Dwarf Fortress

Dwarf Fortress

Timeless Dwarves
37 Comments
lmlsna  [author] 11 May @ 7:37am 
@Johnny5X Since this is a select patch now, version shouldn't matter even if Dwarves get changes in a future update.
Johnny5X 11 May @ 6:46am 
Is this mod still compatible, or does it have any bugs with the current version?
CBass 15 Mar @ 1:17am 
FYI this mod caused a weird bug where I would start a new world with dwarves, save the game, and then reload to find all my dwarves were humans/my dwarven civ was now a human civ! extremely weird and idk how/why it happened, my units would have the same names and skills and everything but be humans instead of dwarves ...:lunar2019deadpanpig:
lmlsna  [author] 27 Jan @ 4:59am 
@Pamparampampamparam Yes.
Pamparampampamparam 27 Jan @ 2:04am 
Would the DnD Lifespans mod be able to override the immortality of dwarves in this mod without invalidating the other changes?
lmlsna  [author] 26 Jan @ 4:25pm 
@Pamparampampamparam Potentially yes, but it depends on how the mod is implemented. A mod that uses [SELECT_CREATURE:DWARF] without [CUT_CREATURE:DWARF] will work that way, while a mod that does a cut & replace would remove all this mod's changes when loaded below it.
Pamparampampamparam 26 Jan @ 1:22pm 
If I download a separate mod that changes how dwarves age and put it under this mod so it overrides, will the other changes this mod introduces still be in effect?
SmolThink 4 Nov, 2024 @ 7:57pm 
@imisna thank you for the reply, big fan of the mod
lmlsna  [author] 4 Nov, 2024 @ 7:22am 
@SmolThink Yes. There haven't been any changes to [CREATURE:DWARF] since the mod was made, so it's still up-to-date.
SmolThink 3 Nov, 2024 @ 6:51pm 
is this still working?
lmlsna  [author] 6 Nov, 2023 @ 10:56am 
@Tinasbuddy There are a lot of mods that allow dwarves to use 2-handed weapons, both as a stand-alone thing or packed in with other changes, so you should be able to find something to your liking already on the workshop. This one purely lets dwarves use 2-handed weapons with no other edits: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2901587228 or you could go with one of the many that make the weapons craftable + equipable.
Tinasbuddy 5 Nov, 2023 @ 10:47am 
requesting if you could make a version where it only increases the dwarf size to 62500? been looking for a mod that allows my dwarves to use 2 handed weapons but i don't enjoy the ageless dwarves
bareendabjorn? 1 Nov, 2023 @ 1:32pm 
Well, apparently, all my dwarven civilizations have decided to stop reproducing, since dwarves now live for 500-600 years each. Not sure if it's a bug, but the situation itself is quite realistic
lmlsna  [author] 16 Sep, 2023 @ 6:12am 
@UnderDoug "Size" in this game indicates total volume, measured in cubic centimeters. Height, broadness, and length exist as "BODY_APPEARANCE_MODIFIERS" that can apply a percentage change to an individual's size, forming the basis of size variation within each creature type.
UnderDoug 15 Sep, 2023 @ 8:19pm 
"[...] since it didn’t make sense that they’d reach adult size at 12 but still be children for another 6 years."

To be fair, I hit my adult size at around 13, at least in terms of height. Took another 6-8 years to fill out my frame but if size translates to height, it's not totally unreasonable.
Kate Yagi 25 May, 2023 @ 10:21am 
Does the removal of maximum age apply to just dwarves or other races too? It'd be nice if cats, dogs and such could be as long lived too.
Surwich 14 Apr, 2023 @ 5:01pm 
I will definitely look. I think you could be right. I noticed when using that mod that when I go to create an emblem on embark and search for "dwarf" under object, there are two identical categories of dwarf as if there are two separate "races" of dwarves
lmlsna  [author] 14 Apr, 2023 @ 7:54am 
@Surwich At any rate, you could try deleting everything within those two directories to see if that changes anything. This will prompt the game to rebuild them on launch.
lmlsna  [author] 14 Apr, 2023 @ 7:31am 
@Surwich I've never encountered an issue like that myself and am not sure how it would be fixed. Someone once told me though that their operating system was creating duplicate mod folders which caused all sorts of bizarre issues, and it occurred suddenly when they loaded up their save much like you've described. So I would check to see if duplicate mod folders are being created in the dwarf fortress / mods or dwarf fortress / data / installed mods directories. Beyond that, I'm unsure what the problem would be.
Surwich 12 Apr, 2023 @ 12:06pm 
https://ibb.co/ZShCrvL Here is a screen shot if that is helpful
Surwich 12 Apr, 2023 @ 11:57am 
After I saved and tried to load it up the next day, all of my dwarves turned into humans (visually) and it will generally crash very quickly within 30~ seconds. Any idea how to fix? I just use this and the one mod that gives you extra icons for your squads
lmlsna  [author] 7 Apr, 2023 @ 11:23am 
@Vonir They should work together, to my knowledge. Just make sure this is loaded before Vanilla Creature Graphics and Dark Ages V is loaded somewhere after the vanilla files.
@sunnyhongyu我是盗号王 7 Apr, 2023 @ 9:46am 
Can i make it with dark ages V together?
PIatypos 19 Feb, 2023 @ 6:33am 
Hey there, just a quick question about the maximum age. AFAIK you need to remove [MAXAGE] from the raws for that to work which disables the Obsession for Immortality (seeks the secrets of life and death)

