Dwarf Fortress

Dwarf Fortress

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All Animal People Civilized & Playable
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2.229 MB
Jan 22, 2025 @ 1:55pm
Dec 12, 2025 @ 10:25am
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All Animal People Civilized & Playable

Description
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
188 Comments
ryno  [author] Jan 2 @ 10:46am 
oh and you should also use the item_size_patch.txt file as well, that way small people can use all items and you wont run into issues where they cant hold their picks or axes etc
ryno  [author] Jan 2 @ 10:44am 
@SpaceSR yes, if you use only the 'creature_animal_people_patch.txt' from this mod, that will provide the edits to the animal people without any of the associated baggage you speak of
SpaceSR Jan 2 @ 10:13am 
I would like to use this to fix all races, in combination with the new randomized civilization mod. Is there a file I can go edit to disable this mod's civilization creation, but keeping the race tweaks that make them playable?
DUKTURL Dec 12, 2025 @ 2:47pm 
@ryno ah, ok. thanks!
ryno  [author] Dec 12, 2025 @ 2:40pm 
@DUKTURL oh well the resources available upon embark just come down to whatever that specific civ has access to, which for the animal people is usually only above-ground resources. they can still be harvested from the underground by player forts but yeah. iirc there are some specific animal people civs that are more underground-aligned but i cant remember which ones and most of them arent. it just came down to whatever sounded most appropriate when i was defining their entities in the raws
DUKTURL Dec 12, 2025 @ 2:09pm 
@ryno i mean when starting a new game I cant add plump helmets to the starting equipment, nor did the first caravan have any. looks like plump helmets are still obtainable from underground though
ryno  [author] Dec 12, 2025 @ 1:58pm 
@DUKTURL what do u mean by unobtainable, like they pluck them but get nothing and cannot farm them etc? that all sounds anomalous, unintended, and i dont think this mod affects any plant stuff so id love to know more about this
DUKTURL Dec 12, 2025 @ 1:48pm 
@ryno im also wondering if its a result of the modding that plump helmets dont seem obtainable? is there something else i should be doing for farming or what do I do for food/drink with this mod?
ryno  [author] Dec 12, 2025 @ 1:42pm 
wonderful
DUKTURL Dec 12, 2025 @ 1:04pm 
Just downloaded the update and loaded up my save with lizards, looks to have fixed the issue. Definitely a strange problem lol