Dwarf Fortress

Dwarf Fortress

Dwarvemon PMD
115 Comments
FirePhoenix11  [author] 19 Jul @ 4:23am 
@Yoshivert555: It does seem that they cause immense lag. I'll likely replace it and the monument civs with CAVE and CAVE_DETAILED.
Yoshivert555 16 Jul @ 5:04pm 
EDIT : Removing [DEFAULT_SITE_TYPE:PLAYER_FORTRESS] does not fix the problem. I'll share what I know of it.

Hillocks appear as castles, and I am not sure if it is intended.

Walking near hillocks while being in fast travel mode prevents you from walking further, like sites like lairs and dungeons.

Walking near hillocks in the overworld makes the game crash.
Yoshivert555 16 Jul @ 4:41pm 
I would also add that it is also impossible to embark with a hillock civilization. I did what you suggested me a few seconds ago, and will test.
FirePhoenix11  [author] 8 Jul @ 1:19am 
@Yoshivert555: If you start as a non outsider (a Pokemon with a civ) it should be available. Outsiders are set in what's available to them.

You can change or remove [DEFAULT_SITE_TYPE:PLAYER_FORTRESS] from the entity_pokeentity file. If that's the cause of crashing, I'll investigate.
Yoshivert555 7 Jul @ 8:31am 
Is there a way to 1) Allow adventurers to start with a bag and 2) Prevent hillock generation? The lack of bags at the start of adventure is crippling until you find one in a mysterious lair, and approaching a hillock often makes the game crash.
FirePhoenix11  [author] 16 May @ 5:08am 
@Yoshivert555: Should be standard rates. They have egg laying removed and should marry / have children like the vanilla races.
Yoshivert555 15 May @ 4:40am 
Also, I have a question. What's the breeding rate for Pokémon in PMD, in average? To be sure that I am not having any breeding-related bugs.
FirePhoenix11  [author] 15 May @ 12:43am 
@Yoshivert555: I'd recommend moving to the bug reports. But I did do some testing and saw nothing odd with picking up stuff as a Groudon. Let me know if you have any other mods on and if it's happening with other Pokemon for you.
Yoshivert555 14 May @ 5:30am 
My problem does not just concern plants. I can't pick up any item, including butchered meat and berries sold in markets.
FirePhoenix11  [author] 14 May @ 12:56am 
@Yoshivert555: There's a DF limitation where plants that don't have a growth can't be picked in Adventure mode. A lot of the items are made without one so they are one time finds and don't regrow.
Yoshivert555 13 May @ 6:41pm 
For some reason, in Adventure mode, I am unable to pick up items... How can I fix it? (playing as Groudon, can't eat items on the ground neither)
FirePhoenix11  [author] 1 Feb @ 1:27pm 
@xominxac: I didn't intend for it to be in PMD, but would love to see how that would play out. I'm guessing it would be much easier as you could play a Pokemon that prevents the Lake trio from running away.

In fact, if you where to have enough civs in a world it could spawn one of the vanilla ones. Then you could play Fortress Mode with them and Adventure Mode as a Pokemon.
xominxac 1 Feb @ 10:51am 
Shame, I was hoping to complete the Origin ball challenge as a pokemon civ. Thanks for clarifying.
@FirePheonix11
FirePhoenix11  [author] 1 Feb @ 1:52am 
@xominxac: They don't have access to most of the "humanoid" reactions. Pretty much anything that is made specifically by non Pokemon or isn't usable within the PMD games.
xominxac 31 Jan @ 9:36pm 
While playing as a Pokemon in Dwarvemon PMD in fort mode, all Pokemon are not permitted to make the Origin ball, poke balls in general and an assortment of other items. There's a reaction to stud with Poke and Pokeballs but no actual way to make them if you're playing as a Pokemon Civ.
ThePhantomX64 28 Aug, 2024 @ 10:47pm 
:D
FirePhoenix11  [author] 28 Aug, 2024 @ 10:43pm 
@ThePhantomX64: If you mean for items, they'll be done through built workshops once they add that function.
ThePhantomX64 28 Aug, 2024 @ 8:18pm 
any plans on custom crafting recopies for adventure mode eventually?
FirePhoenix11  [author] 28 Aug, 2024 @ 8:09pm 
@✧Starshadow Melody✧: They are used like regular attacks and interactions are.

