Dwarf Fortress

Dwarf Fortress

Intro's Kobold Civ
418 Comments
RainWorld:TheWatcher Oct 7 @ 12:16am 
Noticed that after embarking, it still says "A new chapter of dwarven history begins...."
Blue Sep 3 @ 2:24am 
As a kobold, this mod is easily my favorite mod :3
Introdile  [author] Sep 2 @ 5:10pm 
@CrimsonSun: What kind of armor are they equipped with? Type and material, if you could.
Anrai Sep 2 @ 4:51pm 
@CrimsonSun

Discord media links are highly temporal and yours has timed out already; if you're trying to document the issue I'd recommend alternate hosting.
🐲Nyinxie🐲 Aug 27 @ 11:14pm 
Kobol
Introdile  [author] Aug 18 @ 7:34pm 
@Fesdifos: Thank you! :3

@Dingus: Thanks for reporting that! That's a bug that occurs if a creature is too small, it makes them untargetable. Giving a look at the kobolds, it looks like I accidentally made babies have no mass until they are 1 year old. Oops...
Fesdifos Aug 18 @ 5:36am 
Hey I just wanted to say how much I appreciate you still working on this. I've been using it since I picked the game up, and I don't think I can ever play without it at this point. Great work and thanks again!
Dingus Aug 17 @ 12:37pm 
Alright so hatchlings appear to have some kind of property where they are immune to damage? One has been dancing around an undead spearman that wiped out my entire fortress and the combat log states "The attack passes right through!"
Dingus Aug 17 @ 10:02am 
No issues so far but I am only on my second year. Will let you know if I notice anything. Love the child sprites they're so small and adorable.
Marlon Aug 15 @ 8:15pm 
Woohoo! The new sprites look so cute!
Introdile  [author] Aug 14 @ 6:58pm 
The update is out! Let me know if there are any issues! Old saves are still compatible, but as always, a new world is needed for graphical updates for whatever reason.
Introdile  [author] Aug 14 @ 6:38pm 
@Phoenix: They're perfectly happy with just water! There are also no plans for any extra features, unfortunately. I'm not sure what I could add that's within the scope of this mod (a mostly vanilla experience) and is possible within DF. Although with Lua modding, there's probably more you can do now, but I haven't looked into it.
BlindingPhoenix Aug 14 @ 1:35pm 
Do Kobolds still have mental breakdowns if they don't drink booze? Also, are there any plans for kobold-unique equipment/buildings? Something like...I don't know, a buildable hearth furniture for a kobold-themed social zone that replaces a tavern or temple, maybe?
Introdile  [author] Aug 13 @ 11:11pm 
@Dingus: I'm not sure! I'll have to give it a test before release. Prior experience for me has been you'd need a new world for updated graphics, but I'm not sure if that's different now.
Dingus Aug 13 @ 7:27pm 
Awesome news! Do you know if this will require generating new worlds?
Introdile  [author] Aug 13 @ 6:49pm 
The next update will be out on Sunday, at the latest! It depends on my work schedule, but it's close to done now. It features a fix to the weapons and clothing sprites, updated clothing sprites, and tile sprites for kobold babies and children. Portraits for babies and children will come in a later update.
Introdile  [author] Aug 12 @ 4:50pm 
Hi! I have no ETA on the next update, but I've started working on it. I have to reorganize/recolor the clothing sprites, so I'm doing some resprites on them while I'm at it. Also, the baby and child sprites will come with this update (though not their portraits; those will come in a later update).
Marlon Aug 8 @ 10:23pm 
upon further investigation, disabling the dyed option makes the sprites no longer naked! theyre always clothed in their portraits, but not the sprites if it's dyed
Introdile  [author] Aug 8 @ 10:11pm 
@Marlon: Uh oh... I'll look into that as soon as I can!
Marlon Aug 8 @ 10:06pm 
It seems like the latest update with dyed clothes has made all kobolds naked!
For when you get around to it there's a minor typo:

*** Error(s) found in the file "data/installed_mods/intros_kobolds (18)/graphics/graphics_kobold_portrait.txt"
Tile page token not recognized: INTROBOLD_PORTRAIT_BODYe
Dingus Jun 21 @ 7:11am 
@intro that's totally understandable. Thanks for the response and I hope you have a good time regardless of what you're doing.
Introdile  [author] Jun 20 @ 12:45pm 
@Dingus: I'm sorry to say that there's no ETA yet. I've had a lot of false starts on making an update over the past few months (or even fixing the weapon sprites), but the energy hasn't been there. I'm sure I'll get to it at some point, probably when I'm next in a Dwarf Fortress mood, but I'm not sure when that'll be.
Dingus Jun 20 @ 9:21am 
Hi I was just curious if there's any kind of updated eta for when you can update this? Not wanting to be rude or anything just wondering. I'd contribute/help if I was more modding savvy
Egor Jun 20 @ 8:32am 
Хуета
Imas May 30 @ 5:38am 
@Dom I also struggled with this yesterday, but I found that you can go to the workshop-folder in steamapps (I think that's where it was), find it in the folder with Dwarf Fortress' steam ID as its name, and manually copy it over into the mods-folder.

