Dwarf Fortress

Dwarf Fortress

Fantastic Fantasy Fortress
234 Comments
Moonwarden64 6 Oct @ 3:09am 
oh yeah I forgot orcs use cities I modified them use dark fortresses, and now they can have quite powerful sites with a few thousand orcs though I imagine giving them a rare cast like the vanilla ogres could work too
chipathingy  [author] 4 Oct @ 4:53pm 
Yeah, among other things. I dont want that for my orcs, in my head feasting would be a big part of their culture. Immortality is also out.

One of the reasons goblins don't often get wiped is their demonic overlords. I cant do that for them, but maybe a mega orc caste would work?
Moonwarden64 4 Oct @ 3:00am 
I remember asking why goblins thrive so much most of the time and some peeps awnsered that the fact goblins dont need to eat or drink is a very major factor too
chipathingy  [author] 3 Oct @ 9:43pm 
Thanks! Orcs do better than they used to at least. I've tried to pin down why they don't seem to thrive but haven't managed to get it better than the current iteration

I'll have to look at any new features and see how they fit in with the mod. Machine guns are definitely out of the question... but cannons are not! I'll just have to wait and see how they are coded
Suede Hat 3 Oct @ 9:34am 
I've noticed orcs do not fare well during world gen, but I'm not sure if that's supposed to happen or not. Besides that, I only have speculation about new updates.

Adapting the new features from the siege update would be interesting to see. The short game play clip released by Kitfox featured a few things; the hammer wielding trolls that seem intended for destroying constructions, the rapid fire bolt throwers, and what seemed to squads led by a commander. Imagine a hand cannon siege engine, that would basically be a machine gun, however that may be outside the scope of your mod.

And after that update, the magic update may be next one since Lua is working so there's that to look forward to.
chipathingy  [author] 1 Oct @ 8:27pm 
Hey everyone. I am mostly out of ideas for new stuff for FFF, and with the new siege update coming it seems like a good time to do an editor's pass over the whole mod.
So let me know! Is there something that doesn't work properly? Is there something you don't like about the mod?
chipathingy  [author] 22 Sep @ 1:21pm 
Renamed militia and fortress guard respectively. The wardens will administer justice
Suede Hat 22 Sep @ 10:09am 
Hello everyone, I'm knee deep in the mod. It's fun so far, I like my hand cannon squad for fortress defense.
I do have a question; what are the Stoneguard Commanders and Deepwatch Wardens? How do they interact with the justice system? Thank you.
chipathingy  [author] 6 Sep @ 2:25pm 
I guess so! That's terrifying
Moonwarden64 6 Sep @ 8:22am 
So we can embark with dwarfsteel and mithril bars when playing dorfs...
Does that mean there's a non 0% of a forgotten beast or titan to be made out of dwarfsteel/mithril?
chipathingy  [author] 31 Aug @ 6:19pm 
I haven't got any plans to! It's an idea for the future though, it would be a lot of work
quilates_24 31 Aug @ 11:59am 
Do you plan to make the other races playable in fortress mode in future versions?

That would be great. I want to make my own orc fortress.
chipathingy  [author] 14 Aug @ 1:53pm 
Impure mithril is refined at the blast furnace.

Process unusual plants should be in the farmers workshop between Process plant (vial) and shear animal. I'm not sure why it isn't there forbyou
BigManOnCampus 14 Aug @ 8:36am 
Couple questions!
How do I make pure mithril instead of the impure mithril?
I can't seem to find the "process unusual plant" reaction at the farmers workshop, is this a bug on my end? Maybe I'm missing something? Only options I see are: make cheese, make sheet from plant, milk animal, process plant to bag, process plants, process plants (barrel), process plants (vial), shear animal, and spin thread.
Suede Hat 11 Aug @ 9:33pm 
Thank you, I appreciate that! It's working great.
Moonwarden64 11 Aug @ 12:15pm 
you have to remove vanilla_creature_graphics from the modlist, FFF replaces it
Suede Hat 11 Aug @ 11:56am 
Hey there, just finished reading and downloading this mod, the description makes this look like a ton of fun! However, when I try to generate a new world, DF's mod manager says FFF conflicts with vanilla_creatures_graphics preventing world gen with FFF. I verified DF's file integrity with Steam but this did not fix the issue. What would you suggest I do to fix this?
chipathingy  [author] 8 Aug @ 4:47am 
New update! New underground creatures and vermin, I renamed a bunch of dwarf positions, gave high elves mithril and added the new vanilla dyes
Moonwarden64 17 Jul @ 3:00pm 
It worked when I had:
A barrel with 7 water;
A bag with 3 dog bone powder;
and the yellow sand bags.
Worked for the 3 bone powder
Moonwarden64 17 Jul @ 1:22pm 
ok I wasn't going crazy, the reactions are failing sometimes and working other times, here's what in the magma kiln right now:
Exceptional bayberry barrel with one unit of water;
Cave spider silk bag with yellow sand;
guineafow leather bag with 12 units of giant cow bone meal;

