Dwarf Fortress

Dwarf Fortress

More Vanilla Creatures
270 comentarios
ryno  [autor] hace 12 horas 
@doug righteous yeah pretty much
doug righteous hace 16 horas 
all ents are burn on sight
Plumboi 6 NOV a las 3:03 
A barrel man ran into my fort, chugged my ale, and punched my war dog to death 10/10 mod
ryno  [autor] 5 NOV a las 4:15 
@CocoBat hopefully nothing broke, and if something did hopefully someone will tell me :3

but yea theres gonna be more content added to the mod in the future i just been workin on other things and waiting (endlessly it seems) for animal people equipment graphics so that i can finally do my big animal people expansion patch
CocoBat 4 NOV a las 19:26 
I'd not expected another update soon, the prefix is much appreciated.
20firebird 11 OCT a las 18:05 
I didn't read the description thoroughly before installing, and the fungal infections gave me quite a fright! I saw the giant spores floating around underground and figured touching the dust was a bad idea, but I didn't expect my dwarves to start transforming. Kind of fascinating.
ryno  [autor] 23 SEP a las 13:22 
@mrmistophelees :)
mrmistophelees 23 SEP a las 3:39 
@ryno Hey, just wanted to say thanks again for a mod that feels interesting and unique. About the fungal stuff, I think it's an interesting idea and there is a place for that story for some people. It just feels a little too inevitable since there's no cure and it's really everywhere underground. And perhaps most importantly, I think players tend to get attached to the character they created in adventure mode, and then having it transform into a thrall seems kind of heartbreaking, although functionally, it hasn't changed the game play.
But I don't want to understate the fact that you put your heart and soul into the mod, and we really appreciate it! Thanks so much!
ryno  [autor] 18 SEP a las 17:59 
sounds pretty unholy. also while im here i would like to mention that ive been distracted by a new mod that has been taking most of my time. MVC will receive minimal new content in the meanwhile. and the next time i patch it ill probably just remove things if anything, such as the fungal infectors
TC X0 Lt 0X 18 SEP a las 15:12 
I just came to say that the recent Elf invasion came with a Minecart person couple ridding matching war grizzly mounts, and that is very neat and funny.
ryno  [autor] 5 SEP a las 9:12 
@BoriSama someone made a mod that removes all the terrible things: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3302744089
BoriSama 5 SEP a las 6:48 
Is there a way to remove this fungal infection from the mod? I really don't want to "clean units" every time from fear that all my dorfs transforms into ♥♥♥♥♥♥♥. I had to load a previous save because, suddenly, half my fortress was infected and transforming
ryno  [autor] 2 SEP a las 16:33 
all apologies for the fungal infection stuff in general
mrmistophelees 2 SEP a las 7:51 
Whew... got it. Turns out, the clean function did not remove the actual syndrome I had. For those who want to remove that pesky spore syndrome, here is the command in dfHack:
modtools/add-syndrome -eraseAll -target 13525 -syndrome 252
Where -target [unit id]
To get your unit id, select your unit and type: lua print(unit.id)
Also note, the mod actually has three fungus-like syndromes, depending on which one you caught. The id for them all is 252, 253, 254.
mrmistophelees 2 SEP a las 6:05 
@ryno In a previous reply, you mentioned you could remove the fungal infection with dfHack. Since I was unaware of the problem of fungal infections before I started my world, I was infected in adventure mode a long time ago. Now, my save game is at the point where my dwarf turns into a fungal thrall in a few more turns. I downloaded dfhack to try to prevent this catastrophe, but have not been able to change fate. I have used the cleaners command [clean units] to remove contaminants, [full-heal] to remove wounds and stuff, [clean items] to remove the fungal spores from all my items, and even opened up [gm-units] to completely remove an "unknown" wound off my character. I've saved the game and reloaded. And yet my dwarf STILL turns into a thrall the next time I fast travel and then look at him again.
Could you explain exactly how I could prevent this from happening, if it's possible?
Thank you for such an interesting mod!
ryno  [autor] 20 AGO a las 12:24 
@Drakli thats wonderful
Drakli 20 AGO a las 10:51 
I've got some good news! I removed FB's Revised Wildlife" from the incompatibility list on info and tested the two mods together, and no errors cropped up! Looks like whatever caused the conflict may no longer be a factor.
Drakli 19 AGO a las 4:27 
Absolutely fair, I'll look into it from here!
ryno  [autor] 17 AGO a las 22:01 
@Drakli it was so long ago i have no idea but feel free to just go into the info.txt and remove the line that prevents them from being loaded together and see what happens
Drakli 17 AGO a las 15:20 
How does "FB's Revised Wildlife" conflict with "More Vanilla Creatures," please? I'm interested in FB's mod but I don't want to give up your cool creatures!
niemst 10 AGO a las 22:25 
Giant Bugbat looks great :-D and blobs are so cute :-)
fallout2077 26 JUL a las 7:26 
Actually, forget about that theory regarding Biodiversity Booster... I've created a world using just BDB, MVC, and the compatch and embarks seem perfectly normal, nothing strange spawning with embark.
fallout2077 26 JUL a las 7:10 
Hello. Does this mod increase the chanced to embark Minecart Men & Women? It seems like about 90% of the time (if not more) I'll embark with them in addition to my standard 7 dwarves. Also does this mod take the savagery of biomes into account when determining pets during embarkation? I seem to embark with Owlcats fairly often. I looked through my other mods to see if any of them added "use_any_pet_race" to Dwarves and I came up with nada. Could it be the Biodiversity Booster-MVC compatch making me spawn with the aforementioned creatures as often as I am?
ryno  [autor] 21 JUL a las 18:47 
@Aceituno wonderful
Aceituno 21 JUL a las 11:58 
I'm enjoying you mod a lot. The goblins bringed up in their last siege a bunch of giant creeping eyes and also some tendrils dogs. They look really nice although I think the giant eyes just left the battle and didn't fight. I'll guess they didn't... saw an easy fight and just run away

