#More Vanilla Creatures
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Do you have plans to add the Magma Walrus, a creature that was teased during the time of the Adams brother's notebook reveal?
These giants look quite intimidating
the GDS returns!
surprised that it was drawn so large, last i hear it was the same size as GCS and giant bark scorpions
anyways this is i believe the source of magma walruses
https://www.youtube.com/watch?v=YziFO-VSQjw&t=5046s
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oh no that's realistic
walruses can weigh around 2000 kg so assuming flesh weighs as much as water youd be there
aquatic mammals are already very favored by the df combat system
Wonder if a flesh walrus that bleeds magma would be fun
Its tusks could inject magma too
dark gorlak...
It is horrifying
Move aside, carp!
{{D for Dwarf}}
Some dwarves like egg men for their capability to create golems.
Egg men like sitting on constructed walls, but possess no natural climbing skill.
Horses cannot heal wounded egg men, even if they are a pet of a monarch.
A rousing read
i loved the warrior pots from elden ring
nice to see more living pottery
zebras are very fun
Do mammoths appear in savage frozen?
Love you for making These Critters
Love the randomized appearances
The silliness of Object People like Anvil Man is also just fun
isopod...
[NATURAL_SKILL:HUGGING:15]
The egg laying is a clever workaround, makes them not spit out a thousand babies
I'm not sure, never played with it
disturbing
i love it
Giant honeybees have a pet value of zero because of [PETVALUE_DIVISOR:1000]
I think this putting this in the giant honeybee creature would fix it: [CV_REMOVE_TAG:PETVALUE_DIVISOR][APPLY_CURRENT_CREATURE_VARIATION]
It's a tag unique to regular honeybees and it doesn't get removed by the creature variation
There are a few tokens that are overlooked by the vanilla GIANT and ANIMAL_PERSON/ANIMAL_PERSON_LEGLESS variations. I've made a bug report on the tracker about them, but GIANT specifically doesn't remove the tokens VERMIN_BITE (only used for vermin to attack other creatures, not intended for normal creature attacks), EXTRACT (only intended for vermin dissection, does weird things on normal creatures), PETVALUE_DIVISOR (only used by honey bees, but it probably should be removed by default on GIANT animals), and COOKABLE_LIVE (probably should be removed from GIANT, but it definitely should be removed from the ANIMAL_PERSON variations). If you're making a lot of custom GIANT creatures, I would recommend copying the vanilla GIANT variation into a new variation like GIANT_CUSTOM and then adding these to the REMOVE_TAG tokens, then using GIANT_CUSTOM for your new giant creatures to avoid removing these tags manually.
The ANIMAL_PERSON variations have the above issues, but also don't remove MILKABLE, which can't work on intelligent creatures.
so what you're saying... is that the bugs need to be fixed
Steam commenters are usually clueless
There are a few raw based crash conditions but the fact that the beta is a known unstable build is probably going to be what causes it
How many 'eggs' does a walnut tree ent lay?
Dedication!
oh, classic horror
Very cool, I have a strange fascination with somewhat enigmatic creatures like this, I can't access my PC right now but I'm excited to turn some dwarves into fungus hosts and see what that does.
Yeah it's me, I only just found the mod releases page here.
The gold fish remind me of plecos or loaches, I like them, assuming that glowfish can be caught, it's always nice to have more variety in fishery product.
Hey, I was trying to find the mod on the workshop, and can't find it right now, is this intentional at all?
Ah, I didn't know about this, don't worry about it, I think it's silly steam takes so long to review it but that's just me, I get overexcited about mods, haha.
Thank you for your good work! One of the best mods in the workshop :)
Excellent, love to see improvement
This mod seems to have some compatibility issues with advanced agriculture, because of the oak ent and ginkgo ent seed drop on death. Advanced agriculture changes those seeds and so it messes up the ents, but I fixed it by removing the line for it. Just thought I'd mention it
There's a compatibility patch on the workshop for the two mods.
gaze for long into the trees, the trees gaze also into you
Oops
That was on complete accident
I had this open because I was reading about the ents and then I wanted to show my friend something insane, it was embarassing, anyways, I really like the fruit ents, do they butcher/die into fruit as well?