The reaction is not working with these items.
Moonwarden64 17 Jul @ 3:07am 
good news and... wierd... "news"?
The good news the reaction is working now, the wierd news, I have 0 idea why it wasn't working
Moonwarden64 17 Jul @ 2:43am 
I checked the boneflux files of my currently installed version and the most recent workshop version and they are the same
Moonwarden64 17 Jul @ 2:41am 
i tried on a magma and normal kiln both didn't wornk but the normal kiln did use the charcoal
chipathingy  [author] 16 Jul @ 4:04pm 
That is weird. I tested it and managed to produce a boulder before publishing
Are you sure it isn't just getting cancelled? If it isn't using the reagents it means that the reaction isn't actually being performed
You need a bag of bone meal, a bag of sand and some water in a bucket or barrel
Moonwarden64 16 Jul @ 11:17am 
the reaction to make the boneflux boulder doesnt seem to be working, my dwarf will bring the ingredients to a kiln and start the reaction, but when its finished it simply produces nothing and doesn't use any of the ingredients
chipathingy  [author] 10 Jul @ 1:31pm 
Use the "process unusual plant" reaction at the farmers workshop to turn it into a gem
BigManOnCampus 10 Jul @ 9:55am 
Hey what are gem-caps used for?
chipathingy  [author] 7 Jul @ 5:10am 
@Grom I can see what I've done now. It turns out the token I used only allows you to choose the item type for butchering them, not the material as well.
I'll have a go at fixing it in the next update, but I'm not sure if I can do it for active forts
chipathingy  [author] 6 Jul @ 11:18pm 
It's supposed to produce steel bars when you butcher it. I'll have a closer look and see if its working or not
Grom 6 Jul @ 11:09pm 
I got steelboar armor from steel boars, which takes form of bars but it looks like there is no task related to it. I cant craft armor from it, cant use it as a leather, cant find anything on the task list that do anything with it.
chipathingy  [author] 3 Jul @ 1:28pm 
Hmm. I suspect it's a uniform issue, unless I've made a mistake somewhere. I think that prior to the last update you needed to use the default ranged uniform for it to work, maybe the same is happening here?
I think the scattering is probably just the new marksdwarf behaviour
Genso 3 Jul @ 4:30am 
First of all, I'm loving the mod! I like the race diversity and it's very !!FUN!! to have sieges nearly every season alternating between orcs, goblins, and humans. Goblinite ended up being my main source of mithril which I also like for its lightness.

Only issue I'm having is that the hand cannons don't seem to be working for me. The squad can equip them and pick up shells properly, but when stationed in response to enemies, they scatter like unarmed civilians. I tested them out against some released prisoners and they only started shooting like normal after I gave them a crossbow loadout instead. Also when I tried stationing the hand cannon squad to shoot a problematic visitor, nothing happened and the visitor turned aggressive immediately. This is the only content mod I'm running (rest are all QOL), and I'm not sure if it's something on my end, but I'd love to get some firearms going with the new ranged fix.
chipathingy  [author] 2 Jul @ 6:06pm 
I just had a look at it and yeah, it overrides entities as well. As it is the two mods are incompatible but would fairly simple to do a compatibility patch if you know your way around the raws
Southpaw Hare 2 Jul @ 5:56pm 
It's called "The Way Words Work", and it's intended simply to make names sound more reasonable. It overrides languages, but I didn't think it would override buildings... I was hoping that maybe the building was still in there somewhere, and I could maybe spawn it in using DFHack, but I don't see any command that would even do that... It's a real shame.
chipathingy  [author] 2 Jul @ 5:11pm 
Ah OK! I dont know if your fort is salvageable from that point of view though :(
FFF cuts and redefines the dwarf civilisation raws, and it sounds like another mod you've added might do the same thing. Unfortunately they'll just be incompatible without a patch mod
What other mods are you using?
Southpaw Hare 2 Jul @ 5:02pm 
Actually, I figured it out! I created a bunch of tiny worlds with different mods and found an offending conflict. It also matters what order they're loaded in. So now, the real question is... can I somehow alter my save to account for this so I don't have to start over?
Southpaw Hare 2 Jul @ 4:42pm 
https://imgur.com/a/KbUnQce I swear it's not in here, in the base workshop menu or the furnace menu. I tried clicking the blank spaces, or maybe seeing if it had a hotkey, but I got nothing. Any ideas? Everything else from the mod seems present, including the races and the metals I want to start smelting and crafting with.
chiconspiracy 2 Jul @ 9:17am 
I installed through steam and it wouldn't show up in the mod list, then installed manually and am getting this error:

