Dwarf Fortress

Dwarf Fortress

Plump Helmet Men Revolution
17 Comments
2chuu4u 26 Jul, 2024 @ 2:18pm 
I don't know how much @indigofenix checks by, but I wasn't really able to replicate this behavior we discussed using Plump Helmet Men. They didn't seem capable of being assigned to military squads.

I'm unsure if that's because of something changed in version 50.x, or maybe I was doing something wrong. But browsing through the raws I couldn't find it anything I did differently.

They were pretty worthless, a lot more like the Goombas in ROTMK (iirc) which just ate all your food and took up rooms.

Well, regardless, this remains a fun mod. I like the zombie mushroom thralls who cause mischief.
2chuu4u 24 Jun, 2024 @ 6:42pm 
Ohhh. Dang, that's really interesting!
Yeah, I've been reading over the files and the stuff you came up with here is really clever c:

It's a bit of a bummer that I can't arm them with little spears and armor to be my cannon fodder, but I still like to bring them alongside raiding forces to boost our numbers. GO MY MUSHROOM THRALLS!

I'm still figuring out how having various degrees of "intelligent" "pets" works in this game.
indigofenix  [author] 24 Jun, 2024 @ 12:28pm 
@2chuu4u It's actually much simpler to make creatures like that, that's just how Dwarf Fortress treats domesticated creatures that are capable of learning and have the SLOW_LEARNER tag. In the base game trolls work like this if you mod them to be domesticated by a player race.

This mod is very different and uses an interaction-based system to create entirely new behaviors that aren't in the base game at all.
2chuu4u 16 Jun, 2024 @ 5:31pm 
That does make me curious, could they be made to work like the Yoshis in your RotMK mod? They were sort of like a hybrid of "animal" and citizens. You could even put them in Squads.

I'm having trouble reading the way files work in the Steam version of mods, but that would be cool to tinker with.
Calvão Bueno 27 Dec, 2023 @ 2:41pm 
Is there a way to "free" them? Make them a citizen?
Pleroma 8 Mar, 2023 @ 4:41pm 
might want to remove the word 'enslaved'
the workshop cops have an itchy trigger finger for mods that use that word
indigofenix  [author] 6 Mar, 2023 @ 1:36am 
@Super Space Kid ft NORO
Nah, they don't work...they are more like animals than slaves actually. You can eat them and brew them into wine, and you can train them for hunting and war and assign them like dogs, and they also hunt vermin.
Super Space Kid (ft. NORO) 5 Mar, 2023 @ 7:12pm 
tbh i just want to spawn with iron men and then assign them tame lvl 7 or just outright citizenship and then have those emotionless freaks handle all the dirty work like cleaning and burial
Super Space Kid (ft. NORO) 5 Mar, 2023 @ 7:10pm 
darn tbh i thought it would work like them having tame lvl 7 and would act like a second class resident ;~;
indigofenix  [author] 5 Mar, 2023 @ 2:55am 
@Super Space Kid ft NORO
Try embarking with 30 of them and find out :steammocking:
Super Space Kid (ft. NORO) 3 Mar, 2023 @ 10:37pm 
so do they actually revolt or can i just have the free serf race for free
Benstorm 22 Feb, 2023 @ 1:15am 
"Be me born in and bred in the south." _____ ( mmm SLAVE! )
|O O| 0
| U | * :craftsdwarf: :plumphelmet:
Superfly Johnson 21 Feb, 2023 @ 11:09pm 
what does this do...?
KM.One 21 Feb, 2023 @ 11:58am 
@MarineMammal yes, it is easy, in the mod folder you will see a entity.phm.txt file, all you need to do is change the [select_entity:mountain] to [select_entity:***] where *** is whatever the other race you are using is called. That is the easiest way. Better ways to do it exist but i am not going to get into it in a steam comment section. feel free to go to the modding section of the discord if you need more help :)
KM.One 21 Feb, 2023 @ 11:52am 
I am so glad this mod is out :) Thanks
Lizy_Sticks 20 Feb, 2023 @ 9:42pm 
ENSLAVE
MarineMammal 20 Feb, 2023 @ 8:44pm 
is there a way to configure this for other races, seems pretty cool