And I don't know if I'm mistaken but wasn't there an issue with the vanilla banana trees/plants that prevented bananas from spawning?
(My favorite ents so far have gotta be the banana and coconut ents, btw, ents are a pretty common fantasy creature but I've never seen tropical ents before and it's very novel)
The issue with banana trees is that in vanilla they never appear. They don't seem to grow at all. I'm not sure if that's been fixed, but I've never encountered them on an embark. You can spawn them with DFHack and they appear similar to date palm trees.
Also fun fact: Banana trees aren't trees, they're large grasses. The trunk is just leaves wrapped tightly.
Yeah I just accidentally sent a picture of the metal spheres from Phantasm in this chat when I meant to send them to my friend, haha, it was silly, I'm really not worried about the butchery, the way it works right now is already great, I mostly just asked out of curiosity, I haven't been able to play for a while because my PC is still in the repair shop but I'm excited for the new ents, feather tree ents are in already I'm pretty sure, do they currently produce "eggs" like feather trees do?
So... about that... The vanilla feather eggs are liquid.
They melt pretty much immediately.
I've heard that before, I guess that's why I've never seen them
If you have elven traders bring them, they'll appear as puddles in the trade depot. And the elves can get mad if you don't give enough in trade to cover the value of them, since they arrived with them and can't leave with them.
Sounds like trouble, I wonder if it'll be fixed at some point, as well as banana trees, I love bananas
My Advanced Agriculture mod fixes a bunch of issues with the vanilla plants. Melting feather egg fruits, unharvestable beans, ungrowable crops, embarking with tree nuts being broken, etc.
They're intended to, and you can get banana fruits. You just can't find the trees themselves.
Or well... banana plants, them not being trees and all.
Banana fruits can appear in trade from other civs.
Yeah and I think you can spawn with them on embark sometimes?
There's an incompatibility there? I'll take a look, I might be able to release a patch mod for that.
I don't even remember that. Sorry, this year has been really hectic.
I saw a lot of patches have been released for Advanced Agriculture, I should really be using it, I had worries about compatability as well (as I do with pretty much everything that touched vanilla files), but with all the patches it should be no issue.
I've put up a compatibility patch mod for it. The only issue is the fruits and nuts I've changed from vanilla. The patch mod changes the ent materials to the ones in AA.
No, let me pull up the patch mod real quick.
Yeah, I released an update for that a couple of hours ago
Ents (acacia, cedar, coconut, ginkgo, larch, maple, oak, and pine) lay "eggs" of the correct tree material
So, I've changed the vanilla acacia to use the material POD, cedar has the material CONE, coconut uses FRUIT (the vanilla material is NUT), etc.
I think larch, maple, pine, and cedar were using STRUCTURAL as the vanilla material for the growths.
STRUCTURAL doesn't work for growths, I'm not sure why those were coded that way.
Yes, the Acacia growth is POD, but it's material is STRUCTURAL.
I made a new material POD, and so it's GROWTH:POD:PLANT_MAT:ACACIA:POD
Correct
Coconuts do, they use the NUT material in vanilla. But coconuts are a fruit, not a nut, so I changed it in AA
Yeah, that's what it started as.
I added some quality of life stuff like choosing the type of drink/flour/dye to make, being able to make larger quantities at once, etc.
For example, barrels can hold 100 units of liquid. But the vanilla drink reaction can only use one stack of plant/fruit, and those can only stack up to 5. That leaves every barrel of drink 3/4 empty.
I try, but since I can't play DF as much as I used to, I rely on people submitting bug reports when an incompatibility is found.
I just downloaded your candy mod, going to squash that incompatibility tomorrow.