https://i.postimg.cc/fzMr1bRB/1.png

Thanks ryno
ryno  [autor] 15 JUL a las 16:03 
@Levvy you mean like upon embark theyre all just available now? it wouldnt be this mod doing that, but if you have some other mod that adds use_any_pet_race to the dwarven entity that might do it
Levvy 15 JUL a las 12:03 
So, on my most recent save it seems like Dwarves have somehow managed to domesticate all the new cavern creatures...
Bragonfly 13 JUL a las 15:42 
amazing pixelwork, you clearly had a lot of fun making these!
ryno  [autor] 12 JUL a las 10:44 
@Moonwarden64 ok ill nerf them on the next version
Moonwarden64 12 JUL a las 5:43 
although I do have "skilled animals and megabeasts"
Moonwarden64 12 JUL a las 5:43 
Eye-bats seem really op, two of them just killed a war trained giant cave crocodille I had
ryno  [autor] 9 JUL a las 10:16 
@Hawara the threat of a fungal takeover seemed like a sorely missing thing in the game, so i did those but most people seem to agree that its just bad
Hawara 9 JUL a las 0:54 
What's going on with the Fungi spore balls that infect everything? What does this do, what does it mean? Can you get rid of that?
CocoBat 1 JUL a las 14:21 
Love the new update, my favorite is the giant bugbat, I really like the way you sprited its head, it looks like a mantid
eqN 1 JUL a las 10:22 
Oh derp, I'm misremembering I guess. You can totally ignore me. It was just the Mimic when I looked again. Regardless, super impressed with the mod!
ryno  [autor] 29 JUN a las 1:58 
@eqN tell me more about these non existing creatures you speaketh of
eqN 29 JUN a las 1:56 
Interesting! I noticed a lot of similarly DOES_NOT_EXIST creatures. Super impressive how much is already put together! Thank you for the excellent mod!
ryno  [autor] 29 JUN a las 1:51 
@eqN oh thats for all the new animal people that i made for version 5.6 before eventually putting them aside and 5.6 became something else. i forgot to remove that creature_variation from the files, it will be utilized for future content, just not by anything quite yet
eqN 29 JUN a las 1:20 
May I ask, what is the purpose of ANIMAL_PERSON_BUGFIXED Variations?
I don't see them actually applied to anything.
CocoBat 24 JUN a las 19:15 
Well I'm glad it works now, I love crabs specifically, I'd just assumed I was missing them
ryno  [autor] 24 JUN a las 18:50 
@CocoBat very shortly after the latest patch, i figured out why giant magma crabs havent been spawning this whole time. i have searched for the answer for a year, and it has finally come.

its something cringe pertaining to their blood being the wrong state of matter at the extreme temperatures in which they dwell - it never came up in all my testing of their ability to navigate magma, but it nonetheless prevented their spawning! It's fixed now because Squamous (The Long Night) discovered it for me, and therefor giant magma crabs will effectively be a new creature added to the mod in the next version. From version 1.0 to today, this sad injustice is finally coming to an end ...
CocoBat 24 JUN a las 14:27 
Amazing update.
Paches 18 JUN a las 20:53 
that helps a lot. i saw on mythical creatures the mod has a discussion page with the details for units.

i love the additions you have made, i hvae ran across the various "man" units and have gotten stuff to sell on adventure mode (noteably pot man and his iron pot body drop)

i love h0ow some are meant to be chopped up before killing like pot man, can't attack the body directly but if you shop all the limbs off you can for an easy kill.
ryno  [autor] 18 JUN a las 12:36 
@Paches fire snakes are made of fire, anvil men are made of iron, bubble bulb bears are made of bubble bulbs

a wiki for the mod might be somewhat useful, but most information can be simply assumed. im limited by the character count of the steam mod description, it did used to contain a little more context before i had to chop it down. ill answer any questions tho
Paches 18 JUN a las 11:51 
really wish there was some basic info on the creatures added. i want some fire snakes but don't want to immediately light my fortress on fire for some early FUN. like is the anvil man made of solid metal like a colossus for adventure mode? is the bubble bulb bear made of water? if so what's the use since it's probably fragile?
Lupus 28 MAY a las 6:47 
You do great work relly! i enjoy your mod a lot
Drakli 19 MAY a las 20:23 
@ryno Oh Gosh! Thanks! It never occurred to me that was more than informative text. Hee. Wasn't wasted time though, it helped me investigate more about where all the code in mods references. :D
ryno  [autor] 19 MAY a las 18:56 
@Drakli if you already manually removed the duplicate creatures, the only thing still holding you back is that you still need to remove the line [CONFLICTS_WITH_ID:bucket o creatures] from the info.txt ! Have fun :D
Drakli 19 MAY a las 17:47 
If I may, how does More Vanilla Creatures conflict with Bucket o' Creatures? I love the art & creatures in More VC, but I would like to use Bucket (because it's neat) too I figured it was the duplicate creatures (Zebra and Giant Centipedes,) but removing them from one or the other doesn't resolve the conflict. Am I missing anything?
pingin 14 MAY a las 0:07 
wait it just deletes them i thought it made them leave ♥♥♥♥♥♥♥♥♥