Dwarf Fortress

Dwarf Fortress

More Vanilla Creatures
225 Comments
Lupus May 28 @ 6:47am 
You do great work relly! i enjoy your mod a lot
Drakli May 19 @ 8:23pm 
@ryno Oh Gosh! Thanks! It never occurred to me that was more than informative text. Hee. Wasn't wasted time though, it helped me investigate more about where all the code in mods references. :D
ryno  [author] May 19 @ 6:56pm 
@Drakli if you already manually removed the duplicate creatures, the only thing still holding you back is that you still need to remove the line [CONFLICTS_WITH_ID:bucket o creatures] from the info.txt ! Have fun :D
Drakli May 19 @ 5:47pm 
If I may, how does More Vanilla Creatures conflict with Bucket o' Creatures? I love the art & creatures in More VC, but I would like to use Bucket (because it's neat) too I figured it was the duplicate creatures (Zebra and Giant Centipedes,) but removing them from one or the other doesn't resolve the conflict. Am I missing anything?
pingin May 14 @ 12:07am 
wait it just deletes them i thought it made them leave holy shit
ryno  [author] Apr 25 @ 6:38am 
@pingin yeahh thats the uhh DFHack thing. fix/wildlife i believe it is called. They were really on one when they made that thing
pingin Apr 24 @ 8:22pm 
i think i just saw a pine ent undergo spontaneous combustion. like it walked past my trade depot and turned into smoke. not sure what happened there
pingin Apr 15 @ 5:51pm 
I think it might have been ReDragons - I can't tell for sure because i've uninstalled that mod now. But I'm pretty sure the altered dragons from that mod have this problem
pingin Apr 15 @ 5:07pm 
ok ive immediately forgotten but i know i saw a statue from another mod with the same bug. I'll update when the dwarves in my current fortress are capable of making statues
ryno  [author] Apr 15 @ 1:02am 
@pingin can u give me an example? i was able to discover the solution either way, but perhaps we could share our findings with anyone else who was affected.
pingin Apr 15 @ 12:01am 
seems to have happened to a lot of other mods as well
ryno  [author] Apr 8 @ 1:08pm 
ok thats fixed lol
ryno  [author] Apr 7 @ 3:06pm 
@pingin Huh, I can confirm that is the case on my end as well. They must have broken recently somehow because they were working last I saw them. I wonder what happened! I can't see anything wrong with the raws so I'll probably have to ask around - or check if maybe this is affecting all modded creatures even in other mods or not. Hopefully it's resolved shortly.
pingin Apr 7 @ 2:55am 
statue graphics for creatures from this mod appear to be broken - the creature itself appears fine, but there's no base, instead a large black box behind the statue sprite
doug righteous Mar 16 @ 5:04pm 
ahh damn, shame to hear. However, you have spoken. The tree dies
ryno  [author] Mar 16 @ 7:54am 
@doug righteous I agree that it is inappropriate and annoying, but that is the price to pay for giving any creatures any fancy abilities like this, via interactions that unfortunately trigger the combat log.
doug righteous Mar 15 @ 10:56pm 
yo, sorry if this has been posted but its a lil annoying. i bought a feathered ent and everything is working fine, but whenever he craps out some eggs the combat icon/log pops up. cant imagine having 10 of these guys
ryno  [author] Mar 13 @ 8:38am 
@pingin i believe cauldron people are the same or similar size to humans or other standard races, just use the clothier submenus that define species-specific clothing work orders, wherever that is
pingin Mar 12 @ 11:35pm 
but while im here - can cauldron people wear clothes of any size? she's embarrassed due to being naked
pingin Mar 12 @ 11:34pm 
WAIT I POSTED THAT AND SHE IMMEDIATELY STARTED WORKING AGAIN NEVERMIND
pingin Mar 12 @ 11:33pm 
I used makeown on a cauldron person (hoping to start a magma proof mining operation) and at first she worked fine, but recently she's just stopped doing any work at all? She'll do stuff like cleaning and pasturing animals, but she refuses to do anything else and just hangs around in the tavern? Not sure where else to post about this, i havent found anything about animal people going on strike anywhere
ryno  [author] Mar 11 @ 1:33pm 
@feygan they drop the same items that you would find elsewhere in the vanilla game and can be stockpiled according to the same process - probably within the many sub menus of the plants category

