#Wolf Taming
1487 messages · Page 2 of 2 (latest)
mostly wanted one so i didn't need to spend 10 mins rallying my 7 dogs whenever i wanted to go on a trip
Honestly, I don't remember how it works, it might actually apply to more than one? I can't remember. Worth taking a look though.
And yea, that sounds like a hassle. Release the hounds!
ye, i just wanna
and let my 20 fully armored dogs tear a unfortunate drifter into pieces
Question, I set both my pups to aggressive to go bear hunting, and they just attacked eachother? I used the whistle to make them attack.
Tippy-taps animations
Yeah exactly a large invisible ghost box. I think the best reference file is the shepherd, he has all animations an can take all accessories.
Yes attachment points are defined in the VSMC ( you can also search for the LeftHand attachment in the shepherds shape file.
German Shepherd/Hunting Dog
Dont worry about the scale, as long as the attachments fit to the model, I can scale everything via code (I would not mind the shepherd, wolf and hunting dog being the same shape anyways)
Dog accessories
I don't mind them looking different than the old models. Stepping in to help definitely earns you full creative freedom at least. I also have no objections to copper/ steel armor if you prefer those over the existing ones or want more of them.
Multipliers
Yeah that is also a result of the vanilla wolf update. Before, the wolf was just on par with the dogs, but got a significant buff during 1.20 or so.
I currently have some small tweaks in there regarding balance
The shepherd does the most damage
The wolf has the most hp
The hunting dog is the fastest and can outrun a vanilla rabbit i think
The corgi and the shepherd can also herd cattle thats generation 1 or above (it simply follows them around if not enclosed)
Alright, I'll reference the shepherd and, as mentioned, come back to bug you with any further questions on that matter - thanks.
Last question that comes to mind is if there's anything in particular I need to worry about with the armour's pivot points for ground placement, or do you have a separate shape already for doggo armor when placed on the ground? I imagine you do, but I'm not super familiar with how VS handles these things just yet.
German Shepherd
Alright! I'll see what I can do.
Dog Accessories
Roger that, chief. I might take a stab at copper & steel armour just to add a more linear progression to pupper progression, if you're willing to add those.
Multipliers
Ohh, interesting. I had no idea about those stat differences *or * the shepherding, that's super cool. Well, separate knobs for each of them would be cool but seems unnecessary - I'd be happy with just a dog-wide multiplier just so I can buff my pup in singleplayer. Thanks again!
Will send updates here when I have them, probably just gonna chip away at the new models for a while.
Oh, and, I suppose this means I gotta import the base game wolf and then re-export that with the new hitboxes and attachment points?
I can have sepearate translation matrices for placement in hand, gui and on the ground, so I dont think you have to worry about that
Yeah thats the easiest way to go
In the past i was patching the vanilla shape file using VS patching system, but I think that would be to much hassle for what we are trying to achieve
Perfect
Sounds good, I'll do it in VSMC then. I guess this would also be the one that I want to make the animations in - I'll try and keep the animation names identical to the ones you defined on the shepherd for hopefully painless porting
I think the blockbench plugin is capable of animations, but I dont know for sure, have never messed with it
I recall reading something similar - I'll have to double check that my own animations port nicely back & forth between VSMC & Blockbench, but if it is it'll save me some time
Just to hold myself accountable, updates: shittier looking copper armor & I know how to work the UV/texturing tool in VSMC now
Iron armour
Following up on this, I took a look at the sheppy's model. I found the LeftHand attachment point and the hitboxes, I'll try and replicate those.
I'm also noticing a bunch of other attachment points though, like an armor attachment point and a collar attachment point... are those also necessary? And if so, how will I know I've positioned them correctly? 🤔
@eager marsh
idea: the dog iron armor/helmet should also give a buff to attack damage, since it has all those spikes and horns
I just wanna say…yall are cooking and I’m here for it 

Can you sell wolfdog pups? I know there is an item called wolfdog pup but not sure how to get it.
I think they are
If the armor attaches correctly in the model editor, i think it will work in game
holy fucking cow thats so dope
Alright. I wonder if they just use it to define possible "gear slots" but then skin it to the base model. Kinda interesting to think about.
If you'd like, I can make the modified wolf shape asap & send it over along with the sets of armor I've done so far for testing?
Double-check I'm not too far off of where I need to be before I make the rest of the shapes.
If you got the wolf, its armor, backpack and collars ready I could stitch together a new modversion relatively easy I think
I mean i could also work with just the wolf and the armor and stitch some alpha stuff together and upload the zip right here
Alright, I'll work towards that for a "beta" version. I've got the copper armour, tinbronze armour, & iron armour - but still gotta do the helmets, the leather armour, and the accessories. Free-time permitting, should be another short while of work. I'll get the wolf's assets together and then worry about updating the other puppers
Those helmets are probably gonna kill me, I struggle to design canine-fitting helmets in my own artwork let alone voxel art 😅
but I'll figure something out
You mind if I just DM you when I've got that collection of assets? @eager marsh
I dont mind no 🙂
Alright, sweet
Thank you 
Setting up the wolf model was surprisingly simple. Attachment points & equip hitboxes should be good to go
New tippytaps/wounded idle
wounded-idle is supposed to be a lying down animation (it is used when your dog got critically damaged and requires healing)
Sry for not specifying 🙁
The best example is probably the vanilla tamed elk
I really like the animations though
Alright no worries I can probably just work off the vanilla wolf sleep animation, tho I'll take a lookskii at the elk too for reference. Thanks
& thank you!
