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Dwarf Fortress => DF Modding => Mod Releases => Topic started by: Lovechild on July 15, 2014, 06:46:18 pm

Title: [50.01] All Races Playable mod
Post by: Lovechild on July 15, 2014, 06:46:18 pm
All Races Playable

Download on the Steam Workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=2898713241)

File download (https://dffd.bay12games.com/file.php?id=16189)

The goal of this mod is simple: To let you play Fortress mode and Adventure mode with as many races as possible, while adding or changing as little as possible.

You can play Fortress mode as dwarves, humans, elves, or goblins.

When Adventure mode is added, you will be able to play as a dwarf, human, elf, goblin, kobold, or an animalman from above or below ground. A few basic adventurer crafting reactions have been added to make it easier to play as an outsider.

File download

If you use the file download, extract them into your mods folder.

About the races

Dwarves

These are the dwarves you know and love. They have access to steel, the strongest metal in the game (or is it?) and underground plants, but they require alcohol to get through the working day. Dwarves may occasionally be taken by strange moods and produce wondrous artifacts.

Humans

Humans are the race most similar to the dwarves, but they grow their plants above ground, and can't make steel. They are also not dependant on alcohol, and a few wells will be enough to keep them happy and productive.

Human lords and ladies can assign a great number of noble titles and official positions. The chancellor is responsible for espionage, but the rest have no game function (aside from making the title holder a bit happier).

Elves

The elves are very different from the other races, and are the most challenging to play. They do not mine, cut down trees, or farm; instead they rely entirely on gathering plants. Elves can grow wooden logs from seeds at a crafts workshop, and use these for anything they need to build or craft. Elves can keep just about any animals as pets; make sure to bring some interesting ones when you embark.

Elves have trouble removing constructed walls, floors, etc, as this is a job done by miners. If you really need to remove a construction, buy a pick from dwarven or human merchants, and enable the miner labor on one of your elves.

Goblins

Goblins do not need to eat or drink, so no food industry is strictly necessary in a goblin pit. They know nothing about alloys, and can't produce anything but base metals. But they have access to evil animals, which include ferocious monsters such as trolls and beak dogs.

Note that trolls need meat to eat and water to drink. They will also want clothes. To make clothes that a troll can wear, change the details of the clothesmaking task to size the clothes for polar bear men. This should make them large enough for trolls.

DF versions

This version of the mod is made for the Steam version, DF 0.50.01.

You can find versions of this mod for earlier versions here:

0.47.05 (http://dffd.bay12games.com/file.php?id=14705)
0.44.12 (http://dffd.bay12games.com/file.php?id=13200)
0.43.05 (http://dffd.bay12games.com/file.php?id=11346)
0.40.24 (http://dffd.wimbli.com/file.php?id=8995)
Title: Re: [0.40.xx] All Races Playable mod
Post by: dennislp3 on July 17, 2014, 12:42:50 pm
Thank you for this! I always at least add the ability to play humans...kinda wish the base game had all races playable by default.

What specific changes were made to each race? (if any)
Title: Re: [0.40.xx] All Races Playable mod
Post by: Lovechild on July 18, 2014, 03:04:38 am
Humans, elves and goblins have new nobles with about the same functions as the dwarven ones. Some evil animals have higher petvalues (eg. trolls don't cost 1 point to bring when embarking). Elves have several new reactions at the Craftsman's Workshop to make logs from seeds, and to make weapons and armor from logs. All races can play as outsiders in Adventure mode including underground animalpeople, and goblins and kobolds can play as regular adventurers.
Title: Re: [0.40.xx] All Races Playable mod
Post by: xaritscin on July 21, 2014, 12:28:17 am
this mod sounds interesting, not much cramped with content like others i see here, and mantains the vanilla feel, i like it, maybe you could add the following i you dont have it covered yet:

-goblin based animals could be processed: something i usually see is that they have Troll derived stuff, this could imply that Trolls are both trained for war and as livestock, the problem i see is that they seem to be sentient, or have the tag so i dont know if they could be processed for food.

-Kobolds could be added too, i dont know how a Kobold fort would work, but i bet they could use vermin and small animals for food, maybe use wooden stuff, its not like one gets stolen equipment anyways.

-Animal People: from the stock avaliable in the game, Animal People dont have civilization of their own, but the player could be the start, they can only produce basic stuff with wood, but can steal equipment from their enemies, the can make agriculture but depends heavily in their race, for example, Tigermen would be focused only in hunting and livestock, eggs included, and well drinks, this could be different for say, Capybara men which are just herbivores and as such would rely heavily in agriculture. all of them would be able to produce all the goods of course, for trading purposes of course.

from my point of view all races should depend in water and food, the difference is in the priorities, for example for dorfs is alcohol, for humans could be a mix, for elves vegetables (also they wouldnt have problem in eating humanoids as they seem to have cannibalistic tendencies, same for gobs), for goblins meat, for kobolds, kobolds would be all rounder like humans, but humans use agriculture, while kobolds seem to be more like hunter gatherers. or they have very basic stuff. as i said with animal men, racial background or specie should have an impact in the dietary requirements.

i dont see problem with the equipment limitations:

-elves == wood

-dorfs == all metals and components

-humans == mostly focused in bronze or steel, silver

-Goblins == iron and copper (from what one can gather of sieges it seems their preferred materials)

-Kobolds == wood (they dont have metallurgy and rely in stuff obtained from kills)

-Animal People == wood (not really developed for metal use, but can use stolen equipment)

NOTE: oh, and dont forget we have shell and bone armor (kinda, shell armor doesnt really exist right now, but the rest of the set does), you could add that for non metal based races, it could make them a bit more competent. (elves, kobolds and animal people should be able to use that too) leather armor is always an option too.
Title: Re: [0.40.xx] All Races Playable mod
Post by: palu on July 21, 2014, 07:05:04 pm
-Kobolds could be added too, i dont know how a Kobold fort would work, but i bet they could use vermin and small animals for food, maybe use wooden stuff, its not like one gets stolen equipment anyways.
You might want to take a look at Kobold camp (http://www.bay12forums.com/smf/index.php?topic=27088.0). And the Masterwork version (http://www.bay12forums.com/smf/index.php?topic=138896.0)
Title: Re: [0.40.xx] All Races Playable mod
Post by: Vorox on August 15, 2014, 04:47:38 am
Thank you for the mod, I always wanted this
Title: Re: [0.40.xx] All Races Playable mod
Post by: Rekov on August 15, 2014, 09:59:33 am
Would you say that the other races are as complete feeling as dwarves?
Title: Re: [0.40.xx] All Races Playable mod
Post by: eharper256 on August 29, 2014, 02:45:43 am
This doesn't appear to work in 40.10, sadly, which is a shame as there was an awesome looking goblin civ in a world I wanted to play.  :'(

EDIT: Working for me now in 40.16 with the new version. Strange; but nevertheless, good job!
Title: Re: [0.40.xx] All Races Playable mod
Post by: Megaman_zx on September 01, 2014, 01:17:52 am
worked fine for me, although i installed it, then genned a quick test world and was able to embark as some dirty stinkin cool elves
Title: Re: [0.40.11+] All Races Playable mod
Post by: Lovechild on September 07, 2014, 02:43:32 pm
This mod has been updated for 40.11! It is just about the same as before, but the mod now includes Toady's changes to the entity file (eg. the elven diplomat).

Download (http://dffd.wimbli.com/file.php?id=8995)

Would you say that the other races are as complete feeling as dwarves?
The dwarves are probably still the most complex race, though the other races have some features the dwarves don't.

This doesn't appear to work in 40.10, sadly, which is a shame as there was an awesome looking goblin civ in a world I wanted to play.  :'(
Did you install the mod before you genned the world? Otherwise it won't work.
Title: Re: [0.40.11+] All Races Playable mod
Post by: MDFification on September 07, 2014, 04:37:16 pm
To keep things thematic, have you considered adding a syndrome triggered by cave adaptation in humans that makes them go blind? That way the player if forced to make a surface fort instead of having a dwarf fort mysteriously populated by those tall semi-beards.
Title: Re: [0.40.11+] All Races Playable mod
Post by: panstach on September 08, 2014, 05:37:14 am
Goblins seem to be too small to use battle axes and cut trees.
Title: Re: [0.40.11+] All Races Playable mod
Post by: RoguelikesESP on September 09, 2014, 10:27:23 am
Oh gosh YES! Thank you! Thank you very much for making this one, I was waiting for something like this.
Title: Re: [0.40.16+] All Races Playable mod
Post by: Lovechild on November 13, 2014, 07:11:14 am
Here is an update for DF 0.40.16! Now with glorious stepladders!

Download (http://dffd.wimbli.com/file.php?id=8995)
Title: Re: [0.40.16+] All Races Playable mod
Post by: Justinlc91 on November 14, 2014, 01:39:42 pm
Very happy to have found this mod but I'm having some trouble with it. Maybe I can get some insight please?

When I first used the mod it worked fine, I had a Goblin Fortress started. I turned on a different graphic with the LNP and still had a Goblin team. I deleted that Fortress because I didn't spend any points (just wanted to check if the mod worked) but now I can't use any other Civ besides Dwarves.
I turned off the graphics mod and tried to load it with vanilla settings like before but it still doesn't work.

Using 40.15 LNP with Soundsense utility, nothing else.
Title: Re: [0.40.16+] All Races Playable mod
Post by: smakemupagus on November 14, 2014, 01:59:21 pm
What does LNP actually do when you change graphics? ... It is possible that it has to overwrite some of the files, undoing the mod.
Title: Re: [0.40.16+] All Races Playable mod
Post by: Lovechild on November 14, 2014, 02:06:24 pm
Very happy to have found this mod but I'm having some trouble with it. Maybe I can get some insight please?

When I first used the mod it worked fine, I had a Goblin Fortress started. I turned on a different graphic with the LNP and still had a Goblin team. I deleted that Fortress because I didn't spend any points (just wanted to check if the mod worked) but now I can't use any other Civ besides Dwarves.
I turned off the graphics mod and tried to load it with vanilla settings like before but it still doesn't work.

Using 40.15 LNP with Soundsense utility, nothing else.
What does LNP actually do when you change graphics? ... It is possible that it has to overwrite some of the files, undoing the mod.

Yep, that is probably the case. If entity_default gets overwritten most of the mod disappears.

Set your graphics as you want them before you install the mod and gen the world.

EDIT: ...This might screw up the graphics instead as creature_standard gets overwritten.
Title: Re: [0.40.16+] All Races Playable mod
Post by: Justinlc91 on November 14, 2014, 04:59:58 pm
I'll give it a shot later tonight and see how it goes. Thanks guys.
Title: Re: [0.40.16+] All Races Playable mod
Post by: Dirst on November 15, 2014, 07:36:01 pm
EDIT: ...This might screw up the graphics instead as creature_standard gets overwritten.
The creature_standard and entity_default files are overwritten (among many, many others) when LNP applies Phoebus.  There are projects underway to use merging tools to let mods coexist with graphics packs and/or other mods, but in the meantime the only way to really do this is by hand.

Depending on how often you foresee updating the mod, it might just be easier to apply your changes to a graphics-packed version of the raws and package all of that together (this is how Button handled it in her Plant Fix mod).  My method was to set things up for Phoebus from the start and give instructions on search-replace to adapt it to other major graphics packs, though I'm leaning in Button's direction for future versions.
Title: Re: [0.40.16+] All Races Playable mod
Post by: Justinlc91 on November 16, 2014, 10:51:23 am
Following Lovechilds advice and was able to generate a world and select any of the races after turning on all of the mods I wanted before replacing the raw.

I noticed though not all of the load out options are available when preparing for the journey. A few examples are weapons and livestock. So I deleted the raw file and replaced it again with the All Races Playable mod and fixed the issue.
I'm now able to choose any race with all of the load out options and enter the game with my other mods no problem.

Thanks for all the help.



 
Title: Re: [0.40.16+] All Races Playable mod
Post by: ptb_ptb on November 16, 2014, 11:57:29 am
If you want to use this + another mod (e.g. tileset) a file compare tool will be very handy. I use Winmerge myself. It's a pain to sort out the first time but once you've done it once the next update will be simpler to fix.
Title: Re: [0.40.19+] All Races Playable mod
Post by: Lovechild on November 27, 2014, 02:22:03 am
Here is an update for 0.40.19, adding gelding. I also fixed a bug that made dwarves unable to send caravans and sieges to other races.

