Dwarf Fortress

Dwarf Fortress

Kobolds For Fort Mode
40 Comments
DeltaFire 12 May @ 9:59am 
Alrighties, that is done then.
Do feel free to mention if anything crops up, like if you happen to take a stab at such a mod yourself, in which case I'd happily rehide.
Ottfried  [author] 11 May @ 11:06pm 
@deltafire go for it 👍
DeltaFire 11 May @ 8:51pm 
Hiya, I may've made a mod that merges Kobold Caverns with your Kobold appearances (mostly for myself), however since there seems to be some interest by others in something like that, would you mind me setting that mod to public?
Ottfried  [author] 26 Mar @ 8:59am 
sry don't think that's gonna happen. it's possible to do, but I'm currently using my free time for other projects. sry to dissapoint :/
Flooferpaw Da Cat 25 Mar @ 10:29pm 
Mod creator, do you think you will do stuff with Gadgets Kobold Cavern's mod, or will that probably not happen?
Durbaron 5 Nov, 2024 @ 12:20am 
migrants Kobolds don't have a name's, only the name of the profession
Ottfried  [author] 25 Oct, 2024 @ 12:18am 
I kinda like the idea. Never looked at gadgets Kobold cave mod, but it seems really well done.
I will look into the files once I get home!
(Don't expect me to work quick though..
Lots to do with moving right now xD)
Nekyia 24 Oct, 2024 @ 4:44pm 
If I could make a recommendation, how about instead of this just mod, make a patch for Gadget's Kobold Caverns to replace their sprites with your sprites instead? That way its the best of both worlds with the cute kobold textures and the complete kobold civilization challenge.
Pollard 7 Oct, 2024 @ 11:40pm 
Love this mod - only issue I get is the kobolds have no names / don't name their artifacts.
Edrobot 12 Sep, 2024 @ 1:43pm 
Update: I created a new world and they were suddenly handling picks just fine, so it must be another mod thats interfearing.
Edrobot 12 Sep, 2024 @ 1:35pm 
For some reason, my kobolds arn't picking up tools to mine with.
Ottfried  [author] 25 Aug, 2024 @ 3:40am 
@Ancey go here:
steam://openurl/https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3229642261

I made some minor changes to the base kobold raws, but it's basically a sprite exchange ^^
Ancey 25 Aug, 2024 @ 1:11am 
Hi, is there any way to get this as just a sprite replacement? Your sprites are lovely!
BlitzTrain 31 Jul, 2024 @ 7:06am 
Are you using both the Cute Kobolds (adventurer mode) and this kobold fort mod?
Without the adventurer mod the game probably thinks you're trying to make an evil fort or something which would make everyone else hostile to you.

Haven't figured out how compensate for Kobolds being exclusively carnivorous or egg-layers in fort mode yet, but it's absolutely adorable seeing them run around building fortifications! I'll probably start using mods for better war-trainable domestic animals to keep these guys safe in future Kobold forts.
Ottfried  [author] 22 Jul, 2024 @ 6:13am 
@dungus maybe you had bad luck? in my testings, they were not always at war with everyone
Dingus #bringbackquickplay 21 Jul, 2024 @ 5:29pm 
Every other civ is always hostile at embark, is that intended?
DeltaFire 1 Jul, 2024 @ 10:56am 
[quote=Jeff the Second]Do they eat normal food or are they carnivores[/quote]

Looke like they're carnivore, or more specifically bone-eating carnivores.
This eluded me for a while because the tag for bone eaters includes being carnivore, but I only looked for carnivore itself.

If you want to have them eat things like normal (e.g. dwarves), look for the [BONECARN] in their creature definiton and remove it (dealing with carnivore at some point became unmaintainable for me without buying every single scrap of meat traders brought)


They also can't go into the strange moods needed for artifacts (both during the world gen aswell as fortress gameplay), so depending on if you'd want dwarves to remain the only ones with this ability or not, one could consider adding the [STRANGE_MOODS] tag to them.too.


PS. Very cute gremlins, I've been enjoying them (if me being engaged enough to dive creature defs wasn't obvious enough in that)
Ottfried  [author] 1 Jul, 2024 @ 6:18am 
thanks you so much for the compliments! It's really nice to read :D

second: I will try to fix the issue tomorrow. I didn't notice anything wrong in my testing, but I will check it out.
Kinda thought they would simply take names of vanilla kobolds
Wolfy "Moth Appreciator" Woo 30 Jun, 2024 @ 6:40pm 
So I've been having over half my migrant kobolds have an empty, bugged name where I needa edit their profession title to a name if I want a non-generic kobold (nickname does nothin').
But! I've discovered why: it's 'cause their entity raw file doesn't have the TRANSLATION token (i.e. [TRANSLATION:GOBLIN]). Apparently if that's gone, it does this exact thing, and just picks from a random language each time it *does* successfully name a kobold.

