Space Engineers

Space Engineers

Darth Biomech's Cyberhounds (replaces Wolves)
52 Comments
Deapri 20 Jan, 2024 @ 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, 2024 @ 6:13am 
not sure whats going on there, i never used MES creature spawner
Deapri 18 Jan, 2024 @ 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.
Nikolas March  [author] 18 Dec, 2020 @ 5:12am 
nice :)
Calmaria 18 Dec, 2020 @ 12:45am 
This works with https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1163665793

Invasion of Wolves, which give me Cyberhounds, on Pertam!
Nikolas March  [author] 16 Aug, 2020 @ 12:13pm 
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 Aug, 2020 @ 12:29pm 
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  [author] 8 Oct, 2019 @ 6:54pm 
they are about the same as normal wolves for damage dealt, but they look scarier :)
Spyro The Gamer 7 Oct, 2019 @ 8:03pm 
@Nikolas March Holy crap-I sure would never
want to try to take THIS thing on!
Ryukki 13 Jun, 2019 @ 12:51pm 
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  [author] 3 Apr, 2019 @ 12:10am 
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 Apr, 2019 @ 10:57pm 
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  [author] 2 Apr, 2019 @ 5:35pm 
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  [author] 2 Apr, 2019 @ 5:30pm 
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 Apr, 2019 @ 8:47am 
Is there a way to disable them from exploding?
WoodenLego1 25 Mar, 2019 @ 6:10pm 
is there a way to make this some form of a pet?
Asher 19 Mar, 2019 @ 10:11pm 
Alright thanks for the quick reply
Nikolas March  [author] 19 Mar, 2019 @ 6:51pm 
it should be :)
Asher 19 Mar, 2019 @ 2:55pm 
this working right now? would love to use it instead of killing wolves xP
Nikolas March  [author] 23 Jan, 2019 @ 5:42am 
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 Jan, 2019 @ 10:03pm 
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  [author] 22 Jan, 2019 @ 2:12pm 
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 Jan, 2019 @ 7:40pm 
Installing this mod, then removing it seems to lead to "World Failed to Save" errors, meaning you can't save any longer.
Ryukki 5 Dec, 2018 @ 9:54pm 
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 Dec, 2018 @ 4:36pm 
Absolutely wonderful!
spambot9k 25 Nov, 2018 @ 4:37pm 
This is a great skin that give you proper scary enemies, unlike those uncanny valley originals.
Nikolas March  [author] 23 Nov, 2018 @ 5:59am 
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  [author] 20 Jul, 2018 @ 4:54pm 
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 @ 4:45pm 
Actually a non-replace version would be nice to be able to add next to existing animals.
Nikolas March  [author] 28 Apr, 2018 @ 8:27am 
yeah i asked the devs 2 days ago about a fix, and "it's not a priority" :(
Grevinelveck 28 Apr, 2018 @ 7:31am 
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  [author] 28 Apr, 2018 @ 7:20am 
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 Apr, 2018 @ 1:33am 
I see. Yeah that would make it incompatible with my project as well. Thanks for the quick response.
Nikolas March  [author] 27 Apr, 2018 @ 11:22pm 
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 Apr, 2018 @ 3:32pm 
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 Apr, 2018 @ 10:30pm 
Probably.
Nikolas March  [author] 31 Mar, 2018 @ 10:16am 
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 @ 4:58pm 
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  [author] 29 Mar, 2018 @ 4:45pm 
these do need wolves to be enabled (when the games options are working correctly) :)
Carnaxus 29 Mar, 2018 @ 3:33pm 
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  [author] 25 Mar, 2018 @ 12:46pm 
:)
benjam_dover 25 Mar, 2018 @ 12:36pm 
I dont feel bad killing these
d_valroth 23 Mar, 2018 @ 4:04pm 
Thank you! These were the best monsters SE had, and they do deserve to return.