Dwarf Fortress

Dwarf Fortress

Topples' Halflings
80 Comments
Topples  [author] 1 May @ 11:30am 
@Tapioka
If you want Quarries with your Halfling fort you need to have the Quarries mod. Be sure to include it below the halflings mod when you are initiating the world.
Tapioka 30 Apr @ 4:05pm 
If I install the halfling mod but not the quarry one, will I still be able to start a halfling fort with a quarry or the quarry mod is a must have?
Bralbaard 23 Apr @ 6:21am 
Thanks for all the updates. I personally like the lack of digging, as it makes the game play differently, and as you mention, it fits with the lore as well. I'm not currently playing a halfling fort, but I did like the option to obtain stone that the quarry gave you.
Topples  [author] 22 Apr @ 2:20am 
Added the new hat graphics that just got released.
Topples  [author] 19 Apr @ 1:11am 
I've updated the mod to version 1.3.0. It includes new unique portrait graphics and fixes some minor issues.

Let me know if anything is broken (it shouldn't be) or if the graphics look off in certain cases. Also let me know if you have suggestions for balancing.

I also want to ask if you guys think I should keep the dfhack script to keep halflings unable to dig into rock. It seems lore-accurate but it's probably annoying in fortress mode since progression requires digging. I might just separate the script into a separate mod.
Topples  [author] 19 Apr @ 1:07am 
@cam
Cool. What Halflings lack in strength they make up for in charisma, so they're good at socializing.

@Cat Princess
:^)
Cat Princess 17 Apr @ 8:23am 
How is called a halfling torn in half by a demon?

A quarterling
cam 16 Apr @ 8:50pm 
My dwarves really love the halfling tall tales. All our artifacts just... depict halflings, being struck down by demons. Is it the heroism of the halflings in these stories that captivates my dwarves so?Or is it the sheer brutality with which a demon can tear through an unprepared halfling? Perhaps just the comedy of imagining such a battle is what enchants them so... but that would be pretty disrespectful to our halfling allies. Either way, the halflings leave a presence far greater than their might would imply, with their stories having a major place in the dwarven entertainment industry LOL. May the soap man deity of rivers, Fikuk, forgive us for our cruelty, and blow bountiful bubbles of luck unto our halfling allies.
Cat Princess 14 Apr @ 2:17am 
@Topples mods, only
Topples  [author] 13 Apr @ 11:51am 
@CaitlynCatProtectress
What would even go into that?
Cat Princess 12 Apr @ 10:23am 
lotr mod pls someone i will pay on onlymodz
Phantom Spaceman 9 Apr @ 5:00pm 
@Topples Its super cool seeing you check in and pop some updates on this, it's one of my favorite mods for df on steam! I have trouble justifying starting new worlds without the little halfling homies bumbling around. Big props, you rock!
Krompus 4 Apr @ 3:00pm 
Legend.
Topples  [author] 4 Apr @ 1:12am 
I got you. [files.catbox.moe] Hemp will be updated too.
Krompus 3 Apr @ 5:18pm 
@Topples Awesome, thank you for the progress report!

> comprehensive smoking mod

Oooh, I've been wanting a smoking mod. I assume you're doing "pipe weed" (which is tobacco according to Tolkien), would there be any possibility of adding cannabis / marijuana while you're at it? You could possibly clone or rename hemp. I would love to have a stoner fort! I wonder if they could have smoke graphics like when an enemy emits gas, haha. Psilocybe cubensis / magic mushrooms would also be amazing! :plumphelmet:
Topples  [author] 3 Apr @ 1:03pm 
Lastly, I removed the "graphics swap" thing. It was more of a gimmick in this mod and it didn't do much at all and was probably broken anyway. I am working on another dfhack mod for graphics fixes and other things I don't like about DF's modding system. This will include graphics merging between mods and graphics swaps by race later as well as some other things. I've been working on DF's internal graphics system too to allow hooks into the right spots to arbitrarily insert graphics into DF's rendering pipeline. A lot can be done if I can get that working.
Topples  [author] 3 Apr @ 1:03pm 
I fixed the head graphics bug. It was because I was using graphics from the vanilla dwarf files and those were changed.

