Dwarf Fortress

Dwarf Fortress

HOBGOBLINS: A playable civilization
60 Comments
BlazingScribe 15 Jun @ 1:57pm 
Also this may or may not be related, but I got 6 legendary bowyers as migrants.
BlazingScribe 15 Jun @ 1:53pm 
At time of writing it still works, but hobs don't have portraits and their armaments are not visible.
LootGoblin 23 Apr @ 11:53pm 
is this mod still playable? Still my fav race by far
Max 17 Mar @ 2:20am 
Any news on the issues/fixes discussed below? :)
RocketShep  [author] 1 Jan @ 10:22pm 
Hmmm. Thanks for posting!
I decided to look into it, since I used vanilla humans as a template to start from.
I'm not quite sure about some of those tokens.
HEALING_RATE is a vanilla tissue definition token, and RELIGION_SPHERE is a vanilla entity token.
However, you might be on to something about ATTACK_FLAG_PENETRATION_PERC:

You're correct, that doesn't seem to be vanilla.

Checking the lines around it, ATTACK_PENETRATION_PERC, ATTACK_FLAG_EDGE, etc, are there as they should be, but if Vanilla doesn't have anything to interpret "ATTACK_FLAG_PENETRATION_PERC", I'm guessing it shouldn't do anything at all.
I imagine that it was a typo on my part while preparing all the other tokens (especially since the ATTACK_FLAG_(X) section is in the same section on the wiki.)

Thanks for bringing it to my attention. I'm still pretty busy, so if and when I come back to this mod, I'll be sure to check through these comments to review what needs fixing.
autumnwing 31 Dec, 2024 @ 1:41pm 
I can solve one mystery -- the RELIGION_SPHERE token is added by the "The Way Words Work" mod. Vanilla has TL_HEALING_RATE, but I don't see a HEALING_RATE. I don't see ATTACK_FLAG_PENETRATION_PERC in vanilla at all.
Woodstonks 24 May, 2024 @ 7:59pm 
i love these guys but can you add some compatability with other mods that add workshops, like dwarven chemistry
RocketShep  [author] 24 Apr, 2024 @ 3:23pm 
Hello!
Exciting to see new updates to the game.
I'd love to come back and update the mod. Portraits, sadly, will be a lot of work making art resources and will be pretty slow to arrive, especially in a very busy time in my life. I appreciate your interest, and love to hear all these stories from peoples' experiences with the hobgoblins, both here and on the Kitfox discord.

Personal playtesting has been going well, but I can't account for every player's own unique set of mod installations. (I'll definitely have to test more to see how non-hob civs run with hobs loaded, because I really don't know why this mod would cause crashes.)

I'll try to help with bug reports, but when it involves conflicts from vanilla assets and tokens, I can't help much. The mod used the Human files as an template, so it has no new invented tokens. Hobgoblins are simply an additional, separate category, and don't change vanilla definitions, as far as I know.

Thank you for your patience.
MoldMoldNukaCola 22 Apr, 2024 @ 9:39am 
This is my favorite civ mod, but seems keep crash whenever load saved world while running dwarf or other civilization fort.
It keep spit conflict with HEALING_RATE, ATTACK_FLAG_PENETRATION_PERC and RELIGION_SHPERE tokens on errorlog.txt
RocketShep  [author] 20 Mar, 2024 @ 6:15pm 
Hobgoblins are about the size of humans, just for fun, similar to tropes of hobgoblins as 'big goblins' in assorted media.
Oswald Thatendswald 20 Mar, 2024 @ 12:46am 
my favorite civilization mod, it's such good work and fits in seamlessly to the world. How big are hobgoblins in relation to dwarves? I don't think it says anywhere
Malachai 10 Mar, 2024 @ 11:31pm 
they look more like tieflings then hob goblins ttho
RocketShep  [author] 13 Feb, 2024 @ 3:58pm 
Apologies for the late response:
It's unlikely that this mod should be causing any crashes on its own. It doesn't make any changes to vanilla code or features. On the backend, it works like any other vanilla creature or entity (civilization).
Super Space Kid (ft. NORO) 17 Dec, 2023 @ 10:20pm 
so whats the consensus? is this mod making me crash?
Mechanos 23 Oct, 2023 @ 6:03pm 
I do realize these are vanilla tokens, and that debugging the issue would take some work. It's more the dismissal, that reminded me of the common stance. Ironically, my mod list is already in a steam collection, I'm able to export my load order with DFHack, and using KFind or Notepad++, I can search the installed_mods folder for every mention of HEALING_RATE (I got 24 hits), or shared tissue templates if that's what can cause the HEALING_RATE token to disappear, etc. I'd debug myself, but I'm too noob still to know what could break those tokens. ^^

