Dwarf Fortress

Dwarf Fortress

Topples' Lizardmen
206 Comments
Topples  [author] 23 Apr @ 4:19pm 
@axmoylotl
I think [MUNDANE_RECORDING_POSSIBLE:TITLE_SET:NAME_SET] is needed to get secrets in fortress mode, and I'm not sure how it works in adventure mode since I haven't played into it too much.
Topples  [author] 23 Apr @ 4:19pm 
@axmoylotl
It has a secret involved with star-aligned gods that changes slann into starmasters. I don't see why it would effect necromancers since it doesn't overwrite the death-aligned god slabs and I think other mods have secrets like that. My mod does employ every means of getting the secret though, so I wonder if some secrets are bugged at the moment? The methods of obtaining secrets are:

SUPERNATURAL_LEARNING_POSSIBLE - gods may gift the secret to their worshippers. Secrets with [IS_SPHERE] specified may only be granted by gods who have at least one matching sphere.
MUNDANE_RESEARCH_POSSIBLE - the secret can be researched by mundane means. This doesn't do anything at present.
MUNDANE_TEACHING_POSSIBLE - the secret can be taught to apprentices
MUNDANE_RECORDING_POSSIBLE:TITLE_SET:NAME_SET - the secret can be written in books whose title and name are taken from the specified text sets. If this tag is present, a slab will be created upon learning the secret by supernatural means.
axmoylotl 23 Apr @ 4:04pm 
I think this mod might break books of secrets of life and death in adventure mode. In a couple worlds I've tried, with this being the only mod, it either makes the game crash, or simply wont grant the powers. Does this mod have any intended interaction with necromancer stuff?
Topples  [author] 13 Apr @ 12:06pm 
@הנביא מברוס
They are. [litter.catbox.moe] You just need to make Lizardmen civs are in your world. Just loading the mod doesn't guarantee they exist. They may have been killed off or just don't have suitable habitats.
þewé 12 Apr @ 11:42pm 
does this work for adventure mode yet?
2chuu4u 9 Apr @ 6:52pm 
@Topples I can't imagine why either. That shouldn't mess it up. Likely it has to do with the complexities of ammunition and bugs around the issue I suppose.
Topples  [author] 9 Apr @ 4:28pm 
@2chuu4u
I guess I'm not sure why they wouldn't use crossbows tho. Unless giving them he ability to use blowguns messes everything up for some reason.
2chuu4u 9 Apr @ 2:10pm 
I checked on the Discord and Putnam confirmed: Hunters will try to use Crossbows (and I think bows?) to hunt, even if they are a modded civ that uses different weapons.
Topples  [author] 9 Apr @ 9:35am 
@Kertain
Thanks.

- I believe there has always been difficulty with dwarfs equipping certain types of ammo and that toady is still working in correcting that.

- The getting mad in rain thing is something that sentient characters just naturally do. Maybe there's a way to get rid of it in dfhack, but it's not a priority.
Kertain 9 Apr @ 9:16am 
Hello :) I love lizardmen so thank you for making this.
Couple of curious things, not sure if its this mod or a normal dwarf fort oddity :)

- Hunters really struggling to equip correct ammo: I tried with bows and blowgun, they seems to get in really odd loop picking up ammo and then failing..ect I see a blowgun dart icon flash in their inventory then disappear like they are trying to pick that up even through they have a bow/quiver. I am trying now to purge the map of all blowgun ammo to see if that fixes it but so far seems wonky still.

-Lizards getting mad at the rain: I figured lizardmen would like to be above ground in wet environments, but they are getting grouchy about the rain. Is this intended?

Thanks!
2chuu4u 4 Apr @ 7:14am 
Right on ^_^
Thanks! I'm happy you are still taking the time to maintain this mod.
Topples  [author] 4 Apr @ 1:42am 
@2chuu4u
Done. The stegadon thing was an oversight, but I increased their weight and reduced most dinos in weight since sperm whales are 25mil U and bastiodons were 20mil U previously. The savage biome for mega dinos was reasonable, they only appear in savage tropical forests now.
2chuu4u 3 Apr @ 5:02pm 
One thing I saw was that the Stegadons were very small, like 50,000 if I recall. That's even smaller than cows. Stegadons are even bigger than Bastiladons in Warham. (In Warhammer, they have a variant called "Ancient Stegadon" and I might have altered their growth to become elephant sized at one stage and then after X number of years grow to be something like a Giant or a Dragon in terms of size. Just rough thoughts.