Love how the paws move with tippy taps
Thought it was just an idle animation that played when your wolf was heavily wounded yk? like the minecraft wolf tail lowering with HP
There is a vanilla mechanic for the elk when it takes critical damage. It lies down in pain for 24 hours and then dies if not healed
I figured it would make sense to give dog the same treatment to stay vanilla style (pre 1.20 reviving dogs worked differently)
Yup, that makes sense to me. I'll take another stab at the wounded-idle animation after I'm done the backpack
I learned that wounded elk have a handful of "dying" animations that they can do. It's actually pretty depressing lol, they did a great job
Oh, have you found someone to help with updating the models and animations!? :0
Congratulations! And thank you, Peachwolf for being able to do so. 🧡
Will the mod be updated? And do you guys plan to update the dog models? I'm a big fan of your work.
I mean, given this communication so far above us, it looks like they will be updated eventually.
I did a big fuck up and lost the tippy taps animation. Whoops
Anyway, I won't speak for G3rste definitely but they seem pretty open to updating the mod should I get the assets together to do so. I'm probably like... 50% of the way done the models. Have to redo all the changes I made to the wolf model (attachment points, hitboxes, etc.), but yea.
hey so this has probably been brought up already but i have a bug where my wolf was mortally wounded and when i try to revive them with a poultice they get negative health... my dog is at -20,000 hp now and i dont wanna give up on it but i just might 🙁
oh this is exciting news!! i admit i am a big stickler for visuals and part of the problem i had with the wolf was the outdated model 😂
that wounded idle puppy is the saddest thing i've seen all month
ALSO HI i have done a bit of modding here and there and I'm currently looking to bring together PetAI and FotSA: Pantheridae in happy union. (eventually, bc that's a lot of entities lol)
Rn I'm delving into the json of Wolf Taming and I'm looking at patches for entities. Rn all I have to go off of is "path": "/server/behaviors/11/aitasks/0/entityCodes/-", as to what task is being added - is there mayhaps an easy way to tell which aitask is what?
does this happen for the vanilla elk too on occasion?
I very much believe this to be a vanilla issue
I would suggest looking at one of the simpler taming mods for the first start, I think these are very good examples on how to get your first tame animal:
https://mods.vintagestory.at/raccoontaming
https://mods.vintagestory.at/apanserbjornstory
https://mods.vintagestory.at/chickenpet
https://mods.vintagestory.at/harepet
Lets you tame adult raccoons.
Open for Adoption. You can either simply steal the files or I can give you permissions to upload new versions here, whatever you prefer.
I will not maintain this beyond the initial release.
Requires PetAI.
⚠️ Requirement
This mod will not function unless petai is installed.
✨ Intro
This mod adds the ability to tame bears. You can tame all greater bears. Currently, they can:
Follow you around
Attack monsters on your behalf
🔧 Planned Features
Breeding
Balancing
Panserbjørn mechanics - backpacks, armour, saddles
If someone wants to cr...
Enjoy my work? You can support me on Ko-fi or Patreon. Thank you!
Simple application of PetAI to vanilla chickens. I don't expect to maintain this too much, but I might add some small features upon request.
Needs PetAI to function! Be careful to pick the correct version:
3.3.0 for 1.20.5+
3.2.0 for 1.20.4
How to use
You can only tame ...
Enjoy my work? You can support me on Ko-fi or Patreon. Thank you!
Simple application of PetAI to hares. I don't expect to maintain this too much, but I might add some small features upon request.
Needs PetAI to function!
Breaking change: updating from 1.20.x (v1.2.x) to 1.21.0 (v1.3.0) will remove hare pets obtained through this mod....
To tell which AI task is what, you look at the vanilla asset file for the entity and count - first one is index 0, then index 1, then 2, etc
Yeee I was looking at the bear one but even that one was a bit intimidating due to all the variants, I'll deffo take a look at the others as well!
So that's in the entities folder I presume? Perf, ty, I'll take a look today ❤️
Also I don't know if suggestions can go here/if the issue was addressed yet but it would be great if an incapacitated wolf occasionally whimpered or something - lost mine in one game bc I couldn't find it after it got KOed in my berry bushes 😭
That'd be a good QOL thing tbh ⬆️
idea: give tamed wolfs a map marker just like players, this way we don't have to spend hours searching for them and it would also help prevent situation's like @dusk warren
You can install the entity marker mod (or whatever it's called) to get pips on the map. Tamed pups will show up as a deep green
Scarves & collars have been updated. not sure what I gotta do to them for textures, but shouldn't be too much more work.
All that's left for modelling is the couple of animations I did for the wolf, and then the leather armor/helmet
actually I lied, I need to make some changes to the wolf model for the hunting dog
turns out FotSA: Pantherinae has a whole WHOPPING amount of extra behavioral code... so i need to figure out what is and isn't needed for tamed version
i've read through the files of both harepet and wolf taming a couple times and i think i've got the base of it down pretty well. just... was not expecting so much from pantherinae 😂
one of the adult entities is literally twice the character amount of the adult dog entity in wolf taming
i don't suppose the copper could be made shiny? would that be a game render thing if so?
