Dwarf Fortress

Dwarf Fortress

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All Animal People Civilized & Playable
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2.226 MB
1 月 22 日 下午 1:55
8 月 9 日 下午 5:49
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All Animal People Civilized & Playable

描述
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
161 条留言
ryno  [作者] 10 月 9 日 上午 9:28 
@Park Ranger the modding wiki is very helpful too so be aware of its existence. just go to the dwarf fortress wiki and search for "entity tokens" to see a list of them all, or "reaction tokens" to see the ones i mentioned
Park Ranger 10 月 9 日 上午 9:22 
@ryno oh, okay, thanks!
ryno  [作者] 10 月 7 日 上午 5:20 
@Park Ranger entities need explicit permission to use workshops/reactions. the mod you mentioned does this by selecting the dwarven entity with [SELECT_ENTITY:MOUNTAIN], then adding [PERMITTED_BUILDING:UNIVERSITY_WORKSHOP_NAME_HERE] or [PERMITTED_REACTION:UNIVERSITY_REACTION_NAME_HERE]. you can copy that format for any civ you want.

find the entity ID (e.g. the good-aligned civilization of all snake-type people in this mod is called GOOD_SNAKE_ANIMAL_PEOPLE), then in your university mod, make a new raw like:

[SELECT_ENTITY:GOOD_SNAKE_ANIMAL_PEOPLE]
[PERMITTED_BUILDING:WORKSHOP_NAME_HERE]
[PERMITTED_REACTION:REACTION_NAME_HERE]

do this for each entity you want to include. fear not for this is a fast job.

note: for reactions, you can skip all that now using [WORLDGEN_ENABLED] & [FORTRESS_MODE_ENABLED], which automatically grant access to all entities, modded or otherwise, that exist in your world.
Park Ranger 10 月 7 日 上午 1:44 
@ryno Yeah, exactly, workshops! University adds a few workshops where your dwarfs should be able to learn their skills and attributes. Literally get exp. But there is also mod Topples' Quarry with the same problem. It adds quarries where you can mine ore.
So if it's easy to fix, can I ask you to make a guide what to edit so they would work, please? It would be too demanding to ask you to patch all the mods plus there could be more in the future, so I think it would be more productive if you would write I a little guide what to edit in X mod to make it compatible.
ryno  [作者] 10 月 6 日 下午 4:34 
@Park Ranger idk what that is but its almost certainly a fast and trivial job to make them compatible if they are not yet. if its just something that adds workshops and reactions, then that would definitely be compatible with a few simple tweaks
Park Ranger 10 月 6 日 下午 2:22 
Can't use yours and Better University mod together. That freaking sucks.
ryno  [作者] 10 月 2 日 下午 9:49 
@Mosley Gaming animal people are known to often engage in such activity!

@Orbmaniac no special instructions for usage, for load order id recommend just leaving it at the default bottom-most position
Orbmaniac 10 月 2 日 下午 1:18 
Weird, I still only have dwarves count as playable. Does this mod need to be in a certain position?
Mosley Gaming 10 月 2 日 上午 10:52 
Can they have babies?
ryno  [作者] 10 月 1 日 下午 8:58 
@Hope#1243 "Salmonsüppen" its the same thing, just copy paste the example provided and for elves you'd replace MOUNTAIN with FOREST, and DWARF with ELF and you're done.

for humans, their creature id is HUMAN and their entity id is PLAINS

for goblinsm, their creature id is GOBLIN and their entity id is EVIL