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)
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)
[INORGANIC:OBSIDIAN]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[MELTING_POINT:13600]
[BOILING_POINT:16000]
[IMPACT_YIELD:1000000] from glass
[IMPACT_FRACTURE:1000000]
[IMPACT_STRAIN_AT_YIELD:2222]
[COMPRESSIVE_YIELD:1000000]
[COMPRESSIVE_FRACTURE:1000000]
[COMPRESSIVE_STRAIN_AT_YIELD:2222]
[TENSILE_YIELD:35000]
[TENSILE_FRACTURE:35000]
[TENSILE_STRAIN_AT_YIELD:114]
[TORSION_YIELD:35000]
[TORSION_FRACTURE:35000]
[TORSION_STRAIN_AT_YIELD:114]
[SHEAR_YIELD:35000]
[SHEAR_FRACTURE:35000]
[SHEAR_STRAIN_AT_YIELD:114] shear modulus 30.7 GPa
[BENDING_YIELD:35000]
[BENDING_FRACTURE:35000]
[BENDING_STRAIN_AT_YIELD:114]
[STATE_NAME_ADJ:ALL_SOLID:obsidian][DISPLAY_COLOR:0:7:1][TILE:177][LAVA]
[MAX_EDGE:20000]
[IGNEOUS_EXTRUSIVE]
[MATERIAL_VALUE:3]
[IS_STONE]
MELTING_POINT:11818 <-- I think this is from the data collected by the contributors above and is more accurate than the numbers we're using, but we're using a high melting point until environmental lava effects are further along.
[SOLID_DENSITY:2650]
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.
[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.
Now do the proper thing, and make her pregnant with a heir by using DF-hack, it is of exceptional luck she is gendered as a female at all.
A infernal prince or princess of darkness
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.
[REACTION:TRANSMUTE_SUN_BERRY]
[NAME:create a sun berry]
[BUILDING:ELF_ALCHEMIST:NONE]
[REAGENT:plant:2:PLANT:POD_SUN:STRUCTURAL_PLANT][UNROTTEN]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:BERRY_SUN:SEED]
[CATEGORY:PLANT_TRANSMUTATION]
[CATEGORY_NAME:transmuted plants]
[CATEGORY_DESCRIPTION:through means of exchange with the nature spirits, the elven people can gain access to new varieties of plants by giving offerings]
[SKILL:ALCHEMY]
[FUEL]
[REACTION:CREATE_SUN_POD]
[NAME:transmute logs into sun pods]
[BUILDING:ELF_ALCHEMIST:NONE]
[REAGENT:A:2:WOOD:NONE:NONE:NONE]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:POD_SUN:SEED]
[CATEGORY:PLANT_TRANSMUTATION]
[SKILL:ALCHEMY]
[REACTION:CREATE_POD_MOON]
[NAME:transmute sun pods into moon pods]
[BUILDING:ELF_ALCHEMIST:NONE]
[REAGENT:plant:2:PLANT:POD_SUN:STRUCTURAL_PLANT][UNROTTEN]
[REAGENT:plant:2:PLANT:BERRY_SUN:STRUCTURAL_PLANT][UNROTTEN]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:POD_MOON:SEED]
[CATEGORY:PLANT_TRANSMUTATION]
[SKILL:ALCHEMY]
[FUEL]
[REACTION:TRANSMUTE_BULB_MOON]
[NAME:transmute moon pods into moon bulbs]
[BUILDING:ELF_ALCHEMIST:NONE]
[REAGENT:plant:2:PLANT:POD_MOON:STRUCTURAL_PLANT][UNROTTEN]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:BULB_MOON:SEED]
[CATEGORY:PLANT_TRANSMUTATION]
[SKILL:ALCHEMY]
[FUEL]
[REACTION:HARVEST_SUN_POD_FUEL]
[NAME:extract fuel from sun pods]
[BUILDING:ELF_ALCHEMIST:NONE]
[REAGENT:plant:5:PLANT:POD_SUN:STRUCTURAL_PLANT][UNROTTEN]
[PRODUCT:100:5:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:POD_SUN:SEED]
[SKILL:ALCHEMY]
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.
- 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
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?)
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