Dwarf Fortress

Dwarf Fortress

The Way the Words Work
42 Comments
donottellmetonottellyou 2 Jul @ 9:06am 
I am not having this issue. Maybe this is DF version specific? I am using 51.13 with dfhack
I put it last in the load order and removed entities and languages

I'm also using it successfully with a different mod set.
DPh Kraken  [author] 2 Jul @ 8:48am 
It loads on my end with the latest version without any impoverished selectors, so I'm not sure what's going wrong.
DPh Kraken  [author] 2 Jul @ 8:45am 
I don't know what's going wrong here. I'll ask Bay12.
intrapt 2 Jul @ 2:39am 
I'm still getting a CTD when using this, but now the error is "Impoverished Word Selector" repeated several hundred times. Either the game crashes right before world gen, or it tries to create a world called "" then crashes after a few seconds. It is the only mod in the load order.
DPh Kraken  [author] 1 Jul @ 2:12pm 
Okay, changed the dependencies to exclude vanilla entities and it runs on my end. Sadly, there's no good way to change the entities without replacing them - getting into weird dependency load order errors here.
intrapt 1 Jul @ 12:44pm 
I also can't create a world with this. This is my errorlog.txt:
EARLIEST_COMPATIBLE_NUMERIC_VERSION must be less than or equal to NUMERIC_VERSION!
*** Error(s) finalizing the entity MOUNTAIN
Unrecognized symbol: ARTIFICE
Unrecognized symbol: EARTH
DPh Kraken  [author] 2 Jun @ 4:22pm 
Make sure you've removed vanilla_languages from your load order.
Gizmo 2 Jun @ 2:33pm 
I'm sure I'm missing something obvious, but I can't create a world after I add this mod to the list.
DPh Kraken  [author] 25 Apr @ 3:43pm 
That seems like an error in the translation files, but make sure that your new words have unique IDs. If they happen to overlap, then it might have messed up your indexing as a form of raw duplication.
Dyscomancer 25 Apr @ 9:56am 
I did a few edits to this mod by adding words to the dwarven language, specifically adding T Word entries to language_DWARF_vanilla.txt and actual corresponding word entries to language_words_overhaul.txt. The new words integrated great on a new world on first session, but upon reload I'm seeing a lot of missing words and translated dwarf surnames only being translated to single compound words.

I'm new to raw editing, so is this a common pitfall? Is my save screwed beyond repair?
Baleur 20 Apr @ 1:12pm 
Thank You!
Zal 17 Apr @ 4:54am 
Finally. No more "Door Door, the Door of Doors" and his names weapon "ManyDoors the DoorsDoors"
DPh Kraken  [author] 22 Mar @ 12:25pm 
I just used whatever I had on hand.
HueSatLight 21 Mar @ 7:34pm 
How did you determine ADJ_DIST for your new adjectives? That's how I found this mod, I was wanting to add "fungal" and "lunar" in language_words.txt, couldn't make any sense of the vanilla ADJ_DIST, and realized there was probably already a mod that had adjectives added for a bunch of words I hadn't even considered yet.
I don't get a lot of double adjective names with vanilla, but some of them sound backwards. Did you try to match specific categories for your adj_dist, or go by the closest vanilla adjective?
DPh Kraken  [author] 23 Feb @ 10:32am 
These are the load conditions:
[CONFLICTS_WITH_ID:vanilla_languages]
[REQUIRES_ID_BEFORE_ME:vanilla_text]
[REQUIRES_ID_BEFORE_ME:vanilla_entities]
[CONFLICTS_WITH_ID:cooler_world_names]
[CONFLICTS_WITH_ID:the_way_the_words_work_lite]
[CONFLICTS_WITH_ID:language_overhaul]
[CONFLICTS_WITH_ID:language_overhaul_urist]
leonardodiasm 23 Feb @ 9:20am 
I couldn't load this mod today. It used to work before the latest game update. I made sure it was on the correct load order, disabled conflicting mods and all. It says it must be loaded after vanilla languages, but I do that and the game still won't let me load the game if this mod is on the enabled list (that list where you choose and manage mods before starting a world).
Nactarune 23 Feb @ 6:03am 
Is there any specific incompatibilities that you know of like with specific mods that won't work with this ?
DPh Kraken  [author] 14 Feb @ 5:33pm 
All of them work with Adventure. I'm not sure what you mean.
Grimbot 14 Feb @ 2:45pm 
Is there a version that works with th new Adventure release?
Serj Targarien 2 Feb @ 10:11pm 
Thanks for the explanation. Loving the mod so far.
DPh Kraken  [author] 2 Feb @ 10:56am 
Entities are civilizations, referring to a political structure rather than a creature.
- Graphics and lifespan changes would only affect the creature, and should work in general.
- Making humans playable depends on the way they've set it up. If the mod just SELECTs the PLAINS civilization to add the site-controllable tag and some extra features, then you can load your humans playable mod after TWTWW. If the mod cuts the entity to add its own, then they will not work together properly.
Serj Targarien 2 Feb @ 1:17am 
Can you explain compatibility a bit more, maybe in a forum post? People unfamiliar with Dark Fortress modding (such as myself) will have problems understanding what cut entities conveys.

