Swamp Biome + Firefly Clan + Beast Tamer 🐾

I have this weird bug where my Goblin cant decide to drink work or idle, please help!

when I picked up the Stone in the weird statue my goblins went crazy and couldn´t decide on an activity, i dont know why but i had to make a new save

@BrunoSupremo one for you i guess

patch_notes_button Mod Updated


Download:
Through Steam Workshop, or :up: At the first post. :up:


image

Additions:

Firefly jewel, high level recipe ingredient
Added gold flakes recipes (not used in goblins crafting yet)
Small Braziers
Large Braziers
Stone mushroom garden
Violets spawning in the swamp
Sweet Potatoes spawning in the swamp
Craftable Ladders
Upgraded staff (wip, spirit walker weapon)

Changes:

The game now teaches players again about how to get new goblins if its population did not increased for some time
When humans allies with one goblin player, they ally with all other players. The campaign for other players will now adapt to their current alliance status.
Footman attacking damage lowered
Added mini quest with humans asking materials, before upgrading their own hearth
Beast Tamer and Spirit Walker will have speech bubbles displaying what attack they are using
Edited Earthmaster tier 1 template to avoid entities walking through the windows
Balanced mushroom garden growth/replenish time
Edited some tree colors
Fireflies at night now spawns only around your town (instead of the whole map)
Goblins now able to harvest ace bees
Firefly Shield and Stone Throne recipes now require jewels (more recipes with it later)
Updated fishing hut (tier 2) to have the new ladders, allowing easy access to the upper floor
Increased time between human wave attacks
Babies easier to keep, sleeping less and walking faster
Goblins will always have at least 2 spirit (instead of 1, like mind and body)

Fixes:
Fixed bug with travel stall not working after town tier 2 was reached
Fixed issues in campaign with multiplayer, like not being able to defeat the boss after another player made them neutral
Fixed missing/wrong collisions on many items (goblin could end stuck when trying to place those items)
Fixed egg hunting bugs spawning too far and on inaccessible locations
Fixed beast tamer and spirit walker summons spawning on inaccessible locations
Fixed missing vegetables serving model
Fixed ghost trees and planted seeds being used in recipes
Fixed mountain grass not allowing trapping or farming zones
Fixed collision problem with the awning
Fixed bug with knight leaving its camp to attack the players, they should hold ground now
Fixed wood signs attaching to walls through the bottom, now it is from the top part

3 Likes

patch_notes_button Mod Updated


Download:
Through Steam Workshop, or :up: At the first post. :up:


Additions:
New Firefly Chaser trait for goblins
Added container input filters for goblin items (firefly essence, jewel, cattail, flower and vegetables)
Biome thoughts (positive when in the swamp, negative elsewhere)
Weather Stone, can change the weather once activated
Swamp landmarks added to geomancer crafting menu

Changes:
New firefly visual effect
Goblins can start receiving healing potions when hp is below 85% instead of when below 50% (vanilla)
Goblins now have their own tombstone model
Goblins can now have up to 3 traits
Improved landmarks
Workers now start equipped with a club instead of hammers or pickaxes
Hammocks do not give comfy beds buffs anymore
Prefixed/Sorted templates with emoji :purple_heart:
Shaman is faster at essence crafting
Spirit Walker nerf, max summons equal to half its spirit stat (1:2)

Fixes:
Fixed hearth light/shadow bug
Fixed undeads appearing on the first foggy days
Fixed spirit walker effect disappearing while in patrol
Removed ace goblin raids against the firefly
Fixed error with plant ghosts ending used on crafting
Fixed mushroom items (chair and table) being considered food
Warrior hearth now summons spirits challengers instead of undeads

8 Likes

patch_notes_button Mod Updated


Download:
Through Steam Workshop, or :up: At the first post. :up:


unknown

Additions:
Frog Companion trait :frog:
Added eye patch version for the other eye (left or right sides possible now)
(With ACE) bone furniture in the bonesmith recipes
Characters will avoid water when pathing, going around it most of the time
Raw stone can be crafted from clay and chitin

Changes:
Redone effects for the spirit walker and warrior auras (old orbs floating around)
Finished the upgraded staff (spirit walker equip)
Added effort values for recipes without them
(For ACE) Cattail fiber counts as thatch too
Wood Chest craft level dropped from 3 to 2
Amberstone Campaign adapted for goblins, with custom dialogs, requests, etc…
Crafter buttons not available for the firefly now appears when the job is in town (e.g. from reembarked hearthlings)
Connected equivalent workbenches (e.g. potter kiln and earthmaster kiln are interchangeable)

Fixes:
Fixed bug with town progression not starting (should start after promoting the first bonesmith now)
Fixed landmarks blocks not dropping stone when mined
Fixed frogs being vegetarian
Fixed weather stone locked on reload
Fixed crafters getting items already placed in the world to use them for recipes

4 Likes

I may sound crazy but… Could there be way you could get goblin jobs when playing as hearthlings?