Before I get too ahead of myself, I'm not insinuating you should go out of your way to do this. I simply just submitted a few errors in case it would help, and you didn't ask about any other mods I was using, and seemingly assumed my mods/install was broken. Then later said it was probably a mod conflict, and said sorry lol. Left me wondering why it wasn't worth following up, and motivated me to look into it a bit. But it's fine.
RocketShep  [author] 23 Oct, 2023 @ 4:24pm 
(The next four comments are a longer response, cut up for Steam's character limit. I posted them backwards to make sure it'd read neatly from top to bottom instead of having to scroll up backwards. I apologize for letting it get this long.)
RocketShep  [author] 23 Oct, 2023 @ 4:23pm 
I'm sorry, I'm not trying to take an opposite stance. Let me explain:

-I have no idea what every single mod you have installed is, much less the order in which you've loaded them/whether or not they have been set to replace vanilla data.
-I would have to investigate the raws of each and every mod for hints as to what could be the cause of the conflict. I would then have to see whether these mods overwrite vanilla data, and try to see how those mods are able to load vanilla tokens, and then figure out why hobgoblins somehow don't despite relying on the same vanilla files.
-I'm not expecting you to run only my mod. I run with a few dozen mods myself, to be honest!
RocketShep  [author] 23 Oct, 2023 @ 4:23pm 
I've asked for people to provide feedback and am happy to help how I can, but there's only so much I can do from here.

I'm not trying to say "Sorry, nothing I can do, my mod works on its own" in a vacuum. I didn't want to just dump a load of text on you, but if it helps, this is why:
RocketShep  [author] 23 Oct, 2023 @ 4:23pm 
1. HEALING_RATE is a standard token in DF code used to define how quickly a tissue (skin, muscle, bone, horn, etc) can heal. Also see TL_HEALING_RATE, which allows the game to select a group of tissues instead of a single tissue.
2. ATTACK_FLAG_PENETRATION_PERC measures the "penetration" value of an attack, measured by % of volume. This requires ATTACK_FLAG_EDGE - flagging the body part as "having an edge that can penetrate". I just double checked the raw files to be sure - the current public build of hobgoblins have the required flag.
3. RELIGION_SPHERE is an entity tag that civilizations have to determine what kinds of topics their religions might value. You can have as few or many of these as you want. Dwarves, by vanilla, have six possible RELIGION_SPHERE tags. I will take an educated guess that most, if not all of the other race mods also have some number of RELIGION_SPHERE tags.
RocketShep  [author] 23 Oct, 2023 @ 4:23pm 
These are all vanilla tokens that the game regularly makes use of. I have no idea why the error log turned up those particular errors -- I'd be confused if ANY mod spat out those three errors, not just mine -- and I imagine there might be something else going on under the hood causing an underlying problem. Think of it like a bruise on top of the skin, but it was caused by a broken bone underneath. Sadly, I'm not Accomplished Bone Doctor .

I'm not turning up my nose and sniffing indignantly over here, I sincerely don't know what else I can do from here. I only have the three errors you've given me to work with, and I don't see why
they would cause such a crash.

I'm sincerely sorry that my mod isn't working in your install. I really don't know why.
Mechanos 23 Oct, 2023 @ 4:08pm 
I mean.. 20 other race mods pulled it off. But.. alright.