@Lemonade Dependent: Try reducing MAX_STARTING_CIV_NUMBER in the entity_pokeentity.txt file to something very low like 3 for each one. Thats the max that will spawn in worldgen of that type.
✧Starshadow Melody✧ 28 Aug, 2024 @ 10:01am 
Is there a way to use pokémon moves in Adventure Mode yet?
Lemonade Dependent 28 Aug, 2024 @ 9:18am 
Anyone know how I could set world-gen to continue until a playable non-pokemon civ is generated? Preferably a method that lets me set it to dwarves. I want to play with the pokemon civs, but as a dwarf civ.

Usually this wouldn't really be an issue, but I'm trying to have every type of megabeast (legendaries and otherwise), and high megabeast count tends to lead to only pokemon civ worlds.

Any help would be GREATLY appreciated, been banging my head against this for days.
ThePhantomX64 28 Jun, 2024 @ 5:03pm 
Was going to play some adventure mod and was wondering why some vanilla creatures where in the menu then i read the description again and realized I forgot about disabling those
Sev7n 28 May, 2024 @ 7:27pm 
Oooh I see. Im gonna try that! If it doesn't work Im just gonna wait for the mod to be updated. Thanks!
d41337n8r 28 May, 2024 @ 5:38pm 
It seems like the mod needs to be updated actually, since INDIV_CONTROLLABLE is still in the entity file while the wiki says it no longer functions and its functionality was replaced by OUTSIDER_CONTROLLABLE, which is a creature token instead of entity and should probably be added to every pokemon's raw. I think it'll work wherever you put it. After the PREFSTRING would be a fine place I think, in which case it would end up looking like this:

[PREFSTRING:optimism]
[OUTSIDER_CONTROLLABLE]

