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Dwarf Fortress => DF Modding => Mod Releases => Topic started by: Splint on November 25, 2020, 11:53:15 pm

Title: Splint's Vanilla Expanded Mod v10.1 - Bug fixes and other stuff
Post by: Splint on November 25, 2020, 11:53:15 pm
=]S[= VANILLA EXPANDED =]S[=
A relatively minor mod.

Download the v50.01+ release Here (https://dffd.bay12games.com/file.php?id=16799l)

Download the last v47.05 release Here (https://dffd.bay12games.com/file.php?id=16168)

Before anything else, if you notice some major flaw in anything in the mod, please let me know so it can be fixed quickly as possible.


Hello, and welcome to the Vanilla Expanded mod!

This mod is one that aims to add new creatures, fill in missing ones, or add new content to the game without being too extreme or doing anything too crazy.

As with my utility mod, everything is modular, and as few new materials as possible are added for maximum compatibility and end-user customizability, but at the end of the day the main name of this game is adding things to the game that wouldn't feel too out of place in a vanilla game and balance tweaks here and there. In theory, everything should presently work fine. The creatures work and appear in Arena mode, and some testing has shown other things to work as well (weapons appearing, creatures popping up being a menace, that kind of thing,) so unless there's some glaring flaws it should work.

It includes elements from the following mods, repaired where needed or given new descriptions, tweaks to biomes, and so on and are all used with permission. PLEASE NOTE SOME LINKS MAY NO LONGER WORK DUE TO A DFFD OUTAGE IN LATE 2022.
Nature+, (http://www.bay12forums.com/smf/index.php?topic=176019.0) by Lurksquatch (creatures, inorganics)
Civilization Forge, (http://www.bay12forums.com/smf/index.php?topic=31157.0) by Mephansteras (creatures, plants, and inorganics)
Arctic Additions, (http://www.bay12forums.com/smf/index.php?topic=145730.0) by Malecus (creatures and plants)
Sver's Combat Overhaul (http://www.bay12forums.com/smf/index.php?topic=170474.0), by Sver, et al (tissue revisions)
Mostly Mythical Monsters, (http://www.bay12forums.com/smf/index.php?topic=155054.0) by IndigoFenix (whatevermancers)
Domestically Bred Dwarven Beasts v1.2 (http://www.bay12forums.com/smf/index.php?topic=171979.0), by vettlingr
Splint's Prehistoric Creature Pack, (http://www.bay12forums.com/smf/index.php?topic=171665.msg7827013#msg7827013) by yours truly (creatures, pls don't download this, it's in rough shape)

ZM5 also provided a ton of assistance in repairing things from nearly all of the mods.

So what does this specifically add? Well, while you can read the readmes individually, I know some folks aren't liable to do that. So here's that information here as of v1.

Spoiler: Vanilla File Changes (click to show/hide)

Spoiler: New Entity items (click to show/hide)

Spoiler: New Creatures (click to show/hide)

Spoiler: Changelog (click to show/hide)

I hope you guys enjoy the mod, such as it is, and do let me know if something's gone wrong!

If you have suggestions on things to include that aren't too crazy, feel free to pop those in too.

NOTE: V9 Has seen the mod receive a massive reorganization to make things more modular, easier to sift through, and easier to update. Hopefully it works out.
Title: Re: Splint's Vanilla Expanded Mod v1 - Initial Release
Post by: Splint on November 25, 2020, 11:55:18 pm
Reserved post in case I need it, though I doubt I will.
Title: Re: Splint's Vanilla Expanded Mod v1 - Initial Release
Post by: Enemy post on November 26, 2020, 12:59:33 am
Congratulations on the release!
Title: Re: Splint's Vanilla Expanded Mod v1 - Initial Release
Post by: Splint on November 26, 2020, 01:21:07 am
Congratulations on the release!

Why thank you! Took a little longer to get out than I would have liked, and I forgot the centuars, but hey! Better late than never right?
Title: Re: Splint's Vanilla Expanded Mod v1 - Initial Release
Post by: ZM5 on November 26, 2020, 08:43:27 am
Grats on the release!
Title: Re: Splint's Vanilla Expanded Mod v1 - Initial Release
Post by: Lurksquatch on November 26, 2020, 10:29:37 am
Looking good! Congratulations!

Also, thank you ZM5 for correcting the many typos and errors in Nature+. I have never claimed to be good at modding, and I appreciate the time and effort it must have taken to make everything right.
Title: Re: Splint's Vanilla Expanded Mod v1 - Initial Release
Post by: Iä! RIAKTOR! on November 26, 2020, 10:40:00 am
Real life scimitars have LESS contact area and do BETTER impact if slashing.

Maybe, I will use some parts of your mod, so, it is good (except too many creatures).
Title: Re: Splint's Vanilla Expanded Mod v1 - Initial Release
Post by: Splint on November 26, 2020, 02:52:55 pm
Real life scimitars have LESS contact area and do BETTER impact if slashing.

Unfortunately that's not how DF models it my guy. Lower contact puts it closer to being a piercing weapon such as a spear or pike, rather than slashing. It's why most of the edged weapons have such monstrously large contact areas for their attacks.

Quote
Maybe, I will use some parts of your mod, so, it is good (except too many creatures).

Hence why it's super modular: pick what you want, ignore what you don't.
Title: Re: Splint's Vanilla Expanded Mod v1 - Initial Release
Post by: Splint on November 28, 2020, 12:48:30 pm
Hey there boys and girls. I have a new version available for your enjoyment!

Big thanks to IndigoFenix for allowing the inclusion of his Whatever-mancers, from Mostly Mythical Monsters, to give some variety to the game's tower-building wizards. The overwhelming majority are based on extant spheres from the look and sound of them, and they play nice with vanilla secrets if you want some classic undead action on top.

So go and give it a download, and give it a spin. I'll include a transcript of the new version's changelog on the OP.
Title: Re: Splint's Vanilla Expanded Mod v3 - Shapes and Seeds
Post by: Splint on December 01, 2020, 12:20:54 pm
Once again I bump the mod, this time with a bunch of new shapes, some tweaks to a couple vanilla plants, an adjustment to spears and pikes, and fixing some derps in a few entity files.

I had considered new plants, but decided against it since it could very easily lead me into making my own horrible biome overhaul mods.

Details are in the changelog under version 3, everything's nice and modular for the most part (there's some shape overlap with ZM5's stuff.)
Title: Re: Splint's Vanilla Expanded Mod v3 - Shapes and Seeds
Post by: Broms on December 04, 2020, 01:47:16 am
Will dwarves actually drink from barrels of water/offer it to resting dwarves or does that behavior only work for buckets?
Title: Re: Splint's Vanilla Expanded Mod v3 - Shapes and Seeds
Post by: Splint on December 04, 2020, 02:10:21 am
Will dwarves actually drink from barrels of water/offer it to resting dwarves or does that behavior only work for buckets?

They will indeed drink from barreled water! However, it offers no mood buffs. So while more or less free (only needing a log and a barrel,) it's only good for keeping your dudes alive, not happy, and making winter freezes less of an issue if you favor above ground or otherwise slow-burn playstyles.
Title: Re: Splint's Vanilla Expanded Mod v3 - Shapes and Seeds
Post by: Splint on December 07, 2020, 08:15:55 pm
Hey boys and girls, got another update for you. This one's fairly substantial compared to the others, as it includes a new mod's content, courtesy of vettlingr!

Unlike the others, I'll put a copy of the changelog for this version for you all, though it's still on the OP.

The Errorlog isn't throwing anything, so in theory as usual everything should work fine, but please let me know if something is missing or not working correctly.

Code: (Version 4) [Select]
ENTITIES
A bunch of entity files sporting the long armors for those of us, myself included, who are lazy, along with Lands of Duality support.

PLANTS
A bunch of new plants to liven up good, evil, cave and savage biomes. Nothing crazy though, just some more unique plants for those environments.
- Implemented Mephansteras' Silverwoods and Devilwoods for funsies. These trees have very valuable wood, making them good targets for a specialist wood industry.
-- The devilwood tree is renamed to demonbark tree, to prevent confusion with the Devilwood creature.

CAVERN
- Chimestalk: A plant that makes a windchime-like noise in the presence of moving air. Can be found in the lower depths of caver 3. Can be milled in valuable silver dye, eaten raw, or brewed into chimewine.
- Cave Potato: A plant with tuberous growths and a pleasantly creamy texture found in all layers. Small chance to induce enjoyment in the eater, and can be brewed in dwarven vodka.
- Magmavine: A glowing, warm-to-touch vine found in the deep caves. Cane be brewed into valuable blazing tonic, which induces feelings of eagerness and enjoyment in the drinker. The vines can also be eaten, but have a chance of making the consumer feel displeasure from the heat of the vine's flesh.

SAVAGE
- Rattleberry: Found in savage forests. A berry resembling a rattlesnake tail, it's as valuable as whip vine and can be brewed into Rattler.
- Shake-corn Shrub - Found in savage wetlands and forests. Grows relatively quickly like plump helmets, but often causes feelings of bordom due to their bland taste.

GOOD
- Moonfruit Tree: Good biome tree, found anywhere that isn't freezing, mountainous, or desert. The fruits are more valuable than average, and will often cause feelings of delight when consumed. Fruit can also be brewed into Moonlight, a drink as valuable as Sunshine.
- Twisthorn Plant: Good wetland plant resembling a unicorn's horn. Can be cooked, brewed into Twisthorn Brew, or milled into valuable cream dye.
- Shimmerweed: A whispy stalk that can be eaten raw or cooked, and grows relatively quickly like plump helmets anywhere. Like Cadaverberry stalks, they tend to leave the consumer kind of annoyed due to their unpleasant paper texture when moistened (such as while being chewed.)

EVIL
- Cadaverberry Stalk - Evil grassland, savanna, and tundra plant.  Grows relatively quickly like plump helmets, but has an unpleasant sandy texture that often leaves the consumer feeling mildly annoyed.
- Purple Chokevine - Evil wetland and forest plant. Can be brewed into Chokewine or milled into valuable purple dye.

INORGANICS
- Bog Iron: Has a chance to be found in small clusters or veins in non-sand soils and in veins in sedimentary layers. They're an ore of iron. Frequency isn't above 50 on any of them, so while a good chance, it's not a certainty.

EDITED VANILLA FILES

creature_standard
- (By ZM5) Bronze colossi have received a number of new castes, sequestered in their own version of the standard creature file. They consist of the following metals.
-- Copper
-- Bronze
-- Silver
-- Iron
-- Lead
-- Gold
--- (By Splint) They have otherwise received a small description change.
- Beak Dogs now have natural discipline (3) and can be trained as war or hunting animals.

creature_subterranean
- Purring Maggots can now be found in layer 1, allowing dwarven milk to be purchased and more easily obtained.
- Iron men have received a small description change.
- Fire Men and Fire Imps have had their emission attacks nerfed so they're less of an instant death encounter.

creature_next_underground
- Gabbro and Amethyst men have received a small description change.

plant_new_trees
- Abaca and bannana trees now have wood, allowing them to spawn properly. It's a bit janky, but better this than unobtainable products.

creature_insects
- Bumblebees can now be hived. I was debating on just removing hive products entirely, but this accomplishes the same goal.

CREATURES
- Copper, Lead and Silver Men: Mountains, Layers 1 and 2.
- Bronze and Gold Men: Mountains, layers 1 through 3.
- Sunstone, Bloodstone, Mudstone and Slate Men: Layers 1 and 2.
- Topaz, Jade, Obsidian and Basalt Men: Layers 2 and 3.
- Surface Mud Men, referred to as Bog Men, can now be found in savage wetlands.
- Surface Fire Men, referred to Inferno Men, can be found in savage deserts.
- Barghests: Large evil wolves found in the same biomes as normal Gray Wolves. Highly likly to be used by evil civs.
- Boglings: Savage neutral grimelings, smaller in size but greater in numbers.
- Fenlings: Very large good-aligned grimelings. They can smash apart many artificial structures.
- Sumplings: Cave grimelings. Slightly larger than a human and able to break lighter structures.

The new metal men share their gas reaction with the Iron man, but I might change that in the future if there's interest.

Additional Nature+ content

METALS
- Mercury. Produced at the kiln. In keeping with DF tradition it's basically a useless extract, but very valuable.

REACTIONS
- Cinnabar roasting. Done at the kiln by a furnace operator. needs a unit of fuel.

INORGANICS
- Luminous Stone: Renamed to simple Flarestone. Found in metamorphic layers in veins.
- Float Stone: Space removed, known as Floatstone. Found in metamorphic layers in veins and sedementary layers in small clusters.

New Mod Inclusion - Domestically Bred Dwarven Beasts, by vettlingr!
These have received some minor tinkering from me to make them more widely avilable, but they have a very high chance of being domesticated by dwarves, as well as those who live near the appropriate biomes. Most can be found in the mountains, and cavern layers 1 and sometimes 2.

I've also fiddled with many descriptions, since my edition is likely to be used by non-dwarves who can access the caverns.

- Grouse: Found in Mountains and Layer 1.
- Bittern: Found in Mountains and Layer 1.
- Badgerwolf: Found in Mountains and Layers 1 to 3.
- Shrewdog: Found in Layers 1 to 3.
- Stygian Otter: Found in layer 1.
- Bristleback Found in Mountains and Layers 1.
- Slothbat: Found in layers 1 and 2.
- Molebeast: Found in layer 1.
- Shoveldon: Renamed to Spade-tusks. Cavern Layers 1 and 2.
- Aquifer Turtle: Renamed to Cave Turtles. Found in Layers 1 to 3.
- Copperwyrm: Found in Layers 1 to 3.
- Snow Goat: Can be found in Savage Mountains, Tundra, Glaciers and Taiga. This one is considered an exotic pet as a result.
- Wooly Ibex: Can be found in Mountains and Layer 1.
- Fortress Aphid: Renamed to Crag Aphids. Found in Layers 1 and 2.
- Lockspider: Found in Layers 1 and 2.
Title: Re: Splint's Vanilla Expanded Mod v3 - Shapes and Seeds
Post by: deepfield on December 10, 2020, 06:44:33 pm
Really enjoying the extra additions that don't seem out of place at all. Amazing job!

I came across a double : in the CASTE_NAME token in creature_surface_ex.txt that was causing Short Horses to show up with the "nothing" label.
Code: [Select]
[CASTE_NAME::short horse:short horses:short horse]
Figured you would want to know for future updates. Is this the right place to let you know about them as I come across things?
Title: Re: Splint's Vanilla Expanded Mod v3 - Shapes and Seeds
Post by: Splint on December 10, 2020, 07:10:48 pm
Shit, I thought I fixed that. Must've just thought real hard. <_>

But yeah, this is the place to report bugs, make comments, etc. I appreciate it.  :)

Glad you're enjoying the inclusions though!

EDIT: If you happen to have any ideas that won't feel hyper out of place, feel free to share them.
Title: Re: Splint's Vanilla Expanded Mod v4 - More beasties and plants
Post by: deepfield on December 11, 2020, 08:43:47 am
Found a few other things.

-There is a duplicate object called ZM_TORCH_SHAPE in descriptor_shapes_ex.txt.  I'm not sure if that would cause any issues

-A few creatures have solid white color tokens and some others that are pretty close to solid white with really high values . You can find them by searching [COLOR:192:192:192] Intentional?

-Need to follow up on the [RODENT MAN] to [RODENT_MAN] change and also change those tokens in entity_default.txt to match the correction. There are references in [ENTITY:EVIL] [ENTITY:SKULKING] and [ENTITY:SUBTERRANEAN_ANIMAL_PEOPLES]

I'll keep you updated if I find anything else.
 
Title: Re: Splint's Vanilla Expanded Mod v4 - More beasties and plants
Post by: Splint on December 11, 2020, 04:12:15 pm
Found a few other things.

-There is a duplicate object called ZM_TORCH_SHAPE in descriptor_shapes_ex.txt.  I'm not sure if that would cause any issues
Didn't notice. I'll take care of it.

Quote
-A few creatures have solid white color tokens and some others that are pretty close to solid white with really high values . You can find them by searching [COLOR:192:192:192] Intentional?
Honestly, I misread some stuff on the wiki as to how the colors would work, so there's probably a few things I need to fiddle with. They were meant to be gray.

Quote
-Need to follow up on the [RODENT MAN] to [RODENT_MAN] change and also change those tokens in entity_default.txt to match the correction. There are references in [ENTITY:EVIL] [ENTITY:SKULKING] and [ENTITY:SUBTERRANEAN_ANIMAL_PEOPLES]
I thought I did that but I'll double check. Thanks for the heads up.

I do appreciate the assists. I probably wouldn't have noticed apart from the color things and the short horses otherwise.
Title: Re: Splint's Vanilla Expanded Mod v5 - Even more things
Post by: Splint on January 15, 2021, 07:43:54 am
Hey hey people, Splint here.

Got another update out. Since it's kinda big, I've opted to include the changelog here, as well as on the OP.

Spoiler: v5 Changelog (click to show/hide)

On paper, everything works. There may still be soft errors that the errorlog didn't pick up, but let me know if something's broken.

I'm officially out of ideas, apart from trying to figure out something to fill the winter season since it's a kinda barren season. So feel free to pitch things that aren't too out of left field or anything
Title: Re: Splint's Vanilla Expanded Mod v5 - Even more things
Post by: Lurksquatch on January 24, 2021, 10:59:58 am
Can I interest you in some Giant Bamboo?

Spoiler: Raw (click to show/hide)

It's found in tropical forests, and grows very quickly in large columns. Useful for all of your wood needs, and it provides another source of alcohol, too.

I also have a whole host of metals and ores, if you're interested. Titanium, Tungsten, Lithium, etc. Stuff like that. They're all real-world metals, and most of the ores are already in game. I even have Uranium, though I don't know what you'd use it for lol.
Title: Re: Splint's Vanilla Expanded Mod v5 - Even more things
Post by: Splint on January 24, 2021, 03:11:13 pm
Can I interest you in some Giant Bamboo?

Spoiler: Raw (click to show/hide)

It's found in tropical forests, and grows very quickly in large columns. Useful for all of your wood needs, and it provides another source of alcohol, too.

I also have a whole host of metals and ores, if you're interested. Titanium, Tungsten, Lithium, etc. Stuff like that. They're all real-world metals, and most of the ores are already in game. I even have Uranium, though I don't know what you'd use it for lol.

Believe it or not I already included the bamboo. :)

I'm super excited for the upcoming interim release, I've got a huge array of stuff lines up from American Pine Martens and Gorals to all kinds of new trees, to the more generic fantasy metals (nothing too crazy, mithril, tungsten, and orichalcum from Masterwork's stock and a set of elemental metals from Civilization Forge and ores for them.)
Title: Re: Splint's Vanilla Expanded Mod v5 - Even more things
Post by: MalevolentAura on January 25, 2021, 09:44:43 pm
Howdy! I'm a big fan of your mod, but I'm curious as to why you have the sawmill output bars of wood instead of blocks.
Title: Re: Splint's Vanilla Expanded Mod v5 - Even more things
Post by: Splint on January 25, 2021, 09:51:55 pm
Howdy! I'm a big fan of your mod, but I'm curious as to why you have the sawmill output bars of wood instead of blocks.

