Dwarf Fortress

Dwarf Fortress

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Mammals of Gluttony & Greed - Core
   
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balance, fix, tweak, creature
Tunnisteet: mod
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340.693 KB
10.1.2023 klo 10.29
2.2.2023 klo 5.57
9 muutosilmoitusta ( näytä )

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Mammals of Gluttony & Greed - Core

2 kokoelmassa, tekijä Llamageddon
Mammals of Gluttony & Greed
7 luomusta
Milkable Mammals
5 luomusta
Kuvaus
Fixes milking, meat drops on small creatures and milkable animal people. Also adds accurate creature names, and some flavour text to them and the games' lexicon.

*Update note: Small update to help ordering of MOGG modules in-game, and some tweaks to the creature variations that should make it easier for myself or other modders to use them without accidental mistakes. Also tweaked some stuff to make a bigger update currently in the works easier to implement.

Mammals of Gluttony & Greed

Summary of main changes

This is the core module for MOGG. This mod fixes a few oversights in vanilla DF that I consider to be bugs rather than features. The most major change is that the milking rate for all animals is no longer at a fixed 20000 ticks and has been calculated to reasonably reflect the amount of milk you can get from vanilla milkable creatures based on size/grazing requirements and the historical breeding of different species for milk production.

One benefit to this is that, for instance, the cost of a cow at embark actually makes sense compared to a sheep or a goat. As does it's grazing requirements.

Cavies and rabbits have both been used for meat production throughout history so this also fixes them only dropping skulls when butchered. The pet value of picking them on embark has been very slightly increased to reflect this. The final significant bug-fix is to stop animal men creatures being milkable. Their dairy products would occasionally show up on embark and with trade caravans, even though there is no way for the player to milk them, as they all have the intelligent tag.

Cosmetic changes

As for non-bug related changes, all* creatures now have accurate names for their general creature name, gendered names and juvenile names. I have also taken the liberty of adding up to four preferences that dwarves and other entities can like about any creature that was lacking this many (they won't always like cows for their haunting moos now, for instance). My most controversial change, might be renaming one humped and two-humped camels to their respective real world names, as bactrian camel's have a real world place name. The one other exception in the game I am aware of is guineafowl, and for this reason I decided to add another exception.

Finally, I also added the words, "mammals", "gluttony", "milk/milky" and "cheesy" into the game's language files for all main civilisations. This is probably the most arbitrary change to vanilla DF, but other than this, I have tried to keep this core module as vanilla as possible. The reason this is "MOGG - Core" is because I have completely rewritten my old mods of the same name and redesigned them in this manner to be as modular, compatible and easily updated as possible based on what I have learned about modding DF so far.

*Except for tapirs. I couldn't find any good information on tapir gendered or juvenile names, so I just left it as tapir/tapirs, calf/calves as in the raws. If anyone is an authority on tapir nomenclature, be sure to let me know and I will fix this glaring oversight.

*NB: The prude-patch should still work for this, for anyone who wants to skip over gendered names for dogs.

Why this mod?

MOGG - Core should be fine for anyone who would just like the bug fixes mentioned above with as little interference with vanilla DF as possible, but is really the foundation for my MOGG - Dairy update, which changes a lot of things that might clash with the purity of vanilla DF. I hope you enjoy whatever combinations of my mods you choose to use. I have already failed at brevity in my description, though at some point I will post some more detailed technical info in the steam mod discussions/forums for anyone who might be interested.

Regarding compatibility

One of the main reasons I rewrote this based on an old mod I released, was to avoid any cutting of vanilla raw entries or deletion of tags, and to minimise edits, to be as unobtrusive as possible. Nearly everything that is changed has either been converted or appended using new tags. This should make things as compatible as possible, but by all accounts DF is not very good with this, no matter how hard you try. That being said, I've tried it with a couple of mods that edit the same raws as me, and as long as I have loaded this mod lower in order, I have not found any bugs so far.

This would be my first suggestion if you want to try and use MOGG with something else editing creature raws, but keep in mind I am not offering any guarantees.

If you do identify a mod that is incompatible, let me know, and I'll post it here for anyone who might be wondering. If you think it is something I might be able to easily fix, I will probably look into it.

Related Links

MOGG - Dairy: Wider variety of dairy products, better categorisation, and more creature milks.

