Dwarf Fortress

Dwarf Fortress

Forthammer Fantasy
369 Comments
Fantastic Fwoosh Jul 17 @ 3:00am 
Not compatible with the 51.13 update yet, you'll have to rollback to use the guns in the mod, crossobows should still work. That happens when old ranged RAW's without loading/knocking is applied to the new system.

From the discord, the progress on reworking the ratling gun is going well, it now has horrible accuracy even to high skill proficiency, but spews out bullets really fast.
WaWa Jul 16 @ 8:24pm 
my dwarves are not shooting their guns even though i have made steel bullets what i do?
also sometimes they are using different ammo for different guns
Shelingar Jul 12 @ 8:49am 
trying another world. Still getting Ogre caravans every season (except winter). Only ogres do this. Is there some way to make it just once a year?
MaddRave Jul 1 @ 10:41pm 
Out of curiosity, is there an ETA on when the next update is? And what might some of the additional things be?
eqN Jun 28 @ 7:50pm 
Thank you, great to hear. ^^
7isAnOddNumber  [author] Jun 28 @ 1:34pm 
First, I am working on the next update. It'll be out soon. Second, there's a readme explaining the tree spirit graphics in the same folder.
eqN Jun 28 @ 11:55am 
Regardless my curiosity below, this mod is a masterpiece from what I can tell. Thank you!
eqN Jun 28 @ 11:46am 
Also, out of curiosity is the file graphics_creatures_tree_spirit_layered intentionally in the main mod directory rather than the graphics folder?
eqN Jun 28 @ 11:36am 
Is there a need to update the guns and thrown weapons in this mod to properly use the changes to ranged weapons in the most recent DF patch?
is there a reason the default portrait gallery is included? seems like it would be a compatibility problem for no reason if not
Carello Jun 12 @ 6:16am 
Great mod my friend:gorlak::praisesun:
7isAnOddNumber  [author] Jun 11 @ 7:02pm 
Yet another new update is out now. 4.5 new civs have been added, Skaven are playable, Cannons are able to be used as Siege Engines now, you can make your own Steam Tanks and new Gyrocopters, and more.
7isAnOddNumber  [author] Jun 11 @ 11:24am 
Manglers are really, really, really big.
Multay Jun 11 @ 9:01am 
whats the difference between mangler and cave squig?
Jamesyco51 Jun 10 @ 11:11am 
@[H.M] Hellfire Yea, I let him know about that a while ago along with some other weird stuff with Nurgle based stuff a month (maybe a few months) ago cause anything Nurgle is essentially fortress ending from what I've found out. It also turns just about anything into a plague bearer eventually, specially cats/self-cleaning creatures, and for some reason traders.
7isAnOddNumber  [author] Jun 7 @ 11:04am 
Very strange. Will be fixed next update.
[H.M] Hellfire Jun 6 @ 7:58pm 
found a weird interaction: great unclean ones (and likelly any other spawn ability using the same logic) just lead to a swarm suicide

i embarked into a montain with a unclean one living in it, not a big deal he was far from my forth, however he spawned a nurgling. for some reason the nurgling are spawning as counting as "tame" creatures under the juristiction of my faction. this leads them to fight the great unclean one leading to more being spawned

this loops around until evbentually i have a great unclean one spawning an endless army just to send them to fight itself
7isAnOddNumber  [author] Jun 3 @ 1:19am 
Long rifles are exclusive to Humans. Probably should've mentioned that somewhere.
Fantastic Fwoosh Jun 2 @ 11:55pm 
If its patching straight over the mountain civ, its probably incompatible with the changes.

Orcs have great-axes, as do humans i think so try trading with them.
universumvult Jun 2 @ 9:35pm 
Link to discord doesn't actually take me anywhere, and I'd love to join it.