Download (http://dffd.wimbli.com/file.php?id=8995)
Title: Re: [0.40.19+] All Races Playable mod
Post by: ptb_ptb on November 27, 2014, 05:25:28 am
Looking at this thread, I really want to run a "race wars" succession game. Er, maybe "species war" succession game sounds less racist.
Title: Re: [0.40.19+] All Races Playable mod
Post by: ptb_ptb on December 04, 2014, 04:12:00 am
Looking at this thread, I really want to run a "race wars" succession game. Er, maybe "species war" succession game sounds less racist.

Yeah, that happened. :)

Anyway, feedback on my experience using this mod:
* I notice the flavor text on starting an embark is strictly Dwarf only. I guess that's hardcoded in DF?
* I was disappointed that trolls can't be trained or assigned to goblins.
* Goblins can get great axes in embark and (I presume) make them, but it seems they can't actually use them. That could be a DF bug (http://www.bay12games.com/dwarves/mantisbt/view.php?id=0005812) though.
Title: Re: [0.40.19+] All Races Playable mod
Post by: palu on December 04, 2014, 09:48:11 am
* I notice the flavor text on starting an embark is strictly Dwarf only. I guess that's hardcoded in DF?
It's not, look at masterwork for a multi-racial example.
Title: Re: [0.40.19+] All Races Playable mod
Post by: UnicodingUnicorn on December 04, 2014, 11:05:13 am
* I notice the flavor text on starting an embark is strictly Dwarf only. I guess that's hardcoded in DF?
It's not, look at masterwork for a multi-racial example.
Masterwork uses a ton lot of scripts. I can vouch that the starting text is hard-coded. You need the localisation patch to change that.
Title: Re: [0.40.19+] All Races Playable mod
Post by: palu on December 04, 2014, 01:11:39 pm
No, it's not, I saw it in I think the wasteland mod. You need some special tool to edit the files though.
Title: Re: [0.40.19+] All Races Playable mod
Post by: than402 on December 04, 2014, 01:13:04 pm
hey, i just finished a year with the elves. they lack lots of thing they shouldn't and i suggest taking a look at their entity and deciding which labors they should and shouldn't have, because as it is they look unfinished. but most of all, they need mechanisms and brewing: wells provide a constant negative thought if you don't have one, elven bases are quite vulnerable without a drawbridge and the lack of atom smashing means they can't dispose of unwanted items easily. and about brewing: why don't they have it? elven caravans come with booze, and having an additional way to turn plants to seeds (and to wood) would be nice. as it is now, elves are very hard to impossible to play on cold biomes or without a river.
Title: Re: [0.40.19+] All Races Playable mod
Post by: Timeless Bob on December 06, 2014, 08:53:27 am
While playing as goblins in fortress mode, I made the startling discovery that they don't need to eat or drink to survive.  That means they are the perfect race to build megaconstructions!  They'd do that or slaughter everybody in the world (or both) just from pure boredom!
Title: Re: [0.40.19+] All Races Playable mod
Post by: ptb_ptb on December 08, 2014, 03:23:55 am
There's a lot of feedback and suggestions for the elves in the Species War thread (http://www.bay12forums.com/smf/index.php?topic=146188.msg5860525#msg5860525).
Title: Re: [0.40.19+] All Races Playable mod
Post by: Stanners on December 08, 2014, 10:49:37 am
The link is dead...  :(
Title: Re: [0.40.19+] All Races Playable mod
Post by: UnicodingUnicorn on December 08, 2014, 11:23:28 am
No, it's not, I saw it in I think the wasteland mod. You need some special tool to edit the files though.
Yep, the localisation patch.
Title: Re: [0.40.19+] All Races Playable mod
Post by: palu on December 20, 2014, 05:45:58 pm
No, they're no in the executable, check the data/announcements and data/dipscript folders.
Title: Re: [0.40.19+] All Races Playable mod
Post by: dehimos on January 28, 2015, 02:37:20 pm
Hi, I have troubles with goblins: the immigrants are few or stop coming. I think it's because of my poor trading.

But to want to try, there are civilizations that have no metal, so test to see if you'll anvil.
Title: Re: [0.40.19+] All Races Playable mod
Post by: ptb_ptb on January 29, 2015, 03:31:52 am
For anyone wanting to try this in DF 0.40.24 there is only one tiny change in creature_standard.txt between DF 0.40.19 and DF 0.40.24

Search for
[CDI:ADV_NAME:Breath fire]
and replace with
[CDI:ADV_NAME:Breathe fire]
Title: Re: [0.40.19+] All Races Playable mod
Post by: ptb_ptb on January 31, 2015, 05:37:41 am
Hey there, is this mod on hiatus or is it possibly going to be updated some time?

Anyway, I have a few suggestions: I think Artifacts should be a Dwarf thing. I don't know if it's possible to change that in the raws, but not having strange moods with other races would make dwarves more clearly different. Artifacts are as much a disadvantage as an advantage in many ways.
Title: Re: [0.40.19+] All Races Playable mod
Post by: Cryxis, Prince of Doom on February 01, 2015, 02:06:37 am
Can you recurve migrants of seperate races into your fort

Ex:start a human fort and receive a migrant wave of dwarves and elves?
Title: Re: [0.40.19+] All Races Playable mod
Post by: vjmdhzgr on February 01, 2015, 12:14:55 pm
Can you recurve migrants of seperate races into your fort

Ex:start a human fort and receive a migrant wave of dwarves and elves?
No. Even if you coould somehow it wouldn't work properly because you can't have creatures other than the type that founded the fortress be citizens of the fortress. If you somehow manage that as well, they won't be able to do anything because you can't enable labors on them and they'll just sit around and do nothing, unless they had fishing skill when they entered your fortress in which case they will fish for you, I think hunting might work too. That's the only use for them though.
Title: Re: [0.40.19+] All Races Playable mod
Post by: Cryxis, Prince of Doom on February 01, 2015, 01:21:07 pm
Darn

I always thought it would be cool to have a multiple race fort
Title: Re: [0.40.19+] All Races Playable mod
Post by: ptb_ptb on February 01, 2015, 01:29:59 pm
I always thought it would be cool to have a multiple race fort
Hold out for the next version of DF. You will probably be able to have semi-permanent visitors at least. Also, I think some of the dfhack commands can be used to get intelligent beings to behave as your fortresses 'pets' and they can (I think) be given jobs to do.
Title: Re: [0.40.19+] All Races Playable mod
Post by: Cryxis, Prince of Doom on February 01, 2015, 01:33:18 pm
On that
Are there pets that can actually do work? I've seen the 'this animal can not work' thing and always wondered if there were any that actually could

Besides hunting/war animals assigned to protect dwarves (that's what I use them for anyways)
Title: Re: [0.40.19+] All Races Playable mod
Post by: ptb_ptb on February 01, 2015, 01:44:28 pm
I'm just going by the readme

"Foreign sentients (humans, elves) can be put to work"

but it may not be accurate.
Title: Re: [0.40.19+] All Races Playable mod
Post by: dehimos on February 04, 2015, 03:58:51 am
For anyone wanting to try this in DF 0.40.24 there is only one tiny change in creature_standard.txt between DF 0.40.19 and DF 0.40.24

Search for
[CDI:ADV_NAME:Breath fire]
and replace with
[CDI:ADV_NAME:Breathe fire]

Thanks, for now, no problems.

I agree with artifacts. I think goblins should have just armor or weapons, and elf... wood?

About mix fort, I agree too. The goblins have only goblins and that's a problem when they don't eat or drink but have cooks and farmers.

The goblins have other problem: the troll is not a pet but work like one. I added:

   [PET_EXOTIC] [TRAINABLE]

In creature_standard.txt.

Title: Re: [0.40.19+] All Races Playable mod
Post by: Cryxis, Prince of Doom on February 05, 2015, 08:51:06 am
I'm just going by the readme

"Foreign sentients (humans, elves) can be put to work"

but it may not be accurate.

Maybe we can get slaves?
That would be awesome
A fortress with all military dwarves that are taken care of by elven slaves
Title: Re: [0.40.19+] All Races Playable mod
Post by: ptb_ptb on February 11, 2015, 04:53:28 am
If you play humans with this mod they don't automatically have anvils available. If their civilization has no iron, you will have to rely on dwarven caravan trading or cheat to get an anvil.
Title: Re: [0.40.19+] All Races Playable mod
Post by: Xyon on February 28, 2015, 09:32:26 am
Trying to figure out how to play as elves, are they just supposed to chop down trees like everyone else? I'm not seeing a special mechanic for 'growing' the trees.
Title: Re: [0.40.19+] All Races Playable mod
Post by: than402 on February 28, 2015, 03:27:09 pm
you have a reaction to grow wood from seeds. however, they cannot brew plants. therefore, you should gather plants like rope reed and spam plant processing reactions.
Title: Re: [0.40.24] All Races Playable mod
Post by: Lovechild on March 22, 2015, 07:00:30 pm
At long last, here is an update for DF 0.40.24!

Download (http://dffd.bay12games.com/file.php?id=8995)

This update adds a few new labors to elves, most notably mechanics. Elves can make wooden mechanisms at the Craftsman's Workshop, so you can set up cage traps and actually catch some of those exotic animals.

Also, goblins can now train evil animals for war (or hunting). Thanks to dehimos for pointing out this was missing!

Note that version 1.4 is compatible with saves using 1.3 - just drag the raw folder into your region folder.

I think Artifacts should be a Dwarf thing. I don't know if it's possible to change that in the raws, but not having strange moods with other races would make dwarves more clearly different. Artifacts are as much a disadvantage as an advantage in many ways.

There is no way to disable artifacts for specific races, but you can go into data/init/d_init and set [ARTIFACTS:NO] before you start a nondwarf settlement to stop moods and artifacts from appearing.
Title: Re: [0.40.24] All Races Playable mod
Post by: Deadlyhooves on March 25, 2015, 01:59:52 pm
Hey so just letting you know I love the mod!

I'm doing a let's play for it! :)

 https://www.youtube.com/watch?v=U5F9ZTEtwPU&list=UUeFzQs3rqCvZnQlNG4xSDbA (https://www.youtube.com/watch?v=U5F9ZTEtwPU&list=UUeFzQs3rqCvZnQlNG4xSDbA)
Title: Re: [0.40.24] All Races Playable mod
Post by: Ulfgard on April 11, 2015, 02:23:56 pm
Awesome mod. Absolutely a must-have, as far as I'm concerned. Goblins are easily my favorite race.

That said, how would I go about fiddling with which metals they can and can't work? I'd like to do a bit of tweaking.
Title: Re: [0.40.24] All Races Playable mod
Post by: than402 on April 12, 2015, 05:15:16 am
Awesome mod. Absolutely a must-have, as far as I'm concerned. Goblins are easily my favorite race.

That said, how would I go about fiddling with which metals they can and can't work? I'd like to do a bit of tweaking.

alloys are determined by the [PERMITTED_REACTIONS] in the entity file. which metals would you like them to have?
Title: Re: [0.40.24] All Races Playable mod
Post by: mcolombe on April 12, 2015, 01:45:21 pm
It would be great if this mod came pre-packaged. so you don't have to mess around with the raws of vanila dwarf fortress and it came as a seperate mod. So you could continue with the dwarf fortress you have in the vanilla, then jump over to this mode and start up a goblin, elf or human fortress.Also if the mod was a seperate entity to vanila, some phoebus graphics would be great. Anyway well done to the creator of this mod you have done a great job.
Title: Re: [0.40.24] All Races Playable mod
Post by: Ulfgard on April 20, 2015, 12:52:24 pm
Awesome mod. Absolutely a must-have, as far as I'm concerned. Goblins are easily my favorite race.

That said, how would I go about fiddling with which metals they can and can't work? I'd like to do a bit of tweaking.

alloys are determined by the [PERMITTED_REACTIONS] in the entity file. which metals would you like them to have?

Apologies for the lateness of my response, I didn't have much time in the last week. Yesterday, though, I did sink most of the day into my newest Goblin fort, and after ample experimentation I've come to the conclusion that Goblin metallurgy is actually fine as-is.

I did, however, come up with a couple more questions about the Goblin end of things.
Title: Re: [0.40.24] All Races Playable mod
Post by: than402 on April 20, 2015, 04:34:15 pm
1. No idea. It's the first time I hear about something like this
2. glass reactions are hardcoded, but most kiln reactions are not. if they don't have the PERMITTED_REACTIONS needed for the kiln in their entity file, you'll only be able to collect clay. I agree, however. Goblins should indeed have access to clay industry.
Title: Re: [0.40.24] All Races Playable mod
Post by: Ulfgard on April 20, 2015, 05:31:27 pm
1. Figured I'd ask. Thanks anyway.
2. Ah, interesting. I'll poke around in the raws after the "fun" level in my current fort gets out of control. Failing all else, I'll just copy all the clay/kiln stuff over from the Dwarves to the Goblins.
Title: Re: [0.40.24] All Races Playable mod
Post by: Rekov on April 21, 2015, 01:54:56 am
Does this mod work with tilesets? If so, does anyone have any recommendations?
Title: Re: [0.40.24] All Races Playable mod
Post by: BlackFlyme on April 21, 2015, 02:01:26 am
I don't see anything that would interfere with tilesets or graphics in the download, so it should work, unless it changes the IDs of some races.

I use a personally modified version of Phoebus, but there are plenty of options to look through in the tileset and graphics (http://www.bay12forums.com/smf/index.php?board=28.0) subforum.
Title: Re: [0.40.24] All Races Playable mod
Post by: Ulfgard on April 21, 2015, 03:07:13 pm
I can confirm that it works just fine with Spacefox.
Title: Re: [0.40.24] All Races Playable mod
Post by: Rekov on April 23, 2015, 02:04:42 am
Out of curiosity, can elves hunt and fish? I don't see the skill, so I assume not.

 I'm trying to plot out a good embark. I figure lots of woodworking at the very least.
Title: Re: [0.40.24] All Races Playable mod
Post by: Rokonuxa on May 24, 2015, 03:10:55 pm
God I needed this mod. This was the first instance of me searching what I want and finding it on the first page of a forum. I cannot imagine playing without it now. Humans and goblins ftw.
There are some things I'd like to mention.

Someone said, that goblins don't use great axes to cut wood. I can pretty much confirm that. Have a fortress right now, where nobody cut a tree. When i decided to solve it by retiring and adventuring with an axeman, it was useless because he had a great axe. Joy. Eventually my *fancy* stone crafts attracted immigrants and then a single woodcutter with his own axe. Called him "the holy woodcutter".

I also collected a ton of clay, in anticipation of getting wood to burn it into pots and stuff. Goblins dont do that. While they willfully created a workshop with all the tools for pottery, they dont do it. I am still offering a regular barrage of clay into each caravan that comes by. Slightly irritating.

Also, inbetween the retiring switcheroo some elves appeared and claimed to be brooker and bookkeeper of my fortress. Didnt belong to it though, meaning I couldnt assign them officces and stuff. When a caravan came and the elf didnt move his pinky to trade, i slayed him since i couldnt reassign a goblin. Turns out, that is because goblins can't have brookers. The caravan traders are most of the time ecstatic about the deals they make.

But damn, even if that is the case, great mod.
Title: Re: [0.42.01+] All Races Playable mod
Post by: Lovechild on December 03, 2015, 08:40:25 am
The new DF is here, and now you can play any race in it!

Download (http://dffd.bay12games.com/file.php?id=11346)

Beyond fixing compatibility with the new version, this update doesn't change much. The permitted jobs and reactions of elves were a bit messy, and have been cleaned up.

This version of the mod will likely be compatible with any bugfix releases in the near future.
Title: Re: [0.42.01+] All Races Playable mod
Post by: Kruniac on December 03, 2015, 03:50:11 pm
A few issues I ran into when playing as gobbos.

1: A troll was my expedition leader.
2: A troll stole the great axe we brought along. I got him to drop it, so no harm done.
!!3!!: My goblin wood cutter refused to pick up the Copper Great Axe we brought. I'm guessing it's too large, so it shouldn't be in the civ.
4: My soldiers refused to pick up the Copper Halberds I assigned to them. I'm guessing they are too large, etc.

Great mod - nice and simple. Look forward to playing it.
Title: Re: [0.42.01+] All Races Playable mod
Post by: Lovechild on December 03, 2015, 04:42:20 pm
Here's a new release to address the goblin issues.

Download (http://dffd.bay12games.com/file.php?id=11346)

Goblins should now be able to wield all weapons that they are supposed to be able to use. Also, they now use beak dogs to pull wagons (instead of the very un-gobliny horses and yaks the mod gave them previously).

You can put the new raw folder into a region folder using the previous version of the mod and it'll fix the goblin weapon issues (but not the beak dogs, sadly).

1: A troll was my expedition leader.
I'll consider that a feature, not a bug. :) You can reassign the position, right?
Title: Re: [0.42.01+] All Races Playable mod
Post by: Rekov on December 03, 2015, 04:54:19 pm
It looks like constructions can be built in trees as of 0.42.02, which should make elves a whole lot more fun. Have you any thoughts towards expanding them, like metal grade woods or some such?
Title: Re: [0.42.01+] All Races Playable mod
Post by: Kruniac on December 07, 2015, 01:17:40 am
Here's a new release to address the goblin issues.

Download (http://dffd.bay12games.com/file.php?id=11346)

Goblins should now be able to wield all weapons that they are supposed to be able to use. Also, they now use beak dogs to pull wagons (instead of the very un-gobliny horses and yaks the mod gave them previously).

You can put the new raw folder into a region folder using the previous version of the mod and it'll fix the goblin weapon issues (but not the beak dogs, sadly).

1: A troll was my expedition leader.
I'll consider that a feature, not a bug. :) You can reassign the position, right?

Yeah, the position wasn't a problem, I just didn't know if it was intended.
Title: Re: [0.42.01+] All Races Playable mod
Post by: DrunkGamer on December 07, 2015, 07:10:00 am
What about Kobold slaves for the Goblins?

Basically make Gobbos and Trolls do the fighting and use Kobolds as the workers of the fort. Dungeon Keeper-like, where you get specific creatures doing specific jobs (In this case, Kobolds doing all the lowly work and Goblins doing the glorious fighting).
Title: Re: [0.42.01+] All Races Playable mod
Post by: Kruniac on December 07, 2015, 09:13:05 am
Humans (at the very least - probably not gobbos and definitely not elves) need [TOOL:ITEM_TOOL_MINECART] so they can build minecarts.

I built a track only to find that I couldn't build the minecart.
Title: Re: [0.42.01+] All Races Playable mod
Post by: Cthulhu_Pakabol on December 25, 2015, 03:44:15 pm
Is this still playable for 42.03? I'd assume so, but just checking.
Title: Re: [0.42.01+] All Races Playable mod
Post by: newsamsam on December 28, 2015, 04:57:51 am
 :o I thought there is a way to resize armor for animal people.but there isn't.
Title: Re: [0.42.01+] All Races Playable mod
Post by: Cthulhu_Pakabol on January 19, 2016, 06:43:17 pm
I'd assume this is compatible with 42.05, but I'm not quite sure.
Title: Re: [0.42.01+] All Races Playable mod
Post by: Dozebôm Lolumzalìs on January 22, 2016, 09:52:14 pm
Compatible, but most likely missing some new animals.
Title: Re: [0.42.01+] All Races Playable mod
Post by: Arvoitusmies on January 23, 2016, 06:21:47 am
Compatible, but most likely missing some new animals.
No new animals were added to creature_standard or creature_subterranean which are the files affected by the mod, I think.
Title: Re: [0.42.01+] All Races Playable mod
Post by: Bogwedgle on January 26, 2016, 01:13:15 pm
The humans cannot make Coke. Is this intended or an accident?
Title: Re: [0.42.01+] All Races Playable mod
Post by: Dozebôm Lolumzalìs on January 26, 2016, 03:04:17 pm
Is the reaction for coke production in the raws AND permitted in the human civ raws?
Title: Re: [0.42.01+] All Races Playable mod
Post by: Bogwedgle on January 26, 2016, 04:18:10 pm
Is the reaction for coke production in the raws AND permitted in the human civ raws?
They weren't permitted in the human section of the civ raws, it just seemed odd so I thought I'd mention it in case it was an oversight on the modders part.
Title: Re: [0.42.01+] All Races Playable mod
Post by: Purdurabo on March 12, 2016, 08:20:50 pm
Does this work for 42.06?
Title: Re: [0.42.01+] All Races Playable mod
Post by: Rekov on March 13, 2016, 12:27:45 am
Does this work for 42.06?

I haven't tested it, but do let me know if it does. I've been feeling very elfy of late. I also think I'll probably need to create some metal grade woods for them, if nobody else feels up to it.
Title: Re: [0.42.01+] All Races Playable mod
Post by: Purdurabo on March 13, 2016, 08:47:41 am
Seems to work ok  in 42.06.
Title: Re: [0.43.02+] All Races Playable mod
Post by: Lovechild on May 13, 2016, 02:06:29 am
A new DF version, a new version of the mod.

Download (http://dffd.bay12games.com/file.php?id=11346)

No real compatibility changes, so if you are still playing 0.42.06 you can use this release (not compatible with existing saves though). Goblins and elves now have nest boxes so they can breed beak dogs and birds, respectively. Elves can also make featherwood logs from sun berry seeds.
Title: Re: [0.43.02+] All Races Playable mod
Post by: Malakor on August 24, 2016, 04:09:56 pm
Hey! Was looking for the mod to play humans, but it is only for 43.02 (latest).
So i kindly want to ask, if there is any chance to update it to 43.03, or even 43.05?

I would do it myself/help with it but i have no idea of modding, so i probably would mess everything up. :o
Title: Re: [0.43.02+] All Races Playable mod
Post by: darkflagrance on August 28, 2016, 04:13:28 pm
Hey! Was looking for the mod to play humans, but it is only for 43.02 (latest).
So i kindly want to ask, if there is any chance to update it to 43.03, or even 43.05?

I would do it myself/help with it but i have no idea of modding, so i probably would mess everything up. :o

Have you tried loading it up in the current version? It may not need any tweaking given how recent 43.02 was.
Title: Re: [0.43.02+] All Races Playable mod
Post by: Lovechild on September 12, 2016, 05:25:37 pm
Hey! Was looking for the mod to play humans, but it is only for 43.02 (latest).
So i kindly want to ask, if there is any chance to update it to 43.03, or even 43.05?

I would do it myself/help with it but i have no idea of modding, so i probably would mess everything up. :o

No need for an update, the relevant files have not changed since 43.02. You can run the mod as is in 43.05.
Title: Re: [0.43.02 - 0.43.05] All Races Playable mod
Post by: newsamsam on October 09, 2016, 10:46:33 pm
I put the raw into a vanilla save and gets an error message:
FATAL ERROR
Missing Creature Definition:TOAD_GAINT_CAVE
Title: Re: [0.43.02 - 0.43.05] All Races Playable mod
Post by: jecowa on October 09, 2016, 11:02:15 pm
I put the raw into a vanilla save and gets an error message:
FATAL ERROR
Missing Creature Definition:TOAD_GAINT_CAVE

TOAD_GAINT_CAVE was introduced in Dwarf Fortress v0.42.04. It sounds like different components are expecting a different versions of Dwarf Fortress.

Edit: I just checked the raws of this mod. It looks like it might be intended for Dwarf Fortress v0.42.01 or v0.42.02.
Title: Re: [0.43.02 - 0.43.05] All Races Playable mod
Post by: newsamsam on October 10, 2016, 02:27:13 am
TOAD_GAINT_CAVE was introduced in Dwarf Fortress v0.42.04. It sounds like different components are expecting a different versions of Dwarf Fortress.

Edit: I just checked the raws of this mod. It looks like it might be intended for Dwarf Fortress v0.42.01 or v0.42.02.

So an update is needed!

Title: Re: [0.43.02 - 0.43.05] All Races Playable mod
Post by: jecowa on October 10, 2016, 02:45:34 am
Delete "creature_standard.txt" and "creature_subterranean.txt" from the mod and it should work fine in Dwarf Fortress v0.43.05. Those two files aren't very important for the mod.

Deleting "creature_standard.txt" from what I can tell won't make you lose any features of the mod. The only thing it does to that is make more creatures trainable pets.

Deleting "creature_subterranean.txt" will make it so that you can't be an outsider with these species: Cave fish man, Olm man, Bat man, Cave swallow man, Amphibian man, Reptile man, Serpent man, Ant man, and Rodent man. (I don't know what an outsider is, by the way.) This is the file that is giving you the error, though.
Title: Re: [0.43.02 - 0.43.05] All Races Playable mod
Post by: newsamsam on October 10, 2016, 03:19:58 am
(I don't know what an outsider is, by the way.)
You can choose to be an outsider in adventure mode,who didn't belong to any of those existing civilizations,and has alternative starting scenario.