Might be the wrong mod, but I'm happy to answer.  :P

The reason is so they can be used as safety rails/fences as vertical bars, to conserve metal bars in that application. More often than not I find I need to reserve my metal for trade goods, furniture or equipment, so I figured I'd kill two birds with one stone and have the sawmill output be useable for both that and building walls/floors.

Speaking of, considering a wood splitting block for this mod, anyone feel like it might be too much? Idea would be to split logs into 4 bars, and those could then be used to create fuel more efficiently (basically it adds an extra step and profession, but makes it more efficient, similar to lignite.)
Title: Re: Splint's Vanilla Expanded Mod v5 - Even more things
Post by: Lurksquatch on January 27, 2021, 06:26:17 am
Can I interest you in some Giant Bamboo?

Spoiler: Raw (click to show/hide)

It's found in tropical forests, and grows very quickly in large columns. Useful for all of your wood needs, and it provides another source of alcohol, too.

I also have a whole host of metals and ores, if you're interested. Titanium, Tungsten, Lithium, etc. Stuff like that. They're all real-world metals, and most of the ores are already in game. I even have Uranium, though I don't know what you'd use it for lol.

Believe it or not I already included the bamboo. :)

I'm super excited for the upcoming interim release, I've got a huge array of stuff lines up from American Pine Martens and Gorals to all kinds of new trees, to the more generic fantasy metals (nothing too crazy, mithril, tungsten, and orichalcum from Masterwork's stock and a set of elemental metals from Civilization Forge and ores for them.)

Ah. I didn't see the bamboo listed anywhere, but I guess I missed it  :). In that case, I don't think there's much else I can contribute lol. Unless you want any of the custom buildings/reactions I made for Nature+?

If you haven't already, you might consider adding this reaction I saw in the examples section of the wiki:

Spoiler: Raw (click to show/hide)

Seems like a nice QoL kinda thing.
Title: Re: Splint's Vanilla Expanded Mod v5 - Even more things
Post by: Splint on January 27, 2021, 06:51:14 am
Can I interest you in some Giant Bamboo?

Spoiler: Raw (click to show/hide)

It's found in tropical forests, and grows very quickly in large columns. Useful for all of your wood needs, and it provides another source of alcohol, too.

I also have a whole host of metals and ores, if you're interested. Titanium, Tungsten, Lithium, etc. Stuff like that. They're all real-world metals, and most of the ores are already in game. I even have Uranium, though I don't know what you'd use it for lol.

Believe it or not I already included the bamboo. :)

I'm super excited for the upcoming interim release, I've got a huge array of stuff lines up from American Pine Martens and Gorals to all kinds of new trees, to the more generic fantasy metals (nothing too crazy, mithril, tungsten, and orichalcum from Masterwork's stock and a set of elemental metals from Civilization Forge and ores for them.)

Ah. I didn't see the bamboo listed anywhere, but I guess I missed it  :). In that case, I don't think there's much else I can contribute lol. Unless you want any of the custom buildings/reactions I made for Nature+?

If you haven't already, you might consider adding this reaction I saw in the examples section of the wiki:

Spoiler: Raw (click to show/hide)

Seems like a nice QoL kinda thing.
I coulda sworn I listed it, but I might've forgotten to put it in whichever version I stuck it in. Either way I credited you in the raw file itself as well. I can also pop that in, it's useful enough. Can just reuse reactions I've already made elsewhere. Anything to get rid of bodyparts and dead vermin in a non-exploity way right?

And actually believe it or not the gunsmith stuff you made is what gave me the idea initially for actually adding something else new: Hand-cannons. They're heavy and being little cannons on sticks rather than proper muskets a hideously slow rate of fire works out well. Hand-cannons also skirt under the 1400s tech cut off, since they've potentially been in use since the mid-1100s in some parts of the world and compared to muskets are relatively simple to make, requiring no specialist parts to make (meaning DF smiths can make them rather easily.)

I also ended up adding my own take on meteoritic iron and titanium as part of the new fantasy metals addon that'll be coming out, inspired by a combination of Nature+ and Masterwork.

Next release is gonna be overwhelmingly dominated by creature content though.
Title: Re: Splint's Vanilla Expanded Mod v5 - Even more things
Post by: Lurksquatch on January 27, 2021, 10:33:25 pm
I coulda sworn I listed it, but I might've forgotten to put it in whichever version I stuck it in. Either way I credited you in the raw file itself as well. I can also pop that in, it's useful enough. Can just reuse reactions I've already made elsewhere. Anything to get rid of bodyparts and dead vermin in a non-exploity way right?

And actually believe it or not the gunsmith stuff you made is what gave me the idea initially for actually adding something else new: Hand-cannons. They're heavy and being little cannons on sticks rather than proper muskets a hideously slow rate of fire works out well. Hand-cannons also skirt under the 1400s tech cut off, since they've potentially been in use since the mid-1100s in some parts of the world and compared to muskets are relatively simple to make, requiring no specialist parts to make (meaning DF smiths can make them rather easily.)

I also ended up adding my own take on meteoritic iron and titanium as part of the new fantasy metals addon that'll be coming out, inspired by a combination of Nature+ and Masterwork.

Next release is gonna be overwhelmingly dominated by creature content though.

Yeah, you could use any reaction to help get rid of vermin remains lol. That's just the one I saw on the wiki. Personally, I think it makes more sense to have it take place at the Wood Furnace, or maybe you could make a custom building? It just seems odd to cremate things in a smelter lol. Plus, that way it doesn't occupy your smelters and mess up metal production. Maybe you could also cremate corpses/corpse parts? That might cause more problems then it's worth, though...

I like the idea of hand cannons. It would help alleviate some of the logistics issues I had, since you don't have to deal with firing mechanisms. You might want to consider some other early firearms; primitive firearms have been in existence since at least 1100 A.D., so there's a fair amount of weapons you can choose from without going past the 1400s.

Honestly, the more I think about it, the more I think not (directly) using my metals is probably a good thing lol. I fudged a lot of the numbers because I couldn't find more accurate info for them. If you're looking for other fantasy metals to add, maybe Orichalcum? (assuming you haven't already, of course. It's a pretty common fantasy staple.) It was supposedly the metal utilized in Atlantis, and is commonly treated as magical in fantasy. There's even some indication it might have existed in real life: In 2015, 39 ingots of an usual metal were retrieved from a shipwreck in the Mediterranean Sea, and many people soon began to speculate if they might be Orichalcum. Upon further analysis, they were found to be about 75-80% copper, 15-20% zinc, and the rest a mixture of Nickle, lead and iron, all of which exist in Dwarf Fortress. You could approximate this formula with an 8:2:1:1:1 ratio; this would have the effect of making Orichalcum a rather expensive and labor intensive metal to produce. That being said, maybe it could be an alternative to Adamantine? If you don't want to risk breaching hell, you can go through the trouble to making Orichalcum instead of mining raw Adamantine?

Just some ideas. The mod is looking awesome! I'm glad I was able to contribute to it!
Title: Re: Splint's Vanilla Expanded Mod v5 - Even more things
Post by: Splint on January 28, 2021, 01:30:37 am
I coulda sworn I listed it, but I might've forgotten to put it in whichever version I stuck it in. Either way I credited you in the raw file itself as well. I can also pop that in, it's useful enough. Can just reuse reactions I've already made elsewhere. Anything to get rid of bodyparts and dead vermin in a non-exploity way right?

And actually believe it or not the gunsmith stuff you made is what gave me the idea initially for actually adding something else new: Hand-cannons. They're heavy and being little cannons on sticks rather than proper muskets a hideously slow rate of fire works out well. Hand-cannons also skirt under the 1400s tech cut off, since they've potentially been in use since the mid-1100s in some parts of the world and compared to muskets are relatively simple to make, requiring no specialist parts to make (meaning DF smiths can make them rather easily.)

I also ended up adding my own take on meteoritic iron and titanium as part of the new fantasy metals addon that'll be coming out, inspired by a combination of Nature+ and Masterwork.

Next release is gonna be overwhelmingly dominated by creature content though.

Yeah, you could use any reaction to help get rid of vermin remains lol. That's just the one I saw on the wiki. Personally, I think it makes more sense to have it take place at the Wood Furnace, or maybe you could make a custom building? It just seems odd to cremate things in a smelter lol. Plus, that way it doesn't occupy your smelters and mess up metal production. Maybe you could also cremate corpses/corpse parts? That might cause more problems then it's worth, though...
Burning remains and body parts is pretty simple, though you have to use tight controls on that otherwise it won't just take teeth and severed arms, it'll take your wool, bones, and other useful bits too. Corpses though need a script to be destroyed that way and I don't wanna have this mod be dependent on DF hack.

Quote
I like the idea of hand cannons. It would help alleviate some of the logistics issues I had, since you don't have to deal with firing mechanisms. You might want to consider some other early firearms; primitive firearms have been in existence since at least 1100 A.D., so there's a fair amount of weapons you can choose from without going past the 1400s.
I just went with what seemed like it'd work best since I wanted blowgunner to be used for something. While a bit clunky, they use blunt shot and edged grapeshot. They're also rather cumbersome. I know there's other stuff like the Fire Lance, but I figure Hand-cannons are good enough a fit for how ranged combat currently fumbled around.

Quote
Honestly, the more I think about it, the more I think not (directly) using my metals is probably a good thing lol. I fudged a lot of the numbers because I couldn't find more accurate info for them. If you're looking for other fantasy metals to add, maybe Orichalcum? (assuming you haven't already, of course. It's a pretty common fantasy staple.) It was supposedly the metal utilized in Atlantis, and is commonly treated as magical in fantasy. There's even some indication it might have existed in real life: In 2015, 39 ingots of an usual metal were retrieved from a shipwreck in the Mediterranean Sea, and many people soon began to speculate if they might be Orichalcum. Upon further analysis, they were found to be about 75-80% copper, 15-20% zinc, and the rest a mixture of Nickle, lead and iron, all of which exist in Dwarf Fortress. You could approximate this formula with an 8:2:1:1:1 ratio; this would have the effect of making Orichalcum a rather expensive and labor intensive metal to produce. That being said, maybe it could be an alternative to Adamantine? If you don't want to risk breaching hell, you can go through the trouble to making Orichalcum instead of mining raw Adamantine?

I actually like the idea, though I'd need a new name for something like that, either for it or the orichalcum I already have in from Masterwork. Would be a good alternative depending on locally available materials to either Orichalcum (produced agonizingly slowly) or another super metal, Primordium (which needs 4 of each elemental metal to make one bar of, making it prohibitively expensive to make.)

Quote
Just some ideas. The mod is looking awesome! I'm glad I was able to contribute to it!

Glad it's sounding like it's going in direction you like.  :)
Title: Re: Splint's Vanilla Expanded Mod v6 - I don't have a problem, honest
Post by: Splint on January 28, 2021, 09:08:48 pm
Hey hey people, Splint here.

Have you ever wondered "What would happen, if Splint jumped off the slippery modding slope for real?" If so, well boy do I have news for you.

To celebrate the new stress fix release we just got, I made a little something something. A whole lotta something something, actually. Here's the change log.

Code: [Select]
New in v6

BUG FIXES
creature_mythic_ex
- Monokeros can now be trained for war properly. Sorry about that.
- Spriggan petvalue adjusted. Set to 125, from 500.
- Lauma and Impwood petvalues adjusted. Set to 250, from 800.

creature_invertebrates_ex
- Blue Devourer (now Fen Crab,) display color fixed.
- Moss crab display color fixed.
- Moss crabs brought up to a more proper speed.

creatures_surface_ex
- Fixed giant zebra caste name.


ENTITIES

Each of the new entities also comes with hostil variants, with the Ocean, Tundra, and Sky civs being theives and the Jungle and Desert ones being snatchers. They both send ambushes and sieges.

- Sea Peoples, by Lurksquatch! Using his work as a base, I've bug-fixed the creatures and tinkered with thier entities to make a unique winter trading partner that can come in any of 37 flavors of fish things (I nixed halibut and sunfish men.) Build  cities in wetland and riverine areas (was originally oceanic, but I figured I should make thier sites actually accessible for adventurers.)

They arrive in the winter to trade.

- Desert People
Possible creatures: Gila monster, desert tortoise, beetle, and lizard men.
Build cities in desert areas.
Values: Commerce, Leisure Time (it's fuckin' hot outside yo,) Eloquence, Competition
Positive view: Artwork, Tradition, Decorum, Cunning, Fairness, Merriment
Negative View: Nature (due to the lack of it in sandy places,) Cooperation
Disdains: Stoicism (they've got naturally hard to read faces meaning they have to actually be open and blunt,) Hard Work (it's still fuckin' hot outside yo)
Remaining values variable +/- 30

They have reduced armor options and rely on more on edged weapons, as they're all significantly smaller than a dwarf (between 40k and 30k bodysize.)

They come in spring to trade.

- Tundra Peoples
Settles in temperate forests, tundra, and taiga.
Values: Loyalty, family, cunning, cooperation,  fairness and friendship
Positive view: Power, merriment, martial prowess, skill
Negative view: peace, harmony, tranquility (they're predators after all) independence (if you don't have a pack, you die alone in the cold)
Disdains: Nothing in particular.
Remaining values variable +/-30

Being 40k body-size or larger, they can use my tweaked great weapons. As they often rely on stealth to hunt, they also don't make use of the new hand-cannons.

They'll come to trade in winter.

- Sky Peoples:
Possible creatures: Raven, Kestrel, Eagle, Snowy Owl or Great Horned Owl men
Settles temperate forests, shrubland, and taiga in forest retreats.
Like the desert entity they have a very light gear loadout for armor, and use crossbows over bows, blowguns or firearms to prevent interference with their wings. They make no use of blunt weapons, instead favoring weapons that compliment sweeping attacks or diving charges into their enemies.
Values: Decorum, Eloquence, and Knowledge (they're bird people after all, and birds tend to be smarter than other animals of comparable size and often associated with wisdom.)
Positive View: Martial prowess, Cunning (predatory birds.)
Negative View: Cooperation, Hard Work (most of them are solitary predators which means not enjoying sharing much and working hard means something went wrong)
Disdains: Competition (again, most of them are solitary predators)
Other values are variable, +/-30

As they are rather small, they have a reduced loadout of armor and weaponry, and thier sky-going nature means they don't build roads or bridges. They also consider theft to be a capital offense.

They'll come to trade in autumn.

- Jungle People
Possible Creatures:  On the larger end, Lion or Tiger men. Medium Warthog, Jaguar, and Leopard men, on the smaller end Ocelot and Honey badger men.
Settles Tropical forests, shrublands, savannas, grasslands, and along tropical rivers.
Values: Martial prowess, Skill, Cunning (rough homeland full of predators and dangerous herbivores)
Positive View: Knowledge (to avoid consuming toxic creatures/plants,) Perseverance (kind of a stand-in for patience and ferocity, as the impatient and timid hunter or scavenger ends up dead,) Independence (mostly solitary or living in small groups)
Negative View: Cooperation, Competition, Hard Work (mostly-solitary base creatures and it's fuckin' hot, humid, and generally miserable outside.)
Disdains: Nothing in particular.
Other values are variable, +/-30

Due to the heat of thier homelands, they generally don't wear too much heavy armor. They're also the only surface civ that uses blowguns.

They'll come to trade in summer.

The Desert, Sky, Jungle, and Tundra entities will always have a few consistent values, but will vary in many others from world to world.

ITEMS
- Hand-cannons and hand-cannon shot (blunt) and grapeshot (Edged) Used by humans, goblins, dwarves, and thier clone/derivative entities; there *will* be some strangeness with worldgen troops using poison-coated handcannon ammo.
- Harpoon bows and harpoons: Crossbow used by Ocean entity, can also use arrows as ammo.
- Saber: One-handed sword used by Ocean entity, as a general stand in for cutlasses, spadroons, and rapiers.
- Trident: One-handed spear used by Ocean entity.
- War Gaff: Two-handed slashing pike used by Ocean entity.
- Short Pike: Two-handed pike with slightly smaller contact area for smaller creatures to use, used by sky and desert entities.
- Sickle sword: One-handed hacking sword; basically the khopesh, used by the sky, jungle and desert entities.
- Board Sword: One-handed for most civilized creatures, though the smaller ones will need two hands. Macahuitl essentially. Used by the Jungle entity.
- Two-handed Board Sword: Larger version of the above.
- Board Mace: One-handed for most civilized creatures, though the smaller ones will need two hands. A blunted macahuitl or Thames Beater essentially. Used by the Jungle and Tundra entities.
- Longbow: A more powerful but more expensive-to-make two-handed bow used by humans and forest entities. Uses standard arrows for ammo.


PLANTS
plants_cave_ex
- Lavaberry: A bright red, warm berry growing from black shrubs that glow like magma, found in cavern 3. Can be brewed into Torchlight Tonic, which makes the drinker feel invigorated.
- Firecap: A bright yellow mushroom found in cavern 3. Can be milled into valuable orange dye or eaten raw. Takes a season to grow.
- Bright-cap: A bright green glowing mushroom tree found in layers 1 and 2. Default value.
- Spike Stalk: A cyan mushroom tree found in layer 3. Value 8.
- Flake-cap: A dark purple mushroom tree found in layers 2 and 3. Value 5.
- Netherglow Tree: A dark green glowing tree found in layer 3. Value 8. Has edible spores and valuable drink, netherlight, at value 4.
- Slimewood: A brown mushroom tree found in layer 1 and 2. Default value.
- Blue-cap: A bright blue mushroom tree found in layers 2 and 3. Value 5.
- Flake lichen: Purple colored mosses that cunch when stepped on. All layers, visual variety.
- Ember moss: Red mosses found in layer 3.
- Gloamwort: A purple glowing mushroom found in layers 2 and 3. They can be eaten raw or cooked, brewed into gloamwine or be processed into gloamwax, a useless but valuable extract. Value 4 plant and drink, value 50 extract.

plant_surface_ex
-Useable as crops-
- Dust Thistle: Grows in savage deserts. Not useful for much besides brewing into Thistle Tea or cooking it into meals directly.
- Watervine: Taken from Caves of Qud, grows in any savage desert. Eating them or drinking the Refreshing Water made from them leaves the consumer feeling quite satisfied.
- Rock Carrot: Grows in savage badlands and wastelands. Not good for much besides eating when milled into rockroot flour.
- Dustberry Shrub: Unexceptional plant found in savage deserts, noted for having a tasty wine made from the otherwise unremarkable red berries.
- White-cap Morel: The tiny cousin of the giant white-cap, which can be used for food.
- Dandelion: An amalgam of several species, kind of a general purpose crop plant found in temperate areas and tropical scrubland. Can be brewed into danelion wine, cooked into meals, milled into a low-value yellow dye or eaten raw.
- Sunflower: Found in temperate and tropical shrub and grasslands. Can be cooked into meals directly or have higher value edible oil extracted from them (this is a janky workaround for dealing with thier seeds, since that's kinda finicky.)
- Madder Root: Cash crop grown as a dye plant. Found in both temperate and tropical scrubland. Produces a pink dye (one of three possible, thought it'd be nice to have something different.)
- Weld: Cash crop grown as a dye plant. Found in temperate forests, grasslands, and scrublands. Produces a yellow dye.
- Woad: Cash crop grown as a dye plant. Produces dark blue dye. Can be found in temperate savanna, grasslands and scrubland.
- Indigo Flower: Cash crop found in savage tropical forests and shrublands. Produces a valuable cobalt blue dye.
- Safflower: Found in savage temperate forests. Can be milled into valuable bright red dye or have edible safflower oil extracted from them. (this is a janky workaround for dealing with thier seeds, since that's kinda finicky.)
- Gloom-cap: Dark purple mushroom found in evil wetlands and tropical forests. Edible raw or cooked, but it's better to brew them as the things into Mirw Wine, as the srooms themselves have an unpleasant, waxy texture (indusces a negative irritated moodlet.)
- Beefstalk: A slow-growing, meaty stalk that tastes like beef found in savage grasslands and savannas. Can be brewed into Beefjuice, eaten raw, or cooked, and grow from Beefstalk Splinters.

