Dwarf Fortress

Dwarf Fortress

Low Population Tweaks
17 Comments
Мир 4 Nov, 2024 @ 5:33pm 
Было бы замечательно, спасибо за мод.
Dapper Raptor  [author] 23 Oct, 2024 @ 8:41am 
@Trapito222 I haven't played Dwarf Fortress in about a year at this point. I think you could do it pretty easily with a similar method to this mod as goblins are just one of the other races outlined in the entities, so you could probably just tweak those values, but I don't really know for sure. I've been considering firing up the game again recently - if I do so then I'll take a look but no promises I'm afraid
ึ ึ ึLigma9281 ึ ึ 23 Oct, 2024 @ 8:03am 
Can you make a mod that limits goblin population so goblin fortresses are not so laggy?
Illustrious Illusionist 28 Apr, 2023 @ 10:32am 
If you think you could find the specific lines, that'd be great. I definitely don't mind modding the raw entities files myself - I've done it before, to make modded workshops available in other modded civs - I just usually have trouble finding which lines are doing the thing in the first place.
Dapper Raptor  [author] 24 Apr, 2023 @ 7:08am 
@IllustriousIllusionist - Unfortunately the only way to do this mod, currently, is via editing the entities. There's been a bunch of talk by Putnam about making some changes to the raw files, so maybe this will change in the future, but unfortunately its not possible any other way at the moment.

You could look into the mods you are using as they will likely have similar entries to what vanilla_entities have with all the same values that I changed in this mod - so you could look at their files, find their entry for whatever races there are, and set all the values to similar ones that I used in this mod to get the same result with the custom races. That's about the only solution I see for that currently though. Its been a while since I made the mod, so if you want specific lines that I edited... let me know and I'll take a look and work it out again haha
Illustrious Illusionist 22 Apr, 2023 @ 1:25pm 
Hi there - do you know if there's a setting I can adjust in the files to get only the 20% population redux? This is a great mod and I've enjoyed using it, but it conflicts with a couple of other mods that require vanilla_entities to be removed. Which is not your fault and I appreciate you making this mod for folks like us! But if I can do a bit of fiddling in the background to achieve both, I'd like to.
Dapper Raptor  [author] 21 Apr, 2023 @ 3:31pm 
@达特DHAT That should be possible. You'd really just need to change the same values that I did for this mod and set them all to 7. You would likely want to change a bunch of the difficulty settings to ensure enemy attacks aren't too big I guess, but that aside you should be able to do it :)
DHAT 20 Apr, 2023 @ 11:02am 
My man, thanks for this. I'm one that always play with a very low cap since I like to play it super slow and aesthetic instead of min-max.

Plus less dwarves means I form a bond and actually care for them.

I was wondering if there is a way to make a similar mod that gets rid of pop caps all together and just base the events on time or wealth itself. As in, everything can occur with 7 dwarves or more. In that way you can play with whatever population you like and the game would have all events and situations.

Do you think that is possible? I might research and try doing it.
Dapper Raptor  [author] 10 Feb, 2023 @ 1:35am 
@Dembeor I tried selecting it first yeah, and when it didn't work I consulted the discord and got feedback that the entity entries can't be selected unfortunately, only cut and re-added. This was also confirmed at one point by Putnam (who now works on the game officially) so... hopefully it will change in the future but right now mods can only add new entries for the entity file, not change it sadly.
Dembeor 10 Feb, 2023 @ 1:28am 
Hey, kudos for the mod! I found test msg on messenger and got bothered enough to comment. :steamhappy: Did you test if just SELECTing Mountain entity and setting secondary (lower) pop required BEFORE or AFTER could be used instead of rewriting whole file?
Mr.Kebab 9 Feb, 2023 @ 2:50am 
Thanks for your effort brother.
Dapper Raptor  [author] 9 Feb, 2023 @ 12:25am 
@Mr.Kebab I asked in the discord and Putnam confirmed that yeah, its not something that can currently be changed via the raw files unfortunately :(
Dapper Raptor  [author] 8 Feb, 2023 @ 11:28pm 
Correction - it found more than one, but they were all graphics-related except one.
Dapper Raptor  [author] 8 Feb, 2023 @ 11:26pm 
@Mr.Kebab All the edits for this mod are done in the entity file, so entity_defaults.txt under vanilla_entities/objects. But I can't really see anything in there that touches the moods. I did a search on every txt file in the raw directories and there's only one mention of the word "mood" that came up, so I get the feeling they might, sadly, be hardcoded. I'll keep digging a little more and I'm about to ask on the modding section of the discord, but yeah, might be something that hasn't been exposed yet.
Mr.Kebab 8 Feb, 2023 @ 9:57pm 
Thank you. Can you also share which files you are editing? Maybe I can take a look too.
Dapper Raptor  [author] 8 Feb, 2023 @ 6:23pm 
@Mr.Kebab hmm, I wasn't aware of that! I'll see if I can look into it. That said - because the migrant waves are the same you should still get the strange moods just as quickly. But give me a bit and I'll see if its something that I can change or not and get back to you :)
Mr.Kebab 8 Feb, 2023 @ 6:18pm 
is it possible to edit strange moods? It doesnt trigger if you have less than 20 dwarf