[BODY:HUMANOID_LEGLESS_NECK_2PART... etc.
I'm not so confident on this because I haven't messed with creature raws as much or used adventure mode, but as far as I know it should work.
Sev7n 28 May, 2024 @ 3:16pm 
Yeah Im trying to use [OUTSIDER_CONTROLLABLE] to play on Adventurer Mode straight away, I bought DF specifically for the Adventurer Mode because if I wanted to play 'Fortress Mode' I'd just play Rimworld instead because it's simpler to grasp for me. But yeah this aside, Im still trying to figure how to use the function properly; Do I add [OUTSIDER_CONTROLLABLE] between stuff like [INDIV_CONTROLLABLE] and add the Pokémons beneath like
"[OUTSIDER_CONTROLLABLE]
[CREATURE:PMD_BAYLEEF]
[CREATURE:PMD_DEWOTT]
.... "
or should I do something else?
d41337n8r 28 May, 2024 @ 12:13am 
You should be able to mess with those lists however you want, as long as you follow the format. Removing everything in one of those lists except the one you want will make that civ type only spawn with the pokemon you left. That means that species will comprise 1/4 of all civs. If you don't want that, leave a few more names in the list so that the one you want will probably still be there but won't be everywhere. Messing with the raws is pretty intuitive from my experience, and the wiki has a lot of useful info on it, but if you don't want to then increasing the amount of civs and hoping what you want shows up is the only way.
d41337n8r 28 May, 2024 @ 12:13am 
Are you trying to play as that pokemon in adventure mode or fortress? I think [OUTSIDER_CONTROLLABLE] would only work for adventurers, but you can get an adventurer of the pokemon you want if you have a civ of them anyway. To garuntee that, in the entity_pokeentity file there should be a list of pokemon names like [CREATURE:PMD_BULBASAUR]
[CREATURE:PMD_IVYSAUR]
etc. That list dictates which pokemon can be chosen to populate each civ of that type, and should actually be present 4 times since there are 4 different civ types in that file, the only difference that i'm aware of between them being what icon their sites display on the map and that the monument ones only ever make one site.
Sev7n 27 May, 2024 @ 8:33pm 
I still don't get it....oh well, I'll try to generate randomly then. I've been trying to get the Pokemon I want for like two days straight until I gave up and went here to see if there's an easier way lol
d41337n8r 27 May, 2024 @ 7:22pm 
I've never used adventure mode or messed with that particular token but it's a creature token, meaning you'd need to add it to the creature files instead of the entity. There are nine files named creature_firstgenpmd through creature_ninthgenpmd, in the same place as the entity file. Tokens will apply to whatever CREATURE: definition is above them. As far as i'm aware, the tokens don't need to be in a particular order, i think as long as it's not in the middle of something else like the body plan or a CAN_DO_INTERACTION bit it should be fine to just add a line wherever and put the token there.
Sev7n 27 May, 2024 @ 4:41pm 
@d41337n8r: Where do I add [OUTSIDER_CONTROLLABLE] though?? Do I edit the names?? Do I add it at the end of all of the raws or at the end of the file? Im unfamiliar with that stuff.
d41337n8r 25 May, 2024 @ 12:25am 
@Sev7n: everything should be at C:\Program Files (x86)\Steam\steamapps\common\Dwarf Fortress\data\installed_mods\Dwarvemon_PMD (50221)\objects
If you want to narrow down the list of pokemon that can show up as civs so the one you want is more likely to be there, find the file entity_pokeentity.txt in that folder and remove some pokemon from the lists. You could only mess with one of the civ types so 75% of civs can still be diverse, but I just replace all of them with a list of pokemon that I like.
Sev7n 24 May, 2024 @ 11:38pm 
....So where can one access the Pokemon raws? And what to do from there? Im trying to play as a specific race of Pokemon but the civ gen isn't being at all generous with me.
FirePhoenix11  [author] 18 Apr, 2024 @ 1:34am 
@ddable: You will need to add [OUTSIDER_CONTROLLABLE] to the Pokemon's raws as I apparently forgot it.
Teckie 17 Apr, 2024 @ 4:19pm 
Any way to select specific 'Mons to play as in Aventure Mode instead of the civs ones?
✧Starshadow Melody✧ 13 Apr, 2024 @ 11:38pm 
update detected
FirePhoenix11  [author] 1 Apr, 2024 @ 3:30am 
@d41337n8r: Looks like some replace / macro went wrong. I've fixed and uploaded it. Can confirm that legendary and mythical Pokemon should work now, along with a few other Pokemon.
d41337n8r 1 Apr, 2024 @ 12:06am 
Also, while I was looking through the raws I noticed that mega aggron and mega latis seem to have some duplicate tokens, having two copies of everything from [PET_EXOTIC] to [PROFESSION_NAME:MASTER_BOWMAN:Elite Bowmon:Elite Bowmon].
d41337n8r 1 Apr, 2024 @ 12:04am 
What exactly causes legendaries and mythicals to be treated as livestock and not citizens? I've removed the [SEMIMEGABEAST], [DIFFICULTY:11], [CREATURE_CLASS:REPEL_IMMUNE], [ATTACK_TRIGGER:0:0:0], and [PET_EXOTIC] tags from some of them, but even after that embarking with zeraora showed nothing in the citizens tab, with all of them being considered livestock. Speaking of the [PET_EXOTIC] token, the wiki says it causes any member of a civilization that has it to be treated as a pet, which couldn't be what was happening with zeraora since I removed that token, but it is present on all megas, so while I haven't tested extensively that could cause some problems.
FirePhoenix11  [author] 30 Mar, 2024 @ 3:42pm 
@d41337n8r: PMD changes are included in the main mod's changelog, but I've now created one:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2912931083/4361247103501207350/
d41337n8r 30 Mar, 2024 @ 11:42am 
there doesn't seem to be a changelogs thread, even though the steam change notes refer to one
FirePhoenix11  [author] 19 Feb, 2024 @ 1:45am 
@Surge: Was it just surface level injuries not being treated? Pawniard have metal replacing the skin and fat layers but have muscle and bone.

