Space Engineers

Space Engineers

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Non-Volatile CyberHounds
   
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Type: Mod
Mod category: Other
File Size
Posted
1.121 KB
Dec 31, 2015 @ 8:05am
1 Change Note ( view )

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Non-Volatile CyberHounds

Description
**This mod is superfluous as of update 01.119. Keen has, by default, removed the ability for CyberHounds to explode. As with my mod to remove them entirely I'll be leaving this up for archival purposes and because I've heard it's difficult to remove mods that are not longer available on the workshop. Happy crafting!**

This simply prevents the CyberHounds from exploding. It doesn't adjust them in any other way, shape or form, so they'll still come after you at fairly regular (possibly far too quick, IMO) intervals and try to eat you, but they shouldn't ruin your hard work or your performance.

Keen will be adding an option later in the week to disable them entirely. If you want that functionality it might be best to take a break for a few days - it's much less frustrating.
11 Comments
Thalyn  [author] Jan 5, 2016 @ 7:59pm 
Well, I'm taken to believe they'll still destroy them. But instead of blowing up and taking them out quickly they'll instead slowly work it down by biting at it. At least it's one block at a time that way.

Though I'll be honest in that I'm not entirely sure. I disabled the explosions and called it a day - my testing was only so much as ot ensure that part worked. Most of my recent gameplay has been prototyping in Creative so I haven't had much personal experience with the Hounds either way.
VS-lockon Jan 5, 2016 @ 3:08pm 
This mod make it so they won't destroy my structures ?
dylangreen162 Jan 1, 2016 @ 5:50pm 
I figured it out. lol but i ended up deleting the dogs bc they stil fuck shit up by eating at your foundations....
Thalyn  [author] Jan 1, 2016 @ 5:33am 
That's basically exactly what I did. Well, I commented them but it's the same basic deal.

Tried just removing the action itself but that caused an error.
Neimoh Jan 1, 2016 @ 3:10am 
Thalyn, if all you did was delete these 3 lines:
<BTNode xsi:type="MyObjectBuilder_BehaviorTreeActionNode">
<ActionName>Explode</ActionName>
</BTNode>
in the AIBehavior file then I can assure everyone this works perfect on a dedicated server, Those are the only 3 lines I removed on my mod and my server runs great with normal dog aggro and attacks just no more Jihad explosions. I was about to upload this same mod but I saw yours up.
Thalyn  [author] Jan 1, 2016 @ 12:46am 
It would have to be loaded on like any other mod. Unfortunately I don't host a DS (my connection stinks and I can't justify paying for one) so I really don't know for sure.

If you're using a paid host, they should have instructions on how to install mods for their servers. There's likely instructions for manual installations on your own DS somewhere on the forums if you're going that route.
dylangreen162 Jan 1, 2016 @ 12:31am 
how do you put it on a dedicated server?
Noscal Dec 31, 2015 @ 6:11pm 
./like
-NO KINGS- Imperatrix Dec 31, 2015 @ 1:39pm 
Thank you so much
Ezrian Dec 31, 2015 @ 12:11pm 
Thx!