Dwarf Fortress

Dwarf Fortress

Drakenbold's Civilisation
39 Comments
Fantastic Fwoosh 11 Aug, 2024 @ 1:51pm 
@arcturas, they have [USE_ANY_PET_RACE] which when combined with natural dwarf site depth, means they have the entire cavern in creatures. Using [ANIMAL] tokens for simple editing or removing the offending entity tokens can revert this behaviour to what you'd like.

Not my cup of tea usually, but since the page was so well put together i gave this a look. A nice template race to build ontop of into something more detailed.
Borko 2 Jun, 2024 @ 6:59pm 
Would love a version of this where they aren't mostly female, since there's some unique mechanics such as egg laying not in other mods.
Watcher of the Gloop 17 Jan, 2024 @ 12:58am 
I figured out what it was, the mod was either A Bit of Diversity or A Bit More Diversity, it was creating crazy new stone types when the world updated. I like being rich as much as the rest of us, but 1000~ dwarfbucks per boulder was a bit much. Your mod had nothing to do with it friend. Sorry to worry you
Xenon  [author] 16 Jan, 2024 @ 10:05pm 
There is a chance that after some update, one of the compatibility for other mods broke. If you can confirm that with just my mod the issue persists, without any others, i will check it out. I dont have time to test it myself :/
Xenon  [author] 16 Jan, 2024 @ 10:04pm 
I don't touch those at all so i doubt its on side of the mod :/
Watcher of the Gloop 16 Jan, 2024 @ 9:46pm 
I'm trying to narrow down my mod list to figure out what's going on in my worlds. I've had a strange bug where after creating a world, if I update my mods it replaces many of my stone types with things like "Booming Metal" and "Viscous Frozen Muck". These stones can't be designated in work orders, and count as Coins in the stockpile screen. They're also worth nearly 100x what regular boulders are and increase my fort value way too fast. If anyone else using this mod is having the same experience, please let me know.
Arcturas 22 Oct, 2023 @ 5:27am 
I have a Drakenbold civilisation that appears to have domesticated Ogres, Trolls, Blind Cave Ogres, and Maneras.

It's fine. Fun even. (unbalanced only because Maneras are too cheap at Embark. Free labour!).

Wondering if anyone else has seen this? May be an interaction with another mod, e.g. "More Civilisable Creatures" is installed, which will have added "CAN_SPEAK", "LOCAL_POPS_CONTROLLABLE", and "LOCAL_POPS_PRODUCE_HEROES" to these creatures.

