Dwarf Fortress

Dwarf Fortress

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Simple Animal People
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29 Jan, 2023 @ 6:41pm
12 Feb, 2023 @ 1:49pm
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Simple Animal People

Description
Adds Animal People civilization to the game.
Each is a civilization of one race of animal people chosen randomly from a list. They live in hillocks (villages of hollow hills) and don't have access to steel.

Current possibilities are:
-LYNX MAN
-MONITOR LIZARD MAN
-OCELOT MAN
-PANGOLIN MAN
-SLOTH BEAR MAN
-TAPIR MAN
-IMPALA MAN
-BEAVER MAN
-ELK MAN
-POLAR BEAR MAN
-CHEETAH MAN
-ARMADILLO MAN
-RACCOON MAN
-PANDA MAN
-AXOLOTL MAN
-DINGO MAN
-FOX MAN
-RAT MAN
-GRIZZLY BEAR MAN
-BLACK BEAR MAN
-DEER MAN
-COUGAR MAN
-WOLF MAN
-ALLIGATOR MAN
-WARTHOG MAN
-ELEPHANT MAN
-TIGER MAN
-JAGUAR MAN
-LEOPARD MAN
-HARE MAN
-RHINOCEROS MAN
-LION MAN
-WILD BOAR MAN
-COYOTE MAN
-BOBCAT MAN
29 Comments
Obsidious 19 Oct, 2024 @ 12:34pm 
This looks super cool! I really like the concept. Does this mess with animal-inherited tags like [MEANDERER] or [BENIGN] that can make fortress-mode combat tricky?


Note for other commenters with huge animal person pops: Below is an explanation and a potential fix for the problem you are having.

I will be adding a Discussion topic expanding on other issues that make Animal People uniquely suited to surviving and thriving through a dangerous worldgen with massive populations, but hopefully the solution I present below is sufficient.
Obsidious 19 Oct, 2024 @ 12:33pm 
For other commenters, here's why you might be having population issues:

Civs with a random species selection, actually place a greater number of starting civs based on the number of available [CREATURE] tokens, so instead of expecting one Animal Person civilisation for every Dwarven civ, you may expect (geography willing) one Elephant Man civ AND one Lion Man civ AND one Wild Boar Man civ etc for every one Dwarven civ.

In addition, all of these animals are part of the same civilisation type with identical ethics and are thus unlikely to go to war with one another, a selective advantage against other civilisations. If their civilisation has the entity token [AT_PEACE_WITH_WILDLIFE], allowing the civ to exist in Wilds areas, they will be unable to fight other animal people who are not already part of a hostile entity/civ. This may compound the above issue with other threats being displaced by the number of animal person civs. (fix below)
Obsidious 19 Oct, 2024 @ 12:27pm 
(continued from next comment up due to character restrictions)

SOLUTION:

To fix the core problem explained above, you would simply duplicate the relevant [CREATURE] token for the [MOUNTAIN], [EVIL], [SKULKING], [PLAINS], and [FOREST] civilisations a few dozen times. You could do this in your base gamefiles for that world, but that would get messed up by updates.

In the files for this mod (so you don't have your fix killed by an update), add to the entity file the lines [SELECT_ENTITY:[i]MOUNTAIN/EVIL/etc[/i]] for each entity and, on the line below each instance of this line, hit tab and add something like [CREATURE:DWARF][CREATURE:DWARF][CREATURE:DWARF] like thirty times until you are satisfied that there is a fair balance.

Modding Existing CIvs: https://dwarffortresswiki.org/index.php/Modding#Modifying_the_vanilla_objects

DISCLAIMER: I am not a modder at all and I have not tried this; I have a basic theoretical understanding of RAW editing only.
Saromal 7 Jul, 2024 @ 2:48pm 
Amelio nailed it... This mod would be cool if it could keep the pops down
Javes 19 May, 2024 @ 2:32pm 
Have you tried exploring these animal men civs as an adventurer? I tried approaching what i assumed was an elephant man hillock(the only location directly south of me, there was nothing else around so im sure this was an elephant man hillock) and i had to exit travel mode quite far from the location because it wouldnt let me get nearer, and then my fps dropped to essentially 1 once i loaded in. No idea why. Maybe the population is too high? Or maybe its the mass and size of the elephant men needing more resources to calculate with every move?
☾⎛sιтєʀ⎞☽ 12 Mar, 2024 @ 1:42am 
Could you add frog people to this?
^-^ 21 Jan, 2024 @ 5:42pm 
To reduce civilization spawn rate: go to your Dwarf Fortress installation folder, data\installed_mods, look into simple_animal_people folder objects\entity_dedsanimals.txt. Reduce MAX_STARTING_CIV_NUMBER. I changed it from 10 to 7.
Atlantis777 11 Jan, 2024 @ 10:04am 
Game crash when caravan arrived
Ornitho 27 Oct, 2023 @ 12:43pm 
Hello ! Do you think you will ever add platypus men to your mod ? It would be really fun, and I can't do it myself, it won't work.
Jim Dandy 10 Aug, 2023 @ 1:38pm 
Looks like these spawn in such high numbers that the block out vanilla civs and other modded civs (ratfolk/drow mods etc). I would suggest toning the spawn rate down quite a bit.

Excellent idea for a mod. Love it