[Modpack] Societies [v1.3] [sociedades]

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BrunoMine
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[Modpack] Societies [v1.3] [sociedades]

by BrunoMine » Sat Aug 20, 2016 19:04

Image


Description:
This modpack adds societies for the game, each society has its own characteristics (See the README files in the repository for more details)

Societies:
* Sunos

Depends:
* default
* vessels
* flowers
* xpanes
* doors
* stairs
* mobs_redo
Image

Download:
ARQUIVE.ZIP (v1.3)



License: LGPL v3

Repo: GitHub

+ Screenshot
Attachments
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Last edited by BrunoMine on Sat Dec 24, 2016 21:04, edited 21 times in total.
 

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Re: [Modpack] Societies [v0.7-beta] [sociedades]

by burli » Sat Aug 20, 2016 19:18

Can't see the images
 

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Re: [Modpack] Societies [v0.7-beta] [sociedades]

by BrunoMine » Sat Aug 20, 2016 19:39

burli wrote:Can't see the images

Fixed. Thank you.
 

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Re: [Modpack] Societies [v0.9-beta] [sociedades]

by BrunoMine » Sun Aug 21, 2016 15:56

New v0.9-beta (prerelease)
  • Fixed cut trees bug
  • Optimized scan (of mapgen) to save processing use
  • Smoothed edge of structures
 

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Re: [Modpack] Societies [v0.9-beta] [sociedades]

by TheReaperKing » Sun Aug 21, 2016 16:23

So hopefully no one minds the copy and paste from my other post but it just seems apt. If nothing else this could be some inspiration:

If only there was a simple way to port this minecraft mod:
http://millenaire.org/

Not only do the villages have NPCs that live in it, but they also work on upgrading their villages and adding more houses. Also the NPCs actually have kids that grow up and add to the village population. If you donate enough resources to them they will even offer to buy you a house and if you donate a crazy amount they'll make you the mayor. Also there are bandit lairs and if one is close to a village it will attack it sometimes. If you wipe out all the bandits they don't come anymore and they have lots of treasure in their bases. Pretty cool stuff.

Millénaire is a mod for Minecraft, a 3D sandbox game. It aims to fill the "emptyness" of Minecraft worlds by adding NPC villages to it, with loose 11th-century Norman, Japanese and Mayan themes and additional cultures planned.

Villages are populated with men, women and children of various kinds, who perform tasks such as trading with the player, expending current buildings or improving existing ones, cultivating crops such as wheat in Norman villages and rice in Indian ones, crafting tools and powerful amulets, etc. As the village expends, the number of villagers increases as couples have children who grow up into new adults.

Help villages grow by trading with them and be rewarded with unique items such as Normand and Indian food or statues and tapestries to decorate your house with. And if they start liking you enough, they might even build you a house of your own.
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Re: [Modpack] Societies [v0.9-beta] [sociedades]

by BrunoMine » Mon Aug 22, 2016 01:31

This idea is very interesting. I will note a few points and implement in another moment.
Currently, minetest lacks a good MOB-Engine to support the inhabitants.
 

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Re: [Modpack] Societies [v0.9-beta] [sociedades]

by D00Med » Mon Aug 22, 2016 01:52

Those villages look really nice!
Have you considered using mobs_redo?
Look! I have a signature :]
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Re: [Modpack] Societies [v0.9-beta] [sociedades]

by TheReaperKing » Mon Aug 22, 2016 02:05

Also it looks like what you and this guy are doing is related:
viewtopic.php?f=9&t=15377

Maybe you two could team up :)
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Re: [Modpack] Societies [v0.9-beta] [sociedades]

by BrunoMine » Mon Aug 22, 2016 02:07

D00Med wrote:Have you considered using mobs_redo?


Yes, but mobs_redo is a complicated project work. I have read and reread his API, but the functions do not look good, there is little control of mobs and lack useful features for developers.
Moreover, it does not have a good organization of the version. I do not believe it is worth working with mobs_redo (despite being the only option)
 

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Re: [Modpack] Societies [v0.9-beta] [sociedades]

by D00Med » Mon Aug 22, 2016 02:29

Ok, personally I think it's pretty simple, good if you want a walking veggie to populate the towns.
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Re: [Modpack] Societies [v0.9-beta] [sociedades]

by azekill_DIABLO » Mon Aug 22, 2016 09:12

wow the villages look nice!
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Re: [Modpack] Societies [v0.9-beta] [sociedades]

by Sokomine » Mon Aug 22, 2016 19:02

What exactly does the mod do except placing some simple wooden structures? What is it supposed to do in the future? The documentation is not in any language I can read :-(
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Re: [Modpack] Societies [v0.9-beta] [sociedades]

by BrunoMine » Mon Aug 22, 2016 19:22

Sokomine wrote: The documentation is not in any language I can read :-(

You have probably guessed that my English is horrible. For this reason I do not translate (need help with this)

Sokomine wrote:What exactly does the mod do except placing some simple wooden structures? What is it supposed to do in the future?

