Dwarf Fortress

Dwarf Fortress

Bit of Diversity
70 Comments
Max 18 Mar @ 3:40am 
Is it possible this mod is causing issues related to Dwarves getting stuck/"stranded"?
Count  [author] 1 Feb @ 2:08pm 
@Thrice @Roboctopus Unfortunately, it seems that you can only play as a species if there's a significant population in a playable civilization. I've added every tag to allow them to be played, but it's still really rare for them to actually be playable. I'm looking for other solutions, but I don't think there are any right now.
Thrice 1 Feb @ 11:40am 
I think its a simple flag you can add to the race data. If you want to, check the DF forums. Even ChatGPT can probably help lol. Ive used code from ChatGPT to mod the mods.
Roboctopus 30 Jan @ 10:25pm 
If you somehow managed to make any of these into adventurer races I would be in awe of you.
Thrice 22 Sep, 2024 @ 10:02pm 
Does this require Bit more diversity of Living gods? Or is it stand alone?
Ambassadad 30 Jun, 2024 @ 12:18am 
Blendecs seem to be throwing errors at exactly the year 78 for me
Bwahaha! 16 Jan, 2024 @ 9:45pm 
I'm trying to narrow down my mod list to figure out what's going on in my worlds. I've had a strange bug where after creating a world, if I update my mods it replaces many of my stone types with things like "Booming Metal" and "Viscous Frozen Muck". These stones can't be designated in work orders, and count as Coins in the stockpile screen. They're also worth nearly 100x what regular boulders are and increase my fort value way too fast. If anyone else using this mod is having the same experience, please let me know.
Bishotron 23 Jul, 2023 @ 6:34pm 
i LOVE This mod, i wish there was a "Slimmed down" version of it is all.
I remember a VERY old mod from the early D4 days that was "primitive civs"
it had Satyrs, Minotaurs, Centaurs, Wolf People and Cat People
Crocalu 7 May, 2023 @ 2:19am 
Ok sorry for the spam, I figured out that it was the Aquatic Animal People Can Go On Land mod that clashed with either this one or Living Gods. Obviously I think the idea of aquatic people joining civilisations would be mega cool, would you consider making an adaptation to this mod that allows for aquatic animal people as well?
Crocalu 24 Apr, 2023 @ 2:00am 
so I tried a gain, they were now satyrs from the start so maybe I was just mistaken last time, although I remember them being dwarf citizens at first Im sure.
Anyway: they dont count as citizens, so the satyrs cant be assigned any jobs. They also seemed to start attacking eachother? There we no combat log for it but eventually something also caught fire (no idea what happened there) and cascaded into hellfire with branches dropping like meteorites
Crocalu 24 Apr, 2023 @ 1:39am 
Embarking anew on the same world, I notice that all the civs I can choose from are satyrs... but why dont they work as citizens?
Crocalu 24 Apr, 2023 @ 1:38am 
[bug] Upon reloading a save that initially had me start with 7 dwarves who worked just fine, the dwarves were for some reason now livestock/pet satyrs or something, which crashed the game upon unpausing because there were no dwarf citizens anymore.
drackalol 18 Feb, 2023 @ 12:09am 
Should I disable bit more diversity if I'm getting world generation errors about farms?
Astral Drifter 9 Feb, 2023 @ 3:19pm 
@Count
Thank you again for what you do, I'll keep subscribed to it and keep an eye out for updates :)
Count  [author] 9 Feb, 2023 @ 3:00pm 
@Astral Drifter
Thanks! Unfortunately, Bit more Diversity is super buggy, it seems like adding civilizations is extremely finicky and I have yet to really figure it out. I'm still trying to figure out that bug, but I don't really have any more ideas to test so It'll probably be a while.
Astral Drifter 9 Feb, 2023 @ 1:27pm 
@Count
Thank you so much for your work by the way
Astral Drifter 9 Feb, 2023 @ 1:25pm 
@Count
I went to test this mod on its own and with Bit More Diversity and I'm only having the rejections with Bit More Diversity also installed. I went ahead and just removed Bit More Diversity from my mod list when generating a world and I am no longer experiencing this bug. I guess I was quick to post here since I saw others having the same issue
Count  [author] 9 Feb, 2023 @ 12:17pm 
@Astral Drifter, flipwix, Livius Magnus
Do you mean with the basic civilizations? This mod shouldn't add any new ones, and I can't imagine why it would affect the farming abilities of the default ones. If you are seeing the civs from Bit more Diversity, then I removed their ability to make farms with the exception of Molemarian citadels because it seemed that even a civ in the same location as humans and with the same farming abilities gave nearly endless rejections when generating a world. I only left it with the molemarians because they are playable, though I may split that off to solve it individually.
Astral Drifter 9 Feb, 2023 @ 12:13pm 
@Livius Magnus I am having the same bug with civilizations not having farms and I am not able to generate worlds with this mod
flipwix 9 Feb, 2023 @ 11:55am 
@Livius Magnus where did you end up placing the mod in the loading order? am curious and would love to get it working myself!
Livius Magnus 6 Feb, 2023 @ 10:47am 
@Count