I see a lot of comments like that on steam, I hope I never caused any trouble like that, haha.
It's a great mod though, candy is nice
I've gotten a few of those reports, they're usually issues with the vanilla game that the player is just encountering due to playing differently with mods installed for the first time. I can usually direct them to the bug reports channel or the DF bug tracker for the issue they're encountering.
Usually when I get a report I can tell immediately if it's one of those, they didn't read the description of the mod (love those... bug report for a feature working as intended), or it's an actual bug I need to chase down.
I'm thankful that about 80% (guessing) of my reports are actual bugs. In other projects/jobs it's usually a lot lower.
I think I've yet to make the gumdrops, but those are also the most fun, probably, so eventually I will
Putnam recently stated she found the issue causing that and it's been contributed. I'm hoping its in the next live version, I'm waiting on that for some compatibility breaking changes in AA.
Also, you made the Cat Fortress and Snowman Fortress mods right? I haven't been able to find those for a bit, is there any plan regarding those or are they off on purpose?
I think if you mod your game a lot it's good to expect some things to go wrong and not be too upset about it, I mod my game a lot and I almost expect things to go wrong at points.
If I push changes that break compatibility, I always make those a major version change anyways (1.x -> 2.0). That's just general development guidelines. Also makes it really easy to ask someone, "You updated a major version without checking for breaking issues?"
Ah very understandable, well I'm excited to see that, I'm sure you have good ideas.
Very cool, that sounds rad, I don't mean to give too much praise, I can see it getting annoying but your mods are my favorite and I consider the grass mod to be absolutely essential.
Very cool, I'll check that out as soon as I get my PC back from the shop.
Ah I see, you're waiting to make those? Making equipment for all of them seems like a huge undertaking
Armor and such for animal people I mean
Ah, I see
I had no idea about this
Well I'm certainly excited to see how a chestplate looks on a worm man
Yeah, I played AA for six months before I released it, and it was basically three or four major revisions before 1.0 actually dropped on Steam. Having time to actually play test a mod is really nice. Can't wait to play your civilization mod once graphics are working, it sounds amazing.
I really like playing with many civilizations, the vanilla "three types of humans: short, medium, and tall" feels a bit boring after a while.
I feel like dwarves and elves are the least interesting fantasy races. They're just humans with the personality and physical sliders shifted a bit from average.
Yeah, that's the other one I was trying to think of, I really liked how the helmets looked in that
In general the way you get around putting armor on strangely shaped things is impressive
I especially like the helmets that look like lids on the cauldron men
Yeah I've seen a little bit, I tried placing some of them in arena, they look crazy
Never seen minecart men in the wild
I've seen leather men, candle men, cauldron men, but no minecart men
I think that's just a matter of the randomness of the game
That's both insane and awesome
It is a construct meant for moving things around after all
Yeah, I don't think I will ever get tired of it
I feel like a know a lot about it but I'm still learning new things all the time
i'd like to request eye-bats, as a common evil creature
i didnt mean it in reference to any specific media, but really everyone knows what an eye bat would look like
i do like the idea that they'd be above ground, maybe they're relatives of the creeping eye?
would like it to have white sclera, just feels right for that kind of creature
well the logo creature either has to be the "escaped lunatic" or "bay watcher"
"The Debug Creature's face is such a mood."
- Kitfox Victoria
idea. the debug creature has a bunch of size variant sprites so that it isn't just the blue scourge
not just giants, but a layered condition for the blue man
Maybe they make for poor artists
You can cut their skill learn rates
And give their creativity a lower statistical average
yeah
like i halve mining on most civ creatures that aren't dwarves, or like mole men
speaking of mole men
we have giant moles, but no mole men, or mole-rat men (mentioned for molemarians)
okay! that is good to hear
and once they're there don't forget to add em to the subterranean civ
its a shame, they don't really have any goals beyond just being annoyed that there's a fortress in their territory
there's a lot of support for them in adventurer mode, they can convene in sewers and become criminals
now you know
it might be a property of them being evil, since i havent seen that behavior on the more normal cave folk
but that's apocryphal
speaking of caves, the first layer being pastel yellow always throws me for a loop
i get that it's accurate, but it dampens the vibe of caves needing to be dark and dreary
thx! happy to hear
Vanilla doesn't have PLANT_MAT:PALM:PALM either - you want PLANT_MAT:PALM:WOOD
I wouldn't know what droseran's palm raws look like
Shot in the dark, but maybe its a component of palm palm oil? if its intended in a liquid form in the materials.
