Dwarf Fortress

Dwarf Fortress

Beaver People Civilization
48 Comments
polaris.ursa 28 Dec, 2024 @ 12:23am 
Update 2: So I guess it's just an issue in the "Squad Equip" UI panel. All of the armor slots show red in that UI for my Beaver People warriors, but when I actually inspect their character sheet, they are indeed wearing full armor head to toe, though that UI also shows it as "personal items" rather than squad equipment... So I guess all is well, but it also makes me wonder if they're wearing those things because I told them to or they just chose to on their own.
polaris.ursa 26 Dec, 2024 @ 8:14pm 
Update: actually, I think the mistake I made with the clothing was in selecting "beaver man" instead of "beaver people". So I tried to make some new armor items for my Axebeaver and Hammerbeaver, using the "beaver people" size - and they will not equip them. They do equip their weapons and shields just fine. But I also noticed that the items don't say 'small' as part of the name like the clothing items do - maybe there's a bug in how the armor items are sized?
polaris.ursa 26 Dec, 2024 @ 2:01pm 
So I have this mod installed and I'm playing Kobolds but have a ton of Beaver Man/Woman folks in my fort as bards, poets, scholars, etc. but once their clothing wears out, I can't figure out how to make them clothing they will actually wear. In the tailor's shop I create a work order for cloth socks, gloves, tunic, leggings and cloak specific for "beaver people" and none will actually equip them... I wind up having to eventually kick them out of my fort because they get angry/depressed about being naked. Is there a fix for this?
lorrelion 5 Sep, 2024 @ 2:30pm 
Is there just the one spirit for all the beavers? Or are there more that just haven't come up in my playthrough?
[+DG+] Sir_Castic 18 Oct, 2023 @ 11:54am 
beaver people seem to outcompete all the other races in the worlds i gen
twitch.tv/edwin_fox 18 Aug, 2023 @ 8:05am 
I just love beavers, it's been great playing your mod! I have noticed that so far no beaver has ever gotten into an artifact mood fit - do they? Or, is it restricted to dwarves only? If so, is there a way for me to enable moods for beavers?
Arcturas 28 May, 2023 @ 10:21am 
Are there settings I can edit to tone them down? They overpopulate my maps, filling every forest and forcing almost every visitor to be a beaver. I would like to add them to my world without overwhelming the other races.
misslite 4 May, 2023 @ 3:58pm 
Have you thought about maybe adjusting their attributes so that they naturally gain some skills better than others.

They don't have any attribute mods, so they currently learn like humans but they get 5 free skill points in axe, wrestling, etc.

Dwarves are better at kinesthetic and have higher strength and toughness for their size.
(Still less than humans due to larger size.)

beavers are smaller I would expect them to be weaker. Which is sensible.

And being worse at kinesthetic(crafting and fightings based skill) is okay.

Having an agility boost would help with wood cutting but not mining. It would help with crafting a little but less than kinesthetic. With most of the additional boost going to crossbow.
And focus might help with fishing.
Having new gameplay is important and you already did that.

I am starting a swamp map with them. They have metal-like resources without mining.
Illustrious Illusionist 17 Apr, 2023 @ 10:20am 
I haven't tried playing as these guys yet, but I've had several turn up as monster hunters in my new fortress and y'know, they might be the only monster hunters I allow in from now on, because they don't seem to die instantly the way so many others do. Maybe it's the bite, but it took a full on cavern invasion before I lost my first couple of 'em.

One of them's been doing all of this while holding a book as her primary weapon, I love her.
ATotalParadox  [author] 31 Mar, 2023 @ 9:13am 
Yeah that's right
Kyler9437 25 Mar, 2023 @ 4:56pm 
So is the ability to make steel traded for the ability to make iron wood and steel wood?
ATotalParadox  [author] 6 Mar, 2023 @ 3:51pm 
Yo. I never even thought to add a wood dish. That's cute.