If you want to better understand the project (at least in this first moment) try to translate the documentation (google translator can help you).
I agree that the project is a little crude, but it'll soon be bringing news. I am searching for good ideas at forum (and already found some very good which were reported in the above threads).
 

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Re: [Modpack] Societies [v0.9-beta] [sociedades]

by Sokomine » Mon Aug 22, 2016 19:55

BrunoMine wrote:You have probably guessed that my English is horrible. For this reason I do not translate (need help with this)

I'm not a native speaker either. My main language is German. You're doing fine with your English. Just don't try to translate. That's far more difficult than just saying something in another language.

BrunoMine wrote:If you want to better understand the project (at least in this first moment) try to translate the documentation (google translator can help you).

Automatic translations are usually pretty bad. They can give a rough idea of what the project is about - but seldom much more. Google translate is mostly something for fun :-)

BrunoMine wrote:I agree that the project is a little crude, but it'll soon be bringing news. I am searching for good ideas at forum (and already found some very good which were reported in the above threads).

Yes, having a mod like that MC millenaire would be great. I still hope that someone will do mobs that can act convincingly inside a village. But I'd like to have more complex houses than those you used so far. They are too simplistic for my taste. On the other hand, those houses I built for my villages mod are far too complex and make mob movement too tricky.
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Re: [Modpack] Societies [v0.9-beta] [sociedades]

by BrunoMine » Mon Aug 22, 2016 20:17

Sokomine wrote:I'd like to have more complex houses than those you used so far. They are too simplistic for my taste.

The current houses (or structures) are used for testing. All structures will be upgraded to v1.0.
 

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Re: [Modpack] Societies [v0.9-beta] [sociedades]

by Sokomine » Mon Aug 22, 2016 20:40

BrunoMine wrote:All structures will be upgraded to v1.0.

Ah! Thank you. That ought to help :-)

The way the houses are encoded seems to be the old WorldEdit format (or something similar). You ought to consider using the schematic format .mts as that is far more useful. minetest.place_schematic is better for this than minetest.set_node. When dealing with mapgen, voxelmanip and its version of place_schematic are faster and more reliable than set_node.
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Re: [Modpack] Societies [v0.9-beta] [sociedades]

by BrunoMine » Mon Aug 22, 2016 20:46

Okay. Thank you. I will accomplish this change before v1.0 also.
 

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Re: [Modpack] Societies [v0.9-beta] [sociedades]

by BrunoMine » Tue Aug 23, 2016 01:33

I finished these small changes. It seems to have been much better. Thank you.
Commit 981e16a8b8fd25f37f159a52704c57fa37c13e2d
 

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Re: [Modpack] Societies [v1.0] [sociedades]

by BrunoMine » Wed Aug 24, 2016 03:35

Updated to v1.0 stable
  • exchange structures assembly of minetest.get_node to minetest.place_schematic as mentioned at forum
  • improved structures for sunos (8 new structures)
  • structures documentation system
  • data structure to save data from villages in permanetes tables
  • others
 

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Re: [Modpack] Societies [v1.0] [sociedades]

by Nathan.S » Wed Aug 24, 2016 13:24

This looks really good. Going to have to download it and try it out.
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Re: [Modpack] Societies [v1.1] [sociedades]

by BrunoMine » Sat Oct 01, 2016 18:08

Released version 1.1
New features:
  • NPC
  • Communal house
  • Shops
  • Support for translations (with intllib)

I would like to ask for help to translate this project
 

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Re: [Modpack] Societies [v1.1] [sociedades]

by TheReaperKing » Sat Oct 01, 2016 18:25

Thank you for your hard work on this! Also have you seen this mod?
viewtopic.php?f=11&t=3223

On page 5 Bell has a git with a bunch of updates, but it'd be awesome to combine it with your mod so that the NPCs actually expand their villages. With mobs redo the villagers could have babies too haha.

