Dwarf Fortress

Dwarf Fortress

Fantastic Fantasy Fortress
chipathingy  [developer] 10 Jan, 2023 @ 2:21pm
Bug reports and other issues
If you have any bug reports or other issues with the mod, this is the place to put them! Or on the bay12 forum
< >
Showing 1-15 of 26 comments
chipathingy  [developer] 3 Nov, 2023 @ 4:10pm 
Originally posted by Alamaïs:
Hello ! The mod looks great and I'd like to try it out, but I get a "Conflict with Vanilla_creatures_graphics" that doesn't allow me to create a new world with your mod. Do you have any Idea how I could try and fix this ? Thank you :)
That's not a bug, it's by design! The only way I can get the graphics to work properly is to replace the whole folder, you NEED to remove the vanilla_creatures_graphics folder for it to work properly. Don't worry, all the vanilla graphics are included and it should all work
Alamaïs 13 Nov, 2023 @ 2:24pm 
Originally posted by chipathingy:
Originally posted by Alamaïs:
Hello ! The mod looks great and I'd like to try it out, but I get a "Conflict with Vanilla_creatures_graphics" that doesn't allow me to create a new world with your mod. Do you have any Idea how I could try and fix this ? Thank you :)
That's not a bug, it's by design! The only way I can get the graphics to work properly is to replace the whole folder, you NEED to remove the vanilla_creatures_graphics folder for it to work properly. Don't worry, all the vanilla graphics are included and it should all work

Alright, it does work indeed, thank you for your answer and the mod :)
Does this mod add the "Impure Mithril" ore stuff? Enemies and travelers seem to almost always have some.

https://steamhost.cn/steamcommunity_com/id/taxibutler/screenshot/2494516115358964735/

Screenshot for reference
chipathingy  [developer] 31 Jul, 2024 @ 9:43pm 
Originally posted by Greenie /Taxibutler:
Does this mod add the "Impure Mithril" ore stuff? Enemies and travelers seem to almost always have some.

https://steamhost.cn/steamcommunity_com/id/taxibutler/screenshot/2494516115358964735/

Screenshot for reference

Oh wow. Yes, that's this mod. Unfortunately I can't control how much a civ will use, I can only affect how likely they are to use it by controlling how often it spawns.

As with any metal that can be smelted straight from an ore, anyone who has access to it will use it. It looks like your goblins don't have a lot of access to other metals
Moonwarden64 2 Dec, 2024 @ 1:34pm 
Chip, I think I've found an issue with the orc civ, their starter biome is set as [ALL_MAIN] but they also have [OUTDOOR_FARMING], [OUTDOOR_GARDENS] and [OUTDOOR_WOOD] and it looks like if a civ that has those token gets placed into a biome that can't grow crops like a tundra then the game will throw a error when generating a new map. In my case I was getting the "Placed farming entity without non-orchard crops" one which stoped after I set the orc's start biome as all of them but Tundras, Glaciers and mountains
chipathingy  [developer] 2 Dec, 2024 @ 5:08pm 
Originally posted by Moonwarden64:
Chip, I think I've found an issue with the orc civ, their starter biome is set as [ALL_MAIN] but they also have [OUTDOOR_FARMING], [OUTDOOR_GARDENS] and [OUTDOOR_WOOD] and it looks like if a civ that has those token gets placed into a biome that can't grow crops like a tundra then the game will throw a error when generating a new map. In my case I was getting the "Placed farming entity without non-orchard crops" one which stoped after I set the orc's start biome as all of them but Tundras, Glaciers and mountains

Thanks! That probably explains why I could never get them to spawn there - I always intended for them to live in the badlands, deserts and tundras where no one else does but could never get it to work

Wiki says OUTDOOR_GARDENS doesn't cause world gen rejections, so that will stay. There's no fruiting trees in the tundra, so I'll remove OUTDOOR_ORCHARDS

I've found that civs without OUTDOOR_FARMING (or indoor) don't spread properly, so I'll probably add a plant to the tundra rather than remove that token. Rat weed seems like a good candidate

I'll add these changes to the next update, which hopefully isn't far away.
b e a n 18 Mar @ 1:16pm 
Every goblin appears to use the baby portrait :p
chipathingy  [developer] 19 Mar @ 12:24am 
Lol that's hilarious! I'll fix it with the next update. Shouldn't be far away
GoodWin 23 Apr @ 6:23am 
Please update the mod for bay12 forum, I need to do a manual installation. When installing the mod via steam, for some reason, files with graphics for elves or dwarves are lost.
chipathingy  [developer] 23 Apr @ 1:07pm 
Thanks for the reminder but unfortunately that won't help you - because I include and use some of the vanilla graphics I dont include any of the graphics outside of steam.
Try deleting the mod files, then unsubscribe and resubscribe on steam. That seems to to the trick for me
RiUza02 24 Apr @ 3:39pm 
my dorfs cant use BoomSticks and Hand Cannons. They hold the weapon, but dont pick the ammunition even with a bag and quiver.
jovasmir 18 May @ 2:21am 
Loving the concept but havent been able to get far past the embark.
While playing a modded run my dwarfs have started leaving bloodtraces all over, the blood is from my dwarfs cause its named but no one is injured. I've also run the df hack command for clean all and it keeps happening.
I've reinstalled both game and mods and the bug keeps coming back within the first few days from embark with only this mod installed.
Its playable at first, but the constant cleaning will bog down the fort when population gets higher.
chipathingy  [developer] 18 May @ 2:30am 
@jovasmir did you bring any blackpuff tincture with you? Or blackpuffs?
I can confirm that dwarves will automatically drink blackpuff tincture, which causes an endless syndrome spiral as they will cough blood and vomit which appears(?) to infect others who walk through it. Even using dfhack's clean all and full-heal all does not remove it, it just reappears the next tick.

Using the syndrome GUI shows every dwarf in the fort with a constantly increasing duration of blackpuff ooze poisoning, even with no tincture/blackpuffs remaining in the fort and running clean-all every tick.

I think it would be a good idea to remove blackpuff tincture as a potential default drink for a new embark. It's a nasty troll to have this automatically drunk/used in cooking by dwarves when they don't do the same for any other poison.

The rest of the mod seems solid so far, cheers!
I believe Minotaurs need the [LARGE_ROAMER] in order to spawn propperly, I can finally embark with them as adventurers after adding it to the creature raws
< >
Showing 1-15 of 26 comments
Per page: 1530 50