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Vanilla megabeast also cannot attack your fort until you hit tiers 3 on all three triggers by default, so the modded megabeast here will show up just fine like any other megabeast, so no need to worry there. You can edit the numbers for each trigger tier manually in the settings too, if you want stuff like titans and megabeast to attack earlier.
You can read a bit more of a detailed description on the DF wiki here: https://dwarffortresswiki.org/index.php/Difficulty#Default_settings
i guess i'll have to try and remake the problem and see if it does it again. it hasn't done it sicne and i played a lot of worlds before that and it never did it before.
I have to ask, do you perhaps have some errors in your errorlog? (if you right click the game in steam and select 'Manage->Browse Local Files' it'll be a .txt file in that folder) If there are any errors relating to 'DUPLICATE RAW's, you probably have a mod that tries to CUT and replace materials, which you can't actually do.
The reason I say this is the usual cause for 'X creature or item suddenly gets replaced by another' is caused by duplicate raws, as because they're duplicated it causes the 2nd copies to kinda get 'shuffled' and for anything after it to also get shuffled.
If you could check and get back to me I could probably take a look into it further.
Mandrakes do have a much more detailed description in the Discussions tab, along with their ale's effects, though you're right, I probably should put a small warning on the main page for them for people who (likely) wont read it.
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
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.
also, is the reason they aren't marked as trainable a reference to senshi failing to tame one in dungeon meshi?
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)
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.
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.
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.
As for now if you want, you could use CUT commands after the Basilisk's raw entry to remove them.
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.
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.