-Trees-
NOTE: Despite the names, the red trees with the exception of the blood cap aren't dangerous/signs of corruption, just weird red versions of normal trees.
- Glimmer Cactus: A glowing blue tree comprised of glowing crystal-inlaid tissue found only in good deserts. Produces edible Glimmer Node fruit. Value 10.
- Glassbark Tree: A strange cyan-colored tree resembling a cactus that only grows in savage deserts, noted for its beautiful crystal-like grain. Value 8.
- Blood-cap: Dark red mushroom tree found in evil tropical forests and wetlands.
- Giant White-cap: White mushroom tree found in savage forests, specifically temperate broadleaf and any tropical, as well as wetlands.
- Great Black Morel: A giant gray mushroom tree found in good wetlands and tropical forests.
- Hematic Pine: A harmless red pine tree found in savage temperate confier forests and shrubland. Value 5.
- Crimson Oak: A form of oak with, if I did it right, red leaves most if not the entire year. Rather than acorns, they produce edible "bloodcorn" fruits. Found in savage temperate confier forests and shrubland. Value 5.
- Bloodsap: Basically an all-red maple. Found in savage temperate forests in general and shrublands. Value 5.
- Bloodleaf Birch: A form of birch with, if I did it right, red leaves most if not the entire year, a gray trunk and purple wood. Found in savage temperate confier forests and shrubland. Value 5.
- Shardglass Tree: Expierimental. Yellow tree found in good mountains. Value 5.
- Stonebark Tree: Expierimental. Strange, rocky, grey tree found in savage Mountains. Value 5.
- Shatterstone Tree: Expierimental. Dark green crystalline tree found in evil mountains. Value 5.

MINERALS
- Changed frequency of bog iron in sedimentary layers to 20%.
- Changed frequency of Flarestone from 5% to 10%
- Changed Floatstone to a bright purple color and bumped its value to 25.

- Sparkstone: A blue stone that crackles with harmless if visually striking electrical energies, valued for its color and these discharges. Value 15, 35% chance to appear in veins in either metamorphic or sedimentary layers.
- Fossilized Coral: A white stone found in sandstone rarely as veins and small clusters in sedementary layers, at 10% and 15% chance of appearing respectively. Basically a stand in for actual coral. More valuable than normal stone. Value 5.
- Compacted Amber: Bright reddish stone, basically a stand in for actual amber. Often, though not always, found in sedimentary layers in small clusters and sometimes, rarely, in veins. 65% chance for clusters, 15% chance for veins. More valuable than normal stone. Value 10.


CREATURES

New Body file - Body_spl_ex
- Adds a 4 armed tail-less humanoid bodyplan with a neck. Needed for the Gorgon below.

creature_entities_spl - These are meant to be used by the ocean and sky entities, but can be used independant of them.
- Flotsam Turtle: Used by the ocean entity as a war and trade animal. Can otherwise be found in savage lakes, rivers, oceans, and wetlands. They are easily tamed so other civs near those biomes might use them as well.
- Sea Lizard: An amphibious lizard found in savage oceans and wetlands. Used by the ocean entity as a war and hunting animal. Slightly larger than a dog.
- Cargo Heron: Used by the sky entity as a war and trade animal. Can otherwise be found in savage wetlands.
- Storm Hawk: A falcon with striking white or blue plumage found in savage mountains and temperate forests. Slightly larger than a dog, used by the sky entity.

creature_invertebrates_ex
- Renamed Blue Devourer to Fen Crab.
- Stone Crab: Large land crabs found in savage deserts, they have a stoney carapace which theoretically makes them slightly harder to kill. Trainable for war.
- Badlands Deathworm: Found in savage deserts roaming alone. Twice the size of a human, able to break down light obstructions in a quest to steal food. Can be trained as war beasts. May try to ambush you in adventure mode.
- Tundra Deathworm: Found in savage tundra and taiga roaming alone. four times the size of a human, able to break down most obstructions in a quest to steal food. Trainable as war beasts. May try to ambush you in adventure mode.


creature_surface_ex
- Pine Marten and variants: Half the size of a cat. Found in taigas, temperate forests and shrubland. Hunts vermin. Solitary overall.
- Yellow-throated Marten and variants: Around 15k size. Found in both temperate and tropical forests and taigas. Hunts vermin. Hunts in pairs and groups of up to 7. They are fairly easy to tame and so aren't considered exotic pets, and reportedly fear very little, so they're marked as trainable for hunting.
- Musk Deer and variants: Found in temperate shrubland, grassland, and savanna. Size 90k, and sports prominant fangs.
- Goral and variants: A creature that looks like a stout deer with stubby horns, found in mountains and temperate shrublands. Size 40k.
- Woodrunner: A large flightless bird resembling a cross between an eagle and an emu found in savage temperate forests and shrubland. They hunt alone or in pairs, and make for poor mounts due to their size. In spite of a generally disagreeable nature, they make decent hunting companions.
- Snowrunner: The woodrunner's smaller relative found in savage taiga and tundra, sporting white, silver, and ocassionally even light blue plummage over the greens and browns of its larger cousins.
- Rimebeast: Surface version of Green Devourers, found in evil tundra, taiga. Smallest variant, slightly smaller than a dwarf. Sometimes shows up in pairs. Sports a blue, white, or purple coloration.
- Dune Ravager: Surface version of Green Devourers, found in evil deserts. Slightly larger than a dwarf. Sports browns and red coloration.
- Mire Harrower: Surface version of Green Devourers, found in evil tropical forests and wetlands. Largest variant, twice the size of a human. Sports brighter green coloration.
- Pinebeast: Surface version of Green Devourers, found in evil temperate forests and wetlands. Sports darker green and brown coloration.
- Marsh Crawler: A harmless long-legged spider found in savage temperate wetlands. Hunts vermin.
- Bloodwood Leafcutter: A companion creature to the four red-themed trees. The size of a horse, trainable for war, and useable as a pack animal. Found in savage temperate conifer forests and temperate shrubland.
- White-tip fox: A vermin-hunting fox found in savage temperate forests, grasslands, and shrubland. Twice the size of a cat.
- Blazefur Fox: A larger, red-orange-and-yellow colored relative to the above, found in a wider array of environments that extends to tropical biomes. Size of a dog, comes with some natural combat skills.
- Gorgon: An intelligent legless four-armed humanoid reptile found stalking savage deserts and tropical locales. Size 95k, and prefer to attack with quick raking slashes. They sport venom that induces dizziness.
- Rocling: A large bird of prey that superficially resembles a roc. They can be found in savage mountains and temperate biomes. Size 120k, and trainable.
- Drake: A flying monster similar to wyverns. Unlike wyverns, they are longer-lived, and lack venom, as well as more numerous. They are, however, also substantially smaller than wyverns at half their size and unsuitable for use as mounts as a result. They can be found in savage mountains, deserts, and shrubland. Size 150k and trainable. Curiously, they are highly resistant to fire.
- Land Drake: A ground-dwelling reptile that superficially resembles a small dragon, found in savage mountains, deserts, and open ground. Size 120k and trainable. Curiously, they are highly resistant to fire and seem to be incredibly long-lived, and are very deadly for the untrained to face.
- Gravel Rat: A large unfriendly rodent with rocky skin found in savage deserts. Size 150k and trainable.
- Rubble Rat: A large unfriendly rodent with rocky skin found in savage mountains. Size 200k and trainable.


creature_golemmen_ex
- Rock Man: An uncommon humanoid made of stone found in any savage land. Multiple castes so there's a little randomization to what rocks you get when they die. Slate, granite, dactite, shale, diorite, or rhyolite.
- Moss Golem: A humanoid that resembles a heap of rocks piled together, with moss covering the head and upper arms. They patrol goodly lands, often smashing the foolish who approach them. Building Destroyer 2.
- Cairn Golem: A bare humanoid stoneheap driven by ill intent. Opposed to life, found rarely in evil lands. Building Destroyer 2.
- Stone Titan: Semi-megabeast (Considered such due to size, they're significantly smaller than a lot of things in megabeast catagory,) version of the Rock man. Upon their untimely demise, they leave behind a masterwork statue.


creature_cave_ex
- Grotto Rake: A large, misshapen humanoid with long slashing claws and shaggy fur found in each layer.
- Tor Falcon: A large bird of prey found feasting on vermin in layers 1 and 2. Can be trained for hunting, and is slightly larger than a dog. Hunts vermin.
- Tunnel Cur: Twice the size of a human and unfriendly, these hairless dog-like beasts are found in layers 2 and 3. Trainable for war or hunting.
- Cave Wolf: Slightly larger than normal wolves, found in layers 1 and 2. Trainable for war or hunting.
- Silverbug: Modestly-sized six-legged insects with a somewhat flat body twice the size of a cat found grazing on mosses, fungi, and decaying matter in layers 1 and 2. They can run at great speeds over open ground.
- Scuttler: An albino scorpion the size of a large dog found in layers 1 and 2. Can be trained for war or hunting. Venom induces diziness and pain.
- Sumpstalker: An eyeless albino mantid found in all layers. Larger than a human, can be trained for hunting.
- Rockworm: A worm-like predator covered in stony skin found in layers 2 and 3.
- Scamp: A vicious and hairless chimp-like beast almost the size of a dwarf found in large numbers in all layers.
- Boulder Rat: A huge unfriendly rodent with rocky skin found in all cavern layers. Size 400k, trainable, and useable as a mount.
- Cave Buzzer: An albino wasp whose venom induces extreme pain, found in all layers in small groups.

OTHER INORGANICS
- Pitch Glaze, a dark green glaze made from pitchblende. The highest value glaze.

REACTIONS
- Burn Vermin: Exactly what it says on the tin.
- Burn body parts: Incinerates the bits and bobs from creatures (though not whole corpses.) This means teeth, severed limbs or digits, and useful parts such as wool, bones, and so forth, so you'll need to do some microing to make sure this doesn't burn up stuff you might want to use.
- Burn planks for charcoal: Takes 4 wooden bars and turns them into charcoal. Essentially more labor intensive but more efficent than turning logs directly into fuel, giving you a net gain of +3. Good for areas with limited trees and for those looking to minimize their tree fells for fuel.

EDITED VANILLA FILES
creature_standard
- Civilized creatures that can make use of hand-cannons in their entities have a new profession name added, specifically for the Blowgunner, which is termed to "Handgunner" and "Master Handgunner." Handgunners will be the ones using the new Hand-cannon. Hopefully I got'em all.

creature_large_tropical
- One- and Two-humped camels given innate discipline so they are less likely to flee as mounts.

creture_reptiles, creature_desert_new, creature_insects
- Lizard, gila monster, beetle, and desert tortoise men have handgunner profession added for thier use with the _ex file. Won't be an issue if not used however.

inorganic_stone_mineral
- Pitchblende has green glaze reaction class stuff added.


MODULE - FINE WOODS
plant_finetrees_spl
- Fixed some tree colors. While unrealistic, it should help spot some of the new trees more easily. May or may not take, seems to work for some but not others.

plant_standard
- Edited the value of glumprong, featherwood, and highwood to value 8 (to reflect specific utilities and relative rarity.)
- Edited Spore, Black-cap, Tunnel Tube, and Goblin-cap trees to value 5
- Edited Nether-cap and Bloodthorn trees to value 8


NEW MODULE! Fantasy Metals
Adds a stock array of fantasy metals and attendant ores, to make the world a bit more dangerous and exciting. To ensure dwarves maintain thier technological edge, only they know the secrets to properly alloying the elemental metals (something that likely came with a large number of metalworkers accidentally lighting themselves on fire.)

MINERALS
=By Mephansteras=
-Levitite: Ore of Levisium and Copper. Found in marble as veins. 30% chance to appear.

=By Meph=
- Raw/Native Mithril: Ore of Mithril. Found in small clusters within granite, gneiss, native silver, and galena. Chance to appear granite or gneiss 25%, in galena or native silver 100%
- Wolframite: Ore of Tungsten. Found in small clusters in metamorphic, igneus in- and extrusive layers, and granite. Always found in metamorphic layers, 75% chance in igneus layers.

=By Splint=
- Blazestone: Ore of Incendium and Copper. Dark red. Found in igneous in- and extrusive and metamorphic layers in small clusters and veins.
- Aetherite: Ore of Tempestium and Aluminum. Dark blue. Found in sedementary and metamorphic layers in small clusters and veins.
- Geomantite: Ore of Geomantium and Lead. Dark green. Found in sedemntary and metamorphic layers in small clusters. Of the elemental metals, it's the most likely to be found; very rarely will there not be some small hunks of this stuff around.
- Rimestone: Ore of Glacium and Silver. Bright Blue. Found in sedemntary and metamorphic layers in veins and small clusters.
- Native Titanite: An unrealistic take on titanium ore, It can very rarely be found in any stone anywhere, but is more common in igneous intrusive layers. That being said though it's still quite rare.
- Meteorite: It can very rarely be found in soil layers as single tiles, and in clusters in sedimentary ones. 5% chance of the former, 10% the latter.  Due to it having a higher chance/yield of orichalcum, it's considered as valuable as gold as an ore.

METALS

=By Splint=
- Titanium: Between iron and steel in performance, and more valuable than aluminum or platinum thanks to a combination of rarity and utility. Can't be used to make ammo, as it'd be considered incredibly wasteful.
- Star Iron: Similar to the above, but more commonly found and colored the same as iron. More valuable than iron, not as valuable as gold or steel. Like titanium, making ammo from it would be a waste, so I've disallowed such (not that I can stop you from adding the tag back in.)

=By Mephansteras=
- Levisium: Light green metal, not particularly good for weapons and ammo but better than nothing in a pinch. Makes for decent lightweight armor.
- Incendium: High grade general purpose metal that is warm to touch. Dark red.
- Tempestium: Specialty metal crackling with energy, makes for very good ammo, but otherwise not great for other applications. Bright blue.
- Glacium: High grade general purpose metal that is cold to touch. Dark blue.
- Ward Iron: Renamed to Geomantium. Dark green metal, makes for very good armor.
- Blazing Incendium: Potential fire hazard, alloy of Tempestium and Incendium. Superior edge to Incendium. Bright Red.
- Elementium: Renamed to Primordium. Magenta metal, expensive to produce (requires 4 of each of the other 4 elemental metals to make a single bar. Blazing Incidium may not be used.)

=By Meph=
- Mithril: Superior to most applications to Steel, but somewhat uncommon to find, and never in particularly large volumes. Boosted max edge to 15k over original 12k (still inferior to the elemental weapon metals and orichalcum, but much better than Steel)
- Tungsten: Light-colored metal. Good for making weapons, but a bit too heavy to *really* be practical for armor and fairly rare.
- Orichalcum: Superior in all respects to steel, and only extracted in very limited quantities from all smelted ores. While it's no longer the most expensive manufactured metal like in its parent mod, it's still pretty high up there due to its superior performance to steel and uncommon coloration.


EDITED VANILLA FILES (FANTASY METALS) - REQUIRED!
Includes MW's version of inorganic_stone_mineral, which also includes my tweak for using cobalt and pitchblende to glaze stuff. All metal ores also produce orichalcum at a tiny chance/rate.

If that glazing bit's not used, the worst that should happen is an error log report.

NEW MODULE - Generic Fantasy creatures
Due to it being somewhat outside the scope of the main mod, I've included a new creature file that can be used seperate from SVE if you so choose (with one exception, the body_ex_spl file that the medusa needs to work,) that adds various mostly-animal creatures that can be hunted as a means for new adventurers (or rookie militias) to cut their teeth on.

These are typical fantasy fare of giant pests for the most part, with no special lore or fancy descriptions, so they're still in-keeping with DF, just for some they might be considered a bit much.

=Giant Spiders=
A common thing in fantasy. Not for the fearful of the scuttling arachnid. They have a difficulty of 3.

Giant Spider: Found in all non-freezing biomes, usually in groups of 1 to 5. Size 80k.

Giant Frost Spider: Slightly smaller than thier woodland kin at 75k size. Found in tundra, taiga, and mountains.

Giant Sand Spider: Same as the Frost spider, but for deserts and scrublands.

Giant Fen Spider: Significantly larger than the others, and hunts in smaller groups. Found in wetlands and tropical forests. Size 85k.


=Giant Rats=
What fantasy world is complete without these things for nublets to beat on? Or sometimes eat them.  Adventuring is no place for the slow-minded, and they serve as a litmus test. Difficulty 2.

Giant Wood Rat: Found in all non-freezing biomes in groups of up to 8. Size 45k and unfriendly.

Giant Arctic Rat: Covered in white, gray, or silver fur, they are found in tundras, mountains and taiga. Size 40k.

Giant Dust Rat: Covered in light brown-colored furs, found in deserts, and scrubland. Size 40k.

Giant Moor Rat: Similar to wood rats, but these beasts are only found in wetlands. They're significantly larger, being almost as big as a dwarf at size 55k. They come in smaller packs as a result.


=Drakelings=
Non-savage SVE Drakes. Medium to large serpentine flying dragon-like creatures. Unlike the spiders, rats, or bats, they prefer to hunt alone or in pairs rather than large groups. Difficulty 4.

Drakeling: A winged, serpentine monster found near mountains and most temperate biomes. Size 100k.

Brush Drakeling: A winged, serpentine monster found in torpical biomes. Size 140k.

