Dwarf Fortress

Dwarf Fortress

Dwarvemon
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FirePhoenix11  [developer] 8 Dec, 2022 @ 2:56pm
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Zetsumi 9 Dec, 2022 @ 4:38am 
So having a strange one that seems to happen consistently with only Dwarvemon, all entities, and the texture pack. Upon loading a save or leaving the game and returning to it in any way - even just going back to the main menu after generating a world - all Dwarves turn into Treeko. In a fortress mode save, this results in the fortress crumbling immediately after unpausing. When creating a world then returning to the main menu before embarking, this results in all origin civilisations being Treeko instead of Dwarves, and creating a party of Treeko when trying to embark.
This seems to persist even after unsubbing from all other mods, wiping my DF folder, and reinstalling.
Last edited by Zetsumi; 9 Dec, 2022 @ 4:56am
FirePhoenix11  [developer] 9 Dec, 2022 @ 5:00am 
Originally posted by Zetsumi:
So having a strange one that seems to happen consistently with only Dwarvemon, all entities, and the texture pack. Upon loading a save or leaving the game and returning to it in any way - even just going back to the main menu after generating a world - all Dwarves turn into Treeko. In a fortress mode save, this results in the fortress crumbling immediately after unpausing. When creating a world then returning to the main menu before embarking, this results in all origin civilisations being Treeko instead of Dwarves, and creating a party of Treeko when trying to embark.

Got this happening with someone else too and have a save to investigate. I've heard of this sorta thing happening with other mods I do believe.
Zetsumi 9 Dec, 2022 @ 5:05am 
Originally posted by FirePhoenix11:
Got this happening with someone else too and have a save to investigate. I've heard of this sorta thing happening with other mods I do believe.
Yes, I suspected that. So I tried unsubbing from everything but Dwarvemon and associated mods, deleting my DF folder, and reinstalling the game from scratch, but it was still happening.
Mods tab on the main menu showed only Dwarvemon, ALL and TYPE entity mods, and the texture pack installed. All saves were gone. Still had a treeko world on new saves after returning to the main menu.
Perhaps I made a mistake installing/activating it? I'm only supposed to activate ALL or Type, right, not both at once? Was I supposed to disable any vanilla stuff?
Is there a specific load order? I've been putting Dwarvemon core below the vanilla stuff, all or type beneath that, and the texture pack last.
Last edited by Zetsumi; 9 Dec, 2022 @ 5:06am
FirePhoenix11  [developer] 9 Dec, 2022 @ 5:16am 
1
Originally posted by Zetsumi:
Originally posted by FirePhoenix11:
Got this happening with someone else too and have a save to investigate. I've heard of this sorta thing happening with other mods I do believe.
Yes, I suspected that. So I tried unsubbing from everything but Dwarvemon and associated mods, deleting my DF folder, and reinstalling the game from scratch, but it was still happening.
Mods tab on the main menu showed only Dwarvemon, ALL and TYPE entity mods, and the texture pack installed. All saves were gone. Still had a treeko world on new saves after returning to the main menu.
Perhaps I made a mistake installing/activating it? I'm only supposed to activate ALL or Type, right, not both at once? Was I supposed to disable any vanilla stuff?
Is there a specific load order? I've been putting Dwarvemon core below the vanilla stuff, all or type beneath that, and the texture pack last.

