Dwarf Fortress

Dwarf Fortress

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Mcnuggy's Mythical Beasts
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2.561 MB
27 Jul, 2023 @ 2:37pm
30 Jun @ 8:32am
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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.

129 Comments
Rappers 25 Sep @ 1:59am 
This mod crashes my game when I try to generate a world with it enabled, any ideas why?
mcnuggy  [author] 14 Sep @ 12:32pm 
@Aren that would be due to the mod installing incorrectly somehow. Or could be due to translation errors, as someone on page 3 of the comments had a similar issue with the game being unable to find the tile sheet of one of the images, which ended up being an issue with their DF translation program.
Aren 13 Sep @ 7:33pm 
im getting a error when making a world i get, tileset not found not found: data/installed_mods/mcnuggys mythical beast(302)/graphics\images/creatures_mythicalbeast_standard.png
mcnuggy  [author] 28 Aug @ 12:14pm 
@Lady Liberty Fae Dragons only live 7-14 years, and finish growing by age 2. White Dragons are (currently erroneously...) born much larger than normal dragons, take 50 years to reach their mid size, as opposed to dragons taking 10, but on the flip side white dragons reach their full size at 500 years old rather than 1000. Though they are a bit smaller than normal dragons even fully grown.
Lady Liberty 27 Aug @ 10:19am 
also fantastic work on the mod, make me want to try and add in a cave dragon that has adamantine skin that it gets from hanging around adamantine spires, or maybe one with divine metal skin that it gets from hanging around vaults, idk just thought about it
Lady Liberty 27 Aug @ 10:07am 
do the white dragons and fae dragons grow the same way normal dragons do over 1000 years?
Drakli 7 Aug @ 10:39am 
Ah, rhanks!
mcnuggy  [author] 4 Aug @ 10:56pm 
@Drakli in the difficulty settings menu, you can edit advanced options to decide what a specific 'trigger' is tied too. The three options are 'enemy population triggers', 'enemy production triggers' and 'enemy trade triggers'. You'll notice each setting has 3 different 'tiers' of values. Each tier is a trigger you can modify to effect when certain things begin to happen, so in vanilla you'll only begin to get far-off trade caravans after hitting I /think/ trade trigger tier 2?

Vanilla megabeast also cannot attack your fort until you hit tiers 3 on all three triggers by default, so the modded megabeast here will show up just fine like any other megabeast, so no need to worry there. You can edit the numbers for each trigger tier manually in the settings too, if you want stuff like titans and megabeast to attack earlier.

You can read a bit more of a detailed description on the DF wiki here: https://dwarffortresswiki.org/index.php/Difficulty#Default_settings
Drakli 4 Aug @ 4:11pm 
So far, this mod is great! I have a question, please. I was going through the megabeasts and realized I have no idea what "possible spawn at difficulty settings 3/3/3," or "2/2/2" mean. Is it tied to the initial difficulty you choose when picking how aggressive enemies are going to be? But that doesn't map too well because the settings are off, normal, and hard, so it sounds like it's something else I'm worried I locked some cool creatures out of the world because of some settings I don't know about.
O.o_Thisguy_o.O 21 Jul @ 9:52pm 
Ran into a bug where if traders have a barrel of Fenrir venom, and unload it into the trading depot, it will cause the trading depot to break apart. (i used df hack to dump it out of the barrel from the wagon before it reached the depot and the trade depot no longer broke) I did test it over several re-loads and different traders, and the depot only breaks when fenrir venom is present.