Does that mean my dwarves will never try to become necromancers even though I have a book containing the secret?

From the wiki:
> Creatures that are inherently immortal will not seek the secrets of life and death, as they, somewhat obviously, have no mortality to become obsessed with.
Jim 17 Feb, 2023 @ 1:40pm 
Good mod.
Space Pierogi 10 Jan, 2023 @ 11:52am 
@ImIsna Hmm, alright. Cheers for the reply, I'll have to play around with this.
lmlsna  [author] 10 Jan, 2023 @ 11:11am 
@Space Pierogi Theoretically you could copy [CREATURE:DWARF] and everything underneath in the mod's creature_dwarf_timeless.txt and replace the corresponding vanilla [CREATURE:DWARF] in creature_standard and it should affect existing saves. Backups highly recommended if you want to try that though, in case you need to roll back.
Space Pierogi 10 Jan, 2023 @ 8:47am 
Hello, is it possible to install this mod into the ongoing save, or do I absolutely need to generate a new world for it to work?
lmlsna  [author] 10 Jan, 2023 @ 5:50am 
@Mute I believe migrant skills just come down to luck and the size of your home civilization, with skills that you use a lot in your fortress, important skills, and skills you are missing being more likely to appear. My latest fortress has had nothing but adequate woodcutters, adequate soapers, and 1-2 year old children as migrants so far lol. It's hard to say for absolute certain whether or not any of this mod's changes indirectly affect migrant skills given their random nature, but to my knowledge they do not.
Mute 10 Jan, 2023 @ 12:23am 
I'm finding this is resulting in me getting a lot more legendary migrants. Is this intentional? With rust being removed, I don't mind having to train them up.
Nomad 3 Jan, 2023 @ 10:03pm 
Thanks for your explanation, I can definitely imagine how this could become a big annoyance.
lmlsna  [author] 3 Jan, 2023 @ 6:26am 
@Nomad As for cave adaptation: it would normally be a mechanic where if a dwarf spends too long without exposure to surface-lit tiles, they would become nauseated upon contact with surface-light. High enough levels of cave adaptation would result in a dwarf vomiting profusely and being extremely crippled when exposed to light, and it was time-consuming to get dwarves back to the point where they could function in light at that point. I say this would "normally" be the case because in the current game version it is fortunately bugged and so it is very unlikely that you'd see those effects even without this mod.
lmlsna  [author] 3 Jan, 2023 @ 6:13am 
@Nomad Sure! In Fortress mode, there is a bug with the minimum size calculations in determining whether a dwarf can equip a weapon: it uses the species' base size rather than the individual's size (which could be much higher or lower than base). This means large foreign weapons like two-handed swords (minimum size 62,500) are impossible to equip even if a dwarf does exceed that size and could equip that weapon in adventure mode. By increasing base size to 62,500, this issue is bypassed entirely. Greater size also improves combat effectiveness, though the difference between 60,000 and 62,500 is minor (dwarves could already be far larger with their random size variation).
Nomad 3 Jan, 2023 @ 3:20am 
Could you explain the size modification and the cave adaptation ?
I'd like to know what those functions do.
Render 2 Jan, 2023 @ 3:17pm 
@Imlsna sweet lol
lmlsna  [author] 2 Jan, 2023 @ 3:12pm 
@Render Was working on it lol, I just find it awkward to type the full description in the info.txt before uploading
Render 2 Jan, 2023 @ 3:06pm 
QOL tweaks, but no patch notes/List of changes...?:steamthumbsdown: :debug: