Dwarf Fortress

Dwarf Fortress

Mcnuggy's Mythical Beasts
109 Comments
Paches 49 minutes ago 
Love your mod, wonderful sprites. Mandrake could use a warning on the mod description page, I rarely go out of comments unless there's a bug.

A caravan showed up with some mandrake, my curious dwarves decided to purchase some to make booze and farm with unknowing of the danger. A month later my legendary sword dwarf takes a swig and goes into a berserk, being clad in steel he killed half the tavern before calming down.

Mandrake are officially outlawed as well.

15/10 mod, did not expect early FUN
Sohiro May 31 @ 4:34am 
Okay, I've sorted out the problem. Indeed, the main incompatibility was with the translator program (Dfint). If someone also encounters this problem in the future, then you need to completely delete the folder with DF (steam itself will not delete all files), reinstall the game, create a world with the necessary mods and start the game. Only then can you install Dfint on top, then everything will work.
Sohiro May 31 @ 4:18am 
Okay, thank you!
mcnuggy  [author] May 30 @ 4:25pm 
@Shiro Interesting...i've never heard of that error before. If I had to guess, you're playing on a computer that's in a different language than english? This may be a bug with the game being unable to translate latin characters somehow, if it's affecting other mods you have. I would suggest making a bug report/bringing this up to Putnam (one of the game's developers) on the kitfox discord, and she should be able to figure out the problem (or fix it if it's an issue with the game itself)
Sohiro May 30 @ 9:55am 
I'm sorry! I wrote the error myself because it couldn't be copied. but yes, it said mcnuggys mythical beast (301), I didn't rename anything. it turns out that this is really a problem for me, because the same mistake happens with other mods that add new creatures. for some reason, df can't find corpses. reinstalling mods or the game itself did not help. I started looking for something in the folders and found a strange folder in Dwarf Fortress\data\installed_mods\mcnuggys mythical beast (301)\graphics\images, which is called ЄҐ­в ўа. There are only two folders available to me on this path, ЄҐ­в ўа and portraits. Is that how it should be?
mcnuggy  [author] May 30 @ 8:05am 
@Sohiro, looking at the message you posted there's a typo in "mcnuggets mythical beast (301)". It should be "mcnuggys mythical beast (301)", did you somehow rename the mod's folder? Otherwise, I tried creating a test world with the mod and could not recreate the error. I would suggest redownloading the mod and reinstalling it to fix the issue.
Sohiro May 30 @ 7:03am 
hello! I get this error every time I try to create a world with a mod. Not found: data/installed_mods/mcnuggets mythical beast (301)/graphics/images/centaur/mb_centaur_corpse.png
Moffman May 29 @ 7:13am 
Yeah, I looked into it and I'd say they probably just weren't fertilised. I'll just have to let them keep on roosting. Cheers for the response.
mcnuggy  [author] May 28 @ 9:40am 
@Moffman egg hatch times are hardcoded and cannot be changed in any way.

If I had to guess either your eggs weren't fertilized by a male (either the male isn't interested in breeding, or can't access the female) or the mothers were scared off their nest at some point, where the eggs then 'died' because if they leave their nest while incubating ever they just don't hatch anymore.
Moffman May 28 @ 4:19am 
Hey, trying to breed a griffon colony, I have two hippogriffs and one griffon s on eggs for about a year. My question is does anybody know how long it takes to hatch griff chicks? (None of the beasts have been interfered with)
pingin Apr 27 @ 3:33pm 
thank u for the response! i will probably edit them to be aquatic so that they do the kelpie thing of baiting people into the water before killing them, just because i think that'd be neat.

also, is the reason they aren't marked as trainable a reference to senshi failing to tame one in dungeon meshi?
mcnuggy  [author] Apr 27 @ 11:45am 
@Dreamyr centaurs have their max gait copied from horses, who can run at 70kph, which is about as going mach jesus as you can get in dwarf fortress.

