Dwarf Fortress
Intro's Kobold Civ
Potential mod Compatability fix
First off, love the mod. You've done excellent work and I love the new portraits. Super cute imo it's a must have mod and I love the sorta new rivalry it adds when it comes to the dwarves.

I probably wrong but I have noticed an issue that causes mods to not click in with it while i was exploring the files. Kobolds are marked as their own unique entity being Dragony. Which is cool however, the entity clause dictates what items and workshops they have access to during worldgen. For example, those rancid elves have the entity Forests so they can only have wooden weapons armor as well as access to unique animals that dwarves don't. Dwarves are marked as Mountians which gives them all the stuff they have in Fortress mode.

So when modders add stuff for example Overstocked Armory they use the already used entity tags to add items to their respected civilizations. Dwarves get new cool hammers and armor, elves get new spears and native themed weapons.

If you need a civ mod example The Ave civilization mod takes advantage of this as well with them being of the Forrests entity so they would get the same stuff as elf related mods.

TLDR if you change the entity of Kobolds to Moutians item and craftshop mods will probably click right in and work.

Love the work you've done! I hope you keep it up and consider my idea. And if this is not possible I'd love to hear why.
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Сообщения 16 из 6
Introdile  [Разработчик] 22 июл. 2024 г. в 12:46 
Thank you for the kind words!

A change like that would be a pretty simple way for someone looking to make the kobolds easily compatible with other mods, but I don't think it's very worth doing for the mod overall. Changing the entity name for a civ is not a change to be made lightly, and may cause other unforeseen issues, especially when changing it to the name of an already existing entity. It would also break every world made before that update, something I experienced firsthand since DRAGONY wasn't the original entity name for these kobolds. They actually initially shared an entity name with vanilla kobolds and it was causing mod compatibility issues IIRC.

The best way to do compatibility is to patch the mod you want to work with kobolds yourself. Generally, this would be finding the file that adds the items/reactions/etc to dwarves, then copy+pasting that section and changing the entity name to DRAGONY. I'm generally happy to help people make patches with other mods to add kobold compatibility (though I can't guarantee it...).
Thanks for taking time hearing me out! I keep forgetting that when it comes to coding and modding that even a little change can cause the bug hydra to appear. The most I can code is a clock on a router lol.
And I will try you're suggestion, but I will see what problems I can get up to by making the change I thought of with my own game in a test world. Again thanks!
Автор сообщения: Introdile
Generally, this would be finding the file that adds the items/reactions/etc to dwarves, then copy+pasting that section and changing the entity name to DRAGONY. I'm generally happy to help people make patches with other mods to add kobold compatibility (though I can't guarantee it...).

I would be very interested in learning how to add the dragony tag to mods I've downloaded in order to expand the availability of crafting choices.

I'm currently running an adventure mode with adventure crafting mod and I'm noticing I lack a few crafting reactions. Or at least I think I am. My brother was saying he was making beds and tressure chests and I noticed I'm missing leather gloves and boots. Not entirely sure if it's an issue on the crafting mod or that I need to tweak something with the dragony tag.
Автор сообщения: TortuousAugur
I would be very interested in learning how to add the dragony tag to mods I've downloaded in order to expand the availability of crafting choices.

I'm currently running an adventure mode with adventure crafting mod and I'm noticing I lack a few crafting reactions. Or at least I think I am. My brother was saying he was making beds and tressure chests and I noticed I'm missing leather gloves and boots. Not entirely sure if it's an issue on the crafting mod or that I need to tweak something with the dragony tag.

Which mod? I don't know much about modding in new crafting recipes, but it looks like all adventurers should always get the recipes tagged for adventurers. It seems like the carpentry recipes are vanilla for adventurers, but I haven't played much with the kobolds in adventure mod, outside of testing their portraits...
Автор сообщения: Introdile
Which mod? I don't know much about modding in new crafting recipes, but it looks like all adventurers should always get the recipes tagged for adventurers. It seems like the carpentry recipes are vanilla for adventurers, but I haven't played much with the kobolds in adventure mod, outside of testing their portraits...

I tend to learn hands on and through copying what I see done and how it's done. I didn't have a particular mood in mind when I made the comment, though.

The only mods I have that I know adds new items are "Auric Steel" and "Playable Races: Stella Elves" of which I'm guessing the auric steel would be more straight forward.
Never mind. It turns out that I had a different mod than he did and I'm reading that crafting the gloves somehow would require DFHack. I have it but lack the understanding of why it would be required.

Still interested in seeing if I could add the auric items to adventure mode crafting but I'm not sure it has anything to do with your kobolds after understanding my short comings on the adventure crafting.
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