Guess I'll just delete these 2 files then!
Title: Re: [0.43.02 - 0.43.05] All Races Playable mod
Post by: Lovechild on October 10, 2016, 03:38:44 pm
I put the raw into a vanilla save and gets an error message:
FATAL ERROR
Missing Creature Definition:TOAD_GAINT_CAVE

If you put the raw files into an existing save the mod won't work at all, regardless of version. You need to put the files into the main game folder and create a new world. And then you won't be getting any toad errors either.
Title: Re: [0.43.02 - 0.43.05] All Races Playable mod
Post by: pikachu17 on October 11, 2016, 10:21:11 am
(I don't know what an outsider is, by the way.)
When in adventure mode, even if every civ is dead, if there are outsiders you can play as a outsider, which is like the regular adventurer except they don't start as a civ member, and they have nothing(not even clothes), except a random copper(weakest metal in game, anyway.) spear and a knife like usual. but I don't think wild creatures can be outsiders(in vanilla, haven't looked at this mod recently, maybe they are outsiders now).
Title: Re: [0.43.02 - 0.43.05] All Races Playable mod
Post by: newsamsam on October 12, 2016, 11:07:47 pm

If you put the raw files into an existing save the mod won't work at all, regardless of version. You need to put the files into the main game folder and create a new world. And then you won't be getting any toad errors either.

It gets worse,there is no create squad option in the military screen.

The reason why I put this mod midsection is because I was playing vanilla df adv mode,gets bored after cleaning a tower.Then decided to build a tiny human village for my adventurer as a outpost.

Guess I should starts a new world. :s
Title: Re: [0.43.02 - 0.43.05] All Races Playable mod
Post by: Deadlyhooves on May 05, 2017, 11:14:45 pm
Hi, trying to get the mod working on the current version, I can generate a world with the mod and the civilizations and neighbors tab works, but I can only select dwarven civilizations (and thus only play as a dwarf) I even tried to learn some light modding to fix it, but cant figure it out.

Any ideas?
Title: Re: [0.43.02 - 0.43.05] All Races Playable mod
Post by: Lovechild on May 07, 2017, 03:33:22 am
Sounds like the mod isn't correctly installed. Are all the files in the right place? They should be in the main raw/objects folder.
Title: Re: [0.43.02 - 0.43.05] All Races Playable mod
Post by: Deadlyhooves on May 07, 2017, 02:47:26 pm
Yup, all Ive done is drop the raws into main df raw objects folder and let them overwrite the originals, probably tried >10 times, cannot for the life of me figure out why I cant select other races.

EDIT: Seems like it's an issue with the entity's raw? I edited my own with the site controllable tags and its working now... weird.

EDIT2: I actually have no clue whats happening, I overwrote my own entity with yours and all the normal mod files, and its working fine now.
Title: Re: [0.43.02 - 0.43.05] All Races Playable mod
Post by: pikachu17 on May 09, 2017, 09:47:12 am
do the entities have proper [SITE_CONTROLLABLE tags?
Title: Re: [0.43.02 - 0.43.05] All Races Playable mod
Post by: squamous on May 13, 2017, 06:18:23 am
Could I use your civ files for a mod I'm working on?
Title: Re: [0.43.02 - 0.43.05] All Races Playable mod
Post by: Lovechild on May 27, 2017, 12:49:16 pm
Could I use your civ files for a mod I'm working on?
Sure, go ahead.
Title: Re: [0.43.02 - 0.43.05] All Races Playable mod
Post by: A Random Bystander on June 03, 2017, 02:04:12 pm
After downloading and installing this mod, I can't seem to generate any worlds without the 'unable to place controllable civilizations' warning, even when using the default settings. Anyone know why?
Title: Re: [0.43.02 - 0.43.05] All Races Playable mod
Post by: squamous on June 05, 2017, 04:43:15 pm
Could I use your civ files for a mod I'm working on?
Sure, go ahead.

All right, thanks!
Title: Re: [0.43.02 - 0.43.05] All Races Playable mod
Post by: CptAWatts22 on June 10, 2017, 08:00:22 pm
Hello, I was wondering if there is a known issue with the liason not showing up to human fortresses?
Title: Re: [0.43.02 - 0.43.05] All Races Playable mod
Post by: Rekov on June 13, 2017, 12:13:56 am
How do elves work, exactly? Where do they get the seeds for growing logs? I didn't think trees had seeds in this. And in terms of fortress defense, do they rely mostly on imported metal weapons and the like, or do they have woods that can approach metal grade quality?
Title: Re: [0.43.05] All Races Playable mod
Post by: Lovechild on July 10, 2017, 10:00:59 am
A small update, giving outpost liaisons to humans and goblins.

Download (http://dffd.bay12games.com/file.php?id=11346)

Hello, I was wondering if there is a known issue with the liason not showing up to human fortresses?

Since human and goblin nation level positions are generated by the game, I figured there was no way for them to appoint liaisons. But you got me to look into it and get it to work. Thanks!

How do elves work, exactly? Where do they get the seeds for growing logs? I didn't think trees had seeds in this. And in terms of fortress defense, do they rely mostly on imported metal weapons and the like, or do they have woods that can approach metal grade quality?

The elves can use any seed to grow logs - so you can use seeds left over from plants that are eaten or brewed. Sun berry seeds can be used to make feather tree logs.

The wood is normal wood, so you'll have to import if you want better weapons.
Title: Re: [0.43.05] All Races Playable mod
Post by: Rekov on July 11, 2017, 09:18:49 pm
I don't know if this is an unavoidable part of how DF works, but I still had Butcher's Workshop and Mason's Workshop on the list, and I was able to turn those skills on with Dwarf Therapist. Is that just a thing that's always going to happen, even if those skills are turned off in the raws?

EDIT: Also, can elves trade goods made of wood to other elves? How does that work?
Title: Re: [0.43.05] All Races Playable mod
Post by: Lovechild on July 13, 2017, 10:47:41 am
I don't know if this is an unavoidable part of how DF works, but I still had Butcher's Workshop and Mason's Workshop on the list, and I was able to turn those skills on with Dwarf Therapist. Is that just a thing that's always going to happen, even if those skills are turned off in the raws?

Yes, there is no way to disable the standard workshops.

EDIT: Also, can elves trade goods made of wood to other elves? How does that work?

Nope, your fellow elves will get angry if you try to sell them wood.
Title: Re: [0.43.05] All Races Playable mod
Post by: zakthefallen on September 25, 2017, 05:06:53 pm
I know it was mentioned before, but humans still don't have ability to make coke from lignite or coal. They're supposed to not have steel production, but coke is a good fuel source for any kind of smelting. I don't want to have to burn down all the trees just because I'm not a colony of dwarves.

Are you planning to give them the reaction for making coke at the smelter?
Title: Re: [0.43.05] All Races Playable mod
Post by: Lovechild on September 30, 2017, 06:31:46 pm
I know it was mentioned before, but humans still don't have ability to make coke from lignite or coal. They're supposed to not have steel production, but coke is a good fuel source for any kind of smelting. I don't want to have to burn down all the trees just because I'm not a colony of dwarves.

Are you planning to give them the reaction for making coke at the smelter?
I don't want to change anything from the original raws beyond what is absolutely necessary.

If you want to add coke making to humans, put the following into the entity_default file below [ENTITY:PLAINS]:

[PERMITTED_REACTION:BITUMINOUS_COAL_TO_COKE]
[PERMITTED_REACTION:LIGNITE_TO_COKE]
Title: Re: [0.43.05] All Races Playable mod
Post by: zakthefallen on October 01, 2017, 01:56:36 pm
Thanks! I can easily add it myself, I just wanted to make sure if it was intentional or not.

I also took a try at elves...and they are definitely hard mode. Can't dig, or cut down trees, or even farm. Hope and pray that you get some wool-producing animals, and make sure to bring along some livestock to help with food. Otherwise you rely heavily on trade, and your civilization will refuse to buy anything made of wood, which is your only main resource for crafting, besides maybe bits of bone from butchering animals. Wood armor and weapons only go so far, so eventually you have to import better gear from humans and dwarves, and heaven have mercy if you embarked without any neighbors that trade.

Overall I do like the challenge of playing as elves, I just need a lot of trial and error to find a playstyle that actually works for them. If you can't cut down trees, then you have build around them. Just building a base is a lot more difficult...or I could embark in a more open area I guess. Ironically the forests are really difficult for elves to build in.
Title: Re: [0.43.05] All Races Playable mod
Post by: FantasticDorf on October 14, 2017, 05:31:07 am
You could just make a wooden pickaxe out of a seed reaction then go with the topsy turvy seed mechanics to make some sort of unique elf metal from particular cavern seeds collected by low frequency plants.

Or/and instead make a particular reaction (charcoal -> Obsidian stone?) to let you craft a obsidian stone pick and obsidian swords that are still sharp. The presented challenge of the caverns does not make you invincible (not all creatures are [NATURAL] and therefore wont aggro) and the obsidian picks will wear out fast (but still be VERY sharp) in much later versions post 43.05, though in general the artifact update ought to make this modification & elves more viable.

Ill definitely give it a look and use it as a base for my next modded game when DF2017 comes out soon with these said changes in mind.
Title: Re: [0.43.05] All Races Playable mod
Post by: Rekov on October 17, 2017, 05:02:45 pm
I've often felt that elf mode requires metal grade woods. TBH I just find the game more fun with farming and mining enabled, even for elves. I just don't build my fort underground all the same.
Title: Re: [0.43.05] All Races Playable mod
Post by: FantasticDorf on October 17, 2017, 06:44:23 pm
There's some good news for this mod if elves are fine with using obsidian pickaxes, obsidian axes, swords & daggers work accordingly for being sharp enough to function normally (pickaxes work regardless of material but have edged attacks), but break close to instantly when colliding in contact with armor or dense materials like metal in more recent versions.

(The obsidian raws just to showcase how sharp it is, means of making obsidan could probably be achieved via elf-reaction tricks, such as crafting sand and a seed together to bind it into a stone)
Spoiler (click to show/hide)

If you have a magma kiln, without metalforging (for admantine harvesting deep underground, could use alternative reactions instead to make sweet sweet adamantine arrows) you could still make custom kiln reactions for plant cruelty free materials like glass & particular special elf objects.

Title: Re: [0.43.05] All Races Playable mod
Post by: 4powerd on November 09, 2017, 05:59:38 pm
help, I downloaded the mod and put in my main DF folder like you said and nothing happened.
Title: Re: [0.43.05] All Races Playable mod
Post by: FantasticDorf on November 09, 2017, 07:10:46 pm
It is poor wording, the OP means your RAW -> OBJECTS folder where all of the main item/creature/tool files & stuff are held in ideally the same version as the mod's intended game version, updating it to later or the latest version can require further custom modding.

Thankfully the installation method is straightforward and a NEW WORLD is required before the mod changes take place if you did install it correctly. These are general RAW modding practices used for lots of different mods, mods are not retroactive and wont work on old saves.
Title: Re: [0.43.05] All Races Playable mod
Post by: Lovechild on November 09, 2017, 08:26:01 pm
help, I downloaded the mod and put in my main DF folder like you said and nothing happened.
1. Download the mod.
2. Extract the files from the zip file.
3. There should be two things there: a folder named "raw", and a text file named "readme".
4. Drag the "raw" folder into your main DF folder. This will cause some files to be overwritten.
5. Generate a new world.
6. Done!
Title: Re: [0.43.05] All Races Playable mod
Post by: Paxiecrunchle on November 17, 2017, 12:22:54 pm
I've often felt that elf mode requires metal grade woods. TBH I just find the game more fun with farming and mining enabled, even for elves. I just don't build my fort underground all the same.

Exactly, If only the game had some suitable hardwoods.

Anyway, a quick question does this work in the current version ???

Title: Re: [0.43.05] All Races Playable mod
Post by: Rekov on November 17, 2017, 02:26:28 pm
No, I had to modify the raws myself to reenable a lot of labors for elves. I just compared elves to dwarves and some of the dwarf material over.
Title: Re: [0.43.05] All Races Playable mod
Post by: Lovechild on November 17, 2017, 03:46:17 pm
The mod works with the current version. The missing labors and materials for elves are as intended (but there's nothing with changing it if that's what you prefer, of course).
Title: Re: [0.44.01] All Races Playable mod
Post by: Lovechild on November 23, 2017, 04:57:08 am
The mod is now updated for 0.44.01!

Download (http://dffd.bay12games.com/file.php?id=13200)
Title: Re: [0.44.02] All Races Playable mod
Post by: fehtuh on December 11, 2017, 02:33:23 am
Love this mod, it adds a bit of variety to the game while keeping it true to the devs vision.

I've been messing about with Elves and have a couple of questions.

1: Are Elves able to hunt? The labour is enabled on mine but they don't seem to be doing it.

