Dwarf Fortress

Dwarf Fortress

Dwarvemon
276 Comments
Mechanos Jul 1 @ 12:31pm 
<3 lua

Also, you make good stuff, so I'm sure the DF community would be happy to see what you come up with, or what ideas you're throwing around. :steamthumbsup: Your mods are appreciated.
FirePhoenix11  [author] Jul 1 @ 2:17am 
Otherwise, I've been thinking about doing another mod. I'm not quite sure what I want to make next, but I've got some ideas. I might query that at some point. I know for sure there's a similar IP that people would want to see, but I have been holding off for someone else to make so it wouldn't just be "the Pokemon mod with different creatures"
FirePhoenix11  [author] Jul 1 @ 2:17am 
It's been a while since I've given an update on what's been going on.

For the most part, I've taken a break from mod work, except for a couple of bug fixes and some playing around with Lua stuff. There isn't much for me to add to the mod for now, and while there isn't much Lua can do for the mod (yet), there is one thing in particular I've been experimenting with that I hope to implement. I'll hopefully continue working on that when I feel more encouraged. As for the recent ranged weapon changes, I'll have a small patch for that soon.

Also, the The Origin Ball Challenge [docs.google.com] is still live. It has been completed by someone else who opted to not take the prizes (I don't know if they want to be called out specifically). This will continue to remain active until someone does.
Yoshivert555 May 22 @ 4:59am 
Okay, thanks.
FirePhoenix11  [author] May 22 @ 1:42am 
Yoshivert555: This is a PMD save. The Poke Beanstalk isn't available to PMD civs.