Only if cheating with commands, select unit and paste this in lua console for the job you want:

	local job_comp = e:get_component('stonehearth:job')
	local allowed = job_comp:get_allowed_jobs()
	allowed["swamp_goblins:jobs:shaman"] = true
	job_comp:set_allowed_jobs(allowed)
	job_comp:promote_to("swamp_goblins:jobs:shaman")
1 Like

patch_notes_button Mod Updated


Download:
Through Steam Workshop, or :up: At the first post. :up:


Additions:
Bongo and xylophone instruments, craftable and playable
Trapper templates (for trapper+ mod)
Spirit Ball attack for level 2 Spirit Walkers (on old saves a repromote is needed)
Wall Mask decoration
Clay Chair
Small Bag, a “chest” that holds 8 items
Two new fiber roof patterns and one new fiber floor pattern in the builder
Spirit Walker templates
Console cheat “add_goblin_citizen”, when typed at the console will spawn a new goblin citizen even if playing in a hearthling town
Added upgraded outfit for goblin workers
Added shaman level 1 and 2 perks

Changes:
Candledark compatibility, infected goblins have a proper model, babies and spirit walker do not get infected
Weapons and armors recipe balance (require more ingredients now)
Poyos summoned by the beast tamer now have custom name and description, and removed harvest command from them
Added custom name and description for summoned dragon
Trapper icon for goblins reverted back, it is now the same as hearthling trappers
Warrior Hearth now summons challengers other than spirits (goblins, hearthlings, with different classes)
Spirit Walker icons are now blue
Removed the single spirit summon from level 2 Spirit Walker (replaced with spirit ball attack), still have multiple spirit summons at level 3
Clay Bed model updated
Wood chair and table updated
Updated templates with new roof colors and small changes
Workers can hunt critters in the map (not on old saves)
Goblins can now have base vanilla, ace, and other mods traits (with a few exceptions to avoid bugs or lore breaking)
Varanus nest models and collisions are bigger now, 3x3 instead of 1x1 block
Egg Pedestal now have a button to cancel the calling to lay an egg
More varanus spawnings in the swamp, including at end game level (which had none)
Entlings have swamp models now, based on plants from the biome
Duckducks and ostriches rebalanced as common critters, having way less hp now and drawing less aggro from hunters
Mushrooms (now called Swamp Mushrooms) are now recognized as fungi in ace mod and are equivalent to their mushrooms

Fixes:
Fixed varanus spawned from nests not having names and descriptions
Fixed ace adding a second headband for goblin geomancers
Season are properly displayed now for ace season icon (under the forecast)
Fixed dragons sounding like cats
Blocked weather stones to not change weather during titan storms
Goblins raised in other kingdoms now correctly gets firefly based names, traits, equips, etc. instead of using hearthling versions
Goblin templates will not leak and appear for other kingdoms template lists
Fixed eyepatch clipping over shaman outfit
Repaired rabbit statue model, it was missing a quarter of its voxels somehow

3 Likes

OMG yess goblin BONGOOOOOOOS

I noticed a thing that Goblin decorations disappear during the game. There was even a time when the hearth and banner disappeared,and they didn’t appear in the list of items in the storage menu either. Is this a bug or am I the only one with such problems ?

Send me your save file and I can check what is wrong there.

1 Like

If this happens again, I’ll send it to you right away.

пт, 6 нояб. 2020 г. в 15:44, BrunoSupremo via Stonehearth Discourse <stonehearth@discoursemail.com>:

Umn, is there a way to download it out of Steam? Can’t figure out how to download there, hahah

1 Like

nevermind, found it

2 Likes

patch_notes_button Mod Updated

Oh boy… Last update news was in march?.. Let me clarify that first.
The download file in the first post is ALWAYS updated, always matching what I do in Steam. It just happened that most updates were small things, or quick things, or uninteresting things, and so it was not worth making a whole update post for them. But they accumulated…
The log below is the result of several months of small updates (plus the one I made just now) condensed into one big log, sorry about that.


Download:
Through Steam Workshop, or :up: At the first post. :up:


goblin_market

New Items:
Stone chest, with space for 48 items
Firefly bazaar, works the same way as market stalls, but only summon goblins traders
New craftable potions for shamans level 4 (stronger healing, appearance, body, mind, spirit, happy, memory, speed and teleport). All with pros and cons (e.g. +speed reduces health)
Wide wall banner decoration
Lamppost decoration
Wide wooden window (3x2) and Tall wooden window (2x3)
Window Mushroom Box
Stone fences
Mushroom target decoration (with ACE it can be used as training dummy)
Clay Mushroom Garden

Other Additions:
Immigrant orcs can also be beast tamers (defaults were worker and footman only)
(for ACE mod) Bee skep recipe to shaman (thanks P3rdit1ous)
(for Fisher mod) fishers can get cattail resources (random junk) instead of fish (higher chances at low levels)
Two dining area templates (tier 1 and tier 2)
Two sleeping area templates (tier 1 and tier 2)
Perks to Shaman (at level 4) and Bonesmith (at level 3) about their job promotions.
Small and Tall Mushroom variations
Swamp Zillas, high level enemy