I might have considered limiting Dread Saurian to Savage lands, too.

Also, since Saurus have limited social skills, their position in law enforcement was more difficult. That said it could just be a part of the challenge so I didn't hate it.

After that I can't recall anything that particularly stood out! The Caste Size issue was dealt with in what seemed to be the most effective way as far as I understood.

It was a very impressive mod and I had a lot of fun with it.
Topples  [author] 3 Apr @ 4:47pm 
What updates would you suggest adding?
2chuu4u 3 Apr @ 3:52pm 
Nice! Thanks for the update Topples c:

Are you planning on going through and doing any updates to the Dinos? If you like, I'm a huge warhammer nerd and would be very glad to share my knowledge.

If not, it's okay not a big deal.
Topples  [author] 3 Apr @ 12:53pm 
I've updated the mod's graphics layer sets to adhere to the new dwarf fortress standard. I'm working in portrait graphics for this but I'm debating changing up the clothing styles.
2chuu4u 10 Mar @ 12:14pm 
@Topples Yaes, it was one of the updates that threw some syntax out of whack.

I really enjoyed playing this mod! I hope you take it easy and get some good rest. If you make it back onto the modding scene I'll be really excited to see what you make.

As it stands so far, at least it seems Lizardmen are working well enough and only needed some minor tuning on my end.

I love your work ^^
Topples  [author] 10 Mar @ 9:14am 
@Raxo
Thanks

@2chuu4u
The baby thing likely came up once DF did the whole baby update and changed some RAW formatting.
Raxo 10 Mar @ 8:57am 
ur a good man topples, keep up the good work
Topples  [author] 10 Mar @ 8:45am 
I want to make a DFHack mod that creates sprites for waves, and I want to be able to heavily modify a modded civ's game mode with DFHack too. If that happens I'd probably get back into modding this game.
Topples  [author] 10 Mar @ 8:45am 
Hey everyone.
I had taken a break from modding due to graduate school ramping up. I see that things are not working right now in some ways likely due to the fact I have not been following the updates since last Summer. It looks like the Lua-ificiation of DF raws has happened recently, so I'm not sure whether the old raws still run. I use Lua for making visualization from results of low-level language calculations and doing stuff with videogames, so I should be able to fix stuff quickly.

It looks like the linux version was finished while I was gone so I'm happy about that (emulating windows is a pain). Hopefully Toady exposed more of the game's C functionality to DFHack for Lua scripts since I got really frustrated about that stuff back when I stopped modding. He needs to be very liberal with those changes.
2chuu4u 4 Mar @ 3:57pm 
If you are getting the error report "Failed to add LAYER_SET:BABY, had unit type"
You need to go into the graphics files and anywhere it says "LAYER_SET:BABY" and add a ":DEFAULT" at the end.
So it now will say "LAYER_SET:BABY:DEFAULT" without the quotes.

There will be several files that need this, I'm not sure if any are redundant. Too much experimenting for that.
2chuu4u 26 Feb @ 7:42am 
Also! There's an issue with some of the dinos baby sprites not working. If anyone wants to fix their mod or if Topples would like, you can fix it by changing their graphics raws to look like this:

[CREATURE_GRAPHICS:STEGADON]
[LIST_ICON:LM_BEASTS_ICONS:5:0]
[LAYER_SET:DEFAULT]
[LAYER:BODY:LM_BEASTS:LARGE_IMAGE:15:0:17:1]
[CONDITION_NOT_CHILD]
[LAYER:CBODY:LM_BEASTS:16:9]
[CONDITION_CHILD]
2chuu4u 26 Feb @ 7:38am 
Must agree! As a big fan of Warhammer this is very accurate to the source material (despite the author's claims). The Saurus are even big enough to hold a Halberd in one hand and a Shield in the other, like the Temple Guards.

