So Im trying to add a new mob to the game and am having some trouble.
I was wondering if anyone had any tips/ knew of streams where Tom showed how to do this.
Hey @jaechius , welcome to the modding community!
So you’re wanting to add your own personal mob into Stonehearth? Well @voxel_pirate has some really good tutorials on Youtube.
Here’s his video showing the introduction into animating . I hope this gives you a little of an introduction. Some programs you need to get are Qubicle (voxel modeling software used to alter models and make new ones) , Blender (for animating models.) , and Notepad ++ ( to code) . These are the programs I use to mod Stonehearth, remember to have fun and continue to MOD!
The “problem” with this is that you have several approaches.
I think that nobody has published yet a tutorial on this, because you need a certain amount of animations to make this kind of entities.
I can imagine two ways of inserting mobs. One would be spawning random “nests” like those of critters, and the other would be making campaigns like the goblin / undead ones.
Certainly, making a campaign needs its time (so does making the mob). We can always ask the devs or in the livestreams about how to create a mob. Because sometimes even I have doubts on which animations are really necessary and which AI actions does it really pick when you use the mixin…
If the new mob is similar in size and behavior to an existing one, and if it did not change too much ( ), you could try to copy and paste the animations from that existing mob, rename it, overwrite the model with your design and there you go with a “cheap” version of home baked mob. For sure this would still require some adjustments in the code, but animation wise I would give it a try like that.
Thanks for all the great feedback!
My biggest dilemma atm is trying to find all the .json files that need to be made/edited.
I’m also not sure how to spawn one of them in-game to test the model.
I’m running microworlds, and get pop footmen down, but I don’t know how to bring out a mob.
And I don’t know what code Tom uses to run those micro combat tests.
I have to catch-up with all the “recent” changes… however, if you only want to test your model in the game, I would overwrite the model for an existing animal or mob. Again, that only works if you took one of the existing models as a basis and adjusted it (similar size, same amount of limbs, etc.). If not I fear that this will take a lot more effort to see it in action.