MOGG - Greed: Adds extra byproducts from animals (at the moment just fur and fur clothing)

Collection of all MOGG related mods

Gender Name Colors : I recommend this mod, especially if you are using MOGG, as even more so than vanilla, some names will be cut off before you can see the gender name/symbol in some lists.



Rights/licence:

Main picture art: Llamaland by Crydwyn
(I am terrible at graphics stuff but, this is one of my favourite finds on deviant art and seemed appropriately mammal related.)

I haven't got delusions of grandeur over some edited integers, descriptions and needlessly elaborate creature variation scripts, so I won't write out a formal copyright licence; anyone has my permission to make use of my work if they would like to. If you do find it helpful in creating something new yourself, crediting me would be a nice gesture, but not a requirement.

Thanks:

- To everyone on the modding discord who helped me work out all the odd details that I was unfamiliar with.
- Special thanks to:
Vattic, who when I had been stuck for hours on something that should have been very simple, kindly shared their working version of the creature variation I was trying to make.
Putnam, who took the time to give some very concise and straightforward answers, to what were probably some very tedious and noobish questions.
Suositut keskustelut Näytä kaikki (3)
3
16.1.2023 klo 8.57
Stats and technical details
Llamageddon
3
9.2.2023 klo 9.01
Requests/suggestions
Llamageddon
0
10.1.2023 klo 11.14
MOGG esoterica
Llamageddon
11 kommenttia
dowdicus 29.3.2024 klo 9.19 
This mod turned all my alpacas into aplacas!!!
Sunflowers 1.3.2024 klo 14.18 
I believe there's a typo with the term "alpaca" in this mod, it reads as "aplaca". Very good mod tho.
quoting_mungo 6.12.2023 klo 18.43 
I see colt/filly used for young foals all the time, so I'd say (as someone who's been into horses) it's still the more accurate term and there'd be no issue with using them, realism-wise. YMMV.

Looks like it's this mod making all my alpacas and their products be named "aplaca [whatever]" - is this on purpose? I couldn't find anything regarding that word being used to refer to the animals on a quick google, but I don't want to presume.
Llamageddon  [tekijä] 9.2.2023 klo 9.09 
Turns out that technically colt and filly refer to young horses over a year old, which would technically put them past the child stage in-game. I think it still make sense to go with this naming, as there is no "yearling" stage to name them after anyway. Either way, it is probably justified on aesthetic grounds, as it sounds better IMO.
Llamageddon  [tekijä] 9.2.2023 klo 8.58 
Good suggestion, sounds right to me. I'll make a note for the next patch. X/Y foal did sound a bit wrong to me, but after editing so many similar lines I forgot to get around to reading up on it.
Seikara 9.2.2023 klo 8.56 
Instead of "stallion foal" and "mare foal," it should be "colt" and "filly," respectively.
Llamageddon  [tekijä] 2.2.2023 klo 6.24 
I'm thinking of adding all my new preferences and creature names from other modules into the core module as they are rarely subjective, mostly cosmetic, and only expanding upon vanilla features already present in the game. I'm hoping that will be fine for everyone using just MOGG - Core, but if there is high demand, I would release it as another optional module. Though ideally I would like to make further expansions of this series need less modules, not more.
Llamageddon  [tekijä] 25.1.2023 klo 4.22 
You're welcome. It is actually not intentional, but a quirk of how DF works out material drops on butchering based on body part sizes. I'm actually trying to come up with a neater solution that this, but it so far would involve creating some quite horrific Frankenstein's monsters with huge meat and skin "organs" that are massively exaggerated in proportion, and I don't know if I could live with myself, even if it was mostly purely conceptual within the game logic. Not to mention some rather odd bugs it could lead to.
Saskyou 24.1.2023 klo 17.30 
I've purchased the game less than a week ago, and so far every one of my embarks had rabbits and cavies, because I know how awesome they are in the real world as economic animals. Imagine my shock when I finally discivered why I'm so low on leather all the time...
I can't believe cats give meat, leather, and everything else, but not rabbits. Who the hell came up with that?

Thank you for this bugfix mod!
Llamageddon  [tekijä] 10.1.2023 klo 17.20 
You're welcome, I hope you enjoy these little tweaks. I am one of those people who has to make a special effort not to be too garrulous, so I'm glad the description was appreciated, rather than too much.