I think the Stegadon and Bastiladon sizes should be swapped though. Bastilladons in this mod are way too big :p
But I could be missing something important, like in my previous post (the lizardmens use a syndrome to fix their size. magic!).

And maybe the Dread Saurian and Horned Ones should be relegated to Savage biomes. My opinion, at least.
FloppaLover69 24 Feb @ 8:45pm 
Hey man I just wanted to say your mod is absolutely awesome is this is why I enjoy playing this game because of modders like you
Bralbaard 23 Feb @ 8:07am 
The game also gives a duplicate object bug if both this mod, and topples' orcs mod are used together, duplicate object bugs are usually quite bad for game stability.

Duplicate Object: interaction STUNNING_BLOW
[H.M] Hellfire 4 Feb @ 5:56pm 
currently the game seens to not like this mod:

*** Error(s) found in the file "data/installed_mods/topples_cv_lizardmen (204)/graphics/graphics_chameleon.txt"
Failed to add LAYER_SET BABY, had unit type
*** Error(s) found in the file "data/installed_mods/topples_cv_lizardmen (204)/graphics/graphics_chameleon_baby.txt"
Failed to add LAYER_SET BABY, had unit type
*** Error(s) found in the file "data/installed_mods/topples_cv_lizardmen (204)/graphics/graphics_chameleon_male.txt"
Failed to add LAYER_SET BABY, had unit type
*** Error(s) found in the file "data/installed_mods/topples_cv_lizardmen (204)/graphics/graphics_chameleon_male_baby.txt"
Failed to add LAYER_SET BABY, had unit type
*** Error(s) found in the file "data/installed_mods/topples_cv_lizardmen (204)/graphics/graphics_kroxigor.txt"
Failed to add LAYER_SET BABY, had unit type
CocoBat 29 Jan @ 2:32pm 
Just a heads up, this is incompatible with "Topples' Lizardmen" because both have a creature with the ID "Salamander", you can fix it by changing the name in the raw files, and changing the name of the respective ID in the graphics folder as well.
Multay 29 Jan @ 10:01am 
Are they playable in adventure mode? I've done several world gens and cant seem to pick them in any.
👉👌 21 Jan @ 6:59pm 
Easily one of my favorite races to play as in this game.
jRibbo45 12 Jan @ 2:06pm 
lizardmen caravans keep trying to swim across my moat instead of using the bridge and they drag their horse in where the river takes it and flushes them off my waterfall causing the rest of the wagons and horses to leave the map because too many died
Tapioka 10 Sep, 2024 @ 6:53am 
Is the lizardmen from this mod amphibious creatures? I've seen a skink enjoying his life under the water in my moat.
Deamondo 6 Sep, 2024 @ 9:45am 
Just a note that I'm getting a crash to desktop that appears to be related to Troglodons:

Creature caste outside of creature caste bounds: 9 for troglodon with 2 caste(s)
Unit has misaligned body modifiers. Adjusting.
Unit has misaligned bp modifiers. Adjusting.
Wabi_Ergosphere 21 Aug, 2024 @ 2:08pm 
Possible Bug report: Whenever I embark as Lizardmen, they instantly die. I have tried this in a variety of biomes and surroundings types and this has still occurred.
2chuu4u 25 Jul, 2024 @ 7:12am 
It's odd my brain does not want Warhammer in my Dwarf Fortress, but I gotta say the sprite art is immaculate and I admire the depth this mod goes into!
Renji 26 Jun, 2024 @ 6:23am 
Funny mod, but lizards can be a little too op, sometimes I had no other civs, only lizards.
Starbomb 31 May, 2024 @ 9:22pm 
Amazing mod, my favorite one for DF so far. Only question is wondering if there's a doc or something anywhere that lists the different properties and stats of the beasts/lizardmen. For example are any of them grazing or need nest boxes? Also I've never played a multi-race civ before, can the different lizardmen have children together? Or can you only get a Kroxigor by two Kroxigors mating. Thanks!
Topples  [author] 24 May, 2024 @ 1:29pm 
@Javes
They are. Essentially, the "secret of the stars" will change slann into starmasters and every other type of lizardman into ancients.

