[Mod] Goblins [goblins]

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FreeLikeGNU
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[Mod] Goblins [goblins]

by FreeLikeGNU » Post

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

[goblins] Goblins [mod]

for Minetest Game and MineClone 2

This mod adds several Goblins (and Goblin Dogs) to Minetest that will spawn near ore deposits or lairs underground.

Features
  • Compatible with both Minetest Game and Mineclone 2! It should also work with Mineclonia.
  • Some Goblins have loot filled chests nearby! Can you befriend or defeat these goblins?
  • Goblins dig caves, destroy torches, create lairs, set traps, cultivate mushrooms and some are aggressive.
  • Gobdogs will roam caves, bury bones and other items in soft terrain, eat meats. Some Gobdogs are aggressive!
  • Basic trading with Goblins - the more you trade with a goblin, the more likely you will get things in return!
  • Goblins have a territorial framework for location based interactions, if you trade with more Goblins of a territory
    your trades will be easier!
  • Harming goblins will negatively affect your trade with all gobins in a territory!
  • If you brandish weapons (including axes) around a goblin it may decide to attack!
  • Goblins and Gobdogs will defend each other.
  • There are many settings now accessible from the minetest menu -> "settings" tab -> "all settings" -> "mods" -> "goblins" list!
  • tested with Minetest engine 5.4 through 5.80
Required Mods (only if using Minetest Game):
  • Mobs Redo by TenPlus1 API as of version 20200516: to run
    https://forum.minetest.net/viewtopic.php?f=9&t=9917
    Mobs Redo git repository https://notabug.org/TenPlus1/mobs_redo
Optional Mods:
  • Ambience Lite by TenPlus1 API
    https://notabug.org/TenPlus1/ambience
  • Hunger NG by Linuxdirk
    https://forum.minetest.net/viewtopic.php?t=19664
    https://gitlab.com/4w/hunger_ng
  • Bonemeal by TenPlus1
    https://forum.minetest.net/viewtopic.php?t=16446
    https://notabug.org/TenPlus1/bonemeal
Spoiler

Licenses of Source Media Files:
* goblins_goblin.b3d and goblins_goblin.blend
* Copyright 2015 by Francisco "FreeLikeGNU" Athens Creative Commons Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
* http://creativecommons.org/licenses/by-sa/3.0/

* above meshes based on character from minetest_game
* by MirceaKitsune (WTFPL)
* https://github.com/minetest/minetest_game/blob/master/mods/default/README.txt#L71

* goblins_goblins*.png files and goblins_goblin.xcf files
* Copyright 2015,2020 by Francisco "FreeLikeGNU" Athens Creative Commons Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
* http://creativecommons.org/licenses/by-sa/3.0/

* goblins_goblin_dog.b3d and goblins_goblin_dog*.blend
* Copyright 2016,2020 by Francisco "FreeLikeGNU" Athens Creative Commons Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
* http://creativecommons.org/licenses/by-sa/3.0/

* goblins_goblin_dog*.png files and goblins_goblin_dog*_.xcf files
* Copyright 2015 by Francisco "FreeLikeGNU" Athens Creative Commons Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
* http://creativecommons.org/licenses/by-sa/3.0/

Additional source and content credits:
* goblin mushrooms from "flowers" mod source code:
* Originally by Ironzorg (MIT) and VanessaE (MIT)
* Various Minetest developers and contributors (MIT)

* mushrooms.xcf Copyright Francisco Athens (CC BY-SA 3.0) 2020
* goblins_mushroom_brown.png, goblins_mushroom_brown2.png goblins_mushroom_brown3.png goblins_mushroom_brown4.png Copyright Francisco Athens (CC BY-SA 3.0) 2020

Sound files by:
* artisticdude http://opengameart.org/content/goblins-sound-pack (CC0-license)
* Ogrebane http://opengameart.org/content/monster-sound-pack-volume-1 (CC0-license)
* goblins_ambient_underground: 232685__julius-galla__atmosphere-cave-loop (CC-BY-SA)
* https://freesound.org/people/julius_galla/sounds/232685/
* goblins_goblin_trap: LittleRobotSoundFactory (CC-BY-SA)
* https://freesound.org/people/LittleRobotSoundFactory/
* goblins_goblin_breathing: spookymodem
* https://freesound.org/people/spookymodem/ (CC-0)
* goblins_goblin_dog_ sounds:
delphidebrain Jazz the Dog Howl & Bark (CC-BY-SA)
* https://freesound.org/people/delphidebrain/sounds/236027/
* Glitchedtones Dog Shih Tzu Growling 06.wav (CC-BY-SA)
* https://freesound.org/people/Glitchedtones/sounds/372533/