@tinyPause fluffy wambler man has been on my to do list for awhile
tinyPause Mar 11 @ 8:57am 
the sapient creatures are SOOOO good!!!! LOVE the pot and barrel men to bits i'd KILL for a fluffy wambler man though, would love playing as a pudgy thang witha big ole claymore....
feygan Mar 10 @ 5:23am 
Is there a use for or way to stockpile to dump all the flowers/leaves that the ents drop?
Dunny Feb 26 @ 5:56am 
Just wanted to say that I love this mod, and the spritework is amazing; the DF style is captured perfectly imo. The splotchy detail in the giant and portrait sprites remind me of classical oil paintings lol. Always looking forward to more!
ryno  [author] Feb 24 @ 9:45pm 
@Meteorific no need to apologize, your concerns and feedback is the same as many others who have used the mod and ive always agreed with it
Meteorific Feb 24 @ 4:46pm 
Hey, I just wanted to say I'm sorry, I've been playing the mod a lot more, and I realize I just got insanely unlucky the first go with the leather guy. This is actually an incredibly fun and interesting set of creatures, and I was acting foolish because of something I could have prevented with a door. Hopefully the award makes up for it, and I'll definitely be watching this for future updates. :lev:
ryno  [author] Feb 21 @ 8:23pm 
@CocoBat i wonder if its due to VERMIN_MICRO ... a swarm of flies etc might just kind of automatically evade capture
CocoBat Feb 21 @ 8:09pm 
I think it's not the case that any vermin in Adventure Mode can gnaw out, I frequently carry beetles, slugs and snails in my backpack and they never escape, but maybe that's cancelled out by some other token they have, because you can only find a select amount of vermin by using the search action in adventure mode, I think it might be vermin with the [VERMIN_SOIL] token? normally that's the only way I find vermin in adventure mode
ryno  [author] Feb 21 @ 7:24pm 
@Meteorific well the average leather man is not gonna be very threatening to a fortress because its just some leather in the shape and size of a man, they would lose a fight with some unarmed dwarves, but your legendary named encounter was probably some historical figure with experience and plot armor. Did they have a weapon or something?

@CocoBat soap people would never cause harm so im glad to hear that they didnt. idk anything about the vermin in adventure mode but ill definitely fix that issue with the missing word for the vermin jailbreak dialogue. I'm familiar with the potential for vermin to escape containment via [GNAWER] and [PENETRATEPOWER] but those ghibli sprites lack both of those tokens so im surprised to learn that they've done this. My guess is that those tokens pertain only to fortress mode, whereas any vermin can escape containment in adventure mode by default, but thats just a theory.
CocoBat Feb 21 @ 3:51pm 
I don't mean to spam but on further interaction with the coal sprites, some funky things have happened.
https://steamcommunity.com/sharedfiles/filedetails/?id=3431808200
They did the thing that the demon rat did when I picked it up, except it seems a word for them escaping doesn't exist, which is probably an incredibly niche situation anyways.

another thing I found out is that the group of them is not a single entity, I was able to pick some up, and the sprite changed from three to one coal sprites, very cool, I've never had a chance to pick up a swarm of flies in adventure mode so I had no idea it worked this way.
CocoBat Feb 21 @ 3:44pm 
This might be silly to post, so tell me if this isn't the right place but I have some pictures

Me getting... attacked? by a bunch of soap men that are part of a modded halfling civilization, they gave me the ambush message but then they just started conversing and ignoring me, haha.
https://steamcommunity.com/sharedfiles/filedetails/?id=3431804493

And then I recently found a coal sprite in adventure mode... which is very odd to me because as much as I want to see more vermin appear, I never see them appear in adventure mode, which makes me wonder why this one showed up, do you happen to know anything about the way vermin spawn in Adventure Mode? I've also seen a demon rat... which even chewed its way out of my bag, which I didn't know was possible at all.
https://steamcommunity.com/sharedfiles/filedetails/?id=3431804178
Meteorific Feb 21 @ 2:15pm 
@ryno i have to be honest, and i'm not trying to be rude, but I don't think thats very good design. Pretty much every threat in the vanilla game can be prepared for, it doesn't just appear out of thin air. But i'm just a little salty because i lost a 2 hour save to a creature i stood no chance against. Hopefully in the future it will be different or able to be disabled, i really do like the art for the mod and you have good creativity for the creatures. Cheers
ryno  [author] Feb 20 @ 7:29pm 
@Ani there's an unofficial fork of the mod that does this, you can find it here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3302744089