Interesting. I'm playing around with a world now and I moved the mods up so I didn't get the same molemarian bug that the other person was having.

In addition to this, this is exceptionally fascinating! I really like this mod friend.

One other bug I've noticed is that some civilizations do not have farms and I ended up receiving multiple errors before a world was generated. Not sure if you were aware of the bug, or error, so I figured I'd let you know.

Thanks for your hard work, creativity and talent!
Count  [author] 6 Feb, 2023 @ 10:24am 
@Livius Magnus
If you've ever had any animal people visit your fort, it works in the same fashion. During worldgen, some wild creatures may join a civ that controls the biome they live in. It's fairly rare, even for the relatively common animal people, so you may not see the creatures added by this mod all that often. It tends to happen more often in older and more populated worlds, though.
Livius Magnus 6 Feb, 2023 @ 8:21am 
How exactly can the newly civilized creatures join the fort? The same way others petition to join the fortress?

Thanks.
AceEquinox 25 Jan, 2023 @ 10:49pm 
@flipwix @Eton Musky If the mod isn't updating properly make sure you delete the old mod from both Dwarf Fortress/Mods and Dwarf Fortress/Data/installed_mods I had trouble uninstalling mods before because I didn't know it's stored in two locations. That might not be the issue, but I just figured if it's related to having an old version this might fix it.
flipwix 22 Jan, 2023 @ 3:08pm 
Same issue as below, fresh install of this mod, and when I start a new game it forces me to play as molemarians ):
Count  [author] 16 Jan, 2023 @ 8:44am 
This mod should come after anything that modifies cave creatures, because those mods might cut and replace those creatures instead of just modifying them. Otherwise, it should be fine with anything.
Purple Guy 16 Jan, 2023 @ 8:40am 
Yeah its fully functional and was very strange to see, whats your recommended load order?
Count  [author] 15 Jan, 2023 @ 8:13pm 
@Eton Musky
There shouldn't be a molemarian civilization to play as, I split that off into a separate mod a while ago. If there is, then maybe try deleting and redownloading the mod. I've had some issues with mods not updating properly, but that generally fixes it.
Purple Guy 15 Jan, 2023 @ 5:49pm 
This is the only mod I have that I think could do this, but I just made a world and I can play as Molemarians. What's up with that?
FallenAngel 8 Jan, 2023 @ 8:04am 
I'm getting an error with my save game, saying "failed to find compatible mod for bit of diversity 50.05" I have tried removing mods from both game folders and unsub and resub. I didn't go into the active save because its in the compressed format. Not sure what the issue is or if I did something. I was playing last night fine. Any insight?
Count  [author] 8 Jan, 2023 @ 7:34am 
@circle terrorist
Yep! They don't overlap at all.
DrPepper 7 Jan, 2023 @ 9:36pm 
Is this compatible with your other mod Living gods?
JediLordNathan 4 Jan, 2023 @ 5:27pm 
Just to give the Gobbos a taste of there own medicine
JediLordNathan 4 Jan, 2023 @ 5:27pm 
Here's a question if you as a player use a mod that makes Trolls tameable would it be possible to civilize them. If possible I'd really like to have war trolls
Count  [author] 4 Jan, 2023 @ 5:20am 
@jedi7000nathan/sevenbillionjedi
Gorlacks can actually already join civs in vanilla! It's rare, especially for cavern creatures, but it does happen sometimes.
JediLordNathan 4 Jan, 2023 @ 12:49am 
What about Gorlacks do they count?
Count  [author] 3 Jan, 2023 @ 4:02pm 
I've actually already made a mod that does that, at least as much as is possible, called living gods. The megabeasts are all animals or genocidal constructs, but the semimegabeasts are sentient, so I modded them to be able to take over human civilizations. That's really all that can be done without making them normal creatures, though.
Eqqsquizitine Buble-Schwinslow 3 Jan, 2023 @ 2:59pm 
Do you know if making megabeasts/semi-megabeasts civilizable is at all feasible..?

