Dwarf Fortress

Dwarf Fortress

Immersive Civilizations: Alternate Humans (CGE-compatible version)
7 Comments
callmeYoloSwaggins 4 Feb @ 10:30pm 
unusable, it conflicts with its self in the mod order. using vanilla assets with CGE in position and just this mod causes it to conflict with its own file IC_Alternate_humans.
@sunnyhongyu我是盗号王 3 Apr, 2023 @ 9:34am 
Dark ages compatibility ?
Forekast 28 Jan, 2023 @ 6:53pm 
Thanks
Pengawain  [author] 28 Jan, 2023 @ 5:53am 
If you open the files for Glass Fortress, it has an entity file that starts with [SELECT_ENTITY:MOUNTAIN], this adds the lines below it to the vanilla dwarven civ.
Do the same thing to this mod's civs to add those recipes to it, their ids are ALTERNATE_HUMAN_DESERT and ALTERNATE_HUMAN_ICE, put those in the place of MOUNTAIN, either editing the existing entry or copy-pasting to make a new one. This will likely require a new world to work.
Forekast 27 Jan, 2023 @ 8:35pm 
No problem. Only thing so far I've seen that has broken saves is removing reactions via an update.

Any chance you'd know what kind of tweaks I'd need to make to make this compatible stuff like Glass Fortress and the like?
Pengawain  [author] 27 Jan, 2023 @ 4:34pm 
No, this was an oversight, thanks for pointing it out. I've updated the mod to make minecarts (and stepladders) craftable by both civilizations. I believe it should work if updating mid-save, and I apologize sincerely if not.
Forekast 27 Jan, 2023 @ 2:41pm 
Is there a reason that minecarts are disabled for these civs?