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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
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
Thank you again for what you do, I'll keep subscribed to it and keep an eye out for updates :)
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.
Thank you so much for your work by the way
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
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.
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!
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.
Thanks.
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.
Yep! They don't overlap at all.
Gorlacks can actually already join civs in vanilla! It's rare, especially for cavern creatures, but it does happen sometimes.
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.
It shouldn't, as far as I'm aware, but it mighty have some weird interactions.
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Go into your 'installed mods' folder (steam / steamapps / common / dwarf fortress / installed mods) and delete the mod.
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.
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.