Dwarf Fortress

Dwarf Fortress

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All Animal People Civilized & Playable
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File Size
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1.363 MB
22 Jan @ 1:55pm
19 Feb @ 8:28pm
4 Change Notes ( view )

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All Animal People Civilized & Playable

Description
Inspired by Caves of Qud, this mod makes every single animal person into their own playable civilization, transforming your worlds into a furry paradise. It also applies the same treatment to gorlaks, plump helmet men, and most of the humanoid elemental construct creatures.

This mod includes many bug fixes for animal people that prepares them each for fortress mode. Here's a list of bugged or otherwise game-breaking tokens that have been removed from animal people:

  • BEACH_FREQUENCY
  • CANNOT_CLIMB
  • CANNOT_JUMP
  • COOKABLE_LIVE
  • CURIOUSBEAST_EATER
  • CURIOUSBEAST_GUZZLER
  • CURIOUSBEAST_ITEM
  • DIVE_HUNTS_VERMIN
  • FLIER
  • HUNTS_VERMIN
  • IMMOBILE
  • IMMOBILE_LAND
  • MEANDERER
  • MILKABLE
  • NOSTUN
  • NO_SLEEP
  • PACK_ANIMAL
  • STANDARD_GRAZER
  • TRADE_CAPACITY
  • TRAINABLE
  • TRAINABLE_HUNTING
  • TRAINABLE_WAR
  • VERMIN_BITE
  • VERMIN_MICRO
  • WAGON_PULLER

Beloved community member Jecowa redid most of my work on these fixes in order to make sure this list is as exhaustive as possible, that way this mod can be very high functioning.

This mod also allows all sea-people to live on land, and removes all size requirements for handheld tools & weapons, that way small people can use them too :)

Please note:

  • This mod adds no new graphics to the game, and the vanilla team has not yet completed their work on adding equipment graphics to animal people, but they are known to be working on it with high priority, and the results of that will be immediately apparent in this mod
  • You May Never See Dwarves Again - add this file to your /objects/ folder to make them more common https://pastebin.com/rscd53pf
  • the DF worldgen engine has an issue with "map rejections" that is greatly exasperated in this mod, but one will definitely get through eventually if you use default worldgen parameters, and especially avoid setting "Number of Civilizations" to anything higher than default
  • playing as animal people comes with unique quirks such as carnivorism in some cases or egg-laying that must be acknowledged
  • modded entities have an issue with mod incompatibilities that must be addressed via a painful series of intermediary patch mods

Compatibility Patches
(make sure that compatibility patches are loaded after this module, not before)

Advanced Agriculture:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3094095758
Advanced Orchards:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3094096177

you don't need any compatibility patches for Advanced Botanical Variety, or Candymakers.
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?