Dwarf Fortress

Dwarf Fortress

Sif Muna's Kobold Kamp
77 Comments
🦈Lily🦈 28 Mar @ 8:37am 
kobold kamp!!! I loved this mod back in the day, I'm so happy to see it on the steam version :D
ked 22 Mar @ 6:50am 
@Wriath I'm very much interested in seeing your version of the mod! Have you published it anywhere yet?
Wriath 19 Feb @ 3:40pm 
That's such a relief, hah. Always neat to stumble across another dcss player. Much appreciated!
Sif Muna  [author] 17 Feb @ 7:07am 
You're more than welcome to do so!
Wriath 15 Feb @ 2:54pm 
I see it's been a while since there was any word on this, I've cut together a version with vanilla graphics and a few changes, I'd like to publish it and credit your mod, but I figured I should try to reach out before doing so.
cornchev 26 May, 2024 @ 6:59pm 
my favourite df steam mod, hope you come back to it eventually <3
Kobold 3 Dec, 2023 @ 6:30pm 
could you please allow dwarves to still be playable?
P373R. 26 Jun, 2023 @ 8:05pm 
woah, is this mod still alive?
Sif Muna  [author] 13 Jan, 2023 @ 6:22pm 
I'll likely just add screw presses back as an option. I had allowed giant corkscrews but I must've forgotten to enable the building.
mayonnaise 13 Jan, 2023 @ 12:50pm 
yeah, it was just moved to the Stonecrafter's workshop, i'm dumb.
can we expect alternatives for miscellanous industries like beekeeping? i'm unable to process honeycombs as kobolds because there is no screw press.
Sif Muna  [author] 10 Jan, 2023 @ 4:21pm 
They should be able to, I didn't restrict their access to slabs or carving stone.
mayonnaise 10 Jan, 2023 @ 11:42am 
is it normal for kobolds to be unable to carve memorial slabs...?
Sif Muna  [author] 8 Jan, 2023 @ 12:31am 
It's been updated to the Steam release for one. The guide has a comprehensive list of things to do and there's a good amount of similarities to previous iterations. It's my own take on Kobold technology. I'm still working on adding features and cleaning it up, but it's in a fully playable state start to finish with different technology and gameplay options from the vanilla game.
Kobold 8 Jan, 2023 @ 12:19am 
so how does this differ from the kobold kamp mod by chaosvolt?
Sif Muna  [author] 5 Jan, 2023 @ 11:15pm 
@Tactical Yeti Did you generate a new world before trying that reaction again? Due to the way DF handles reactions and worldgen, you typically need to generate a new world to see any changes with reactions. It's not ideal, but that's how it's been since before the Steam release.
Tactical Yeti 5 Jan, 2023 @ 10:44pm 
It would appear the bolds are still performing alchemy with various metals and coke. So far ive seen them use bog iron, meteoric iron, tetrahedrite, and conglomerate.
Sif Muna  [author] 3 Jan, 2023 @ 3:39am 
Fixed.
Sun Ra 3 Jan, 2023 @ 3:19am 
My kobolds were using tetrahydrite instead of lignite to make coke
Sif Muna  [author] 30 Dec, 2022 @ 7:57pm 
@cornchev