Badlands Drakeling: A winged, serpentine monster found in deserts. Size 95k.


=Giant Bats=
Self explainitory, they hunt in packs unlike thier significantly larger underground relatives. They're not that large, being comparable to Giant Wood Rats. Difficulty 2.

Giant Forest bat: A large and unfriendly bat found in woodlands and shrublands. Size 45k.

Giant Snow Bat: A large and unfriendly bat found in Mountinous terrain and Taigas. Size 40k.

Giant Sand Bat: A large and unfriendly bat found in desert terrain. Size 40k.

Giant Swamp Bat: A large and unfriendly bat found in wetlands and tropical forests. Size 55k. Groups are smaller than the others.


=Other stuff=
Miscellaneous things that aren't part of a set, being non-savage versions of SVE creatures.

Golem: Non-savage version of the SVE rock man. More something to be avoided than fought, but you're welcome to try. Difficulty 10.

Tree Spirit: Hostile forest sprit in the shape of a huge humanoid tree, found in any forest or shrubland. Basically an unrestricted version of the SVE treant. Not recommended that rookies fight one of these. Difficulty 5.

Timber Spirit: A hostile forest spirit in the shape of a small, humanoid tree, found in any forest, wetland, or shrubland. Basically unrestricted versions of standard SVE Spriggans. Difficulty 3.

Medusa: A legless humanoid reptile, found in any non-freezing biome alone or in pairs. Size 85k.  Non-savage version of the SVE Gorgon. Difficulty 4 since they can potentially disarm you and kill you with your own weapons.

Sand Worm: Non-savage version of SVE Badlands Deathworm. Slightly smaller as well. Difficulty 3.

Snow Worm: Non-savage version of SVE Tundra Deathworm. Slightly smaller as well. Difficulty 4.

Raptorbird: Generic giant bird of prey type enemy. Size 80k and found alone or in pairs in any non-freezing biome. Non-savage version of SVE Rocling. Difficulty 2.

VERY SPECIAL THANKS TO ZM5 AND HUGO THE DWARF, THEY HELPED FIX SO MUCH SHIT THAT BROKE IN THIS UPDATE.

I swear, I was not overjoyed for this new release, which will address many of my largest, worst, problems with the game. It's also starting to edge into more than what was intended, but I managed, mercifully, to stop myself before I went well and truly too far. I do much more, and it's gonna start heading into biome overhaul type shit.

Enjoy everyone, I mean it sincerely, and report any problems because I spent three god-forsaken weeks on this and it needs to function properly god damn it.
Title: Re: Splint's Vanilla Expanded Mod v5 - Even more things
Post by: Lurksquatch on January 30, 2021, 11:06:17 am
I can respect not wanting to involve DF Hack in this. And I can also relate to that slippery slope lol. I had intended Nature+ to just be a handful of things, and before I quite realized it I had two new entities, an entirely new kind of weapon and was seriously considering adding magic into the whole lot lmao. That's part of why I quit working on it.
I actually like the idea, though I'd need a new name for something like that, either for it or the orichalcum I already have in from Masterwork. Would be a good alternative depending on locally available materials to either Orichalcum (produced agonizingly slowly) or another super metal, Primordium (which needs 4 of each elemental metal to make one bar of, making it prohibitively expensive to make.)

Maybe the Master Work version of Orichalcum could be Unobtanium? It's kind of a joke in engineering/material science circles, but it's not unprecedented in fiction/fantasy. It's the metal the humans try to mine in Avatar, after all. Just a thought.
Title: Re: Splint's Vanilla Expanded Mod v6 - I don't have a problem, honest
Post by: Splint on March 02, 2021, 02:38:46 pm
Hey there boys and girls, got another update. Lots of bugfixing this time around, mostly for petty, stupid shit. Overdue quite frankly. But that doesn't mean it's just bugfixes!

Code: [Select]
New in V7

BUGFIXES
- Handcannon ammo is now ridiculously impractical for melee. Any units attempting such will basically be unable to fight properly.
- Fixed missing caste name for Storm hawks.
- Bison no longer come in retarded numbers of 50 to 100 strong. They'll now come in groups of around a dozen or so instead. This is for performance and balance, such as it could be.
- Added additional discipline to generic fantasy creatures to encourage them to fight rather than flee. If it doesn't work, may opt for Nofearing them instead.
- Made horn beetles slightly more expensive and lesser horn beetles less expensive.
- Fixed a typo in the Medusae.
- Fixed a typo in the raptorbirds/roclings.
- Fixed value of Geomantite to be in line with other elemental metal ores.
- Made tempestium less valuable to reflect its overall uselessness compared to other elemental metals (it's still stupidly valuable though.)
- Adjusted sky files to not use ground-bound pack animals. This should force them to only use Cargo Herons that, y'know. Can fly along with them.
-- Added alternative files found in a "tweaked sky entity" folder that also prevents the use of mephansteras' giant beetles as pack animals.
- Fixed typo in Rockworm name.

INORGANICS
- Scheelite, a dark reddish semi-precious gemstone to be found in chalk and limestone in small clusters. Also an ore of Tungsten IRL, but I've chosen to not go that route since it'd be redundant with Fantasy Metals and I'd have to make a specific reaction for it.

CREATURES
- Giant Snake: A large venomous snake with six eyes found in many warmer savage biomes (tropical forests, wetlands, deserts, and savanna.) Its venom causes pain, nausea, and dizziness. Size 90k, trainable.
- Vinesnake: A large snake covered in moss found in savage forests and wetlands, hunting by ambush. Size 70k and trainable for hunting. May ambush the player in adventure mode.
- Great Wyrm: A land-going version of the sea serpent, found rarely in savage deserts, tropical forests, and tropical shrubland.
- Abomination: A land-going version of the sea monster, scuttling along the land on six legs instead of flippers. Found rarely in any evil land.

BODY
- New six-eyed part set
- New 6 legged segment that specifically connects to the lower body.

GENERIC FANTASY CREATURES ADDON
- Added a slightly fixed version of the wildmen by squamous (Removed an extraneous bodypart from the file, and they're open source.)
- Various Giant Vipers: A selection of smaller, widly encountered non-savage giant snakes, found in a range of biomes with most variants being in groups of 1 to 3. All are trainable.
-- Giant Viper: Found anywhere not freezing. Group size is 1:5 instead of 1:3. Size 80k.
-- Giant Dust Viper: Found in the usual biomes with appropriate coloration. Size 75k.
-- Giant Moss Viper: Found in tropical locals with approrpriate coloration. Size 85k.
-- Giant Ice Viper: Found in the usual biomes with appropriate coloration. Size 75k.


FANTASY METALS ADDON
-Minerals-
NOTE: Readme has the specifics on values and where to find these minerals.

- Auricupride: A real-life mineral, I've chosen an unusual and unrealistic route with it being an ore of rose gold.
- Chalcopyrite: Another real-world minteral given a likely unusual and unrealistic take, as its used here as an ore that produces mostly copper and a bit of iron. I've opted to basically make it similar to tetrahedrite, in that it can be found in the same envrions and frequency in small clusters rather than veins.
- Buffed cobalt's value to be in line with other ores reflect new usefulness, at value 5 (less than iron or silver, more than galena.)

-Metals-
- Cobalt: For gameplay purposes, this is blue bronze. Makes cobalt more useful and puts an opportunity cost in place since it'd still be quite good to have for a ceramics industry as well.


That's all for now, and the errorlog isn't throwing issues anymore. let me know if you guys find any issues I might've missed.
Title: Re: Splint's Vanilla Expanded Mod v7 - Mostly Bugfixing
Post by: Thatotherguy23 on March 08, 2021, 03:30:39 am
Pretty awesome and uh...massive mod! Only thing I dislike is the handcannon feeling out of place, I'm sure I'll work out how to remove it though
Title: Re: Splint's Vanilla Expanded Mod v7 - Mostly Bugfixing
Post by: Splint on March 08, 2021, 04:31:28 am
It says the mod is modular but I'm not quite a fan of the Handcannons, grapeshot, "Sky people" and all the other human-ish main races etc. I don't see a way to not include that?

Removing them from the offending entities only requires removal of these three lines from them. Of the animal men, only the desert civ uses them with their _ex file.
Code: [Select]
[WEAPON:ITEM_WEAPON_HANDGUN_SPL]
[AMMO:ITEM_AMMO_BALL1_SPL]
[AMMO:ITEM_AMMO_BALL2_SPL]

I won't be maintaining a handcannonless version of those file because I hate the tedium of adding new reaction and item stuff across what I already have (many space-filler entity files are being removed for next update for that reason.) The way I set it up is, admittedly under the assumption that if someone's interested in the entity content, then they'd more often than not, be interested in the whole entity section in general, at least as far as its items go.

The whole reason I have them baked into the entity stuff is that assumption and wanting to minimize the amount of work the people using the mod have to put in.

As to the other entities...

Even the additions of new minerals and trees doesn't really require you to use my included entity files or reactions - they'll behave just fine without anything else, you just lose a very small amount of functionality (being able to make one metal and some extracts basically,) that I imagine is pretty inconsequential to most players anyway.



All that said, v8 coming soon. It's going to include a few bugfixes, a handful of new plants and animals, and some replacements for the clone entities - kind of anyway. And some other stuff.



Title: Re: Splint's Vanilla Expanded Mod v8 - Pre-installs and more Bugfixing
Post by: Splint on March 20, 2021, 08:55:36 pm
Hey hey people, continued aping of an intro here. v8's finally out.

Code: [Select]
New in v8

BUGFIXES
- Fish man civs no longer have [KILL_NEUTRAL:REQUIRED], so interactions should be less hostile in adventure mode now.
- Extraneous [CAN_STONE] token removed from hatchets.
- Renamed the reaction for making elementium internally, as it was easier than fixing each individual entity file. Thanks to chipathingy for the heads up.

CREATURES
NEW FILE: creature_fish_caves_ex
These fish are found underground in cavern lakes and mostly serve to spice up the cave seafood variety.
- Cave Eel
- Albino flatfish
- Deep Paddlefish

-creature_caves_ex-
- Stonespore Hound (idea credited to rinestone): Large quadrupedal mushroom creatures that fire rockey spore projectiles at enemies. Found in all layers, and has a larger, two-headed caste. Trainable, size 70k.
- Wailing Cap (idea credit to rinestone): A large quadrupedal flying mushroom that sprays mildly paralyitic and nausea inducing spores around when threatened. Trainable, size 60k.
- Web-snipper: A darkly-colored vermin-hunting crab the size of a cat (size 5k,) found in layers 1 and 2. Immune to webs.

-creature_surface_ex-
- Gharials and variants: Found in any wetland or river. They're slightly smaller than saltwater crocodiles and can produce potentially larger clutches of eggs (20-95.)
- Pheasant: Based on the gamebird as a whole, with a range of colors ranging from rust to black. Can be found in any temperate biome and highly likely to be domesticated. Reach full size faster and live longer than chickens and have larger clutch sizes, but are smaller overall and so not as good for meat production.
- Roe Deer and variants: A ubiquitous creature found in taiga and throughout temperate biomes. Only a little larger than dwarves (size 65k,) but numerous and so easily caught or hunted for food. They have a good chance of birthing twins.
- Stew Hare: Domestic hares meant for meat production, size 4k. They can also be found (presumably being escaped feral stock,) roaming any temperate biome in small groups of up to four individuals. Apart from wider range of biomes, size and more varied hair colors, they're otherwise identical to hares.
- Removed bloodwood leafcutter.


ENTITIES
- Added 7 "new" civs, who will try to steal your stuff and send ambushes and sieges, with values tweaked to be permissive of theft and the like. They're named the following internally.
-- Brigands: Hostile humans with standard Human biome conditions.
-- Highwaymen: Hostile Humans who can set up shop anywhere.
-- Lawless Elves: Hostile Elves who can set up shop anywhere.
-- Forest bandits: Hostile Elves with standard Elven biome conditions.
-- Deep Dwarf Raiders: Hostile Dwarves who can set up shop anywhere.
-- Mountain Bandits: Hostile Dwarves with standard Dwarven biome conditions.
-- Goblin Merchants: Non-hostile goblins who will come to trade in winter. They live in normal fortress-type sites instead of dark fortresses, and place higher value on commerce and independence, as well as not being hostile to knowledge.

I am discontinuing the clone entity file support going forward (those being "dwarf_clone" and such.) I fucking hate copying all the entity stuff into them. They'll be stripped out from here.

PLANTS

plant_surface_ex
- Removed crimson forest trees. They'll be placed in a seperate file.
- Added sugarcane, available in tropical forests and shrubland. Edible, brewable into rum, milled into sugar, and extracted into molasses.
- Added sugar beets, available in temperate forests, shrubland and grassland. Edible, brewable into sugarbeet rum, and extracted into sugarbeet syrup.

REACTIONS
Pulled from the utility mod.
- Craft leather, cloth, and stone beds. Carried out at relavent workshops. Stone beds need some cloth as well for balancing.
- Craft stone maces and hammers. Budget weapons for budget militias. Besides, we can make stone swords, why not stone bludgeons?
- Spears have had [CAN_STONE] added to them. Dunno if it'll work.

BODY PLANS
- Two-headed quadruped bodyplan.

INORGANICS
- Added sporestone, a non-harvestable inorganic for the stonespore hounds to use for thier ranged attacks.

MOD COMPATIBILITY
I've gone ahead and made a compatibility file for Monstrous Manual, mainly to deal with an issue that faces flight-capable merchants using non-flying pack animals, though there's a little more covered by the internal readme for that compatibility file.

PRE-INSTALLED RAW FOLDER
- This does exactly what it says: Adds a pre-installed version of the mod's content in a raw folder. Simply delete the raw folder from an existing install and pop this one in its place. While it doesn't include absolutely everything, it should make your worlds much more interesting and flush with trade and conflict year round, at least on paper.

All pre-installs assume you want all the items included.

Just head on to the OP for the link to grab it. Everything should work on paper since I'm not getting any errors, but let me know if it doesn't, either here or via PM.
Title: Re: Splint's Vanilla Expanded Mod v8 - Pre-installs and more Bugfixing
Post by: Splint on March 21, 2021, 06:09:56 pm
So decided to make a rapid release, because an issue arose that's rather severe for fort mode players. Namely having a semi-megabeast decide to sidle on up in early summer of the first year and squash everyone. As an apology, I added more stuff in the mythic category. So pop on over to the OP to get it.

Code: (Changelog) [Select]
New in v8.1

BUGFIXES
- Moved creature inorganics to a new file in the creature tab. because I'm a moron who didn't think to do that sooner.

creature_golemmen_ex
- Fixed a bug with Stone Titans lacking attack requirements, leading them to showing up way, *way* too early. Oops. Thanks to rinestone for finding that one through sheer terrible luck. I recommend keeping one absurdly brave and lucky expedition leader on hand for emergencies.

BODY PLANS
body_spl_ex
- 8 legged body plan
- 6 armed humanoid neck body plan
- cockentrice body plan

CREATURE
creature_mythic_ex
Cockatrice -  A modestly-sized, beaked wyvern-like creature. Size 70k, found in evil mountains alone or in pairs.
Cockentrice - Not to be confused with the above, a creature with the front half of a pig and back half of a bird. Size 60k, found in savage forests and shrubland in groups of up to 4 creatures.
Basilisk - Under the name of Mitre Lizard to avoid possible conflicts/confusion with other mods, a squat, 8-legged reptile the size of a large dog (size 35k,) found in savage deserts and shrubland. Has super deadly venom taken from the giant desert scorpion. Trainable for war, takes 5 years to grow to full size.
Hexaton - A six-armed giant, conceptually based on the Hecatoncheires. Slightly higher difficulty and attack requirements.
Title: Re: Splint's Vanilla Expanded Mod v8.2 - More fixes, More Options
Post by: Splint on March 25, 2021, 03:38:25 pm
Pretty straight forwards folks. New update, this one mostly consisting of pre-install options. I thought some might appreciate them.

Code: ( v8.2) [Select]

New in v8.2

BUGFIXES
creature_mythic_ex
- Fixed a flub on the Cockentric nails.

Entity Content
- Changed internal names on hostile animal man civs to prevent duplicate fuck-up.
- Removed an extraneous file from the pre-installs (accidentally added both versions of the Sky entity)
- Fixed a missing file [OBJECT:ENTITY] token in the lawless elves entity.

PRE-INTALL RAWS
No New Entities
- Includes Whatevermancy.
- All creature stuff.
- New inorganics and plants.
- Reactions for such.
- New Items not tied to the animal man civs.
- Includes Fine Woods and Fantasy Metals.

Creatures and Plants Only - No Dinos
- Includes Whatevermancy
- Includes edited vanilla files.
- Includes new plants.
- Does not include Fine Woods or Fantasy Metals.
- Does not Include Generic Fantasy Creatures.
- Only contains creature edits and additions, though no dinosaurs are in play.

Creatures and Plants Only - Dinos
- Same as above, but includes Lurksquatch's dinos.

Title: Re: Splint's Vanilla Expanded Mod v8.3 - Bug-fix release
Post by: Splint on June 02, 2021, 03:56:46 pm
Hey guys. Another very small release to fix a few minor issues that have cropped up during play on my end. Been meaning to put this out for like, two weeks. I'll be straight, I didn't properly test the striders so if they're bugged out let me know. I just wanted to get the fixes pushed out.

Code: [Select]
New in 8.3

NOTICE: I dunno what might be causing it but elves might still be failing to bring drinks like they used to. I'm gonna need some verification as to why that might be happening.

BUGFIXES
- Jungle Biome civs now guaranteed to have access to water buffalo so they can trade properly.
- Tundra Biome civs now guaranteed to have access to horses so they can trade properly.
- Tweaked sky entities altered to not bring bristleboars as pack animals (as being groundbound means it'll break non-wagon merchant AI.) Change extended to the MM compatible aaracockra.
- Bristlebacks are no longer curious beast eaters or guzzlers, as this would cause any caravans using them as pack animals to flood your legends with thefts that weren't really thefts.
- Fixed a bug with Rimestone ore, setting it's color properly to blue instead of green.

CREATURES
- Furred Strider: A squat, furry felid that runs about on two legs. They're rather large, being usable as mounts and found in savage temperate biomes alone or in very small groups.

EDIT: I've also found I can't put further changelogs in the OP or fit everything post v6 onto the second post due to character limits, so you'll have to look at the changelog file to get an idea of all the stuff that's been changed.
Title: Re: Splint's Vanilla Expanded Mod v8.3 - More fixes
Post by: eminol on June 09, 2021, 02:33:04 pm
Hello, this mod sounds really cool but i am having problem merging it. It's my first time trying to play with mods i am using lazy newb pack's merg system but it gives me this message
Spoiler (click to show/hide)

how do i solve this? do i have to manually download it? if yes how do i manually download it? am i retarded?
Title: Re: Splint's Vanilla Expanded Mod v8.3 - More fixes
Post by: Splint on June 09, 2021, 02:42:32 pm
Hello, this mod sounds really cool but i am having problem merging it. It's my first time trying to play with mods i am using lazy newb pack's merg system but it gives me this message
Spoiler (click to show/hide)

how do i solve this? do i have to manually download it? if yes how do i manually download it? am i retarded?