I removed a lot of functionality from them in this change. They no longer have native quarries and in order to get quarries with them, you need to download and use my quarries mod. Be sure to add it after the halflings mod in your mod list.

I also removed pipe from halflings in order to make a more comprehensive smoking mod with proper dfhack scripts. I'm trying to get it up soon.

Halflings being unable to mine rock was also a broken feature due to some structural shift in DF's internal raws, so I fixed that.
Krompus 10 Mar @ 10:54am 
Awesome, thank you @Topples! Yeah, I was seeing a few too many hobbit necromancers during worldgen, hopefully their aspirations can be adjusted in the future.
Topples  [author] 10 Mar @ 9:09am 
@Nevloz
Yeah, I'll fix the minor graphical issues soon. I'll try to be around at least once a year to patch things up as the game progresses (slowly, slowly, progresses).
Topples  [author] 10 Mar @ 9:05am 
@Krompus
Yeah, I've gotta fix that. Thank's @Phantom Spaceman. I've been gone since summer of last summer and I see the game Raws have been Lua-ified. I am hoping Toady exposed more of his game's functionality to Lua for modders because last time I sed DFHack to work on some of my ideas, it was frustrating how little you could really do. If things there have improved, I want to work on making separate game modes that would trigger when making a settlement.

I want my orcs to be war-oriented and they would gather resources from other Civs to summon terrible things into the world. Hobbits should have more modest goals instead of building a mountain home. I think their "win condition" should have something to do with farming and gardens and beerhalls and stuff.
Krompus 27 Feb @ 11:57am 
Thank you @Phantom Spaceman, that worked!:craftsdwarf::debug:
Phantom Spaceman 26 Feb @ 4:46pm 
Hello @krompus, I'm not sure the mod is still active. It hasn't been updated since may '24.. However! There is a pretty simple fix for the strange big floating dwarf heads on your halflings. Under halfling_graphics the first layer group had this line in it, [LAYER:SHADOW:DWARF_BODY:4:0]. Removing that line got rid of my giant floating dwarf head problem. Make sure to delete the string from both the 'mods' folder in the DF main and the 'installed_mods' folders under data. Strike the Earth! Rock and Stone! :redbeard:
Krompus 26 Feb @ 3:52pm 
Awesome mod, thank you. There's a graphical issue with the new stable release, perhaps you could have a look? https://lensdump.com/i/YMFijm
Nevloz 25 Jan @ 4:33pm 
is this mod still active?
DPh Kraken 10 Dec, 2024 @ 8:23pm 
A splendid example of loading DFHack scripts!
The Beast at Tanagra 25 Oct, 2024 @ 2:40pm 
Halflings are cool, but how come they tend to spread out their civs so much? Is that intentional or some quirk of their coded characteristics?
Chad~Senpai 18 Oct, 2024 @ 7:53pm 
@Phantom Spaceman
It worked! I hadn't deleted the one in the 'installed_mods' folder. Thank you so much for the help.
Phantom Spaceman 18 Oct, 2024 @ 4:32pm 
@Chad~Senpai Hey there, I just downloaded the mod again to see if removing [LAYER:SHADOW:DWARF_BODY:4:0] was still working and it did remove the big head on my end again. I made sure to delete the string from both the 'mods' folder in the DF main and the 'installed_mods' folders under data. :goldvein: Hope that works for you bud.
Chad~Senpai 18 Oct, 2024 @ 3:53pm 
Hello. There's a strange graphical glitch where my halflings will have a bald behind them, I know someone else mentioned this. But trying their method didn't work for me, so I'm wondering if there are any other solutions.
Horst 10 Oct, 2024 @ 3:17pm 
When possible, I would really like there to be a mod for smoking pipes in the dwarf fortress, it would be really good
Gawdzend 30 Sep, 2024 @ 9:15am 
@Phantom Spaceman cheers
L'Homme Crabe 9 Sep, 2024 @ 12:04am 
@Phantom Spaceman Thank you I had this big head bug too.
pingin 7 Sep, 2024 @ 9:55pm 
my halflings don't seem to have access to pipe weed (plants or seeds) in the embark menu. this seems horrifically cruel. is this a biome thing? do not all halfling civs have access to pipe-weed?
Phantom Spaceman 31 Aug, 2024 @ 10:19am 
I managed to fix the problem I was having. Under halfling_graphics the first layer group had this line in it, [LAYER:SHADOW:DWARF_BODY:4:0]. Removing that line got rid of my giant floating dwarf head problem. Hooray! :redbeard:
Phantom Spaceman 29 Aug, 2024 @ 6:53pm 
I'm getting a bit of a goofy graphical error. Whenever I start a new embark, there is a large bald dwarven head directly behind each of my halflings. It seems that a dwarfs body is being layered in behind my halflings sprities. :pickax:
RafaelKB 22 Aug, 2024 @ 2:50pm 
can you make a version with only the pipeweed???? PLEASEEEEEEEEEEE I WANNA GET MY DWARVES HIGHHHHHHHHHH
Fantastic Fwoosh 10 Aug, 2024 @ 11:26am 
@ThePhantomX64 It just adds or edits a file specifying the civilization to be loaded in for worldgen. Pre-50. entity modding was much easier to understand, you could for instance just take a creature without having to think about graphics and copy paste the default dwarf civilization details to it, but most people try to establish a 'playstyle' or gimmick to make races unique.
ThePhantomX64 30 Jun, 2024 @ 10:07am 
I know this is probably a dumb question but i am new to Dwarf Fortress modding. How does new playable races even work? does it remove the dwarves? Do the races add new races as civilians to appear or something? i am just very confused as someone new to playing on the modding side of the game.
captainscorpio 27 Jun, 2024 @ 5:21pm 
Checked the comments just to makes sure I wasn't the only one misreading the name of this in a very specific way.
TheEpicTroll 18 Jun, 2024 @ 10:35pm 
I think the halflings are spitting on all my townsfolk
zmex 17 Jun, 2024 @ 11:22am 
can anyother civ use the pipe
Maud'Dewb 7 Jun, 2024 @ 10:10am 
@LuthiX