I'd love to see giants or minotaurs joining civs, but I have a feeling that it would conflict with their base behavior of rampaging, stealing, and eating.
Count  [author] 3 Jan, 2023 @ 2:39pm 
@Arr
It shouldn't, as far as I'm aware, but it mighty have some weird interactions.
Arr 3 Jan, 2023 @ 2:22pm 
Will this conflict with Deadly Caverns mod?
Betsumei (Rebecca) 1 Jan, 2023 @ 2:15pm 
For what it's worth, I fixed the typo in the raws and continued getting crashes, which is a bummer. Would love to have more variety among the sapients (although, perhaps less molemarian domination).
Betsumei (Rebecca) 1 Jan, 2023 @ 2:07pm 
Also, the markup for the Steam description appears to be causing log spam, as it's interpreting the bold and italic tags as tokens (and failing to interpret them, because b, /b, i, and /i are not tokens).
Betsumei (Rebecca) 1 Jan, 2023 @ 1:34pm 
There's a typo on line 137 of creature_int.txt causing the following error:
Unrecognized Personality Facet Token: THOUGTLESSNESS
johnnyslicer 31 Dec, 2022 @ 12:54am 
i don't know if im doing something to make this happen or the mod being weird but i have like 4 Troglodytes monster slayers and all they do is drink my alcohol then vomit everywhere
johnnyslicer 28 Dec, 2022 @ 1:59am 
Molemarians traders show up with nothing to trade like 70% of the time
DTA 27 Dec, 2022 @ 12:34am 
@Stogie
Go into your 'installed mods' folder (steam / steamapps / common / dwarf fortress / installed mods) and delete the mod.
Stogie 26 Dec, 2022 @ 9:39pm 
Not even subscribed to this mod any more, and yet my dwarves are turning into Foul Blendecs whenever I load up a world. The mod wasn't even installed in the world. How are you doing this to me?
DTA 25 Dec, 2022 @ 7:48pm 
that figures. Whereabouts in the raws are molemarian birth rates? I wanna nerf those suckers into oblivion >:)
Count  [author] 25 Dec, 2022 @ 10:19am 
@DTA
The MAXAGE tag is what determines the ages at which a creature dies of old age, for molemarians it's 20-30 by default and I changed it to 40-140 to be a bit closer to the civilized creatures, for example 150-170 for dwarves or 60-120 for humans. As for immunity, that only really applies to a few things. Death of old age is determined down to the exact tick within the given range as soon as a creature is born.
DTA 24 Dec, 2022 @ 9:55pm 
@Count
Lol, that makes a lot of sense tbh!
whereabouts in the raws is the molemarian ageing rate? I see age range, but not rate. IDK, maybe it isn't a thing for non-dwarven races? you know more than me in this regard.

I was tinkering with decreased immune resistance as a way to nerf them, not sure if that'll have any effect.