Dwarf Fortress

Dwarf Fortress

Rain Fortress
111 Comments
NuraShiny 23 Sep @ 5:38am 
What are Worm Grass Blood and Slime Sauce used for?
Spicy Chillet  [author] 2 Aug @ 4:41pm 
@mihai it might be the projectiles - I'll see about poking them in the next update. I probably either need to make the red lizard's projectiles dilute by size, or remove the dilute by size from the train lizard's stunning tongue attack. probably both.

in terms of domesticatable megabeasts, I probably won't be changing the time to full adult as it's currently on par with rocs? might give them a size bump though. we'll see
Alithsko 27 Jul @ 6:38am 
If you do add scav society, you could give them a slight boost to starting diplomatic relations as they come from the same roots and can relate to each other

And for the secondary mod, you could add a purposed slugcat as an expensive embark choice, certain scugs could have items added to their inventory over time up to a maximum which can be used to craft with, and many slugcat features can be replicated by giving a permanent legendary skill such as climbing, swimming, or ambushing, and perhaps give a gourmand the ability to gain strange moods like a dwarf can.

Items created while well fed:
Arti: Explosive secretion
Spear: Chitinous spike
Gourm: Random plants or basic materials
mihai 110 24 Jul @ 1:30pm 
An interesting interaction that I'm not sure is intended and what exactly is causing it. Train lizards despite being much larger megabeasts will consistently lose to Red lizards. Just now started to use the newer version and tested to see which is more viable. Thought 20 year growth for train lizards was rough but maybe worth it.

As it stands, with arena testing, 8/8 times red lizards won. And these were 200 years old adults. So outside of value multiplier red lizard just seem better. Maybe the red lizard projectile handicaps train lizards hard?
Saint of Grey 12 Jul @ 3:05pm 
I always was under the impression while slugcats could become a society, they seem way too idyllic, like elves, to actually advance technology. Scavs on the other hand... While they prefer to scavenge, they'll gladly come up with a way to manufacture anything they can't find.
Spicy Chillet  [author] 12 Jul @ 7:48am 
Scavs will likely have access to more involved metalworking, yeah
Saint of Grey 10 Jul @ 8:09pm 
What about scavs, those guys seem like they're more likely to industrialize.
Alithsko 4 Jul @ 10:28am 
Just because your scugs don't know how to work metal very well doesn't mean you should skimp out on mining the stuff, you can still smelt and sell these metals, and trading is often important for these guys
Spicy Chillet  [author] 3 Jul @ 3:23pm 
@Wizzrobe I don't know why the link keeps going down, I set it to never expire each time x-x I just refreshed it, you should be able to join again!
Wizzrobe 3 Jul @ 2:06pm 
i really love this mod! i wanted to join the discord to see the progress but the link seems to be down, is it full?
Alithsko 27 Jun @ 9:44am 
With careful embark, if you remove your starting pickaxes or axes there is no way to add them back, this is mostly annoying because you have to re-embark to get them back
CocoBat 22 Jun @ 12:20pm 
Insanely awesome update, the new sprites are amazing and the new description is very cool as well, very high effort mod.
TerminalTwo 7 Jun @ 2:50pm 
though now that i think about it, that is pretty accurate to rain world lore
TerminalTwo 7 Jun @ 2:39pm 
a funny thing happened while playing with this where, for whatever reason, the scugs became the species that got bullied the most in my world, almost every single scug civ is destroyed for whatever reason and I have no idea why that happened, even as I look into legends I cannot find the answer as to why every single civ in existence decided that they were the ones to die now
Spicy Chillet  [author] 18 May @ 5:08pm 
ayoo ty mihai! i guess im just insanely unlucky.

I'll probably end up changing the vulture growth mechanic to not be interaction-based in general, since it seems buggy and i havent been able to get it to work in fort mode recently, though it was fine with testing?? hoping to get the new update out within a week or two. suffered from a fair bit of scope creep but it should introduce most of the remaining rw creatures, plants, and rebalance the world's ecosystem diversity in accordance to which creatures show up in the individual watcher biomes as well
mihai 110 18 May @ 2:19pm 
Quite a bit late but yes, Spicy, I have encountered them in fortress mode and even got to breeding them (in one fortress red lizards, in another much later one red centipedes). I think I tried with vultures a long time ago but it failed (I think it was attacking my guests and the slug reproduction was finiky).

