Space Engineers

Space Engineers

179 ratings
Bring Back Cyberhounds
   
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Type: Mod
Mod category: Character, Other
File Size
Posted
Updated
9.585 MB
Jun 12, 2017 @ 5:00pm
Oct 3, 2022 @ 2:55pm
10 Change Notes ( view )

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Bring Back Cyberhounds

Description
Update: removed the other planet definitions from the mod, it was only supposed to contain the earthlike, now it does.
Update: added new definition entry (its been programmed in the game code for a while, but also has to be added to the defintiion to use it), to make turrets aim at the cyberhound properly. vanilla wolves havent been given this extra info.
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.
Fixed their unintentional Immortality.
Update: Just a quick check-over, they still work, changed their bleeding to sparks when grinding them.

This brings back the original Cyberhounds after the explosion was disabled.

NOTE: this will throw errors on the server log, servers do not have access to the textures, do not report 'errors' from the log if the mod works properly!

Flesh wolves that used to eat metal, but still contain components in their corpses? what madness this is.... fixed :)

I also doubled the amount of time the dead wreck of the cyberhound stays for which is now 2-4 minutes instead of 1-2 minutes :)

I wondered why no one had made this yet, so i thought i would do it, didnt take long, all the assets for cyberhounds are still in the current game, i just did a little copy-pasting-editing to point Wolf entries to the Cyberhound assets and animations and all done, Enjoy :)

This mod alters the earthlike planet definition, to set the max distance they spawn from the player to inside the hard coded radius at which they will come for you, as in vanilla it is set so far that sometimes wolves will just run away!
127 Comments
Praia00 Aug 18 @ 9:45am 
i dont know why i get 4 to 6 error messages in the logs regarding this mod. When i had it disabled they would still spawn cyberhounds. Don't get me wrong, i love this mod but it's just weird that i keep on seying these errors and that they spawn even when the mod is disabled. Do you know a fix for this?
Nikolas March  [author] May 11 @ 2:54am 
whats broken?
dusty7765 May 9 @ 1:14am 
is it ok if i fix it and reupload
dorritt69 Feb 26 @ 1:30am 
This is fun mod it get you read for attacks
Nikolas March  [author] Nov 18, 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 Nov 16, 2024 @ 1:46pm 
I don't know if this is still being updated but my server is output error messages
Nikolas March  [author] Nov 14, 2024 @ 3:11am 
missing documentation for new features, thats not surprising :D
SubSpecs Nov 14, 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] Nov 14, 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 Nov 11, 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. ^^