Dwarf Fortress

Dwarf Fortress

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Bit More Diversity
   
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3 Jan, 2023 @ 10:56am
2 Feb, 2023 @ 7:52pm
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Bit More Diversity

Description
While my other mod adds intelligence and the ability to join civilizations to many creatures, the effect is so rare that it's hard to observe in practice. This addition seeks to remedy that, by adding in a number of new civilizations that bring the strange creatures of Dwarf Fortress to your worlds in much more prominent ways.

Note - You may want to increase the number of civilizations in your settings, as a few of the ones introduced by this mod don't expand much.

Cave Dwellers: Deep under the earth, brutish humanoids carve out a place for their primitive society. Troglodytes have a cave dwelling civilization that is capable of trade on the backs of giant moles and rats and is generally more friendly than the kobolds who share their territory. They make crafts of rock and subterranean wood and wield brutal mauls and the terrifying and massive greatbow in battle. Beware their wrath, for their strength is great and their will is unbreakable!

Steel Citadels: Long have the species of the surface world thought of Molemarians as little more than beasts. Now, they rise from the lightless depths on abyssal towers to bring everlasting war! They bring with them the coveted secrets of steelworking and of the creation of strange and terrible constructs. It is possible to trade with them, but their thirst for war is endless and their thieves unrelenting. Also, you can play as them! They are strong and able to bring strange constructs, but their subterranean nature means they have little understanding of woodworking.

Dark Forests: In deep, dark forests terrible things lurk. The Foul Blendecs now have their own grove cities, from which they will try to kidnap your unfortunate children to replenish their numbers and corrupt the landscape into a realm of nightmares.

Free Tribes: For ages, the ogres have been nothing more than roving beasts and slaves to the goblin hordes. No longer! The free tribes are small, but they make use of a wide array of beasts, almost anything they can get their hands on, and despite their limited understanding of metalworking and their small numbers, the sheer size and strength of the ogres makes them an enormous threat if roused to anger. However, they are glad to peacefully coexist if you do not bother them and they may even be open to trade with a prosperous neighbor.

Mystical Hideaway: In secret underground cities reside the gnomes, whose strange magical nature is reflected in their mysterious society. They rarely interact with the outside world, but may sometimes sneak into mighty citadels to steal something that caught their attention. They are small, but they make use of strange and magical metals and cloth that are greater than anything mortals could hope to produce. Only the gods know how these silly, aimless beings create something so mighty. There can only ever be one hideaway in the world.

Underground Giants: The caverns under the earth have many inhabitants, and they do not take kindly to intruders. The giants of the caverns, the strange furry trolls and the hulking blind cave ogres, are somewhat more forgiving than their fellows but they may still grow impatient with uninvited guests.

Known Issues:
-Dark forests are supposed to corrupt the world around them, but that mechanic does not seem to work properly
-Alongside this, Dark Forests don't seem to spread and found new settlements despite being able to do so.
-There seems to be a rare crash during worldgen, but it leaves no error message so I can't figure out why it happens.
-If many of the civs are given the ability to farm, it locks up the world generation so that it never settles on a world. The lack of farming causes a bunch of errors, but they don't seem to crash the game.


Also check out my other mods!
Strange Secrets: Adds a number of unusual new secrets for people to discover in place of necromancy.
Living Gods: Allows semimegabeasts to take over human civs by pretending to be gods.
Bit of Diversity: Gives a bunch of sapient creatures the ability to join civilizations.
Arcane Metals: Adds a number of magical metals with unique applications for you to mine, forge, and trade.
51 Comments
Paches 16 Jun @ 11:40am 
so i've made quite a few worlds now trying to get this problem to happen, if i max out civ to 300 it's a bit too much for world gen, i've gotten as high as 270 civs, but 200 is the average before it rejects.

hope this helps anyone interested. these mods also add clothing sizes for the mobs, exactly what i needed for my blind cave ogres being mad about being naked.
Paches 16 Jun @ 11:00am 
wanted to leave a comment saying after subscribing and using the mod my first world gen was fast with no rejections, all the civs are there.

i don't know if i got lucky or the farm bug they were talking about is fixed.

my world gen is large default with increased good zone spawning 100 civs and 200 volcanoes. no other changes
Wolly 8 Aug, 2024 @ 4:20pm 
I always found it unfortunate that the wave of troglodytes that stumble into my forts don't stay chill for long. Vanilla lets you make friends with goblins easy enough if you set up a boppin tavern early on!
Logograms 12 Jan, 2024 @ 7:52am 
Can confirm, I'm getting the same error as Darkish about civs not being able to farm.
Darkish 6 Jul, 2023 @ 2:39am 
can't world gen looks like some of the Civs aren't able to farm and it's throwing flags
Amelio 16 Jun, 2023 @ 11:55am 
the mod is basically abandoned by the dev at this point, the only way I see it working properly is take the matter by your own hand and creating your version of this mod altoghether, I wanted to fix it myself and play more or less like it's intended but the value of the creatures and civilizations are not in line with vanilla df so to make it actually feel like it is part of the game and not a frankestein graft it whould take some real work, including bit of diversity of course, maybe I will touch it in the future, I already have my custom version of living gods, that one is worth using as is but I am thinking of realeasing a more polished and vanilla-like version while adding more interesting behaviour to them
✧Starshadow Melody✧ 15 Jun, 2023 @ 7:22pm 
This mod appears to be causing significant problems with worldgen even on it's own, taking over 100 attempts to generate an accepted world- enough that I've never actually managed an embark with it.
Amelio 11 May, 2023 @ 7:36am 
the mod is still way too buggy, with mole people running the world with less and less dwarves communities to choose from and dark forests and other sites being rare to find
Amelio 3 May, 2023 @ 7:56am 
thank you so much eqN!
I guess I will have to fix it manually
eqN 23 Mar, 2023 @ 8:08pm 
Skimming the file some more there's quite a few entries missing brackets..
BABYSNATCHER
BIOME_SUPPORT:ANY_SAVANNA:1
BIOME_SUPPORT:ANY_SHRUBLAND:1
In addition to the more pressing OUTDOOR_FARMING.
All of these were in the citadel file.