For the record, I understand, and do not expect, any modder to attempt to make their mod be compatible with anything/everything. But I never did understand how some modders take an exact opposite stance, and are quick to point out "Well my mod works with vanilla, so.. nothing I can do." Like if they're expecting people to only use their mod and nothing else. Kinda silly, no? But I digress. It's your mod and you don't owe anyone anything. I'm just thinking out loud. Thanks for responding at least.
/end rant
RocketShep  [author] 23 Oct, 2023 @ 3:34pm 
Sounds like a mod conflict, then. Not much I can do about that. I'm sorry that hobs aren't fitting into your mod list, but I hope you have fun!
Mechanos 23 Oct, 2023 @ 3:07pm 
Other mods, including other race mods are working fine. Those errors also went away after removing this mod. So... sorry. :p
RocketShep  [author] 23 Oct, 2023 @ 2:07pm 
@Mechanos:
I looked into these tokens, and they're all vanilla (part of the default, original game). If your game doesn't recognize them, it has to do with your mod setup/what changes you've made to vanilla files. I can't help with that, I'm sorry.

As for hobgoblins on the map: You may want to check that your world is set to spawn enough civilizations, and/or has biomes capable of spawning the hobgoblin civ (forest, mountain, taiga, grassland, shrubland). That's the only thing I can think of right now. It sounds like your install has some other issues as it is, so it could be related.
Mechanos 20 Oct, 2023 @ 3:06pm 
errorlog.txt when generating a world-

HOBGOBLIN:Unrecognized Creature Token: HEALING_RATE
HOBGOBLIN:Unrecognized Creature Token: ATTACK_FLAG_PENETRATION_PERC
HOBGOBLIN:Unrecognized Entity Token: RELIGION_SHPERE

Also, can't find any hobgoblins on the map when generating multiple new worlds. I assume they're either getting killed off, or something is causing them to not spawn.
master-ac 1 Oct, 2023 @ 12:21pm 
Thanks for answering! I'll be chcking this one out!
RocketShep  [author] 1 Oct, 2023 @ 12:05pm 
When you add a playable civ mod to the game, they simply show up in the "choose starting civilization" menu during the embark screen just like any civilization of dwarves, just like how non-playable civs will still generate, like elves, goblins and kobolds.

If you don't want to play as hobgoblins, all you have to do is make sure you pick a dwarven civilization during embark!
master-ac 1 Oct, 2023 @ 11:09am 
I am a bit condused. I want to add a hobgoblin civ to the world gen, but I am not interested in playing as hobgoblins - I wanna stick to dwarves. Is this the right mod for me?
Darth Muffin 6 Sep, 2023 @ 12:44pm 
@RocketShep I can build barrels fine and use them fine. I just couldnt spend points on them in the prepare carefully screen. I was doing an embark with no trees and wanted to bring extra logs and barrels so I would have a buffer before needing to go down into the cavern layers.
amywebbskii 5 Sep, 2023 @ 4:41pm 
FYI, I was disappointed having known that these Hobgoblins are "more interested in craftsmanship than pillaging", not like in dnd worlds, where there are stupid brutes. This didn't stop me from using this mod in my world. Thanks go to the author :)
RocketShep  [author] 4 Sep, 2023 @ 9:45pm 
I've never run into that issue, so I'm afraid I don't know what could be causing that, Darth Muffin. Nothing in the code should be preventing them from using, finding, or crafting barrels or logs. That might be an issue with your mod setup, or perhaps that particular hobgoblin civilization on the map.

Nonetheless, I'll keep an eye out for if I run into that issue during testing. If I do, I'll see if I can track it down, and, if I find something, I'll let you know.