@d41337n8r: There is a guide which has some of that info, but I could add to it. Healing items should heal everything except lost limbs, but normal DF mechanics should generally work. It just might act a bit weird with modded stuff.

Currently got the minimum speed set to 10 kph (6 mph). Double that of Spinarak which Surge played. I certainly don't want a Pokemon to be too unplayable (everyone is someone's favourite), but some would need quite a change from the standard I create them.
d41337n8r 16 Feb, 2024 @ 11:58pm 
There should probably be a guide for keeping pokemon healthy, since most people will default to vanilla hospitals which won't always work. DF's health mechanics don't work much like pokemon's, so it's not intuitive what potions and the like will actually do. It would be really nice to have a resource that says how all the different kinds of materials pokemon are made of behave and how to heal each of them.

I'm also in favor of a playable lower limit on speed for every pokemon. I don't mind messing with those values myself if I want to play a given pokemon but it means I have to make a new world if I want to use one I haven't changed yet, and I don't think it should be necessary for everyone whose favorite pokemon are weak or who prefer to start with pre-evolutions to mess with the raws, or else have to design a hyper efficient fort just to establish livable conditions.
Surge 16 Feb, 2024 @ 9:03pm 
I'm not a veteran player so I can't say too much what's going on, but my Pawniards would have parts smashed open by wild 'mons and then it would never be treated in the hospital (though they would absolutely go to hospital when hurt so other injuries were getting treated) so I didn't see any of them heal.
FirePhoenix11  [author] 16 Feb, 2024 @ 5:02pm 
@Surge: Could do a minimum speed for all PMD Pokemon to at least make them more playable. Survivability otherwise is just how it will be without changing them further.

Looks like I forgot to modify the material on some FIREIMMUNE Pokemon to make them not take fire damage, will fix that for sure.

Inorganic tissue layers like metal don't have a natural healing rate, but should still be healed from items and effects.

Hippopotas should certainly drop fat as they have regular tissue layers without any change and should be large enough for at least 10 globs.
Surge 16 Feb, 2024 @ 10:16am 
oh, forgot, wild hippopotas don't seem to drop any fat when butchered which is either a fringe oversight for just that mon or a wider issue that makes soap production situationally impossible.
Surge 16 Feb, 2024 @ 10:14am 
Some feedback from playing a bunch of this so far:
I tried to make a spinarak fort and found that genuinely small "fodder" tier mons are basically unplayable, even getting past their inability to survive glancing blows from wild mons they're just too slow moving around to keep up with tasks in a fort and also care for their own needs.
Did an Axew fort, went very well, no complaints beyond the passive hostility of wild mons and that Haxorus can breath fire which proceeds to kill a half dozen Axew because they are neither resistant nor fast enough to escape.
Doing a Pawniard fort and I'm noting that steel types do not appear to be capable of healing from wounds, which may or may not be a problem in the long term, I don't know yet. Also my Bisharp died of dehydration in the kitchen so I'm gonna have to get another one and see if something weird is preventing them from satisfying their needs.
✧Starshadow Melody✧ 20 Dec, 2023 @ 3:23pm 
Steam version's adventure mode actually isn't here quite yet- but it has a release date of April 2024.
eldritchsyntax (hammerfell) 20 Dec, 2023 @ 2:34pm 
wait wdym play in "adventure mode"
steam v has an adventure mode???
how out of the loop am i????
FirePhoenix11  [author] 26 Nov, 2023 @ 5:34am 
@coltthewarrior: What does it say you have in stock? It could depend on what it is.
coltthewarrior 26 Nov, 2023 @ 5:21am 
My fortress reports as having around 100 food in their stockpile, but my scorbunnies are still starving, do I need to have food turned into a specific kind of meal before they will eat it, or is this a glitch of some kind?