I will say I find this funny, as I've had basically the same experience in my new fort, but with a single vanilla giant cockatiel, and then 6 more immediately after also nearly destroying my fort before summer had even came. The fun and unpredictability of dwarf fortress often comes from the game already being utter bullshit.

That being said, pingin's comment down below did make me look over some of the creatures and see some's cluster sizes and frequencies were a bit too high, one of which being centaurs which I did lower for the next update (No longer spawn in Savannah, frequency down to 20, cluster size down to 2-4)
Dreamyr Apr 27 @ 8:32am 
Centaur charges are way too strong. It's my first summer and I just watched a single Centauress fight my both my wargs, griffons, and a dwarf. She has no weapons and has already killed one of my griffons and injured everyone else.

Looking at the combat log most of what she does is just charge and knock them over. Unless she's going mach jesus there isn't any way she should be doing that kind of damage to a griffon with a charge.

There's also another eight of them outside my fortress entrance that I'm going to have to DFhack away because like hell is that even a fighting chance for a fort in its first summer.
mcnuggy  [author] Apr 24 @ 11:59am 
@pingin just removing the [AMPHIBIOUS] tag on them and replacing it with [AQUATIC] would make them effectively fish (unable to breath on land, but they'd stay in water and attack things near the edge).

Though I'll keep them amphibious in my end, looking at them I realize their frequency and pop numbers are a little high, so i'll probably lower those for the next minor update.
pingin Apr 23 @ 8:49pm 
kelpies might be due a nerf. they'd be fine if they actually stayed in the water but they end up coming out and into the fortress going on a rampage - their kicks can kill a dwarf very quickly. is there some way to make them behave like pond grabbers? (staying in the water and grabbing dwarves who wander past the waterline)
mcnuggy  [author] Apr 15 @ 12:48am 
@pingin hell yeah. I encourage people to edit their own mods/raws to fit their play style. As for the undead dragon thing, it does have the [FANCIFUL] token, which according to the df wiki causes artistic depictions (like statues or engravings) to appear even for something tagged [DOES_NOT_EXIST], it's also possible having the [MEGABEAST] token is causing it to freak out in combo? Since megabeast are placed in a different phase of world gen, it might be causing them to bypass [DOES_NOT_EXIST]?

can also just put a CUT token after the undead dragon in it's raws to remove it in theory, or just delete it's raw entry entirely.
pingin Apr 15 @ 12:07am 
ok even if i add [DOES_NOT_EXIST] undead dragons keep appearing in worldgen. this is def not a bug with the mod im just stupid
pingin Apr 14 @ 2:05am 
love this mod dearly. made some small edits this time around, removing some of the dragon variants (as i've installed procedural dragons, and i worry there might be some overlap?) and giving wargs PET_EXOTIC rather than pet - i didn't like how they were almost always domesticated in worldgen and ended up being just better dogs.
mcnuggy  [author] Apr 13 @ 6:35pm 
@Jabbamonkey What biome did you embark in? Was this a new fortress made with the new update, or an old one? Recent update changed them to only spawn in tropical swamps, with a frequency of 2. They also have an incredibly tiny population of 10 max per region.
Jabbamonkey Apr 13 @ 5:46pm 
Got the Basilisk on my fortress map ... they came as often as deer regularly do. About 3 at a time, and annoyingly kept turning dwarves and visitors to stone. They came way too frequently and forced me to turn off the mod.
Mechanos Feb 20 @ 7:32pm 
Sounded (and looks) cool. But then I read some of the comments and descriptions regarding the.. 1 shot kill attacks. Yeeaahh, nah lol.
love this mod, the sprites are gorgeous and the creatures are Fun! I haven't explored enough to figure everything out, but I'm still trying to figure out how I exited my game with a breeding pair of tame hippogriffs, and loaded back to a couple mogall in their same place, having cuckoo'd their nest. So far my best guess is ceremorphosis.
mcnuggy  [author] Jan 28 @ 8:17pm 
@Edern yeah a few people have complained about the Basilisk in adventure mode, when I made this mod and put them in Adventure mode beta hadn't even dropped yet so I didn't really plan for it with their stare. But now that adventure mode is out fully I plan to actually play through it and update the mod to fix some of the balancing issues, especially with the Basilisk.

