Dwarf Fortress

Dwarf Fortress

Bit More Diversity
51 Comments
Paches 16 Jun @ 11:40am 
so i've made quite a few worlds now trying to get this problem to happen, if i max out civ to 300 it's a bit too much for world gen, i've gotten as high as 270 civs, but 200 is the average before it rejects.

hope this helps anyone interested. these mods also add clothing sizes for the mobs, exactly what i needed for my blind cave ogres being mad about being naked.
Paches 16 Jun @ 11:00am 
wanted to leave a comment saying after subscribing and using the mod my first world gen was fast with no rejections, all the civs are there.

i don't know if i got lucky or the farm bug they were talking about is fixed.

my world gen is large default with increased good zone spawning 100 civs and 200 volcanoes. no other changes
Wolly 8 Aug, 2024 @ 4:20pm 
I always found it unfortunate that the wave of troglodytes that stumble into my forts don't stay chill for long. Vanilla lets you make friends with goblins easy enough if you set up a boppin tavern early on!
Logograms 12 Jan, 2024 @ 7:52am 
Can confirm, I'm getting the same error as Darkish about civs not being able to farm.
Darkish 6 Jul, 2023 @ 2:39am 
can't world gen looks like some of the Civs aren't able to farm and it's throwing flags
Amelio 16 Jun, 2023 @ 11:55am 
the mod is basically abandoned by the dev at this point, the only way I see it working properly is take the matter by your own hand and creating your version of this mod altoghether, I wanted to fix it myself and play more or less like it's intended but the value of the creatures and civilizations are not in line with vanilla df so to make it actually feel like it is part of the game and not a frankestein graft it whould take some real work, including bit of diversity of course, maybe I will touch it in the future, I already have my custom version of living gods, that one is worth using as is but I am thinking of realeasing a more polished and vanilla-like version while adding more interesting behaviour to them
✧Starshadow Melody✧ 15 Jun, 2023 @ 7:22pm 
This mod appears to be causing significant problems with worldgen even on it's own, taking over 100 attempts to generate an accepted world- enough that I've never actually managed an embark with it.
Amelio 11 May, 2023 @ 7:36am 
the mod is still way too buggy, with mole people running the world with less and less dwarves communities to choose from and dark forests and other sites being rare to find
Amelio 3 May, 2023 @ 7:56am 
thank you so much eqN!
I guess I will have to fix it manually
eqN 23 Mar, 2023 @ 8:08pm 
Skimming the file some more there's quite a few entries missing brackets..
BABYSNATCHER
BIOME_SUPPORT:ANY_SAVANNA:1
BIOME_SUPPORT:ANY_SHRUBLAND:1
In addition to the more pressing OUTDOOR_FARMING.
All of these were in the citadel file.
eqN 23 Mar, 2023 @ 6:01pm 
Found the solution. You didn't have brackets [ ] around [OUTDOOR_FARMING] in the entity_citadel.txt file. Immediately solved the worldgen issue when fixed... lol.
eqN 23 Mar, 2023 @ 3:42pm 
Still constantly having the issue of "FARMING CIVILIZATION PLACED WITHOUT CROPS". I've narrowed it down to the mod specifically causing the issue. I love the mod, and use all your other mods, but this mod specifically makes worldgen take forever, if it ever succeeds at all, even if it's the only mod I select. Please change or remove whatever farming civ is added by this mod that is causing the issue. Thank you!
Meaty Citadel 18 Mar, 2023 @ 2:29am 
it would be great if each civilization has separate naming convention and language for themselves
Izzybee 5 Mar, 2023 @ 6:37pm 
I hate to be a silly thing and ask but this doesn't ALLOW you to play any of these I assume? I always love playing as brutish giant humanoids in games like this and just running deathballs. Sounds really fun to play some underground giants!
Roboctopus 28 Feb, 2023 @ 6:17am 
For me there's a popup during worldgen that says "farming civilization has no crops". I am playing with other mods but the popup goes away when I remove this mod.
Lordlynel 18 Feb, 2023 @ 7:56pm 
seems to crash every time I try to start a world, even with just this and BoD
Count  [author] 2 Feb, 2023 @ 8:00pm 
@Anarch Cassius
I think it's that woodcutters, alongside miners and hunters, have a special uniform in order to get them to pick up the equipment necessary for their job. I don't know if that was the case before the steam version, and if it's new they might have just made it so that the uniform only takes battle axes. That would make it so that, while any axe weapon could be used for logging, your woodcutters will only ever try to equip battle axes. Unfortunately, there's no way to change the built in uniforms as far as I'm aware.
Anarch Cassius 2 Feb, 2023 @ 7:56pm 
Ok, so I am still puzzling over this woodcutting thing. From the wiki:

"There are no special axes for woodcutting; dwarves use standard battle axes. Creatures large enough to wield great axes and halberds can use them for woodcutting as well; however, due to Bug 5812, no dwarf can equip either weapon."

