Dwarf Fortress

Dwarf Fortress

Stein Golems (OP Race)
60 Comments
knightnight 15 Aug, 2024 @ 7:41pm 
Any plans to add portraits later?
Gexi_TheHundredth 31 Dec, 2023 @ 12:04pm 
@Errantem would you mind if I used your code as a base for a civ mod thats just golems but with a custom OP material? Credit will be provided, of course
rodorons 28 Dec, 2023 @ 1:07pm 
Does anybody understood how to fix the problem with "set production" mod?
Tahadar 29 Dec, 2022 @ 10:41am 
@Rake dude, I've sent you a friend invite. Maybe you can share that fixed mod in priv. Thx.
Rake 25 Dec, 2022 @ 1:10am 
I fixed the mod. The problem was the incorrect formatting of the skin colours. If there is demand and I can get the okay from the author I can post the fixed version, but be aware that now are called Hyperboreans and are dependant from the Latin mod, as they use Latin as language. Otherwise the fix is pretty easy, you just copy the skin colours from the humans in creature_standard and slap them in the stein creature txt in data>installed mod
knightnight 19 Dec, 2022 @ 10:15am 
Has this one died?
Rake 15 Dec, 2022 @ 4:30am 
It's not his fault, he just copied everyrthing about humans. There's a nativa bug or something we didn't figured out. There somewhere a modding discord to share tricks?
Rake 12 Dec, 2022 @ 12:07pm 
i obviusly added the graphic tiles as described below.
Rake 12 Dec, 2022 @ 12:06pm 
So, for the reference, i started editing the file myself. I was able to remove all the new weapons and to add all two handed weapons to the stein race both for crafting and wielding (btw, you don't need to delete saves and mods really, that's just techno voodoo. You only need to edit the mod and eventually remove the installed mod in data, it will refresh itself. It even possible that adding tags will work just by update the installed mod in the very same save). BUT still some steins are missing faces and arms. I suspect that this is about A) maybe the fact that they are made with metal and the game dows some strange trick on some of them, or B) we severly messed up somewhere in the graphic folder, at which point IDK where to look at.

On a side note, in order for the new weapons to sjow up you have to manually add them to the layers in the graphic section. You are supposed top add them for every material and every slot. Very long and not worth the time, but theoretically possible.
Trippy's Pyoner Drone 12 Dec, 2022 @ 8:43am 
I really like this mod and if there is any way I can help I'd love to. I have no idea how to make anything, but can test things if needed. For me even if their heads dissapeared at times - on the models in the actual fortress they were visible just fine, and vice versa. And even then they would come back after a while.
Rake 12 Dec, 2022 @ 2:39am 
@young Chigga, i ask you friendship here on steam,. would you mind to share your edited mod? I would like to take a look to what exactly you changed there
Young Chigga 12 Dec, 2022 @ 1:49am 
I don't know much about how workshop deploys mods but in terms of graphical settings as well as creature race parameters I referenced the the legacy DF wiki and the property format seems to be the same regarding creature_entity text files. So if you would want the "stein_entity" to be able to wield any weapon you'd reference that condition in there somewhere
Rake 11 Dec, 2022 @ 5:49am 
Btw, as much as i am able tu understand, there should be a way to update the mod during playtrought if that' just about adding some tags, which seems to be the case. I was looking into the save files and i'm not finding anything that i can edit, so i'm a bit lost about those "raw files edit", but reguardless...
Errantem  [author] 11 Dec, 2022 @ 5:46am 
And my bad with the armor equip errors, I'll look into it soon
Errantem  [author] 11 Dec, 2022 @ 5:45am 
DF modding is fairly screwy, imo, ESPECIALLY when it comes to deployment. It just wasn't designed for workshop
Rake 11 Dec, 2022 @ 1:56am 
I think that the mod works as much as needed, even if not completly smoothly. There are missing faces here and there and new armour/weapons don't show up on people, even if they show up when on ground, so i'm keeping it right now, until we figure out a way to edit mods loaded in the save at least - not going to start again. As a quick fix however i would suggest to just remove the new items if they can't be made work properly.
Young Chigga 10 Dec, 2022 @ 7:12pm 
For anyone else regarding the creation forge patch do the following:

