Dwarf Fortress

Dwarf Fortress

All Animal People Civilized & Playable
128 Comments
Knight of Space 25 Jul @ 6:38pm 
Wonderful thank you bunches!
ryno  [author] 24 Jul @ 11:25pm 
@Knight of Space fear not, the new version of DF simply changed the location of everyones mods folders in order to address some shortcomings and pave the way for a slightly more functioning future

they're now in appdata/roaming/bay 12 games/ (on windows)
Knight of Space 24 Jul @ 5:07pm 
Hey, reinstalling this mod after the most recent update to DF and DFhack, but now there's no mods folders in my main DF or DFHack folder for me to put the Dwarves patch? Any idea what to do? if not no worries!
@ryno Oh ok so I did it right the first time -- but to clarify, I basically included the other modded civ (in this case Kobold Caves) in the file, and in order for it to be applied I had to arrange the load order so your mod came last.

Suppose I should add that I noticed a weird issue where despite effectively trying to force them to spawn via the file, certain civs just don't show up. Might just be the low civ count worlds I'm generating but I would expect the civs I'm promoting to show up first, but I still get civs not included in the file showing up instead of one of the various other critters I have listed.
ryno  [author] 26 Jun @ 6:24pm 
@Gaylord Zapikowski, Pirate Lord i wouldnt recommend putting it in the df objects folder, if youre referring to editing the vanilla files. that might work apparently but its best to put it in the mod folder, its just a question of which mod folder but uhh it sounds like you got it working one way or another so its all good
@ryno I did in fact misread the instructions on what to do with the spawn rate file, as I stuck it in the mod file rather than the DF objects folder.
ryno  [author] 25 Jun @ 8:57pm 
@Gaylord Zapikowski, Pirate Lord the only reason i can think of that would require that particular load order is if you put the file that selects the other modded entity inside of this mod rather than putting it together with the original. i could be wrong though
@ryno I went ahead and got the spawn rate file to work for a modded civ. It was pretty simple, same steps as before, but it does mean that any other civ mod you want to work and spawn according to the spawn rate file needs to be above this one in the load order. Thought I'd share that bit of info in case it would be nifty to have on hand if anyone else starts asking about it.
ryno  [author] 13 Jun @ 10:59am 
@BitterMoth make sure you're using the mod
BitterMoth 13 Jun @ 12:08am 
no matter what i just get dwarfs am i doing anything wrong?
A Literal Spider 10 Jun @ 7:52pm 
Nevermind. It's just that, before you Embark!, all the hamlets, fortresses and site are shown as hostile no matter what.
ryno  [author] 9 Jun @ 10:15am 
@A Literal Spider most of the negative feedback for the mod pertains to the distinct lack of hostility so i dont really know
A Literal Spider 8 Jun @ 6:26pm 
Is there a way to not make the world 100% hostile?
ryno  [author] 6 Jun @ 6:53pm 
@Gaylord Zapikowski, Pirate Lord well you can just use both mods at the same time, no need to locally merge them or anything like that. but if you're combining this with another civs mod, the sheer amount of civs in this one would likely make it unlikely for worlds to generate with civs from the other mod unless you perform the aforementioned tricks to selectively boost entity spawn rates accordingly
@ryno That does, would it also be possible to add civs from another mod into the file, or would that be a bit iffy. Thank you!
ryno  [author] 6 Jun @ 3:45pm 
@Gaylord Zapikowski, Pirate Lord you just select any entity you want and add any [CREATURE] tag you want to it (in batches of many copies of itself, because each creature tag makes them more and more common). In the example file, i've selected the MOUNTAIN entity because thats the vanilla entity in which dwarves live, and i've copy pasted dozens of [CREATURE:DWARF] into their file in order to make dwarven civilizations more likely to appear in a given world.

