Dwarf Fortress

Dwarf Fortress

All Animal People Civilized & Playable
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
Hope#1243 "Salmonsüppen" 10 月 1 日 上午 11:26 
Would you consider making similar spawn rate patches for elfs, humans and goblins to make them more common?
Jesse 9 月 18 日 上午 1:41 
Never mind, I just completely missed the civilisation button at the bottom corner.
Jesse 9 月 18 日 上午 1:26 
I'm supposed to be able to choose which civilization I want to play as, aren't I? It didn't give me that option and spawned me in as rhino men.
ryno  [作者] 8 月 25 日 上午 5:28 
@JosieRosie i replied with 3 relevant links to gamebreaking bugs last night but it got removed lol. flying creatures are bugged
JosieRosie 8 月 24 日 下午 7:09 
Why did you remove flying from the animal people?
Violence Enjoyer 8 月 16 日 下午 8:31 
I see. I misread.
ryno  [作者] 8 月 16 日 下午 8:12 
@Violence Enjoyer sure but the question has no overlap with the mod, i fear that you may think i simply removed vermin hunting from the game just because i listed it in the problematic tokens list. your cats still hunt vermin, its just that no animal people do
Violence Enjoyer 8 月 16 日 上午 10:31 
HUNTS_VERMIN is the only way to kill dangerous pests like firesnakes, no?
ryno  [作者] 8 月 10 日 下午 3:05 
@BroodOvermind they can breathe underwater, but the game fundamentally wont allow you to actually build constructions underwater or anything like that
BroodOvermind 8 月 10 日 上午 8:39 
can aquatic people path find or live underwater?
ryno  [作者] 8 月 9 日 下午 5:54 
okay i did that
ryno  [作者] 8 月 8 日 下午 8:16 
@Nactarune yeah the mod would probably be benefited if i just copy pasted the entire list of entities and created evil warmonger versions of them all that the game chooses between. ive considered doing this
Nactarune 8 月 8 日 下午 6:44 
Thank you so much I got it and tested a little and it worked, also a suggestion to make some of the civs hostile maybe bugmen
ryno  [作者] 8 月 8 日 下午 5:36 
@Nactarune the vanilla ones are found the exact same way, because all of the vanilla content is just a mod. but ill save you a few seconds, they are: MOUNTAIN (for dwarves), FOREST (for elves), PLAINS (for humans), EVIL (for goblins), and SKULKING (for kobolds)
Nactarune 8 月 8 日 下午 3:33 
Ohhhh I got it I understand, will try it right away, tho one last thing what about vanilla civs how to know the entity/id of them ?
ryno  [作者] 8 月 8 日 下午 3:16 
@Nactarune you just open up the mod that you want information on and see what it says. for example, if i subscribe to the dark elves mod you mentioned right now, and i navigate to my mod folder (just click on the name of the mod ingame and it will open its folder), then open entity_dark_elf.txt, it shows me that the id of the entity is DARK_ELF, and the id of their respective creature is, also, DARK_ELF

as for how many times exactly you need to copy paste their name, theres no right or wrong answer, the game just uses it as a distribution weight (this is a bizarre thing the game does), so, make the list longer and they will appear more commonly in your generated worlds and vice versa
Nactarune 8 月 8 日 下午 2:21 
I got a lot of questions xD, how do I know either the entity name or id of the race for the modded/ vanilla races and I can see that you have around 150+ lines of just [CREATURE:DWARF] so how much do i need for each race to have them all spawn in a balanced way ?
ryno  [作者] 8 月 8 日 下午 2:10 
@Nacarune dont worry its very simple https://pastebin.com/rscd53pf

just take this and swap the entity name (for example, the dwarven entity is called MOUNTAIN) for whatever modded entity you want to increase the spawn rate of, and swap DWARF for the id of their respective creature. then just save it as entity_spawn_rate_patch.txt and throw it in the /objects/ folder of whichever of these mods you load last.
Nactarune 8 月 8 日 下午 1:53 
I mainly use dark elves redux, additional races gnolls, naga, ixthid, erinyes and topples' halflings, orcs
Nactarune 8 月 8 日 下午 1:51 
Unfortunately I'm not a modder I don't know how to make the other races either modded or vanilla increase spawn :(, any idea how to do it ?
ryno  [作者] 8 月 8 日 下午 1:20 
@Nactarune it is random in the manner you suggest, but what i think you mean is that theres simply too many types of animal people and its therefor very difficult to combine this with other civ mods because the animal people outnumber everything. This problem applies to dwarves as well for example, for which ive included a link to a workaround in the description, and that can be applied to any other race that you want to increase the spawn rate of