I don't use LNP, so I'm not sure. It might be on account of there being a lot of file overrides, or might be the structure of the folders and such, since it's set up to be downloaded manually then you pick the stuff you want or, in the rare cases where I think I've noted it, need for other stuff to work.

Manually, you just go through the files, and put the ones you want in the raw/objects folder. The only exception is the creatures, which obviously have some areas where they need other files (mainly stuff like body or descriptor stuff.) There's a few pre-install folder options too to just replace your raw folder with, depending on which content you want.

I don't have the knowhow to make an installer or the money to shell out to have one made really, nor did I make it with LNP in mind (I also don't know how to.)
Title: Re: Splint's Vanilla Expanded Mod v8.4 - More fixes, more creatures
Post by: Splint on August 23, 2021, 03:18:01 am
Hey hey folks, got another update for you.

Code: [Select]
New in v8.4

COMPATIBILITY
- Added Lands of Duality and What Lurks Below compatibility to Fine Woods.
- Added Primal compatibility for sky entities.

BUGFIXES
- Fixed yet another fucking animal from being used by bird caravans, this time the woolly ibex. I also added the bristleboar to the "no pack animals" list as well, since I appear to have missed that too.
-- This is extends to the pre-install raws. Hopefully. Those were out of date anyway.
-- Change extended to the MM compatible aaracockra.
- Fixed a typo in the sugar beetle prefstring.
- Fixed a header typo in the new shapes. I'm so sorry that bug was left for so long >_<. (Thanks Hugo_the_dwarf)
- Fixed a bug in the Furred Strider bodyplan.

CREATURES
creature_golemmen_ex
- Magma Titan: (Idea credit to ZM5) Inspired by Ark's Lava Elemental, essentially a Stone Titan made of molten rock. Has higher attack requirements than a Stone Titan, and only settle in mountains. They immolate the ground around them, so be mindful of FPS drops (if it becomes a problem I'll remove the tag.)

creature_invertebrates_ex
- Bloodmoth: A large, blood-sucking moth found in temperate savage forests and wetlands. They take two years to grow to full size and live between 10 and 15 years. They're large enough to use as mounts, and reprodue via eggs in clutches of 3 to 10. Size 120k.
- Great Dune Beetle: A large red beetle with a broad, hammer-shaped horn used by desert dwellers as a beast of burden and mount. Size 600k, potentially found in any savage desert otherwise. Based on the Horn beetle.

creature_mythic_ex
- Snow Lion: Based on the tibetan celestial creature. They can be found in savage mountains, glaciers, and taiga and are a little smaller than a horse at size 400k.

creature_surface_ex
- Frost otter: A large predatory creature that superficially resembles an otter with large fangs. Size 80k and trainable for war and hunting, found alone or in pairs in savage taiga and temperate lakes.

creature_entities_spl
- Messenger Horse: A smaller horse relative with very high agility. They can be found in grasslands, savanna and scrubland in small numbers (between 3 and 7.) Size 350k. Can't be used to carry goods or pull wagons, but make for good travel mounts.
- Hill dog: Based on the concept of Kruggsmash's Crimsontrumpets dogs. They use hyenas as a base, being a smaller mountain and cavern-dwelling cousin. Size 50k, trainable for war or hunting. Found in packs as small as 2 and as high as 16.

They're meant to be available to humans and dwarves resectively, but right now they're just an addition to savage grasslands, savanna, and shrubland/mountains and caverns respectively.

DBDB MODULE
- Updated to include fixes from new release to the following creatures. Credit entirely rests with the original mod author, vettlingr. The reaction_other file remains, just in case, and I almost certainly screwed up something there or though I fixed something/updated it when I haven't.
-- Snow Goat renamed to Winter Goat, wool yield fix.
-- Mead production fix related to the aphids.
-- Badgerwolf renamed to the Brock.
-- Copperwyrm renamed to Firenewt.
-- Renamed molebeast to Shaggy Desman, at least until vettlingr picks a name.


MATERIALS
- Black Steel: Precedes tech cut-off by a huge margin, being known from 1st to 3rd century AD China. A higher quality form of steel, it requires nickel to produce and holds an edge better than standard steel, and is slightly more valuable as a consequence. Intended to be a Dwarf exclusive material, as it it notoriously finicky to work correctly. It can be used in all standard capacities, though it would be a bit wasteful to use it for ammo or anvils.

Black steel's production reaction is included as a default in "Includes FW and FM," as well as the edited entity default file under edited vanilla files.


NEW FILES
- reaction_metals_ex, currently to hold the black steel production reaction. It can be found in the entity content folder.

PRE-INSTALL
Because of future plans, I've axed the pre-installs for the time being. There's a temporary "all-in-one" folder in its place.

Version 9 is going to basically see the mod be totally reorganized.

The DBDB module will see the new stuff implemented properly to make sure it's fixed, animals are going to be split up into more files, other stuff is going to be shifted around, and two pre-installs offered.

The whole affair is a mess now due to extra modules and so forth, and going forward I want to have as few entity files to mess with as possible, because it massively drags things down for me in terms of potentially adding new stuff for humans, dwarves, goblins, or elves to sport exclusively.

In effect though, this means that it's likely that things are gonna lose modularity in some areas and gain it in others, while some creatures and other things might be lost along the way (mostly my own stuff that is likely to be axed as I come to it during the organization process.)

Anyways, no errors in the log, so everything is working on paper. Please let me know if something is broken, not working correctly, etc.
Title: Re: Splint's Vanilla Expanded Mod v9 - Reorganized Rerelease
Post by: Splint on August 24, 2021, 08:11:54 pm
Alright folks, I said I was gonna reorganize the mod, and I have delivered. There's some new goodies too, such as two new alloys, the Trunker, and feral cattle populations.

Code: [Select]
New in V9

BUG/TYPO FIXES
creature_DBDB_dwarven
- Fixed a typo in the brock's description.

creature_fish_cavern_ex
- Fixed cavern fish having incorrect depth settings.
- Fixed caste name on deep paddlefish.
- Renamed deep paddlefish to albino paddlefish.

creature_depths_ex
- Fixed a typo in the Demon Lord description.

creature_invertebrates_cavern_ex
- Fixed giant cave lobsters moving like molasses.

creature_mythical_ex
- Fixed caste name and name for cockatrices.


NEW FILES
In general there are a host of new files for creatures, to better organize them.

item_tool_ex
- Adds a selection of new tools to both sell and encounter/use in adventure mode.
-- Kindling hatchet
-- Hunting sword
-- Pitchfork
-- Crop Scythe
-- Hunting Knife
-- Fishing Spear
-- Carpentry Knife
-- Carpentry Hammer
-- Carpentry Chisel
-- Masonry Chisel
-- Masonry Hammer
-- Sickle
-- Grain Flail
-- Walking Stick
-- Metalsmith Hammer

NEW CREATURES

creature_surface_other_ex
- Trunker: An eyeless black or gray-skinned humanoid with a short elephant-like trunk taking up most of its face. They are found in evil forests and shrubland. They might be used by evil civs as minions, similar to trolls or ogres.


NEW METALS
- White Gold: Essentially imitation platinum. Material value 35, can be made using either nickel or zinc bars. Only dwarves may produce it.
- Cupric Lead: Basically lead with an inclusion of copper. Material value 3. Can't be used to make armor, but should make for really good blunt weapons and has a unique color. Available to humans, tundra and desert civs, and dwarves.


NEW PLANTS

plant_surface_trees_ex
- Giant Bone-chime: A giant tree that appears to be made of bone, and whose leaves resemble the bones of fingers, or perhaps chicken wing bones. They rattle in the breeze like a wind chime, thus the name. Can be found in evil temperate forests.

plant_surface_grasses_ex
- Bone-chime: Grass version of the giant bone-chime. Can be found in the same environments.
- Golden Haizaflower: A gold-colored flower (that is, grass) that can be found in temperate savage neutral grass and shrubland.
- Orange Haizaflower: An orange-colored flower found in temperate savage neutral forests and wetlands.
- Crimson Haizaflower: A dark red-colored flower found in temperate savage neutral wetlands.


MISC. CHANGES
All main, non-addon module creatures are now appended with one of the following, if they didn't have it before.
_LS - Lurksquatch
_ZM5 - ZM5
_MS - Mephansteras
_SQ - Squamous
_SPL - Splint

creature_fish_surface_ex
- Changed prefstring on Goldfish.

creature_mammals_cavern_ex
- Cave wolf frequency increased from 5 to 15.
- Cave wolves may now rarely be encountered in savage mountains as well.

creature_invertebrates_cavern_ex
- Made minor change to boulder bug, cave crab, scuttler and ironhide centipede descriptions
- Mega/semi-mega tags removed from the monstrous and colossal cave crabs.
- Horn Beetles renamed to giant horn beetles.
- Lesser Horn Beetles renamed to horn beetles.

creature_invertebrates_surface_ex
- Centipede renamed to ratcatcher centipede (variants remain named giant centipede and centipede man.)
- Monstrous beetles no longer considered semi-megabeasts, changed to exotic pets.

creature_mythical_ex
- Demigriffs renamed to demigriffon.
- Minor change to wandering phantom description.

creature_mammals_surface_ex
- Minor change to razorback description.

creature_birds_surface_ex
- Minor change to junglefowl description.

creature_DBDB_dwarven
- Minor change to bristleback, spade-tusk and slothbat descriptions.
- Renamed molebeast to Shaggy Desman.


EDITED FILES
- Entity_default
-- Dwarves may now produce standard tools such as bowls and carving knives.

Creature_domestic
-- Dogs may be found anywhere not freezing ocassionally, in groups as small as 1 and as many as 12 (simulates feral dog populations.)
-- Cats may be found in temperate forests and scrubland ocassionally, in groups of 1 to 6 (simulates feral cat populations.)
-- Cattle may rarely be seen in grasslands, savanna, and shrubland in groups of 5 to 10 (simulates feral cattle populations such as those found on Hawai'i and some of the Aleutian islands.) Bulls will now ocassionally rage and cattle have some innate discipline.
-- Pigs may be found in any forest or shrubland in groups of 6 to 18 (simulates feral pig populations.)
--- Minor description changes to these animals.

If it doesn't work very well, I'll yank these changes later.

- Inorganic_metal
-- Sterling silver has had shear values changed to that of copper's, and can now be used to make weapons and ammo. On paper this should make it better for weapons than regular silver but adds an extra step and ingredient if you want that increase in effectiveness.

REMOVED CREATURES
These creatures were removed due to feeling out of place, or to prevent compatibility issues with other mods.

- Sabertooth Tiger and variants. (Lurksquatch)
- Greathorse (Lurksquatch)
- Silkworm (Lurksquatch; might be added back in later in a modified form)
- Dire Wolf (Splint)
- Terror Bird (Splint)
- Surface Moa variants. (Splint)
- Dodo (Splint)
- Aurochs (Splint)
- Short Horse (Splint)
- Great Elk (Splint)
- Saber-toothed Otter (Splint)
- Giant Ground Sloth (Splint)
- Great Dragonfly (Splint)

REMOVED CONTENT
- Elf, Human, and Dwarf Bandit civs, to reduce clutter.
- Clay production change, for greater mod compatibility.

For god's sake, if shit's broken please let me know. I need some people to play this and let me know how it feels and works to use.
Title: Re: Splint's Vanilla Expanded Mod v9 - Reorganized Rerelease
Post by: Mobbstar on September 11, 2021, 05:03:14 am
Hello!  I have cherry-picked some things out of this mod (modpack?) and noticed a minor error in the Fine Woods addon.  The reactions are missing [NOT_CONTAIN_BARREL_ITEM] (https://dwarffortresswiki.org/index.php/DF2014:Reaction#Modifiers) on their container reagent.  Said token forced empty barrels to be used, and thereby prevents e.g. maple syrup getting mixed into dwarven wine, or lye.

Also, is there any reason the "split logs into planks" reaction produces bars instead of blocks?  The only advantage I could notice are that the bars can be used for "bars" buildings, which is negligible given the existence of wooden grates.  The bars have confusing names in my opinion, because there is no mention of them being bars.  E.g. "chestnut log" gets split into "chestnut", and when viewing a buildings contents via [t], logs and bars both show up as "chestnut".  This gets even funnier when working with "ash" bars.  :D

Anyways, thank you for making this!
Title: Re: Splint's Vanilla Expanded Mod v9 - Reorganized Rerelease
Post by: Splint on September 11, 2021, 09:42:54 am
Hello!  I have cherry-picked some things out of this mod (modpack?) and noticed a minor error in the Fine Woods addon.  The reactions are missing [NOT_CONTAIN_BARREL_ITEM] (https://dwarffortresswiki.org/index.php/DF2014:Reaction#Modifiers) on their container reagent.  Said token forced empty barrels to be used, and thereby prevents e.g. maple syrup getting mixed into dwarven wine, or lye.

Also, is there any reason the "split logs into planks" reaction produces bars instead of blocks?  The only advantage I could notice are that the bars can be used for "bars" buildings, which is negligible given the existence of wooden grates.  The bars have confusing names in my opinion, because there is no mention of them being bars.  E.g. "chestnut log" gets split into "chestnut", and when viewing a buildings contents via [t], logs and bars both show up as "chestnut".  This gets even funnier when working with "ash" bars.  :D

Anyways, thank you for making this!

Thanks for spotting the bug! Glad you like mod.

It's been asked and answered before, but as to why I went with bars instead of blocks?

Basically doing it that way instead of using blocks killed several birds with one stone.

Unfortunately with the naming, ain't really anything I can do about that far as I know. That said, it's not that confusing. Logs say they're those kinds of logs, bars say they aren't logs, essentially. At the least I've not found it confusing nor have my few guinea pigs.

I've been fiddling around with a few adjustments and some minor new additions, so I'll pop that fix into Fine Woods.
Title: Re: Splint's Vanilla Expanded Mod v9.1 - Yet more stuff.
Post by: Splint on September 19, 2021, 02:46:03 pm
Hey hey people, yet another update here.

Code: (New in V9.1) [Select]

BUGFIXES
creature_surface_mammals_ex
- Fixed color on the zebra. Been malingering on that for months now.

creature_surface_reptile_ex
- Fixed possible bug with greater rhino lizard tile.

creature_mythical_ex
- Added proper flying gaits to several creatures.

=Fine Woods=
- Changed various tree and wood colors.
- Fixed a missing token for the various reactions so they'll take empties (Thank to Mobbstar for the catch!)


NEW BODYPLANS
- 4 tentacle upper body bodyplan/part (courtesy of ZM5)


NEW TOOLS
These are for flavor more than anything, though some are functional on paper, as these could reasonably be seen as common items craftsmen would make for sale.
- Cooking Pot (metal only, slightly lower price and capacity than a cauldron)
- Cooking Pan (metal only, lower price and capacity than cookking pots, cauldrons, or kettles)
- Urn (metal or ceramic, higher price but lower capacity than pots)
- Vase (metal or ceramic, higher price but lower capacity than pots or vases)
- Kettle (metal only, lower capacity and price than a cauldron)
- Spoon (hard materials)
- Carpentry Saw (metal only.)
- Flensing Knife (metal only, counts as dagger in melee)
- Bottle (metal and glass only, higher price and capacity than jugs or jars.)
- Jar (ceramic and glass only, higher price and capacity than jugs, but lower price and capacity to bottles.)
- Grater (metal only; while invented roughly 140 years after the tech cut-off, these are simple enough tools one could feasibly make them in DF's worlds.)
- Masher (Any hard mat, counts as a mace in melee)
- Meat hammer (metal only, counts as a hammer in melee)
- Auger (metal only, counts as a dagger in melee)
- Hand-plow (metal only, counts as a dagger in melee. Inspired by an ancient korean farm tool, the homi.)
- Razor (metal only, counts as a dagger in melee. Been in use since the bronze age and those shaved heads and beards have to come from somewhere!)
- Shears (metal only, counts as a dagger in melee. How else are we to shear our sheep and llama?)


NEW ARMOR
- Multiple new shields that fall under the tech cut-off. Block chance and material costs vary, so some might be better to use if stretched thin for metal, but they mostly exist to provide visual variety. All of them use Armor Level 2, to ensure they'll appear in sieges and the like.
-- Kite Shield, Blockchance 25, material cost 5 bars/15 wafers.
-- Heater Shield, Blockchance 18, material cost 3 bars/9 wafers.
-- Tower Shield, Blockchance 30, material cost 6 bars/18 wafers.
-- Targe, Blockchance 12, material cost 1 bar/3 wafers.


NEW CREATURES
creature_surface_other_ex
- Brier Fiend: A large canid with four tentacles sticking out of its back, found in savage temperate forests. Size 500k, trainable and ridable.

creature_surface_reptile_ex
- Arctic Rhino Lizard: A slightly larger and longer-lived version of the greater rhino lizard. Sports brown, black or gray plummage and may be found in tundra, taiga, and temperate forests.

creature_surface_mammal_ex
- Giant Fox Squirrel: A giant cousin to the regular fox squirrel. Size 300k, tamable and ridable. Grows to full size in 5 years and will try to steal food.

creature_fish_cavern_ex
- Grotto Shark: An ampbibious shark-like creature found in all cavern layers in water, but it may sometimes wander out of the water, moving slowly to traverse terrain. Can be tamed, but not trained. Value 300, Size 600k. Note, they are fearless and so likely to attack anything that gets near them.
- Cap Grabber: A slightly larger amphibious version of the pond grabber, able to slowly move over land. Only found in layer 1 in both land and water. Can be tamed, but not trained. Value 55, Size 50k.
- Cave Moray: A small eel found in the upper caverns, preying on cave fish and the like.
- Wormfish: A pale, worm-like fish found burrowing through detritus in subterreanean lakes. They can be found in all layers.

creature_cavern_other_ex
- Lasher: A pale, humanoid creature with four tentacles in place of its arms. Size 65k, fearless, and tameable. Found in all layers alone or in groups of up to three. Reaches full size at 8 years.

creature_mythical_ex
- Serpentine dragon: Based on east asian dragons, wingless, flying, noodly dragons.


FANTASY METALS
- Caster's Bismuth: Conceptually inspired by Cerrosafe, a type of casting alloy made primarily from bismuth and lead with a smidge of tin. Crafting alloy to give some extra use to bismuth. I've dropped the tin for utility reasons, so it needs 3 bismuth, and 1 lead bar, and yields 4 bars. Value 6, with bright magenta coloration. Caster's Bismuth is exclusive to dwarves by default, as anything super advanced for metals is.


