Dwarf Fortress

Dwarf Fortress

Tweaked Domestication
23 Comments
Chro-NO  [author] 17 Feb @ 7:58am 
Looks to be good now, changing the version did the trick
Kyuubicle 16 Feb @ 9:38am 
You need to update the NUMERIC_VERSION and DISPLAYED_VERSION in order to get Dwarf Fortress to copy the updated mod to its mods folder. This is because the game makes a folder for each and every new version it detects.

Basically: NUMERIC_VERSION is number that will be placed in the set of ()'s in the mod's folder name, and DISPLAYED_VERSION is what the games shows in the mod manager.

I used the values 12 and 1.2 (respectively) to test this.
AceEquinox 11 Feb @ 10:08pm 
Redownloaded it and still seeing it. Yeah I hear you on the steam workshop thing, I've never made a mod for DF but I have for a couple other games and it seems like every game makes their own uploading executable and they are all jank.
Chro-NO  [author] 11 Feb @ 2:01pm 
I double checked my files and I didn't miss it, but when redownloading the mod, it was indeed still there. Steam work shop is weird. In any case just pushed another update, hopefully it takes this time.
AceEquinox 11 Feb @ 12:14am 
You missed removing the age tag from giant snail in bug. Everything else looks correct.
Chro-NO  [author] 10 Feb @ 6:19pm 
Just pushed another update, let me know if I missed anything else
AceEquinox 10 Feb @ 5:18pm 
I looked through the update, most of it's fixed but you missed a couple and made a couple mistakes with the update. You missed adding 3:6 to the Giant Lion Tamarin in tropical. You missed removing your lowering of the maxage of the giant snail in bug slug. And you accidentally lowered the maxage of the Crab, Adder, and Kingsnake when you added the child tag in ocean and temperate. It looked like everything else was implemented though.
Chro-NO  [author] 9 Feb @ 8:41pm 
Updates pushed, thanks for contributing!
AceEquinox 5 Feb @ 1:17pm 
You probably already know this but the Weasel Opossum Crab Adder and Kingsnake are all non-vermin base animals for the giants, I would change those and let those changes be inherited by the giants.
Chro-NO  [author] 5 Feb @ 12:05pm 
Awesome thank you for this, I should have time this weekend to get these changes in.
AceEquinox 5 Feb @ 12:48am 
Ok I compiled a big ass list of stuff with less than maxage 3:6 that you didn't change, things with more that you did change, things that need child tags you missed, and one thing you added a child tag to that already had one. These are just things you already changed something for in your mod, I didn't go through all possible creatures and even so might have missed something.

add maxage:3:6
Giant Toad 2:3
Giant Bushtit 1:2
Giant Lizard 2:3
Giant Hamster 3:5
Giant Hedgehog 2:3
Giant Rat 2:3
Large Rat 2:3
Naked Mole Dog 2:3
Giant Mole 2:3
Giant Green Tree Frog 2:5
Giant Weasel 2:3
Giant Opossum 2:4
Giant Lion Tamarin 2:3

Remove maxage
Giant Snail 20:35
Giant Cave Spider 20:30

add child:1
Giant Crab
Giant Adder
Giant Kingsnake

remove child:1
Giant Monitor Lizard child:1
AceEquinox 4 Feb @ 9:37pm 
I also just noticed Naked Mole Dogs, Giant Moles, Large Rats, and Giant Rats have very low max age of 2:3, it might be worth bumping them up while you are making changes. Too bad there isn't a sort-able chart with creature max:age listed to make it easy to know which ones are too low.
Chro-NO  [author] 3 Feb @ 10:21pm 
I'll look into patching that :steamthumbsup:
AceEquinox 3 Feb @ 9:23pm 
@Chro-NO I think I noticed a mistake when I was checking the files for mir_38, you applied your bug maxage 3:6 tag to the giant cave spider which is normally maxage 20:30.
AceEquinox 3 Feb @ 9:08pm 
@mir_38 I checked the file, the Giant Cave Spider is included in the things that have been given a child stage. Anything that can be temporarily tamed with an animal trainer(which giant cave spiders can in vanilla) can be tamed permanently if tame when going from child to adult, that fully tame creature will then have permanently tame offspring.
mir_38 18 Dec, 2024 @ 2:16pm 
Does it make the GCS tameable? (I assume not, because you would probably have counted those as "good for war"
Chro-NO  [author] 5 Dec, 2023 @ 10:15pm 
Giant mantis' have really good fighting capability because they can grapple with their claws. And with the increased lifespan I added they should be much easier to keep a good population of them around.
Artemis 5 Dec, 2023 @ 9:39pm 
What insects would be good for war?
Chro-NO  [author] 24 Nov, 2023 @ 12:10pm 
I didn't directly edit any raws, I used the select tag to tweak the already existing ones (like deleting meandering), so they should retain their vanilla apply current tags.
PrivateRiem 22 Nov, 2023 @ 8:34pm 
Hello friend. According to Putnam, "you need APPLY_CURRENT for CV_REMOVE_TAG
CV_CONVERT_TAG also requires it
basically if you're using creature variations you need that". This would mean that any creature you have changed to remove meandering needs [APPLY_CURRENT_CREATURE_VARIATION].
Thanks for your work!
Chro-NO  [author] 26 Jul, 2023 @ 11:32am 
I may move the insect changes to a different mod to keep the scope tighter on this mod if people are interested.
Chro-NO  [author] 26 Jul, 2023 @ 11:28am 
Why settle for giant war bears, when you can charge into battle with an army of giant war hamsters?
Moffman 26 Jul, 2023 @ 4:35am 
Neat! I always wanted to train a giant war bear, now I can!