Dwarf Fortress

Dwarf Fortress

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All Animal People Civilized & Playable
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2.229 MB
1 月 22 日 下午 1:55
11 月 4 日 上午 4:12
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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
169 条留言
ryno  [作者] 11 月 11 日 上午 7:25 
@The.Pirate https://pastebin.com/rscd53pf this should do the trick if you want to more reliably find dwarves. The game uses the [CREATURE] entity token as a distribution weight, so simply duplicating the dwarf creature token many times in their entity will make them far more common. Just do this for any civ you want to see more of, then save the file as "entity_spawn_rate_patch.txt" or something similar and put it inside the /objects/ folder of this mod

for elves, select the entity "FOREST" and duplicate the creature "ELF"
for humans, select the entity "PLAINS" and duplicate the creature "HUMAN"
for gobbos, select the entity "EVIL" and duplicate the creature "GOBLIN"

etc
The.Pirate 11 月 11 日 上午 3:30 
Is there a way to also still have elves, dwarves and humans?
Daisy 11 月 9 日 下午 5:30 
Why so functional?
ryno  [作者] 11 月 9 日 上午 10:55 
looks like we got an actual janker up in here janking it
Daisy 11 月 9 日 上午 10:05 
TBH I love jank, expect Jank, and respect Jank. You can call me the Janker even. If it would be jankie I'd accept every part of its jankieness into my heart and thank the creator for the gift of something forced into the holy shape of their divine vision.

Really unless it makes the game flat out broken impossible to play. I wouldn't mind at all.

Would it be possible instead to just turn off immagrant migrations and instead alter how visitors work so they're way more likely to join your fort as citizens?
ryno  [作者] 11 月 9 日 上午 6:01 
@Daisy @Sora Hjort as far as i know, multiracial civilizations are just not allowed in dwarf fortress, and lua is only useful for procedurally generating raws, it cant do anything that raws cant already do. the only way to get more than 1 creature in a civ is to create 1 creature that fakes the appearance of being multiple creatures by having each new "creature" be its own caste within it. This would be really jank for a lot of reasons, but i agree that mixed race embarks would be very nice!
Sora Hjort 11 月 9 日 上午 2:10 
@Daisy - In the past I would say that single race civilizations was a strict limitation of dwarf fortress, and there isn't anything modders can do about it. But with Lua being introduced, it may be possible to open DF up for multi-race civs.

The biggest problem however is that this mod isn't a lua mod, it's using the old scripting language that has been in DF for a long time instead. Plus it may be better handled as it's own dedicated mod that can be more broad and handle more than one mod's races, unless the mod author decides otherwise.
Daisy 11 月 8 日 下午 8:14 
this mod is awesome, but is there a way to make it so that civilizations don't have one single race that's the primary creature of that civ? I'd really like to have a massive variety of different animal people and build around each ones unique attributes.
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!