Didn't read the comments because untill now didn't have much issues with the mod. Just came back to dwarf fortress and in new worlds there were seeds that appeared simply blank at embark screen. Apparently they are Rain World plant seeds (happened even with only this mod active) and had to delete the local files and reinstall it.
Katzen Meyer 20 Apr @ 12:22am 
holy goodness its the slugcar
CocoBat 16 Apr @ 6:22pm 
I have not seen any in fortmode, but I have been given instructions to seek them out, and have found and killed them
Spicy Chillet  [author] 14 Apr @ 5:16pm 
quick question if anyone happens to read this - has anyone actually had one of the semi-megabeasts from this mod (red lizard, red centi, king vulture) visit their fort? they SHOULD be working from everything I can tell, but for all my hours of playing and testing I've never actually had them come in naturally. I'm going to be freshening up the existing implemented creatures, rebalancing biome distributions more according to the variety we have in watcher and etc, so if they aren't actually working then, well. perfect time to fix it
Spicy Chillet  [author] 4 Apr @ 5:06am 
Haha yeah, it was neat to see the rot infested critters the same way I did them. Smashed the campaign in like 2 days :) Half wondering if I can implement the other aspects of the watcher-specific rot as its own variant, but I have to check how the related mechanics work in DF again
Tapioka 3 Apr @ 1:18pm 
Chillet the watcher content used your ideas like the rot critters/rot lizards haha I'm also excited to see the new content, for now is been really fun to explore the new DLC.
CocoBat 2 Apr @ 10:45pm 
Excited for the Watcher content.
Spicy Chillet  [author] 2 Apr @ 4:16pm 
Quick update for yall - watcher has a LOT of content, way more than expected!! I'll be prioritising implementing that as soon as the wiki updates with creature and item information, assuming my impending wisdom teeth extraction doesn't mess me up too bad. I'll also try to get the misc vanilla/downpour critters in asap.
Tapioka 27 Feb @ 2:13am 
The genetic modification idea sounds delightful and makes sense in both games context. Since Slugcats have a primitive civ they could get some genetic to help them thrive and survive in such hostile worlds. Having your priorities straight is a good sign, but take your time and try not overdoing yourself, alright? I saw we got the lua in experimental branch yesterday. I never tried modding before but never hurts to try learn something, right? :plumphelmet:
Spicy Chillet  [author] 26 Feb @ 8:35pm 
future updates are planned in general (will probably get some done after the watcher releases), though I may wait on some of the more complex secondary mod content (genetic modification etc) until after the update comes out to see if I can do it without syndrome spaghetti. DF's been on my mind for a while now, I've just been too busy with IRL and work stuff to put much active energy into it :( soon tho. soon

as for appearance sprites - do you mean portraits? I've been prioritising implementing creatures and other content first, but I will get around to them in due time. I haven't been looking forward to setting up yet another complex layered sprite, but the palettes feature made things a fair bit easier
Tapioka 25 Feb @ 7:56am 
So are you planning for further updates after the lua update from Putnam? I hope the custom sites can be possible to be modded in when it comes. Also are you considering to make the appearance sprites?
Spicy Chillet  [author] 13 Feb @ 2:18pm 
unfortunately i thiiiink it's not really possible to add custom sites like that - a lot of worldgen is hardcoded and not able to be affected by mods atm. they might change it in the future (modding rework is coming at some point iirc), but to meaningfully incorporate them at all right now I pretty much need to opt for a civ :(
OwOstrich 12 Feb @ 7:39pm 
idea for iterators: maybe instead of having them be a civilization, you could make their superstructures be an occasional site (like Towers or Mysterious Lairs)?
just a suggestion tho, feel free to ignore
Posobio 11 Feb @ 12:07pm 
gato babosa :0
steel 20 Jan @ 8:19pm 
spearmaster ruled scug underground megacity :rwslugcat:
Spicy Chillet  [author] 19 Nov, 2024 @ 12:38pm 
raindeer are still tameable via animal training and breeding, just not trainable into hunting or war variants.
John Helldiver 17 Nov, 2024 @ 3:59am 
Quick question but why are Raindeer milkable/sheerable but not tameable? Don't they need to be tameable to be milked?
Tapioka 11 Nov, 2024 @ 7:47am 
If I can give an opinion I'd say to allow scugs to manipulate adamantine as they please. Slugcats are fine warriors fighting for survive right? I think it is fair for the bravest Scugs that strike the deepest of the earth to be rewarded with such valuable metal. Even though they don't know how to forge, they still can weave things and maybe learn how to forge after gettings their paws on an anvil.
Ruffles 6 Nov, 2024 @ 10:05am 
RAIN WORLD RAIN WORLD RAIN WORLD RAIN WORLD RAIN WORLD RAIN WORLD RAIN WORLD RAIN WORLD RAIN WORLD RAIN WORLD RAIN WORLD RAIN WORLD RAIN WORLD RAIN WORLD RAI
philthyphil7 31 Oct, 2024 @ 4:03pm 
I dont remember you being able to extract strands from anything other then adamantine. I wouldn't be surprised that removing strand extracting for scugs could cause problems when playing with other mods, but so far I haven't seen any mods that add materials that need to be processed in the same way as adamantine. Then again, I haven't actually used any mods that work like that.
Spicy Chillet  [author] 31 Oct, 2024 @ 8:04am 
The thing is with that, in order to disable strand extraction from adamantine, I would probably have to disable scugs' ability to extract strands from any material altogether, or edit the adamantine material itself (which would affect every single other race if someone has the mod installed for the other creatures). dwarf fortress modding is particularly finicky, and I really have less control over these things than I'd like

