Dwarf Fortress

Dwarf Fortress

More Vanilla Creatures
265 Comments
20firebird 11 Oct @ 6:05pm 
I didn't read the description thoroughly before installing, and the fungal infections gave me quite a fright! I saw the giant spores floating around underground and figured touching the dust was a bad idea, but I didn't expect my dwarves to start transforming. Kind of fascinating.
ryno  [author] 23 Sep @ 1:22pm 
@mrmistophelees :)
mrmistophelees 23 Sep @ 3:39am 
@ryno Hey, just wanted to say thanks again for a mod that feels interesting and unique. About the fungal stuff, I think it's an interesting idea and there is a place for that story for some people. It just feels a little too inevitable since there's no cure and it's really everywhere underground. And perhaps most importantly, I think players tend to get attached to the character they created in adventure mode, and then having it transform into a thrall seems kind of heartbreaking, although functionally, it hasn't changed the game play.
But I don't want to understate the fact that you put your heart and soul into the mod, and we really appreciate it! Thanks so much!
ryno  [author] 18 Sep @ 5:59pm 
sounds pretty unholy. also while im here i would like to mention that ive been distracted by a new mod that has been taking most of my time. MVC will receive minimal new content in the meanwhile. and the next time i patch it ill probably just remove things if anything, such as the fungal infectors
TC X0 Lt 0X 18 Sep @ 3:12pm 
I just came to say that the recent Elf invasion came with a Minecart person couple ridding matching war grizzly mounts, and that is very neat and funny.
ryno  [author] 5 Sep @ 9:12am 
@BoriSama someone made a mod that removes all the terrible things: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3302744089
BoriSama 5 Sep @ 6:48am 
Is there a way to remove this fungal infection from the mod? I really don't want to "clean units" every time from fear that all my dorfs transforms into shitake. I had to load a previous save because, suddenly, half my fortress was infected and transforming
ryno  [author] 2 Sep @ 4:33pm 
all apologies for the fungal infection stuff in general
mrmistophelees 2 Sep @ 7:51am 
Whew... got it. Turns out, the clean function did not remove the actual syndrome I had. For those who want to remove that pesky spore syndrome, here is the command in dfHack:
modtools/add-syndrome -eraseAll -target 13525 -syndrome 252
Where -target [unit id]
To get your unit id, select your unit and type: lua print(unit.id)
Also note, the mod actually has three fungus-like syndromes, depending on which one you caught. The id for them all is 252, 253, 254.
mrmistophelees 2 Sep @ 6:05am 
@ryno In a previous reply, you mentioned you could remove the fungal infection with dfHack. Since I was unaware of the problem of fungal infections before I started my world, I was infected in adventure mode a long time ago. Now, my save game is at the point where my dwarf turns into a fungal thrall in a few more turns. I downloaded dfhack to try to prevent this catastrophe, but have not been able to change fate. I have used the cleaners command [clean units] to remove contaminants, [full-heal] to remove wounds and stuff, [clean items] to remove the fungal spores from all my items, and even opened up [gm-units] to completely remove an "unknown" wound off my character. I've saved the game and reloaded. And yet my dwarf STILL turns into a thrall the next time I fast travel and then look at him again.
Could you explain exactly how I could prevent this from happening, if it's possible?
Thank you for such an interesting mod!
ryno  [author] 20 Aug @ 12:24pm 
@Drakli thats wonderful
Drakli 20 Aug @ 10:51am 
I've got some good news! I removed FB's Revised Wildlife" from the incompatibility list on info and tested the two mods together, and no errors cropped up! Looks like whatever caused the conflict may no longer be a factor.
Drakli 19 Aug @ 4:27am 
Absolutely fair, I'll look into it from here!
ryno  [author] 17 Aug @ 10:01pm 
@Drakli it was so long ago i have no idea but feel free to just go into the info.txt and remove the line that prevents them from being loaded together and see what happens
Drakli 17 Aug @ 3:20pm 
How does "FB's Revised Wildlife" conflict with "More Vanilla Creatures," please? I'm interested in FB's mod but I don't want to give up your cool creatures!
niemst 10 Aug @ 10:25pm 
Giant Bugbat looks great :-D and blobs are so cute :-)
fallout2077 26 Jul @ 7:26am 
Actually, forget about that theory regarding Biodiversity Booster... I've created a world using just BDB, MVC, and the compatch and embarks seem perfectly normal, nothing strange spawning with embark.
fallout2077 26 Jul @ 7:10am 
Hello. Does this mod increase the chanced to embark Minecart Men & Women? It seems like about 90% of the time (if not more) I'll embark with them in addition to my standard 7 dwarves. Also does this mod take the savagery of biomes into account when determining pets during embarkation? I seem to embark with Owlcats fairly often. I looked through my other mods to see if any of them added "use_any_pet_race" to Dwarves and I came up with nada. Could it be the Biodiversity Booster-MVC compatch making me spawn with the aforementioned creatures as often as I am?
ryno  [author] 21 Jul @ 6:47pm 
@Aceituno wonderful
Aceituno 21 Jul @ 11:58am 
I'm enjoying you mod a lot. The goblins bringed up in their last siege a bunch of giant creeping eyes and also some tendrils dogs. They look really nice although I think the giant eyes just left the battle and didn't fight. I'll guess they didn't... saw an easy fight and just run away

https://i.postimg.cc/fzMr1bRB/1.png

Thanks ryno
ryno  [author] 15 Jul @ 4:03pm 
@Levvy you mean like upon embark theyre all just available now? it wouldnt be this mod doing that, but if you have some other mod that adds use_any_pet_race to the dwarven entity that might do it
Levvy 15 Jul @ 12:03pm 
So, on my most recent save it seems like Dwarves have somehow managed to domesticate all the new cavern creatures...
Bragonfly 13 Jul @ 3:42pm 
amazing pixelwork, you clearly had a lot of fun making these!
ryno  [author] 12 Jul @ 10:44am 
@Moonwarden64 ok ill nerf them on the next version
Moonwarden64 12 Jul @ 5:43am 
although I do have "skilled animals and megabeasts"
Moonwarden64 12 Jul @ 5:43am 
Eye-bats seem really op, two of them just killed a war trained giant cave crocodille I had
ryno  [author] 9 Jul @ 10:16am 
@Hawara the threat of a fungal takeover seemed like a sorely missing thing in the game, so i did those but most people seem to agree that its just bad
Hawara 9 Jul @ 12:54am 
What's going on with the Fungi spore balls that infect everything? What does this do, what does it mean? Can you get rid of that?
CocoBat 1 Jul @ 2:21pm 
Love the new update, my favorite is the giant bugbat, I really like the way you sprited its head, it looks like a mantid
eqN 1 Jul @ 10:22am 
Oh derp, I'm misremembering I guess. You can totally ignore me. It was just the Mimic when I looked again. Regardless, super impressed with the mod!
ryno  [author] 29 Jun @ 1:58am 
@eqN tell me more about these non existing creatures you speaketh of
eqN 29 Jun @ 1:56am 
Interesting! I noticed a lot of similarly DOES_NOT_EXIST creatures. Super impressive how much is already put together! Thank you for the excellent mod!
ryno  [author] 29 Jun @ 1:51am 
@eqN oh thats for all the new animal people that i made for version 5.6 before eventually putting them aside and 5.6 became something else. i forgot to remove that creature_variation from the files, it will be utilized for future content, just not by anything quite yet
eqN 29 Jun @ 1:20am 
May I ask, what is the purpose of ANIMAL_PERSON_BUGFIXED Variations?
I don't see them actually applied to anything.
CocoBat 24 Jun @ 7:15pm 
Well I'm glad it works now, I love crabs specifically, I'd just assumed I was missing them
ryno  [author] 24 Jun @ 6:50pm 
@CocoBat very shortly after the latest patch, i figured out why giant magma crabs havent been spawning this whole time. i have searched for the answer for a year, and it has finally come.

its something cringe pertaining to their blood being the wrong state of matter at the extreme temperatures in which they dwell - it never came up in all my testing of their ability to navigate magma, but it nonetheless prevented their spawning! It's fixed now because Squamous (The Long Night) discovered it for me, and therefor giant magma crabs will effectively be a new creature added to the mod in the next version. From version 1.0 to today, this sad injustice is finally coming to an end ...
CocoBat 24 Jun @ 2:27pm 
Amazing update.
Paches 18 Jun @ 8:53pm 
that helps a lot. i saw on mythical creatures the mod has a discussion page with the details for units.

i love the additions you have made, i hvae ran across the various "man" units and have gotten stuff to sell on adventure mode (noteably pot man and his iron pot body drop)

i love h0ow some are meant to be chopped up before killing like pot man, can't attack the body directly but if you shop all the limbs off you can for an easy kill.
ryno  [author] 18 Jun @ 12:36pm 
@Paches fire snakes are made of fire, anvil men are made of iron, bubble bulb bears are made of bubble bulbs

a wiki for the mod might be somewhat useful, but most information can be simply assumed. im limited by the character count of the steam mod description, it did used to contain a little more context before i had to chop it down. ill answer any questions tho
Paches 18 Jun @ 11:51am 
really wish there was some basic info on the creatures added. i want some fire snakes but don't want to immediately light my fortress on fire for some early FUN. like is the anvil man made of solid metal like a colossus for adventure mode? is the bubble bulb bear made of water? if so what's the use since it's probably fragile?
Lupus 28 May @ 6:47am 
You do great work relly! i enjoy your mod a lot
Drakli 19 May @ 8:23pm 
@ryno Oh Gosh! Thanks! It never occurred to me that was more than informative text. Hee. Wasn't wasted time though, it helped me investigate more about where all the code in mods references. :D
ryno  [author] 19 May @ 6:56pm 
@Drakli if you already manually removed the duplicate creatures, the only thing still holding you back is that you still need to remove the line [CONFLICTS_WITH_ID:bucket o creatures] from the info.txt ! Have fun :D
Drakli 19 May @ 5:47pm 
If I may, how does More Vanilla Creatures conflict with Bucket o' Creatures? I love the art & creatures in More VC, but I would like to use Bucket (because it's neat) too I figured it was the duplicate creatures (Zebra and Giant Centipedes,) but removing them from one or the other doesn't resolve the conflict. Am I missing anything?
pingin 14 May @ 12:07am 
wait it just deletes them i thought it made them leave holy shit
ryno  [author] 25 Apr @ 6:38am 
@pingin yeahh thats the uhh DFHack thing. fix/wildlife i believe it is called. They were really on one when they made that thing
pingin 24 Apr @ 8:22pm 
i think i just saw a pine ent undergo spontaneous combustion. like it walked past my trade depot and turned into smoke. not sure what happened there
pingin 15 Apr @ 5:51pm 
I think it might have been ReDragons - I can't tell for sure because i've uninstalled that mod now. But I'm pretty sure the altered dragons from that mod have this problem
pingin 15 Apr @ 5:07pm 
ok ive immediately forgotten but i know i saw a statue from another mod with the same bug. I'll update when the dwarves in my current fortress are capable of making statues
ryno  [author] 15 Apr @ 1:02am 
@pingin can u give me an example? i was able to discover the solution either way, but perhaps we could share our findings with anyone else who was affected.