Also didn't have any problems that you've noted before with adventure mode in this save and can't see any errors. If you start with equipment they'll need to be strapped before you can pick up stuff, and it doesn't tell you if you don't have free grasp to do so.
Yoshivert555 May 21 @ 5:44am 
Here is it. https://dffd.bay12games.com/file.php?id=17429
Maybe it is the cause of preventing Pokémon adventurers to take items too.
FirePhoenix11  [author] May 21 @ 2:31am 
@Yoshivert555: Sounds like something might be installed wrong. I could maybe take a look at the save file if you're willing to upload it somewhere like the DFFD [dffd.bay12games.com]
Yoshivert555 May 19 @ 5:17am 
Despite following all your steps (15 pokebeans without any container in a 9x9 stockpile where the farmer workshop is linked to take items), the option still doesn't appear.
FirePhoenix11  [author] May 19 @ 2:47am 
@Yoshivert555: Should be in the "Poke Bean" category. DF doesn't like items in contains sometimes, so you may need to have a non barrel stockpile linked to the workshop.
Mechanos May 18 @ 1:44pm 
Do you have an Exeggcute and a shovel? First you dig a hole, and then..
Yoshivert555 May 18 @ 6:09am 
I am trying to plant a Poke Beanstalk. However, I do not find the option in the farmer workshop. Where can I find the option to turn Poke Beans into the Poke Beanstalk?
Rat Apr 26 @ 9:42pm 
nice mod yes:Rat_Laugh::urist:
teoleo Apr 3 @ 10:13am 
Work, is a problem with df hack… thk
teoleo Apr 3 @ 6:41am 
Ok, ì ask because i start this mod for first time and df hack don’t start with it ( i play on steam deck )
FirePhoenix11  [author] Apr 2 @ 9:32pm 
Dwarvemon doesn't touch or use DFHack at all, so it shouldn't cause any issues. Whether certain features work on modded stuff like this is another question.
Mechanos Apr 2 @ 3:34pm 
Also, DFHack just released an update today, so it's possible they broke something completely unrelated to Dwarvemon.
Mechanos Apr 2 @ 3:31pm 
@teoleo - Worked fine last I tried it. But it's been a few months since I tried. What's your DFHack doing?
teoleo Apr 2 @ 10:12am 
Df hack don’t work with this mod?
FirePhoenix11  [author] Jan 30 @ 2:27am 
@Rappers: They're all under the workshops menu.
Rappers Jan 30 @ 1:08am 
@firepheonix11: Where should the workshops be showing? Just under the usual workshop menu? Or do I have to look somewhere specific?
JMO Jan 29 @ 8:30pm 
Got it. Thank u :ss13ok:
FirePhoenix11  [author] Jan 29 @ 6:29pm 
@Nemu: There's no extra mechanics for them in Adventure Mode right now, it's all iust vanilla DF stuff. You cant "catch" wild ones (I've toyed with making a system but it was very jank) but you can claim tame ones from places. The most control you have over them is the conversation commands.
JMO Jan 29 @ 4:46pm 
Excuse me if I'm being daft, but the capturing mechanics are difficult for me to wrap my head around. I beat a Caterpie into submission ( with fists ) and attempted to tame it, but even upon becoming tame, I still wasn't able to control it? I'm unsure if or how acquiring and utilizing Pokemon works at all. Are the mechanics just similar to Vanilla DF?
Will they act as pets? Is there a way to make them a party member so they can be directly controlled? Are there currently any ways to store them, or will I just have to keep them in the open at all times? Sorry for all the questions and if there's obvious answers to these. Playing in Adventurer Mode btw
FirePhoenix11  [author] Jan 29 @ 12:38pm 
@Rappers: Would depend on the mod, but the workshops and reactions are added with the Entity mods and shouldn't be incompatible with anything.
Rappers Jan 29 @ 4:16am 
I can't see the Dwarvemon specific workshops (Evolution workshop etc), is there a mod that is incompatible with this one that is making it not show up maybe?
FirePhoenix11  [author] Jan 25 @ 12:55am 
So did a quick fix for the main mod to actually prevent the Adventure Mode exclusive Pokemon from attacking forts (for the most part). Updating worlds is completely fine and will reflect the change appropriately
ThePhantomX64 Jan 23 @ 12:24pm 
The community really appreciates all the hard work and dedication you've put into this passion project of yours. Thank you for creating this mod.
FirePhoenix11  [author] Jan 23 @ 7:56am 
Now what was it I teased earlier this month? Well, with the release of Adventure Mode, previously unavailable content is now accessible. One of those being the ability to craft the Origin Ball. To celebrate the release, I'm proposing a challenge: The Origin Ball Challenge [docs.google.com]
Today happens to mark 8 years since releasing the mod, and I couldn't be happier with how far it has come. As a thanks to the community for checking out my personal project over all these years, I'm putting up $200 AUD ($100 for the main challenge, $100 across extra goals) for this challenge. Check out the form for more info. Thanks again everyone! And good luck on your adventures.
FirePhoenix11  [author] Jan 23 @ 7:56am 
2.22 has been released! There's quite a few new additions and changes that have been made to the base mod and PMD content. But the major change is the release of the TCG content!
This optional content is heavily focused on items and crafting. Taking the card effects found in the Trading Card Game and translating them into all sorts of buffs and powers that you can provide your Pokemon. Be sure to check out the TCG part of the crafting tree [drive.google.com]
Mechanos Jan 9 @ 2:22am 
*wonders what the silhouette of megaman's head, is going to do on the 23rd*

:urist::espresso:
FirePhoenix11  [author] Jan 9 @ 1:33am 
Soon [imgur.com]
Gulf of America Oct 3, 2024 @ 8:29pm 
Thank you !
FirePhoenix11  [author] Oct 3, 2024 @ 1:41am 
@Azakair: This doesn't happen in the beta version, but turns out the vanilla creature graphics doesn't like being loaded before Dwarvemon. Just put vanilla creature graphics after Dwarvemon in the mod list and it works fine.
Gulf of America Oct 2, 2024 @ 11:07pm 
@FirePhoenix11 good point, after checking tho its the stable update
FirePhoenix11  [author] Oct 2, 2024 @ 10:27pm 
@Azakair: If you're on the adventure mode beta for DF, you will need to use the beta version of the mod.
Gulf of America Oct 2, 2024 @ 9:12pm 
currently getting ctd during worldgen with this error using the all entity mod
only dwarvemon mods active

Tileset not found
Not found:
data/vanilla/vanilla_creatures_graphics/graphics/images/dwarf_body_special
.png
atacool3 Aug 15, 2024 @ 3:14pm 
Thanks for the quick reply! Ill def check it out thanks.
FirePhoenix11  [author] Aug 14, 2024 @ 1:09am 
@atacool3: The PMD content enables Pokemon to be playable in adventure mode. Right now, I'd recommend using the beta version of the mod along with the adventure mode one until it releases. If you really want, the Q&A has an answer for enabling them to be playable.