Would this be compatible with a graphics mod that replaces the graphics in vanilla entities? With a mod changing only the lifespan of the vanilla civilized races? Or with a mod making humans playable for example?

Thanks in advance. Loving the mod just by seeing the screenshots, but quite worried about compatibility issues.
DPh Kraken  [author] 21 Dec, 2024 @ 10:22am 
Yeah, since I changed some of the English translations ("tummy" is now the much more versatile "chest", for example), there's a couple of places where a static translation doesn't exactly match up. Once we get Lua to generate the Identity language, it won't be an issue anymore.
HolyPope 21 Dec, 2024 @ 6:35am 
I accidentally loaded this with the "Mostly English Languages" mod, it made a funny bug: Dwarves were all given two names: the displayed name in menus from one mod, and the used names in alerts from the other. Usually it would be close enough to chuckle: something like Clasp Hidewhip would become Hitch Leathercream
Amelio 14 Nov, 2024 @ 6:11am 
should be vanilla, big props man
DPh Kraken  [author] 7 Nov, 2024 @ 11:13am 
It's not "some reason." This mod "cuts and replaces the default entities to update their naming conventions."
You should load it before mods that select entities, or use Lite if you use another mod that cuts entities.
Stale coocie 6 Nov, 2024 @ 9:35pm 
For some reason this mod breaks some other mods like Advanced Agriculture or Military Uniforms. I remove vanilla languages, put this mod last in the load order, and then all the new reactions from other mods don't appear in respective workshops or on the work orders screen.
Screw 28 Oct, 2024 @ 3:22pm 
Sorry, I am big dumb. It worked after I reshuffled the load priorities
Screw 28 Oct, 2024 @ 2:50pm 
I can't make the mod load. I try to add only it to vanilla, remove the vanilla language, place it in the load order it demands, still orange :/ no other mods on the list
DPh Kraken  [author] 23 Sep, 2024 @ 5:43pm 
Yes, the mod is automatically set up to remind you to do so.
Valiant 23 Sep, 2024 @ 5:08pm 
Do I remove vanilla language from load order or?
Thrice 6 Sep, 2024 @ 1:13pm 
@Leonardodiasm - Thats the best dwarf name in history! I love it. Im naming my next child "pregnantfingered" lol
Curious 2 Sep, 2024 @ 4:19am 
Unironically best mod in the workshop
DPh Kraken  [author] 30 Aug, 2024 @ 8:55pm 
Entities != creatures. There are no edits to the civ creatures in this, and it's completely non-graphical. I see no reason why TWTWW would be responsible for bugged creature appearances.
Do note that upon the release of 51.01-beta20 (which pushed out new sprite code), Discord users reported bugged sprites from CGE.
AlwaysAngron 30 Aug, 2024 @ 8:33pm 
This replaces entire entities and such make almost all mods effecting dwarves, elves and goblins incompatible. You may notice that CGE and other similar mods may be outputting incorrect sprites for humans etc
leonardodiasm 23 Aug, 2024 @ 6:26pm 
This is the reason I searched for Dwarf Fortress mod. Love the game, but the silly names were freaking me out. I mean, "Pregnantfingered", really? What were they thinking? God bless you for this mod.
wan1694 21 Aug, 2024 @ 8:05pm 
great work!
IntrepidH 21 Aug, 2024 @ 3:54pm 
Thank you for upload, the way the game implements names and language is a crime against reason and sanity.
Gnomoslov 18 Aug, 2024 @ 12:28pm 
ta fak
DikbutDaGrate 17 Aug, 2024 @ 1:11pm 
Hell yeah.
Doctor Dorkness 17 Aug, 2024 @ 1:30am 
I like what i see here, will use this in my next world
Curious 14 Aug, 2024 @ 4:23am 
This sounds absolutely amazing.I can't wait to give it a shot