{ "code": "idle", "priority": 1.15, "priorityForCancel": 1.35, "minduration": 5000, "maxduration": 5000, "mincooldown": 20000, "maxcooldown": 60000, "animation": "Stretch", "animationSpeed": 1, "soundRange": 110, "whenInEmotionState": "aggressiveondamage" },
correct me if i'm wrong here but i think the last tag is supposed to be whenNotInEmotionState?
(this is in the dog adult entity json)
Could be. I'd have to cross reference other copper armor and see if they bake the shine into the texture or not
At the moment I've just been trying to use built-in textures haha
understandable, still looks great so far!
Thank you!
Started working on the new textures for the other dog models
make it so there's a max amount of obedience per day you can get when playing with dogs, rn you can just bash then over the head with the dog toy and go from 0% to 100 obedience in minutes
leather armor
the helmet is not going to be as cool as G3rste's original skull helmet, unfortunately. Due to my own laziness, ineptitude, and the wolf's new head shape making it a bit more complicated
Thank u very much :}
I might see if I can rework the skull to fit the head. I realized that I could just... import it and try moving the voxels around instead of recreating it
Just a question, have you considered making a complex version of this mod where dogs have hunger and then affinity?
Like separate bars?
Question: I've played this mod some times before when you had to buy dogs from trader and then tame them. I've read on the mod description we can tame wolfs that have spawned on the world... is this true? How?
kidnap the puppies, adult wolves aren't tamable
And then give them meat/bones or what?
How can we capture them? With the elk crate?
yeah, but they try to run away so put them in a hole or a safe place
kk
I haven't tried that one since I use the animal cages mod
Finally redid the tippy-taps and dying animations. Last thing (that I can think of) is to do textures for the german shepherd and hunting dog, and then to make a slightly edited version of the wolf model for the floppy ears on the hunting dog
And it turned out a bit better than my first attempt
bouncier
CUTTEEEE
I just wanna say….yall are doing a fantastic job with this mod and I think I speak for everyone when I say…we appreciate all the hard working hours ur putting into it 🫶🏾
If you do them the same way as the vanilla gold necklaces they might shine I think
I may be persuaded to do a beagle texture for that but an entire model would be a tall order
unless your friend would be okay with either the existing wolf animations, or the corgi model animations
Though it would still be up to G3rste to implement a new dog type
If I get a fully fledged texture/ model with all animations included i dont see a reason not to do it (except my limited time maybe ^^)
sneak peak early access version to the new doggo armors (currently only the wolf is updated)
thats freakin awesome
he doesn't even have a skin yet he's already the goodest boy
thanks fellas
if they breathe, they're a good boy
a truth to live by
one of the GSD textures
second texture down, onto hunting dogs
Doggyyyyy
With that, all necessary artwork is completed. G3rste will be working on porting everything into the mod when he can 😄
so there is a corgis?
Yes, there is a corgi in the mod!
Though that's the one dog that I didn't remodel because the existing model is perfect for it
I'm not sure what the colours are like
I know it has the usual cream colour
but not sure what other kinds
could you make this coloring as well please?
and a tailless optional models

idk about the tailless variant tho pretty sure adding additional shape variants is a bit more work than a retex
I wish each dog varient had different uses and abilities honestly. Corgis are very........not good..
It is a corgi, to be fair!
Shepherds do the most damage, wolfdogs have the most HP, hunting dogs are the fastest. Sheppies and corgis can also herd cattle that are at least generation 1
Is cattle from different mod?
No, like, farm animals
I'm repeating what the mod author said a bit ago; I'm not sure which animals it applies to but off rip I imagine goats or cows
pyrenean shepherd when
dogs, now.
That’s hella cool omg
I hope obedience saves
It... should. We're just replacing the existing models with new ones so it should port seamlessly. But in the event that it doesn't, forget I said anything 👼
idea: the ability to order dogs to bring the player something they point at. corpses, items, etc. basically the good ol fetch
they can herd cattle?!
My question is: How the hell does that even work...?
@eager marsh Just updated to latest version, and this started popping up. Wanted to know how this impacts, if the possible tame becomes "not visible"
15.11.2025 04:34:37 [Server Warning] Step parented shape wolftaming:armor/torso/dog-wolf/dogarmor-iron defined in Item wolftaming:dogarmor-iron did not define a step parent element for parent shape wolftaming:entity/dog-wolf. Will not be visible.
looks like a false positive for me
Interesting, at this point it's just a spam in my logs.
hey is there a fix for this
[Error] Missing mapping for texture code #null during shape tesselation of item wolftaming:creature-dog-hunting-male using shape wolftaming:entity/dog-hunting
its causing heavy crashes
nevermind wassnt that should still be looked into
can you make colored dog collars or are all just normal leather?
They're all normal leather. You can change the type of metal used, though.
Thanks, it would be cool if they were colored. Maybe an idea for a future update
Mayhaps! That'd fall onto Mr G3rste's shoulders
I had a bone helmet on my dog that changed to a pelt helmet?
And now the bone helmet doesn't exist in the handbook
wtf
When I remodelled them, I didn't do a skull helmet - I made a leather one to match the leather armor. I might still try my hand at a skull helmet later, sorry!
