Dwarf Fortress

Dwarf Fortress

More Vanilla Creatures
255 kommentarer
ryno  [ophavsmand] 20. aug. kl. 12:24 
@Drakli thats wonderful
Drakli 20. aug. kl. 10:51 
I've got some good news! I removed FB's Revised Wildlife" from the incompatibility list on info and tested the two mods together, and no errors cropped up! Looks like whatever caused the conflict may no longer be a factor.
Drakli 19. aug. kl. 4:27 
Absolutely fair, I'll look into it from here!
ryno  [ophavsmand] 17. aug. kl. 22:01 
@Drakli it was so long ago i have no idea but feel free to just go into the info.txt and remove the line that prevents them from being loaded together and see what happens
Drakli 17. aug. kl. 15:20 
How does "FB's Revised Wildlife" conflict with "More Vanilla Creatures," please? I'm interested in FB's mod but I don't want to give up your cool creatures!
niemst 10. aug. kl. 22:25 
Giant Bugbat looks great :-D and blobs are so cute :-)
fallout2077 26. juli kl. 7:26 
Actually, forget about that theory regarding Biodiversity Booster... I've created a world using just BDB, MVC, and the compatch and embarks seem perfectly normal, nothing strange spawning with embark.
fallout2077 26. juli kl. 7:10 
Hello. Does this mod increase the chanced to embark Minecart Men & Women? It seems like about 90% of the time (if not more) I'll embark with them in addition to my standard 7 dwarves. Also does this mod take the savagery of biomes into account when determining pets during embarkation? I seem to embark with Owlcats fairly often. I looked through my other mods to see if any of them added "use_any_pet_race" to Dwarves and I came up with nada. Could it be the Biodiversity Booster-MVC compatch making me spawn with the aforementioned creatures as often as I am?
ryno  [ophavsmand] 21. juli kl. 18:47 
@Aceituno wonderful
Aceituno 21. juli kl. 11:58 
I'm enjoying you mod a lot. The goblins bringed up in their last siege a bunch of giant creeping eyes and also some tendrils dogs. They look really nice although I think the giant eyes just left the battle and didn't fight. I'll guess they didn't... saw an easy fight and just run away

https://i.postimg.cc/fzMr1bRB/1.png

Thanks ryno
ryno  [ophavsmand] 15. juli kl. 16:03 
@Levvy you mean like upon embark theyre all just available now? it wouldnt be this mod doing that, but if you have some other mod that adds use_any_pet_race to the dwarven entity that might do it
Levvy 15. juli kl. 12:03 
So, on my most recent save it seems like Dwarves have somehow managed to domesticate all the new cavern creatures...
Bragonfly 13. juli kl. 15:42 
amazing pixelwork, you clearly had a lot of fun making these!
ryno  [ophavsmand] 12. juli kl. 10:44 
@Moonwarden64 ok ill nerf them on the next version
Moonwarden64 12. juli kl. 5:43 
although I do have "skilled animals and megabeasts"
Moonwarden64 12. juli kl. 5:43 
Eye-bats seem really op, two of them just killed a war trained giant cave crocodille I had
ryno  [ophavsmand] 9. juli kl. 10:16 
@Hawara the threat of a fungal takeover seemed like a sorely missing thing in the game, so i did those but most people seem to agree that its just bad
Hawara 9. juli kl. 0:54 
What's going on with the Fungi spore balls that infect everything? What does this do, what does it mean? Can you get rid of that?
CocoBat 1. juli kl. 14:21 
Love the new update, my favorite is the giant bugbat, I really like the way you sprited its head, it looks like a mantid
eqN 1. juli kl. 10:22 
Oh derp, I'm misremembering I guess. You can totally ignore me. It was just the Mimic when I looked again. Regardless, super impressed with the mod!
ryno  [ophavsmand] 29. juni kl. 1:58 
@eqN tell me more about these non existing creatures you speaketh of
eqN 29. juni kl. 1:56 
Interesting! I noticed a lot of similarly DOES_NOT_EXIST creatures. Super impressive how much is already put together! Thank you for the excellent mod!
ryno  [ophavsmand] 29. juni kl. 1:51 
@eqN oh thats for all the new animal people that i made for version 5.6 before eventually putting them aside and 5.6 became something else. i forgot to remove that creature_variation from the files, it will be utilized for future content, just not by anything quite yet
eqN 29. juni kl. 1:20 
May I ask, what is the purpose of ANIMAL_PERSON_BUGFIXED Variations?
I don't see them actually applied to anything.
CocoBat 24. juni kl. 19:15 
Well I'm glad it works now, I love crabs specifically, I'd just assumed I was missing them
ryno  [ophavsmand] 24. juni kl. 18:50 
@CocoBat very shortly after the latest patch, i figured out why giant magma crabs havent been spawning this whole time. i have searched for the answer for a year, and it has finally come.

