Dwarf Fortress

Dwarf Fortress

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Mcnuggy's Mythical Beasts
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2.561 MB
Jul 27, 2023 @ 2:37pm
Apr 27 @ 4:25pm
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Mcnuggy's Mythical Beasts

Description
This mod was made both as a way to satisfy my desire for more 'common' mythical beast seen in fantasy settings that I was disappointed weren't in the base game, or in any other mods—in addition to practicing spriting and working with raw making/editing. The mod has been tested pretty extensively with several forts, and is at a point I'm happy with it for release. It adds in 36 different creatures that can spawn in fortress mode. The creatures added are:

Neutral Biomes:

Griffon (can be domesticated in world gen, trainable)
Hippogriff (common domestic, trainable, caravans may bring hippogriffs to pull their wagons-they have a unique saddle sprite)
Peryton
Undine
Wyvern (trainable, have 6 different color graphics depending on their scale color)
Quetzalcoatl (trainable)
Centaur (intelligent, full layered graphics) (Can now be made playable as their own Civ with this add on! )
Warg (commonly domesticated in world gen, trainable)
Sphinx (intelligent, different graphics per gender)
Behemoth (common domestic, can shear it for shells)
Ent (intelligent, 4 different caste)
Fenrir (trainable)
Living armor (4 different caste of armor materials)
Stymphalian Bird (trainable)
Owlbear (trainable)
Tressym (can be domesticated in world gen)
Basilisk
Mandrake (creature that drops seeds for an underground crop, mandrake root)


Good Biomes:

Pegasus
Wolpertinger (trainable)
Pixie (intelligent, replaces vanilla vermin pixie, different graphics per gender)
Qilin
Fae Dragon (hunts vermin, different graphics per gender)


Evil Biomes:

Chimera
Gargoyle
Gorgon (intellegent)
Mogall (2 different caste)
Bicorn
Kelpie

Giant Variants:

Griffon
Fae Dragon
Bicorn
Warg
Chimera
Stymphalian Bird


Megabeast:

Cockatrice (difficulty 10, possible spawn at difficulty settings 3/3/3, trainable, different graphics per gender)
Phoenix (difficulty 12, possible spawn at difficulty settings 3/3/3, trainable)
White Dragon (difficulty 10, possible spawn at difficulty settings 3/3/3, trainable)
Wurm (difficulty 12, possible spawn at difficulty settings 3/3/3, trainable)
Leviathan (difficulty 10, possible spawn at difficulty settings 3/3/3)
Earth Wurm (difficulty 10, possible spawn at difficulty settings 2/2/2, trainable)
Undead Dragon (difficulty 14, possible spawn at difficulty settings 3/3/3, trainable)

If you would like to read more about each creature, check out their descriptions in the Discussions.

Creature Descriptions


Q&A

Do you plan to add anymore creatures?
At this point probably not, at least not for this mod.

Is this mod compatible with other mods?
All added creatures in this mod have their IDs prefixed with 'MB_' so they do not conflict with other mods, even if they add the same creatures. However, it does cut the three vanilla [DOES_NOT_EXIST] creatures as well as the pixie, in order to replace them with my versions. If any mod directly edits these creatures, then depending on load order one will overwrite the other. Though chances are most mods leaves these specific creatures alone.

Can this mod be added/removed in an existing world?
No. It adds new creatures/materials, which always required a new world/save.
Any updates also require new worlds, unfortunately.

Does this mod need to be loaded anywhere specific in load order?
From my experience mods adding new creatures can be loaded anywhere and be fine. Though if you're unsure, loading as close to the bottom as possible is safe.

Can I use this mod's assets for my own projects?
Feel free to use any part of this mod. Though if using the sprites, I'd like to be credited somewhere.

Can I offer suggestions?
Sure! It's my first Dwarf Fortress mod, and I was the sole tester of it, so it is very tailored for my own play style. Feel free to offer any suggestions in the comments/on discord.

Would you recommend this mod to someone new to the game?
If you are new to Dwarf Fortress, most of the megabeast/some of the other aggressive creatures are purposefully stronger than vanilla creatures for the sake of challenge and !FUN!. If you are new to Dwarf Fortress as a whole or want a more casual gameplay experience, I would not recommend this mod!

What are some of the other mods in some of the images?

Additional Races:Ratfolk

Additional Races:Erinyes

Creature Graphics Extended

Detailed Landscapes

Bucket o' Creatures

More Civs - Orc Civilization

Pygmy Wyrms

I highly recommend all these mods!


Special thanks:
This modding thread, for being a treasure trove of helpful info and examples! [www.bay12forums.com]


Known Issues

Hippogriff, Tressym, and Wyverns have animated sprites, but they do not work. This is seemingly(?) due to a bug with vanilla animals that use layered graphics as well (Camels, mules, horses, ect.) So nothing can be done about it now.

As of DF version 50.10, upon growing up, layered animals (not entities) do not update their sprite into their adult form until the save file is reloaded. So the previously three mentioned creatures are affected by this as well.

108 Comments
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?