Dwarf Fortress

Dwarf Fortress

Intro's Kobold Civ
397 Comments
For when you get around to it there's a minor typo:

*** Error(s) found in the file "data/installed_mods/intros_kobolds (18)/graphics/graphics_kobold_portrait.txt"
Tile page token not recognized: INTROBOLD_PORTRAIT_BODYe
Dingus #bringbackquickplay 21 Jun @ 7:11am 
@intro that's totally understandable. Thanks for the response and I hope you have a good time regardless of what you're doing.
Introdile  [author] 20 Jun @ 12:45pm 
@Dingus: I'm sorry to say that there's no ETA yet. I've had a lot of false starts on making an update over the past few months (or even fixing the weapon sprites), but the energy hasn't been there. I'm sure I'll get to it at some point, probably when I'm next in a Dwarf Fortress mood, but I'm not sure when that'll be.
Dingus #bringbackquickplay 20 Jun @ 9:21am 
Hi I was just curious if there's any kind of updated eta for when you can update this? Not wanting to be rude or anything just wondering. I'd contribute/help if I was more modding savvy
Dwarf 20 Jun @ 8:32am 
Хуета
Imas 30 May @ 5:38am 
@Dom I also struggled with this yesterday, but I found that you can go to the workshop-folder in steamapps (I think that's where it was), find it in the folder with Dwarf Fortress' steam ID as its name, and manually copy it over into the mods-folder.

You then get a new button when creating a new world that lets you add mods to it.
Dom 29 May @ 12:34pm 
Is this mod currently broken? When I subscribe Steam says it's downloading but when I look in the mods folder nothing appears, and it's not appearing in the mod list?
Introdile  [author] 8 May @ 11:19pm 
@Otter: They do indeed age faster, and have more children, although they are more gay. They're also slightly smaller than dwarves, have different stats (high agility and creativity, less strength and focus), and have scales instead of skin. There might be other differences, since I used vanilla kobolds as a base, but I didn't change much else.
Green Eyed Otter 8 May @ 11:07am 
Do you have a list of what makes them different than dwarves? I noticed their maturity age is lower and they have more children
Introdile  [author] 23 Apr @ 8:41pm 
@rousyrunt44: You want to open "creature_kobold.txt" in the mod files and Ctrl-F for "CASTE:FEMALE". Under [CASTE:FEMALE] and [CASTE:MALE], there are ORIENTATION tokens. If you erase the lines with ORIENTATION, they should go to the default orientation of preferring opposite sex partners.
rousyrunt44 23 Apr @ 1:38am 
Sure, I could use some instructions. Its actually been a looooong time since Ive messed with the game files lol
Introdile  [author] 22 Apr @ 7:01pm 
@Maximus: Having more mechanics with temperature is on my DF feature wishlist. Unfortunately, creatures generally ignore temp unless it's hot enough to melt their flesh, IIRC, so there isn't much I can add in that department.

@Marker: I'm not really sure what's up with that, to be honest! I've seen people mention that it's because tissues aren't set up correctly, but all kobolds would be invincible if that were the case. I gave it a test and kobold babies were very much not invincible! Could've been a one-off bug or something?

@rousyrunt44: I can't add extra options without making it a pain or uploading a separate mod. Creature orientation is pretty simple to tweak on your own, though. I can give you instructions if you like!
rousyrunt44 22 Apr @ 1:12pm 
Could there be an option to make the kobolds have less gay and bi relationships? (basically make them similar to dwarves in that regard.) Im not offended by that stuff or anything, Im moreso curious if it would lead to a koboldsplosion of population like what can happen with cats.
Marker 21 Apr @ 11:32am 
Are the kobold babies invincible? My fort got overrun by undead, and they ended up endlessly attacking them with their attacks "passing through" them until they eventually died of thirst.
Maximus 18 Apr @ 8:09am 
i kind of wish there were extra challenges with playing kobolds instead of dwarves, like right now I don't really see a point in playing dwarf fortress with no dwarves. some mechanics like having to build unique hearth structures to stave off the cold because kobolds can't handle cold on account of them being reptiles would be cool...
Introdile  [author] 25 Mar @ 8:11pm 
@Th232r: I can't say for certain, but my longer kobold forts haven't had a shortage of children. The kobolds may be gayer but they also tend to have more children. Twins and triples are common iirc

@Rhaas: I meant to do the weapon sprite bugfix with the baby and children update, but I've been struggling with making the new art. I'm gonna see about fixing the weapon sprites sooner rather than later. I don't have an ETA though
Th232r 25 Mar @ 3:04pm 
Can confirm, they are super gay af. Does this prevent normal population growth?
ked 22 Mar @ 6:54am 
Probably my favourite DF mod, great work :awswadine:
Rhaas 18 Mar @ 9:24am 
Has anybody figured out any band aid fix to weapon sprites?
Illustrious Illusionist 24 Feb @ 1:37am 
Is there any specific guidance you'd give on where to load this mod in the mod order? I'm pretty sure I'm loading it right in this new world - I've definitely had kobolds before - but for some reason they're also just never appearing in the world for me.
Trip <3 14 Feb @ 2:21pm 
nvm I didn't notice that dwarves were mixed in with them, I got my kobolds they're cute
Trip <3 14 Feb @ 12:55pm 
I've tried using this mod many times and it's never worked, I don't understand why. The only other mod I have is no aquifers and this is working fine. I enable it at world gen every time but I always get a party of dwarves, big sad
Blue 12 Feb @ 2:05pm 
Love this mod. I literally always use it in every save.
Kobolds > dwarves
TortuousAugur 7 Feb @ 9:45pm 
Is there an issue with the horns? During charter creation in adventure mode the horns never changed when I would randomize the character and once I accepted a character, it had a different set of horns.

