[Mod] Goblins [goblins] [WIP]

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freshreplicant
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Re: [Mod] Goblins [goblins] [WIP]

by freshreplicant » Post

I'm still a big fan of this mod, but I am wondering if maybe there would be a way to toggle the ability of goblins to mine or destroy the environment. The nuisance aspect can be really fun, but I've noticed that the random pattern than the goblins dig in can easily render your caves/mines totally unusable or unrecognisable. They can cause major havoc by mining underwater, causing your whole cave system to get flooded in a way that isn't easy to patch up. It also exasperates things slightly when you realise they're in pretty much every cave system, rather than just in one or two places. Fighting them to protect your mines would be a fun mechanic, but they seem to be too numerous to really use that as an in-game way to manage them. For now, as much as I like them, I have removed them from some of my worlds, especially where I play with other people.

Some people might like that play style, where the goblins totally dominate gameplay over other mods/mobs, but it might be useful to add the ability to toggle the ability to build (place mossy cobble/moss/mushrooms) and to destroy (mining blocks). I might for instance leave the placing option on, whereas somebody else might have both or just the mining option on.

I noticed that the configuration options seem to allow for setting areas as protected, but I've never really messed with protection (I'm guessing it relates to a mod?). Having built in environmental toggles as an additional gameplay option would be very convenient, so that it can apply to your whole world automatically without messing with protecting zones.

An additional idea might be to have goblins only spawn around 'goblin dens' or something similar, where they only range a certain amount of blocks outside that territory. That way even if you toggle on full destruction, it is contained within an certain manageable zone. It might even add a fun gameplay aspect, where you find their destruction and know you're close to a den. Another possibility for reducing the total chaos of the mining goblins would be if they're somehow programmed only to dig out a specific 'shape' or structure, like say, Mineshafts of a certain length, either branching or a certain distance apart from each other (or maybe just restricted to a specific range of 'y' coordinates). That way you can still walk through caves without falling into goblin pits every three steps!

Anyhow, hope you're still working on this and have some other cool surprises coming!

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FreeLikeGNU
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Re: [Mod] Goblins [goblins] [WIP]

by FreeLikeGNU » Post

You can, in fact, set them to spawn less frequently or only near certain blocks. Please take a look at the goblins_spawning.lua. The main idea behind the goblins is for them to be pervasive so there is not much restricting them but they will avoid light (you might need to use something other than torches) They should not destroy any metal structures either. I roughly modeled their behavior on the movie "Gremlins" and their nature is highly chaotic and generally destructive.

That said, protection mods such as TenPlus1's "Protector Redo" https://notabug.org/TenPlus1/protector are supported so please take a look at that and give it a try. "Protector Redux" https://content.minetest.net/packages/s ... protector/ by socerykid should work as well.

I'm sorry I have not been more active. We just now(!) got a working replacement refrigerator since having to evacuate our home in August(!) and also did a redecoration of our kids room, so there has been plenty of real life chaos to keep me busy. I have been hiding out mindlessly mining asteroids in Avorion just to calm my mind. Thank you for playing and giving detailed feedback! I will try to make some more behavior tuning options more accessible.

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Re: [Mod] Goblins [goblins] [WIP]

by freshreplicant » Post

FreeLikeGNU wrote:
Fri Nov 13, 2020 02:14
You can, in fact, set them to spawn less frequently or only near certain blocks. Please take a look at the goblins_spawning.lua. The main idea behind the goblins is for them to be pervasive so there is not much restricting them but they will avoid light (you might need to use something other than torches) They should not destroy any metal structures either. I roughly modeled their behavior on the movie "Gremlins" and their nature is highly chaotic and generally destructive.


Ah ok, interesting! I haven't had the chance to dig into the code too much yet. I'll see how much I understand. I suppose maybe I could create a special block in my own mod and only have Goblins spawn near it, thereby restricting them further? Or maybe there's ways for me to tweak the code and either toggle off digging or what they can dig (noticed something about 'diggable nodes' in behaviors.lua)?

I understand that my queries are kind of against the wide ranging chaotic spirit of your mod, so I respect your vision, just want to see how I can adapt them for my worlds. In a way it's admirable how much of a pain in the butt you've programmed them to be.
FreeLikeGNU wrote:
Fri Nov 13, 2020 02:14
That said, protection mods such as TenPlus1's "Protector Redo" https://notabug.org/TenPlus1/protector are supported so please take a look at that and give it a try. "Protector Redux" https://content.minetest.net/packages/s ... protector/ by socerykid should work as well.


I'll see if they're easy to implement without restricting the other people I play on LAN with. I'm just worried that protecting little chunks here and there will do little to stall the Goblin hoarde!
FreeLikeGNU wrote:
Fri Nov 13, 2020 02:14
I'm sorry I have not been more active. We just now(!) got a working replacement refrigerator since having to evacuate our home in August(!) and also did a redecoration of our kids room, so there has been plenty of real life chaos to keep me busy. I have been hiding out mindlessly mining asteroids in Avorion just to calm my mind. Thank you for playing and giving detailed feedback! I will try to make some more behavior tuning options more accessible.
Oh jeez, no need to apologise to anyone, you went through a harrowing experience and got your family through it safe and sound. That and recovering from the ordeal is 100% the top priority.

I actually own Avorion too! Haven't played in a while though, must check it out again soon.

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Re: [Mod] Goblins [goblins] [WIP]

by FreeLikeGNU » Post

I could create a special block in my own mod and only have Goblins spawn near it, thereby restricting them further
Certainly!

Probably the most destructive of the goblins is the Cavedigger. It will replace most stone, dirt and sand blocks with air. You can set this one spawn less often to control the tunneling out of caves. Most of the other goblins will spawn near mossycobble which is placed by the Cobblemoss goblin. Mossycobble appears naturally in mapgens with dungeons enabled for the most part so you could still see a number of goblins hanging out in these structures without the Cobblemoss goblin spawning at all.
Or maybe there's ways for me to tweak the code and either toggle off digging or what they can dig (noticed something about 'diggable nodes' in behaviors.lua)?


The "replace_what" part of

Code: Select all

goblins.search_replace
function in the goblins.lua for the digger is probably your target. About line 65:

Code: Select all

            {"group:soil",
              "group:sand",
              "default:gravel",
              "default:stone",
              "default:desert_stone",
              "group:torch"}, --replace_what

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