhound option was actually being ignored by the game... that could have been it?
Carnaxus 30 MAR 2018 a las 16:58 
So that checkbox does enable/disable these wolves now. Way back when Darth Biomech first released these, they ignored that setting and just always spawned.
Nikolas March  [autor] 29 MAR 2018 a las 16:45 
these do need wolves to be enabled (when the games options are working correctly) :)
Carnaxus 29 MAR 2018 a las 15:33 
Does the "no wolves" option actually affect these yet? Last time I tried these hounds (ages ago) they still spawned despite the option being off.
Nikolas March  [autor] 25 MAR 2018 a las 12:46 
:)