Along with steel armor
I modelled new armors & did new textures so the large dogs could use the modern wolf animations/models
I agree, it did look cool
Sometimes got warning in server console:
22.11.2025 22:08:46 [Warning] Step parented shape wolftaming:armor/torso/dog-wolf/dogarmor-basic defined in Item wolftaming:dogarmor-basic did not define a step parent element for parent shape wolftaming:entity/dog-wolf. Will not be visible.
As long as the armor itself is visible I would shrug that off for now, probably has to do with the new models sometimes having a root without stepparent defined and the children being actually linked to the dog model
nvm, someone likely just found the cause on the mod db
Will take a look into that
should be fixed now
Also fixed some other log spamming
Doberman when
corgis are good for hoarding chickens
kek
How do you do that?
Is there some command to do that?
I don't know, my chickens just follow stay around them tho?
Huh.
maybe they just like the corgi
I see
What was the issue?
I've tamed 1 pup. What happens if I start taming a pup but it grows up before I finish?
As far as I know, you’re shit out of luck if that happens
I lost the pup and I don't know if it grew up or is still a pup (there have been multiple wolves before).
I found the pup. I now have a second female pup to tame (both are female). The game also started playing uplifting music when I found the pup.
I had to fight invisible drifters inside my hut
Vintagestory throws warning if the root element does not have a stepparent but its children do
It grew up at 80% tame and had to kill her. I don't feel comfortable keeping the remains.
I buried them.
Idea: When taming is started but the wolf grows up, there's a timer until it becomes hostile, before which you must finish taming. The higher the level before it grows up, the longer you have. Someone who reached 90% would have more time than someone at 10 or 50%. I also wondered about taming existing wolves since I think the original tamers would have had to befriend adults.
Original tamers likely did not befriend adults. The current theory of progression is wild wolf -> scavenger wolf near human camps -> scavenger wolf becomes less afraid over generations/time -> humans kill scavenger wolf due to danger or it just dies -> humans find scavenger wolf pups -> humans create camp wolf -> camp wolves who are too aggressive are killed/chased off or not allowed to breed -> humans create camp dog. There is room in there for befriending (see: scavenger wolves), but in most cases it’s thought that selective breeding began early.
Ah, okay, that makes sense then
I still like the idea of the timer started from taming while young. I like the idea of a young wolf remembering you being friendly as it grows near you.
It is a good idea, but might be a bit hard to implement, idk (no idea how to mod behaviours). It might be a variation of a 'passive' creature instead of one that runs away or attacks you?
Maybe. The way I thought of it was higher taming at time of adulthood=longer passive or neutral timer.
The implementation is not that difficult I think
But I don't like the idea of forcing the player to set up a wolf farm and breed them like cattle for several generations before getting an actual pet
I prefer the wolf being accessible very early and taking part in your progression (like the player, the wolf will get almost one shot by a nightmare drifter, but can be equipped with armor to be a valuable companion through all stages of the game)
Also, while the befriending of wolves may have taken part many generations in history, the seraph you play only ever lives through one generation (technically he never dies of old age, but you get what I mean)
Speaking of it, that was one of the reasons I created this mod in the first place. Back in the day there was another mod that let you tame wolves by breeding them to generation 10 and I did not even get my cattle above gen 5 in my world, so I created a more noob friendly system. (If anyone is interested, this is the mod in question, it was a pretty big deal back in the day: https://mods.vintagestory.at/show/mod/47 )
This mod greatly expands upon the current animal husbandry system and attempts to make it more realistic and fun. Features include:
Livestock Hunger System
All livestock animals have a revamped hunger system that ties into almost everything about them. All animals now have saturation like the player and lose one saturation every 24 hours. ...
Oh, I'm not advocating for the selective breeding angle - that was just my history nerd side coming forth. I'm more than happy with the 'get a pup - train it until adulthood' type of implementation currently in the mod.
My musing was mostly on @blazing forge's desire for a way to get a second chance. Currently, if the training 'fails', then the wolf grows up and becomes hostile. They were hoping for a way to continue trying to train the wolf after it reaches adulthood but isn't fully tame.
Oh sry I misunderstood ^^
That actually only happens with the wild wolves, if you tame them, their offspring will be tameable even as adults
Shepherds, hunting dogs and corgis will also never attack you even if you fail to tame them before adulthood
All good!
Though the extra insight is appreciated lol. I'm a new player and this is basically one of the first mods I plan on getting once I get the game basics down
That's good to hear. 👍
any way (including console) to find a missing pet? ;w;
I live in Ukraine and there is a war going on right now.
If you are enjoying my mods, you can support me on Patreon. Any help is appreciated!
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Detects creatures and adds markers for them on both world map and minimap.
This mod is feature-complete, that means that all features author wanted to add are already in the mod a...
Genuinely, it's so fucking cringe when mods are like "you can tame them and once they're at generation 20 you can ride them" like, dude, how long do you expect people to be playing one single world
why do my hunting dogs not do their job
i mean
in vanilla it takes 10 generations just to make chickens not run away from you
It takes 3. no?
i think 3 does something else
like they're technically tame as in they won't attack you
Ah 3 is the running milestone for some animals
like pigs, once they're at gen 3 they stop attacking you when babies exist
ye
but yea chickens are scared til gen 10
i know that my worlds, I play a single one as long as possible tbh, the only reason I ever restart is because of installing too many mods and experiencing bug hell lol
my current longest world is 13yrs
Any chance the old models could be added as rare variants?
