Space Engineers

Space Engineers

Bring Back Cyberhounds
126 Comments
Nikolas March  [author] 11 May @ 2:54am 
whats broken?
dusty7765 9 May @ 1:14am 
is it ok if i fix it and reupload
dorritt69 26 Feb @ 1:30am 
This is fun mod it get you read for attacks
Nikolas March  [author] 18 Nov, 2024 @ 8:37am 
ignore error messages if it works, it does need some attention, not sure when i will get around to that though
thebeastking1012 16 Nov, 2024 @ 1:46pm 
I don't know if this is still being updated but my server is output error messages
Nikolas March  [author] 14 Nov, 2024 @ 3:11am 
missing documentation for new features, thats not surprising :D
SubSpecs 14 Nov, 2024 @ 2:48am 
@Nikolas March They always had the beep, the documentation to set it up was difficult to decypher since it doesn't exist lol.
Nikolas March  [author] 14 Nov, 2024 @ 2:06am 
there is a beep now? :D
its been a while since i used this mod, i will have to check out the 'new' (new for me) stuff KSH put in for custom bots, i was aware they had made additions to visual effects and sound effects for them, but not looked in to it.
SubSpecs 11 Nov, 2024 @ 1:46am 
@Nikolas March Oh, I took your mod as inspiration and made my own for my server.
Fixed the beep and particle issue and added multiple variations of said doggos.
Some are stronger, some attack only grids, and as you know some.. explode.
Also each has their custom color. ^^
Nikolas March  [author] 10 Nov, 2024 @ 11:36pm 
@Firesgone you have another mod interfering, i have no meat in this mod, this mod just sticks to the default component drops in the corpse.
@SubSpecs the explosion is already active, but the particle effect is broken
Firesgone 9 Nov, 2024 @ 3:30pm 
How do I change cyberwolf drops? It just keeps dropping a broken handgun ammo item and meat. The components would be much better, or at least my preferred option.
SubSpecs 4 May, 2024 @ 8:37am 
@Nikolas I explored the code in Keens dlls, noticed that they left the 'explore' function there, it seems its not binded to anything, but its there. I think I'll be able to re-bind it back and have exploding dogos. The particle/explosion effect is still in game files, same as the model.
Nikolas March  [author] 3 May, 2024 @ 5:31pm 
not the automatic replaceemnts, but they do include exploding ones in the mod that you can add to planet mods, they have a leftover dummy particle, that isnt my doing, its a Keen thing.
SubSpecs 7 Apr, 2024 @ 5:22am 
Do they also explode?
Deapri 22 Mar, 2024 @ 1:03am 
Re-downloading corrected the fault, thank you for your time, I apologize for missing that validation step.
Deapri 22 Mar, 2024 @ 12:52am 
Or just remove the affected one... by unsubscribing and re-subscribing... I will clear the data but that is not ideal for a single mod you know the identity of.
Nikolas March  [author] 21 Mar, 2024 @ 8:49pm 
likely a downloaded mod corruption, find the file appworkshop_244850.acf in steamapps\workshop folder for the drive you have the game installed to, this will force a redownload of all mod files for all mods
Deapri 19 Mar, 2024 @ 12:46pm 
Verified this error is occurring with no other mods loaded.
Deapri 16 Mar, 2024 @ 8:14pm 
Not that I am terribly incensed as I have this from the populated worlds planet creatures mod, but:

MOD_CRITICAL_ERROR: Bring Back Cyberhounds
in file: Unknown
MOD PARTIALLY SKIPPED, LOADED ONLY 1/6 PHASES, Following Error occured:
Object reference not set to an instance of an object.
Sandbox.Game
at Sandbox.Definitions.MyDefinitionManager.LoadDefinitions(List`1 contexts, List`1 definitionSets, Boolean failOnDebug, Boolean isPreload)

