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[WIP] Goblins [mobs_goblins]

PostPosted: Sun Aug 09, 2015 22:50
by FreeLikeGNU
Well if we are going to have mines, we should really have the option of goblins to populate the caves.

I've made a race of goblins with a new model based on the player character and new texture set.

Image


Detailed infromation in the Project WIki

v0.0x No more versions numbers till this is ready for some kind of official release status.

Update 9/07/2015: Goblins set nastier traps!

Currently I'm using the behaviors from TenPlus1's Mobs Redo as a basis.

These mobs have their own namespace and should not interfere with other mobs mods

Example:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
/spawnentity mobs_goblins:goblin_coal


The variety of goblin should spawn naturally below altitude 1 based on the ore they are near: stone, coal, iron, copper, gold, diamond as well as underground lairs (mossy cobble).

I still think copper is a broken ore, but the goblins insisted on using it anyway...

FLG

Download STANDALONE mod: https://github.com/FreeLikeGNU/mobs_goblins
you can stop the debug messages by changing the value on line 14 of the api.lua:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
      debugging_goblins = false,

Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0) by FreeLikeGNU
http://creativecommons.org/licenses/by-sa/3.0/

Download Mobs Redo compatible add-on:
https://github.com/FreeLikeGNU/goblins

Unholy mishmash of mobs server with Carbone-NG, Valleys MapGen, TenPlus1 Mobs Redo (with water and air critters too), and Goblins:
freelikegnu.org port 30000

Special goblin-kudos to:
* BrandonReese for giving feral goblins a home in his challenging AdventureTest subgame!
* Nathan Salapat for his Minetest Mod Review: Goblins

Re: [WIP] Goblins

PostPosted: Sun Aug 09, 2015 23:43
by Napiophelios
They look cool :)

Re: [WIP] Goblins

PostPosted: Mon Aug 10, 2015 03:18
by BrandonReese
Looks good. What is the license going to be?

Re: [WIP] Goblins

PostPosted: Mon Aug 10, 2015 03:47
by FreeLikeGNU
BrandonReese wrote:Looks good. What is the license going to be?

updated OP:
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0) by FreeLikeGNU
http://creativecommons.org/licenses/by-sa/3.0/

ENJOY!

Re: [WIP] Goblins

PostPosted: Mon Aug 10, 2015 07:21
by Napiophelios
I love these little guys
I like this one the best; he is the only one that would attack me
Image

Re: [WIP] Goblins

PostPosted: Tue Aug 11, 2015 13:51
by FreeLikeGNU
Small update last night, see OP.

Re: [WIP] Goblins

PostPosted: Tue Aug 11, 2015 15:27
by Napiophelios
We need a goblin king now :)

Image

Re: [WIP] Goblins

PostPosted: Tue Aug 11, 2015 15:32
by ExeterDad
This thread is VERY interesting. Keep up the good work :D

Re: [WIP] Goblins

PostPosted: Tue Aug 11, 2015 15:51
by FreeLikeGNU
Napiophelios wrote:We need a goblin king now :)

Image

Nice one!
I'm planning on changing and using the texture filename convention of
goblins_goblin_<name>.png
EX:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
goblins_goblin_king.png


If you would like to make pull requests, please name new textures as such :D

FLG

Re: [WIP] Goblins

PostPosted: Tue Aug 11, 2015 16:17
by Napiophelios
Yeah I cant upload textures to github

its uses gold helmet from SummerFeilds TP
so maybe would use their license (I think)

Image

goblins_goblin_king.png
License: Creative Commons CC-BY-SA-3.0
goblins_goblin_king.png (4.31 KiB) Viewed 4536 times

Re: [WIP] Goblins

PostPosted: Tue Aug 11, 2015 17:44
by FreeLikeGNU
Napiophelios wrote:Yeah I cant upload textures to github

You cannot push directly to my repository. I'll add instructions for contribution soon to OP. Basically, you fork my repo in GitHub, clone your fork, make changes, commit, push back to your repo, then make a pull request.
It sound complicated at first, but is really quick once you grok it.

Or you can just post it here and I can make the changes ;-) for now.

Re: [WIP] Goblins

PostPosted: Wed Aug 12, 2015 17:59
by FreeLikeGNU
Update mod, adding a goblin king, thanks to Napiophelios.
I have a server up at freelikegnu.org port 30000 with carbone-ng and goblins if you want to try it. You will want to use the dev build of 0.4.12 or 0.4.13 minetest.

Re: [WIP] Goblins

PostPosted: Wed Aug 12, 2015 19:59
by Ivà
FreeLikeGNU wrote:I have a server up at freelikegnu.org port 30000 with carbone-ng and goblins if you want to try it. You will want to use the dev build of 0.4.12 or 0.4.13 minetest.


I've been there briefly. You use carbone-ng with valleys mapgen (viewtopic.php?t=11430) isn't it?

At which depth should I find the goblins?

Re: [WIP] Goblins

PostPosted: Wed Aug 12, 2015 20:49
by FreeLikeGNU
Ivà wrote:
FreeLikeGNU wrote:I have a server up at freelikegnu.org port 30000 with carbone-ng and goblins if you want to try it. You will want to use the dev build of 0.4.12 or 0.4.13 minetest.


I've been there briefly. You use carbone-ng with valleys mapgen (viewtopic.php?t=11430) isn't it?

At which depth should I find the goblins?


Yes I use those projects in my server. Goblins should be found below 0 and near ore deposits (with the exception of copper) in caves.

