Space Engineers

Space Engineers

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Darth Biomech's Cyberhounds (replaces Wolves)
   
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Type: Mod
Mod category: Character, Animation
File Size
Posted
Updated
25.017 MB
22 Mar, 2018 @ 8:15am
17 Sep, 2022 @ 10:18am
9 Change Notes ( view )

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Darth Biomech's Cyberhounds (replaces Wolves)

Description
Update: reduced collision mesh scale so they fit through doors better (thanx to Ryukky)
Update: Quick copy-paste job for keen's better wolf AI added in 01.197, untested.
Update: Quick Fix for game crashing, untested, copied needed parts from vanilla AIbehaviours definition.
pdate: Exploding Cyberhounds are in this mod, but need a modified planet mod to add them to, details below.
Update: removed the no longer needed Useless AI fix, as the issue was fixed by keen, these now have the same AI functions as vanilla wolves
Update: Includes fix to prevent them attacking eachother (this one remains in)

IMPORTANT: due to a recently discovered and reproduced bug, you will need to make sure there are no cyberhounds present in the world when you remove this mod from your list, it may cause the game to fail to save, if you have already removed it and are encountering this issue, use SpaceMaster controls (ALT-F10) to remove the Bots, they will be as Characters in the list.

Note: works with 'Invasion of Wolves' mod.

This is an amazing piece of work and does not deserve to be left in 'Dead mod limbo'
These are far better than the old Cyberhounds that vanilla SE had:
http://steamproxy.net/sharedfiles/filedetails/?id=945655546
...and makes sense for there to be Components in their loot

This replaces wolves for any planet, modded and vanilla, that would normally spawn wolves, and includes a temporary work around for the broken Wolf AI, which will be reverted to the modern PathFinding targetting method when it gets fixed. These ones do not explode :)

The Wolves not completely overriden, only the Wolf 'bot' entries have been altered to point to this Cyberhound character, meaning the wolf models can still be used in creative mode by players etc
All credit goes to DarthBiomech for the amazing work he put into this.

Original Mod:
http://steamproxy.net/sharedfiles/filedetails/?id=603011049

Updated, fixed, altered and Re-uploaded in accordance with DarthBiomech's mod re-upload rules found here:
http://steamproxy.net/sharedfiles/filedetails/?id=759583275

Exploding Cyberhounds (Needs Spiders enabled due to some hard coding that i cant get around), not 100% perfect but they are functional, there is no visible explosion due to some nasty hard coding which is beyond me to get around, here is how you make/alter planet mods for use with them. use the entry 'WolfCyberhoundExplosives'

Example Earth planet mod
https://steamproxy.net/sharedfiles/filedetails/?id=1583271683

Example Override mod, overrides the functionality of this mod, to make it not replace wolves and instead have the cyberhounds on Mars, leaving the vanilla wolves on the Earthlike
https://steamproxy.net/sharedfiles/filedetails/?id=1585114159

in planetgenerator definiton file for a planet...
<AnimalSpawnInfo> <Animals> <Animal Type="WolfCyberhoundExplosives"/> <Animal Type="Wolf"/> <Animal Type="Wolf"/> </Animals> <SpawnDelayMin>4200</SpawnDelayMin> <SpawnDelayMax>6000</SpawnDelayMax> <SpawnDistMin>100</SpawnDistMin> <SpawnDistMax>140</SpawnDistMax> <WaveCountMin>2</WaveCountMin> <WaveCountMax>3</WaveCountMax> </AnimalSpawnInfo> <NightAnimalSpawnInfo> <Animals> <Animal Type="Wolf"/> <Animal Type="WolfCyberhoundExplosives"/> </Animals> <SpawnDelayMin>3000</SpawnDelayMin> <SpawnDelayMax>4200</SpawnDelayMax> <SpawnDistMin>100</SpawnDistMin> <SpawnDistMax>140</SpawnDistMax> <WaveCountMin>3</WaveCountMin> <WaveCountMax>3</WaveCountMax> </NightAnimalSpawnInfo>
the Wolf was already there, overridden with new cyberhound, and the other one is the boomer :)
due to some unknown issue, the night time section actually affects the daytime spawns and vice versa, so whatever you want the daytime to be, place in the night time section.

so the way this is laid out (including the bug that reverses it all in game code), the day time (info from the night time section) will always spawn 3 and will be random of two of 1 type, and 1 of the other, or may even be all 3 of one type. The night time spawns will be 2 or 3 with more chances of being the non exploding variety, as there are 3 bot entries, 2 being the same. The spawn delay timers are in miliseconds, so this was just for testing
Popular Discussions View All (1)
0
14 Jul, 2019 @ 7:18pm
Unable to save game with spawned cyberhounds
TwinMinds
52 Comments
Deapri 20 Jan @ 2:51pm 
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  [author] 19 Jan @ 6:13am 
not sure whats going on there, i never used MES creature spawner
Deapri 18 Jan @ 1:21pm 
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 @ 7:54pm 
And I cen't remove already spawned. Even in creative mode.
mazrados 2 Mar, 2022 @ 7:32pm 
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 @ 6:36pm 
Is it possible to adjust how many and how often are spawned?
Patrick 15 Sep, 2021 @ 3:13pm 
I'll take a look, thanks!
Nikolas March  [author] 15 Sep, 2021 @ 12:22am 
look for Example Override mod in the description
Nikolas March  [author] 15 Sep, 2021 @ 12:21am 
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 @ 10:47am 
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.