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Re: [Modpack] Societies [v1.3] [sociedades]

by BrunoMine » Sat Dec 24, 2016 21:13

Changelog v1.0 to v1.3
Only of Sunos societie
  • New structures.
  • Stabilized villages generation
  • New setting options
  • Workbench
  • Thatch roof in the structures of houses
  • Systematization of decorative items
  • Store
  • Communal house
 

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Re: [Modpack] Societies [v1.3] [sociedades]

by Sokomine » Sat Feb 25, 2017 01:55

It's difficult to understand how it works without beeing able to read the texts and descriptions. The first world I tried did not contain any societies nearby (not even with fast&fly). The second one was better - I spotted a village a couple of meters away from where I spawned. The locals where very friendly and "asked" (upon right-click) for certain materials. Once I had aquired those, the locals gave me a flag so that I could mark the place for their new community house. This proved trickier than I first thought - because the flag kept demanding to be placed on a flat 13x13 area and was very reluctant to finally accept a far larger flattened place. Once it was satisfied, the new community house appeared instantly around me. The locals inside the new community houses had blueprints for further house types for "sale" - they offered new flags for the placement of buildings in return for the materials needed.

It'd be very helpful if someone could translate the texts into English. The villagers seem to be a happy bunch, but I don't really understand what they want...
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Re: [Modpack] Societies [v1.3] [sociedades]

by ShadMOrdre » Sat Feb 25, 2017 02:59

Sokomine,

I too am confused. I managed to pull these two from the github, and ran them through Google Translator

The Readme.txt file
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Sunos

By BrunoMine

That mod adds the sunos people to the game that randomly appear by the map. The sunos (from Esperanto, "sol") are humble people living in plains. They do not have much technical skill and therefore only use simple materials to find (Wood, Stones and etc). Read more about the project node wiki wiki
Download
Textures CC BY-SA 3.0

The authoring assignments of the textures are described in the file ATRIBUICAO.txt in the textures directory.
LGPL v3 software

Sunos is free software; You may redistribute it and / or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation (FSF); In version 3 of the License, or (in your opinion) any version. This program is distributed in the hope that it may be useful, but WITHOUT ANY WARRANTY; Without an implied warranty of FITNESS FOR ANY MARKET OR PARTICULAR APPLICATION. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program, if not, see http://www.gnu.org/licenses/.
Structures

The structures saved in schematic form of minetest have their proper attribution described in the file CATALOGO.md that accompanies the corresponding media files.
Commands

/ Sunos | Operates some features

features:

    Save a structure: s <type> <name> <width>
    Loads a structure: c <type> <name> <width>

Settings

These settings are placed in minetest.conf

    Sunos_array = 33 (in percentage, only integer numbers, default is 33)
    Sunos_verif_fundamento = 10 (time in seconds for each verification of an active ground in the map, default is 10)
    Sunos_casa_comunal_decadencia = 300 (time in seconds that the communal house can be in decay, standard is 300)

Create structures

All structures of this mod must obey the following parameters:

    Width and length (vectors x and z) equal
    Height (vector y) of 15 nodes
    Width of 3, 5, 7, 9, 11 or 13
    Saved and stored in minetest schematic format
    Filename should follow the format <name>. <Width> .mts
    Description made in file CATALOG.md

Format for files CATALOGO.md:

    Structures:
        <File name>
        <Name of another file>
        <Name of another file>
    Author: <Name>
    Date: <Date of termination>
    License: <License>
    Nodes: <OPTIONAL>
        <ID of a node>
        <ID of another node>
        <ID of another node>
    Description: <OPTIONAL to describe how the structure works>


And the Races.txt file
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Sunos

Description

The sunos (from Esperanto, "sun") are humble people living in plains. They do not have much technical skill and therefore only use simple materials to find (wood, stone, straw and etc). Its buildings generally have predominantly common wood materials, straw and many glass windows for sunlight to enter the interior. Containers, shelves, flowers and ovens are very common to be found in homes and other buildings of the Sunos.
Villas

The villages of the Sunos are sociable groupings where players can coexist in harmony and cooperation with the residents.
Homes

The houses of a village define the number of inhabitants, which in turn allow the creation of other suna structures. When a house is even partially destroyed, it ends up being abandoned, becoming ruined.
Community House

The Suno people need a communal house to establish a village and perform several other tasks. The Communal House is the main structure of a village, it can not be easily destroyed by passing through a period of decadence where any player can restore it.
Stores