Can two dogs be bred to make more pups?
is it normal for my tamed wolf to lose obedience?
Yes. They slowly lose obedience over time. You'll have to replenish it every once in a while.
As Peaceblue said, yes. You can adjust its decay in the mod's config file as well if you so please :}
am i doign something wrong? I have a mortally wounded german shepherd and every time i try to heal it it heals myself
press ctrl while doing it
i did that
holding ctrl right click with poultice, dog is not healing
its only on this one dog too, the other one heals just fine
i dont understand
🫠
strange, does it work if you take off the stuff he wears?
i hadn't tried that yet but I will when I get the chance
Is it just me or do dogs have a hard time navigating around obstacles?
no.
i think it's impossible to heal a generation 1 german shepherd
i literally have to wait for it to die and then revive it with a temporal gear
ive tried everything, including attempting to change the dog's variables in the files manually which just made its health glitch out
Hello, is there time to update to 1.21.6?
what's wrong in 1.21.6? other than what I said
World save stuff happened, my tamed wolf is gone.
Do tamed wolves turn into wolf dogs? I'm thinking of spawning a copy but I don't just see "tamed wolf".
Tamed wolves in this mod are called wolfdogs.
Okay
Hey, if another player kills my wolf in multiplayer, is there a way to figure out who killed it through damage logs
wolf went missing and i think someone/something killed it or it despawned, fully grown wolf set to stay. anyone know what couldve happened?
could it wander off if the obedience hits zero?
Can you only tame wolf pups? Or grown wolves? And how so? With the pup I just fed it meat but I dont get the prompt to do so now that it grew up 🙁
Im trying to equip armor onto my German Shepard but cant?
I tried right clicking, shift right clicking, ctrl right clicking, ctrl shift right clicking
none of it seems to do anything
You can only tame wolves as puppies.
Are you looking at the correct area of their body?
Yeah, I was. I had to restart the server for some reason to fix it
Ah
it'd be soooo nice if they would just stay home. i hate building cages for them, it's so weird
How do i turn off the obedience mechanic in the config file? Asking for a friend running a server
Okay I think this is a bug honestly. German shepherds with a generation of higher than 0 cannot be healed
its happening again, i have to wait for the dog to die to revive it with a gear, every time
i am using control when healing, i am using shift when healing
ive tried using a macro to hold every key down at the same time while healing
set the disobediencemultiplier to 0 I think
Is there a list of the dogs in this mod?
What is " Dog Peach"?
can you tame a wolf itself
the puppy ones i mean, also i saw a mod that gives the dog back pack, is it that no longer in the mod again?
i do see the back pack in the handbook tho
so im confused why there is a mod for it
I removed it because it was too much work to maintain it, but uploaded it as a separate mod in case someone liked it so much they wanted to maintain it themselves
A little secret explained a little more here: https://github.com/G3rste/wolftaming/blob/main/src/Wolftaming.cs#L29
ok
Curious: Why do you spell it as "wolfes"? I don't see it shortly like that anywhere else. Is it a language thing? Whenever I saw it, I thought it was a typo.
I'm playing on an outdated version but yeah, you should be able to tame the puppies of wild wolves. I've done it lots. It takes a while tho since u have to wait for a bit between feeding them. And if they grow up before u finish they'll turn into a wild wolf instead of a wolf dog.
Pro tip: At least in the version I've been playing (1.20.12) when u give them bones it gives them 2 but only goes up five percent either way if they eat one or 2. So I've been only right clicking them w a single bone in my hand. No idea if this has been changed tho
I'm guessing you also have Detailed Animals installed? In that case, one bone is going towards taming and the other towards hunger. It's been a while but I remember the situation being tricky since there's not a good way to know what another mod is going to do with an item interaction
im on 1.21.1
Actually I just spotted a commit message from Oct 2024 that I completely do not remember writing, claiming I added compat to fix that particular issue. I don't know if it's still working, but if not, please let me know.
Is there a mod that will allow me to pick up a fully grown tame wolf? I don't want to take it anywhere, I need to move it and the follow command won't work on it (full obedience, works on another tame wolf)
I have that and didn't even think of it, thank you. Worked perfectly.
Heck yeah
My pup (german shepherd) keeps walking into my firepit... is it because they are a stupid pup? Notably my cat doesn't do that 
Every animal seems to do that in my case including my cats
Albeit the tuxedo cats seem to have a dangerously volatile energy in general since mine can never STOP MOVING
it's not even so frustrating that they do it it's that they will just stand in the fire and tank the damage rather than even the most basic attempt to escape the source of damagee
Think I encountered a weirdly selective bug, when one of our dogs got downed at the resonance archives we couldn't revive them with poultices even after caging them and bringing them outside, I revived them with a temporal gear
They're a generation 1 german shepherd and they don't seem to regen health anymore
Doesn't happen with any of our other dogs though
Not a single one of em have the same issue, and to be fair we only brought two into the archives before deciding against bringing them in
Do you plan to work with the creator of the cartwrights mod? They have sleds and it would just be awesome to have a dog sled.
I can't even articulate how much I want that lmao
very strange, the reviving stuff is mostly the vanilla mechanic the elk uses too
has it ever occurred with it too?
I am not really actively developing at the moment, just maintaining
Nope, reviving itself works just fine, but healing the dog no longer seems to function for the good boy in question nor does he regenerate his health on his own
have you tried restarting the server?