@Dmitri
Glad to hear it's working for ya.
Dmitri 23 May, 2024 @ 6:51pm 
And since I can't edit my comment, the solution was to add an exemption for Dwarf Fortress or turn off the protection. I was successfully able to do a manual save after a couple hours playing with no issue. Yay, I can finally play the game for the first time! XD
Dmitri 23 May, 2024 @ 6:50pm 
@Topples I was, but nothing seemed like it would be save crash worthy. That being said, I figured out the issue, and leaving the solution here in-case this helps someone else in the future.

I have a backup utility called Acronis True Image for Western Digital that apparently has "Protection" to prevent malware/ransomware. Apparently, it was blocking dwarf fortress from saving during the Saving Adventure part of it. My boyfriend and I were both experiencing it, and after extensive testing of trying to get it to crash, one of the times showed that the program blocked Dwarf Fortress.

Thanks for your reply and assistance in this matter!
Javes 23 May, 2024 @ 2:35pm 
Would you be willing to make ancient kroxigors a thing? It would be so amazing to have that! Like Nakai the wanderer.
Topples  [author] 23 May, 2024 @ 7:02am 
@Dmitri
Are you getting any errors in your errorlog file?
Topples  [author] 23 May, 2024 @ 7:01am 
@Dmitri
I haven't had any complaints about the mod crashing anything and in my experience I don't get that issue. I would assume it's something else unless others people are having this issue. I know DFHack is undergoing may changes due to adventure mode, so that's my best guess.
Dmitri 22 May, 2024 @ 9:40pm 
Does anyone have any issues with crashing when saving after autosaves? I have DFHack, Intro's Kobold Civ, This mod, and Perspective walls installed and it crashes when manually saving after a couple autosaves have occurred. I can't get past the first fall of the game. I'm not sure if it's caused by mod incompatibilities or just general instability though.
Topples  [author] 18 May, 2024 @ 8:57pm 
@Javes
Kroxigors and Sauruses are pretty weird with regards to size. They're dwarf sized, but their thought secretions make them much larger. I think sauruses end up being like 240000U and Kroxigors are like 400000U.

You can play as kroxigors by clicking the class name button in adventure mode character creation. The default is skink(female) so you just need to cycle through them until you hit kroxigors.

Whether they can become ancients in adventure mode, I'm not sure because I haven't been playing adventure mode very much. The process is similar to becoming a necromancer in that the saurus will become an ancient if they read a "secrets of the stars" slab written by a stars-aligned god, so if you can become a necromancer in adventure mode, you can become a ancient.
Javes 18 May, 2024 @ 5:05am 
Hello, i love this mod and have a few questions. What is the creature size and mass of the Saurus and Kroxigors? I would hate for them to be as light as a human, because in adventure mode that means most opponents will keep knocking you down by charging into you constantly. Another question i have is, can i play as a kroxigor in adventure mode? The option to pick saurus appears, but not kroxigor. Also, can i as a saurus become an ancient saurus in adventure mode? Thank you for working on this mod!
Topples  [author] 1 May, 2024 @ 1:59pm 
@Average Genestealer
Ye. You can play them in fortress and adventure mode.
Average Genestealer 1 May, 2024 @ 11:21am 
Playable?
Mopzorn 30 Apr, 2024 @ 7:29pm 
Fascinating! Seems [BABYSNATCHER] wasn't enough. I copied the entire ethics and behaviors from your Orcs, and that did the trick. Seems ethics are a bit more complex than I thought. Thanks for your help.
Topples  [author] 30 Apr, 2024 @ 6:45pm 
@Mopzorn
Usually [BABYSNATCHER] makes an entity evil. Entity's ethics tend to determine who they dislike, so make sure that lizardmen have opposing ethics to dwarves if you want them to be more antagonistic.