1. Unsubscribe from all mods from steam

2. Delete all the folders within your Dwarf Fortress local directory mods folder apart from mod_upload

3. Delete all the folders in data/installed_mods

4. Delete all folders with in save apart from current

5. Optional do a fresh install of Dwarf Fortress

6. Install all the mods you want with Stein above those and creation forge below that in the mod load order
Young Chigga 10 Dec, 2022 @ 7:12pm 
I fixed the graphical bugs for you. In the graphics_stein file I put all the weapons parameters under the [CREATURE_GRAPHICS:STEIN]. Then I added in an image folder and copied all the human sprite assets (armour, body, clothes, hair, wieldables etc.) into that folder. Then I created a tile_page_creatures_stein text file again within the graphics folder and added in the parameters referencing those image file paths for example:

[TILE_PAGE:HUMAN_BODY]
[FILE:images/human_body.png]
[TILE_DIM:32:32]
[PAGE_DIM_PIXELS:288:416]
Young Chigga 10 Dec, 2022 @ 5:15pm 
Yeah in the error logs it shows "Tile page token not recognized: HUMAN_BODY_SPECIAL" etc.
Young Chigga 10 Dec, 2022 @ 4:56pm 
I'm having visual issues with sprites missing heads and arms was looking in graphics_stein was wondering if I could copy and replace those values with the dwarf graphics parameters but can't seem to find that text file in the vanilla assets
Errantem  [author] 10 Dec, 2022 @ 4:31pm 
I'll look into it
knightnight 10 Dec, 2022 @ 4:17pm 
Is there any way to get this and stone working expanded working together?
Errantem  [author] 10 Dec, 2022 @ 8:01am 
Item graphics should still work just fine if you have v3
Rake 10 Dec, 2022 @ 3:57am 
Edit: plus: somehow, now even in my old save steins are sometimes invisible / without head
Rake 10 Dec, 2022 @ 3:27am 
well i can't get the graphics working even after the clean state trick in a newly generated world. I guess i'll just settle with standard armors...
Trippy's Pyoner Drone 10 Dec, 2022 @ 3:12am 
@SickaSalmon I'd suggest to roll back the changes to all skills being legendary for creature_stein. I did the same and then got sieged by steins - was not fun and costed me a fortress. Just a heads up! They train REALLY fast, anyway, too!
SickaSalmon 10 Dec, 2022 @ 12:44am 
Thanks! Your work is appreciated. I edited creature_stein to make all skill legendary and entity_stein to make all animals available as pets on embark. Still trying to figure out how to make them magic. Maybe a way to make them angel or demon variants would be fun too. Necro Stein vs Archangel Stein would be cool.
Errantem  [author] 9 Dec, 2022 @ 8:38pm 
v4 released. It adds title names and compatibility with Creation Forge. If there are any other popular mods that could use compatibility patches, let me now
Errantem  [author] 9 Dec, 2022 @ 7:26pm 
Items added are: plate suit, mail suit, gambeson suit, surcoat suit, plate gauntlets, plate helm, plate boots, tower shield, poleaxe
Trippy's Pyoner Drone 9 Dec, 2022 @ 6:55pm 
I'm sorry, I didn't write it all up properly and might've confused you.

Here is a step by step guide how I've made V3 tag to appear on Stein's mod in my game:

1) Unsubscribe from everything after making a list of mods on paper.

2) Open game's folder and delete everything inside the mods folder *APART* mod_upload folder

3) Open data > installed_mods folder and delete *EVERYTHING* from there.

4) Open save folder and delete everything *APART* folder named "current"

5) Start the game to see that everything is gone and back to clean state.

6) Subscribe to Stein's race mod and the rest of the mods.