its something cringe pertaining to their blood being the wrong state of matter at the extreme temperatures in which they dwell - it never came up in all my testing of their ability to navigate magma, but it nonetheless prevented their spawning! It's fixed now because Squamous (The Long Night) discovered it for me, and therefor giant magma crabs will effectively be a new creature added to the mod in the next version. From version 1.0 to today, this sad injustice is finally coming to an end ...
CocoBat 24. juni kl. 14:27 
Amazing update.
Paches 18. juni kl. 20:53 
that helps a lot. i saw on mythical creatures the mod has a discussion page with the details for units.

i love the additions you have made, i hvae ran across the various "man" units and have gotten stuff to sell on adventure mode (noteably pot man and his iron pot body drop)

i love h0ow some are meant to be chopped up before killing like pot man, can't attack the body directly but if you shop all the limbs off you can for an easy kill.
ryno  [ophavsmand] 18. juni kl. 12:36 
@Paches fire snakes are made of fire, anvil men are made of iron, bubble bulb bears are made of bubble bulbs

a wiki for the mod might be somewhat useful, but most information can be simply assumed. im limited by the character count of the steam mod description, it did used to contain a little more context before i had to chop it down. ill answer any questions tho
Paches 18. juni kl. 11:51 
really wish there was some basic info on the creatures added. i want some fire snakes but don't want to immediately light my fortress on fire for some early FUN. like is the anvil man made of solid metal like a colossus for adventure mode? is the bubble bulb bear made of water? if so what's the use since it's probably fragile?
Lupus 28. maj kl. 6:47 
You do great work relly! i enjoy your mod a lot
Drakli 19. maj kl. 20:23 
@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  [ophavsmand] 19. maj kl. 18:56 
@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 19. maj kl. 17:47 
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 14. maj kl. 0:07 
wait it just deletes them i thought it made them leave holy shit
ryno  [ophavsmand] 25. apr. kl. 6:38 
@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 24. apr. kl. 20:22 
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 15. apr. kl. 17:51 
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 15. apr. kl. 17:07 
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  [ophavsmand] 15. apr. kl. 1:02 
@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 15. apr. kl. 0:01 
seems to have happened to a lot of other mods as well
ryno  [ophavsmand] 8. apr. kl. 13:08 
ok thats fixed lol
ryno  [ophavsmand] 7. apr. kl. 15:06 
@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 7. apr. kl. 2:55 
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 16. mar. kl. 17:04 
ahh damn, shame to hear. However, you have spoken. The tree dies
ryno  [ophavsmand] 16. mar. kl. 7:54 
@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 15. mar. kl. 22:56 
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  [ophavsmand] 13. mar. kl. 8:38 
@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 12. mar. kl. 23:35 
but while im here - can cauldron people wear clothes of any size? she's embarrassed due to being naked
pingin 12. mar. kl. 23:34 
WAIT I POSTED THAT AND SHE IMMEDIATELY STARTED WORKING AGAIN NEVERMIND