EDITED VANILLA FILES
creature_other
- two-legged rhino lizards can no longer be found in freezing biomes.

creature_standard
- Dragons now have wings and the ability to fly. I found it strange that cave dragons have wings, while their surface dwelling kin didn't. They also now have a slightly wider range of colors available for eye and scale colors.

item_shield
- Shield renamed to round shield. Material cost raised to 4 bars/12 wafers.
- Buckler material cost in wafers slightly reduced to 1 (down from 2.) Armor level raised to 2.

entity_default
- Kobolds and Cave people now have access to bucklers, helmets and leather armor, as well as the new targe.


MISC. CHANGES
- Cupric lead moved to fantasy metals. I dunno wtf I was thinking making it standard issue, since it's based on an ancient greek alchemical alloy.

creature_surface_reptile_ex
- Slight change to greater rhino lizard description.
- Changed greater rhino lizard tile from 'g' to 'G' for consistency with other giant creatures.
- renamed drakes to sky drakes, for consistency with land drake name.


NEW ADDON - SPEECH
- Just some modified speech files to go into your data/speech folder. Uses a mixture of old-game stuff, Masterwork, Wiki things and custom shit. There might be some references or out-of-place wording here and there, but I think I caught a good bit on an initial, cursory pass.

Those files are pretty much only relevant to adventure mode barring probably only a tiny number of exceptions, but enjoy all the same.

Special thanks to ZM5 for that one.


NOTE: There is a minor issue with the coloration of the arctic rhino lizards, it shouldn't cause any problems in gameplay. I'm probably just a moron though.

As you can read, there's a few changes to shields specifically which might drastically alter how things go in battle, and with what you equip your soldiers with.

Everything should, on paper, work fine, as no errors were thrown apart from the coloration issue. That should just cause an inconsequential error to pop in your log. Also, in case I forgot to mention it, I seem to have finally gotten a flier caravan that worked properly, so if anyone has issues let me know so I can block the offending creature from their entity in the future.

As always if anything is messed up or non-functional, let me know. I have to admit I don't test stuff super rigorously, so there's always a chance I've broken something by mistake or something isn't working as intended.
Title: Re: Splint's Vanilla Expanded Mod v9.1 - Yet more stuff.
Post by: recon1o6 on October 05, 2021, 05:15:23 pm
I'm a bit of a noob when it comes to installing mods (I've only ever made my own) I'm wanting to install this, it looks really fun but I'm confused on a few things

1. I'm a bit confused what the difference between pre-install and all the other folders. Is the pre install required base files or something else?
2. In the pre install folder, does the with hostile variants come with or without the dinosaurs (which you mentioned are buggy)
3. how do I make this and the lands of duality "raws only" mod work together?
Title: Re: Splint's Vanilla Expanded Mod v9.1 - Yet more stuff.
Post by: Splint on October 05, 2021, 05:28:11 pm
I'm a bit of a noob when it comes to installing mods (I've only ever made my own) I'm wanting to install this, it looks really fun but I'm confused on a few things

1. I'm a bit confused what the difference between pre-install and all the other folders. Is the pre install required base files or something else?
The pre-installs have everything packed up and ready to go. The other folders and such are if you'd rather customize what you have from the mod to your liking, though having full customization does demand a little bit of copy-pasting from entity tag files and such. All you need to do is drop them in and replace the raw folder of an existing DF install and away you go!

Quote
2. In the pre install folder, does the with hostile variants come with or without the dinosaurs (which you mentioned are buggy)
The hostile variants one does NOT include the dinosaurs. They'll work fine if you pop them in, but I made the two dinosaur-less options in case you want to use Enemy Post's Primal mod. They were just a bit buggy early on cause their files were a bit janked up when I got a hold of them.

Quote
3. how do I make this and the lands of duality "raws only" mod work together?
Right out of the box it'll work fine, as no files overlap apart from two edited vanilla files that SVE doesn't touch without the Fine Woods addon. If you'd like to use the Fine Woods addon with it, then you just pop in LoD after installing what you want, then grab the compatibility file out of the addon module folder for Fine Woods and overwrite. (I'd also recommend pairing Lands of Duality with What Lurks Below for maximum effect.)

Pretty simple drag-and-drop installation stuff, I've tried my best to make installing the mod as painless as possible and make it play nice with other stuff as best I can.

EDIT: I'm also working on an update to the mod this week, so I'd recommend only popping the current one in if you want to check out what's already there.
Title: Re: Splint's Vanilla Expanded Mod v9.1 - Yet more stuff.
Post by: recon1o6 on October 05, 2021, 05:50:28 pm
Thanks for the swift response! I think I know what I'm doing now.

I'll definately take a gander before the update
Title: Re: Splint's Vanilla Expanded Mod v9.1 - Yet more stuff.
Post by: Splint on October 05, 2021, 06:32:03 pm
Thanks for the swift response! I think I know what I'm doing now.

I'll definately take a gander before the update

Not a problem, just glad people are using the mod. Let me know if you run into any bugs.
Title: Re: Splint's Vanilla Expanded Mod v9.2 - Underground Dangers and Undead
Post by: Splint on October 16, 2021, 09:58:15 pm
Hey hey people, Splint here. Have you ever wanted undead monsters roaming your lands? How about the prospects of your dwarves consuming clumps of wriggling worms to survive? Perhaps the idea of being vored by a giant velvet worm tickles your fancy in ways only a vaporeon might know, or maybe you like the idea of bludgeoning your foes to death with exciting new metals and listening to their lamentations as they beg for mercy against your mighty dwarven onslaught.

Well I have just the solution for you if any of the above is the case.

I bring you, SVE version 9.2.

Code: (v9.2 changelog) [Select]
New in v9.2

NEW MOD ADDITION
- Subterranean Extras, by Eric Blank. Plants and creatures may be renamed or redistributed to suit the rest of the mod but are otherwise unchanged, though I've omitted some (which will be noted.) As such, things found in the upper caverns (given their association in trade with dwarves) will be referred to as "dwarven whatever" as per the base game.

They have been integrated into the plant_cavern_shrubs_ex and plant_cavern_grasses_ex files.

SE Plants
- Spice Cap: A spicy, bright red mushroom found in layer 1. They can be milled into moderately valuable dwarven spice, or brewed into dwarven schnapps.
- Black Moss: A simple mold that grows thick in places in layer 1. Can be brewed into Dwarven tea or milled into low value Blackmoss Dye.
- Albino Silkworm Nest (Silkworm Nest): Abstraction of cultivated worms, raised for thread like silkworms IRL. They are found in layer 1, and offer an extremely low-value means of getting silk, known simply as "worm silk" (so if you want something flashy, you'd be better off going after cave spider or giant cave spider silk instead.) Their seeds (eggs) can also be eaten when cooked.
- Flesh Bubble: A tumrous clump of meat found growing in layer 3. Edible. Unlike their original SE form, cannot be used to make dye, but can be safely grown and eaten, providing a more manageable supply of meat (they are consequently more valuable, since they're palatable, unlike many things found in say, What Lurks Below)
- Brain Fungus (Wrinkly brain cap): A cyan, brain-like mass found in layers 2 and 3. Can be milled into a pleasant, slightly valuable aquamarine dye, but are unpaltable and so not eaten when they *are* cultivated.
- Deep Vine (Violet Vine): A valuable purple thread plant found in the deep darkest reaches of layer 3.
- Stinktube: A tubular foul-smelling fungus, grown mainly for the poor-quality yellow dye it can be milled into, found in layer 1. Thanks to their terrible rot-like odor, nobody eats the things.
- Alchemist's Finger: A faster growing alternative to harder-to-find verdant crystal grass found in layer 1. While its dyes aren't as rich and consequently nowhere near as valuable, it is far easier to get and commonly cultivated for use in dye production.
- Glowpetal: A plant of moderate value found in layer 3, mainly sought out for its similarly valuable brew, Shinewine.
- Fuzz Orb (Fuzzy Ball): Found in layer 1 and 2, can be milled into moderately valuable orb flour or brewed into dwarven cider.
- Lantern Orb: Found in all layers, these fungi resemble a sphere on a slightly crooked stalk, emitting a deep blue light. While they can be grown if seeds are properly extracted, most simply gather and cook the plants and their relative abundance means they aren't particularly valued over other cavern plants.
- Dagger Weed: A low value, brown, cave-dwelling cousin of Blade Weeds found in all layers. Can be brewed into a bland but inoffensive dwarven juice (formerly dagger weed juice,) or eaten as is.
- Egg bulb: A strange fungus found in layer 1 with an egg-like fruiting body. They are unpalatable when eaten raw, so they are commonly just cooked and eaten as an egg replacement.
- Cave Corn: An albino troglodytic strain of maize, found in layers 1 and 2. Cave corn can eaten raw, be milled into dwarven corn flour or brewed into dwarven whiskey. Not to be confused with Saltcorn.
- Cave Bean: An albino, troglodytic cousin of some indeterminate bean species, found in all layers. Inedible as they are, they can be pressed for oil and edible press cakes.
- Flywing Fern (Flyleaf Fern): A simple cash crop, this brown fern is found uncommonly in layers 1 and 2, grown for use in dye production, where they produce a slightly more valuable bronze-colored dye.
- Bone Sprout: Found in the lowest reaches of layer 3 along the edge of cavern lakes and such, these slow-growing bone-like fungi are only really useful for their somewhat valuable ivory white dye.
- Cave Cactus: A blue-colored cave succulent, found somewhat rarely in layer 2 and 3. Tough and unpleasantly chewy even when cooked, they are only ever grown or gathered for the azure dye to be had from grinding them up.
- Toadnut Plant: Found in all layers, this plant produces strange-looking but inoffensive fruit from its pitcher-like flowers (suggesting the plant feeds on flies and the like.) Going by Eric's Raws, they need to be plucked by a thresher and cooked before they can be properly enjoyed.

SE Grasses
- Living Rock: Ever growing and shrinking rock, found in layer 3.
- Blister Moss (Blood Blister): Fleshy, blister-like tissue found in layer 3.
- Fungal Roots (Fungal Mycelium): Exposed fungal mycelium, found in all layers. Likely related to Cave Fungus.
- Root Moss: An odd-looking fungus that resembles the roots of a more normal surface-living plant, found in layers 1 and 2.

SE Trees
- Blackash Tree: An unusual tree found growing in layers 1 and 2. It sports fiberous growths useful for paper production and its pods can be used for the production of blackash tea or eaten as is.

Omitted SE Plants
- Omitted plants were left out because I couldn't decide where to put them, how to value them, or just didn't find them that appealing.
-- Sucker Cap
-- Muck Coral
-- Jelly moss (grass type)
-- Squishy beans (grass type)
-- Mud-glue lichen (grass type)

SE Creatures
Same treatment as the plants. Some may be omitted and will be noted if so.
- Moss Devil: A fat omnivorous skink found in layers 1 and 2. useful as a vermin hunter and frequently unbothered by other wildlife. Highly likely to be domesticated by cavern-tapping civs. Size 40k.
- Giant Velvet Worm: A horrible worm-like creature resembling a mix of a slug and a caterpillar (just like real velvet worms!) They hunt alone in layers 1 and 2, using webbing to ensnare prey. Size 400k.
- Grawl: A large bovid-like creature with a visible, knotted spine and a maw full of venom-dripping teeth. They will attempt to steal food and drink, and their venom induces localized swelling, blistering, pain, and excessive bleeding. They can be ridden by those determined enough. Size 1 million.
- Club-tail Lizard (Scutler): A relatively small bipedal lizard found in layers 1 and 2 in groups of 3 to 7. Thanks to their social nature, they make for halfway decent pets. Possibly some distant cousin of the two-legged rhino lizard. Size 40k.
- Pouch Wolf (Cave Wolf): A large predatory marsupial that superficially resembles a wolf, found in layers 1 and 2 alone or in potentially large groups (up to 15 wolves.) Trainable, Size 75k.
- Cave Oyster: Just another type of shellfish to be had in all layers.
- Cave Barnacle (Musselsquid): Surprisingly docile mollusc resembling a tentacle-bedecked surface mussel. They live for an exceptionally long time, making them excellent pets. Rendered capable of breeding, Size 10k.
- Violet Snapper (Crocodile Turle): A large, unfriendly reptile resembling a mix of a turtle and a crocodile, with purple scales and a striped orange and black shell, found in all layers. Size 300k.
- Deep Leech (Hell Leech): A type of vermin found in layer 3. It can inflect a mild localized syndrome that induces dizziness, fever, swelling, pain and excessive bleeding.
- Spirer (Wooly Climber): A  large, 8-legged creature that legs eggs and produces a number of other valuable materials (ivory, wool, and milk.) I assume they operate like the platypus. Found in layer 1 and 2, size 300k.

SE Omitted Creatures
- Nesting Spider (Too much overlap with standard cave spiders.)
- Cave Turtle (Already had one.)
- Ovethere: Opted to omit due to its monstrous size and accessibility, but they're still there as an optional creature file if you want it. Not going to be present in any pre-installs.

A huge, tempermental, reptile-like monster found in all layers. Can be milked, sheared, and used as a mount or pack animal, but aren't trainable for war or hunting. Probably pronounced "Ova-there," but I prefer Oveh-theer. They also live a long time, making them good pets. Size 10 million. File can be found in the Generic Fantasy Creatures folder.


NEW PLANTS
plant_cavern_shrubs_ex
- Cave Potato: A new version of the old plant, this albino tuber-producer is found in all layers and lacks the feel-good destressor found on the old version. Can be eaten raw, cooked, or brewed into dwarven vodka.
- Vortex Cup: A magenta-colored mushroom that produces a whirlpool or twister-like fruiting body. Can be cooked and eaten, or milled into a moderately valuable amethyst dye.
- Ignus Moss: A moss found in layer 3, it can be woven into firecloth or brewed into firewine.
- Frog Fronde: A strange fern resembling a frog's leg with spiked toes found in layer 3. Can be cooked or milled into a valuable pine green dye.
- Imphorn: A squat, spikey red mushroom found in layer 3. Produces somewhat valuable Imp Liquor and fuchsia dye.
- Vulcan Fern: An orange fern whose leaves seem to ripple with flames, yet emit none found in layer 3. Can be cooked (causing mild displeasure due to the heat, similar to magmavines,) brewed into Volcanic Ale or extracted into valuable Volcanic Essence.
- Feeler Fungus: Long pinkish mushrooms that grow long, slimy fruiting bodies found in layer 3. Can be milled into moderately valuable puce dye, eaten raw (though it causes some eaters mild displeasure,) or extracted into Feeler Oil.
- Devil's Urn: Name taken from Fungus Expansion by MottledPetrel. A grey mushroom found in layer 3. Takes a season to grow, millable into valuable Devil's Dust flour or edible raw and cooked. Value 5 plant, value 30 mill product.


plant_cavern-grasses_ex
- Flare Lichen: white, bright red and yellow, found in layer 3.
- Pyre Lichen: white, bright red and yellow, found in layer 3.
- Gloomwort: Darker, purple-glowing relative of flake lichen found in layer 2 and 3.


plant_surface_shrubs_ex
- Mealworm Colony: Small worms inspired by the meal lice from Oxygen Not Included and Eric Blank's Silkworm nest plant. Basically groups of little wriggly creatures that clump together for safety around a food source (such as table scraps dumped into a furrowed plot.) Found in savage wetlands and forests both temperate and tropical. Bland, but not offensive.
- Fennel: Common spice crop IRL. Found in savage temperate forests and wetlands. Not as valuable as other spice crops though.
- Dill: Common herb and spice found in any savage temperate forest and temperate shrub/grassland. Can be cooked and eaten (standing in for chopped dill weed) or milled into ground dill, though for a spice crop its ease of access makes it one of the less valuable options.
- Coriander: Found in savage temperate and tropical shrublands, temperate forests and tropical dry broadleaf forests. Same treatment as Dill, being cookable or millable into ground coriander.
- Oregano: A common herb IRL, can be found in temperate forests and shrubland. Can be cooked (again, stand in for using fresh leaves) and eaten or milled into dried oregano.
- Cumin: A common herb from southern Aisa. Here found in savage tropical forests, grassland and shrubland. It must be milled into ground cumin and cooked to be eaten.
- Mugwort: An extremely common herb utilized in cooking IRL. Found in savage temperate forests, shrub and grassland, and savanna. Can be cooked  (simulating the use of fresh leaves,) or threshed to bags (dried ones.)
- Cardamom: Uncommon spice crop IRL. Amalgam of multiple types, found in savage tropical forests and shrubland. Can be milled into very expensive ground cardamom. Not the most realistic implementation, but it's there.
- Tundra Cotten: A silver-colored plant valued for its natural lustre, softness and utility. Takes a full season to grow. Value 5 in most areas, with the exception of its oil, which is value 8. Can be used to make paper, cloth, snowland oil, and snowland soap, like its stock, tropics-dwelling mundane cousin. Only found in good tundras and taiga.
- Red Elf Cup: A red mushroom found in savage temperate forests and wetlands. Can be milled into modestly valuable scarlet dye, eaten, or brewed into Red Cup Brew.
- Green Elf Cup: A teal-colored relative of the above, found in savage tropical forests and wetlands. Milled into teal cap dye or brewed into green cup brew.



NEW ITEMS
item_weapon_ex
- Glaive: Pike skill slashing weapon, used by humans, goblins, elves, ocean and desert civs. Material cost 3 bar or 9 wafers. Two-handed.
- Warsword: Bigger contact area/velocity two-handed sword, only used by humans, tundra civs, goblins, and dwarves by default. Material cost 3 bar or 9 wafers. Two-handed.
- War Cleaver: The hacking sword's shittier cousin. Can't stab, but better at chopping. Used by desert and ocean civs, humans and goblins.  Material cost 2 bar or 6 wafers. One-handed.
- Great Cleaver: A two-handed war cleaver. Used by ocean civs, humans and goblins.  Material cost 4 bar or 12 wafers. Two-handed.
- War Scythe: A repurposed crop scythe, with its blade adjusted for use as a poor man's glaive. or halberd. Used by tundra civs, goblins, and humans. Material cost 1 bar or 3 wafers. One-handed.
- War Fork: A reinforced pitchfork, serving as an extremely poor man's spear. Used by tundra civs, goblins, kobolds, and humans. No self-respecting warrior would use this or the war scythe. Material cost 1 bar or 3 wafers. One-handed.
- Bar Mace: Slightly larger contact area but increased velocity. Used by pretty much everyone except those races who shy away from blunt weapons. Material cost 1 bar or 3 wafers. One-handed.
- Sling: Just a sling. Uses the blowgun skill. Used by the Jungle and Tundra civs, Kobolds, and Cave peoples. One-handed for literally everything, 1 bar or 1 wafer (can assume it's a little ring to seat bullets in it or something.)
- Slingshot: Rather than the Dennis the Menace hunks of junk or the standard sling, the Slingshot is a crossbow that fires blunt-force sling bullets. Used by desert, sky and tundra civs, goblins, and dwarves. Just imagine something like a scaled down roman ballista. Material cost 2 bar or 6 wafers. Two-handed.
-- Sling Bullets: The ammo for the sling and slingshot. Edged for utility.

item_tools_ex
- Trencher: Identical to a bowl, basically a setting-appropriate plate.
- Rolling Pin: Simple, rod-type roller. Counts as a mace in melee.
- Basket: Made of solft materials, used to store food. If I'm assuming right, they shouldn't be useable to store liquids.
- Large Basket: Just a large basket, able to hold almost as much food as a pot.


