[Mod] Goblins [WIP][mobs_goblins]

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[Mod] Goblins [WIP][mobs_goblins]

by FreeLikeGNU » Sun Aug 09, 2015 22:50

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:
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:
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
Last edited by FreeLikeGNU on Tue Sep 08, 2015 03:46, edited 17 times in total.
 

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Re: [WIP] Goblins

by BrandonReese » Mon Aug 10, 2015 03:18

Looks good. What is the license going to be?
 

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Re: [WIP] Goblins

by FreeLikeGNU » Mon Aug 10, 2015 03:47

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!
 

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Re: [WIP] Goblins

by Napiophelios » Mon Aug 10, 2015 07:21

I love these little guys
I like this one the best; he is the only one that would attack me
Image
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screenshot_20150810_031450.png
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Re: [WIP] Goblins

by ExeterDad » Tue Aug 11, 2015 15:32

This thread is VERY interesting. Keep up the good work :D
 

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Re: [WIP] Goblins

by FreeLikeGNU » Tue Aug 11, 2015 15:51

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:
Code: Select all
goblins_goblin_king.png


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

FLG
 

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Re: [WIP] Goblins

by Napiophelios » Tue Aug 11, 2015 16:17

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
(4.31 KiB) Not downloaded yet
 

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Re: [WIP] Goblins

by FreeLikeGNU » Tue Aug 11, 2015 17:44

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.
 

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Re: [WIP] Goblins

by FreeLikeGNU » Wed Aug 12, 2015 17:59

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.
 

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Re: [WIP] Goblins

by Ivà » Wed Aug 12, 2015 19:59

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?
 

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Re: [WIP] Goblins

by FreeLikeGNU » Wed Aug 12, 2015 20:49

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.
 

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Re: [WIP] Goblins

by Sokomine » Thu Aug 13, 2015 03:34

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.
A list of my mods can be found here.
 

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Re: [WIP] Goblins

by BrandonReese » Thu Aug 13, 2015 03:36

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... :)
 

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Re: [WIP] Goblins

by Sokomine » Thu Aug 13, 2015 03:43

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 :-)
A list of my mods can be found here.
 

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Re: [WIP] Goblins

by FreeLikeGNU » Thu Aug 13, 2015 04:03

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.
 

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Re: [WIP] Goblins

by Sokomine » Thu Aug 13, 2015 04:12

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.
A list of my mods can be found here.
 

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Re: [WIP] Goblins

by blert2112 » Fri Aug 14, 2015 13:44

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.
 

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Re: [WIP] Goblins

by FreeLikeGNU » Fri Aug 14, 2015 13:52

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
 

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Re: [WIP] Goblins

by twoelk » Sat Aug 15, 2015 20:41

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.
 

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Re: [WIP] Goblins

by FreeLikeGNU » Sun Aug 16, 2015 03:14

Another mobs_goblins update, see OP. I've also updated the server.
 

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Re: [WIP] Goblins [mobs_goblins]

by Nathan.S » Wed Aug 19, 2015 16:15

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.
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