Dwarf Fortress

Dwarf Fortress

The Aeramore Expansion V7.33 [51.02+]
304 Comments
nexsus312 Apr 25 @ 9:13am 
My God, thank you so much. I've tried almost everything, but I still don't understand why the changes don't work, it turns out that it installs the mod separately in another folder. Maybe someone will want to change it too, the file creature_tae_civs.txt in the folder with the mod. Inside, we find the desired race and after [SELECT_CASTE:ALL] adding two lines [SKILL_RATES:100:NONE:NONE:NONE] and [SKILL_RUST_RATES:NONE:NONE:NONE]
Gasper Vladi  [author] Apr 25 @ 9:04am 
@Nekomarisa, you will have to go into the raw itself and remove them from the file, then you would have to remake a new world. (make sure you clean out your installed_mods folder first)
Nekomarisa Apr 25 @ 6:31am 
I'm enjoying the mod but I can't seem to find a way to remove the new super megabeasts from spawning. Even if I remove the raws I still have fragments of armok showing up in my fort and immediately ending the run.
nexsus312 Apr 22 @ 7:17pm 
Is there any way to stop skill rust when playing as a Draconei in Fortress mode?
GlongsAnonymous Apr 20 @ 11:04pm 
Excited to give this a shot
KitsuNoshi Apr 3 @ 6:58pm 
alright, that was it, I didn't know that there was an installed mods folder, now it works, thanks for the help.
Gasper Vladi  [author] Apr 2 @ 10:14am 
@KitsuNoshi Hmm... what is your load order? You may want to have the lupine mod load after aeramore. Also make sure you emptied out your installed_mods folder prior to adding the reactions/workshops to the lupine mod, and start a new world. Other than that, im not entirely sure.
KitsuNoshi Apr 1 @ 8:05pm 
I'm using the same entity file for the old lupine version and the new lupine version. If I make a world with the new version it doesn't work but it works with the old version and both versions have exatcly the same file. That is what I don't understand.
Gasper Vladi  [author] Apr 1 @ 8:27am 
@KitsuNoshi

You gotta make sure that all the permitted reactions and workshops show up in the entity file.
KitsuNoshi Mar 31 @ 11:33am 
Not an issue with your mod but it just broke my mind and I hope you can help me understand whats happening. I'm using the lupine mod and changed the lupine_entity file so they can use the stuff from your mod. This worked in the past but lupine got an update, so i changed the new entity file and while I can create the items I cannot build the workshops. I tried the older version of lupine and everthing workd fine so I doubled checked the entity file if something is missing but everthing is fine in there. I replaced the entity file of the old version with the newer one and playing a world with the older version but newer entity works completly fine. So i checked every other file from both the lupine folder in case that was another file which I had to change to get the workshops to work but they are all identical, what am I missing here?
BrakorTheDim Feb 24 @ 6:29pm 
@Gasper Vladi

Sick, thanks! Thats just good to know in general lol, idk why I'm so into going for large worlds. I'll give smaller a whirl!
Gasper Vladi  [author] Feb 24 @ 10:39am 
@BrakorTheDim

DF's Normal Generation for Larges dont work to well for some unknown reason, you will have to either use medium, or use a proper Advanced world gen setting for a large.



@Montana_Plumber If yours is crashing at that point for world gen, it means you have something improper for your world generation and its not able to properly set things in before even my mod tries to load into the world.



@Both of you, I do have a medium world gen setting on my discord, although you will have to adjust alot of the parameters for larges to world.
BrakorTheDim Feb 24 @ 12:44am 
@Gasper Vladi

Sorry, was at work, thanks for the response! What do you mean type of world gen? Never been good with the technical elements of seeds and stuff.

I just go with the defaults, I don't futz around in the advanced settings. It goes "Create a new world" Set up the mod, then usually set the world size to "Large" keep the other options in the middle.

100yr history length
Minerals Everywhere
Medium civ sites
Medium Savagery
Fortress Mode
Etc.

I've only chosen Dwarves as my origin civ.

If that isn't what you meant by "Type of world gen" then I'm sorry for the useless info, lol.