Changes:
Shaman level 6 now learns advanced cooking, getting the same recipes that hearthling cooks have (including from other mods)
Added ACE armor and weapon effects to goblins armors and weapons (thanks Tobles)
Goblin babies now respects the town alert and go to banner/hearths with everyone else.
Goblin babies will try to flee from near enemies.
Goblins start with two plantable swamp flower.
Three house templates previously marked as WIP are now complete, as tier 2 houses
Rebalanced potted plants ingredients (now uses harvested resources instead of whole plants) and stats
A hint about earthmaster being able to craft coal will be displayed after some time stuck on the quest asking that material
Improved Beast Tamer modding (so other modders can change it easier)
On goblins, hearthling traits are replaced for with their equivalent goblin traits. E.g. Footman passion will turn into warrior passion and carpenter into bonesmith passion, etc.
Pet traders can sell frogs
Earthmaster can gain xp when fixing and repairing items (doors, fences, etc…)
Wood Mushroom Garden gives small mushrooms, Stone Garden gives medium mushrooms and the new Clay gives tall mushrooms
Workers will not hunt critters anymore. The cons outweighted the pros, confusing newbies and annoying old players
Beast Tamer critters will not drop items when defeated
Party Goblin trait makes them more chatty
Replaced Flower Helmet and Spear from “Goblin Toys” loadout with Upgraded Worker Outfit and Strong Healing Tonic
Replaced herb, fiber and wood resources from “Nature Synergy” loadout with actual plantable swamp mushrooms, flowers and cattail plants (useful for kickstarting on a different biome)

Numbers Changes:
Clay chest capacity bumped from 48 to 64 items
Clay bed appeal increased from 3 to 15
Clay beds and clay input bins removed from low level (tier 1 and 2) traders (goblin clay items should be tier 3 trading)
Decreased Knight and Nina (from the human camp) “fighting” area, so they will only attack players that get really close to the camp (~30 blocks)
Removed weapon and armor traders showing at tier 1 as they are a big noob trap (those items do not fit the goblins classes)
Stone bench recipe level decreased to 1 (required for the earthmaster template)
Rebalanced networth (gold value) for multiple items (less exploitable trades)
Lowered forcefield size from 11x11 to 7x7
Max level military (Warriors, Spirit Walkers and Beast Tamers) will increase the town “military score” (you can see it in the town menu, shortcut “T”)
In the swamp, varanus have a higher chance of being picked for random enemies spawnings

Interface and Visual Changes:
New icon for the travel ui button (thanks Findersword)
New egg and baby icons (thanks Stmpnk)
Renamed Shaman recipes “Tools” category to “Talismans”, for clarity.
Updated stone chair model (squashed it, was too tall)
Updated Clay Fence models
Rarely barricades have mushrooms on their models
Earthmaster renamed to Earthshaper (to avoid things like “Master Earthmaster”)

Changes for ACE:
Shamans can harvest beehives
Goblin fences/barricades can be used in the fence tool
All fire sources (firepits, candles, braziers, kilns, etc…) are warm and can prevent cold
Goblins are immune to poisons, spirits are not affected by any buffs/nerfs
Ambient lilypads replaced with ace harvestable versions
Warriors can train at training dummies
Swamp Trees can be replanted when using the “Gather & Replant” harvest command (except dead trees)
With Firefly, ace friendly visitors tutorials are delayed to after the human camp quest is completed (for lore and mechanics reasons)
Custom foraging loot for the swamp
Goblin crafters added into new output filter options
Reworked water wells to match ace system (i.e. place a simple well, then upgrade it)

Fixes:
Giant Mushrooms spawned by geomancers now properly drops mushroom food when mined
Warrior Hearth challengers with bugged names
Downed goblin babies can now be rescued without errors. (thanks for the report Rons)
The human camp could be killed by other enemies and move the campaign forward without the player interaction. They would also ally with everyone else once befriended by the player. They should now properly be ignored by other enemies until they are allied with players.
Limited footman spawning from the human camp to a max of 6 at once
Ladders and wells had filters corrected for stockpiles
Fixed missing text in Amberstone quest borrowing an earthmaster
Dragonking quest will refer to goblins as Children of Snake (instead of Monkey)
Frogs now drop frog jerky instead of rabbit jerky
Beast Tamer trap disappearing too soon leaving the enemy locked in an invisible trap for a while
Town Alert freezing the game (Thanks Jevil02 for the report)
Empty job perk icon on Earthmaster
Error [attempt to index local ‘role_data’ (a nil value)] when an enemy varanus spawned

Fixes for ACE:
Fixed incompatibilities with ACE commands, which affected water well building, bee keeping, and Trapper+ workbenches interactions
Goblins can be promoted into Trappers again (Thanks Coziest for the report)

3 Likes

I manually added the mod file in the mod folder but it’s not showing up ingame. I did redownload it but nothing happened.

The file was corrupted. Thanks for the warning. It should be fixed now if you redownload it

2 Likes

Thanks! It works now

1 Like

Hi, my friend and I started a multiplayer world, me being a goblin and him being a human, with the first class, and while playing we noticed that no enemy goblin camps are appearing.
and we need to know if this is a bug.