Best wishes.
Darth Muffin 4 Sep, 2023 @ 1:03am 
have run into an issue with selecting supplies in the prepare carefully section. I cannot bring logs or barrels with me. I have the points but when I click to add them nothing happens.
BlazingScribe 24 Aug, 2023 @ 9:34am 
Update: Got attacked by a dragon today, lost most of my flocks and pets, but only hobgoblin casualty was a clothier in a fey mood who refused to leave his burning workshop. The dragon was killed by 3 swordmasters and the ferocious headbutts of a fisherman and a blacksmith. Their horns could dent dragonscales. No other injuries. These hobs are pretty good.
RocketShep  [author] 23 Aug, 2023 @ 11:08am 
That's very helpful feedback, thank you very much! I plan on reviewing their stats (and tracking down an issue with "prone to rage" implementation) next time I get around to updating the mod. Thanks again!
BlazingScribe 22 Aug, 2023 @ 8:52pm 
TL:DR Hobgoblins in this mod are very strong and fun to play with. If vanilla balance is a concern then they should probably have one more significant downside but I struggle to think of what that could be. Maybe restrict the stuff they can make a bit to divide their expertise more from dwarves? I'm reluctant to suggest outright nerfing their defining strengths but if I had to I think their skill gain could be reduced slightly.
BlazingScribe 22 Aug, 2023 @ 8:52pm 
The flaws of hobs by seem minor. I haven't ha trouble keeping morale high in this fort and even the malcontents are above the danger line compared to the dwarven fort. The possibility of a berserker doing a lot of damage is there, but it hasn't come up yet. The underground crops thing restricted me a bit but plump helmets are easy to trade for and you can get a lot of mileage out of surface crops anyway. I could see it being a bigger problem in colder terrain though. Lastly the trade penalty is by far the most manageable but the sheer quantity and quality of stuff I can produce helps make up the difference.

Most of the "neutral" column comes out to be positive too. No sky sickness, and nothing both bonuses from alcohol really helps.

The one thing I will say about hobgoblins is that they seem to require more of a surface presence than dwarves do, mostly to farm and get cloth through with herding sheep or other sheer-able animals.
BlazingScribe 22 Aug, 2023 @ 8:50pm 
I'm not an expert, but I can say that Hobs are very strong.

The largest military threat in my second fort was an invasion of 40-50 Olm-Men. They weren't armored, but they had decent iron spears and shields. I fought that battle with a team of 10 dwarves with high-legendary stats and steel gear. We won, but did take some injuries and one dwarf died (granted, this is partly because I had a lot of trouble for a while getting my soldiers to wear armored boots).

The biggest threat these hobs have fought was an attack by an enemy dwarven faction. 14 dwarves and some goblins, with equipment ranging from iron and bronze to a handful of equipped with steel, all well armored. I fought that battle with a team of 10 hobs with middling-high skills and high quality iron equipment (scimitars and bucklers). They got stomped. The only problem the hobs had was getting through the steel armor. No hob casualties, no injuries, and the only damage taken was some worn armor.
RocketShep  [author] 22 Aug, 2023 @ 11:54am 
@BlazingScribe:
I'm so glad to hear you're enjoying it!

I'm glad to hear their trade adjustments are working as intended. It's fun having reliable workers, but I didn't want it to be too easy if they end up churning out masterworks. Do you feel like they're "too" tough/efficient overall, or does it feel about right to you?
BlazingScribe 22 Aug, 2023 @ 9:38am 
Heyya! I've been playing with this mod in a fortress for about 10 hours now, and I'm having a great time. I've always had a soft spot for hobgoblins as a fantasy race and archetype and its fun to play around with them. 4 years of gametime, only person has died or even been severely injured ("collapse" of a tree in a dense forest); these Hobgoblins can really take care of themselves physically and mentally.

To those considering making a hobgoblin fort be warned though, that bit about hobgoblin goods being less valuable in trade is not an exaggeration. You need to trade a LOT in comparison to a dwarven fort; I've had to resort to trading weapons and ammunition because porcelain and bone crafts just aren't enough. Even with numerous master and legendary artisans they demand a lot in exchange.

Anyway, thanks for making this mod!
RocketShep  [author] 29 Jun, 2023 @ 7:03am 
It could be there has been a new discovery in modding (the DF discord has very active QnA conversations), but generally, it's pretty much impossible for any mod's additions to automatically include to every other mod, past and future.