think it's called OIL internally
I've found the culprit, I missed that the fruit ents have a new body tissue for the fruits. I've changed the FRUITS TISSUE_MATERIAL to PALM:FRUIT, that should fix the error.
Maybe shift into just 'Blumen' so it seems less anthromorphic. Description makes me think of like a full person with a hat and tie.
If you call them Blue Men, you'll need to add them to a civilization with percussion instruments.
Legends mode will recognize them as a "blue man group in the Breezy Universes"
hell yeah
You can make requests?!
Can you make a mantis shrimp?
(. _ . ) Oooh kay...
Degus?
Look at dem'
Wuuk at iz wittle face. Apparently, scientists in Japan taught em' how to use wittle rakes, in order to get food. Yes, dey did.
Very cool, as always, I like them a lot, I'm liking these meta creatures and I've always been a big fan of the archetypal eye bats, they're quite great, and I'm very excited to show my partner that the owl cats got in.
For ideas... since you did the Scorchfountain cave beetles, maybe some of the creatures from Waddlesquash like those milkable..? (Juicable?) Pumpkins? In keeping with the halloween spirit, maybe some classic sheet ghosts, or a creature that looks like them, since there is already ghosts... hm... haunted armor? Animate scarecrows (although I feel that'd bring up the question of non-animate scarecrows...) dolls? Puppets? Evil lying wooden boys? Headless horsemen? Nuckelavees? Floating brains and goop in glass pots? Feral bitey pumpkins? Chattering teeth? Bat jack o lanterns? Some for of non-anachronistic evil entertainer akin to an evil clown? Vine beasts? Some sort of clever and mischief inclined variant of black cat? Flubber? kelp-covered humanoids? Evil snow men or some non-civ variant of your former snow man mod more akin to sand men or the construct men? Big surface dwelling goop-slinging maggots? Some sort of goopy slime humanoid with visible organs inside? Something like the rake, in the form of some kind of boogeyman? Black dogs (the sort that forewarns of tragedy... haha)? Drop bears (the australian urban legend)? Winged skulls? Something like an Ittan-momen (a kind of Yokai which is a long sheet which attempts to suffocate people)? Something like the wandering fish from Junji Ito's story Gio? Evil metal spiked orbs? Madness inducing blood bubbles/balls? Jumping skulls?
I get a bit carried away, strange creatures are one of my favorite subjects, don't worry about it, I have fun just naming a bunch of things... haha.
a constrictor snake, clearly
Tendril constrictor snakes are a very good idea, but so are Tendril dogs I think (makes me think of the dog thing from the movie, the thing, haha)
What about a tendril tumbleweed? grimelings and other evil plants seem to congregate. Like a big plate of calimari
I do like an evil tumbleweed, it could be a meanderer
clearly we need an evil cat to spit em out
Hey ryno.
Your latest patch affects saves when updating the mod (i think). Any suggestion?
Oki doki ^^
You update the mod very often (very cool btw) so is a bit hard to resist xD
Oh you are right
Didnt account for that
Thanks for the help btw ^^
Pumpkins are in the game as winter squash. Pumpkins aren't a separate species, they're just an orange skinned variety of that species.
Oh, yeah, the game calls them winter melons. I'm so used to translating common names I do it automatically. This is why scientific names are superior.
Bleh, so summer and winter squash are both under "squash" in the game.