Yeah I could draw some stuff from timber born. Like add castes. This doesn't really take anything from timber born other then the fact that they are both beavers.
magelord01 15 Feb, 2023 @ 10:27pm 
Let me guess: this mod draws inspiration from "Timberborn".
GilroyGardenGuy 14 Feb, 2023 @ 8:00pm 
I don't think they actually EAT wood hahaha... wait do they?
[+DG+] Sir_Castic 13 Feb, 2023 @ 2:34pm 
can you make them eat wood
Shaun the Pr0n 8 Feb, 2023 @ 11:27am 
Ive had a dig about in the raws and found that the density of steel bark is [SOLID_DENSITY:8000], which is actually higher than vanilla steel. I assume this is why its so heavy!
ATotalParadox  [author] 8 Feb, 2023 @ 10:24am 
Hey thanks Shaun I'll take a peek to make sure everything is good. But yes the materials are much lighter.
Shaun the Pr0n 8 Feb, 2023 @ 9:45am 
I have noticed something that may be a bug / bad interaction with another mod, or it may be something Im not understanding properly.

When I create a steel bark breastplate, its 16 urists (it may have been 12, I cant recall). If I assign just one of these, alongside a steel bark helm and axebow, to one of my military beavers, they can barely move - they crawl at the same speed normal dwarves do in full plate and mail when you first recruit em.

Given that the description says the barks are meant to be like their metal counterpart, but lighter, I wonder if there is a bug/interaction happening here to cause this issue. It basically means outfitting all but the strongest beavers with any kind of reasonable armour at all is a non-starter, as they can barely move, even with bare minimum armour.

Cheers.
spoderman_spoody | Lvl 30 Druid 5 Feb, 2023 @ 12:43pm 
I don't have the option to assignn anybody any jobs, what am i doing wrong?
Jim 1 Feb, 2023 @ 4:53pm 
Mod is good, I feel like they get an inordinate amount of wander needs but that is not like a fact, only did two forts for about six years worth of playtime. I tried having them live like Dwarves, they really didn't seem to like it.
hellosharkness 28 Jan, 2023 @ 2:58pm 
This looks great so far!
Digganob 8 Jan, 2023 @ 9:20pm 
@Yskar Possibly. I'll probably look into how to apply mods to the workshop at some point (probably once a mod will compete with my changes to creatures and entities), but for now it's just a simple change, so I can't be bothered. I will most likely go for it at some point regardless, though.

That goblin change really makes a difference in longer histories, for sure. They still number quite high, but largely due to their immortality, similar to elves. Maybe Tarn should change the breeding rates of the different races to make the history make a bit more sense. Elves outnumbering everyone except for goblins? Something's not right there. Though, they certainly don't outmatch anyone in wars. Hippie bastards. Can hardly find any room in the forests to settle.

Anyways, thanks for complimenting the idea. I'm surprised myself no one thought to add such a simple mod, though "all races playable" mods are quite common. If I don't see the mod added any time soon, I'll certainly look into it.
Yskar 6 Jan, 2023 @ 6:27pm 
"Like I changed goblins to need food, and allowed them to farm, which made it less likely for them to take over the world over long histories."
This would do a nice mod by itself!
Digganob 5 Jan, 2023 @ 11:19pm 
@annaflyte You can easily mod them to be playable by editing their entity file. Just go into the installed mods folder in Dwarf Fortress's data folder, then add the token [SITE_CONTROLLABLE] under their civilization. It's pretty useful to know how to do this kind of basic modding, too, because you can change small things you don't like. Like I changed goblins to need food, and allowed them to farm, which made it less likely for them to take over the world over long histories.

Anywho, what kinds of unique civilization features did you have in mind for a hyena people?
annaflyte 5 Jan, 2023 @ 3:56pm 
Sure but the gnolls dont seem playable and also dont have any unique crafting or non-combat abilities. its just an enemy. a proper hyena civ would be cool.
Digganob 3 Jan, 2023 @ 11:55pm 
Ah, I prefer the beaver men to take over the forests. At least then it's not just them damn elves populating the whole place!

@annaflyte There is already a gnolls mod out there, which is done quite well. I would recommend that one if you want hyena men. Not *quite* the same, technically, but still a very well made mod, and it should scratch that itch.
annaflyte 3 Jan, 2023 @ 8:11pm 
1) if you don't play as beavers, do they send caravans or tend to be hostile?

2) I'd like to suggest Hyena men! They could be interesting and get more advanced bone crafting reactions since they eat bones irl. They could also be more hostile to beavers and dwarves.

