Dwarf Fortress

Dwarf Fortress

The Dwarf Fortress Workshop
Share and subscribe to Dwarf Fortress mods.
Mod for only one civilization per race?
I've been looking and can't find one, I'd love a mod that makes it so every race only gets one civilization each, especially if it works with mods because I keep generating world with like 5 grizzly bear man civilizations.
I don't think(hope?) it's a hard thing to code because I'd like to make a request to anyone who can code if there isn't a mod like that out there already! ^^
< >
Showing 1-6 of 6 comments
Maybe try setting the number of civilization that spawn to match the number of intelligent civilizations you have in your game? So 5 without any mods that add more intelligent creatures.
Originally posted by Pamparampampamparam:
Maybe try setting the number of civilization that spawn to match the number of intelligent civilizations you have in your game? So 5 without any mods that add more intelligent creatures.

Well in unmodded that will probably work, but in modded even with a number below the max number of intelligent races I get a lot of duplicates. And now that I think a little more about it, a mod like this could be used for more specific things as well, like only allowing certain races to spawn and maybe a set number of civilization per race. But I say again that I'm no modder so I'm just tossing the idea out there for anyone who wants to make it.
Dunno if mod like that is possible since number of civs spawned is determined by entity files, and every mod that adds custom civs have it's own. I vaguely suppose that it could be possible with DFHack, but that's not my forte, sadly.

It definitely can be done though. You just would have to do it yourself. Nothin' hard, really. If you play with vanilla entities on, then firstly you would need to go to "whereveryoursteamfolderis\Steam\steamapps\common\Dwarf Fortress\data\vanilla\vanilla_entities\objects" and open "entity_default.txt". There you need "MAX_STARTING_CIV_NUMBER". Change from 100 to 1, ignorin' the last one, where "all irrelevant right now" is engraved. Same method goes for mods. For stuff instaled from workshop directly path would be "*\Dwarf Fortress\mods". There would be some folders with names made up of numbers. That's your mods. Open the folder, then check info.txt. There should be it's name and a short information about what it changes or adds. If that mod adds any civs, then go into "objects" folder and find "entity_example.txt". Dependin' on the mod, there could be only one such file or multiple of them. The only thing it changes in our case is how many files you would have to open, nothin' more. Then repeat the process I described for "entity default.txt". And here you go, one civilization per race or somethin' among those lines. If you want to disable certain entity for a specific worldgen, then change "MAX_STARTING_CIV_NUMBER" to 0. It will prevent an entity from spawnin'.

Easy, right? There is some good articles on dwarffortresswiki and bay12forums about moddin' and entity tokens in general. I'd recommend you to check them out, because in terms of entities you can create many things even with vanilla files, it all boils down to your imagination.
Originally posted by 16 hour shift:
Dunno if mod like that is possible since number of civs spawned is determined by entity files, and every mod that adds custom civs have it's own. I vaguely suppose that it could be possible with DFHack, but that's not my forte, sadly.

It definitely can be done though. You just would have to do it yourself. Nothin' hard, really. If you play with vanilla entities on, then firstly you would need to go to "whereveryoursteamfolderis\Steam\steamapps\common\Dwarf Fortress\data\vanilla\vanilla_entities\objects" and open "entity_default.txt". There you need "MAX_STARTING_CIV_NUMBER". Change from 100 to 1, ignorin' the last one, where "all irrelevant right now" is engraved. Same method goes for mods. For stuff instaled from workshop directly path would be "*\Dwarf Fortress\mods". There would be some folders with names made up of numbers. That's your mods. Open the folder, then check info.txt. There should be it's name and a short information about what it changes or adds. If that mod adds any civs, then go into "objects" folder and find "entity_example.txt". Dependin' on the mod, there could be only one such file or multiple of them. The only thing it changes in our case is how many files you would have to open, nothin' more. Then repeat the process I described for "entity default.txt". And here you go, one civilization per race or somethin' among those lines. If you want to disable certain entity for a specific worldgen, then change "MAX_STARTING_CIV_NUMBER" to 0. It will prevent an entity from spawnin'.

Easy, right? There is some good articles on dwarffortresswiki and bay12forums about moddin' and entity tokens in general. I'd recommend you to check them out, because in terms of entities you can create many things even with vanilla files, it all boils down to your imagination.

Alright, thank you! I shall try that, I mostly asked because I like when modders make a one click solution to a lot of problems but I'm not adverse to messing with the files myself. But thanks again :)
Goblins could still spawn an extra civ with this setup, if the dwarves have an underground mining disaster.
Originally posted by 16 hour shift:
Dunno if mod like that is possible since number of civs spawned is determined by entity files, and every mod that adds custom civs have it's own. I vaguely suppose that it could be possible with DFHack, but that's not my forte, sadly.

It definitely can be done though. You just would have to do it yourself. Nothin' hard, really. If you play with vanilla entities on, then firstly you would need to go to "whereveryoursteamfolderis\Steam\steamapps\common\Dwarf Fortress\data\vanilla\vanilla_entities\objects" and open "entity_default.txt". There you need "MAX_STARTING_CIV_NUMBER". Change from 100 to 1, ignorin' the last one, where "all irrelevant right now" is engraved. Same method goes for mods. For stuff instaled from workshop directly path would be "*\Dwarf Fortress\mods". There would be some folders with names made up of numbers. That's your mods. Open the folder, then check info.txt. There should be it's name and a short information about what it changes or adds. If that mod adds any civs, then go into "objects" folder and find "entity_example.txt". Dependin' on the mod, there could be only one such file or multiple of them. The only thing it changes in our case is how many files you would have to open, nothin' more. Then repeat the process I described for "entity default.txt". And here you go, one civilization per race or somethin' among those lines. If you want to disable certain entity for a specific worldgen, then change "MAX_STARTING_CIV_NUMBER" to 0. It will prevent an entity from spawnin'.

Easy, right? There is some good articles on dwarffortresswiki and bay12forums about moddin' and entity tokens in general. I'd recommend you to check them out, because in terms of entities you can create many things even with vanilla files, it all boils down to your imagination.

Welp I tried it and it did not seem to work on mods, I put one civ to 0 but it still showed up on generation, it may also have to do with DFHack because I have it installed and ( I think) it does something with the files when I create a mod profile, but I'm not 100% sure of that, it's hard to observe
< >
Showing 1-6 of 6 comments
Per page: 1530 50