Its because of duplicate creatures. World gen and first time doesn't care but loading a save does apparently. I'll figure something to minimise it.
FirePhoenix11  [developer] 11 Dec, 2022 @ 5:54pm 
Originally posted by Zetsumi:
So having a strange one that seems to happen consistently with only Dwarvemon, all entities, and the texture pack. Upon loading a save or leaving the game and returning to it in any way - even just going back to the main menu after generating a world - all Dwarves turn into Treeko. In a fortress mode save, this results in the fortress crumbling immediately after unpausing. When creating a world then returning to the main menu before embarking, this results in all origin civilisations being Treeko instead of Dwarves, and creating a party of Treeko when trying to embark.
This seems to persist even after unsubbing from all other mods, wiping my DF folder, and reinstalling.
This is resolved for anyone wondering. Old worlds and versions will still encounter it.
Scootieloo_TTV 11 Dec, 2022 @ 7:08pm 
Here's a bug, perhaps. Migrants migrated in and brought Water Pokemon in as livestock/pets which promptly air-drowned and died. They brought a Sharpedo and an Alomomola
FirePhoenix11  [developer] 11 Dec, 2022 @ 11:57pm 
Originally posted by Scootieloo_TTV:
Here's a bug, perhaps. Migrants migrated in and brought Water Pokemon in as livestock/pets which promptly air-drowned and died. They brought a Sharpedo and an Alomomola
Unfortunately intended. If creatures are amphibious then those that spawn in the water will just waltz out of it. I may be able to come up with a workaround though.
Lord WoffingShire 12 Dec, 2022 @ 8:17am 
Hey, don't know if this is intentional, a bug, or the Dwarf Fortress AI working as intended, but I cannot for the life of me get my hunters to hunt the wild pokemon that come onto the map. They have the job assigned, they're equipped with crossbows and ammo, but they simply will not go and hunt anything.
Dwarves with the same setup on my non-modded save hunt just fine so I don't think it's a mistake on my end.
FirePhoenix11  [developer] 12 Dec, 2022 @ 2:06pm 
Originally posted by Lord WoffingShire:
Hey, don't know if this is intentional, a bug, or the Dwarf Fortress AI working as intended, but I cannot for the life of me get my hunters to hunt the wild pokemon that come onto the map. They have the job assigned, they're equipped with crossbows and ammo, but they simply will not go and hunt anything.
Dwarves with the same setup on my non-modded save hunt just fine so I don't think it's a mistake on my end.
I think others have similar problems both with and without mods. I'll certainly investigate when I get the chance.
Cyrius Solstice 12 Dec, 2022 @ 10:00pm 
Having an issue where placing down a pokemon center causes the game to crash instantly. I have not tried any of the other buildings. I also noticed that any transparent assets such as tree saplings and fruits and such now have black backgrounds, which wasn't an issue before. I have not done much troubleshooting yet but I thought it might be worth mentioning.
FirePhoenix11  [developer] 13 Dec, 2022 @ 12:52am 
Originally posted by Cyrius Solstice:
Having an issue where placing down a pokemon center causes the game to crash instantly. I have not tried any of the other buildings. I also noticed that any transparent assets such as tree saplings and fruits and such now have black backgrounds, which wasn't an issue before. I have not done much troubleshooting yet but I thought it might be worth mentioning.
I've done some changes to workshops so not sure if I'd be able to replicate the crash. The black backgrounds I've seen though, not too sure the cause but I think its been around since the start.
Scootieloo_TTV 13 Dec, 2022 @ 10:54am 
Merchants brought a caged Slugma to trade, the Slugma raised the temperature so much that the honeycombs I brought to trade were melted and rendered useless. That's awesome.

The slugma caught something on fire and that ended up melting the merchants and some of their Pokemon. Also awesome! But maybe that's a bug? Not sure, I'm having fun regardless hahaha
Yoko OwO 13 Dec, 2022 @ 3:50pm 
Hey you mentioned a workaround for water pokemon and I had a sort of rudimentary idea (DF noobie, be gentle). Is there a way to make it so that if (non-amphibious) water pokemon are rolled when the game chooses gear for the embark, it replaces them with those same pokemon, but in glass cages for aquatic animals? Thanks for your hard work, found your old Bay12 thread and it's so cool to see how far you've come.
FirePhoenix11  [developer] 13 Dec, 2022 @ 4:38pm 
Originally posted by Yoko OwO:
Hey you mentioned a workaround for water pokemon and I had a sort of rudimentary idea (DF noobie, be gentle). Is there a way to make it so that if (non-amphibious) water pokemon are rolled when the game chooses gear for the embark, it replaces them with those same pokemon, but in glass cages for aquatic animals? Thanks for your hard work, found your old Bay12 thread and it's so cool to see how far you've come.
I've got a solution done. Just have them gain NOBREATHE so they don't air drown.
Lord WoffingShire 22 Dec, 2022 @ 9:45am 
None of the workshops from this mod show up in any of the workshop menus.

I brought it up in the normal mod discussion before and you said that they should be at the bottom of the workshops, but they aren't. I even generated a new world to make sure there was nothing bugged about that specific save. The only workshops in any of the tabs are the vanilla ones.

The only mods I used were this one, Dwarvemon Graphics, and remove subterran entity
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