Dwarf Fortress

Dwarf Fortress

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Accurate Domestic Animal Graphics Compilation
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2.624 MB
4 Nov, 2023 @ 6:47pm
26 Mar, 2024 @ 11:15am
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Accurate Domestic Animal Graphics Compilation

Description
This is a compilation of all of our domestic animal graphic overhauls. It includes: Cow, Yak, Water Buffalo, Pig, Reindeer, 1 humped camel, 2 humped camel, goat, sheep, llama, alpaca, horse, mule, donkey, cavy, rabbit, dog, cats, and muskox!

It includes all the following mods already:

Accurate Bovine Graphics here
Accurate Cat Graphics
Accurate Dog Graphics here
Accurate Equine Graphics
Accurate Rodent Graphics
Accurate Ungulate Graphics
Accurate Wool Graphics

If you would like to pick and choose specific animals to use, please use the individual packs instead!

Unfortunately, this mod cannot replace the individual packs in an existing save file.


There are no current plans to cover domestic birds.

COMPATIBILITY INFORMATION
  • If a mod edits domestic animals using select tokens, to add things/change things about them, it should be compatible regardless of load order.

  • If a mod completely cuts and replaces domestic animals, load this mod after that mod. So our added colors to some animals are added.

  • If a mod replaces vanilla graphics This mod CAN work with it, however you must delete a line from it.

    In order to function properly, this mod must load before the game's vanilla graphics, however, the mod itself doesn't directly depend on said graphics. In order to ensure people load the mod in the correct spot, in it's "info.txt" file, located in common\Dwarf Fortress\mods\3072627813 (x), it has the line "[REQUIRES_ID_AFTER_ME:vanilla_creatures_graphics]". Due to how Dwarf Fortress mod loading tokens work, this means that the game will not allow you to create a new world unless 'vanilla_creatures_graphics" is in your load order.

    If you wish to use this mod with other mods that replace vanilla_creatures_graphics, you can remove the "[REQUIRES_ID_AFTER_ME:vanilla_creatures_graphics]" line from the txt file, and then position this mod above whatever mod you have replacing vanilla_creatures_graphics in the mod load order, and they will both work together!



    KNOWN ISSUES


    The SDL2 update for Dwarf Fortress seems to have introduced some weird bugs in regards to layered creatures (animals specifically, not entities). Effects of this include:

    • Any animal child with layered graphics, upon growing up, will not have it's sprite updated until the save file is reloaded.

    • Animated sprites for the creature will not display, instead just using the normal sprite.

    • If trying to spawn in a ram via arena mode, or DFhack's gui/sandbox, their icon will only be their horns. Their icons everywhere else is fine.

    • Muskox have a new menu icon defined, but it does not work due to some oddities with how layering/mod load ordering works.
    The first two bugs can be seen in vanilla with any wagon pullers, and unfortunately extend to animals in this mod series. The last two relate to oddities with the vanilla layering system. Nothing that can be done except hope the bug is fixed in the game itself.


    Credit to ryno for the lovely sprites, and mcnuggy for the coding.

25 Comments
Snail 7 Mar @ 12:00pm 
For those having issues with invisible sheep/llamas/alpacas when using this mod with other mods:
1) put this mod BEFORE the conflicting mod in the mod order (which mod is responsible may take some testing to determine. Worst case scenario you can test one by one If youre not sure, its probably one that affects domestic animals or graphics in general even if they dont affect domestics).
2) in the conflicting mod (i.e., not this mod) check for "creature_domestic.txt" in any of the mods subfolders.
3) Delete "creature_domestic.txt" (obvious note: don't do this if the "mod" is "vanilla_creatures".

You should be done! This is what ended up working for me. If your mod replaces domestic animals wholeheartedly, this may be an issue, but if it just makes dwarves look like Patrick or something, you should be okay.
Proglodyte 19 Jan @ 1:21pm 
Excellent work :summersun: My favorite part of this is overriding the vanilla hunting/war dog graphic with the dog's own unique graphic.

(1) the vanilla hunting dog graphic looked too aggressive/feral, and (2) it didn't make sense that a brown puppy would become a black Doberman just because it's trained for war like it evolved from training; this game ain't pokemon lol ~Lovin' this mod.
mcnuggy  [author] 4 Jan @ 3:23pm 
@fungifollowers did you read the mod page about where specifically to load it in load order/compatibility with other mods?
fungifollowers 3 Jan @ 11:07pm 
I have downloaded the mod, but it hasn't worked. It may just not be compatible since the recent updates, or I may be doing something wrong. I will continue to reload it every so often in the hope it might start working eventually.
TanToR 22 Sep, 2024 @ 11:40pm 
I love the thought of this and I really appreciate the mod, but I struggle to differentiate between them when there are so many variations, heck I struggle with the steam skin, its so much easier to see a purple 'p' and know its a pig than to look at all these different skins for the same animal. That being said, they do look awesome and the effort must have been insane, keep it up.
Doubleforte 21 Mar, 2024 @ 12:24pm 
As of 50.12 vanilla_creatures_graphics doesn't exist, and even removing the line from everywhere doesn't seem to save sheep's bodies disappearing anymore.
Dinoman 3 Mar, 2024 @ 2:07am 
Very minor bug, but it seems sheep lambs with 'burnt umber' skin don't have any texture for the head or legs, meaning they're just a floating pile of wool. The adult texture seems to work, however.
SØNNE 27 Dec, 2023 @ 4:18pm 
Ah thank you! I just fixed it!
mcnuggy  [author] 27 Dec, 2023 @ 3:27pm 
Did you remove the line from the installed mods folder, or the mods folder? If you already had it installed, the game will pull any future worlds made from the mod version that's already installed. If you edited the one in the 'mods' folder, then it wont apply unless you delete the version from your 'installed mods' directory and reinstall it.

I do know it works with Naut's, as that's the exact mod I tested removing the vanilla creatures graphic line with.
SØNNE 27 Dec, 2023 @ 3:09pm 
Removing the [REQUIRES_ID_AFTER_ME:vanilla_creatures_graphics] line doesn't work for me. I'm trying to use this mod with Naut's Equipment Graphics. It still has the vanilla creatures mod dependency in the mod folder, even after i put it above Naut's mod.