NEW FILES/NEW ITEMS
item_clothing_ex
- Fur-trimmed Coat, Vest, Cloak, Cape: Nondescript fur-trimmed versions of vanilla items. Just to provide visual variety.
- Mantle: Lower-coverage cape slot item.
- Shawl: Covers more than a cape, but less than a cloak.
- Scarf: Low-coverage cape slot item, covers less than a mantle.
- Pendants: Small, low coverage cover items made of metal. Come in axe, pickax, sword, hammer, anvil, gear, bear, wolf, dragon and bird variants that are functionally identical.
- Necklaces, Torcs and Neck Chains: Ditto to the above, though with even less coverage.
- Neck Chords and Braided Neck Chords: Ditto yet again, but made of leather.
- Short Trousers: Trousers that don't cover the lower leg.
- Belt: Very low coverage cover slot item for the pants area. Can be made of leather, metal, or cloth.
- Cuffed boots: Civilian version of high boots.

Assuming everything works, this should greatly enhance the variety in outfits people wear.

descriptor_color_standard_ex
- Currently just contains the eyes for the undead enemies, but good to have.

descriptor_pattern_iris_eye_ex
- Likewise, just for the eyes on the undead enemies, but good to have.

items_armor_ex
New helmets, some common to fantasy and some that fall well under the 1400s tech cut-off.

- Bearded Helm: Closed-face helm with a prominent beard-guard ala the ironbreaker helms from Warhammer Fantasy. 100% coverage. Common among dwarves, rare for most others, absent for elves, ocean, and desert civs.
- Crested Helm: Closed-face helm with some kind of hair crest. 100% coverage. Uncommon across the board.
- Horned Helm: An open-face helmet with horns. 85% coverage. Common for dwarves, tundra folk and goblins, uncommon for others, absent for elves, ocean, sky and desert entities. Usable by world-gen ranged troops.
- Spectacled Helm: Semi Open-faced helmet with spectacle-like nose/orbital bone guard, per stock viking helmets. Common for dwarves, humans, goblins, and tundra people, uncommon for elves, rare for sky and jungle people, absent for desert and ocean people. 95% coverage.
- Kettle Helm: Wide-brimmed metal helmet. Unlike most helms, this one is very much an open-face helm and so does not provide 100% head coverage. Usable by world-gen ranged troops. Common for Humans and Goblins, Uncommon for dwarves Sky and Tundra people, absent on remainder. 80% coverage.
- Conical Helm: Inspired by the Konos helm. Simple, open-faced, conical helm. Common for desert, tundra, jungle and sky entities, uncommon for elves, kobolds and goblins, absent for the remainder. 80% coverage, usable by world-gen ranged troops.
- Ridged Helm: Inspired by the Late Roman Ridge helmet. Semi open-faced helmet. Coverage 95%. Uncommon across the board.


NEW CREATURES

creature_surface_other_ex
- Sea Hags: Evil, amphibious equivalent of merpeople. Prone to rage, size 70k. Males are referred to as Sea Churls.
- Sawbeak: A large, unfriendly black bird found in savage wetlands. Size 100k, tameable and trainable.
- Ghoul: A savage, corpse-eating humanoid found in evil biomes and all layers. They are slow learners, and so might be used by goblins and the like as minions.

creature_invertebrate_surface_ex
- Blisterfly: An annoying vermin bug found in evil swamplands.
- Fleshfly: Ditto to the above, but found in marshes instead (yes there's a difference.)


NEW MINERALS
- Arsenopyrite: Needed for the production of arsenical bronze, otherwise just a low value red stone found uncommonly in veins in similar environments to copper and as small clusters in malachite and tetrahedrite.


NEW METALS
- Arsenical Bronze: Basically poor man's bronze, it has a silvery color but isn't quite as effective as normal or bismuth bronze. Basically, if you have no tin but you have arsenopyrite and copper, you can still make something better than copper. It's slightly less valuable than normal bronze, since while not as good for war gear it can still be quite pretty when well worked.

Anyone who can do bronze working can make arsenical bronze, and no I will not be implementing a health hazard effect to its production. That's beyond the scope of the mod.


NEW REACTIONS
- Make Arsenical Bronze Bars: 1 copper ore and 1 arsenopyrite gets you 4 arsenical bronze bars.
- Make Arsenical Bronze (use Malachite): Uses 2 malachite and produces 6 arsenical bronze bars (Malachite has enough arsenic in it to be worth noting, so I feel this is a fair compromise.)


EDITED VANILLA FILES
inorganic_minerals
- Added "[REACTION_CLASS:ARSENICABLE]" to copper ores.


NEW MODULE - GENERIC UNDEAD ENEMIES
Adds a number of generic undead opponents, as the undead are often a problem in what could be called "generic" fantasy, being the results of failed experiments, the winds of magic, or some other unkown, dark or arcane forces. They are found anywhere, and thier weaponry where applicable is made of bronze.

- Human, elf, dwarf, and goblin corpses: Found in non-freezing biomes alone or in groups of up to 7.
- Frozen and Dessicated Corpses, found in freezing and desert biomes; it can be assumed dessicated corpses are older than fresh ones in the biomes they overlap in.
- Feral Human, Elf, Goblin, and Dwarf vampires, who can be found anywhere hunting alone. They ar fearless and assuming it works correctly, will suck the blood of enemies they bite.
- Water-logged corpses, found in lakes, oceans and waterways. I'd recommend bringing some starting combat gear if you use the addon.
- Skeletons of each main race, as well as frost-bitten and burnt skeletons. For simplicity's sake, each has two castes with a different weapon. They can be found in groups of up to 5.
-- Humans: Swords and Maces
-- Dwarves: Axes and Hammers
-- Elves: Spears and Swords
-- Goblins: Axes and Maces
-- Kobolds: Daggers and Spears
-- Frost-bitten: Swords and Axes. Found only in freezing biomes.
-- Burnt: Spears and Swords. Found only in deserts.


NEW ADDITION TO FANTASY METALS
Fantasy metals now has a slew of "crystal metals." These are simply acquired from ores found deep in the earth in igneous intrusive and extrusive layers for the most part. Like other fantasy metals, they also yield a smidge of orchicalcum.

- Bright Crystal: Smelted from Crystalline Ore. Identical to bronze, but slightly more valuable and brightly colored. It is the most common form of crystal-metal. Value 8.
- Skystone: A silvery stone found rarely in sedimentary layers and extremely rarely in soil. Serves as another source of Bright Crystal. Quite valuable thanks to their cloud-like grain when worked and polished. Only found in small clusters and single tiles. Value 10.
- Crystalline Ore: White ore of Bright Crystal. Found in igneous extrusive and metamorphic layers in small clusters and even more rarely, veins. Value 8.
- Black Crystal: Smelted from Crystalline Darkness. Black, glossy substance that performs identically to iron. Value 15.
- Crystalline Darkness: Black ore of Black Crystal.  Found in igneous extrusive and metamorphic layers as small clusters and even more rarely, veins. Value 10.
- Nethershard: Smelted from Nethercrystal. Purple metal identical to steel. Value 45 due to rarity.
- Nethercrystal: Dark blue ore of Nethershard.  The rarest and consequently most expensive crystal ore. Found in igneous intrusive layers only. small clusters and even more rarely, veins. Value 20.
- Vulcanshard: Smelted from Vulkite. A gold, soft-glowing crystalline metal identical to steel. Value 40 due to rarity.
- Vulkite: Bright red ore of Vulcanshard. It is nearly as rare as nethershard, found only in Igneous intrusive layers. Found in small clusters and even more rarely, veins. Value 15.


MISC. CHANGES
plant_cavern_shrubs_ex
- Golden Crystal Grass dye value increased to 35 (from 30) and restricted to layer 3.
- Dark Crystal Grass dye value increased to 35 (from 30) and restricted to layer 3.
- Verdant Crystal Grass dye value decreased to 25 (from 30) and restricted to layer 2 and 3.
- Crimson Crystal Grass dye value decreased to 20 (from 30) and restricted to layer 1.
- The OG Cave potatos, drink, and seeds renamed to Deep Potatos. Drink renamed to deep potato wine.
- Generic Fantasy Creatures has been split up into component files/folders, so you can better customize what you'd like to have.

Many plants
- Spice plants now have a syndrome that induces a feeling of contentment from eating a seasoned dish.

- There is also now nutmeg trees in fine woods, as an expieriment to see if fruit can be milled.


NEW PREINSTALL - NO ANIMAL MAN CIVS
- Exactly what it says on the tin, to better allow satyrs, rodent men, and so forth to spawn.


!!NOTICE!!
While I'm pretty sure I got everyone, some of the entity files may be missing their intended new stuff. I did a stupid and tried to do them all at once, and it ended up a confused jumble, so some civs might be missing clothing, tool or weapon items. Let me know if this is the case and I'll make a hotfix.

Special thanks to ZM5 for providing the skeleton enemy base!

The star of the show is Eric Blanks new toys, but I would not be found wanting my friends, and so, like a week late, this update has finally rolled forth. On paper, everything works fine besides that stupid broken color on the arctic rhino lizards.

And again, a special thanks to ZM5 for the skeletons and sqamous for his bandit builder template, which provided the weapons needed.

Do let me know if anything's broken, and GET IT NOW. (https://dffd.bay12games.com/file.php?id=15315)
Title: Re: Splint's Vanilla Expanded Mod v9.2 - Underground Dangers and Undead
Post by: kiiranaux on October 18, 2021, 08:40:45 am
Congrats on the update Splint! Posting and downloading to play around with the new stuff. Looks like you had some excellent ideas here on implementation of things, especially those different generic undead types.
Title: Re: Splint's Vanilla Expanded Mod v9.2 - Underground Dangers and Undead
Post by: Splint on October 18, 2021, 04:52:23 pm
Congrats on the update Splint! Posting and downloading to play around with the new stuff. Looks like you had some excellent ideas here on implementation of things, especially those different generic undead types.

Be mindful, the zombies and feral vamps aren't armed, and the skeletons hit like a dump truck against poorly armored opponents - I did test them enough to see the kind of damage they could do to human-sized enemies. and they spawn anywhere, not just evil biomes (they're generic fantasy opponents after all. :P)
Title: Re: Splint's Vanilla Expanded Mod v9.2 - Underground Dangers and Undead
Post by: PlumpHelmetMan on October 19, 2021, 10:13:06 am
It won't disrupt the functionality of the mod if I remove the new [FOREST] and [EVIL] civs will it? I wouldn't otherwise have a problem with them, but I've noticed that they often seem to prevent vanilla goblin and elf civs from generating in worldgen.
Title: Re: Splint's Vanilla Expanded Mod v9.2 - Underground Dangers and Undead
Post by: Splint on October 19, 2021, 12:29:49 pm
It won't disrupt the functionality of the mod if I remove the new [FOREST] and [EVIL] civs will it? I wouldn't otherwise have a problem with them, but I've noticed that they often seem to prevent vanilla goblin and elf civs from generating in worldgen.

It won't impact anything in the slightest. The extra civs are all there for variety, there's no real gimmick or anything tied to them that demands their presence. The worst that happens is you have a harder time accessing certain creatures and some weapons become artifact-only acquisitions.
Title: Re: Splint's Vanilla Expanded Mod v9.2 - Underground Dangers and Undead
Post by: PlumpHelmetMan on October 19, 2021, 12:36:46 pm
Thanks, that's helpful to know. Thanks for making this mod, seems really cool so far. :)
Title: Re: Splint's Vanilla Expanded Mod v9.2 - Underground Dangers and Undead
Post by: Splint on October 19, 2021, 03:39:46 pm
Thanks, that's helpful to know. Thanks for making this mod, seems really cool so far. :)

Glad you're liking it. Let me know if you run into anything broken or what have you (besides that damned color error on the arctic rhino lizards)
Title: Re: Splint's Vanilla Expanded Mod v9.2 - Underground Dangers and Undead
Post by: PlumpHelmetMan on October 19, 2021, 09:07:19 pm
I noticed in the errorlog some reaction error involving one of the new materials as well, but it's yet to affect gameplay for me. I'll give you more details later.
Title: Re: Splint's Vanilla Expanded Mod v9.2 - Underground Dangers and Undead
Post by: Splint on October 20, 2021, 04:35:02 pm
I noticed in the errorlog some reaction error involving one of the new materials as well, but it's yet to affect gameplay for me. I'll give you more details later.

Shit, that probably means I accidentally shipped the bugged ores for two things (I'd left off the _SPL bit at the end in the metals they were supposed to output.)

Hope there's nothing else going wrong there.
Title: Re: Splint's Vanilla Expanded Mod v9.2 - Underground Dangers and Undead
Post by: Rahk on October 22, 2021, 11:37:37 am
Thanks for your mods.  Pretty much my standard "vanilla" game these days is this mod and your utility mod that I then merge with Dwarf Fortress Revised for some other improvements and Mottled Petrel's Fungus Expansion for the extra variety.  Have you ever considered merging in the stuff in Revised since much of that is pretty vanilla?

For reference, this is Revised
http://www.bay12forums.com/smf/index.php?topic=161832.0

Thanks again
Title: Re: Splint's Vanilla Expanded Mod v9.2 - Underground Dangers and Undead
Post by: Splint on October 22, 2021, 02:21:02 pm
Thanks for your mods.  Pretty much my standard "vanilla" game these days is this mod and your utility mod that I then merge with Dwarf Fortress Revised for some other improvements and Mottled Petrel's Fungus Expansion for the extra variety.  Have you ever considered merging in the stuff in Revised since much of that is pretty vanilla?

For reference, this is Revised
http://www.bay12forums.com/smf/index.php?topic=161832.0

Thanks again
I'm aware of Revised, haven't messed with it cause it touches a lot of the same files and I don't want to have to copy changes around for a bajillion little things, though I did include some of the tissue changes by way of sver's combat mod. It's a bit lazy, but it'd be tedious as hell to do, basically.

Glad you like the mod though! If you run into any problems with the stuff I've added, do let me know. Can't be having a totally bricked product out and about.
Title: Re: Splint's Vanilla Expanded Mod v9.2 - Underground Dangers and Undead
Post by: FantasticDorf on October 22, 2021, 03:45:37 pm
Very nice, the consistency in the documentation is inspiring. PTW.

Oh and a tip: if you want ghostly undead or to minimize cleanup on whatevermancy minions or other creatures in 47.xx, [NIGHT_CREATURE_NIGHTMARE] makes them dematerialize post death, which is convenient.
Title: Re: Splint's Vanilla Expanded Mod v9.2 - Underground Dangers and Undead
Post by: Splint on October 22, 2021, 04:08:32 pm
Very nice, the consistency in the documentation is inspiring. PTW.

Oh and a tip: if you want ghostly undead or to minimize cleanup on whatevermancy minions or other creatures in 47.xx, [NIGHT_CREATURE_NIGHTMARE] makes them dematerialize post death, which is convenient.

I didn't make whatevermancy, but I'll make a note of it.
Title: Re: Splint's Vanilla Expanded Mod v9.3 - Book Titles and other small things
Post by: Splint on November 30, 2021, 09:58:39 pm
Hey hey people, small update here. Coulda sworn I'd uploaded this like, two days ago but I completely spaced it. Main addition is Delphonso's book titles mod, popped in at his offering!

Code: (changelog for 9.3) [Select]
New in v9.3

BUGFIXES
- Fixed a bugged set of reactions for Fantasy metals. Accidentally used the bugged raws for the last release rather than the ones I fixed in the testing install. Sorry for the wait, and thanks to PlumpHelmetMan for spotting it.
- Checked for a possible minor name bug on the cockentrice. let me know if it crops up, dunno what caused it.

NEW CREATURES
creature_surface_other_ex
- Carcharodon: A bizarre two-legged shark, found in savage oceans and wetlands. They are indeed amphibious, trainable, and can be used as mounts. Value 300, Size 2 million.
- Spindle Beast: A stick-like humanoid with multi-jointed arms and legs found stalking evil forests and jungles. A long toothed tongue extends from its tube-like head to lash aggressors and prey alike. NOTE: Attack is a standard bite for simplicity's sake. May change later.

creature_cavern_other_ex
- Crystalline Golem: An irregularly-shaped golem made of glowing gemstones, found in layer 3. Size 800k, prone to rage. Drops some manner of blue gemstone if destroyed.

creature_invertabrate_surface_ex
- Buckler Bug: A large but squat insect resembling a buckler found roaming around in small groups in savage deserts. Size 30k, tameable but not trainable.

creature_invertabrate_cavern_ex
- Albino Buckler Bug: A relative of the above, found in savage mountains and the upper caves. They move in smaller groups (2-4 instead of 3-7,) are slightly larger, and still tameable. Size 35k.

EDITED MODULE - Whatevermancy
- Decided to implement Fantisicdorf's suggestion on Whatevermancy minions as an expierimental change. lemme know if it works.

NEW MODULE - Delphonso's Book Expansion
- Adds a bunch of new additions to the book/artistic form title section, courtesy of Delphonso. Simple, and perfectly within SVE's scope. Just to be safe, I'd recommend popping it in after whatevermancy if you install manually.

Everything should be fine this time around, at least according to the errorlogs and cursory testing. let me know if something shits itself, as usual. Apart from that damned arctic rhino lizard error that persists to spite me.
Title: Re: Splint's Vanilla Expanded Mod v9.3 - Book Titles and other small things
Post by: Ithilrandir on December 23, 2021, 08:08:04 am
I can't seem to be able to build any of the alchemy related workshops.
Title: Re: Splint's Vanilla Expanded Mod v9.3 - Book Titles and other small things
Post by: Splint on December 23, 2021, 08:50:06 am
I can't seem to be able to build any of the alchemy related workshops.

Alchemy related workshops? I'd have to double check but I'm pretty sure I didn't make anything like that. Sure you weren't looking for a different mod?
Title: Re: Splint's Vanilla Expanded Mod v9.3 - Book Titles and other small things
Post by: Ithilrandir on December 23, 2021, 09:21:21 am
Alchemy related workshops? I'd have to double check but I'm pretty sure I didn't make anything like that. Sure you weren't looking for a different mod?

