[Mod] Goblins [goblins] [WIP]

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

by FreeLikeGNU » Post

Looks like you may need the latest version of "Ambience Lite" from https://notabug.org/TenPlus1/ambience. I'll put some additional checks in my next release. Thank you!

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Re: [WIP] Goblins [mobs_goblins]

by TheNetYeti » Post

The fact that the Goblins actually take the torches and give them to certain other goblins for their nefarious purposes. FreeLikeGNU has that in his docs for them. It is a hilarious game to play with them too - set some Dwarves in the same area (who can lay the torches down) and watch the two races struggle for dominance of the torches.

Pondering further interactions between these two races.., Dwarves hunting Goblins - and vice versa? Tolkien style?
*Y*

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

by cuthbertdoublebarrel » Post

these are soooo good!!!!!!!! ,they bring a whole new level to the game play . excellent work! . kept crashing when they ran away but the last update fixed the problem as i have not had the issue agian . are you going to add right click to the dog goblins for extra info ... ? looking forward to seeing more ingenuity from you in the future,
awaiting minetest hardcore mode .

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

by FreeLikeGNU » Post

cuthbertdoublebarrel wrote:are you going to add right click to the dog goblins for extra info ... ?
Not sure what you are referring to about extra info for gobdogs, but they are not using the "give_gift" function the goblins use... there could certainly be more kinds of interactions with right click on gobdogs, did you have something in mind?

If you experience crashing please don't hesitate to report it here. Even though it's a WIP, it should not be crashing.

That said, I'm having a lot of fun getting back into these little mobs, glad you are enjoying them too and thanks for the feedback!

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

by cuthbertdoublebarrel » Post

hello there
i noticed that hearts popped up when i fed the gobdog so imagined that it was now a pet and would be able to add a name tag to it or at least tagged to say it was no longer a threat . unfortunately i was attacked by another entity and the gobdog kind of got in the way of my axe swing so i was unsure if it was trying to protect me or ganging up on me ...then i died .
the crash has happened agian and is related to the gobdogs . it was not in sight but i could here it barking and i believe triggered by " the run away " command a velociety issue ?
i am sorry i am new to this i should have screen printed it as there is no copy function on the crash screen i thought it would generate a crash report in the main folder . i went right through the debug and just could not see it . will be sure to get a screen print next time i encounter the issue ,
awaiting minetest hardcore mode .

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

by FreeLikeGNU » Post

cuthbertdoublebarrel: Yes even a screen shot of the crash output would help me track this down. The gobdogs are not currently set to runaway from player so there is probably something else going on. Please be sure you are using the current version of Mobs Redo from
https://notabug.org/tenplus1/mobs_redo or the Minetest ContentDB. Make sure you are running Minetest version 5.2 or higher and check the mobs redo file api.lua for:

Code: Select all

version = 20200412
or higher.

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

by FreeLikeGNU » Post

Big update! Goblins now have secret names that may be revealed if you offer enough of what is scarce below the surface...

I've begun working on more parametric and procedural Goblin generation to keep the code lines fewer while creating more novel interactions.
Image

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

by Sokomine » Post

FreeLikeGNU wrote: Big update! Goblins now have secret names that may be revealed if you offer enough of what is scarce below the surface...
Ah! It's great that it now seems to be possible to become friends with them. Before, they seemed all pretty hostile...
A list of my mods can be found here.

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

by FreeLikeGNU » Post

Glad you are enjoying them!

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

by Melkor » Post

cool new mobs!

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

by FreeLikeGNU » Post

Goblins now have territories that are defined by the chunk they spawn into! This could lead to some more interesting interactions down the road!

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

by FreeLikeGNU » Post

+ Spoiler
it's kinda spoilery but yeah goblins like shiney...
Last edited by FreeLikeGNU on Mon May 11, 2020 05:03, edited 1 time in total.

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

by FreeLikeGNU » Post

Some rough and deceptive Goblin cave systems carved out by digger goblins accompany the very smooth and rectangular forms of the caves and dungeons from the mapgen. It's a little easier to get at the ore locked in solid strata but dangerous traps and more aggressive goblins may be lurking.

Image

To explore these you will need a pick to increase headroom or crawl into the tight passages somehow. How long can you do this before claustrophobia compels you back to the surface?

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

by FreeLikeGNU » Post

I've spent the last couple weeks working on trade and aggro.

Goblins love the rarest of minerals, but they also value some things that can only be found above ground such as fruits. Word spreads quickly among goblins in a tribe that you offer such things.

Some goblins can be quick to fight over-worlders that brandish a weapon, others closer to the surface are more timid.

If you fight the goblins, their tribe becomes more restless and member goblins more likely to attack on sight!

"Trade" and "aggro" are both "relations" that affect how goblins belonging to a territory interact with a player. When you attempt to "trade" with (give a preferred item to) a Goblin, the amount of fighting you have done with goblins belonging to that territory will reduce the likelihood of receiving anything back. The more you attempt to trade and the kind of item that you offer will benefit your following attempts at trade.

I hope this adds more life to these little creatures. I'm very new at coding but I've tried to document code and provide some useful debugging output in case you are more curious how all of this works.

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by FreeLikeGNU » Post

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