Evil fluffy wamblers? So a furby?
How likely is it to see armies of snow men if embarking in a taiga forest?
Do they always come equiped with armor and weapons?
Ah alright, I don't feel so bad missing out on this version then
Armies of metal wearing snowmen would have made me reroll a world
Hmmm, need icemen then
๐
I love snow man
Each version of the mod you add so much cool stuff is impresive
Big brain stuff right here
Uploaded a fix to the patch mod.
Very happy to see the snowmen back in spirit, and the sheer amount of things the mimic can turn into is impressive.
cloaking device activated...
Awesome creatures as always, I'm annoyed to be missing so much, my computer is still at the repair shop, but as soon as I get it back I'll be getting the mods again.
I have kind of an expensive computer and the motherboard oxidized haha
I don't know exactly what parts of it are broken, I don't know a lot of hardware, but I was told parts of it were oxidized from water damage, I think I'd left it in front of my window during a rainstorm ๐คฆ
No dwarf fortress for several weeks is killing me, hahah
Yeah, it's fine, but it's just taking longer than it seems like it's supposed to
Anyways, I like that you're filling out the good, evil and savage biomes with more strange creatures
I think you've got a creature for each fancy grass now
I know this mod is focused around creatures specifically but have you ever thought about creating plants or grass?
Sounds very cool, the fact you said "when" already makes me happy, yeah, I've made the decision to start using Droseran's mods as well, they seem very good
Especially with the consistent patches for your mods, so that's not a worry anymore
Pumpkins and mushrooms sound great and I love derivatives, haha... I wonder what good wormy tendrils and staring eyeballs would be like though
And that brings up questions like... you just made sub berry men, would there then also be moon berry men? And would they be in the more creatures mod, the more vanilla plants mod? Or a totally new mod that bridges the gap?
Well, I guess the moon berry men will live on in my mind, haha, excited to talk to some sun berry men in adventure mode, if that's at all possible
Alright, I'll get to work on a patch. I'm betting sun berry will also need a closer look.
Error log isn't always exhaustive. It won't tell you if a material used in a reaction doesn't exist, for example.
Did you intend to use the dye for their blood instead of the wine?
Alright, just making sure that wasn't a typo. I'll keep it the same.
Yeah, the sun berry doesn't have any incompatibilities. It's not doing the thing the ents did with dropping plant products.
Alright, patch is uploaded.
I'd be down for that. I've got a list of plants I've wanted to add for a while, even have raws ready to go for some of them. However, my attempts at making graphics for them cause Aseprite to want to uninstall itself.
"Know Lua" is a strong phrase. I can use Lua, yes, but I tend to keep it at a distance most of the time.
Because arrays do not start at 1.
Yeah, and I'm good for that. I would suggest keeping the procedural plants and static plants in two separate mods. Some players love figuring out new stuff through trial and error, and others very strongly dislike random.
Keeping them in two distinct flavours allows players to choose one or both as they please.
Just my two cents from modding another popular game.
And the torrent of "input" from similar decisions.
I'd mainly want to see procedural plants for two things
- poison and benign mushrooms
- dye plants
nods sternly in agreement
proc plants could be really neat.
What do I have to do to permanently get rid of all those special X_MAN creatures? [DOES_NOT_EXIST]
[FANCIFUL]
[FREQUENCY:1]
None of those work and its driving me insane.
They also tend to stick around on the overworld forever too.
They're non-aggressive, just casually walk into my fort, steal something and leave, and they're absolutely relentless. Please, how do I get rid of it in a manner that will work regardless of updates to this mod? They're really bad to my sanity.
Yes
The mod on the workshop cuts everything from those creatures but causes a buttload of errors in the log so I made my own version,
[DOES_NOT_EXIST]
[FANCIFUL]
[FREQUENCY:1] ```
And I got this for all those creatures, but they still spawn
im currently bed resting rn but you might want to try using a cv to clear their biomes
Because they're not hostile, and as such even if my fort entrance is covered by my military, they just walk in without anybody stopping them
This should work (as mentioned by DPh Kraken): [SELECT_CREATURE:BARREL_MAN] [CV_REMOVE_TAG:BIOME] [CV_REMOVE_TAG:FREQUENCY] [APPLY_CURRENT_CREATURE_VARIATION] [DOES_NOT_EXIST] [FANCIFUL]
Ryno my buddy i swear to god there is not a day without an update.
-# This is a compliment btw, keep it up
-# But please remember to rest from time to time
Literally noticed while making my world xd
Im eager to see what you do next
-# I like those good good
BTW I've yet to see the flying book do anything but sit in a corner forever. Any reason for that?
Fair enough, I might as well remove flier from essentially everything
-# I love you so much cheese people
A question: If I have a dwarf who turned into a cave moss thrall, how concerned should I be? Should I just send them into exile? Should I quarantine them forever?
Do they still wear clothes and stuff? Because the one I got just stripped off everything they were wearing. Do I need to make clothes sized specially for them or something?
The only unfortunate issue with mods is that its more difficult to look things up. There's no wiki for this mod yet, right?
If a mod gets big and popular enough, it happens from time to time. This mod is already large enough I could believe it if you said that it had a wiki
Wait, thralls are peaceful? I thought they'd be as bad as undead thralls, so I stayed as far away from the caves as I could
Whats their thing then? Like, what differentiates them with a normal dwarf?
Oki doki i see
So they are weak as heck too?
Im going to check the raws xD
Same strength and size as dwarfs so i guess they have just weaker bodies (assuming no bones)
I like that they are peaceful
Yeah, as DF players, we're used to !!FUN!! things, which can kill a fortress very efficiently if they aren't stomped out immediately. The instant a dwarf turns into something that's not a dwarf, we get reasonably freaked out.
Is there a way to undo the thrall-ification? If not, then it's still a subtle horror thing, where citizens are slowly replaced with these faceless slaves to the fungus. Do they still do poetry and tell stories?
It would be cool as heck to have a zombie slave army tho
Well, depends what you're going for. I tend to design my forts with the idea in mind that it'll be a kinda-chill place
But yeah, if you're into the idea of an army of fungal thralls, then it could be pretty cool
Okay, then it really is a harmless change. Essentially just a way for grass to grow on your dorfs
I love the flying books, by the way. A free source of paper is huge for potential libraries
Maybe you could have something, like a mega beast that hates fungus, which comes if you have too many fungal thralls. However, it doesn't kill them, and instead just inflicts a syndrome that eventually turns them back into a dorf
It licks the fungus off them
"Fungus-Eaters"
"Fungus-licker" sounds more sus
Cool as heck
Funny
Small question: Bituminous coal vermin is just ultra cute right?
Like, it wont make my minions lungs collapse?
Nooooooo D:
That would be very very funny
I would automatically die irl too xD
Already transformed creatures can't be transformed again, so a syndrome that turns the fungal thralls back into dwarves wouldn't be possible
There's no way to cure syndromes without using dfhack, they even persist if the creature is killed and resurrected
And it is the worst.
when giant orangutans?
chimpanzees also
ah I see, yeah I gave the orangutan one a go a while back but you're right it's pretty blocky
Yes, there's nothing wrong with being a denizen of the floor fungus. The dwarves even say thay they're happier this way, as though all of their worries have melted away. They serve a higher purpose, now: To spread the fungus.
Dark gorlak fren in adv keeps spitting on me ๐ ๐ฆ
foongus
I'm wondering if the floor fungus thrall population will spread if I mass exile dwarves that are infected
that's the ideal
do thralls age btw? like, physically
nice
I have too many children
That doesnt happen now tho right?
i love the spritework
.
I'll be honest, this might spur me to return to this game again, solely so I can make a fortress of pots making more pots
Your giant gremlin looks much better than mine!