Could other mods that are installed, but not enabled be messing with it? I know that happens with Rimworld on some occasions.
Montana_Plumber Feb 23 @ 10:51pm 
I am also having the same problem as Brakor. Any new detailed world gen never makes it beyond the generation stage. Reaches a screen of water with "Preparing elevation... /Setting temperature..." in the box. It never goes past this stage regardless of what i tweak. My past world gens are fine and I can do a basic world gen with no issues.
lmlsna Feb 23 @ 9:02pm 
I mean, it's your mod, do whatever you want with it ultimately. Just trying to spread some lesser-known knowledge. I've done a lot of testing myself for my own mod (all of which was done on either the Steam version or the DF version immediately preceding the Steam version), and everything I've said can be verified via the "Material Science" or "Weapon Token" pages on the wiki or with the momentum equation the game uses for attacks itself. I made a public spreadsheet using that formula which makes it really easy to see how changing specific variables affects momentum and momentum per contact area (it has my mod's numbers plugged in but they can easily be swapped out for vanilla or any desired mod). While I haven't tested your weapons specifically, I can understand that certain numbers lead to certain outcomes between the mathematical equation and my own observations in testing my mod.
Gasper Vladi  [author] Feb 23 @ 8:04pm 
@Imlsna Unless how weapon accuracy/damage were changed post-steam, they should still be the same. They all work accordingly and as intended with proper damage scaling, considering after a week of testing things for comparing to regular weps, though this was roughly 8 years ago. I havnt bothered touching much into prep times due to how wonky the combat system has been.
lmlsna Feb 23 @ 4:04pm 
If your intent for enchanted and legendary weapons is for them to be better than their normal counterparts, their attack properties don't facilitate that. For piercing and blunt attacks, an increase in contact area makes them significantly less effective. For slashing weapons which already have a lot of contact area, more contact area is only relevant against gigantic creatures (whose body parts have more area to contact). The same is true for penetration depth, many weapons already have so much penetration depth that more will only be relevant against gigantic creatures, and it does nothing for blunt attacks (attacks classified as blunt automatically have 0 penetration regardless of the number given). Most weapons also have enough size where increases in size are negligible in making their attacks hit harder. Increasing attack velocity multipliers or lowering prep/recover times are the ways to go for universally improving weapon effectiveness.
Gasper Vladi  [author] Feb 23 @ 8:55am 
@BrakorTheDim

What type of World Generation are you using?
BrakorTheDim Feb 23 @ 3:02am 
Hey, Im having trouble locating where I can find fixes for this.

My game just keeps crashing?

I have no other mods active, other than the current Aeramore v7.33. Aeramore is at the top of my load order. I also have all of the Vanilla modules active.

I can play for a while, I had a fortress going for maybe an hour or so, and then my game crashed... And kept crashing after that. Every new world/save that I've created has ended up crashing on me about 20 minutes into the game.

I'm sure that the fix for this is INCREDIBLY simple and I am just very stupid, but any help would be welcome!
Me when the Aera is expanded into more :BEheart:
Gasper Vladi  [author] Feb 10 @ 5:36am 
@Stormlord Yeah thats a notmal vanilla dif weird issue that can happen
Stormlord Feb 9 @ 1:08pm 
Drochs are the last type of creature
Stormlord Feb 9 @ 1:03pm 
Hey, im having a blast, been running my volcano fort for 18 years now :)

What I'm seeing is that when Itchlari sieges happen their animals stay on the map as friendly creatures, specifically the Kothrak, Vapike, and the red bug thingies.
Ea-Nasir Feb 5 @ 10:10am 
Oh god, the Fragments of Armok are somehow reproducing in a world I generated... this feels like a very bad thing for everyone.
Golianther Jan 27 @ 3:24am 
thank
Gasper Vladi  [author] Jan 26 @ 7:32pm 
@Golianther

Uhm... not entirely sure what you are asking... however Im going to assume you are asking where the mod is(why isnt the mod showing up)... to which I say to you (any everyone else who comes across this issue):


There is currently a bug in vanilla df that isnt properly placing the steamworkshop mods into the properly mods folder. I would suggest jumping into the kitfox discord, and searching in the #bug-discussion or #modding-discussion channels for "steam" and you should find results related to the vanilla bug and how to properly grab the mod and place it into the right folder.
Golianther Jan 26 @ 12:35pm 
where
Gasper Vladi  [author] Jan 23 @ 5:26am 
@Ice The Black Cat TTV

The mod already works fine with the beta, so I assume it will work fine for the actual release. However I would wait a few hours after the update, because I will be posted a new update as well to fix a dungeon issue, that will add in proper dungeon creatures for the new mythical sites.
Ice The Black Cat TTV Jan 22 @ 8:11pm 
I'm very excited to be deep diving into DF again. How compatible will this mod be when the Adventure mode update drops? I hope this expansive mod will be updated if not. This is the only mod i use 🩵
Phoenixblood Nov 25, 2024 @ 2:31am 
What temperature can Zhaaharas tolerate with their skin? Can they survive Magma?
Gasper Vladi  [author] Nov 13, 2024 @ 7:57pm 
@Blue Eyes White Privileged!