How did you go about letting dwarves use pipes?
Topples  [author] 1 Jun, 2024 @ 4:59pm 
@LuthiX
Thanks. I do plan on making it so that the ability to smoke it tied to the pipe item as opposed to being race specific, but DfHack still needs to approve the tools that allows for that.
LuthiX 30 May, 2024 @ 9:56pm 
Great mod, the sprites are fantastic, they look like they belong in the vanilla game. I haven't messed with the halfling civilization too much but I like what they add to my dwarf fortress. I changed a few things to make it so dwarfs can make pipes too and do the smoking animation.
mudplayerx 14 May, 2024 @ 4:50pm 
I came here thinking it said "Topless Halflings"
Topples  [author] 5 May, 2024 @ 1:29pm 
@niemst
Thanks. That sphere alignment doesn't make them go to war more often, but instead gives them gods and such that are more likely to align with war. I changed it so they're more in line with peaceful agrarian stuff now.

@☾⎛sιтєʀ⎞☽
I just fixed an issue with quarries that was likely due to a corrupted graphics file, so there shouldn't be any lag with them now. I'll need to see what the issue with the mining scripts are when Dfhack updates to the newest beta.

I've also given halflings human portrait graphics for now as I work on more halfling-y ones. I also made beards less common among halflings.
niemst 5 May, 2024 @ 12:02pm 
Hi,
I noticed that halflings likes war too much - I think it is sue to: [SPHERE_ALIGNMENT:WAR:512] where more means more leaning to and default is 256. I think it should have been 128
Kevin McScrooge 17 Apr, 2024 @ 2:23pm 
Very nice
Topples  [author] 17 Apr, 2024 @ 12:41pm 
Just made halflings playable in adventure mode.
☾⎛sιтєʀ⎞☽ 10 Apr, 2024 @ 3:22pm 
A few issues with this. First, boulders from the quarry can't be used in anything. Tried using it to cut stone blocks and they cant find the boulders despite being in a stock pile. Second, if halflings dig any further than a few layers down it ends up being "empty space" and they end up stuck into nothing land. This also causes immense lag. Somehow the quarry also causes lag when they are working at it. My suggestion is to just make them be very slow at mining and get rid of the penalty to mine lower than a few layers. As for the quarry, I'm not sure how to fix that.