You could do this for any other type of civ. For example, if you wanted to generate worlds that were more likely to have civilizations of toad men, you would select the [AMPHIBIAN_ANIMAL_PEOPLE] entity from this mod and paste countless additional (a lot) instances of [CREATURE:TOAD_MAN] into their file.

Let me know if that clears it up.
How does the entity_spawn_rate_patch work? I would like to know if I could use a similar file to encourage certain civs to spawn.
Officer Sexy 28 May @ 11:49am 
Sorry, I was silly ;) Works as intended.
ryno  [author] 28 May @ 11:35am 
@Officer Sexy why not

@Brenbold probably not, but all of those are contained in one file called 'creature_animal_people_patch.txt' so it is trivial to just pluck it from the mod and use it on its own
Officer Sexy 28 May @ 11:19am 
Does not function anymore?
Brenbold 28 May @ 4:38am 
Can you make a version of this with just the fixes to animal people?
ToxicWyrm 13 May @ 10:25am 
@ryno Thank you so much this is just what i was looking for!!
ryno  [author] 13 May @ 9:51am 
@ToxicWyrm https://pastebin.com/rscd53pf this should do the trick if you want to reliably find dwarves. The game uses the [CREATURE] entity token as a distribution weight for some reason, so simply duplicating the dwarf many times in their entity will make them far more common. Just save this file as "entity_spawn_rate_patch.txt" and put it inside the /objects/ folder of this mod.

you can use this same logic to increase the spawn rate of all of the other vanilla civilizations as well.
ToxicWyrm 10 May @ 5:01am 
love the mod but any way to make the spawning more leveled anyone? it's not spawning dwarfs due to the amount of animal people types lol,thats all i need but if not i'll just keep running through the random spawnings till i get a dwarf civ
ryno  [author] 24 Apr @ 5:42am 
@silverbulletsunshine Good luck! :D
silverbulletsunshine 23 Apr @ 6:21pm 
@ryno My bad, I've never done a mod before. I'll make sure to credit you as the original author when I upload them. Thanks!
ryno  [author] 23 Apr @ 4:27am 
@silverbulletsunshine the mod doesnt edit any vanilla files, but feel free to do whatever you want with it haha

@A Rather Purple Leo i dont know how ant men work, but yeah they apparently have a max age of 5-8 and most of their castes lack a gender. I share similar concerns about the viability of their breeding, and it might be worth changing them to be more standardized with regards to fortress mode
silverbulletsunshine 22 Apr @ 10:09pm 
Splitting this into separate mods for each file that is edited would make it a lot more compatible with mods that add races. If given permission, I could do it myself.
A Rather Purple Leo 18 Apr @ 12:32pm 
How do ant-men work? Do they still have castes and a queen? I've just embarked and they all seem to go by "it" and I can't seem to tell the difference between any of them if they are in fact drones, soldiers or a queen, they are all 2-3 years old, am I screwed when they start turning 5 because they wont be able to reproduce quickly enough/at all?
Skunktail 17 Apr @ 11:31pm 
seems i found an incompatibility and in hindsight it was rather obvious
Trainable animals expanded
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2898783240