if you know a way i can disable that in particular, I'd be happy to do so as they really aren't meant to have it either. for now, all I can do is clearly state in the description that they aren't supposed to use that sort of stuff
philthyphil7 30 Oct, 2024 @ 7:42pm 
Ok, not what I would have done, I probably would have given them the ability to make at least body armor from adamantine, but I see where your coming from with how letting them use adamantine effectively would clash with the restrictions already set in place. In that case, I would probably suggest removing their ability to use adamantine at all to make it more clear that its useless to scugs (I.E.; making it so they cant extract strands from raw adamantine.)
Spicy Chillet  [author] 29 Oct, 2024 @ 12:42pm 
slugcats aren't supposed to have access to more advanced armors or weaponry, as stated in the description - what they have right now is pretty much only because I couldn't effectively disable it or they were needed for other purposes (such as needing axes to chop trees). it wouldn't really make sense to allow them to make the strongest armor in the game while still disallowing most other metals, either
philthyphil7 28 Oct, 2024 @ 4:36pm 
Suggestion, could you make it so that slugcats can forge metal wafers, or allow them to make armor from adamantine cloth? Only being able to make adamantine cloths that civilians can pick up makes equipping your military with it quite annoying.
philthyphil7 9 Oct, 2024 @ 8:26pm 
Oh heck yah, it got updated!
Spicy Chillet  [author] 3 Oct, 2024 @ 7:35am 
that would be sick tho lol. sounds horrifying-- and not exactly possible within the realms of df modding right now, but they aaaaaare expanding modding capabilities soon... :)
Spontaneite 3 Oct, 2024 @ 7:16am 
just wanted to share that I had a horrifying dream where this mod added a like. spreading rot based corruption system, where any organic tiles like wood walls, furniture or floors could be afflicted with protorot and turn blue and gnarly-looking and begin spawning DLLs, and if you tried to remove them you'd just end up with rotting materials in your stockpiles. due to DF limitations it was super hard to get rot out of a fortress if it got into your stockpiles as you'd need to destroy anything organically derived, including wood, cloth, leather, and anything made from them. it was a hell of a dream!
Tapioka 10 Sep, 2024 @ 7:04am 
Yep you're right, it was just the way RNG works. Btw are you planning to add slugcats portraits anytime soon?
Spicy Chillet  [author] 4 Sep, 2024 @ 11:24am 
Well I can say that the gender ratios and orientations are, in fact, just RNG. Orientations in particular aren't changed from what dwarves have. Not much I can do for you besides telling you to keep trying?

I mainly test civ generation on default settings, and they've always seemed to work fine on those. Don't know why they'd be struggling without metals considering they can't really use them.
Tapioka 2 Sep, 2024 @ 10:19am 
3 out of 4 slugcats civs are usually destroyed or don't survive enough in worlds with scarse metals. I embarked twice in beach places and it was either 7 male or 7 female slugcats, obs: all of them are gay so I can't expect to have any additional workforce *ahem* offsprings on my fort so soon. :rwmoon:
GatlingSheep 1 Sep, 2024 @ 10:36am 
Dwarfs come to my fort and i give them barrels upon barrels of slime sauce, they love the slime
Cheese wheel from Skyrim 30 Aug, 2024 @ 10:18pm 
☺/10 mod doesn't add any rain. Unfollowed. Unsubscribed. Reported to moderators. Reported the law enforcement. Reported to the FBI. Made a sandwich. Ate a sandwich. Went to bed. Took a shit. Still in bed. Fuck.
Tapioka 24 Aug, 2024 @ 8:45am 
Also maybe an information about their thirsty (In case if they are used to alcohol like dwarves or can live without it like other species)
Tapioka 24 Aug, 2024 @ 8:27am 
I was more curious about their method of reproduction, you see I'm trying to make a fort in a dangerous place so I can't be relying on immigration so far.
Spicy Chillet  [author] 23 Aug, 2024 @ 7:27am 
I can see about it. Is there any information in particular you'd want on there, or just mostly in line with the rest of the entries? I didn't put them on initially because they don't exactly behave like regular creatures in terms of spawning, training etc lol