Palette not found

Not found: data/installed_mods/FANTASTIC_FANTASY_FORTRESS(32)/graphics/images/dwarf/dwarf_body_palettes.png

I checked the folder and the file is definitely there so I'm not sure what the issue is
Southpaw Hare 2 Jul @ 9:13am 
I don't see the Blast Furnace anywhere, unfortunately. What would make it not show up? I have a few more mods, but I don't think anything that should conflict...
Vlad the Impala 2 Jul @ 12:07am 
High elf petitioners are hilarious with their inverted cave adaptation and interactions. Just had one petition for residency, only to break down in despair at having been "separated from the heavens" immediately after it being granted.
chipathingy  [author] 1 Jul @ 10:50pm 
It should be in the general workshop list
Southpaw Hare 1 Jul @ 10:02pm 
Heyo. Loving the mod. Just started to get my magma forges up, and... question: where is the "Blast Furnace" located in the UI? I don't see it in the list of furnace workshops, or anywhere else for that matter.
chipathingy  [author] 1 Jul @ 3:22am 
A small bugfix/tweak update. Moved the boil water reaction to the still, renamed it and removed the fuel requirement. Fixed the boneflux making reaction, changed the name of thatch blocks, gold ore is now more common, tweaked puffballs to make puffball tonic available at embark instead of blackpuff tincture
chipathingy  [author] 30 Jun @ 4:59am 
Update time!
I have update all the ranged weapons to use the new weapon tokens, and have rebalanced them against vanilla crossbows. Siege crossbows, longbows and boomsticks are all much better but slower than crossbows and are roughly equally effective. Hand cannons are really slow but still very effective
Adds vanilla FB graphics back in. Changed empty bucket reaction to fill bucket reaction and added another empty bucket reaction. Fixed orihalcum production. Get seeds from "process unusual plants' reaction. Fixed unigoat wool. Fixed dragon summon caste names. Renamed cavern bee mead. Tweaked portraits to show helmets

New stuff! A reaction to grind bones to bonemeal, boil booze and extract the water from it and make flux boulders from bonemeal, sand and water. I also made a reaction to make thatch blocks from some plants
eqN 27 Jun @ 7:30pm 
Can we please get screenshots? ^^
mend 20 Jun @ 5:14pm 
Fun mod! Had a great playthrough in a savage jungle/ocean and some of the new creatures were very neat. The new metals are fun, and a great way to incentivize getting lava for the blast forge ones.
Cawfee the Jersey Jay 12 Jun @ 11:35pm 
Noice thank you.
chipathingy  [author] 12 Jun @ 2:19pm 
Fair enough. The main issue with the mod description is that I'm up against the character limit and it makes updating it annoying
Blackpuff tincture is the toxic one
8 new plants, 4 have seeds
There is no readme (although that is a good idea), the mod description and the forum page are the best at the moment.
Orihalcum and titansteel are both adamantine alloys
Cawfee the Jersey Jay 12 Jun @ 11:01am 
Also you should make it clear that puffball (non-golden) tonic is toxic in the main description. I've been embarking with it because its only 1 value. My dwarves have been throwing up almost immediately every single time and I thought I was doing something wrong. Also would explain why nobody is injured but is coughing up blood soon after embark.
Cawfee the Jersey Jay 12 Jun @ 10:56am 
I have two questions:
1. Are there any new plants with seeds added? So I can adjust my seed cap.
2. Is there a document with relvenat infomation concerning the added weapons, tweaks, new materials? For example making orihalcum.