I’ve done it six times now since our visit to the archives yes
I only noticed the issue with health regeneration today though and assumed the issue with me not being able to heal him was because he got downed in the archives
Hm I have no clue what could have caused this, the health regen is pure vanilla stuff
took a quick dive and the regeneration is handled here and would only be modified outside my influence https://github.com/anegostudios/vsessentialsmod/blob/master/Entity/Behavior/BehaviorHealth.cs#L585
however I think you can repair this via command
try /entity cmd setattr regenSpeed 1 (this command is listed in the wiki https://wiki.vintagestory.at/List_of_server_commands)
Oooooo I'll try that thank you
ah found the cause
The regenSpeed is set to 0 if the entity is mortally wounded https://github.com/anegostudios/vssurvivalmod/blob/1987c696ea1c5b8421714c20aacf00ba804f4619/Entity/Behavior/BehaviorMortallyWoundable.cs#L227
So you could also try mortally wounding the dog again and healing him again (without the temporal gear)
I'll get to beating my dog back to near-death then god bless vintage story will tell ya if it works
Oh man I turned off hitting pets for players too shoot
Will be a minute
No dice on mortally wounding and healing him again, I just can't use the poultices on him in this state anymore
I'll try the command though
Admittedly I couldn't figure out how to get the command to go through but as things stand I'll probably just respawn him if hes stuck as broken as rough as it is
build a fence to keep animals out
rip kitty, wish i new about the revival thing sooner
which now requires a gear instead of bandages it seems
not sure if its from a mod or vanhilla
Hello it's was wondering if you could tell me how you put decorations on non mountable animals and if you could give me a quick run down on how to do it code wise
Hey guys, I turned on the pet teleporting in config, how do I go about to teleport my pet to me?
Tell them to follow
And they’ll just do so
Provided they can’t get to you in time or keep up
Thank you
Hey! Downloaded the mod a few days ago, I'm in 1.21.6, and haven't had any issues from it (that I can tell, and was able to do creative testing when first got mod and it seemed to work fine)
Although I admit I'm kind of confused on how I'm meant to do taming for the pups? I got a total of 4 wolf pups, gave them all bones, and I don't know what I'm really meant to do next. I've checked on them almost constantly, and I had these messages pop up (image attached) whenever I started on them, which seems normal, but after that I just... can't do anything. They all run around in the little pens I've made them but they never lose the bones in their mouth or want anything else, nor does the % go up. I thought I'd need to check in with them occasionally and give them more bones and such but I've been playing this world on a LAN server with my partner for over an ingame week and have had no progress on their %
So I'm just wondering do I need to wait more, is the 1.21.6 version just bugged for the taming of pups to dogs, do they need anything in pens, etc. because the guide is... incredibly vague so I'm just really lost on what to do next
Normally you just feed them, wait a while, feed them again, and thats how it goes til they’re tamed, same for obedience except you can play with them or pet them to increase their obedience as well
Yeah so I think it may just be broken on 1.21.6 because as said, I've had them unable to feed them for multiple, and I do mean close to 2 weeks now
Damn thats weird, I'm still able to feed ours but to be fair I updated from prior versions
Hi, im on a server and starting to breed dogs to sell for other guilds. Are the coat colors based on genetics or random? Thank you!
Random but you don’t have to tell them that, capitalize on them brutally with fibbery of all sorts like proclaiming certain coats are rarer than others
On a side note the only mods I know of that use genetics for coats use genelib
LMAOOOO
Im js a honest tailor goblin that likes doggies i won't lie to em😔😔
Im js a smol fellew
Baah a good honest business gobbie despicable, wish you luck though love em tons myself, I’ve got like 20
AWWW
Yaay they so cute
Hihi js a smol 1 block tall fellew
Wish there were patches for the wolves targetting creatures in other hostile mob mods like fantasy creatures, we use ours to keep our territories clear as well since they’re free roaming within our walls but they don’t target evil gobbies or orks unless they hit their owner first
Oh yea that'll be so cool
Dogs bigger than you 😭
Hey folks, so I did manage to find a dog from a trader, and have successfully tamed it and got it up to 100% obedience. Unfortunately, it is separated by massive ocean between the trader I bought it from, and my base.
Don't know if they can get on sailboats, but from testing it didn't look like they could. Anybody got any ideas on how to get it back to base?
Update: Was just able to transfer via /tp
How can you remove items equipped to the wolf?
Actually, I know how it works, rather it's stuck on one dog and not the other.
Any way to reset these things?
hey, i'm trying to run this mod along with PetAI on version 1.22 rc3. Whenever I spawn in an animal of any type in creative they are stuck in place and do not move even if regular animals out in the wild do move. and so i cannot really use the mod with the animals not moving. Is this a version mismatch issue or did I do something wrong?
hai! love the mod! but im curious, how does want get the domesticated skins? just breeding?
I think you have to buy them from traders.
ahh 10-4
Are there any plans on updating this mod to 1.22?
Anyone interested in dogs avoiding fire?
