Dwarf Fortress

Dwarf Fortress

58 értékelés
Cute Kobold Caverns
2
2
   
Díjazás
Kedvenc
Kedvenc
Törlés
difficulty, entity
Címkék: mod
Fájlméret:
Közzétéve:
Frissítve:
1.024 MB
máj. 7., 13:44
aug. 5., 11:42
7 változásjegyzék ( megnézés )

Feliratkozás a letöltéshez
Cute Kobold Caverns

Leírás
Material Change notice:
Due to some changes in Dwarf Fortress version 52+, the method originally used by Kobold Caverns to edit organics became invalid.

The new method is very prone to conflicting with other mods editing materials on the same scale, and has thus been isolated into a submod at https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3542842709 (Cute Kobold Caverns Materials), which should be loaded instead of vanilla_materials.

It is recommended you use that addon to have the previous special material behaviors (such as leather-esque scale and the like), but you can theoretically play without it if you would like to prioritize a different mod hard replacing vanilla materials.

Hopefully, this method will only be temporary, until Dwarf Fortress gets a more convenient method to edit organic templates.

About
This mod takes the "Cute Kobolds" (by Ottfried) and "Gadget's Kobold Caverns" (by Gadgetpatch) mods, and duct tapes them together for the purpose of combining the Kobold spritework of the former with the gameplay changes (and challenges) of the latter.

Original mods:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3229642261 (Cute Kobolds)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2925028826 (Gadget's Kobold Caverns)

Neither of those mods belongs to me, and I claim no ownership over any contents of this merged mod. If either of the original mod authors has any concerns with this, do reach out to me.

Also, while this does not require either of the original mods installed, please do subscribe to them nonetheless (because this wouldn't exist without them).

Visuals
Most all (I think) things that concern Kobold visuals or the like are inherited from "Cute Kobolds",
Tiles for new items / creatures added by the other mod are seperated into a "koboldcaverns" image sub-folder.

Mechanics
Most mechanics (Civ / Creature stats) are inherited from "Gadget's Kobold Caverns".
A few exceptions to the latter do exist, like Kobold lifespans being fairly long (.. if they manage to make it that far), growth being slightly slower (a hatchling (baby) stage for a year, would have made it shorter but baby / child stage changes only take full years), and them still having the scaled, tailed bodyplan of Cute Kobolds (except also with claws as opposed to nails because those feel more correct to have on them).

Random Additional Info / Disclaimer
Bear in mind I'm fairly new to modding with dwarf fortress, and while looking at the definitions feels right at home, messing with them is a bit harder.
Thusly, please direct any bug reports at me, and any praise for the original mods at the aforementioned authors.


This is a standalone as opposed to a patch because it felt like it would have been a mess trying to get that sort of cross-patching done.
33 megjegyzés
BlindingPhoenix aug. 15., 12:05 
Hi! I can't make any stone tools, it says I lack 'sharpenable stone boulders' even though I have obsidian and chert in my stockpile. Does this mod conflict with the Ketaros Stone Variations mod?
DeltaFire  [készítő] aug. 14., 10:47 
@Kamirok Wonderful, less for me to fix!
(always prefer silly happenings to genuine "oh no, DF broke things" moments)
Kamirok aug. 14., 9:13 
@DeltaFire I never saw the "Choose origin civ" button... XD omg I am so sorry, I thought Fortress mode was being picky but I was just blind as a mole. thanks for pointing that out, can finally play as those rascals thanks to this
DeltaFire  [készítő] aug. 12., 2:06 
@Kamirok Huh, what sort of issues have you been having with starting as them? In fortress mode you should be able to use the "choose origin civilization" button on the world map to switch the faction you embark as to one of the Kobold ones to start as them (provided there are civs still around when your history is done, they sure are squishy little gremlins)

Adventure mode should also let you start as them for anything except chosen (usually ~200 years of world gen or so does give you chosen as option, too, simulation willing)

Currently not encountering problems when testing either of those.

(And no worries, I too would like this to keep working if possible (or at least as decently as Dwarf Fortress permits, hah))
Kamirok aug. 11., 13:08 
So the mod works (In a way) as Kobolds do begin to populate the world, having their settlements but as to start as them I find it currently impossible. I don´t want to be annoying with this it is just that I miss the little guys.

Still, thank you for taking time to work on this and making it possible to combine both mods and keep them going.
DeltaFire  [készítő] aug. 5., 11:56 
Okay. After a lot of !!fun!!, things should work on the new versions again.

Special organic material changes (tannable scale, etc) have been isolated into a submod linked in the description, which should be loaded together with this, replacing vanilla_materials (but can in theory be omitted if you prioritize another mod using the same hard replacement method and are fine losing some features).

Hopefully, this sort of vanilla hard replacing is only needed until a better organic material edit method is released (because my only other current option would have been manually editing every.single.creature, which I am not doing for fairly obvious reasons)


If you run into more issues, do report them.
DeltaFire  [készítő] júl. 31., 22:06 
Unfortunately it does appear that it being "fixed" by .02 was me hopping into the fast loading arena, seeing it worked, and with a lot of "woo I don't need to change anything", taking that as a "yup, works". Well, it doesn't, in the ways that matter (worldgen).

Thus, looks like my prior message is just flat out wrong, so my previous temporary solution of using 51.13 still applies :/


(The particular pain point here is that changing organic materials is a lot of !!fun!! since you can't easily modify the templates, and doing it the way koboldcaverns did before now errors. Will have to think on that.)
Kamirok júl. 31., 19:38 
Been having some trouble after the hotfix about duplicates of certain items, I cleared the Installed mods folder in the appdata and I thought it was finally working but then returned to the OG dwarf textures, anyone happens to know a fix?
(I also tried a fresh installation but no luck)
THINKPAD USER NIKO júl. 31., 10:44 
thank youuuuuu!
DeltaFire  [készítő] júl. 31., 10:11 
Seems to run fine again after the 52.02 patch. If you encounter residual errors about it not findin some icon, clearing my %appdata%/Bay 12 Games/Dwarf Fortress/data/installed_mods folder helped, but if you don't have that problem, doing that probably isn't neccessary.