2. Has anyone worked out a playstyle for them? My play is a settlement built around a large, tall wooden tower with balconies to station archers. But ironically doing this is most difficult in a forest as you can't remove trees.
Title: Re: [0.44.02] All Races Playable mod
Post by: Bearskie on January 28, 2018, 07:58:38 am
PERMITTED_JOB does not appear to work on certain labors (if not using DFhack). For example, in Elf Mode I could still toggle mining and farming labors; metalsmithing however is unavailable as per expected.

Most horrifyingly, elves can chop down trees.
Title: Re: [0.44.02] All Races Playable mod
Post by: Mediterraneo on February 05, 2018, 10:51:58 am
Wow, with the new raid function it's now perfect to be a Goblin, in the very same vanilla Dwarf Fortress universe.

It was some times since I played DF and this is a great excuse to come back!

But i do have to ask for help: how do you build Troll-sized equipment?
I saw an "[EQUIPS]" tag on the troll's raws in the mod, so I think they will be able to actually use equipment, but I do not have a troll sized option for producing equipment (for now I just checked on the leatherwork, not in the metalsmith).
Is there a turnaround for this? Like, producing for a creature of troll size (I have opions for all kinds of animal men sizes in the leatherwork, maybe someone will fit)
Am I the first having this problem/idea? Or have anybody else found a way?

Cheers everybody, and thanks for the mod to the author, keep up with the good work!
Title: Re: [0.44.02] All Races Playable mod
Post by: Lovechild on February 05, 2018, 11:31:18 am
Clothes and armor sized for one/two-humped camel men, or polar bear men, should fit trolls if the wiki is correct about sizing.
Title: Re: [0.44.02] All Races Playable mod
Post by: Mediterraneo on February 05, 2018, 04:42:35 pm
Thanks Lovechild!

I should have looked to the wiki myself, thanks for the input!!
I will edit this post with some SCIENCE! as soon as the attempt is made - I will put my trolls in a separated squad and order them to equip helms, we will see what they will wear.
I am also interested in why isn't there a troll-sized option in the first place - goblin do start with trolls, and without those kind of animal men - is it because trolls are sentient but not a civilization? They do count as animals at embark.

EDIT: SCIENCE! might take some times, I made the mistake of war-training my trolls, I cannot put them in a squad and so I don't know how to have them equipped. As the goblin merchant didn't carry any troll in this first trip, I can be forced to wait for natural reproduction of my couple. It may take some times.
EDIT2: "!!science!!" was less innovative than expected. As Lovechild said, Trolls can wear Polar Bear Men's and One or Two Humped Camel Men's clothes and armor, use weapons and all. It must be stressed with new players NOT to "war train" (or hunt train) them. Training the trolls to a role keeps them from becoming squad members in the military, which allows to give them exactly the armor (and weapons, and training) that you want.
Title: Re: [0.44.06] All Races Playable mod
Post by: Lovechild on March 10, 2018, 04:07:33 am
This mod should work in 0.44.06 with no problems.
Title: Re: [0.44.06] All Races Playable mod
Post by: blueturtle1134 on March 10, 2018, 06:46:21 pm
This mod should work in 0.44.06 with no problems.

Huh. It seems to make DF crash on mine. Copying it into an existing (uncompressed) save results in some error message about giant toads, while copying it into the main raws folder just creates a generic error/crash upon attempting to generate world.
Title: Re: [0.44.06] All Races Playable mod
Post by: Lovechild on March 11, 2018, 04:18:22 am
Putting the mod in an existing save never works. But crashing on worldgen is odd, that hasn't happened to me. Are all the files in the right place?
Title: Re: [0.44.06] All Races Playable mod
Post by: blueturtle1134 on March 11, 2018, 04:17:12 pm
Putting the mod in an existing save never works. But crashing on worldgen is odd, that hasn't happened to me. Are all the files in the right place?

I copied the raw files straight into the raw files of my game; it overwrote 6 files. And it actually crashes in the middle of history generation, at year 45 of these settings (https://gist.github.com/greenturtle1134/45a2cfe13feb8305174f5ae8aeaeba33). I tested generating a normal world without using advanced settings and it seems to work. I'm going to try and narrow down what makes it crash now.
Title: Re: [0.44.06] All Races Playable mod
Post by: Lovechild on March 13, 2018, 03:19:33 am
A small update to bring beak dogs and unicorn in line with 0.44.07. Compatible with existing saves - just drag the raw folder into your region folder in data/save.

Download (http://dffd.bay12games.com/file.php?id=13200)
Title: Re: [0.44.07] All Races Playable mod
Post by: HARD on April 13, 2018, 12:01:24 pm
Do u plan to make it compatible with version 44.09?
Title: Re: [0.44.07] All Races Playable mod
Post by: pikachu17 on April 13, 2018, 02:19:45 pm
There is no significant difference between 44.07 and 44.09(raws wise), so it should work either way.
Title: Re: [0.44.07] All Races Playable mod
Post by: HARD on April 14, 2018, 09:07:09 am
I cant make it work with any graphic pack ;x
Title: Re: [0.44.07] All Races Playable mod
Post by: JDresdin on April 20, 2018, 01:29:57 pm
Great little mod, but would it be possible to make a Phoebus friendly version? It mostly works as it is except for the map (local and global), and as one of the ones who learned playing DF with a tileset, it is spectacularly ugly for me.

Or if you know of a workaround to making both work that would also be great (I don't have much DF modding experience). Thanks again for making this mod! I hope DF incorperates playable humans soon.

Edit: by workaround I don't mean just adding tags, but putting in all the noble and job title stuff without having to manually edit raws.
Title: Re: [0.44.10] All Races Playable mod
Post by: Lovechild on May 06, 2018, 05:33:07 am
This mod should work in 0.44.10 without problems.

Great little mod, but would it be possible to make a Phoebus friendly version? It mostly works as it is except for the map (local and global), and as one of the ones who learned playing DF with a tileset, it is spectacularly ugly for me.

Or if you know of a workaround to making both work that would also be great (I don't have much DF modding experience). Thanks again for making this mod! I hope DF incorperates playable humans soon.

Edit: by workaround I don't mean just adding tags, but putting in all the noble and job title stuff without having to manually edit raws.

I don't know much about graphics modding, I think you'd need to go over the entity and creature files and change the entries manually. Maybe someone with more graphics experience knows a better way.
Title: Re: [0.44.11] All Races Playable mod
Post by: Lovechild on June 27, 2018, 06:49:47 pm
This mod should work fine in 0.44.11. I'm not sure if races other than dwarves will be able to get new attached sites founded or linked in Fortress mode. If you play as non-dwarves, I'd love to hear about your results!
Title: Re: [0.44.11] All Races Playable mod
Post by: FakerFangirl on July 04, 2018, 07:39:01 pm
Mispost.
Title: Re: [0.44.11] All Races Playable mod
Post by: friendo on July 14, 2018, 09:51:10 am
Ok to fire this up on 44.12 as well? Thanks
Title: Re: [0.44.12] All Races Playable mod
Post by: Lovechild on July 24, 2018, 05:49:20 pm
Should be no problems on 44.12.
Title: Re: [0.44.12] All Races Playable mod
Post by: Klekavian on July 29, 2018, 03:11:09 pm
Is it not possible to have elves create "grown" wood logs and items like vanilla elves have, and for their embark items to be "grown" wood, etc? That would solve a lot of the contradictory weirdness and let elves trade their wood items with elven caravans. But if it's not possible for you to implement, then oh well.
Title: Re: [0.44.12] All Races Playable mod
Post by: Rekov on July 30, 2018, 11:42:15 am
Elves' best bet is to sell clothing as far as I can tell. It gets you seeds for wood, and clothing can get decent value.

I mod Elves to have farming though, so that makes it easier still.
Title: Re: [0.44.12] All Races Playable mod
Post by: dehimos on August 01, 2018, 10:19:08 am
I was playing with goblins and discovered a strange bug. My civilization turned a goblin into a master. But the title of master is not defined in the files: it is a position without options (but he has mandates).

(https://i.imgur.com/RAMxRc1.png)

(https://i.imgur.com/bz5qp4y.png)
Title: Re: [0.44.12] All Races Playable mod
Post by: FantasticDorf on August 01, 2018, 11:33:51 am
Master is pretty much a monarch position handled by [VARIABLE_POSITIONS] for one of 2 dark tower generated roles (master & general using [MONARCH and GENERAL id tags]), was there any fanfare like the dwarven monarch or were you just assigned?

For roleplaying your new goblin mountainhome of sorts (check in the top left of the z screen for county title) you might want to equip them with the typical monarch features like a throne room and a decent tomb to your own specifications. Though it might be bad news for tavern brawlers because striking the master or any notable goblin noble is punishable by execution by the only upheld goblin law of treason to ensure the continued rule of the master & their subordinate nobles.

You can overwrite the monarch noble with your own iteration with the kind of requirements and behaviour you want, im not sure if the demon will fill it though or just occupy it by default because of the nature of how demons form towers.

Don't use the code below, its just for example purposes.
Code: [Select]
[POSITION:MONARCH]
[NAME_MALE:master:masters]
[NAME_FEMALE:mistress:mistresses]
[NUMBER:1]
[SPOUSE_MALE:master's consort:master's consort]
[SPOUSE_FEMALE:mistesses consort:mistresses consort]
[SUCCESSION:BY_POSITION:GENERAL] //the goblin defined overwrite or undefined variable general
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[PRECEDENCE:1]
[SPECIAL_BURIAL]
[RULES_FROM_LOCATION]
[MENIAL_WORK_EXEMPTION]
[MENIAL_WORK_EXEMPTION_SPOUSE]
[SLEEP_PRETENSION] // etc etc. fill in foward from here.
Title: Re: [0.44.12] All Races Playable mod
Post by: dehimos on August 01, 2018, 12:11:35 pm
It was assigned. In fact, the master and the outpost liaison were assigned at the same time.

In the next game, I will try my own [POSITION: MONARCH].
Title: Re: [0.44.12] All Races Playable mod
Post by: FantasticDorf on August 01, 2018, 01:33:00 pm
If your exceptionally lucky and if everything runs smoothly you'll have 1 properly assigned demon monarch you can summon into your site when you reach the hardcoded prequisites, or least a goblin civilian with a over-inflated ego who took their place when the demon kicked the bucket because they were made out of ash, or were attacked by a giant elephant.

Giant elephants are super reliable demon slayers for reference in worldgen for reference, only second to the occasional biome titan or megabeast.
Title: Re: [0.44.12] All Races Playable mod
Post by: dehimos on August 07, 2018, 01:20:07 pm
Yes, after entering the monarch option, the demon appeared. https://i.imgur.com/0YGn4In.png

I have seen that beak dogs don't reproduce. I guess they should be considered invaders for the game.

With the new system of "emotions", the goblins are more afraid of the dead and become more depressed. Most are cured fighting in a squad, but some I cann't get back. From Dwarf Therapist, even if they don't eat or drink, it affects them emotionally.
Title: Re: [0.44.12] All Races Playable mod
Post by: Eligiblefoot on August 07, 2018, 01:48:57 pm
I believe beakdogs use nest boxes. I haven't played as the goblins in a while though.
Title: Re: [0.44.12] All Races Playable mod
Post by: FantasticDorf on August 07, 2018, 03:11:23 pm
[PET] (or pet exotic and modding) if you're adding beakdogs from scratch on a older version, plus some QOL life additions for having them in fortress (extra things like [TRADE_CAPACITY] or [TRAINABLE] come in handy)

Beakdog eggs are worth x3 times as much due to modifiers, but goblins aren't omnivorous and wont eat foods made entirely out of eggs, and hence need some meat mixed into it to make it edible. Beakdog skins are valuable and rainbow colored, all around the beak dog is a very reliable animal both industrially and on attack/defence.

Nice to see your monarch worked, ill be sure to try it in my own modding for reference as i wasn't sure it was entirely possible at first.

Spoiler (click to show/hide)
Title: Re: [0.44.12] All Races Playable mod
Post by: dehimos on August 08, 2018, 12:04:48 pm
In the archives, the beak dogs are [PET] and TRAINABLE]. My problem was the eggs.

I believe beakdogs use nest boxes. I haven't played as the goblins in a while though.

Yep, nest boxes was necessary.

Thanks.

Title: Re: [0.44.12] All Races Playable mod
Post by: GM-X on September 14, 2018, 02:53:42 am
Hi again Lovechild. Let me know if you have any objections to me including the "All Races Playable mod" into my next DF mod. With credit of course.
Title: Re: [0.44.12] All Races Playable mod
Post by: SirQuinnalot on September 16, 2018, 04:18:47 pm
Elves are so hard to play ;-;
I was really looking forward to just building a castle out of wood, and using a ton of cage traps to get some exotic stuff and train them.
However gaining wood is nearly impossible so far.