3) black bear men who love honey, grubs, and the beekeeping industry? Heh
ATotalParadox  [author] 3 Jan, 2023 @ 5:32pm 
Updated max Population of a beaver society to 3000. Otherwise they take over all forests. Beavers OP i guess.

Switched release to 1.0 as the beavers are fully playable as is.
ValTalonheart 2 Jan, 2023 @ 5:49pm 
Would love to see something like Aarakocra/Eaglefolk. This is super cool though. I'll have to give these guys a spin!
ATotalParadox  [author] 1 Jan, 2023 @ 12:27am 
Just pushed an update with some balancing changes.
XP for bark recipes have been cut 1/3, 1/2, 3/4, 1. To reduce the Legendary Carpenter build up.
Strip bark now takes 2 Logs and makes 4 Blocks and 3 Bark, 50% more Bark.
Late game the usefulness of Bark fell off drastically because 8 wood for 1 Iron after all that work is much more difficult then just grabbing an ore for a bunch of iron.
Bark production is now Bark->Flex Bark->Iron Bark->Steel Bark.
Steel bark is 4th Tier now Significantly lighter then normal Steel but same stats.
Named all Military positions "Rangers"
ATotalParadox  [author] 31 Dec, 2022 @ 11:34pm 
Make them innate abmushers so that you can use the stealing world map actions easier.
ATotalParadox  [author] 31 Dec, 2022 @ 11:33pm 
Oo I like the idea of racoon people. It's probably possible to dupe all the feature that cause theivery. I'll peek at it.
Digganob 31 Dec, 2022 @ 9:36pm 
Raccoon people that constantly steal from everyone in mass numbers? I'd get that mod.
Kujila 31 Dec, 2022 @ 5:43pm 
Raccoon people, Wolf people, Fox people would probably be popular.
ATotalParadox  [author] 30 Dec, 2022 @ 4:55pm 
If you like the mod feel free to suggest other animal people!
Warmonger 30 Dec, 2022 @ 10:30am 
Thank you! Great mod. Love animal people.
ATotalParadox  [author] 30 Dec, 2022 @ 10:12am 
2 the standard for Animal People, haven't adjusted it yet
Warmonger 29 Dec, 2022 @ 6:07pm 
Hello, adulthood at what age ?
ATotalParadox  [author] 29 Dec, 2022 @ 1:00am 
An Update has gone out to flesh out the new Bark system and give the beavers their patented Axebow!

Beavers also have Innate Axemenship and Wrestling to help fend off initial threats
Epiclazerman 27 Dec, 2022 @ 10:58pm 
DAM NIGGA
ATotalParadox  [author] 25 Dec, 2022 @ 11:53pm 
I updated the mod to be playable! Any feedback for this v0.1 would be appreciated!
ATotalParadox  [author] 25 Dec, 2022 @ 7:52pm 
Hey sorry for the delayed response.

Makes sense i like the feedback u'll update the name

Some easy stuff was instant, like just playing as beaver men instead of dwarfs with all the same rules.

I'll update this to be that so there is at least some experience available.

My main goal is to ensure that the experience makes sense and isn't bugged.
Wanted to focus on new interactions with wood so I am still exploring the materials and clothing systems.

Like having them wear wooden clothing as their base clothes, and ensuring they can path through water. Seems like for "dwarven" AI pathing through water even if your amphibious is a bit troublesome.
horisun 23 Dec, 2022 @ 4:56pm 
On the same note as Kasa about changing the mod name, I'd change it to "Beaver Men: It's About Dam Time" - it at least conveys that this is a race/civ mod a little better.

How much do you have worked out for this mod so far? I love the idea of playing a beaver man civ!
Digganob 22 Dec, 2022 @ 10:33pm 
I'm excited about how this mod will turn out in the future. A beaver person civilization is unique, interesting, and plausible given beavers' tendency to build things. This has potential. Is it yet playable?
Kasa 22 Dec, 2022 @ 9:27am 
I'd change the name of your mod, jokes aside it does not clearly covey what your mod is, and that's far more important then being funny.
ATotalParadox  [author] 21 Dec, 2022 @ 7:00pm 
@PTO Working on it :P For now it uses the default beaver man sprite
Lizy_Sticks 21 Dec, 2022 @ 2:05pm 
timberborn FORT!
perl 21 Dec, 2022 @ 1:13pm 
picture? :)