This is probably important.
Owortiss996 17 Jan, 2024 @ 7:03am 
Stem does't downloading this mod. Can't download it
CynicDragon 25 Aug, 2023 @ 6:33am 
Works perfect for me, thank you
Nikolas March  [author] 8 May, 2023 @ 9:05am 
if i was to change this mod to remove the earthlike planet definition, the cyberhounds would mostly spawn further away from the player outside their default pursue range, and just run away, the dev(s) that decided to make them spawn further away obviously didnt know about that range.
it would then rely on the animalspawn section of 'other mods' to have corrected that information
Ozymandias 7 May, 2023 @ 4:17pm 
This mod *seems* to be messing with the earth like planet ore map, making it interfere with mods like Industrial Overhaul, can this be fixed?
TenTech 19 Feb, 2023 @ 6:35am 
They replace the fleshy wolves.
Nikolas March  [author] 27 Dec, 2022 @ 10:37am 
mod authors dont get informed by steam when other mods use our mods as a a required item.
but errors like that can be ignored as long as it works as intended
Jacqle-Lynne 26 Dec, 2022 @ 7:44pm 
narp that didnt work, also found out that i can just search for mods containing this mod but no dice on that either :/ perhaps it was a workshop ship i spawned in or something. have to start i new server ig
Jacqle-Lynne 26 Dec, 2022 @ 7:14pm 
maybe ill install and hope that fixes it .0.
Jacqle-Lynne 26 Dec, 2022 @ 7:14pm 
do you know of this mod being used in any other mod packs? ive never had it installed in my world but my crash logs keeps showing MOD_ERROR: Bring Back Cyberhounds
orion's homuculus 20 Nov, 2022 @ 10:41am 
I'm gonna try disabling my mods, but I'll disable wolves too just in case.
Nikolas March  [author] 20 Nov, 2022 @ 6:23am 
its working fine for me, you may have another mod changing the looting times
Nikolas March  [author] 20 Nov, 2022 @ 4:32am 
falling through isnt a problem, dead animal bots get deleted by the system that spawned them after some minutes, but i will look into the 'looting' time problem :)
orion's homuculus 18 Nov, 2022 @ 6:10pm 
This is a really nice mod, I've been using it for a while and have seen no major problems, and it just works great in general. A couple problems I ran into, for some reason sometimes the wolves would just fall through the map after dying, this only happened a few times before it stopped, another is for some reason the wolves have a >1 second window to open their inventory, if you wait too long you can no longer open it up. Something interesting but not a bug I noticed is that the wolves also have a trillion units of space lol
Nikolas March  [author] 3 Nov, 2022 @ 2:19pm 
(add the mod back in, and do this)
Nikolas March  [author] 3 Nov, 2022 @ 2:19pm 
you need to disable wolves, kill all that remain, before removing the mod
gt23669 1 Nov, 2022 @ 2:16pm 
After removing this mod because of the issues I experienced, the wolves remained unchanged. Whatever changes this mod made, has permanently affected my save.
gt23669 28 Oct, 2022 @ 9:37am 
I'm currently having pathing issues with the cyber hounds. They will run around in a tight circle until I get close. I also cannot access their inventory after killing them.
Nikolas March  [author] 23 Oct, 2022 @ 10:46pm 
not sure what you are doing, but they die fast for me
Spartan 23 Oct, 2022 @ 5:08pm 
Any way to reduce the health ? Its almost impossible to kill them 1v1 with handweapons, also large ship gatlings takes like 80 shots with only 1 cyberhound
Nikolas March  [author] 22 Oct, 2022 @ 11:13pm 
yes i did :)
Spartan 22 Oct, 2022 @ 1:45pm 
modded bots ? you mean AiEnabled ?
Nikolas March  [author] 22 Oct, 2022 @ 12:07pm 
vanilla Ai correct, modded bots might be able to do anything
Spartan 22 Oct, 2022 @ 11:05am 
AI only attack the player? not ships or stations ?
Nikolas March  [author] 3 Oct, 2022 @ 2:52pm 
also, if this is from a server, servers do not have the textures!
Nikolas March  [author] 3 Oct, 2022 @ 2:49pm 
the previous visible comments are also about this!
Nikolas March  [author] 3 Oct, 2022 @ 2:47pm 
please ignore errors like that, all mods that have planet definitions in them have those errors, its part of how keen uses textures, those textures never existed to satrt with, NEVER report errors, that appear in the log if everything still works!
Nikolas March  [author] 18 Sep, 2022 @ 3:44pm 
well spotted description error :)
it didnt originally change planet defs, but then keen made the default spawn times stupid, and the distance oputside the hunt radius of the wolves so half the time they just ran away... i will fix the last line, id like to keep mods code free when possble, not many people play with plant stuff, and most people that like bots use MES anyway... so will keep it as it is
The_Ich 18 Sep, 2022 @ 1:22am 
@Nikolas March I am aware, that these files do not actually exist in the installation folder. Changing the mod load order resolved the critical error, so at least everything is working together again.

But if two mods are making changes to the same .sbc file, only one of them will "win". The game can only take one configuration. Personally I guess I do not need to care about "your" PlanetGeneratorDefinition, because I am using the spawning system of MES, so these spawn settings should not matter in that case, do they? And btw. the last sentence of your description is not true in that case.

But other people might wonder, why your mod or another mod is not working as intended. For example, it also conflicts with "Plant and Cook". So if you need help with the code, don't hesitate to approach me (on Steam or Discord).
Nikolas March  [author] 17 Sep, 2022 @ 4:50pm 
trust me, those texture errors were always there, its some oddity on how the game uses the cloud textures, those errors would even be there if there wasnt some extra code to suppress errors on vanilla game files, the textures its looking for just dont exist, they never have. every planet mod, modded planet definition will have those errors.
Nikolas March  [author] 17 Sep, 2022 @ 4:43pm 
todays update was a test, something new was added to the game code to allow a server head offset, so i have added this entry to the character definition so that turrets wont shoot high...

overwriting the planet definitions is the only way to change the animalbots, i am not a coder. thats just the way it is, blame keen for having the animal bot entries in the main planet defintion.