On the other hand, long guns don't show up in my list for the metalsmith's forge. Am I looking in the wrong place? I'm also using a mod that doesn't add any weapons, but changes weapons so that dwarfs can wield say, a great axe (ain't no slayer ever used a shield) and lets dwarfs craft those weapons as well. i might regen a new world without that mod and see if the long guns show up.
7isAnOddNumber  [author] Jun 1 @ 3:07pm 
lol, I've not noticed that. It's probably that the megabeasts try to settle in the caves the Skaven like or visa versa, which causes fights.
[H.M] Hellfire Jun 1 @ 12:06pm 
i've noticed skeven seen to be the biggest menace in the word for some reason, they love to just straight up wipe out all megabeasts for some reason
7isAnOddNumber  [author] May 31 @ 7:15pm 
New update is out! Humans are playable, magic is more obtainable, and new threats abound!
Pandaman May 29 @ 12:00am 
ah okay, maybe its beause i have the wanderer mod on i can make warpstone chunks out of warpstone weapons already generated in the game and then made warpstone weapons out of those said chunks that i asked
7isAnOddNumber  [author] May 28 @ 6:16pm 
Warpstone isn't usable to create weapons atm. That'll likely be something I make when I get around to making Skaven playable. It is edible, and has some !!FUN!! effects when eaten. It's also a gem, so you can make windows out of it and decorate items with it, though that currently has no effect. The Skaven are going to be the target of the major update after the next, so look forward to that.
Pandaman May 28 @ 5:35pm 
thank you very much. Warptone snack?? does that mean itsreally weak?
7isAnOddNumber  [author] May 27 @ 12:48pm 
Ithilmar is equivalent to steel in material characteristics, but much lighter. Gromril is equivalent to adamantine, but is extremely dense and dragonfire proof (no guarantees that the wearer is, though). Warpstone is a tasty snack, you should eat it.
Pandaman May 27 @ 5:21am 
hi are there stats for warpstone/ ithilmar / gromril? how good are these for weapons/armor?
7isAnOddNumber  [author] May 23 @ 11:18am 
Just set up a Discord server, come and join! https://discord.gg/94fhfT4qDx
7isAnOddNumber  [author] May 18 @ 12:46pm 
Likely due to caravans. I’ll see if I can diagnose the issue further.
neonphaze May 18 @ 6:14am 
I'm playing as the Ogres. I don't think I have any other mods enabled. I haven't had any civs invade yet. Shortly after my world enters the spring of 201 (I think my playthrough began in 199), the game crashes. I suspect it's due to an error with an invading force, but don't know for sure.

Thanks for the help.
7isAnOddNumber  [author] May 17 @ 11:02am 
First can you describe the circumstances of the crash and what other mods you had enabled? I’ll probably be able to help you with just that.
neonphaze May 17 @ 11:00am 
My game is crashing. How can I submit the crash log to you?
7isAnOddNumber  [author] May 13 @ 3:03pm 
That's likely it. I imagine we both patch the Dwarf civ in the same way, which causes some issues.
Clousu May 13 @ 4:44am 
I disabled another mod "Vanilla weapons overhaul" and it seems to have been the key
Clousu May 13 @ 4:13am 
I'm using mods for underground farming all year and mineral powders
7isAnOddNumber  [author] May 13 @ 3:58am 
Are you using any other mods? I've been trying to diagnose this issue for a while.
Clousu May 13 @ 1:23am 
How come not all dwarven civilisations get access to handguns and runes? I can make the ammunition, but not the guns
7isAnOddNumber  [author] May 11 @ 2:36pm 
That's exactly the kind of story that I love hearing about. Yes, you can learn more than one lore, you just have to find multiple different lore slabs. They tend to get passed around a good deal, if you follow the slabs in legends mode you'll be able to find more wizards who read it, and find where it ended up, usually a library somewhere. If you travel there in adventurer mode you can read it and become a wizard. Repeat until you're a loremaster!
Tapioka May 11 @ 1:45pm 
Can one lucky bastard be able to learn more than one lore? I've seen it happening while reading on legends mode. It was quite fun to see a Kobold being taught 3 lores, but it went "insane" and took herself as disciple to teach the same 3 lores, after some years trying it died of old age but his necromancer friends brought the kobold back to life and now she is living as fearsome criminal boss that have been corrupting people to steal artifacts.
7isAnOddNumber  [author] May 11 @ 1:41pm 
@Vanargand I can adjust that. I hadn’t tried guns in adventure yet, I imagine my DFHack script that adjusts their fire rate is probably the culprit.
7isAnOddNumber  [author] May 11 @ 12:07pm 
@Fantastic Fwoosh I tried implementing the lore of fire using a similar method when I was doing the lores of magic, didn't get much success. The creature almost always caught fire and died after one or two uses.
Fantastic Fwoosh May 11 @ 11:32am 
That's a pretty normal non mod complaint (nothing to do with size/type, its crossbows, pistols, blowguns all), shooting in adventuremode takes up a action slower and individually than fortress mode. Switching to your party member with TAB ought to speed it up since the AI can do the inputs faster.
Vanargand May 11 @ 11:20am 
Firing a gun seems absurdly slow in adventure mode, to the tune of I fire once and I get hit 20+ times before I get my next turn. Is it supposed to be like this?
Fantastic Fwoosh May 11 @ 7:22am 
Might be a little more rough, if i remember correct back in the 'old days' it used to just grant the dragonbreath to whoever was holding it via DFhack. Magic items have that sort of functionality but they're restricted to dungeons.
7isAnOddNumber  [author] May 11 @ 6:02am 
Depends on if I can get them working! I forgot they were in Fantasy tbh
Clousu May 11 @ 5:27am 
What are the chances of the Dwarves getting access to flamethrowers?
7isAnOddNumber  [author] May 10 @ 8:40am 
Soon ;)
Clousu May 10 @ 5:06am 
Any idea as to when the humans might be playable?
7isAnOddNumber  [author] May 9 @ 10:39am 
Vanilla DF bug, can’t fix it. Sorry.