doubt it can be patched but one can wish

also incompatible with The Creation Forge
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2898393468
this can be patched but the effort might not be worth it
yscobake 30 Mar @ 1:25am 
furry (coming from one this is awesome tysm for making this)
sead 26 Mar @ 1:53pm 
love the mod, but like the previous person's comment said, I have only seen one occassion of factions being hostile to each other after creating 5 worlds with the mod on. wish the original races were still common as well, that way we can at least have goblins to fight with lol
Debonkulous 25 Mar @ 6:50pm 
Works as intended! Though, I've found that war is something that doesn't happen particularly frequently. Almost all races are pretty much always at peace with one another. Not a bad thing, just noteworthy!
Sora Hjort 22 Mar @ 1:48pm 
I find going into the detailed settings and changing max subregions up helps with lower rejections.
Economy Wonderglu 22 Mar @ 12:35pm 
I agree with Maligerent, excellent mod and good work, but being able to pick and choose would be awesome
Maligerent 22 Mar @ 10:57am 
After 130 rejections my game straight up crashed. I think having ALL the animal men playable may be an issue... It may be easier on the game and people's computers to break this mod into separate animal men civs so people can pick and choose who they want.
ryno  [author] 19 Mar @ 11:03am 
@Space Dolphin there were a couple types of entities that i left common domestic pets out of because it had a weird vibe, but im open to reverting that and it's easy to change locally as well by adding [COMMON_DOMESTIC_PET] to their entity file. But for meat i would just set up some fishers (or cave fishers if you have no surface spots) and you should have infinite food within a couple minutes
Space Dolphin 19 Mar @ 6:38am 
Hi! I am a little new to DF in general but I really just wanna play it as beast guys. So, I noticed when embarking, even if I choose to prepare carefully, I can never bring Pigs, Ducks, Geese, Chickens, or any fowl with me at all. Only grazers. This is a real problem as I want to play Wolf and Lion people and they need meat stuff set up fairly quickly -- also I just like ducks and geese a lot and want to have them. Is this a bug or intentional? Thanks!
ryno  [author] 16 Mar @ 8:56pm 
@baph_online i mean, they're the only entities that i assigned some amount of banditry to, the game just happens to translate that into full-war-always, so like
baph.online 16 Mar @ 5:31pm 
cool mod! one thing i did note after launching however: every single civilisation that exists in my world is either at war with or hostile to snake men of any kind, which has left their numbers near zero. even the octopus men are hostile to them. is this by intent or a bug?
ryno  [author] 13 Mar @ 8:46am 
@ゆきぃん Hmm, broken moon snail men and playable fireflies? That all sounds very bizarre and i will be sure to investigate this when i can. Is this the only mod you were using?

@Winters i'm not sure but i doubt it

@Colonel Kernel i want everything that you want too, but there's unfortunately no official means to these ends
Colonel Kernel 13 Mar @ 3:24am 
this mod makes me want to design a world after the twokinds webcomic. the terrain would be easy with perfect world, but i wonder if there is a way to design how the world generates as well so i can choose which animal people are chosen and place all of the civilizations where theyre supposed to go? if anyone has any bright idea let me know
Winters 12 Mar @ 3:15pm 
can carnivorous races eat milk, eggs and other non-meat animal products?
ゆきぃん 12 Mar @ 10:17am 
I might be misunderstanding something or have a loadorder issue.
Tried playing as moon snail men, in a desert of all places, and had all of the people drown (somehow) within 10 seconds of starting the fortress.
Second game was as fireflies (didn't say men, just fireflies).
One second post unpause the game said the fort had burned to ash and forced me to save/quit.
Meteorific 11 Mar @ 5:51pm 
ahhh, you're right. Thank you! Somehow a tiny part of my map was mountain.
ryno  [author] 11 Mar @ 1:31pm 
@Meteorific it sounds like you're probably on a mountain- your question is typical of those who are. Or perhaps some other freezing biome? But yeah it's not the mod (unless I'm wrong)
Meteorific 10 Mar @ 3:32pm 
is it normal to not be able to plant anything? Playing as aardvark i have like 400 seeds yet no option to plant anything above ground
ryno  [author] 3 Mar @ 11:52am 
@chasech123 uhh to be clear the answer is that yes, they all need water (or some kind of drink) in order to live
chasech123 3 Mar @ 11:49am 
Okay awesome! I thought humans needed water to live for whatever reason. Thanks for the quick response. My chinchilla fort will be wonderful!
ryno  [author] 3 Mar @ 7:59am 
@chasech123 They experience thirst, but they are not alcohol dependent. Water is fine, and they will definitely die of dehydration without it. Alcohol is fine too but Dwarves are the only(?) creature in the game that explicitly need/prefer it over water.

It's controlled by a creature token called [ALCOHOL_DEPENDENT] which is nowhere to be found on any animal people