Edit: I dunno what seeds they're using but I'm finally making logs....However the plants I gathered are withering since no barrels.
Edit 2: After whatever seeds are needed to convert to wood were collected, my wood began to boom. Welp time for a tree fort. This is still quite de the challenge.
edit 3: Weregila got my army while they were training. Their bows, their swords, their spears. No match for the weregila! When it turns back into a human mid way and runs off. Infecting 3 of my people and leaving half the pop dead.
Title: Re: [0.44.12] All Races Playable mod
Post by: fehtuh on November 29, 2018, 05:58:37 am
Not sure if this mod is still active but I've noticed a few issues with elves.

They're currently unable to produce bookcases despite these being made from wood.

Also they have no access to leather working, which is fine but that means they cannot make quivers, could a cloth or wood version be added?

Absolutely love the mod and they way it makes the races fit with vanilla  :)
Title: Re: [0.44.12] All Races Playable mod
Post by: fehtuh on November 29, 2018, 06:12:24 am
Elves are so hard to play ;-;
I was really looking forward to just building a castle out of wood, and using a ton of cage traps to get some exotic stuff and train them.
However gaining wood is nearly impossible so far.

Edit: I dunno what seeds they're using but I'm finally making logs....However the plants I gathered are withering since no barrels.
Edit 2: After whatever seeds are needed to convert to wood were collected, my wood began to boom. Welp time for a tree fort. This is still quite de the challenge.
edit 3: Weregila got my army while they were training. Their bows, their swords, their spears. No match for the weregila! When it turns back into a human mid way and runs off. Infecting 3 of my people and leaving half the pop dead.

Here's a few tips I've found playing them:

Elves don't need specific seeds unless you want to grow featherwood. Embark with two plant gatherers, a carpenter, and two woodcrafters and you'll be churning out wood before you know it.

Being unable to change the terrain makes traps ineffective for fortress defence but Elves have relatively few  industries which means they can field a larger military than other races and constantly churning out logs gets your woodcrafters to legendary fast, you should be able to field two squads equipped with masterpiece wood before the end of the second year.

Dump excess plants, you'll need to gather the whole map fairly regularly for rope reed/hemp and you'll end up with a few thousand asparagus.

Counter-intuitively, Forests are a bad embark for Elves. You need to build tall and trees get in the way of that. Forest edges and flat valleys are recommended.

Always embark somewhere savage, creatures don't attack you so you can focus on capturing and weaponising those giant dingos
Title: Re: [0.44.12] All Races Playable mod
Post by: squamous on December 10, 2018, 12:12:51 am
I dunno if you know this but your mod doesn't seem to to let human lords appoint hearthpeople. The captains of the guard can but they are not tied to a site location and so are much more difficult to track down, and in addition they only spawn in cities. I dunno if this is intentional but it might be worth bringing to attention.
Title: Re: [0.44.12] All Races Playable mod
Post by: Pvt. Pirate on December 13, 2018, 03:11:00 pm
can we have some embark profiles for this for each race?
Title: Re: [0.44.12] All Races Playable mod
Post by: FantasticDorf on December 13, 2018, 03:50:35 pm
I've been working on elves a little by using reactions and the provided alchemy workbench, if i have anything presentable ill share it here but im still thoroughly testing it.

However i do have a full elf-only plant roster through.

Spoiler (click to show/hide)

Growing plants and up-trading by relying on existing materials and grown ones (all the attached custom plants have raws, assured) is the kind of gameplay i had in mind, i have plenty of other things here too but im just testing right now and trying to find some gameplay potential from expanding upon the premise.

Humans could do the same with a trading post if money/equal object for bartering was a little easier to come by, sort of like the masterwork mod. Here's some ideas i have if i ever get round to finishing these tricky elves.

Quote
  • Fur trader post for instance that will exchange raw skins = coins and other raw goods amineities collected, selling rare animal parts, woods, plants or directly selling your made craft goods.
Cash Crops, Tobacco etc you buy from some vendors to plant and make more money and other purely lucrative tool or active use objects.

  • Certain workshop's disguised as vendors which take the appraiser/other skills to buy foriegn weapons or materials with stumped up cash forged or earned.
  • Exchanging high level items for valuable trinket items with large value modifiers in order to buy out caravans
Title: Re: [0.44.12] All Races Playable mod
Post by: Dragonslayerelf on February 20, 2019, 04:02:54 pm
Is it possible that you could potentially make this mod or something like it compatible with Meph's Tileset & Utilities? It's a really cool feature but, considering that it can be finnicky with things specifically like Meph's tileset, which comes with a slew of other features, it'd be nice if there was something to make it compatible! I'm not sure how complex & involved that would be, so if it's difficult & irritating feel free to tell me off, but it's just a nice thought.
Title: Re: [0.44.12] All Races Playable mod
Post by: pikachu17 on February 20, 2019, 05:50:11 pm
Are kobolds playable? If not, will they be later?
Title: Re: [0.44.12] All Races Playable mod
Post by: Bad_Goblin on February 22, 2019, 01:09:34 am
Is it possible that you could potentially make this mod or something like it compatible with Meph's Tileset & Utilities? It's a really cool feature but, considering that it can be finnicky with things specifically like Meph's tileset, which comes with a slew of other features, it'd be nice if there was something to make it compatible! I'm not sure how complex & involved that would be, so if it's difficult & irritating feel free to tell me off, but it's just a nice thought.

You can potentially get this mod working with Mephs tileset, along with a lot of the utilities that are included in the launcher version however, not directly with the launcher itself as it overwrites the Raw’s this mod edits. That would be more of a question for Meph to see if he could collaborate with Lovechild to get this mod added to the launcher options.
Title: Re: [0.44.12] All Races Playable mod
Post by: Pvt. Pirate on February 22, 2019, 03:19:45 am
i support this request.
diversity in playing options is always a great thing.
Title: Re: [0.44.12] All Races Playable mod
Post by: Lovechild on February 23, 2019, 11:27:34 am
Is it possible that you could potentially make this mod or something like it compatible with Meph's Tileset & Utilities? It's a really cool feature but, considering that it can be finnicky with things specifically like Meph's tileset, which comes with a slew of other features, it'd be nice if there was something to make it compatible! I'm not sure how complex & involved that would be, so if it's difficult & irritating feel free to tell me off, but it's just a nice thought.

You can potentially get this mod working with Mephs tileset, along with a lot of the utilities that are included in the launcher version however, not directly with the launcher itself as it overwrites the Raw’s this mod edits. That would be more of a question for Meph to see if he could collaborate with Lovechild to get this mod added to the launcher options.
I'm not familiar with Meph's Tileset & Utilities, but I think only the creature_standard and creature_subterranean files would get overwritten by applying a tileset, right? Those files don't have very big changes. (In creature_standard: [PETVALUE:500] for trolls, [PETVALUE:50] for beak dogs. In creature_subterranean: [OUTSIDER_CONTROLLABLE] for the underground animalmen.) You could apply the tileset files on top of the mod, then make the above changes to the creature files.

That's assuming the tileset's creature files are vanilla aside from the tiles of course, if there are other changes to them there might be problems.

Are kobolds playable? If not, will they be later?
Kobolds are playable in Adventure mode, but not Fortress mode. I don't have plans to make them Fortress playable, since that would require pretty big departures from how they are presented in the vanilla game (giving them different sites, and the ability to speak).
Title: Re: [0.44.12] All Races Playable mod
Post by: Dragonslayerelf on February 27, 2019, 10:46:29 am
Lovechild, the changes were actually more significant than you thought considering there are stat edits and graphics changes that would be overwritten by your defaults. However, I've adapted the files to Meph's and have messaged you for permission to post them. However, I don't know if it got through because its not in my outbox, so I'll just ask here; Mind if I upload the raws for Meph's?
Title: Re: [0.44.12] All Races Playable mod
Post by: Lovechild on February 27, 2019, 05:51:04 pm
Sure, go ahead.
Title: Re: [0.44.12] All Races Playable mod
Post by: delphonso on March 07, 2019, 09:38:25 pm
I've played around with this mod for quite some time now and have a few interesting tid-bits and suggestions.

I've still run into the issue of goblins not being able to use great-axes to cut down trees. This could easily just be because of standard deviation of size randomly made my 7 too small to use them - it could have also been that a Troll stole it - didn't check into it too much.

Goblins can prepare carefully and get copper whips for 6 embark points. This is crazy low - especially as whips are broken right now. My starting seven became The Poisonous Lashers! Good advice if you're starting off and need a bit of help.

Interesting as well, I generated a world with a stupendous amount of monsters - all civs had died. On my first embark, I could choose any civ, I plopped down a human village and made them some walls. After that, I tried to make a dwarf fortress, but only the human civilization is available. This is an interesting example of how the game works - and isn't something you could or should 'fix'. The game will always let you start a fortress, if all civs are dead then the game lets you pick from any available civs. When you start a fortress, the civ is resurrected - meaning you have an alive civ to start from - your only choice. Interesting, but not important.

can we have some embark profiles for this for each race?
Reading through this thread, I think this would solve about 70% of the questions and complaints. I reckon this could be a user project, rather than lumping on Lovechild.

Elves produce wood like crazy and I've never been happier. Beds! ACTUAL BEDS! FOR EVERYONE!

Goblins can build Jeweler's workshops - but can't enable the labor for them to actually complete the workshop/use it.

I like the lack of coke for everyone but dwarves. It fits Goblins especially well - clearing vast forests for their crude weapons. It adds to the unique feel of each group. Elves pretty much need to embark somewhere with water and trees; goblins don't need to eat and are just little monsters; but I think human need something to make them more unique - I'm really not sure what it could be.

I don't know how trade works - as far as the raws go - but the goblin caravans that have arrived have brought only a few beakdogs, and no wagon - meaning my exports are pretty limited (especially because the first time I brought about 80 coal thinking I could refine it, then just sent about 5 back to the devilhomes every winter. It'd be nice if goblins could do a bit more trading - specifically, I'd suggest with the elves - and vice versa - this would be excellent if it triggered the tree diplomacy as well, especially with the goblin lack of coal. A nice balance.

Keep up the good work, hombre. This is a nice addition to the game - a nice change of pace when you need it. Especially fun in worlds with weak civilizations - the ability to build them up from nothing.
Title: Re: [0.44.12] All Races Playable mod
Post by: NordicNooob on May 14, 2019, 09:35:31 am
As a suggestion, the value of whips might need to be changed. As it stands, I can bring copper whips along with my goblin party for a mere six points apiece. I'm bringing twenty, they seem like good civilian weapons.
Title: Re: [0.44.12] All Races Playable mod
Post by: DerMeister on May 14, 2019, 11:07:50 am
Trolls is important part of goblin civ. They can use big weapons even one-handed. Also they strong. And troll ivory and horn goblets for everyone!

I think, all civs must have more special nobles. If need function, but not idea - add function to other noble. Goblins not need sheriff because have soft ethic.

Add to goblin reaction of blood jolting (defibrination) to make drinkable blood. Add blood from butchering and using this blood in cooking.
Title: Re: [0.44.12] All Races Playable mod
Post by: FantasticDorf on May 14, 2019, 12:01:54 pm
Trolls is important part of goblin civ. They can use big weapons even one-handed. Also they strong. And troll ivory and horn goblets for everyone!

This is true, but they also have quite a few broken behaviours, i've been thinking about and definitely making a rare limited smart caste of troll (with a lot of skill learning penalties) to do fighting and heavy work and a dumb farm animal caste might definitely improve how they are implemented and blend into the goblin civ as a suggestion. Half and half being a slow-learner requires a lot of micro-management to do both farm (shearing, butchering them) and intelligent jobs (labor + enlisting them into the military).

I think, all civs must have more special nobles. If need function, but not idea - add function to other noble. Goblins not need sheriff because have soft ethic.

Nobles are good, a sheriff is replaced (in the dwarf civ) later by the captain of the guard, so goblin captain of the guard equivilent can do the job suitably. The sheriff + capt of the guard positions shall probably become more vital and interesting when the villian update hits since there will probably be plots to manage happening all over the place in goblin society due to poor morals.

Add to goblin reaction of blood jolting (defibrination) to make drinkable blood. Add blood from butchering and using this blood in cooking.

Masterwork has similar blood reactions drawn from the meat, perhaps you could make a 'extract blood from meat' reactions by creating a pseudo blood (glob easier to manage?) substance since meat is actually detached from blood entirely in materials, pasteurise and barrel it up further at a still and it'd be drinkable animal 'liquor' like Chaosvolt's kobold animal milk 'Kefir'.