Playing as an outsider has all Pokemon available. Don't know if this is a bug though as all possibly tamable creatures are available to them.
✧Starshadow Melody✧ Aug 13, 2024 @ 4:04pm 
It is possible to play as a pokemon that a civilization generates for, however I haven't found access to moves, and there's no way to force a particular pokemon w/o file manipulation as far as I'm aware.
atacool3 Aug 13, 2024 @ 3:33pm 
Are you able to play as the pokemon itself in adventure mode? Would it be possible for you to enable this feature? Also is it possible to have your starter pokemon in adventure mode be a legendary pokemon too. Thx.
d41337n8r Jul 26, 2024 @ 2:39pm 
The creature files are all separated by generation, so I believe it should be simple to remove the ones you don't want. There will still be items and such from future gens though, but there's no way to remove specifically everything but gen 1 stuff in those cases, as far as I'm aware.
Pete Jul 26, 2024 @ 1:26pm 
is there a way to only allow 1st gen pokemons? tyvm
FirePhoenix11  [author] Jun 26, 2024 @ 1:31am 
Should have a new beta version out this weekend. Quite a few changes plus accommodating the current beta for adventure mode. I've been fixing stuff as I've found em, but a majority of my work currently has been on the TCG mod. So far it's almost ready and will be part of the beta.
FirePhoenix11  [author] Jun 1, 2024 @ 2:15am 
Just a small update as its been a while. I'm waiting for features to be added to adventure mode (primarily the ability to use interactions), but I've been working on a few things in the mean time:
I've revisited the Soundsense pack and have been updating it with new stuff. Its not complete yet as there are still sounds I'm trying to find, but once I do I hope to release it.

Small tweaks and additions have been made which are now live in the beta. Not much, but mainly the addition of Poke Puffs and changing how Pokerus is naturally encountered.

A majority of my time has been spent on the TCG mod. I've pretty much planned out what I want to make in it, and hopefully will start developing it soon. So far, it will add a bunch of new craftable items with wackier effects than normal and a new workshop with its own set of items in the form of "Energy". Totaling over 100+ new items. When I do start working on it, expect it to appear in the beta.
FirePhoenix11  [author] May 31, 2024 @ 1:07am 
@ShyTenda: In the mod files under Extra there's "entity_zpokereactions" which you replace YOUR_ENTITY_HERE with the entity you want to use the modded stuff. Be sure to put it in objects folder of the other mod. I'll add this to the Q&A since I forgot to.
ShyTenda May 30, 2024 @ 10:08am 
Can you make it so modded races can make the buildings this mod adds?
Mechanos Apr 26, 2024 @ 1:41am 
https://store.steampowered.com/news/app/4000/view/4200245595694413052?l=english More info here. Pretty certain Garry's Mod workshop addons don't make money. Some might have direct ripped assets though. *shrug*
d41337n8r Apr 26, 2024 @ 12:51am 
If I remember correctly, pixelmon had to stop using any official assets. This mod might have to do the same, if DF isn't too obscure for nintendo to take notice in the first place.
FirePhoenix11  [author] Apr 26, 2024 @ 12:42am 
I did see the takedown notice and almost thought the same myself. While it does use the names and content which as a trademark makes the mod potentially at risk. The main thing is that I haven't made a single cent off it where others have and got taken down (and have came back without making any more money. See Minecraft's Pixelmon).
Mechanos Apr 25, 2024 @ 4:21pm 
The takedown notice is aimed at Garry's Mod though AFAIK. As long as the word "Pokemon", and any other copyrighted names, aren't mentioned (yes I know some are in the description) this might be safe. Garry and his staff is having to take down the workshop mods themselves, so this probably isn't a.. workshop wide thing. Yet. [nervous laugh]