As for now if you want, you could use CUT commands after the Basilisk's raw entry to remove them.
Edern Jan 27 @ 9:48am 
Great mod overall, but Basilisks are the most unfun thing to encounter in Adventure Mode, that's essentially an instant death with no counterplay if you don't instantly use DFHack's gm-editor (for anyone wanting to know how to use this, go to your symptoms until you see a list with only one element, then press Alt-d on that element, this will remove the symptom) to clear the symptom and then full-heal
mcnuggy  [author] Jan 13 @ 3:29pm 
@morningstar the closest would be the creature descriptions on the mod's Discussions tab
morningstar Jan 13 @ 9:41am 
Does a detailed description of the animals exist? like the wiki ones, leve a link to a black bear for example of what i mean https://dwarffortresswiki.org/index.php/Black_bear
Greystar Jan 12 @ 10:29am 
Breeding Hippogriff, do they have live birth or need a nesting box? Also a list of requirements for breeding would be nice (if I may have missed it I appologize).
mcnuggy  [author] Dec 28, 2024 @ 7:21am 
@a Dandy Guy the reasoning for Mandrake root/ale is as mentioned in the Discussions tab about them, mostly just for fun and chaos. The entire purpose is to sorta be like russian roulette, with the benefit being you can ignore and not plant/brew with it if you don't want to. As for why you embark by default with it, it's added to embark by default because it's an underground plant that dwarves have access to by default.

As for making it unable to be cooked/brewed with, you should be able to forbid using it from the kitchen menu screen? Can also use DFhack to export/import cooking rules and the like between words as well, if I recall correctly.

In theory maybe it's value as an item is cheaper than the other options, so it usually defaults to selecting them instead of other stuff like plump helmets? I suppose I can look into it when I get back to DF modding, but usually it's not too much trouble to just select other seeds to embark with, or save/restore embark presets with other seeds.
a Dandy Guy Dec 27, 2024 @ 1:20pm 
is there any way to set all the mandrake items to do not eat by default? and why do they always seem to replace half the plants in the preparation screen by default?

I'm a bit confused on the purpose of the mandrake root in general, and it's a bit annoying that there seems to be a bias that forces some mandrake items to start in your preparing inventory with every game start replacing half your starting food with poison by default. sometimes I like to just start a blind run and now if I do that I almost inevitably have mandrake root/seeds as half my food stock.