But it's interesting that I have only seen it once. And I was thinking of writing my own civ mod so I am trying to make sense of how and why it happened. (e.g. do Drakenbolds settle evil biomes? is it a fluke and my Drakenbolds just conquered a goblin civ?)
FloofyMomo 25 Jul, 2023 @ 1:50am 
My drakonbolds aren't cutting trees.
Meow Kat 12 Jul, 2023 @ 6:14pm 
It would be nice if they didn't lay their eggs in forbidden nest boxes, something to keep in mind for next update
[+DG+] Sir_Castic 27 Jun, 2023 @ 8:31pm 
don't seem to be able to equip the great axes that "embark now" provides. perhaps a kobold embark could bring something more size appropriate
First Mate Stevè 27 May, 2023 @ 8:47pm 
I have very confused chickens.
CodyProductions 21 May, 2023 @ 7:22pm 
Ok?
Xenon  [author] 21 May, 2023 @ 4:07am 
You most likely have to remove entire civ etc in your patch and afterwards add your modified versions
CodyProductions 20 May, 2023 @ 7:03pm 
Hi, I tried to make a couple of patches for some mods I have and for some reason they don't work whenever I actually get in-game. Do you have any solutions? I tried both adding it to the included patch for all the compatibility patches and adding it to the entity injector files of the mods themselves.
joss 12 Apr, 2023 @ 7:50pm 
Hi, the civ has access to cave dragons as pets. I don't think that's intentional? If it is, cool, but I don't think I should be getting a tame cave dragon from the second migrant wave in year 2 lol.
Xenon  [author] 22 Jan, 2023 @ 1:07pm 
I do have some changes prepared for next update i will release soon'ish, but higher nobles dont yet!
uchu_marlasca 22 Jan, 2023 @ 1:03pm 
@xenon like the intro's kobold civ he added nobles like dukes and baroons but on kobold style do you have that or you still gona add ?
Xenon  [author] 22 Jan, 2023 @ 4:50am 
@uchu_arlasca Chief medical dwarf etc. will be changed in next update, i also will have first version of new language! Which is just weird version of polish on some words xD
What do you mean by royalty stuff?
uchu_marlasca 21 Jan, 2023 @ 10:20pm 
also do you have royalty stuff on the mod like the ave mod or still working on that ?
uchu_marlasca 21 Jan, 2023 @ 10:17pm 
hey man while playing i noticed that the chief medic is still called chief medial dwarf
Xenon  [author] 20 Jan, 2023 @ 5:11pm 
Thats just limitation of the system :(
Xenon  [author] 20 Jan, 2023 @ 5:11pm 
Well, unfortunately all i can say is, if something doesnt hatch after 3 months, dump all the eggs to trash
uchu_marlasca 20 Jan, 2023 @ 4:05pm 
can you explain how does their reproduction works ? im a bit confused if it is like the egg laying animals how do i know the egg ahs been fertilized
Xenon  [author] 20 Jan, 2023 @ 3:36pm 
Yes! There is you need to go to labours and then to kitchen, and here ban eggs from cooking, also remember to disable eggs in stockpiles! Its technically not bug, its just how it works. Also not all eggs are fertilized, and animals do sometimes eat their own eggs so it isnt really that big of a "taboo".

But understandable some people feel uncomfortable with that tought, so just ban them from kitchen :)
uchu_marlasca 20 Jan, 2023 @ 1:22pm 
understandable man i just dont udnerstand a whole lot about mods and wanted to get this thing clear so you say any civ that lay eggs has this wierd bug where they count their own eggs as food interesting, is there a way to perma ban drake eggs so they never tries to make food with them again ?
Xenon  [author] 19 Jan, 2023 @ 10:22pm 
Yeah, i can't do anything with that unfortunately.
Just go to kitchen options and disable eggs for cooking, also either lock eggs or disable them from stockpiles so they dont get taken from the nestbox.

There is a proper guide for eggs on Ave's mod, we didn't put one on yet. Sorry for confusion!
uchu_marlasca 19 Jan, 2023 @ 8:35pm 
hey i found something wierd the drake kobolds will try to make food out of their own eggs is that normal ? or its a bug
Xenon  [author] 15 Jan, 2023 @ 2:23am 
@Lizy_Sticks Added change note, sorry!
Lizy_Sticks 14 Jan, 2023 @ 7:02pm 
change log ?
Xenon  [author] 25 Dec, 2022 @ 1:21pm 
@SickaSalmon Sure, i have no problem if its for your own use, if you want to make custom mod and release it then we can discuss it on dm.
SickaSalmon 23 Dec, 2022 @ 7:20pm 
Can we modify the sprites for personal use in game?
Xenon  [author] 22 Dec, 2022 @ 3:53pm 
I might think about it, its still work in progress :)
astralprogenitor 22 Dec, 2022 @ 3:49pm 
Cute unique concept - love anything koboldy. Might rec moving their heads up a couple of pixels though - right now it looks like they have no necks / the heads are growing out of their chests, lol.
Xenon  [author] 22 Dec, 2022 @ 6:49am 
Also, i added compatibility with stonework expanded!
Pleroma 22 Dec, 2022 @ 6:43am 
Good shit
Sniper(+) 22 Dec, 2022 @ 6:36am 
thank you
perl 22 Dec, 2022 @ 6:14am 
Nice!
Xenon  [author] 22 Dec, 2022 @ 5:40am 
@HatchetHippo Fair point, will specify just technicality.
Xenon  [author] 22 Dec, 2022 @ 4:38am 
We will with time add more and more content for them :)