Perhaps a syndrome effect could incentivise this over regular alcohol, if it not just being safe to drink without getting violently drunk/dead since goblins have poor tolerance and really get very, very angry when drunk. Ill have to make some scribbles of this idea its a good one.
Title: Re: [0.44.12] All Races Playable mod
Post by: tpssurvivor on June 11, 2019, 08:26:32 pm
Do humans make artifacts?
Title: Re: [0.44.12] All Races Playable mod
Post by: Lovechild on June 12, 2019, 09:49:31 am
Do humans make artifacts?
They don't.

If you want them to, you can fix it by adding [STRANGE_MOODS] under [CREATURE:HUMAN] in creature_standard.txt and generating a new world.
Title: Re: [0.44.12] All Races Playable mod
Post by: Sver on June 12, 2019, 09:55:38 am
Do humans make artifacts?
If you want them to, you can fix it by adding [STRANGE_MOODS] under [CREATURE:HUMAN] in creature_standard.txt and generating a new world.

Do note, though, that it would drastically increase the amount of artifacts in worldgen - and tends to affect the political situation accordingly. A custom race I had making artifacts fought over them with each other non-stop. The only reason dwarves don't do this is their inexplicable pacifism, it seems.
Title: Re: [0.44.12] All Races Playable mod
Post by: DerMeister on June 12, 2019, 10:05:18 am
Do humans make artifacts?
Humans not craft artifacts, but can name normal weapon or armor. Example when kill HFS by this weapon. This weapon or armor will be artifact, but without highest quality craftsmanship.
Title: Re: [0.44.12] All Races Playable mod
Post by: tpssurvivor on June 12, 2019, 10:41:16 am
“Do note, though, that it would drastically increase the amount of artifacts in worldgen - and tends to affect the political situation accordingly. A custom race I had making artifacts fought over them with each other non-stop. The only reason dwarves don't do this is their inexplicable pacifism, it seems.”
I should quote this properly but I’m on a mobile so it’s kinda funky.


It’s alright, I usually tend to set the maximum civ spawning as “5” (1 civ only per race)
And let it roll a couple of world gen to see which one is the most fitting for a roleplay.
I would like humans having crazy ideas and stuff to make new things!


I also would like to state a bug (probably not the place, though.
When I retired my human fortress, created a human hero adventurer and retired her at the fortress. I could not add her (her name was Niah) to the military. She was unable to, like children. She was a member of the fortress but wasn’t able to be assigned to a squad.

Another bug: when I retired her at the fortress and then unretired the fortress. The furniture on the rooms where in different places. Containers on same tile as beds, sometimes the beds where at a different spot.
Not sure if has any relation to this mod specifically.
Title: Re: [0.44.12] All Races Playable mod
Post by: xaritscin on November 17, 2019, 03:54:37 pm
Bit of a necro but just wanted to say im liking the mod so far as it covers all the playable races instead of adding some new weird unbalanced stuff. however, i decided to do some custom changes to the raws. not sure if they affect the interaction between the factions in worldgen but its to balance it out a bit:

1. Elves:

-inmortality is gone, they are the race with the longest lifespan (capped at 200 years maximum)
-they can do mining operations to a degree (cand dig, use stone and gems but metals, glass and pottery is out due to fuel)
-enabled fishing and butchering (they dont hunt but can catch animals, breed livestock and do some fishing along with their related animal product industry like milk, woold, leather, etc)
-enabled beekeeping and related industry (this technically is environmentally friendly)
-more plant related industry is avaliable to complement herbalism and brewing (planting crops, milling, pressing for oils and making dyes)

the idea was to balance out the Elven civilization by moving them out of extreme environmentalism and into something more manageable. they dont cut trees or actively hunt creatures but when the need arises they will grow their own wooden materials and take some animals from the environment to produce what they need before releasing it back. think of the indigenous people of the Amazon or other distant places on the world.

as an extra part i allowed Elves to grow and gather stuff from the underground so you can go for a "Dark Elves" thematic by being able to build your fortress underground too (not sure on the effectivity of wooden weaponry against FBs but it should be hilarious to watch)

2. Goblins:

-also lost their inmortality, Goblins age the same as Dwarves now
-they have to eat and drink (i get these changes were so they are some kind of a massive swarm but it feels unrealistic, also they have all the tools to keep a meat industry going on so i dont see why not)

3. Humans:

-following the thread i saw that Humans cannot make use of coal and instead had to rely on making charcoal, i added the necessary reactions for that

and well, that's all i have so far, i have yet to test the changes but i tried following the examples of the files and the wiki so i doubt the game will crash somewhere. if anyone wants my files i can past the raws later.
Title: Re: [0.44.12] All Races Playable mod
Post by: Berserk Knight on November 29, 2019, 08:16:59 pm
I went with giving elves and humans access to everything except adamantine.
Of course, I also gave them penalties.
A small skill gain penalty to mining for humans (they just can't beat dwarves), while the elves get a much larger one for mining and other stone/metal/fire related skills.
Then elves get a severe penalty to skill gains for woodcutting, to the point where a lone elf clearing out the entire map would still be very bad at it.

Even with the ability to actually chop down trees if needed (such as "a tree popped right in the middle of a house in construction"), it's still a bad idea to do so with elves, since every elf that either chops down a tree or sees one get chopped down get severely depressed, with the one doing the chopping getting affected by both, becoming twice as depressed.
(The elf in the skill gain penalty example would most likely be completely insane at that point.)
Title: Re: [47.01] All Races Playable mod
Post by: Lovechild on February 01, 2020, 12:50:38 pm
The mod's updated for 47.01!

Download (http://dffd.bay12games.com/file.php?id=14705)

Humans gained tons of nobles in the new DF. Of course, most of them don't do anything, but what self-respecting lord or lady wouldn't want a butler?

The modded goblin civilization caused worldgen to crash a lot. But I got around that by making it so goblin civs only appear when a dwarf fortress digs too deep in worldgen. That happens pretty often, so you won't be lacking goblins in your worlds.

If you want goblin civs to appear on their own, you can go into entity_default.txt, and under [ENTITY:EVIL], set [MAX_STARTING_CIV_NUMBER:0] to 100 instead. Just be prepared for a lot of worldgen crashes!
Title: Re: [47.02] All Races Playable mod
Post by: Lovechild on February 07, 2020, 03:35:49 am
The mod needed a small update for 0.47.02, since the dwarven entity got a new tag.

Download (http://dffd.bay12games.com/file.php?id=14705)
Title: Re: [47.03] All Races Playable mod
Post by: dehimos on February 21, 2020, 05:48:00 am
Has anyone tried the mod with therapist? The game works well, but Therapist does not read the skills or labors changes correctly.

I don't know if I've broken something or it's a bug.
Title: Re: [47.03] All Races Playable mod
Post by: delphonso on February 21, 2020, 05:55:08 am
Bugs are to be expected in the new version of both DF and DT. What exactly is it not reading for you?
Title: Re: [47.03] All Races Playable mod
Post by: dehimos on February 21, 2020, 06:06:17 am
All. It's very strange: https://i.imgur.com/4OvnV6N.png

That's embark, last LNP, with humans. I've tried with elves and same result.

By default it shows me unmarked skills. And the general skills are random, they are checked and unchecked.

Title: Re: [47.03] All Races Playable mod
Post by: delphonso on February 21, 2020, 07:29:16 am
Just tested it with humans and goblins and it's working fine with DT vanilla. I'd guess it's something to due with DFhack and LNP, then.
Title: Re: [47.03] All Races Playable mod
Post by: dehimos on February 21, 2020, 08:17:01 am
Oh shit, I had DF Hack Automatic Job Assignments. Sorry for this stupid posts.
Title: Re: [47.03] All Races Playable mod
Post by: delphonso on March 31, 2020, 02:04:39 am
So, the cure for crashes was to remove Fish Cleaner from non-eating entities. Are you planning to rerelease with that fix and keep the goblins starting at the beginning of the world, or what?

I ask only because on smaller and pocket-sized worlds, it's very hard to get a goblin civ up and playable. Necromancers wipe out the dwarves before that happens pretty regularly.

EDIT: after additional testing, I'm not sure why, but in several worlds I've generated, goblins existed as a civilization, but the civilization was not selectable to play.
Title: Re: [47.03] All Races Playable mod
Post by: Guava sprinkles on April 28, 2020, 05:57:49 pm
Is this supposed to be working with the current version? Only dwarven civilizations are selectable on the embark screen
Title: Re: [47.03] All Races Playable mod
Post by: Iä! RIAKTOR! on April 28, 2020, 09:45:59 pm
May I use your mod as base for my mod? I want add and improve some mechanics by DFhack.
Title: Re: [47.03] All Races Playable mod
Post by: delphonso on May 23, 2020, 07:46:06 pm
For anyone who is running into issues with this mod - it's an easy fix. Rather than uploading a copy of Lovechild's mod, I'll just post how to fix it here.

Download a fresh copy of the mod.
Open entity_default.txt.
Scroll down to "[ENTITY:EVIL]"
Change "[MAX_STARTING_CIV_NUMBER:0]" to "[MAX_STARTING_CIV_NUMBER:100]"
Remove "[PERMITTED_JOB:FISH_CLEANER]"

Save and install as normal. First world I generated had all 4 races playable, no crashes either.


Further information on this bug can be found here. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=11458)
Title: Re: [47.03] All Races Playable mod
Post by: Krutzelpuntz on May 31, 2020, 08:23:51 am
Spoiler: delphonso quote #1 (click to show/hide)
I had this problem too, I have yet to get a world with playable goblins. Don't know what is wrong, but most world do have goblins as neighbors.
Just can't play as them.

Spoiler: delphonso quote #2 (click to show/hide)
This did not work for me either, game kept crashing at year 0.
Any other ideas how to fix this?
Title: Re: [47.03] All Races Playable mod
Post by: delphonso on May 31, 2020, 09:11:59 am
I have gotten a few crashes after longer testing, but only 1 every ten or so worlds. I always play pocket sized, though, which probably has something to do with it.

I would dig further into that bug report and see if there are additional fixes people have made. It is almost 100% contained in the goblin raws.
Title: Re: [47.03] All Races Playable mod
Post by: Artwr on June 26, 2020, 09:00:24 pm
My First post ever!
First of all, thanks for this mod.
Got this mod to play as elves; the radicalism of their ways was infuriating at first, but while exploring this gameplay a necromancer started to devour all the island, and now I'm hooked by this new challenge. You can "dodge" trees in a heavily forested area building tall and not so wide towers and wide open roofs way above them; kinda like you're making a giant tree yourself. It is interesting. But somehow, elves are unable to sell their own grown wood to other elves or worse: they can't make quivers.
I can understand not selling wood items as a matter of supply and demand, but the absence of quivers is... weird. We always expect elves to be bowmasters. This is somewhat game breaking: ranged fortifications hanging from the trees would be my salvation. My giant bears ended up killed before I could pile their numbers, and now wooden clad warriors are the last line of defence in this small world.
Got two quivers: one from an enemy a bear killed, other from a kinda bugged imigrant, with ambusher skill. LNP's labormanager was unable to deactivate it, but manual worked normal.
Only two archers. May the forces of the forest bless us.
Title: Re: [47.03] All Races Playable mod
Post by: theblacksquid on July 11, 2020, 03:48:44 pm
First off, I want to thank you for this awesome mod, I barely play DF without it as I love playing as filthy Humies too much.

One gripe I have, albeit small, is that humans don't seem to have the ability to process Bituminous Coal and Lignite into coke, and  always have to edit the raws myself for them. Is this intentional?
Title: Re: [47.03] All Races Playable mod
Post by: Iä! RIAKTOR! on July 12, 2020, 01:01:20 am
My First post ever!
First of all, thanks for this mod.
Got this mod to play as elves; the radicalism of their ways was infuriating at first, but while exploring this gameplay a necromancer started to devour all the island, and now I'm hooked by this new challenge. You can "dodge" trees in a heavily forested area building tall and not so wide towers and wide open roofs way above them; kinda like you're making a giant tree yourself. It is interesting. But somehow, elves are unable to sell their own grown wood to other elves or worse: they can't make quivers.
I can understand not selling wood items as a matter of supply and demand, but the absence of quivers is... weird. We always expect elves to be bowmasters. This is somewhat game breaking: ranged fortifications hanging from the trees would be my salvation. My giant bears ended up killed before I could pile their numbers, and now wooden clad warriors are the last line of defence in this small world.
Got two quivers: one from an enemy a bear killed, other from a kinda bugged imigrant, with ambusher skill. LNP's labormanager was unable to deactivate it, but manual worked normal.
Only two archers. May the forces of the forest bless us.
You can add reaction of making cloth quiver.
Title: Re: [47.05] All Races Playable mod
Post by: Lovechild on July 09, 2021, 12:53:03 pm
Hey! I'm sorry for the long absence. I've updated the mod for 47.05.