Re-made a new discord link! Also The textures for the gear have an icon for them in tabs/when dropped on the ground, however there is no textures for them when worn.
Blue Eyes White Privileged! Nov 13, 2024 @ 7:08am 
Discord invite doesn't seem to currently be valid.

Also, I've been playing fine with this issue, but it says that there is art for gear. Much of it could just use stand in, but items like Royal Swords don't show up at all in my game. I do have mods, but nothing that touches gear. Just rounder hills, or different landscapes. Basically graphics mods that don't touch gear, or creatures at all.
Bobby Jenkins Oct 26, 2024 @ 3:08am 
Ok makes sense and no worries thank you!
Gasper Vladi  [author] Oct 25, 2024 @ 11:15pm 
@Bobby Jenkins Most likely not since they are similar to how vanilla kobolds work, and they dont have access to majority of the stuff.
Bobby Jenkins Oct 25, 2024 @ 8:49pm 
Ok thank you. and no worries if not but is it possible they will be playable in fortress mode in the future?
Gasper Vladi  [author] Oct 25, 2024 @ 7:36pm 
@Bobby Jenkins Only in adventure mode.
Bobby Jenkins Oct 25, 2024 @ 7:08pm 
Is it possible to play the Rowlehemoth?
Blåhaj :3 Oct 17, 2024 @ 5:31pm 
Dose the Urhorken 4 arms do anything extra?
DeltaOne Sep 10, 2024 @ 3:29pm 
Thank you
Gasper Vladi  [author] Sep 10, 2024 @ 7:31am 
@DeltaOne Vanilla bug/issue when it comes to how ammo is considered. You may want to look up a guide on the Wiki/Youtube on how to make them properly grab the right ammo.
DeltaOne Sep 10, 2024 @ 2:47am 
One small bug I found, Musket balls seem to be bugged, my hunter with a musket is constantly trying to pick up ammunition
Gasper Vladi  [author] Jul 29, 2024 @ 11:15am 
@DirtyHorcrux At the crafting workshop.
DirtyHorcrux Jul 28, 2024 @ 1:58pm 
hi, love this mod and all it offers, just one question, where do i grind the crystals to dust at? i cant seem to find which workshop does this. i can que it up in my work orders but cant seem to find which station it happens at. im playing humans this go round. any help would be appreciated.
Gasper Vladi  [author] Jun 28, 2024 @ 4:39pm 
@DragonlordCringe Most of the crafting stuff is made through a carpentry station, that is normally player made through the player made campsite, however that has yet to be re-implemented yet. You would have to go to a carpentry spot within a player made Fortress for that until devs finish player made campsites.
DragonlordCringe Jun 28, 2024 @ 4:32am 
Since powers and crafting have been added to adventure mode, should all of the adventure mode features this mod offers be working? I've been able to use the powers, but I can't figure out if I'm doing the crafting wrong or if the crafting isn't implemented yet. Or if the crafting uses DFHack, I don't know how to do it
Thot Smasher 69 Jun 18, 2024 @ 9:51pm 
What does the zaharra hot spit do? just spit on a random camel lol
Stinky Hellgooner™ McMullen Apr 25, 2024 @ 8:09am 
Really enjoy the mod. Put a ton of hours into base game and this mod adds a lot of new stuff to explore. Really excited to run around the world in Adventure Mode whenever it gets it's full release. Keep up the good work.
Gasper Vladi  [author] Apr 23, 2024 @ 1:34pm 
@Hellfire Phoenix As mentioned above, alot of the weapons are linked to other parts of the mod. However if if ever becomes a popular demand, I can make the normal weapons/armours into its own mod.
Hellfire Phoenix Apr 23, 2024 @ 10:25am 
Hey, would it be possible to upload a version with only the weapons? Many of them are awesome, but I want to use them in a more vanilla world. I know how to do this myself, but I feel other may want it as well.
Wolfguarde Apr 20, 2024 @ 1:45pm 
Ah, I'd missed that. Thank you.