I'm also curious if I can use DFHack to alter the horns? I've found settings for just about all other physical appearance settings but can't seem to identify anything for the horns.
Crozarius 31 Jan @ 4:13pm 
It turns out that I am indeed stupid (Yes, that was the problem. Thank you, I didn't realise that this was a thing you had to do to get mods to work)
Dingus #bringbackquickplay 31 Jan @ 4:12pm 
@Crozarius make sure you're enabling the mod when you're creating the world. it's finicky but you have to activate it in game after downloading it from the workshop
Anrai 31 Jan @ 4:11pm 
Do you enable the mod (move it into the active list) when you generate the world?
Crozarius 31 Jan @ 4:04pm 
Hi, I suspect I may be stupid and haven't done some critical step, but for some reason no matter how many worlds I generate I can't get Kobold civilisations to appear when selecting origin in Fortress mode. Any ideas?
Introdile  [author] 25 Jan @ 7:55pm 
@Dingus: It should work! I did all my testing on test branches, and nothing major has changed. I do plan on updating this mod again, but it'll be graphical and portrait stuff. (which includes fixing the missing weapon sprites!)

@LambdaFan: They are, but my mod isn't trying to be DF kobolds. They're more of my own style of D&D kobolds, the dragon-y kind.
Dingus #bringbackquickplay 24 Jan @ 8:15pm 
Will this work with the recent adventure mode release? Or is there an update in the works? Thanks in advance :)
LambdaFan 24 Jan @ 5:28pm 
Aren't kobolds in DF supposed to be weird goblin creatures?
Sharkbeing 9 Jan @ 6:56am 
such a cool mod tysm <3333 love the agender kobolds :33
BunchyDragon67 3 Jan @ 10:29pm 
The weapon sprites aren't working :( does anyone know a fix?
Estetrius 25 Dec, 2024 @ 9:53am 
i've been having display issues with weapon sprites since that update as well with no other mods aside from dfhack of course. In adventure mode if it makes any difference.
Take your time with the update i appreciate your mod, just confirming it's an issue currently for me as well is all
Introdile  [author] 21 Dec, 2024 @ 8:51pm 
@Loucas: Are you using a mod that adds extra metals? The kobold sprites currently only support vanilla metals. Whenever I do the next update, I'm going to change the sprites to a new system that'll support modded materials.
Loucas 21 Dec, 2024 @ 10:51am 
I have had some sort of bug where kobolds are not showing their weapons when wielding them. Like the sprite doesnt show.
Introdile  [author] 15 Nov, 2024 @ 11:24am 
@Chiken: I don't know the specifics of how migration works, but I don't think temperature preference is a thing in civs. You could be cut off from your main civ, or you could somewhere too treacherous for any migrant waves outside the first couple.

@FluffyCactus: That might be a DF bug. Have you tried building their cage, or assigning them to a pasture?
FluffyCactus65 15 Nov, 2024 @ 10:48am 
Hey not sure if this is related to the mod but I bought a cave spider and cant let him out of his cage.
Chiken 10 Nov, 2024 @ 5:00pm 
Migrants are only coming during the summer for me. Now that I think about it, it may be caused by being a in a cold area, do kobolds have a temperature preference for migration or is this a base game thing?
Introdile  [author] 21 Oct, 2024 @ 7:51pm 
@Fæven: Thanks you! and thanks for pointing that out! I'll get that fixed, but I probably won't update for a while.

@ScrambieBambie: These kobolds are distinct from the vanilla kobolds, a whole separate creature. I'm guessing that mod modifies only vanilla kobolds, so there should be no conflict AFAIK. Only vanilla kobolds will get that mod's graphics, of course
ScrambieBambie 21 Oct, 2024 @ 3:19pm 
Gay Kobolds ...haha
Does this conflict/override Cute Kobold sprites?
Fæven 21 Oct, 2024 @ 7:04am 
Nice mod!
DFHack found a typo in graphics_kobold_portrait.txt just FYI:

LAYER:NOSE_SCAR:INTROBOLD_PORTRAIT_BODYe:12:4]
ryno 17 Oct, 2024 @ 6:11pm 
you did a great job on the portraits, they fit right in!
Temeraire 7 Oct, 2024 @ 7:03pm 
Please keep supporting this mod, they're so cute!
Introdile  [author] 23 Sep, 2024 @ 11:52am 
@Confused Fox: I haven't tested it, but they should. Dwarves send trade caravans to kobolds, so the other way around should work too.
Confused Fox 20 Sep, 2024 @ 9:00pm 
Will kobolds send caravans to me if I'm playing as dwarves?
QuitStalinAround 11 Sep, 2024 @ 5:14pm 
I'm getting a bug where my new kobold characters are unable to move at any speed other than running- suggestions?
Introdile  [author] 27 Aug, 2024 @ 10:15am 
@BungerBalls: Don't worry! Mods don't touch existing saves at all, so they're perfectly safe if you're downloading new ones. You can only add mods to a world while you're creating it.
BungerBalls 27 Aug, 2024 @ 9:57am 
id love to try this out, but im a bit afraid that it might corrupt my current saves, but hey, you dont cook an omelete by putting a whole egg in a pan
Estetrius 21 Aug, 2024 @ 4:29pm 
no sir i was and am still using the most up-to-date version, mauls, great axes and two handers are all craftable for me, however. i am using DFHack and an 'all races playable' mod, but otherwise only have graphics mods installed, not sure what is causing it. i have since installed the 'vanilla two handed weapons (lite)' mod, though. which is working for me, and will work for anyone else in my situation if they stumble on this comment in the future i suppose