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I want kobolds to be playable but the issue is since this mod adds so many different races, when you generate a world, you end up with more of the non vanilla races and the vanilla ones are super rare and have low pops.
It's messed up but I have had to fall back on eating them a few times... neither of these guys eat fruits/vegetables.
Aside from that, It would be awesome if there was a way to choose the civilization races that appear when you generate a world.
Hamster men and Polar Bear men would also be fun.
Signed, a former English professor.
*** Error(s) found in the file "data/installed_mods/all_races_controllable_entities (64)/objects/creature_changes.txt"
KOBOLD:Unrecognized Creature Variation: STANDARD_BIPED_GAITS
KOBOLD:Unrecognized Creature Variation: STANDARD_CLIMBING_GAITS
KOBOLD:Unrecognized Creature Variation: STANDARD_SWIMMING_GAITS
KOBOLD:Unrecognized Creature Variation: STANDARD_CRAWLING_GAITS
I'm playing as dwarves but I assume there's Kobold thief spawning?
@Petit_Bonum Devs changed the age of adulthood for the default civilized races from 12 to 18 for some reason. I'd recommend changing it back in the files to preserve your sanity (actually I'd recommend turning it to 1 or 4 or something).
@NotAPresident Khorne Flakes. I think you may have just gotten unlucky? Dwarves can absolutely go crazy from seeing goblins and the like die. Civ generation for the new civs is based off of humans, which means their values are randomized. You may have gotten a civ who have values that make war particularly horrific to them? Will look into it.
@Jomber this seems to be an issue in vanilla too? or at least it is for me even without the mod
@MillieCoyote I believe they are already one of the races that can spawn carnivore civs. If not they'll be there as soon as I get smaller races working without too much trouble
@Kujila Yes! In the mod folder open the file with "entities" in it's name and scroll down until you see the 2 new civs. Then just cut out any races you don't want from them! Actually that's pretty much the basics of all modding in DF, its a very easy game to mod.
Also, I'm sure a couple people have noticed by now but there's a typo regarding the "alphas" of civilizations, where occasionally it'll read as "aplha" instead of "alpha."
Yeah carnivores eat fish
Animal people are upscaled a little bit, so the jumping spider men aren't as tiny as an actual spider. They can still hold light weapons such as daggers. As you found out, weapons have a minimum size that you need to be in order to wield it. Scaling the minimum size down of the weapon (or making a smaller version) also fixes it.
Is anyone able to ratify this?
Relatedly, to get my jumping spider men to dig I had to change their body size. By default I guess they copied their size from actual jumping spiders and so weighed a single gram and couldn't hold a pick? copy/pasting the body size of a dwarf ([BODY_SIZE:0:0:3000][BODY_SIZE:1:168:15000][BODY_SIZE:12:0:60000]) into their tags fixed it. Now my happy little spoders finally look like spoders and can actually build a fortress. Can't wait to see what's broken about them next!
@MillieCoyote I think coyote people are already in! It seems to randomly choose the races. Choose "Very many" civs on world creation to have a better change of seeing the 'yotes
Hey, word of warning. Any animal person using the "creatures_animal_people_wide" image file is bugged. The file "tile_page_creatures.txt" has the incorrect [PAGE_DIM_PIXELS] for the token [TILE_PAGE: CREATURES_ANIMAL_PEOPLE_WIDE]. This causes certain creatures (like jumping spider men) to render incorrectly. The dimensions are set to 160:608 when the image file is 192x576 pixels. Changing it to the correct dimensions fixes it.
@god's worst gamer @homosexual machine yeah it's meanderer acting up. I tried cutting it (hence the file "c_variations_meander") god's worst gamer does have the correct fix and basically what I tried doing but c_variations appear to operate under their own special rules for some reason and are hard to change with mods.
Meanderer is the whole reason I didn't add beastmen at the very start actually lol. I thought I'd managed to get it fixed but from the look of things I managed to test with every single species that actually doesn't have it LMAO
@Stream Sniper Huh? Wow ok I know they have more than that. I'll def look into it! The drinks are also something of a problem, though I recall having that problem before. Temp fix, embark with a light axquifer and dig a channel 2 blocks deep. That'll fill up with drinkable water pretty soon and only dwarves dislike water.