I hope that changes - like some bit of coding that lets us mark things as part of a common pool that every civilization has access to - but for now, I hope this helps
RocketShep  [author] 29 Jun, 2023 @ 7:03am 
@Lnor:
In my experience, this is because mod code typically only 'points at' the "MOUNTAIN" entity (Dwarven civilization). Hobgoblins are represented by the "HOBGOBLIN" entity.

To use custom buildings with custom civs, one needs to open their text files and basically duplicate the parts that say "this entity can use these 'reactions'," but instead of ENTITY:MOUNTAIN, tell it to use ENTITY:HOBGOBLIN.
(think of it like code saying 'THIS entity is allowed to build THESE things'.)

As far as I know, this is the case for any modded civilization trying to use molded buildings or crafting recipes.

When I use other mods like custom workshops, this is the method I use.
.
Lnor 28 Jun, 2023 @ 11:30pm 
Run into an issue with capability. (I adore this mod btw good work)
When adding additional buildings mods and this one, it seems to remove the new buildings no matter where I put it in the order. Any ideas how to fix?
Rainbow Jeremy 25 Jun, 2023 @ 2:38am 
I completely ruined the lore for them in my current world by having the goblins aren't immortal mod, but that does at least leave goblins not drinking/not eating. Kind of coping imagining them as being longer lived because the demon isn't constantly exerting its will on them which is probably unpleasant? Maybe alternative backstory where they fell from this state to goblinhood although I know in reality of how the goblins emerge in vanilla, but I still have PTSD from pre-premium worlds where just waking into a goblin fort crashed my game from how many goblins were alive forever.
RocketShep  [author] 24 Jun, 2023 @ 7:03pm 
@Rainbow Jeremy:
Thank you so much! That means a lot to me. I'm so glad you're enjoying them!

@Blazingimp:
Hobgoblins can live up to anywhere from 150 to 200 years. They may not be immortal, but the myth goes that some of that unnatural vigor still lingers.
Rainbow Jeremy 24 Jun, 2023 @ 9:51am 
I just started playing these and I am already wildly impressed by how good this civ is, feels like it belongs in the game as a concept to have some goblins defect from their demons. Love it.
BlazingImp77151 11 Jun, 2023 @ 10:27am 
how long do the hobgoblins live? you say they aren't immortal like goblins, but are they at least longer lived?
Illustrious Illusionist 17 Apr, 2023 @ 5:56am 
I enjoy this mod a lot, it really has given me a different experience so far. The horns seem to do a good job of keeping my gobbos from getting completely blown out by cavern trash in the early game, so I've been doing a lot more to explore and mine out the caverns than I've ever bothered to before. Meanwhile I've also been getting really into glassmaking as an industry, since the weaker appraisal means that I'm trying to go for quantity as much as quality rather than just surviving off of meals.
RocketShep  [author] 27 Mar, 2023 @ 4:34pm 
@Vonir:
As far as I know, it's compatible in the sense of "Hobgoblin civilizations will generate in the world, and are playable." As for adding any additional reactions (crafting, etc... magic?), I'm not experienced enough with Dark Ages to offer specific examples.

If they're not able to use Dark Ages features properly:
You should be able to make Hobgoblin civilizations able to use Dark Ages reactions by going into Dark Ages' files, looking for the raws that say "this civilization can do XYZ", and copy/pasting that section to duplicate it. Then, replace the entity (like ENTITY:MOUNTAIN for dwarves) with ENTITY:HOBGOBLIN - this tells the mod "The HOBGOBLIN civilization is allowed to do this, too."

I'll poke the DF modding discord to see if there's a more convenient way to do this, but if I try to include built-in compatibility patches, I'm not sure if that'll cause errors for users who aren't using said mods.
@sunnyhongyu我是盗号王 27 Mar, 2023 @ 1:08pm 
Dark ages compatibility?
lilTinkR 23 Mar, 2023 @ 2:03pm 
this mod is the best mod for playable people because i love being greenskins/Goblins so this mod is very woderful