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(always prefer silly happenings to genuine "oh no, DF broke things" moments)
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))
Still, thank you for taking time to work on this and making it possible to combine both mods and keep them going.
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.
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.)
(I also tried a fresh installation but no luck)
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.
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.
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.
I'm honestly happy to see people enjoy this combo :)
Брат, делай еще
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.)
Thanks for doing the work! Will check it out this week :D