* Super thanks to duane-r for his work on nasty traps and tunneling https://github.com/duane-r

* Thanks to Napiophelios for the goblin king skin
* https://forum.minetest.net/viewtopic.php?f=9&t=13004#p186921
* goblins_goblin_king.png
* License: Creative Commons (CC-BY-SA-3.0 SummerFeilds TP
* Thanks to orbea for adding Hunger NG and Bonemeal mod support and bugfixes!
* https://github.com/orbea
* Thanks to TenPlus1 for keeping the Mobs_Redo going!
* Thanks to rubenwardy for awesome help and the Minetest ContentDB
* Thanks to everyone in the Minetest forums and IRC for just being great!
* Thanks to kristovish for testing and providing crash reports from their live populated server!
* Thanks to BrandonReese for giving feral goblins a home in his challenging AdventureTest subgame!
* Thanks to Nathan Salapat for his Minetest Mod Review: Goblins
Links

* forum: https://forum.minetest.net/viewtopic.php?f=9&t=13004
* code: https://gitlab.com/freelikegnu/goblins
(github repository is now deprecated to be archived!)
* Minetest Content DB: https://content.minetest.net/packages/FreeLikeGNU/goblins/
* Detailed information in the Project WIki
GET MINETEST: https://www.minetest.net/
Last edited by FreeLikeGNU on Tue Jan 16, 2024 21:21, edited 54 times in total.

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Re: [WIP] Goblins

by Napiophelios » Post

They look cool :)

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Re: [WIP] Goblins

by BrandonReese » Post

Looks good. What is the license going to be?

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Re: [WIP] Goblins

by FreeLikeGNU » Post

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 » Post

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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Re: [WIP] Goblins

by FreeLikeGNU » Post

Small update last night, see OP.

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Re: [WIP] Goblins

by Napiophelios » Post

We need a goblin king now :)

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Re: [WIP] Goblins

by ExeterDad » Post

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

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Re: [WIP] Goblins

by FreeLikeGNU » Post

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 » Post

Yeah I cant upload textures to github

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

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License: Creative Commons CC-BY-SA-3.0
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Re: [WIP] Goblins

by FreeLikeGNU » Post

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 » Post

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 » Post

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 » Post

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 » Post

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 » Post

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 » Post

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 » Post

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 viewtopic.php?f=9&t=11430 by Gael de Sailly.

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Re: [WIP] Goblins

by Sokomine » Post

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 » Post

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 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 » Post

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

Code: Select all


if mobs.mod and mobs.mod == "redo" then

local SPRITE_VERSION = false	-- set to true to use upright sprites instead of meshes

-- local variables
	local l_spawn_in		= {"default:water_source", "default:water_flowing", "default:river_water_source", "default:river_water_flowing"}
	local l_spawn_in_river		= {"default:river_water_source", "default:river_water_flowing"}
	local l_spawn_near		= {"default:sand", "default:dirt","group:seaplants","group:seacoral"}
	local l_spawn_near_river	= {"default:sand", "default:dirt", "valleys_mapgen:dirt_sandy","default:river_water_flowing"}
	local l_spawn_chance	= 10000
	local l_spawn_chance_river	= 2 --river water is less abundant so raise the chances
	local l_cc_hand			= 25
	local l_cc_net			= 80
	local l_water_level		= minetest.setting_get("water_level") - 1
	local l_water_level_river	= 1000
	local l_anims = {
		speed_normal = 24,		speed_run = 24,
		stand_start = 1,		stand_end = 80,
		walk_start = 81,		walk_end = 155,
		run_start = 81,			run_end = 155
	}
	local l_visual = "mesh"
	local l_visual_size = {x=.75, y=.75}
	local l_visual_size_s = {x=.50, y=.50}
	local l_clown_mesh = "animal_clownfish.b3d"
	local l_trop_mesh = "fish_blue_white.b3d"	
	local l_clown_textures = {
		{"clownfish.png"},
		{"clownfish2.png"}
	}
	local l_trop_textures = {
		{"fish.png"},
		{"fish2.png"},
		{"fish3.png"}
	}

	if SPRITE_VERSION then
		l_visual = "upright_sprite"
		l_visual_size = {x=.5, y=.5}
		l_clown_mesh = nil
		l_trop_mesh = nil		
		l_clown_textures = {{"animal_clownfish_clownfish_item.png"}}
		l_trop_textures = {{"animal_fish_blue_white_fish_blue_white_item.png"}}
	end