Download (https://dffd.bay12games.com/file.php?id=14705)

Goblins don't crash the game anymore, and elves can make cloth quivers at the Craftsman's Workshop.

First off, I want to thank you for this awesome mod, I barely play DF without it as I love playing as filthy Humies too much.

One gripe I have, albeit small, is that humans don't seem to have the ability to process Bituminous Coal and Lignite into coke, and  always have to edit the raws myself for them. Is this intentional?

This is intentional, as human don't have that ability in vanilla DF. But it's easy to change yourself (for anyone wondering: open raw/objects/entity_default.txt, scroll down to [ENTITY_PLAINS], and add [PERMITTED_REACTION:BITUMINOUS_COAL_TO_COKE] and [PERMITTED_REACTION:LIGNITE_TO_COKE]).
Title: Re: [47.05] All Races Playable mod
Post by: Haethei on July 20, 2021, 02:40:06 am
I like this mod. Very vanilla. After playing for a while with Elves I've found some things that were problematic or weird so I'd like you to consider them.

1. Elves live forever in vanilla DF. Sounds cool, but my migrants were often 200-300 years old which means they were Legendary in every skill they came with. In fact, most of my elves were somehow even older than the age of the World they were in (125 years). For balance reasons you may want to limit their lifespan, but I guess it's up to you if you want to keep it more vanilla and full of weird side effects like that. It's a very easy edit in the raws so I guess people who know how to modify raws can change it, but it's good to know before you start an elf fort. Maybe it's a good trade-off considering they can't hide underground like dwarves and have to fight with wooden gear.

2. Wooden gauntlets have the infamous "ambidexterous" gauntlet bug. When you use a modded reaction to make gloves, they aren't properly created, making versions that don't say "left" or "right" which means you cannot use them. There is a fix with a DFHack script called "autofixhandedness", you can learn more about this by searching for that word in the DF Modding forum. It just involves putting a script in your dfhack folder and modifying an init file to run it

3. It took me a while to figure out how to make buildings. You need a Craftsman workshop to make wood from seeds, but you need wood to actually build the workshop first. It didn't seem like I could embark with any grown wood, and I didn't want to embark with normal wood as an elf because it's not immersive. Eventually I learned that you can destroy the starting wagon for some logs to get you started. Perhaps you can find a way to let us embark with grown wood logs?

4. Getting seeds is tricky, but possible. There are 3 ways to make seeds: brewing, milling and plant processing. I just did processing for a while but it ended up being too slow after I ramped up production, so I started brewing. These are okay but I personally would like to see a "wooden millstone" added because elves can't make millstones or querns to do any milling. This would allow them to use more plants for cooking (flour and sugar), and even some dyes (emerald, red and black dyes are from above-ground plants). Up to you if you'd like to add those features.

5. Elves get a mood penalty when they have to drink water without a well, but I was unable to make a well because I couldn't channel a hole in the brook I embarked on. You have to channel a hole on a brook to use a well there, but I couldn't do any mining. They were just stuck with the mood penalty. I'm not sure how to go about fixing this, maybe tell people in the readme that they should embark on a large river, not a brook, as those have open water you can use a well on.

Like I said, I'm enjoying this mod, thanks for working on it and keeping it updated :)
Title: Re: [47.05] All Races Playable mod
Post by: FantasticDorf on July 20, 2021, 07:51:41 am
I like this mod. Very vanilla. After playing for a while with Elves I've found some things that were problematic or weird so I'd like you to consider them.

1. Elves live forever in vanilla DF. Sounds cool, but my migrants were often 200-300 years old which means they were Legendary in every skill they came with. In fact, most of my elves were somehow even older than the age of the World they were in (125 years).

No different really to the immortality that goblins experience or long lived dwarves being highly in tune with craftmanship, practically it might make coupling them together harder because of the 10 year gap requirement. Before, but generally the number of over-experienced elves will decline with more tumultous worlds with wars and giant beast attacks going-on.

2. Wooden gauntlets have the infamous "ambidexterous" gauntlet bug. There is a fix with a DFHack script called "autofixhandedness"

~snip~

4. Getting seeds is tricky, but possible. There are 3 ways to make seeds: brewing, milling and plant processing. I just did processing for a while but it ended up being too slow after I ramped up production, so I started brewing. These are okay but I personally would like to see a "wooden millstone" added because elves can't make millstones or querns to do any milling. This would allow them to use more plants for cooking (flour and sugar), and even some dyes (emerald, red and black dyes are from above-ground plants). Up to you if you'd like to add those features.

All races playable mod is a great mod to just play on its own, or a framework to build other mods off because essentially its a fluid entrance to accessing all vanilla game entities and a friendly way to introduce players to alternative styles of play. Most of these suggestions are relatively simplistic additions a person could do themselves with a bit of guidance and Notepad++ (for the dfhack bits)

3. Perhaps you can find a way to let us embark with grown wood logs?

You can cheat again by using DFhack script that can convert regular wood (wagon wood etc, bought wood) into normal wood in much simpler terms by altering the base material and switching a internal flag to "grown". Or in non-dfhack raws, convert it into a inorganic stone or otherwise log (which 'grown' objects are usually labelled as inorganic anyway, while being true-wood.)

5. Elves get a mood penalty when they have to drink water without a well, but I was unable to make a well because I couldn't channel a hole in the brook I embarked on. You have to channel a hole on a brook to use a well there, but I couldn't do any mining. They were just stuck with the mood penalty. I'm not sure how to go about fixing this, maybe tell people in the readme that they should embark on a large river, not a brook, as those have open water you can use a well on.

Alcohol still is as competitive in elf-fort as it is dwarf-fort, because you can bleed off your excess seeds and fufill a few alcohol needs (and upkeep a tavern to attract people in metal armor) in the meantime, or as a trading commodity for plants that can grow in your biome with the humans to expand your variety with valuable brews like sunberries. Aboveground cisterns via the wooden pipes and corkscrews to build screw-pumps in stacks are also a option, by laddering a water-source betwen constructions until the depth is 2 without making any alterations to the surroundings, here's a diagram, the hard-bit of a screwpump is fluid-tight.

A drinking zone will also stop elves running off to unsuitable water sources to wash too. (i only defined the bottom bit of as a wall, because if it overhangs you could put a bridge there to trail off water/irrigate/trap defence?)

      %%~~▒ 
   %%~▒▒~~▒
~~~▓▓▓▓▓▓▓▒

Title: Re: [47.05] All Races Playable mod
Post by: delphonso on July 20, 2021, 07:46:15 pm
Thanks for the update, Lovechild! Love this mod!
Title: Re: [47.05] All Races Playable mod
Post by: Lurker Z on March 27, 2022, 12:36:47 pm
I want to point out a problem of my own making. I tried to make the elves dig, so I added to their section of entity_default.txt [DIGGER:ITEM_WEAPON_PICK] like it was for the other races. The world is generated as normal, Legends Mode works fine, but when I embark, it crashes. Is there any way to mod back digging for the elves for those of us interested? Sorry, but I can't imagine playing a Dwarf Fortress game without digging, I'll have to just go human whenever I use this mod (goblins disgust me and nothing anyone is going to tell me will change that).

Another issue is that I started this game as human in an already generated world and only replaced the content of the archive in the save file. Everything worked perfectly until I entered the nobles screen, which was a blank black page. Was this ever considered, that someone would put the contents of the archive only in the save file on an already generated world and it could still function? Only on the reread of the original post did I realize I was supposed to generate the world with the modification already introduced.

1. Elves live forever in vanilla DF. Sounds cool, but my migrants were often 200-300 years old which means they were Legendary in every skill they came with. In fact, most of my elves were somehow even older than the age of the World they were in (125 years).
This caught my attention. This may very well happen with vanilla worlds playing vanilla dwarves because they're "one of the only ones of their kind". Going to Legends Viewer, you'll see that their birth date is situated hundreds of years "BC" (before creation, I'd like to call it) and that birth date doesn't change however many times you separately extract an XML from a world, even if it's from a different save.

Title: Re: [47.05] All Races Playable mod
Post by: FantasticDorf on March 27, 2022, 05:30:11 pm
I want to point out a problem of my own making. I tried to make the elves dig, so I added to their section of entity_default.txt [DIGGER:ITEM_WEAPON_PICK] like it was for the other races. The world is generated as normal, Legends Mode works fine, but when I embark, it crashes. Is there any way to mod back digging for the elves for those of us interested? Sorry, but I can't imagine playing a Dwarf Fortress game without digging, I'll have to just go human whenever I use this mod (goblins disgust me and nothing anyone is going to tell me will change that).

ITEM_WEAPON_PICK is specifically a metal tool, because the inorganic metal materials (like copper and iron) utilize [ITEMS_WEAPON] probably leading to the reason it crashed if nothing else. Elves can't dig (miner job), nor smith (furnace operator processing ores) with the files the mod provides so it had a uncompletable item. You could mod a particular type of stone only accessible by elves to be [ITEMS_WEAPON] to prevent it appearing elsewhere, but they probably wont bring it in sieges because of the wood weapons and armor preferences.

A roundabout way of providing the same equipment made out of wood for elves, would be to create a manual reaction for making a wood pick (a pick does not have to be sharp to cut stone, but will be hilariously ineffective in combat unless the creature bruises easily or is very brittle). When it comes to axes however you'd need a material with a sharpened edge since that is checked for treecutting.

Another issue is that I started this game as human in an already generated world and only replaced the content of the archive in the save file.

Odd fringe case, but saves don't have alterable RAW's since they're meant to be peer-to-peer sharable in a intact way that i could run a ARP save from the DFFD and play it in vanilla dwarf fortress without any extra downloads, this is the same across fortress mode and adventure mode, (almost) every alteration to the code settled on world generation.

Title: Re: [50.01] All Races Playable mod
Post by: Lovechild on December 07, 2022, 01:29:17 pm
This mod has been updated for the new version, and is on the Steam Workshop! (https://steamcommunity.com/sharedfiles/filedetails/?id=2898713241)
Title: Re: [50.01] All Races Playable mod
Post by: Rato on December 07, 2022, 02:44:41 pm
Can you post mod somewhere else for Itch users?
Title: Re: [50.01] All Races Playable mod
Post by: Lovechild on December 07, 2022, 03:27:08 pm
Oh sure, here is a file download. (https://dffd.bay12games.com/file.php?id=16189) Extract it into your mods folder.
Title: Re: [50.01] All Races Playable mod
Post by: Rato on December 07, 2022, 06:59:57 pm
Nice
Title: Re: [50.01] All Races Playable mod
Post by: Lovechild on December 08, 2022, 02:31:33 am
The mod has been updated, and there is no longer any need to remove vanilla files!

Thanks to 404 on Steam who pointed out the CUT tags.

Steam Workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=2898713241)

File download (https://dffd.bay12games.com/file.php?id=16189)
Title: Re: [50.01] All Races Playable mod
Post by: Lovechild on December 10, 2022, 05:32:25 am
Another update. There was an issue with the CUT_ITEM tags that might have been causing save corruption in certain worlds. Hopefully it will work better now.

Steam Workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=2898713241)

File download (https://dffd.bay12games.com/file.php?id=16189)
Title: Re: [50.01] All Races Playable mod
Post by: Lovechild on December 14, 2022, 05:12:45 am
Trolls seemed to be unavailable to goblins, but that's fixed with this update.

Steam Workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=2898713241)

File download (https://dffd.bay12games.com/file.php?id=16189)
Title: Re: [50.01] All Races Playable mod
Post by: Putnam on December 14, 2022, 10:07:51 pm
Why are you cutting and replacing every single object in a bunch of files, anyway?
Title: Re: [50.01] All Races Playable mod
Post by: Lovechild on December 15, 2022, 05:37:28 am
I cut and replace the objects that I've made changes to. I guess there's probably a neater way to do it by adding and removing individual tokens.
Title: Re: [50.01] All Races Playable mod
Post by: Darkish_DF on July 03, 2023, 07:15:09 pm
Hi think you already replied to my Youtube comment so thank you! But just wanted to make sure I mentioned it here too. I think the mod isn't working with patch 50.09, mod shows up in the list but only Dwarf civis appear on the fortress map when selecting choose origin.