I like the mod for the most part, some good classic beasts, and the addition of mandrake root as a plant makes sense but in my current understanding of the game I'm not certain why I'd want to start with mandrake root ale or roots in my stock, and if it only poisons dwarves I don't understand why I'd farm it in general... unless I got to the point where I had nobles and just really wanted one dead.
mcnuggy  [author] Nov 13, 2024 @ 2:36pm 
@Zayven if you open taverns you can potentially get them to visit as guest or researchers. Though as they are 'wild' intelligent creatures, similarly to Gnoms and animal people, usually them showing up in the wild around your fort will have them be neutral/aggressive towards you by default.
Zayven Nov 12, 2024 @ 12:51am 
Is there any way to befriend / adopt a pixie in Fortress mode? Or am I fated to just constantly kill them and be sad about it? :( They're marked as intelligent but it doesn't seem to have any effect except to .. not be able to do anything with them.
Bishop Heket of the Old Faith Oct 23, 2024 @ 11:23pm 
Instant download as soon as I saw Quetzalcoatl. :steamthumbsup:
VastoLorde Aug 20, 2024 @ 7:50am 
giant wargs are disgusting basically, should be nerfed asap imo
Aurilliux Aug 3, 2024 @ 1:34pm 
Had to outlaw Mandrake-related products, it seems to have directly killed about a dozen of my civilians when left unchecked.
mcnuggy  [author] Jun 27, 2024 @ 8:24pm 
@Gortunga ツ I have yet to actually play Adventure mode yet, so I haven't personally gotten to experience my creatures in that mode. I'll definitely keep an eye on them when I do get the chance to play adventure.
Gortunga ツ Jun 27, 2024 @ 5:10pm 
yo basilisk are far too op. They need to be rarer in world gen or something cause they basically just end your playthrough if you're a solo adventurer. There needs to be some way to run from them cause right now they can outpace you while jumping, so if you can't fly you're just dead.
mcnuggy  [author] Jun 5, 2024 @ 7:14am 
@bluhspizo can open the game's directory (right click the game icon and select 'Properties->Browse Local files') and go into 'installed mods\mcnuggy's mythical beasts (202)\objects\creature_mythicalbeast_standard.txt' and open that text file, Ctrl + F and search "COMMON_DOMESTIC", it'll pull up every entry with the token, just delete the entire [COMMON_DOMESTIC] token from every entry you want removed from the common domestic list, save the txt file, and you can start a new world and they wont be there.
bluhspizo May 29, 2024 @ 12:51pm 
Is there a way to turn off the fantasy creatures being common domestic? I’m honestly not the biggest fan of it but besides that I love the mod
PoliteHoppip May 18, 2024 @ 12:02am 
nvm I don't know how to read it just takes a few days oops
PoliteHoppip May 17, 2024 @ 11:58pm 
When getting turned to stone by a Basilisk in adventure mode, the adventurer keeps getting turned back to stone even if i use DFhack's full-heal and clean to make them stop being stone (it just happens again after a couple ticks). The only solution is to load a save file from before I encountered the basilisk. Is there any known way to actually fix the stone syndrome?
mcnuggy  [author] May 11, 2024 @ 4:41am 
@Seth'cor pretty much all the hooved animals except Kelpie and hippogriff are grazers. (Peryton, pegasus, qilin, bicorn)
Seth'cor May 10, 2024 @ 1:19pm 
Are any of the creatures grazers or can i pin them wherever?
Skorvold Apr 27, 2024 @ 3:26pm 
I'm having this same issue but I don't believe it's this mod. If anybody else figures out a fix for this please share.
Tiger T20 Apr 15, 2024 @ 6:29pm 
@mcnuggy I'll give it a shot
mcnuggy  [author] Apr 7, 2024 @ 11:57am 
@Tiger T20 interesting. Have you tried playing with your mod load order to see if it resolves the problem? Im using several mods to add creatures (10+) and they're working fine together. So it could be either 1 specific mod, or load order oddities.
Tiger T20 Apr 7, 2024 @ 6:23am 
Looks like other mods that add creatures have the same problem, had the same happen in a world without this mod (but with other modded creatures that turned into forgotten beasts)
Tiger T20 Apr 6, 2024 @ 3:34pm 
I just had the same issue as @N8lmaoo, not using lizardman mod. Behemoths became basilisks, hippogriff became a peryton.
mcnuggy  [author] Mar 18, 2024 @ 1:09am 
@N8lmaoo are you perhaps using topple's lizardman mod? I was having the same issues and, at least for my modlist, narrowed that bug down to that mod. At the bare minimum, I know it isn't caused by my mod itself.
N8lmaoo Mar 17, 2024 @ 9:27pm 
Had a behemoth farm going but when loading a save they all turned to basilisks, then pressing play crashes the game. idk if its a problem with my load order or game or mod
Brick Mar 6, 2024 @ 5:55am 
I had to COMPLETELY OUTLAW mandrake ale, I had a black bear man come to my tavern and get so drunk that he broke one of my miner's spines with one punch. Mandrakes are a dangerous thing :urist: