Dwarf Fortress

Dwarf Fortress

Cute Kobold Caverns
33 Comments
BlindingPhoenix 15 Aug @ 12:05pm 
Hi! I can't make any stone tools, it says I lack 'sharpenable stone boulders' even though I have obsidian and chert in my stockpile. Does this mod conflict with the Ketaros Stone Variations mod?
DeltaFire  [author] 14 Aug @ 10:47am 
@Kamirok Wonderful, less for me to fix!
(always prefer silly happenings to genuine "oh no, DF broke things" moments)
Kamirok 14 Aug @ 9:13am 
@DeltaFire I never saw the "Choose origin civ" button... XD omg I am so sorry, I thought Fortress mode was being picky but I was just blind as a mole. thanks for pointing that out, can finally play as those rascals thanks to this
DeltaFire  [author] 12 Aug @ 2:06am 
@Kamirok Huh, what sort of issues have you been having with starting as them? In fortress mode you should be able to use the "choose origin civilization" button on the world map to switch the faction you embark as to one of the Kobold ones to start as them (provided there are civs still around when your history is done, they sure are squishy little gremlins)

Adventure mode should also let you start as them for anything except chosen (usually ~200 years of world gen or so does give you chosen as option, too, simulation willing)

Currently not encountering problems when testing either of those.

(And no worries, I too would like this to keep working if possible (or at least as decently as Dwarf Fortress permits, hah))
Kamirok 11 Aug @ 1:08pm 
So the mod works (In a way) as Kobolds do begin to populate the world, having their settlements but as to start as them I find it currently impossible. I don´t want to be annoying with this it is just that I miss the little guys.

Still, thank you for taking time to work on this and making it possible to combine both mods and keep them going.
DeltaFire  [author] 5 Aug @ 11:56am 
Okay. After a lot of !!fun!!, things should work on the new versions again.

Special organic material changes (tannable scale, etc) have been isolated into a submod linked in the description, which should be loaded together with this, replacing vanilla_materials (but can in theory be omitted if you prioritize another mod using the same hard replacement method and are fine losing some features).

Hopefully, this sort of vanilla hard replacing is only needed until a better organic material edit method is released (because my only other current option would have been manually editing every.single.creature, which I am not doing for fairly obvious reasons)


If you run into more issues, do report them.
DeltaFire  [author] 31 Jul @ 10:06pm 
Unfortunately it does appear that it being "fixed" by .02 was me hopping into the fast loading arena, seeing it worked, and with a lot of "woo I don't need to change anything", taking that as a "yup, works". Well, it doesn't, in the ways that matter (worldgen).

Thus, looks like my prior message is just flat out wrong, so my previous temporary solution of using 51.13 still applies :/


(The particular pain point here is that changing organic materials is a lot of !!fun!! since you can't easily modify the templates, and doing it the way koboldcaverns did before now errors. Will have to think on that.)
Kamirok 31 Jul @ 7:38pm 
Been having some trouble after the hotfix about duplicates of certain items, I cleared the Installed mods folder in the appdata and I thought it was finally working but then returned to the OG dwarf textures, anyone happens to know a fix?
(I also tried a fresh installation but no luck)
THINKPAD USER NIKO 31 Jul @ 10:44am 
thank youuuuuu!
DeltaFire  [author] 31 Jul @ 10:11am 
Seems to run fine again after the 52.02 patch. If you encounter residual errors about it not findin some icon, clearing my %appdata%/Bay 12 Games/Dwarf Fortress/data/installed_mods folder helped, but if you don't have that problem, doing that probably isn't neccessary.
DeltaFire  [author] 22 Jul @ 7:29am 
@THINKPAD USER NIKO 52.01 seems to have added some more checks for unsafe ways people have modded stuff, which includes e.g. those material defines from the original koboldcaverns mod.

I have an update for those written, however 52.01 *also* seems to be causing some massive weirdness with my mod menu (for example, hallucinating installed mods even post deletion) and throwing some other nonsensical errors (missing graphics that are definitely where they should be), so it'll probably be a few days of me waiting for potential followup updates or thinking of clean installing the game or something before actually pushing anything.

For now I recommend rolling back to 51.13 via the betas menu, since things seem to run fine there and 52.01 seems to primarily just feature lua modding.
THINKPAD USER NIKO 22 Jul @ 3:05am 
Odd thing keeps happening: Every time I try to make a world with this, an error pops up about shell material templates? And it closes. odd.
Cylindrical Bucket Furret 12 Jul @ 6:53am 
Thanks for taking the time to look into that. I'd thought it was probably a missing creature token, I didn't realise the reanimation system is that jank. That's no worries :steamthumbsup:
DeltaFire  [author] 11 Jul @ 9:50am 
@Cylindrical Bucket Furret Sooo, I've spent the better part of the day debugging this, and it seems to be caused by DF jank mostly.

Reanimated wool's upper bodies seem to be invulnerable to weapons (as in, all reanimated wool, which the "silk" is under the hood). Usually, for other creatures this is fine since you'd just split their head or lower body, which both seem to still be vulnerable, but for spiders, removing their undead equivalents' abdomen doesn't seem to actually be lethal as opposed to their living variants, which means their upper body (cephalothorax) is the ONLY "lethal" part to chop - but is also invulnerable for their reanimated wool.

Due to these two janky things seemingly applying here, both of which are core DF, I'm not sure I can actually fix this, so I guess atom smashers or staying away from spiders are your best bets.
Cylindrical Bucket Furret 11 Jul @ 12:05am 
The silk sheared from the wooly spiders can become an invincible undead creature if you're in a necromancer tower adjacent spawn
ParasiticSquid 24 Jun @ 8:40pm 
Will do, just figured I would ask just incase. Im new to the game and modding it in general so unsure about how things are suppose to go but im getting the hang of it lol
DeltaFire  [author] 24 Jun @ 1:03pm 
@ParasiticSquid I think so?
I don't think I am replacing any base creature graphics and I'm not seeing anything immediately weird in some very basic object arena testing.
CGE will replace the visuals of the basegame Kobolds in the skulking entity ("cave kobold"s), but the ones from this one ("kobold"s) should remain unaffected.

Of course, if you do notice something anyways, let me know.
ParasiticSquid 23 Jun @ 11:53pm 
This work with Creature Graphics Extended - REDUX? Want to know if ill have issues if I install them together
ryan0311 11 Jun @ 6:57am 
@DeltaFire Ah ok, thanks, I'm still a bit new to the game.
DeltaFire  [author] 11 Jun @ 5:26am 
@ryan0311 Kobold Civilizations a'la Kobold Caverns don't really have nobility like dwarven ones, hiwever if you manage to have a Kobold ask for residence in your dwarven fort, I don't think anything'd stop you from appointing them Baron(ess) when the time comes.
ryan0311 11 Jun @ 5:04am 
Does this mod allow Kobold nobility? I would love to make a Kobold king.
Ottfried 6 Jun @ 12:42am 
@deltafire don't worry. They just tried to one up each other to be funny (successfully xD)

I'm honestly happy to see people enjoy this combo :)
Miker 28 May @ 4:25pm 
Sorry, now i am understand(first time using mods)
Miker 28 May @ 4:19pm 
How to embark as a kobolds?
Underclass Hero 26 May @ 9:30am 
Абсолютное кино
Брат, делай еще
DeltaFire  [author] 25 May @ 8:16pm 
I really seem to have attracted the whole spectrum of DF players, huh?

Do calm that down a bit so I don't have to start actually moderating this section.
(Nice to see people enjoy the mod, though.)
Dr.Ravioli 25 May @ 2:08pm 
I shall proceed to pleasure myself with this 'bold :v
Blazerules 24 May @ 11:41am 
I shall proceed to exercise my freedom of speech, to announce that this mod stinks of degeneracy and I am absolutely here for it.
Krug 23 May @ 2:17am 
I shall procceed to excercise my freedom of speech, to announce that this mod stinks of degeneracy.
Flooferpaw Da Cat 21 May @ 3:55am 
Nice, I'll have to try this out soon
Minibotas 20 May @ 6:05am 
Love it. I’m having a blast.
DeltaFire  [author] 12 May @ 3:25pm 
@Ottfried Apparently! (As do the basegame ones..)
Ottfried 12 May @ 2:35pm 
Wait.. my kobolds have nails instead of claws?! That's disgusting xD
Thanks for doing the work! Will check it out this week :D