Re: [WIP] Goblins

PostPosted: Thu Aug 13, 2015 03:34
by Sokomine
FreeLikeGNU wrote:-Wield tools and weapons

That can be done using 3darmor's model. I've just recently added that to my traders.

In general: Nice model. Finally someone who might live in all those dungeons mapgen creates :-)

The server is also quite intresting. I joined and saw a nicely modelled jellyfish and some friendly turtles.

Re: [WIP] Goblins

PostPosted: Thu Aug 13, 2015 03:36
by BrandonReese
Sokomine wrote:In general: Nice model. Finally someone who might live in all those dungeons mapgen creates :-)


That's what I'm working on right now... :)

Re: [WIP] Goblins

PostPosted: Thu Aug 13, 2015 03:43
by Sokomine
BrandonReese wrote:That's what I'm working on right now... :)

Take a look at the mapgen parameters. The position of caves and dungeons can be optained at mapgen time. The dungeons ought to be furnished a bit as well :-)

Re: [WIP] Goblins

PostPosted: Thu Aug 13, 2015 04:03
by FreeLikeGNU
Sokomine wrote:
FreeLikeGNU wrote:-Wield tools and weapons

That can be done using 3darmor's model. I've just recently added that to my traders.

In general: Nice model. Finally someone who might live in all those dungeons mapgen creates :-)

The server is also quite intresting. I joined and saw a nicely modelled jellyfish and some friendly turtles.


Thank you for the kind words!

Ah yes those are mobs added from TenPlus1 mobs redo conversions. That reminds me, I have to modify some fish to spawn in the new river_water used with the beautiful ValleysMapGen https://forum.minetest.net/viewtopic.php?f=9&t=11430 by Gael de Sailly.

Re: [WIP] Goblins

PostPosted: Thu Aug 13, 2015 04:12
by Sokomine
Yes, the mapgen is really very nice. I started in an area with a nice river, a hill with a red clay top, and diffrent trees around. It looked very nice and was fun to explore on its own. Havn't met any goblins yet though.

Re: [WIP] Goblins

PostPosted: Fri Aug 14, 2015 13:44
by blert2112
FreeLikeGNU wrote:Ah yes those are mobs added from TenPlus1 mobs redo conversions. That reminds me, I have to modify some fish to spawn in the new river_water used with the beautiful ValleysMapGen https://forum.minetest.net/viewtopic.php?f=9&t=11430 by Gael de Sailly.

My jellyfish made it onto someone's server! And Sokomine called it "nicely modeled"! I'm so proud. ;)
The fish should already spawn in river water. Not sure why I didn't update the others with that yet. I will do that today sometime. Let me know if it's not working so I can fiddle with it.

Re: [WIP] Goblins

PostPosted: Fri Aug 14, 2015 13:52
by FreeLikeGNU
I thinks the fish wont spawn because of the water_level check and some other things.... when I raised that, I got them to spawn at higher elevations, but they were spawning just above the water. I have to get ready for work so I cant go into detail at the moment. Here is the init I was using to test:
+ Spoiler

Re: [WIP] Goblins

PostPosted: Sat Aug 15, 2015 05:03
by FreeLikeGNU
Thieving goblins added, tweaked spawn rate... enjoy!

FLG

Re: [WIP] Goblins

PostPosted: Sat Aug 15, 2015 20:41
by twoelk
I have explored a bit, mined some and built a little hut.
So far so nice.
I mined to somewhere -30 but no goblins so far - except maybe if that thing that killed me before I saw it was a goblin although I would rather suspect an Oerki was that as I met some of those.

The mapgen definitly is interesting but while building my hut I noticed there was no red desertstone which I normally like to use for roofs. The rivers do give the landscape a more natural touch. I guess I will need to do some more exploring to study the landscape and the flight pattern of them birds that sort of took me by surprise. I wonder if the Oerkis chased the goblins away.

Re: [WIP] Goblins

PostPosted: Sun Aug 16, 2015 03:14
by FreeLikeGNU
Another mobs_goblins update, see OP. I've also updated the server.

Re: [WIP] Goblins [mobs_goblins]

PostPosted: Wed Aug 19, 2015 16:15
by Nathan.S
Are the Goblins suppose to put out torches/knock them down, 'cause when I was recording my mod review video for this upcoming Monday I noticed them knocking all my torches down, just wondering if that is a bug or intentional.

Re: [WIP] Goblins [mobs_goblins]

PostPosted: Wed Aug 19, 2015 16:40
by FreeLikeGNU
Nathan.S wrote:Are the Goblins suppose to put out torches/knock them down, 'cause when I was recording my mod review video for this upcoming Monday I noticed them knocking all my torches down, just wondering if that is a bug or intentional.

Yes most of them put out torches.. The light hurts their eyes

Re: [WIP] Goblins [mobs_goblins]

PostPosted: Wed Aug 19, 2015 22:03
by Nathan.S
ah, I figured as much.

Re: [WIP] Goblins [mobs_goblins]

PostPosted: Thu Aug 20, 2015 02:26
by FreeLikeGNU
One of them tries to create a den for the horde..

Re: [WIP] Goblins [mobs_goblins]

PostPosted: Sat Aug 22, 2015 15:18
by Sokomine
FreeLikeGNU wrote:One of them tries to create a den for the horde..

Sounds fine! Perhaps they'll be more willing to cooperate with the player afterwards? There could be some trading going on...

Re: [WIP] Goblins [mobs_goblins]

PostPosted: Wed Aug 26, 2015 19:46
by Ben
FreeLikeGNU wrote:Yes most of them put out torches.. The light hurts their eyes


Hehe... pair this with my Beware the Dark mod, and this goes from annoying to downright deadly :-P