Thanks! I'm a big fan of primitive technology and the vague period of early human history, so it's been a lot of fun finding cool systems to work into this mod. I'm planning on adding fermented milk and maybe replace the vanilla armors with early scale if I can get sprites made.
cornchev 30 Dec, 2022 @ 7:45pm 
adore this mod. the bronze age is one of my favorite periods of history so i really like being able to live it through kobold camp here.
Sif Muna  [author] 30 Dec, 2022 @ 4:47pm 
I've added a more rudimentary process for extracting fuel from coal.
Tactical Yeti 30 Dec, 2022 @ 2:21pm 
Is coke not available to bolds? Don't see that mentioned anywhere. imo wouldn't be too unbalanced or farfetched for them to be able to make,
Sun Ra 23 Dec, 2022 @ 12:09pm 
I was using trainable animals as well, that may have somehow done it.
Sif Muna  [author] 22 Dec, 2022 @ 11:30pm 
This mod doesn't touch gremlins whatsoever, which is why I'm surprised. Do you have any other mods that alter vanilla critters?
Sun Ra 22 Dec, 2022 @ 11:03pm 
Very possible, I was heavily tweaking the worldgen. Does this mod alter gremlins in any way?
Sif Muna  [author] 22 Dec, 2022 @ 10:14pm 
I just booted up the latest version and genned a world before embarking. I'm not getting any issue like that after a few world generations. If you've updated, you might want to either clear out your old installed mod folder or there may be some incompatibility with currently generated worlds.
Sun Ra 22 Dec, 2022 @ 9:58pm 
They can't be assigned to work, but otherwise pretty normal
Sun Ra 22 Dec, 2022 @ 9:26pm 
I loaded a world with Kobolds, and they have all turned into gremlins. I am now embarking as gremlins.
Dcethe 21 Dec, 2022 @ 1:26am 
Fun mod, had my fort last for a couple of years before a bronze colossus decided my fort needed to meet the end of its story.
Usernames Are Hard 20 Dec, 2022 @ 1:33pm 
@^Tanis Nvm, apparently I had another mod that caused battle axes to be unusable for woodcutting. Sorry.
Sif Muna  [author] 19 Dec, 2022 @ 2:10am 
Alright, I've implemented a stopgap for floating clothes sprites while I start to knuckle down and fix certain items one by one!
Sif Muna  [author] 18 Dec, 2022 @ 4:18pm 
I'm aware of the graphical oddities, been trying to get them sorted out. There's an alternate upload in the description that uses the default sprites which should have less graphical issues.
fluffy buny 18 Dec, 2022 @ 3:14pm 
i tried this out yesterday and noticed a few graphical oddities. i got invaded by two zombie kobolds, one of which had a very tiny sprite (remnant of an oldDF graphics pack?) and the other had no sprite at all, and was just a floating spear and shield. then when my own kobolds died, their corpses and severed body parts became gray rectangles
Sif Muna  [author] 17 Dec, 2022 @ 8:00pm 
I'll also note that the poisonous animal livestock is reliant on the animals of your parent civ. I've managed to get an embark where kobolds can take rattlesnakes with them, but it doesn't seem incredibly commonplace for them to live somewhere with tamed poisonous animals.
Sif Muna  [author] 17 Dec, 2022 @ 4:48pm 
They currently have access to domestic animals so they'll have /some/ form of livestock. I'm planning on making them have access to some swamp/cave critters in the future since the old method of getting them poisonous animals isn't as successful currently.
Sun Ra 17 Dec, 2022 @ 2:59pm 
I'm embarked in half tropical swamp, half tropical jungle and I only have the default dwarf livestock. Is it only after you've fully settled?
^Tanis 17 Dec, 2022 @ 2:27pm 
That's been working fine on my end, both wood and people chopping. Just to check, you've assigned some bolds to woodcutting in the labor menu under 'y'?
Usernames Are Hard 17 Dec, 2022 @ 1:19pm 
For some reason, my kobolds can't seem to woodcut. Can they not use axes?
Jacky Treehorn 17 Dec, 2022 @ 11:18am 
Kobolds are no longer egg-layers, it causes funky interactions - sounds like a feature..
Sif Muna  [author] 16 Dec, 2022 @ 10:43pm 
If they're settled in a biome with creatures flagged as poisonous, they'll be able to start with them tamed.
Sun Ra 16 Dec, 2022 @ 10:41pm 
What about the worldgen decides if you get poison critters? I have yet to be able to embark with them.
Sif Muna  [author] 15 Dec, 2022 @ 8:26pm 
Not in any easy way with this mod, no. If you wanted to you could pull the spritesheets included in this mod, rename them and replace your vanilla kobold sprites.
hungry [it/its] 15 Dec, 2022 @ 11:46am 
is there a way to just get the cuter kobold sprites?
Sif Muna  [author] 14 Dec, 2022 @ 3:44pm 
@TGWeaver, The equipment issues have been resolved (though I would like to get them some custom smaller versions of tools,) and the litters tag's been deprecated so most critters will have more than one kid unless you give them MULTIPLE_LITTER_RARE. Thanks for the support!
^Tanis 14 Dec, 2022 @ 2:34pm 
All according to Griflibrisfriblim.
TGWeaver 14 Dec, 2022 @ 6:22am 
I can't believe that 14 years later someone is still working on a new version of my old mod. This was the first thing I looked up for the new Steam edition.
Having not played in almost a decade and a half, I assume a lot of the early growing pains of the mod are long-since solved? Not being able to assign bows (only crossbows), not having appropriate sized tools, marking all items that leave the map via kobold caravan as "stolen"?
Do kobolds still have litters?

Seriously, what a blast from the past. Kudos to you and everyone in the interim who have worked so hard to keep this mod alive.
Sif Muna  [author] 13 Dec, 2022 @ 7:57pm 
Generally, yes.
Match 13 Dec, 2022 @ 7:49pm 
Does this improve Kobold survival during world gen?
Sif Muna  [author] 13 Dec, 2022 @ 5:14pm 
They still require water, yes. Alcohol's also fine, but not required.
Sun Ra 13 Dec, 2022 @ 10:27am 
Even just water?