You then get a new button when creating a new world that lets you add mods to it.
Dom May 29 @ 12:34pm 
Is this mod currently broken? When I subscribe Steam says it's downloading but when I look in the mods folder nothing appears, and it's not appearing in the mod list?
Introdile  [author] May 8 @ 11:19pm 
@Otter: They do indeed age faster, and have more children, although they are more gay. They're also slightly smaller than dwarves, have different stats (high agility and creativity, less strength and focus), and have scales instead of skin. There might be other differences, since I used vanilla kobolds as a base, but I didn't change much else.
Green Eyed Otter May 8 @ 11:07am 
Do you have a list of what makes them different than dwarves? I noticed their maturity age is lower and they have more children
Introdile  [author] Apr 23 @ 8:41pm 
@rousyrunt44: You want to open "creature_kobold.txt" in the mod files and Ctrl-F for "CASTE:FEMALE". Under [CASTE:FEMALE] and [CASTE:MALE], there are ORIENTATION tokens. If you erase the lines with ORIENTATION, they should go to the default orientation of preferring opposite sex partners.
rousyrunt44 Apr 23 @ 1:38am 
Sure, I could use some instructions. Its actually been a looooong time since Ive messed with the game files lol
Introdile  [author] Apr 22 @ 7:01pm 
@Maximus: Having more mechanics with temperature is on my DF feature wishlist. Unfortunately, creatures generally ignore temp unless it's hot enough to melt their flesh, IIRC, so there isn't much I can add in that department.

@Marker: I'm not really sure what's up with that, to be honest! I've seen people mention that it's because tissues aren't set up correctly, but all kobolds would be invincible if that were the case. I gave it a test and kobold babies were very much not invincible! Could've been a one-off bug or something?

@rousyrunt44: I can't add extra options without making it a pain or uploading a separate mod. Creature orientation is pretty simple to tweak on your own, though. I can give you instructions if you like!
rousyrunt44 Apr 22 @ 1:12pm 
Could there be an option to make the kobolds have less gay and bi relationships? (basically make them similar to dwarves in that regard.) Im not offended by that stuff or anything, Im moreso curious if it would lead to a koboldsplosion of population like what can happen with cats.
Marker Apr 21 @ 11:32am 
Are the kobold babies invincible? My fort got overrun by undead, and they ended up endlessly attacking them with their attacks "passing through" them until they eventually died of thirst.
Maximus Apr 18 @ 8:09am 
i kind of wish there were extra challenges with playing kobolds instead of dwarves, like right now I don't really see a point in playing dwarf fortress with no dwarves. some mechanics like having to build unique hearth structures to stave off the cold because kobolds can't handle cold on account of them being reptiles would be cool...
Introdile  [author] Mar 25 @ 8:11pm 
@Th232r: I can't say for certain, but my longer kobold forts haven't had a shortage of children. The kobolds may be gayer but they also tend to have more children. Twins and triples are common iirc

@Rhaas: I meant to do the weapon sprite bugfix with the baby and children update, but I've been struggling with making the new art. I'm gonna see about fixing the weapon sprites sooner rather than later. I don't have an ETA though
Th232r Mar 25 @ 3:04pm 
Can confirm, they are super gay af. Does this prevent normal population growth?
ked Mar 22 @ 6:54am 
Probably my favourite DF mod, great work :awswadine:
Rhaas Mar 18 @ 9:24am 
Has anybody figured out any band aid fix to weapon sprites?
Illustrious Illusionist Feb 24 @ 1:37am 
Is there any specific guidance you'd give on where to load this mod in the mod order? I'm pretty sure I'm loading it right in this new world - I've definitely had kobolds before - but for some reason they're also just never appearing in the world for me.
Trip <3 Feb 14 @ 2:21pm 
nvm I didn't notice that dwarves were mixed in with them, I got my kobolds they're cute
Trip <3 Feb 14 @ 12:55pm 
I've tried using this mod many times and it's never worked, I don't understand why. The only other mod I have is no aquifers and this is working fine. I enable it at world gen every time but I always get a party of dwarves, big sad
Blue Feb 12 @ 2:05pm 
Love this mod. I literally always use it in every save.
Kobolds > dwarves
TortuousAugur Feb 7 @ 9:45pm 
Is there an issue with the horns? During charter creation in adventure mode the horns never changed when I would randomize the character and once I accepted a character, it had a different set of horns.

I'm also curious if I can use DFHack to alter the horns? I've found settings for just about all other physical appearance settings but can't seem to identify anything for the horns.
Crozarius Jan 31 @ 4:13pm 
It turns out that I am indeed stupid (Yes, that was the problem. Thank you, I didn't realise that this was a thing you had to do to get mods to work)
Dingus Jan 31 @ 4:12pm 
@Crozarius make sure you're enabling the mod when you're creating the world. it's finicky but you have to activate it in game after downloading it from the workshop
Anrai Jan 31 @ 4:11pm 
Do you enable the mod (move it into the active list) when you generate the world?
Crozarius Jan 31 @ 4:04pm 
Hi, I suspect I may be stupid and haven't done some critical step, but for some reason no matter how many worlds I generate I can't get Kobold civilisations to appear when selecting origin in Fortress mode. Any ideas?
Introdile  [author] Jan 25 @ 7:55pm 
@Dingus: It should work! I did all my testing on test branches, and nothing major has changed. I do plan on updating this mod again, but it'll be graphical and portrait stuff. (which includes fixing the missing weapon sprites!)

@LambdaFan: They are, but my mod isn't trying to be DF kobolds. They're more of my own style of D&D kobolds, the dragon-y kind.