Dwarf Fortress

Dwarf Fortress

Splint's Playable Humans
23 Comments
Splint  [author] 6 Jul @ 5:28pm 
@FreshBoxLive I can check about the coin dates. That may just be a missing entity-level token that'll be easy to fix.

@SaidF In the vanilla game dwarves are the only playable race for fortress mode, which is why if they die out, there'll be no fort mode available. With this mod or others like it, it expands the amount of fort-mode playable civs, which means you'll almost certainly have someone to play as.
SaidF 6 Jul @ 2:35pm 
Hello. Quick question.

Will this mod allow me to play worlds where the dwarven civilizations were all extinct?

Fortress mode is not enabled by default in worlds created without surviving dwarven civilizations.

Thanks in advance.
FreshBoxLive 3 Jul @ 10:38pm 
Human coins do not have unique dates
Splint  [author] 31 May @ 11:40pm 
Are you sure you enabled it properly @Officer Sexy? I rolled up a fresh world to make sure and I have plenty of both civs available to pick from.
Officer Sexy 31 May @ 12:38am 
Does not function anymore. Only dwarves playable but there are human civs on the map.
Chasethegreatgraywizard 7 Apr @ 12:33pm 
Thank you so much @Split... I love the mod...
Splint  [author] 7 Apr @ 4:11am 
It'd be [TOOL:ITEM_TOOL_MINECART], @Chasethegreatgraywizard, but I'm getting an update out now.

Hopefully they have all the stuff they're supposed to have now!
Chasethegreatgraywizard 6 Apr @ 11:59pm 
@cam Whats the item token for minecarts? I've just had this issue...
Splint  [author] 6 Apr @ 3:55pm 
@cam I can do that! That's a pretty trivial fix and another one that I could have sworn they had access to by default, but I guess not. If I don't get to it at some point tonight I probably will tomorrow.
cam 6 Apr @ 10:44am 
You may want to consider adding minecarts to their recipes as well. Not really a problem with dfhack's add-recipe command but I feel like doing strip mines with minecarts hauling to the surface is very human behavior.
Splint  [author] 4 Mar @ 3:15pm 
It is indeed intentional that they can't get strange moods @TripleZero. They can't get them in the base game either, so I left that as is to help differentiate them.

As to the smelter, I dunno what to tell you. The only base game metal they can't make are steel and pig iron (they can still make use of both via melting scrap down from invaders and dwarf caravans though.) I've not run into any issues with them, but if you were trying to make steel or pig iron, they can't do that.

If you want steel or artifacts, you'll have to fight, send out explorers, raid or trade, or in the case of moods, have dwarves in your settlement who haven't undergone strange moods during worldgen.
TripleZer0 4 Mar @ 5:29am 
Looking at a strange issue with Smelters. Work orders for smelters set to use any workshop appear to never actually be used. I have do some more testing later to see if orders for specific smelters work. Maybe it's because human smelters are different because they have no option to make steel ?

Also, is it intentional that humans are not capable of getting any strange moods ?
Splint  [author] 3 Feb @ 8:40pm 
Updated the mod to allow for stepladders to be produced by humans. It's not a critical update, but I really should have caught that.
Splint  [author] 3 Feb @ 8:14pm 
Not a problem, I try to keep up with any problems my mods might have. It's no fun to anyone if something isn't working right on the release version of something.
Ronakk 3 Feb @ 8:12pm 
Oh my god yeah, it turns out I just have the inability to read. The work order tab still saying "manager needed" threw me off so bad. Thanks for the quick reply my guy!
Splint  [author] 3 Feb @ 8:10pm 
The manager's role is the Taskmaster @Ronakk. Double check that you didn't miss that, but otherwise I'll have a look.

And I'll double-check on the stepladders @mikeydmc. Coulda sworn they had those by default, but if I missed something I missed something. Thanks for the heads up.
Ronakk 3 Feb @ 7:27pm 
Hi, I noticed while trying to start up a fortress that the manager role is missing from my human outpost. I tested on two newly created worlds, and confirmed that the dwarfs still have it. Was this intentional or is it possibly something that came from the latest patches?
mikeydmc 3 Feb @ 7:24pm 
It looks like the humans can't craft step ladders for harvesting fruit trees
Splint  [author] 30 Jan @ 4:54pm 
It depends strongly on your environment @Nevloz. The vanilla wood block reaction has parity with stone in terms of output, unlike past versions, so it's much more doable now without custom reactions or buildings.

it still takes quite a while, but with a mixture of stone and wood and making use of blocks rather than logs, you can do quite a bit!
Nevloz 29 Jan @ 10:57am 
if you're encouraging surface living you should probably give them a bonus to wood production if possible. Deforesting the entire map to build two houses sucks in my experience with trying surface dwarves.
Splint  [author] 27 Jan @ 2:15pm 
Indeed I did @spikfinger! Variety is the spice of !!FUN!! after all!
spikefinger 26 Jan @ 11:14am 
buddy removed the ''dwarf'' from dwarf fortress
Zmey 23 Jan @ 3:43pm 
Do you think I want to play as a disgusting human? .... Well, of course I'm going to play, better to be a human than a tree hugger. :topduck: