Dwarf Fortress

Dwarf Fortress

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All Animal People Civilized & Playable
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File Size
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2.226 MB
22 Jan @ 1:55pm
9 Aug @ 5:49pm
6 Change Notes ( view )

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All Animal People Civilized & Playable

Description
Inspired by Caves of Qud, this mod makes every single animal person into their own playable civilization, transforming your worlds into a furry paradise. It also applies the same treatment to gorlaks, plump helmet men, and most of the humanoid elemental construct creatures.

This mod includes many bug fixes for animal people that prepares them each for fortress mode. Here's a list of bugged or otherwise game-breaking tokens that have been removed from animal people:

  • BEACH_FREQUENCY
  • CANNOT_CLIMB
  • CANNOT_JUMP
  • COOKABLE_LIVE
  • CURIOUSBEAST_EATER
  • CURIOUSBEAST_GUZZLER
  • CURIOUSBEAST_ITEM
  • DIVE_HUNTS_VERMIN
  • FLIER
  • HUNTS_VERMIN
  • IMMOBILE
  • IMMOBILE_LAND
  • MEANDERER
  • MILKABLE
  • NOSTUN
  • NO_SLEEP
  • PACK_ANIMAL
  • STANDARD_GRAZER
  • TRADE_CAPACITY
  • TRAINABLE
  • TRAINABLE_HUNTING
  • TRAINABLE_WAR
  • VERMIN_BITE
  • VERMIN_MICRO
  • WAGON_PULLER

Beloved community member Jecowa redid most of my work on these fixes in order to make sure this list is as exhaustive as possible, that way this mod can be very high functioning.

This mod also allows all sea-people to live on land, and removes all size requirements for handheld tools & weapons, that way small people can use them too :)

Please note:
  • This mod adds no new graphics to the game, and the vanilla team has not yet completed their work on adding equipment graphics to animal people, but they are known to be working on it with high priority, and the results of that will be immediately apparent in this mod
  • You May Never See Dwarves Again - add this file to your /objects/ folder to make them more common https://pastebin.com/rscd53pf
143 Comments
ryno  [author] 7 hours ago 
@BroodOvermind they can breathe underwater, but the game fundamentally wont allow you to actually build constructions underwater or anything like that
BroodOvermind 13 hours ago 
can aquatic people path find or live underwater?
ryno  [author] 9 Aug @ 5:54pm 
okay i did that
ryno  [author] 8 Aug @ 8:16pm 
@Nactarune yeah the mod would probably be benefited if i just copy pasted the entire list of entities and created evil warmonger versions of them all that the game chooses between. ive considered doing this
Nactarune 8 Aug @ 6:44pm 
Thank you so much I got it and tested a little and it worked, also a suggestion to make some of the civs hostile maybe bugmen
ryno  [author] 8 Aug @ 5:36pm 
@Nactarune the vanilla ones are found the exact same way, because all of the vanilla content is just a mod. but ill save you a few seconds, they are: MOUNTAIN (for dwarves), FOREST (for elves), PLAINS (for humans), EVIL (for goblins), and SKULKING (for kobolds)
Nactarune 8 Aug @ 3:33pm 
Ohhhh I got it I understand, will try it right away, tho one last thing what about vanilla civs how to know the entity/id of them ?
ryno  [author] 8 Aug @ 3:16pm 
@Nactarune you just open up the mod that you want information on and see what it says. for example, if i subscribe to the dark elves mod you mentioned right now, and i navigate to my mod folder (just click on the name of the mod ingame and it will open its folder), then open entity_dark_elf.txt, it shows me that the id of the entity is DARK_ELF, and the id of their respective creature is, also, DARK_ELF

as for how many times exactly you need to copy paste their name, theres no right or wrong answer, the game just uses it as a distribution weight (this is a bizarre thing the game does), so, make the list longer and they will appear more commonly in your generated worlds and vice versa
Nactarune 8 Aug @ 2:21pm 
I got a lot of questions xD, how do I know either the entity name or id of the race for the modded/ vanilla races and I can see that you have around 150+ lines of just [CREATURE:DWARF] so how much do i need for each race to have them all spawn in a balanced way ?
ryno  [author] 8 Aug @ 2:10pm 
@Nacarune dont worry its very simple https://pastebin.com/rscd53pf

just take this and swap the entity name (for example, the dwarven entity is called MOUNTAIN) for whatever modded entity you want to increase the spawn rate of, and swap DWARF for the id of their respective creature. then just save it as entity_spawn_rate_patch.txt and throw it in the /objects/ folder of whichever of these mods you load last.