Here is a test release ( to be paired with petai 5.1.0) where dogs will run away from fire instead of into
only the adult ones so far
Oh man oh boy that's very exciting. This feature is very much desired (by me) for vanilla as well, if you want to make a pull request. Or you can sit back and enjoy your mod being better : )
nope
They are a little secret only obtainable by the one who ported the dog models to the 1.20 style
I dont believe it would fit vanilla very well, because searching the surrounding nine chunks for every fire blockentity is probably a bit expensive ^^
Thats the reason I am unsure if I should release it "as is" or if there is some smarter way to do this
Maybe its not as expensive as I think it is though
@eager marsh I've used this mod on my server before and people liked it but this does not work on 1.22.2. I've tried it multiple times and it crashes the server. And before you say it needs PetAI, I am fully aware of that and did already have it installed before putting this one on. I know how mod dependencies work.
even so
I still need a crash log or something similar to try and fix your error
Basically I need a step by step guide of how to produce the error on my end with just petai and wolftaming present
Doberman
Could use the Point of Interest system and have pit kilns register. That should make the searches significantly less costly.
hoihoi, ive come upon a bit of an issue, ive turned on teleporting for my dog, it used to do it great but i think after ive used this command once > /tp e[type=wolftaming:dog-wolf*] s[] its teleporting becomes really inconsistent and i end up losing my pet multiple times
yeah but then then I would need to register/ unregister every block thats burning there when fires are spreading
Speaking about it maybe that aint too bad
For pit kilns specifically, the performance isn't too bad and running into them is common, so I'd say it's worthwhile. For fires generally, I don't think special avoidance is needed. I am pretty good at keeping fires contained when I play, so if this is a problem I wouldn't have noticed, but animals do already try to avoid walking over fire and pit kilns. The issue seems to be that they don't avoid the blocks right next to them, which still deal damage. Fire is generally next to more fire, so this shouldn't be as much of a problem.
have you checked how expensive it is to go through every blockentity of a couple of chunks?
I could imagine its not that expensive either as blockentities should be much rarer than blocks themselves, but so far I have only tested in my small creative world where there are no other blockentities at all ^^
I haven't done this by testing, and am purely theorizing
Butchering compat? So i can use blood instead of water in treats, and smoked meat to feed my wolf
How can you decrease the obedience from dropping ??
hey i was wondering if theres a specific command to teleport different dogs? specifically my friend has a german shepherd, but when she uses the /tp e[type=wolftaming:dog-wolf*] s[] command, it only tps my wolfdog. ive been trying different variations of german shepherd in the command but nothing seems to work
I've been trying to tame wild wolf pups that I've captured, but they keep becoming adults just before they are tame. Any recommendations?
how often are you feeding them? you can feed them every few minutes i think
i wouldnt sleep through the night or do anything to advance the time
It seemed to me like I could only feed them once a day
but I have been working on a construction project on the other side of my island 🙂
so it could just be I haven't been keeping close enough of an eye on them
Does it matter what you feed them? Bones and bushmeat seem to give the same tameness bonus
i dont know if we changed any settings that affect how much you can feed them, i just go do stuff and come back and feed it and it gets tamed pretty quickly
i use red meat and it feels like it does more but i always forget to actually check
Bushmeat or bones give 5% and can be done every 2 to 3 hours, while red meat gives 10% and it can be done every 3 or more hours
Given how time works in this way, that's 4 to 8 minutes
It was likely because I was sleeping through the winter
is there a way to teleport all of my wolves to my location?
/tp e[type=wolf-tamed] nametag or something like that
Use debug mode to see their entity code and then the wildcard * so it brings every one that's tamed
@daring folio
Been experimenting with teleport commands, so it should work like that
I see. I had 4 tamed wolves, but I've lost two of them in the woods near my home. Hoping I bump across them again soon haha
If you have the other two, in accessibility you can turn on debug mode, read their entity code, and use /tp
I recommend using something like this: https://mods.vintagestory.at/show/mod/52002
Tabby wandered away?Wolfdog ran off chasing a drifter and got massacred Dave-knows-where?Searching in console with e[type=wolftaming:dog-*] does not help, because entity filters look like forbidden dark magicks?
Welp, here goes automatic waypoint management for pets!
Automatically creates waypoints for every tamed animal (based on entity.HasBeh...
People complain about losing their pets in the petAi entry, so the teleport is a commented option. Also that I guess
Is this mod compatible with moded wolfs? lik Fauna of the stone age caninae?
no
I was wondering if its possible to add compatibility with sonya's meat mod, meaning being able to tame and feed wolfs meat from that mod
Thanks for answer
Will obedience go down when it hits 100%?
yes, but there is a config to stop it, I think in modconfig
congrats
Do I just need to set this config to zero?
"obedienceMultiplier": 1.0,
Or is it a different config I need to be looking at?
in petconfig "disobedienceMultiplier": 0.0
is there a way to stop my dogs from falling in holes? because whenever they fall in a hole it is IMPOSSIBLE to get them back out. i made a staircase to the surface but my dog couldnt walk up it, and he couldn't find a way to get out so i had to just leave him in the pit😭 i am on my third dog because they keep falling down these holes
also their pathing is really bad. they dont avoid hazards at all and i've had my dogs set themselves on fire multiple times
Do grown pets not eat from troughs? And why does obedience degrade so dang fast? You can sit and watch it go from whatever it is to 0 in not a long time
Take a look at the settings in the config. It looks like the decay goes down over multiple generations. The base decay rate is configureable, too.
My fault guys I re-read the mod page and found the answers I should have been paying attention to. That’s my fault
Really? I actually don’t see that info documented in the mod db page. I only know it from poking around in the config files.