-- Clownfish
	mobs:register_mob("mobs_fish:clownfish", {
		type = "animal",
		passive = true,
		hp_min = 1,
		hp_max = 4,
		armor = 100,
		collisionbox = {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25},
		rotate = 270,
		visual = l_visual,
		mesh = l_clown_mesh,
		textures = l_clown_textures,
		visual_size = l_visual_size,
		makes_footstep_sound = false,
		stepheight = 0.1,
		fly = true,
		fly_in = "default:water_source",
		fall_speed = 0,
		view_range = 8,
		water_damage = 0,
		lava_damage = 5,
		light_damage = 0,
		animation = l_anims,
		on_rightclick = function(self, clicker)
			mobs:capture_mob(self, clicker, l_cc_hand, l_cc_net, 0, true, nil)
		end
	})
	--name, nodes, neighbours, minlight, maxlight, interval, chance, active_object_count, min_height, max_height
	mobs:spawn_specific("mobs_fish:clownfish", l_spawn_in, l_spawn_near, 5, 20, 30, l_spawn_chance, 1, -31000, l_water_level)
	mobs:register_egg("mobs_fish:clownfish", "Clownfish", "animal_clownfish_clownfish_item.png", 0)

-- Tropical fish
	mobs:register_mob("mobs_fish:tropical", {
		type = "animal",
		passive = true,
		hp_min = 1,
		hp_max = 4,
		armor = 100,
		collisionbox = {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25},
		rotate = 270,
		visual = l_visual,
		mesh = l_trop_mesh,
		textures = l_trop_textures,
		visual_size = l_visual_size,
		makes_footstep_sound = false,
		stepheight = 0.1,
		fly = true,
		fly_in = "default:water_source",
		fall_speed = 0,
		view_range = 8,
		water_damage = 0,
		lava_damage = 5,
		light_damage = 0,
		animation = l_anims,
		on_rightclick = function(self, clicker)
			mobs:capture_mob(self, clicker, l_cc_hand, l_cc_net, 0, true, nil)
		end
	})
	--name, nodes, neighbours, minlight, maxlight, interval, chance, active_object_count, min_height, max_height
	mobs:spawn_specific("mobs_fish:tropical", l_spawn_in, l_spawn_near, 5, 20, 30, l_spawn_chance, 1, -31000, l_water_level)
	mobs:register_egg("mobs_fish:tropical", "Tropical fish", "animal_fish_blue_white_fish_blue_white_item.png", 0)

-- River fish
	mobs:register_mob("mobs_fish:river_fish", {
		type = "animal",
		passive = true,
		hp_min = 1,
		hp_max = 4,
		armor = 100,
		collisionbox = {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25},
		rotate = 270,
		visual = l_visual,
		mesh = l_trop_mesh,
		textures = l_trop_textures,
		visual_size = l_visual_size_2,
		makes_footstep_sound = false,
		stepheight = 0.1,
		fly = true,
		fly_in = {"default:river_water_source", "default:river_water_flowing"},
		fall_speed = 20,
		view_range = 8,
		water_damage = 0,
		lava_damage = 5,
		light_damage = 0,
		animation = l_anims,
		on_rightclick = function(self, clicker)
			mobs:capture_mob(self, clicker, l_cc_hand, l_cc_net, 0, true, nil)
		end
	})
	--name, nodes, neighbours, minlight, maxlight, interval, chance, active_object_count, min_height, max_height
	mobs:spawn_specific("mobs_fish:river_fish", l_spawn_in_river, l_spawn_near_river, 5, 20, 30, l_spawn_chance_river, 1, -31000, l_water_level_river)
	mobs:register_egg("mobs_fish:river_fish", "river fish", "animal_fish_blue_white_fish_blue_white_item.png", 0)

end

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Re: [WIP] Goblins

by FreeLikeGNU » Post

Thieving goblins added, tweaked spawn rate... enjoy!

FLG

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Re: [WIP] Goblins

by twoelk » Post

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 » Post

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

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Re: [WIP] Goblins [mobs_goblins]

by Nathan.S » Post

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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