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Sif Muna's Kobold Kamp (Default Sprites)
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11 Dec, 2022 @ 11:36pm
22 Jan, 2023 @ 2:25am
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Sif Muna's Kobold Kamp (Default Sprites)

Description
This is the exact same mod as the main Kobold Kamp mod, but with vanilla DF sprites instead of the cutebold-y looking ones for those who prefer it. I've been having some issues with the graphics after the most recent update. The main branch of the mod doesn't seem to have the same issues, but I've been bughunting to make this one work properly.

This mod makes Kobolds an early bronze age playable civ. You've got a limited amount of technological access, and instead of metalsmithing your bolds will be hard at work using pit kilns to smelt simple ores, then working cold metals by beating them until they're what you want. If you've got access to tin, copper and clay you can use the kiln to cast weapons and armor. You can also refit most stolen armor into something Kobold sized, and carve a variety of primitive items from bone and wood.

If you want the Cutebold sprites, see the link below.


!!!ATTENTION!!!
I highly suggest you use Prepare Carefully, you probably won't get everything you need if you use Play Now on Embark.

Bold and Daring Technology:

Crude Ironworking can make select items at the Crafts Shop. Doesn't require an anvil, but still needs fuel. Kobolds can only refine two new ores into iron. Meteoric Iron, found in an easier to work state due to natural alloying and Bog Iron, natural deposits of iron which provide poor returns but can be reliably found in layers of peat and clay. Meteoric Iron has a small chance to be found in any soil layer. Uses the Stonecraft Skill. Kobold worked iron becomes an intermediary material to prevent bolds from starting their civs with access to iron.

Simple Alloying at the Kiln allows for kobolds to make bronze and use clay to mold and cast it into useful equipment. The Kiln's also where all smelting takes place. Uses the Pottery Skill.

Copper and Silver can be Cold Hammered at a Crafts Shop for various bits of weapons and armor. Uses the Stonecraft Skill.

The Crafts Shop also allows wood and bone to be carved into primitive weapons and armor. Suboptimal, but it's an option. It can also be used to refit certain pieces of armor from other races. Uses the various respective Crafts Skills for carving and Tailoring for refitting.

You can make clay tablets (sheets) and sheets from bark at the Crafts Shop. Make sure to make them into a Quire so your bolds can write on them! They haven't figured out codices or scrolls as a people yet.

The Tailor's shop now has several options for primitive clothing, from wooden sandals to skirts and coats of woven straw (abstracted, they need a wooden log to make.) Also includes skirts from shell or bone if you don't mind the rattling. You can also turn leather into cord (rope) at a leatherworks.

Other Features:

No need for alcohol, but no trances or moods either. They're a bit less eccentric overall.

Kobolds are adults at age 5, birthrates can potentially cause kamp growth in a reasonable time period

Kobolds generally live to 45 on average

No longer egg-laying as that causes some serious bugs with civilized creatures

Less access to technology, smaller size and at a general disadvantage compared to Dwarfs

Simple government, with no administration beyond the local elected level

Socks

Planned Features:

More primitive technology that I feel like would be fitting and add interesting stuff to do.

By the way, feel free to reach out if you had any questions about modding! I'm by no means an expert but I've mucked around with DF modding for a long time and am always happy to help more people get started.

Here's the version with cutebold-y sprites.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2898660335

Guide to Kobold Kamp!

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2904140795
21 Comments
Superfly Johnson 25 Jan, 2023 @ 1:12pm 
thank you for the mod!
Sif Muna  [author] 22 Jan, 2023 @ 4:56pm 
Thank you! I've always been a big fan of kobolds ever since 40d and wanted to make a proper Kobold Kamp mod for the Steam release.
S̶̸p҉̵o̵̴o̸҉l҈̴i̴o҈s 22 Jan, 2023 @ 10:54am 
I love this mod, I use it all the time. I love all the little things it adds. I appreciate the extra effort you put in to make a second version that keeps the default sprites (I just love their ears and ear rings). Thank you.:peace_hoi:
Xenvar 19 Jan, 2023 @ 6:40pm 
@Lizy_Sticks If you load the All Races Playable mod after Kobold Kamp it seems to allow you to play both, I haven't noticed any issues so far but you could give that a try, I play on a max map size with 160 civs though and a real even balance of biomes to make sure I get a good balance of all the races I play with. If you want the exact map settings I use I put them in the description for my collection
Sif Muna  [author] 17 Jan, 2023 @ 4:09pm 
That's the intent. It replaces the playable civ and adds a fair amount of new mechanics. If both were marked playable you're liable to get more worldgen rejections as it tries to fit the ideal amount of player civs with both.
Lizy_Sticks 17 Jan, 2023 @ 3:04am 
ya that what happening :(
Sif Muna  [author] 17 Jan, 2023 @ 2:48am 
It simply designates this civilization as the playable one. Dwarves still exist, but aren't selectable as a civ.
Lizy_Sticks 17 Jan, 2023 @ 12:30am 
this one overright dwarfs ?
scarmu 26 Dec, 2022 @ 7:39am 
normal kobolds still appear I think, got a kobold necromancer raid and he had a sprite
excentricreation 26 Dec, 2022 @ 7:20am 
I did the same thing with the sprites. Switch out cutebold_statue with creatures_layered_statues to get them looking right. Base mod seems slightly better mechanically too.... Has anyone tested vanilla Kobolds yet? Seems a little worrying that they could potentially be invisible, if they're naked.