It’s on the PetAI mod page not the wolf taming; that’s what caught me up as well
I was just watching my wolf wander into the forge again. When the wolf takes damage from a fire, is it possible to discriminate that damage from other fire sources? If so, could we have the wolf change direction in response?
hi, is there a way to add more coats? we noticed some are missing, such as the black blue eyed wolf
and maybe something like a whistle to call the wolf to you?
i was also wondering if there's gonna be a fix for the wolf textures in pet backpack
Pet Backpack is discontinued by me, I gave the project away to @wintry eagle
and I do not have much motivation to update it lol, might return to it in the future
that's sad, it's been a lifesaver
yea
i wish walf taming and petbackpack would work together
they do but the textures are broken :/
:/
so only textures needs fixing technically ?
yes, textures and model
hello will be there any addons like a dog bowl or other things similar to that to put meat or something else like meat stew to it for dogs to eat ? idk why but my dogs have low weight
Does anyone know if thers a bug with the healing when mortally wounded
Ive tried over and over and its not working for one of my wolves
Ive tried holding control, shift, both, its just not working
I had the same issue, it seems to happen to gen1+ wolves, the solution I found was to set their gen back to 0
Is there any way to carry pups/dogs? My pup is stuck in the cellar.
Guess not
the animal cages mod is compatible and something i highly recommend, you can move them with a cage or wait til it grows into adulthood and get it to follow you out
Do they teleport to you or something once they're all grown up? What if it gets stuck in a cage?
i’m not totally sure if they teleport but i think there’s a pet whistle that comes with pet ai? you can hook that up to your pet and maybe get it to teleport that way, but not 100% as i haven’t used it myself and have only seen it in the handbook.
for the cages, you either “attack” the animal with the cage in hand to place it inside the cage, or you have to wound it to half health and then it will allow you to place it inside depending on the generation of the animal. then you can place the cage down where you want to release the animal and break the cage with an axe :] they can’t “get stuck” in the cages unless you experience a bug
i’ve purchased kittens from traders and been able to click them into a cage just fine, but i believe gen 0 wild cats like ocelots for example need to be taken down to half health before they can be caged. i assume this works the same for the dogs.
Ik you can modify in the files for dogs to teleport to you if far enough away, we enabled that on a server I play on, idk what the file system was or anything
Love the mod
are wolf pups and dog pups separate, or does one turn into another?
I do believe they are completely separate, yes. Iirc, you can only buy dogs from traders, never find them in the wild. Wolves on the other hand, i believe you can find them in the wild, but also buy them from a certain trader. Though they will stay with the wolf model when they grow up.
Alright, thank you. I saw in the showcase there was a kind of whistle, is that a keybind?
Not that i can recall. I do believe there is a pet whistle though that you can use to give a quick command at a distance.
is that a physical item?
Yes. it's the PetAI whistle. its a bone and a knife in a specific way IIRC.
Would some kind of patch be possible with FoTSA? Namely asking due to the changes it does to wolves and such. There was one person who attempted but did not succeed.
Or does it already have some compat and I merely don’t see it?
👀
@grizzled hollow What were you doing to replace wolves/dogs in the process of being domesticated?
I would just manually replace the domestic dog from FotSA and place an adult Wolf-Dog of the same gender from the Wolf Taming mod. I would use the animal cage mod (with tweaked config) to capture the adult domestic dogs and the delete them. But before having the custom config I would just kill them and delete what I harvested.
fresh off the press
(sorry in advanced if it's considered bad manners to advertise your own mod in other peoples mods)
I think its fine
Thanks for making it
I will link it on the petai page
wait does it even need petai?
Yes. I forgot to list it on the page as required it was late
Now that I’m seeing this patch… does an option in it exist for one to turn the canids from it to Wolf Taming’s dogs?
Or would you have to it add it later?
Because FoTSA does replace some vanilla animals
With some of the deer being good examples
Unfortunately not. The wolf taming wolves are genuinely better, though so that might be added at some point
I did propose a progression path when I suggested the idea on GitHub @mighty pollen
Lemme find it
https://github.com/G3rste/wolftaming/issues/29
FoTSA Wolf -> FoTSA Dog -> Wolf Taming Dogs -> Various dog breeds
I would have a middle step of FoTSA Dog -> Wolf-Dog -> The various dog breeds
Which i think is Hunting Dog, German Shepherd or Corgi
Go to gm2 /entity cmd del l[]
That will flat remove any looked at entity
You could delete by id while looking at one as well to unspawn them all
Is it possible to enforce some gen requirement before being able to tame a pup wolf?
im sorry for dumb question but how do i enable adult wolfes to be tameable? in the config file? where is the config file? i cant find it in ModConfig folder
Anyone know ways to find your dogs/wolves? 😅 I was on an expedition, and at one point on the return both of my two tamed adult wolves disappeared. high obedience & follow command. I gave them time to follow & back tracked. I assume they're stuck somewhere bc their pathfinding is uh... um...
this happened before with a puppy... but that's more understandable
Unless something has changed since the last time I played, I don't think adult wolves can be tamed.
Entity Radar is the way to go. Additionally, I recommend turning on the setting that has your dogs teleport to you when out of range
- will get entity radar and 2) wilco thanks
No worries dude. I hope you find your pups

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