@Meteorific believe it or not that was the intended experience, because there is something off about my psyche that has various consequences such as this. I would like everyone to be aware that in worlds generated with the more recent versions of this mod, all of the construct creatures are much rarer now than they used to be, and I am happy to continue shrinking their presence if I need to. Currently they all have [FREQUENCY:12] and they lack the [SAVAGE] token. I am prepared to reduce this number *and* add the savagery restrictions, although it's not my intent that most of them be seen as savage things. The cheese man and his cousins are peaceful creatures, even if your doggies start so many fights with them.

In the future when we are able to restrict their presence on the basis of magical-ness, I will do that as well.
Meteorific Feb 20 @ 3:18pm 
what causes leather men to appear? A legendary named leather man with level 8 wrestling and a bunch of other combat skills just appeared in my animal pen and proceeded to annihilate everyone, which doesn't seem intended?
Ani Feb 20 @ 12:45pm 
I wish there was a version without the construct people, but otherwise great mod
Aceituno Feb 19 @ 12:52am 
@ryno Yeah, I though it was a secondary effect caused by all the ants being accomplished organizers. Still its a very nice detail :steamthumbsup: Ant Admin [imgbox.com]
ryno  [author] Feb 19 @ 12:06am 
@Aceituno thats funny. that probably happens because i made giant ants have a bit of natural "organization" skill that they're born with because im deranged. It was in reference to the complex social behavior of ants but obviously there's been some unintended side effects. I'll probably remove that in a future version, thanks for pointing it out.
Aceituno Feb 18 @ 11:32pm 
Great mod. I have a lot of giant ants in my fortress. When the child ones grow up they get named as "Administrators" like if they were a noble. Even with purple text coloring. I guess its a little bug. https://images2.imgbox.com/48/cf/7p07EM5V_o.png
ryno  [author] Feb 6 @ 10:44am 
@Emong thanks for reporting that, the cause for that has been identified and it will be fixed in the next version
Emong Feb 5 @ 11:20pm 
No idea if you can do anything about this, but in Adventure Mode you can get ambushed by packs of piranhas on dry land (who then air drown to death)
ryno  [author] Feb 4 @ 6:00pm 
@CocoBat that sounds beyond mysterious
CocoBat Feb 4 @ 5:56pm 
I'll add a bit more detail, I found some in one of the new ruins that normally have goblins in them, as cultists, I also wouldn't know how this would happen.
ryno  [author] Feb 4 @ 5:33pm 
@CocoBat its fascinating that you would ever see one in adventure mode considering the fact that they never spawn naturally and only exist when specific interactions occur. it seems unlikely that the game would really simulate it all offscreen, so im assuming that your experience is probably rare, but thats cool to hear haha
CocoBat Feb 4 @ 5:28pm 
I've met some fungal thralls in adventure mode, and enjoyed fighting them, I've yet to meet any in fortress mode, but I quite like them.
ryno  [author] Feb 4 @ 4:53pm 
yeah i thought it would be cool if there was some kind of contagious fungus stuff but im pretty sure nobody agrees
Anime is Satan Feb 4 @ 3:27pm 
The thralls are also always cleaning spores off of themselves with water... again to no effect or point it seems.
Anime is Satan Feb 4 @ 3:21pm 
Neat mod, but the whole fungus thrall thing has my whole fortress looking like ice cream people... for basically no effect or point.
ryno  [author] Feb 3 @ 4:32pm 
@Theneoseraphim dwarves for example have the luxury of a separate head and torso to wear items on, but anything with a head-body such as gorlaks or these pot men that you speak of don't have this luxury because the 1 slot becomes occupied by one or the other
Theneoseraphim Feb 3 @ 3:43pm 
I've gotten some angry pot-men wearing head gear, but no chest gear. They are upset they are not fully clothed. I am using df-hack to add them, so that is is likely the issue. So chest items good, head items bad.

I've wanted a golem race since masterwork, But nothing has been even close so far. I have tried modding in the old masterwork golem forge with the need for orchalcum, but I am a lover not a coder so it hasn't worked. I think I just need to stop trying to get pot-men to be what they are not.