Hope this will help you all!
Errantem  [author] 9 Dec, 2022 @ 6:09pm 
DF mods are very unlike other mods in games say like Rimworld, and it used to be way worse
Trippy's Pyoner Drone 9 Dec, 2022 @ 11:50am 
Oh, okay, this makes a LOT of sense now! Also - what armor is the upgraded armor? It seems, for example, that I have duplicate crafts in the Craft's workshop and I don't know which one I should be making ><
Errantem  [author] 9 Dec, 2022 @ 11:09am 
They should actually have very sensitive noses, by no smell I mean they emit no odor
Trippy's Pyoner Drone 9 Dec, 2022 @ 10:13am 
Oh and a question - it says that they have no smell, but yet when a random corpse started rotting and the miasma cloud reached them, they were having negative thoughts. Or is it just because they could see the corpse, and not from the smell itself?
Trippy's Pyoner Drone 9 Dec, 2022 @ 10:12am 
Providing feedback to help the author - I can see the graphics, I have V3 of the mod installed.
For everyone else: MAKE SURE YOU DELETE ALL YOUR SAVES AND MODS FROM THE GAMES FOLDER.
Just unsubscribing here will NOT delete the older version of the mod!
Errantem  [author] 9 Dec, 2022 @ 9:22am 
magma_vision : The creature is able to see while submerged in magma

I installed the mod on a completely different machine and the graphics worked just fine, so again, I'm stumped
Rake 9 Dec, 2022 @ 9:01am 
i don't see the graphics either thougt. It's possible that those are lost in the upload process? maybe the folder are organized in a way that prevent them from showing up with the virtual steam installation?
Errantem  [author] 9 Dec, 2022 @ 7:21am 
@Asturias 2898581876 (5003)

@TinnyAbyss Yes, the Steins have no decay, high training rate, max cap, and high distribution

[SKILL_RATES:5000:NONE:NONE:NONE]
[PHYS_ATT_RANGE:STRENGTH:1250:1500:1750:2000:2500:3000:5000]
[PHYS_ATT_RATES:STRENGTH:50:NONE:NONE:NONE]
[PHYS_ATT_CAP_PERC:STRENGTH:5000:NONE:NONE:NONE]

For example
TinnyAbyss 9 Dec, 2022 @ 1:39am 
I was wondering if you know how to put the max skill cap and no skill decay on dwarfs? Or generally no skill decay, been trying to figure it out but im having a struggle. :)
Errantem  [author] 8 Dec, 2022 @ 10:10pm 
Man, I'm stumped. The only thing I can think of is if you have an older version being used for your particular save or in your "installed_mods" folder
Errantem  [author] 8 Dec, 2022 @ 6:38pm 
Hm, if you have the v3, then you should have item graphics. Do you have any other mods? All vanilla files loaded and above Steins in the load order? Is your current save using v3?
Errantem  [author] 8 Dec, 2022 @ 5:03pm 
In the description and title, it'll say "v3" at the end
Errantem  [author] 8 Dec, 2022 @ 12:40pm 
Confirm you're using v3
Errantem  [author] 8 Dec, 2022 @ 12:17am 
I was able to successfully turn Steins into various different professions and equip various items without issue. I have no clue what the issue could be. I'm doing everything with a clean setup just Steins and Vanilla
Errantem  [author] 8 Dec, 2022 @ 12:04am 
Asturias, sucks that you got a migraine. I'm trying to figure out if there's anything wrong on my end. I added "v3" to the title and description, make sure your mod is updated to at least v3 as that should at least make it so all the items show up

I'm going to look into how customization causes Steins to go invisible
RaZ 7 Dec, 2022 @ 9:07pm 
I troubleshooted a little bit. The thing is, if you don't costumize them (distribute skill points/starter itens). Everything works fine, once you tried to costumize anything, the models probably "cancel" it other (?) Idk, but it worked for me once i've stropped trying to meddle with the starter configs.
Errantem  [author] 7 Dec, 2022 @ 9:05pm 
Asturias, you may have an older version installed
Shido Ryusei 7 Dec, 2022 @ 8:35pm 
mr author i figured it out it was my own stupidity i had moved golems up in the mod loading instead of keeping it at the bottom everything works fine now no need to worry!
Errantem  [author] 7 Dec, 2022 @ 6:58pm 
You shouldn't have to remove any vanilla files for them to show up. I don't know of any reason why they wouldn't be showing up unless the vanilla files are changed or not loaded for you guys some how to begin with

Added graphics for all the items except the boots, which will be getting pushed right now, just needs time for workshop to catch up
Shido Ryusei 7 Dec, 2022 @ 6:55pm 
@raz which vanilla file did you remove from mod list to make them show back up also new here