Did I just have bigger molmarians than the other players?
Count  [author] 2 Feb, 2023 @ 7:49pm 
After a bunch of attempts at more thematic fixes, I've found that not only are they all incredibly difficult to implement, but also that having a playable civilization is a big part of the mod's largest errors. I'm considering splitting the mod again to isolate the Molemarians because WOW is it hard to make them work properly. That said, I've finally pushed a simple fix of just giving them axes and modifying most of the other civs to slightly lessen worldgen rejections.
Naesh 28 Jan, 2023 @ 5:31am 
so.... is it fixed?
Anarch Cassius 27 Jan, 2023 @ 9:34pm 
@MSJ-06II-C Just this and the required base diversity mod. I tested again and it works with either copper or iron halberd on embark.

All I can think is that maybe they don't know halberds work and so won't equip them to chop but will use them if already equipped. They definitely respond to chop orders by going straight at the tree with a halberd.
♥♥ Artemis ♥♥ 27 Jan, 2023 @ 5:50pm 
On line 161 of creature_inter.txt, you have THOUGHTLESSNESS spelled as "THOUGTLESSNESS" which was throwing an error on world gen :)
Count  [author] 26 Jan, 2023 @ 12:46pm 
@MSJ-06II-C
The game loads your mods whenever you load a save, so updates should generally apply. You might need to delete the mod in the mods and data/installed_mods folders though, I've seen and heard a lot about issues with mods not updating unless you reinstall them.
MSJ-06II-C 26 Jan, 2023 @ 8:30am 
Do uhh, so far I didn't need to know but I suppose now it becomes relevant, I know that I can only add new mods by generating a new world, though, does that also apply to updates? I've noticed that Dwarf Fortress lists all versions of a mod separately, can I take from this that my current fortress - even if this mod allows Molemarians to use axes in its next version - will essentially be doomed since it is stuck with the old version?
Count  [author] 25 Jan, 2023 @ 7:35pm 
@Aurora Ultima
It's super experimental, I posted it because it's still pretty solid, but there are a lot of weird quirks with making new civilizations that I'm trying to figure out. Hopefully it won't be buggy much longer.
Aurora Ultima 25 Jan, 2023 @ 7:16pm 
Mod is buggy. Do not rec.
MSJ-06II-C 25 Jan, 2023 @ 10:52am 
I checked, I have some halberds in my fort, maybe its another mod that enables them to use halberds?
MSJ-06II-C 25 Jan, 2023 @ 8:33am 
... welp... now I'm feeling stupid
Anarch Cassius 24 Jan, 2023 @ 5:06pm 
I tested and found to my surprise that molemarians will in fact chop down trees using halberds if they have them.

