Dwarf Fortress

Dwarf Fortress

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Animal People Redux
   
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31 Jan, 2024 @ 2:47pm
9 Jan @ 5:46pm
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Animal People Redux

In 1 collection by 20firebird
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Description
APR gives Dwarf Fortress' animal people a new coat of paint. It fixes various bugs and oddities with animal people - no longer will grazing humanoids starve to death in your fortress, and water-dwelling animal people can now come on land, rather than basically absent from gameplay. It also gives unique traits, such as natural skills, attributes, and personality tendencies to each animal person, though this is a work in progress.

As of version 0.1.3, animal person civilizations have been deleted due to a restriction of the code preventing them from acting the way I wanted. I may recreate them in a separate mod.
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31 Jul @ 7:17pm
Bug Reports
20firebird
14 Comments
20firebird  [author] 5 Apr @ 2:03pm 
@BOO-BLOB Noted, thank you. Please put bug reports in the bug reports discussion!
BOO-BLOB 4 Apr @ 4:00am 
precision :
the culprit is [CREATURE_VARIATION:AP_STANDARD_CASTES]
who finish with a [SELECT_CASTE:FEMALE]

so the attributes modification are only applied to the female caste.
for exemple, only the female beaver get the tags :
[NATURAL_SKILL:CARPENTRY:5]
[NATURAL_SKILL:WOODCUTTING:5]

[PHYS_ATT_RANGE:TOUGHNESS:450:950:1150:1250:1350:1550:2250] +
[MENT_ATT_RANGE:INTUITION:0:400:600:750:800:900:1100] --

the other variation should be fine.
BOO-BLOB 4 Apr @ 3:53am 
Thank you for this mod, i was looking for a way to add more possibility to animal person whithout having to add them as a civ (so if you plan to add this option again, may i reccomand you to make a separate mod ?)

i just noticed that you have done a small mistake with big consequence, currently (it might be only as i did modding myself or my load order) Most modification only apply to the female caste as the game add the code at the end of the entry.

i think it's missing a [SELECT_CASTE:ALL] in the creatures files
there might be another way as i only started properly modding DF yesterday.

keep the good work and have a nice day.
Obsidious 24 Feb @ 2:01pm 
To clarify, as I thought I had done so but apparently never posted that comment, according to the DF Wiki, the ratio of [spawned civilisations of a given entity with x creature tags] to [spawned civilisations of a given entity with y creature tags] should be x:y. The default entities, of course, only spawn one creature type (ignoring sex because most animals come in twos as well), so that means that your mod overwhelms them by x:1, where x is the number of animal people in your entity.

The reason that you don't actually see quite this level of difference is (I would guess) that only dwarven civs can typically spawn in dwarf-friendly starting mountains while the animal civs are competing with each other for space. Just a classic case of Charles Darwin looking out for his beard buddies.

From the description, I just realised that you have looked this up and know how it works and why fixing it would suck, but I will still post this comment for those interested.
Amko The Terrible 24 Feb @ 11:18am 
If you do add anything do this mod, removing bonecarn/carnivore from animal people so they can use mythical substances like "strange pulp" would be appreciated.
Goblinja 9 Feb @ 11:49pm 
Thanks for keeping this mod updated! It's awesome.
20firebird  [author] 19 Oct, 2024 @ 6:39pm 
@Obsidious Hey, I appreciate the kind words. My interest in DF has been low for a while, but I've been wanting to start modding again.

I *think* I made sure none of them had the Benign tag? I should double check. I've also noticed that having multiple creatures attached to a civ makes them appear way more often than I expect them to. I remember planning to look for more info on the Bay 12 Forums and not doing it...
Obsidious 17 Oct, 2024 @ 5:35pm 
Also, this is such a cool idea! Very excited about amphibious octopus people.
Obsidious 17 Oct, 2024 @ 5:35pm 
Does this mod do anything with the Benign tag? Apparently, it can seriously affect the way certain animal people interact with combat.

As far as the entities having lists of animal people, it should vary per-civ, I think, but it may to my understanding also result in far more animal people civs than, say, those with dwarves.
20firebird  [author] 11 Feb, 2024 @ 7:29pm 
@annaflyte I'll update the description with more details when I have energy. Off the top of my head; aquatic people can go on land, removed meanderer tag to fix a known glitch, removed the grazer tag so they won't starve, removed egg-related tags because that seems like a minefield of glitches.
@Winters I don't understand the question. Each entity has a list of animal person types it can pick from, I think it varies on a civilization level but I don't totally understand how it works.