as for whether it includes the fixes for animal people that that other mod has, yes, it would appear so!
Nactarune 8 月 8 日 上午 4:51 
May I request a patch to make it randomized, something like what Simple Animal People does, as I play with other civ mods like orcs, naga, gnolls, etc.. which all including vanilla get decimated during worldgen and only animal people civ remains.

Also does the mod include the fixes that Animal People Redux does as I use it so is it redundant in this case ?
ryno  [作者] 8 月 8 日 上午 12:43 
8/8/25 version 1.4:

-updated the mod for DF version 52.03 (the dyes update), all animal people civs can now utilize all the new dyes stuff

-used this version as an opportunity to generally clean up the mod. the raws are more readable and various improvements have been made, most notably the fact that entities in freezing biomes were made very poorly and causing lots of farming-related worldgen rejections. you can now, for example, set # of civs to max and it will generate worlds within the first couple tries, unlike before where it was impossible, and i owe an apology to the countless people who i told were experiencing a vanilla bug whenever they reported this. i always knew this was a problem, i just didnt know it was my fault until recently, and having been given an excuse to patch this mod i am now happy to include this fix in it.

everything should be working well
Knight of Space 7 月 25 日 下午 6:38 
Wonderful thank you bunches!
ryno  [作者] 7 月 24 日 下午 11:25 
@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 7 月 24 日 下午 5:07 
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!
Gaylord Zapikowski, Pirate Lord 6 月 26 日 下午 7:25 
@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  [作者] 6 月 26 日 下午 6:24 
@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
Gaylord Zapikowski, Pirate Lord 6 月 26 日 下午 2:11 
@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  [作者] 6 月 25 日 下午 8:57 
@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
Gaylord Zapikowski, Pirate Lord 6 月 25 日 下午 6:20 
@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  [作者] 6 月 13 日 上午 10:59 
@BitterMoth make sure you're using the mod
BitterMoth 6 月 13 日 上午 12:08 
no matter what i just get dwarfs am i doing anything wrong?
A Literal Spider 6 月 10 日 下午 7:52 
Nevermind. It's just that, before you Embark!, all the hamlets, fortresses and site are shown as hostile no matter what.
ryno  [作者] 6 月 9 日 上午 10:15 
@A Literal Spider most of the negative feedback for the mod pertains to the distinct lack of hostility so i dont really know
A Literal Spider 6 月 8 日 下午 6:26 
Is there a way to not make the world 100% hostile?
ryno  [作者] 6 月 6 日 下午 6:53 
@Gaylord Zapikowski, Pirate Lord well you can just use both mods at the same time, no need to locally merge them or anything like that. but if you're combining this with another civs mod, the sheer amount of civs in this one would likely make it unlikely for worlds to generate with civs from the other mod unless you perform the aforementioned tricks to selectively boost entity spawn rates accordingly
Gaylord Zapikowski, Pirate Lord 6 月 6 日 下午 3:53 
@ryno That does, would it also be possible to add civs from another mod into the file, or would that be a bit iffy. Thank you!
ryno  [作者] 6 月 6 日 下午 3:45 
@Gaylord Zapikowski, Pirate Lord you just select any entity you want and add any [CREATURE] tag you want to it (in batches of many copies of itself, because each creature tag makes them more and more common). In the example file, i've selected the MOUNTAIN entity because thats the vanilla entity in which dwarves live, and i've copy pasted dozens of [CREATURE:DWARF] into their file in order to make dwarven civilizations more likely to appear in a given world.

You could do this for any other type of civ. For example, if you wanted to generate worlds that were more likely to have civilizations of toad men, you would select the [AMPHIBIAN_ANIMAL_PEOPLE] entity from this mod and paste countless additional (a lot) instances of [CREATURE:TOAD_MAN] into their file.

Let me know if that clears it up.
Gaylord Zapikowski, Pirate Lord 6 月 6 日 下午 3:20 
How does the entity_spawn_rate_patch work? I would like to know if I could use a similar file to encourage certain civs to spawn.