That's the only issue I've encountered though, and thankfully one with a simple fix! And even then, giving each kobold a personalized name is actually pretty fun, even with their invalid names breaking some stuff (ah yes, one of my 85 " "s has changed professions).

But yea I'm genuinely in love with these heckin' kobolds, it's gonna be so hard to go back to dwarves. Somehow this slight change makes fortress mode so much for fun for me. Excellent freakin' work!!
Ottfried  [author] 24 Jun, 2024 @ 2:49am 
I'm not sure tbh. I played around in fortress mode, but I didn't really check there diet in detail. I didn't do anything different and they didn't starve. I don't know more unfortunatly ^^'
??? 23 Jun, 2024 @ 7:59pm 
Do they eat normal food or are they carnivores
Ottfried  [author] 19 Jun, 2024 @ 6:46am 
what do you mean? if you start the world with both mods installed, there will be kobold settlements, that behave like dwarves
01A3-91C-2789B11F "Vala" 19 Jun, 2024 @ 1:03am 
This work in adventure mode?
Ректор Хаос 28 May, 2024 @ 12:58am 
Oh, never mind.
The capes were repaired, and I installed the boots and strange mood myself based on your mod. Thanks a lot!
Ректор Хаос 27 May, 2024 @ 4:39pm 
also no crafting capes
Ректор Хаос 27 May, 2024 @ 4:32pm 
It would be very cool if they could also craft high boots, for good measure, can you add it in the next update?
Cecily Catherine 14 May, 2024 @ 1:56pm 
That worked, thank you a lot!
Suul´ka 13 May, 2024 @ 4:42pm 
So here is what I have done to get it to work:
1) Unsub from Kobolds from adventure mode (the mod that contains the creature definition for kobolds).
2) In your Dwarf Fortress folder in the sub-folder mods, find and delete the folder coresponding to Kobolds for adventure mode mod.
3) Under Dwarf Fortress>data>installed_mods find and delete the folder for Kobolds for adventure mode.
4) Start Dwarf Fortress and select mods to make sure that the mod does not appear.
5) Re-sub to Koboldss for adventure mode.
Now it should download the current version.
I hope that this will help you.
Cecily Catherine 13 May, 2024 @ 3:21pm 
I still can't seem to make them mine or chop wood, tried reinstalling the mod a few times don't have any other mods running with it.
Ottfried  [author] 4 May, 2024 @ 6:01pm 
I don't know how I couldn't update correctly. I'm not really experienced with modding ^^'
Suul´ka 4 May, 2024 @ 4:57pm 
Are you sure it has updated correctly?
I had to manually remove the mod and download again before it worked.
Raseac 4 May, 2024 @ 4:20pm 
This one and the other Cute Kobold mod you made.
Ottfried  [author] 4 May, 2024 @ 3:17pm 
weird...
I made a lot of tests to ensure everything works fine. can you tell me which mods you use in combination?
Raseac 4 May, 2024 @ 9:49am 
I don't know, I've tried starting multiple kobold forts and they still refuse to dig.
Ottfried  [author] 4 May, 2024 @ 1:48am 
@raseac if you use my "cute kobolds" mods, than yes. size has been increased and they can pick up and use equipment now
Raseac 3 May, 2024 @ 9:33pm 
Has the size thing been fixed yet. I really would love to start a fortress with these little fellas.
Ottfried  [author] 28 Apr, 2024 @ 3:46pm 
okay so I checked it out myself and there seems to be a problem I didn't forsaw.
Kobolds are absolutly tiny. they can't even pick up the equipment! guess I have to make the cute kobolds a little bit bigger for now
Ottfried  [author] 28 Apr, 2024 @ 6:57am 
weird. they should behave like any other dwarven embark. I will look into it later on
Suul´ka 28 Apr, 2024 @ 6:08am 
I tried a Kobold embark and they wouldn´t do mining or woodcutting.
flopp 27 Apr, 2024 @ 1:14pm 
This *might* be a me issue, but absolutely no orders are getting done after embarking. All Kobolds just say, "no jobs".