You can exchange items in stores







Sovagxas

Description

The Sovagxas (so Esperanto, "savages") are inhabitants of the jungles that, despite the name, live in small sociable groups. They like to lead a life as close to nature as possible, with their simplistic philosophy, not the most intelligent.
Mother Tree

The mother tree of the sovagxas is a wild tree with a very large canopy where the sovagxas make their dwellings. It is possible to live with the sovagxas in their trees and pick up some of their items.
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Re: [Modpack] Societies [v1.3] [sociedades]

by Sokomine » Sat Feb 25, 2017 03:15

Thanks for the translation, ShadMOrdre. Seems I met the Sunos but not the Sovagxas so far. It seems possible that further structures will be offered once the village gets more inhabitants. The trading with the market chests works fine. The textures are very nicely done.
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Re: [Modpack] Societies [v1.3] [sociedades]

by BrunoMine » Sat Feb 25, 2017 10:44

Sorry for ignoring these last posts, I must have forgotten.

Sokomine wrote:... because the flag kept demanding to be placed on a flat 13x13 area and was very reluctant ...

I have already corrected this in the development version. Bushes and flowers should not disturb any more. This also irritated me greatly during development.


Sokomine wrote: ... the new community house appeared instantly around me ...

I'm going to work to keep it as realistic as possible. But now I need to solve other errors.

Sokomine wrote: ... they offered new flags for the placement of buildings in return for the materials needed.

This is a basic mechanics of village growth.

ShadMOrdre wrote:I too am confused.

I agree, many of these texts (with the exception of README.txt and the wiki) have been removed because they are very weird. I will keep a descriptive text in English in both places.

I've already made a lot of improvements, but I have not yet released a new version because I want to bring something new (all 58 current commits are fixes and operating improvements). Soon I will be announcing new things (Including a new society).
 

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Re: [Modpack] Societies [v1.3] [sociedades]

by Sokomine » Sat Feb 25, 2017 14:54

BrunoMine wrote:I have already corrected this in the development version. Bushes and flowers should not disturb any more. This also irritated me greatly during development.

Thanks! That will help a lot. It also seemed that stone as ground seemed unacceptable for them. Some way of indicating how big the house will actually become would be very helpful. The protector mod shows the protected area when punched, and WorldEdit shows the marked area. Perhaps you can show the area the house requires?

BrunoMine wrote:
Sokomine wrote: ... they offered new flags for the placement of buildings in return for the materials needed.

This is a basic mechanics of village growth.

Ah. Fine :-) The amount of villagers reported by the people in the community center was increasing with every house (with inhabitants) built. However, some houses seemed to have decayed (Worldedit-accidents?), and I don't seem to be able to repair them with the repair kit.

BrunoMine wrote:I've already made a lot of improvements, but I have not yet released a new version because I want to bring something new (all 58 current commits are fixes and operating improvements). Soon I will be announcing new things (Including a new society).

I'm looking forward to it. The Sunos villages and their inhabitants work nicely. The textures and design of the worker in the community center, the trade chests, the houses and the special nodes for the villages all fit together and are very well drawn.
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Re: [Modpack] Societies [v1.3] [sociedades]

by Andrey01 » Sat Feb 25, 2017 15:05

Does Is this mod add villages and villagers?
 

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Re: [Modpack] Societies [v1.3] [sociedades]

by BrunoMine » Sat Feb 25, 2017 15:34

Sokomine wrote:It seemed that stone as ground seemed unacceptable for them.

I have quite simplified the basic requirements to found a structure, but the first strip of land must have dirt (with or without grass). It is also necessary to have two depth blocks without empty spaces (caves). All this will be well explained by messages.

Sokomine wrote:The protector mod shows the protected area when punched, and WorldEdit shows the marked area. Perhaps you can show the area the house requires?

I'll add before the next release. This will be really useful.

Sokomine wrote:The amount of villagers reported by the people in the community center was increasing with every house (with inhabitants) built. However, some houses seemed to have decayed (Worldedit-accidents?), and I don't seem to be able to repair them with the repair kit.

This is a code error, it has already been fixed in the development version. Thanks for reporting.

Sokomine wrote:I'm looking forward to it. The Sunos villages and their inhabitants work nicely. The textures and design of the worker in the community center, the trade chests, the houses and the special nodes for the villages all fit together and are very well drawn.


Thank you. I'm further polishing the code and textures to make the interaction more dynamic and realistic.
 

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