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Creators
Details
3.7.1-26.1.2
Compatibility
Required content
Changes
From here and on i will do the 26.2 first then port it to 26.1.2 later
[3.7.1+A-26.1.2]
Summary
The "Guarding Sit Lock Fix" patch. Resolves sit command issues for guarding wolves of all personalities.
- Normal Guarding Sit Fix: Fixed a bug where Normal personality sentinel wolves immediately stood back up when manually ordered to sit.
- Guarding Sit Lock: Manual sitting now correctly pauses the active
WolfGuardGoaland gates custom target selectors (e.g.AggressiveTargetGoal), ensuring guarding wolves remain sitting and locked from movement/attack, matching vanilla behavior.
[3.7.0+A-26.1.2]
Summary
The "Dynamic Follower Spread Scaling" update. Scales the follow/spread spacing of wild and tamed wolf packs dynamically based on the number of active followers.
- Dynamic Pack Spread Scaling: Tamed and wild wolves now space themselves out wider as the pack size $N$ increases. Spacing is calculated mathematically using the square root formula: $f(N) = \text{multiplier} \times \sqrt{N - 1}$.
- Tamed Follow Spacing: Tamed wolves following a player dynamically increase their follow start and stop thresholds, preventing overcrowding.
- Wild Flock Spacing: Wild pack members dynamically adjust cohesion and separation radii during flocking, resulting in organic pack formations.
- New Spacing GameRules: Added 4 new native GameRules to configure the spacing multipliers and limits:
bd_tamed_pack_spread_multiplier(Default: 120 = 1.2x)bd_tamed_pack_spread_max(Default: 60 = 6.0 blocks max extra)bd_wild_pack_spread_multiplier(Default: 80 = 0.8x)bd_wild_pack_spread_max(Default: 40 = 4.0 blocks max extra)
[3.6.8+R-26.1.2]
Summary
The production Release version of the "Always-On Guard Mode Personality Particles & Server-Side Compatibility" updates.
- Removed Debug Gate on Guard Mode Particles: Personality particles (red, yellow, and green dust particles) are now always emitted when a tamed wolf is in active Guard Mode, regardless of whether the debug game rule is enabled.
- Client-Side Optional Isolation: Cleanly separates client-only rendering modules (
WolfRendererMixinandWolfRenderStateMixin) into a client-exclusive mixin configuration with client environment gating. Allows headless dedicated servers to run without client-side classes. - Dynamic GameRule Routing: Ensures all custom mod settings and parameters safely resolve via
DynamicGameRuleManagerdimension hooks, seamlessly checking integrated server states inside singleplayer clients while cleanly falling back to defaults on multiplayer connections to prevent desyncs.
[3.6.7+R-26.1.2]
Summary
The production Release version of the "Sentinel Watchdog Alarm Particle Height Tuning" patch.
- Raised Sentinel Alarm Note Particles: Elevated the spawn offset for Pacifist sentinel warning
NOTEparticles fromY + 0.8toY + 1.2to ensure they spawn above the wolf rather than inside its model.
Optional dependencies
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:e7H8SUmG:jHDEVqKv"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:e7H8SUmG:jHDEVqKv"
}