Not sure there are no other issues give it's DF, but apparently the halberd works for Fortress mode at least.
MSJ-06II-C 23 Jan, 2023 @ 4:33am 
Okay yeah, it's pretty much a death spiral, no axes mean I still got no beds, meaning my fort is miserable, I can't get any migrants to show up and stealing won't work either since there is no Dwarven fort close to mine
MSJ-06II-C 22 Jan, 2023 @ 3:45am 
I did not get any upon embarking XD I am now in year 2 of my fortress and still lack beds. I rushed down to magma to at least get metal stuff up and running via magma forges/smelters, but so far the mysterium known as "tree" is still eluding me XD
Maximum Fool 21 Jan, 2023 @ 9:37pm 
@Count
Just for future reference, if you set LOG_MAP_REJECTS to yes in d_init.txt in Dwarf Fortress/prefs, it generates a .txt file in the main folder with the reasons for world rejection.
Count  [author] 21 Jan, 2023 @ 8:27pm 
@Maximum Fool
I've had issues with lots of rejections, but I don't think I ever saw an error message. I'll look into that, it sounds like a civ has the ability to farm trees but no trees to farm in its biome. If that is the case, it should be easy to fix.
Maximum Fool 21 Jan, 2023 @ 8:16pm 
I'm having problems generating large sized worlds with this mod installed. Whenever it gets to adding civilizations it rejects the world, with map_rejection_log.txt saying "Placed farming entity without non-orchard crops". To test this I only had this mod and Bit of Diversity installed and, other than size, I was using default generation settings. From my limited testing, generation still worked on smaller world sizes, and had more problems as the size increased.
Count  [author] 21 Jan, 2023 @ 8:01pm 
@ryan.daum
I'll look into that, I've never heard it mentioned as an issue but it could have an impact.
Count  [author] 21 Jan, 2023 @ 8:00pm 
@MSJ-06II-C
Available weapons are defined by civilization, and the molemarians don't actually have the ability to craft axes. I didn't consider that weapon axes are the same as tool axes when I set that up, so I'll probably change that soon. Though if you still got axes upon embarking, it might be fine, particularly given one of the big challenges of playing a citadel is their terrible woodworking knowledge. That and the molemarian's super short lifespans are there to balance out being significantly bigger and stronger than dwarves, and the skill learning bonus I gave them. For a temporary fix, you can still buy or steal axes from other civilizations.
MSJ-06II-C 21 Jan, 2023 @ 10:55am 
So, idk what might cause this but I have this and your base Diversity Mod installed (are they not compatible with each other mybe?) And I have a really strange side effect, I'm currently playing a Molemarian fortress and, for some reason, I can not forge axes at all, they simply do not show up in my forges, other weapons do though, does this mod modify any tags that are like... required to forge axes?
Count  [author] 20 Jan, 2023 @ 10:05am 
They should eventually send a siege, they've got everything set up for it. I think most siegeing civs will launch a few small raids before the first major siege arrives, so perhaps that's what you're seeing. I know for sure they have access to melee weapons at least.
xxx_420_Bad_Boy [Wizard_Cum] 20 Jan, 2023 @ 10:02am 
do they send melee fighters btw or just crossbowmen? the crossbowmen by and large seem like pushovers but that might just be because they don't have support yet.
xxx_420_Bad_Boy [Wizard_Cum] 20 Jan, 2023 @ 10:01am 
yikes, that sounds uh... bad. good to know!
Count  [author] 20 Jan, 2023 @ 5:44am 
@XXX_420_Bad_Boy
They have a somewhat higher threshold of wealth or population to send full on sieges, but when they do they're very nasty. They are almost 50% larger than dwarves and they know how to make steel, the best mundane metal in the game. They also bring their constructs, including the durable gabbro men, the poison gas filled iron men, and the magma men, who are so hot that any water they approach immediately explodes into steam.
xxx_420_Bad_Boy [Wizard_Cum] 20 Jan, 2023 @ 1:44am 
Well, it seems like my only at war civilization is Molemarians. What kind of soldiers can they send? So far it's snatches, thieves, and crossbowmen- that's it. The description of the Steel Citadels is pretty ominous though, what's in store?
Count  [author] 19 Jan, 2023 @ 4:34am 
@Anarch Cassius
Thanks! I forgot to tweak the description, whoops! I hope the trogs will trade, but if they aren't skulking the fact that they're confined to only one cave means they rarely survive worldgen, so for now it's the best solution I've got. I actually tried hard to get blendecs to transform people, but they just won't do it by any of the means the game can give. I'm still not sure what to do with some of the other species, but I'm open to suggestions if you have any.
Anarch Cassius 18 Jan, 2023 @ 8:38pm 
Wow, a bunch more! I'm really liking these mods. You may need to tweak some descriptions if molmarians aren't slavers... and I'm not sure trogs will trade if skulking :(

I was on the fence about Blendec reproduction. It'd be cool if they could transform people instead of breeding normally. But since you're going with more civs I'm fine with this if Satyrs get the same treatment, as they are meant to be mirrors of each other.

Also Fire Imps would rock. Harpies too but I'm not sure how troublesome flying civs are at the moment.
JediLordNathan 14 Jan, 2023 @ 10:27am 
Result of them being able to reproduce, Blendac civilizations survive and are relevent in game like any other civilization
Brick 11 Jan, 2023 @ 2:07pm 
Love stuff like this. Keep doing what you're doing!!
Count  [author] 3 Jan, 2023 @ 4:33pm 
Thanks! It's actually pretty hard to adjust actual spawn rates for civs, it's governed by a whole bunch of factors. I do think I could make them more resilient to conquest, at least.
JediLordNathan 3 Jan, 2023 @ 4:08pm 
As for the Troglodytes upping their spawn rate may actually be a good idea. Anyway something seems to be screwing the three over and it was a good idea to separate them in order to work on them without risking impacting other things.
JediLordNathan 3 Jan, 2023 @ 4:06pm 
Yeah I love these factions but they do need more polish, good idea to seperate them from the main mod so they can receive work independently.
Count  [author] 3 Jan, 2023 @ 4:05pm 
I've seen troglodytes survive, they just seem to spawn relatively rarely. As for the Blendecs, they don't naturally reproduce and I just can't seem to make any alternitive solution work. I might just give them sexes, but that feels like it's erasing a fair bit of distinction. The molemarians failing might be a good thing, they've been historically overpowered. They do have lifespans of 20-30 years so they might have just crumbled from too many deaths of old age. I'll have to work on it.