It's the things from content from civilization forge 3.0 I think. Everything which requires the alchemy exists in the game and I can still request (most of) them from caravans. But because the workshop do not exist I cannot do anything beyond that.
Title: Re: Splint's Vanilla Expanded Mod v9.3 - Book Titles and other small things
Post by: Splint on December 23, 2021, 11:27:57 am
Alchemy related workshops? I'd have to double check but I'm pretty sure I didn't make anything like that. Sure you weren't looking for a different mod?

It's the things from content from civilization forge 3.0 I think. Everything which requires the alchemy exists in the game and I can still request (most of) them from caravans. But because the workshop do not exist I cannot do anything beyond that.

Starters, wrong mod. There's no alchemy stuff from CivForge in here, what is still there is creatures, some plants and some inorganics that are acquired through conventional means (via ores) instead of alchemy.

I'll take a gander at my CivForge files regardless, entirely possible something I intended to remove got left in or vice versa.
Title: Re: Splint's Vanilla Expanded Mod v9.3 - Book Titles and other small things
Post by: rabiid on December 25, 2021, 03:18:30 am
Hey mate, totally new to modding dwarf fortress so forgive me for asking stupid questions. I want to use modest mod aswell but want to make sure its compatible. i dont plan on using any of the modules included in said mod except "everything is tameable". Will this work as far as you know? Again, sorry for the noobish questions but i want to make sure i dont screw it up. Thank you in adavnce and a very Merry Christmas to ya!
Title: Re: Splint's Vanilla Expanded Mod v9.3 - Book Titles and other small things
Post by: Splint on December 25, 2021, 10:25:45 am
Hey mate, totally new to modding dwarf fortress so forgive me for asking stupid questions. I want to use modest mod aswell but want to make sure its compatible. i dont plan on using any of the modules included in said mod except "everything is tameable". Will this work as far as you know? Again, sorry for the noobish questions but i want to make sure i dont screw it up. Thank you in adavnce and a very Merry Christmas to ya!

Merry Christmas to you as well!  No such thing as a dumb question my friend. I'd wager it'll mostly work fine just installing that over my stuff, but that said I never made this with anything altering vanilla files in mind (though I did try to minimize my own tampering with vanilla stuff.)

Creature files have been modified either to account for changes to animal man variants (mainly just profession name stuff) but some others add discipline and some combat skills to some creatures, like dogs and horses, and in the case of the pre-install version of creature_standard, adds new forms of the bronze colossus (like ones made of lead, iron, or gold.)

Affect files consist of the following.
Code: [Select]
creature_desert_new
creature_large_temperate
creature_large_tropical
creature_next_underground
creature_insect
creature_other
creature_domestic
creature_subterranean
creature_reptiles
creature_standard

So maybe cross-reference and add the [PET], [MOUNT], or thier less easy equivalents [PET_EXOTIC] or [MOUNT_EXOTIC] to the things you think need it (I'd give vermin a pass on being easy tames since they aren't useful for much of anything.) Otherwise if using all the stuff from here you might have guys toting hand-cannons being called blowgunners, among other strange or annoying things.

I'd make shit compatible, but frankly at this point it'd be far far too tedious for it to be worth it to me personally to do so.


In other news, I have another update coming, which is going to add a few new optional civs, among other things. It mostly consists of new plants, but those civs, some minor bugfixes, and a couple new creatures will be in as well.
Title: Re: Splint's Vanilla Expanded Mod v9.4 - General Expansion
Post by: Splint on January 13, 2022, 12:21:49 pm
Hey hey! We're back with another update. Meant to have it out, like, a week ago.

This one is rather extensive, including newly curated goodies from SQman's misc. stuff mod, but also plenty of original work.

Code: (v9.5 Changelog) [Select]
New in v9.4

BUGFIXES
- Hopefully fixed multiple grasses that were almost certainly not spawning.
- Finally fixed that stupid error on the arctic rhino lizards. Turns out it was a missing tissue layer line. Thank you to ZM5.

NEW ADDITION - SQman's Misc Stuff
Some curated stuff from the generous permission of SQman. Changes will be listed if I made any, and anything he made can be found marked as MISC_SQ. I mostly cherry-picked what I thought best fit into SVE.

New Plants
- Bunny-ear Spinnach: Found in good temperate grassland, shrubland, and savanna. Variant of spinach whose leaves resemble the ears of domestic rabbits. Grows from Spring to Autumn. (slight change to name, dropping an S. Made good biome plant and changed tile)
- Beggar's Bowl: Mushroom found underground in layers 1 and 2, with a fruiting body in the shape of a wide bowl. They can be grown year round, and brewed into beggar's wine (Changed tile, changed name of drink from firewater. Hits the mental ear better in my opinion.)
- Gemling Oak (Jeweled Tree): A crystalline tree of impeccable beauty with valuable aquamarine-colored wood. Thanks to the crystals that give it its wonderous appearance, derived lumber is quite heavy. Wood has a value of 30, and it can be found in any good forest.
- Great Sundew (Tree Sundew): A gigantic sundew plant, with a thick woody stem. Found in any savage temperate wetland (Not perfect for the biome, but the range map is mostly places traditionally thought of as mostly temperate I would imagine.)
- Giant Trumpet Pitcher: A large pitcher-plant whose leaves resemble tumpets or other musical horns. They can be found in any savage wetland.
- Pitcher Tree: Exactly what it sounds like, a huge pitcher plant. Found in any savage tropical wetlands.
- Giant Birdtrap (Flytrap Tree): A giant flytrap-type tree, this towering plant is found in savage temperate marshes.

New Creatures
- Cowry Swallow: A small, strange bird with proportionally small legs, large wings, and a protective shell around its body. They can be found along the coast of savage temperate oceans. Considered vermin, comes with a giant variant.
- Fairy Wyvern: A relatively small and friendly wyvern that zips around on fey-like wings snacking on vermin. Changed to a regular creature a around the size of a cat. Found in good tropical forests, savanna and shrubland. Size 4500, pet value 30. (Made good biome exclusive, increased size, made vermin catcher, added wider range of colors for its scales and eyes.)
- Blind Drakwyrm (Blind Wyvern): A wyvern-like monster the size of a human found underground in layers 1 and 2 in groups of up to 4. It is entirely blind, relying on a pair of thick whiskers to sense prey though it can still serve as a decent enough mount if needed, despite its size. Size 70k, pet value 550. (Changed name, more scale colors.)
- Dragon Horse: A large, horse-shaped lizard found in good mountains, lake shores and wetlands. Despite appearances they often take well to domestication, should a population be found to train. Size 600k, pet value 500 and trainable. (made pet_exotic and good biome exclusive, more eye colors.)
- Jabberwock: A large reptilian monster found lurking in evil temperate swamps. It sports a pair of wings, allowing it to fly as if to spite its ragged, loose-skinned appearance. Thankfully they reproduce slowly and only pop up as solitary hunters. Size 120k, trainable. (Added some more scale color options)
- Fire Rat: Rare rat or perhaps more likely, beaver-like creature found in the magma sea. Size 15k, pet value 30. Their leather has a value of 10.
- Boreox: A huge relative of the yak found in inhospitable forzen lands. Occurs in savage tundra and glaciers in groups of 4-8. Size 7.5 million, pet value 550 and usable as both mounts and pack animals, as well as providing milk. (Savage biome exclusive, cluster size reduced slightly.)
- Gungnir: A massive, ice-tusked mammoth found in savage tundras and glaciers alone or in groups of up to 7. Trainable for war, but cannot be used for mounts and is a grazer. Size, pet value 650. (Slight change to description, savage biome exclusive.)
- Flederhounds: Creatures that resemble flightless bats found in a variety of savage (mostly) environments.
-- Black Flederhound: A large and ponderous species of flederhound found in savage temperate wetlands. Size 100k, trainable, and usable as a mount. Pet value 100.
-- Vampire Flederhound: A large and unfriendly creature with unusually large incisors for a flederhound. It hunts primarily by grappling prey and slicing its flesh to drink the leaking blood. Found in evil tropical forests and shrubland in groups of up to 3. Pet value 60, size 25k. Trainable.
-- White Flederhound: A speedy variant of flederhound found in savage tropical forests, coming in packs of 3-6. Pet value 65, trainable, and size of 37.5k.
-- Brown Flederhound: A nocturnal predator found in savage temperate forests alone or in pairs. Size 50k, pet value 50 and trainable.
- Crag Dog: A canine beast with a protective covering of rocky tissue found in savage mountains and deserts in small packs of 3-5. Trainable, pet value 50, size 35k.
- Bonecracker: A baboon-like ape found in evil deserts in groups of up to 3, scavenging the dead for any scrap of food even if its naught but dry bones. Pet value 40, trainable, size 21k. (Evil biome exclusive, increased cluster size, decreased pet value.)
- Volsung: A large, ill-tempered and antlered ape with icy spines on its back. They are found in savage tundra, taiga, and glaciers alone or in pairs. Trainable, size 200k, pet value of 300. (Savage biome exclusive, pet value reduced.)
- Flying Monkey: An unfriendly flying ape found in evil broadleaf forests, be they tropical or temperate, in groups of 5-10. They will attempt to steal food, booze, and items. Size 40k, pet value 50. (Reduced pet value.)
- Rokubi: A six-tailed fox with limited ability to control fire, hunting smaller creatures in good mountains and temperate forests. Pet value 65, size 20k, trainable for hunting. (Made pet_exotic, good biome exclusive.)

New foods! Given limitations these are more for visual variety.

Easy
- Mash
- Paste
- Thin Porridge
- Pancake
- Slop

Fine
- Pottage
- Skewers
- Salad
- Rolls
- Balls
- Rings

Lavish
- Pudding (as in the savory kind)
- Pie
- Cake
- Pastries

NEW PLANTS
plant_surface_grasses_ex
- Curling Guts: A type of meat grass similar to wormy tendril and staring eye, found anywhere those strange plants might be found. As the name implies, they resemble intestines.
- Nailweed: Large blades of grass that resemble the fingernails of some humanoids, found in evil biomes.
- Shimmer Lichen: Glittering light blue moss found in good mountains.
- Angel Hair: Wavy golden and silver-colored grasses found in good biomes.
- Rosepetal: A red grass resembling the petals of a rose, found in non-freezing good biomes.
- Candyreed: Red and white candy-cane grasses, for those who want some holiday cheer year round, seen in good tundra and taiga.

plant_surface_shrubs_ex
- Tanglegut: A harvestable shrub found in evil biomes, made of course, from meat. Guts specifically. They're edible, and take about a season to grow from tanglegut polyps.
- Staring Stalk: Harvestable shrub, companion to staring eye grass.  They can be eaten, brewed into staring brew, and take about a season to grow from staring lenses.
- Fairywing: Thread crop found in good temperate forests and taiga. As I was lazy and used rope reed as a base, it can also be used to make paper (called Feysheet) and brewed into Feywine as well.
- Lover's Berry: A red heart-shaped berry found in non-freezing good biomes. It can be brewed into valued cupidity. Thankfully it isn't shaped like an actual living heart. Induces feelings of arousal when eaten and lust when drunk.
- Iceland Moss: Slightly fantastical take on the lichen of the same name. Grows in mountains, taiga and tundra from spores. It can be eaten raw or cooked and brewed into iceland tea.
- Hing: A relative of fennel, it must be processed into either ground hing or the extract asafoetida for consumption. It can be found growing in any savage shrubland or savanna as well as tropical dry broadleaf forests.
- Shallot and Scallion: Somewhat less common (at a frequency of 20) varieties of onion, though found in a wider range of biomes in temperate and tropical broadleaf forests, and both forms of shrubland. Because they are likely to be less common, they are slightly more valuable than standard onions or leeks.
- Chives: New world onion, far less common than the base onion (frequency 15 and as such slightly more valuable,) but found in any temeprate biome just like it.
Oriental Onion: A much less common form of onion (frequncy 15,) found in savage temperate and tropical broadleaf forests, and both forms of shrubland. Yet a smidge more valuable than the other new onion types.
- Silphium: A fantastical interpretation of an ancient herb/spice that was possibly a hybrid of several fennel species in an area of overlap in North Africa. It was highly valued in antiquity to such a degree supply was run through in just over a century supposedly. Unlike IRL, it can be grown, though it takes two seasons. It also needs to be processed into either Ground Silphium (value 75) or Silph Juice (value 100, real name Laserpicium,) to be utilized in cooked food. (Yes I watch Tasting History, how can you tell?)

It grows only in temperate savage forests and shrubland and appears somewhat uncommon compared to other plants added by the mod, with a frequency of 35. This means you'll have to settle those biomes and either hope it's there or hope some neighbors will be selling silphium seeds if you want a steady supply. It will also induce a stronger syndrome than most spice crops added by the mod for consuming a lavishly seasoned meal.


NEW CREATURES
creature_surface_other_ex
- Lantern Deer: Happy holidays! Lantern Deer can be found in the same (good) biomes as regular reindeer. Compared to their common cousins they can carry more, are noticeably larger, and can be used as mounts and wagon pullers. They also glow in low light conditions (at least on paper.) Size 250k, max age of 180 to 300 years. They also have natural discipline.
- Cherub: A small winged humanoid resembling a human child found in good forests. Despite appearances they are prone to theft of food and items.

creature_bird_surface_ex
- Blue-maned Hawk: Bird with a vibrant blue crest around its head and neck and brilliant red tail feathers found in good mountains and forests. They're quite large by bird standards, being heavy as a human. They can be trained for war and hunting as well and have a value of 60.
- Celestial Falcon: A huge eagle with starry feathers found soaring over any savage biomes at a low frequency. Size 1 million, pet value 850, usable as a mount. Takes 15 years to reach full size.

creature_mammal_surface_ex
-Feywild Charger: Based on a reindeer... Elk... Whatever thing that warhammer wood elves sometimes use as mounts. Majestic fair-furred elk with sharp antlers found in good temperate biomes, tundra, and taiga. Twice the size of a horse and possessed of some natural skills. Size 1 million, pet value 650. Trainable for war.
- Doomsteed: A hulking brute of a horse, able to match a feywild charger in size and exceed it in strength, ferocity and matching Hadean Chargers below in durability. They are inky black in color with deep red eyes and manes, being found anywhere evil with incredibly low frequency (so capture them if you can!) Being evil they are likely to be fielded by evil civs as well, and so it may be worth it to conduct cattle raids to acquire them and thier slightly lesser cousins the Hadean Chargers should one want them.  Size 1 million, pet value 800. Trainable for war, and don't age.
- Shadow Courser: A swift steed with black fur, starry manes and brilliant blue eyes found in any savage grasslands, savanna and shrubland. Though a little lighter than typical horses and can't be used as pack or draft animals, but they are extremely fast and do not tire easily with unnatural endurance and far higher agility than normal. Pet Value 550, size 450k. Trainable for war.
- Hadean Charger: Based on Prophesy of Pendor's Netherworld Charger. Highly prized as war horses, these beasts are horses of unparalleled endurance and durability, with maxed out toughness, endurance, recuperation and inability to feel pain. They are 50% larger than a horse and found in evil biomes similar to the Shadow Courser above. They are somewhat slow though compared to some horses. Due to their usefulness as war mounts they aren't used for draft animal duty. Pet value 600, size 750k. Trainable for war.
- Voidram: Large carnivorous sheep with stark black fleece, blood red horns, and glowing gold, yellow or orange eyes found in evil grasslands and savanna. Almost as large as a horse and thus able to be used as mounts and pack animals (with a bit of trimming to their fleece to make way for packs or saddles of course.) Size 400k, pet value 400. Trainable for war.
- Oryx and variants: Larger relative of gazelle and antelopes with long, straight horns found in tropical savanna, grasslands, and shrublands. Size 45k, pet value 60.
- Pronghorn and variants: Antelope-like creature with short horns found in temperate savanna, grasslands, and shrubland. Size 35k, pet value 55.

creature_entity_ex
Destrier: A large and heavy warhorse bred and used by humans, granting them thier own war creature similar to hill dogs (as messenger horses are more of a travel than fighting thing,) storm hawks, and so forth. As such they do not exist outside of domestic settings, and are extremely valuable compared to normal horses. Size 600k, pet value 1000. Cannot be milked or used as pack animals.

Mastiff: Noticably larger than regular dogs, Mastiffs are intended to serve as war dogs and so lack some of the broader utility of the standard dog. Size 45k, Pet value 50, War trainable only, common domestic (should make them available to everyone.) Very high strength and has some natural skills. Tend to have lower life expectencies. Thanks to thier way better stats, they should be able to overpower unprepared and poorly equipped opponents when used in packs far more readily than standard dogs.


NOTE: The Destrier, Doomsteed, Feywild Charger, Shadow Courser, Voidram, and Hadean Charger are trainable so you can assign them to soldiers as mounts for off-map excursions.


NEW CIVS - Generic Fantasy Addon
These civs are basically optional inclusions for those who want more bad guys to fight that hopefully won't feel too out of place. There's no specific gimmicks really, and these guys are basically just raging assholes, but not really any more so than goblins. Consequently they might also appear as mercenaries and the like. They won't appear in the pre-installs besides the all-in-one.

They are explained in greater detail in the Generic Fantasy Entities readme. That said, a little unclear if I have the bugbears working right. The others spawned fine though.

- Bugbears: Unlike typical fare being DnD ripoffs, the SVE edition's are distant cousins to trolls. Their size means they can use any weapon one-handed comfortably, so lopping the hand off one with a great cleaver or pike isn't going to slow him down much.

- Orcs: Similar to Goblins, they're slightly less dickish as people and noticably bigger than a human, but not enough to go one-handing great-weapons. They are a fierce warrior people and readily engage in slavery and mortuary cannibalism, much like the Delves below.

- Ogern: Based on ogres, but civ capable and far smaller (being just a bit smaller than a vanilla troll.) Not slow-learner types but still dumber than sled tracks though with abysmal anyalitcal skills, among other things. Highly greedy and quite fond of munching on anyone and anything, borrowing from Warhammer Fantasy a bit. Like Bugbears, they can use any weapon one-handed thanks to their size, so impairing their great-weapon users requires a bit more effort.

- Delves: Discount Drow, with more egalitarianism and slightly more cannibalism.

The addition also includes two plant-based civs and one semi-rock based one. Credit to rinestone and Enemy Post for the plant ones.
- Geodes: Stone-skinned humanoids who live in mountain halls. They come in winter to trade. Largely humorless, tough, but kinda slow with lower average agility and top speed compared to humans.

- Petalken (Haiza): Friendly flower people with an affinity for wind. Has a knockback wind attack. Come to trade in spring. Name essentially means "Flower knowledge."

- Spinelings (Kairin): Hostile cactus-like people, active year round. Has a spine-shot ability for basic defense/skirmishing. Babysnatcher civ.


NEW ITEMS

item_tool_ex
- Portable smithing kit: Contains everything a travelling blacksmith needs: Small furnace for smelting small amounts of ore and recycling scraps, a small anvil, various tongs and hammers and a little box to store it all in. Requires 3 bars to make, weapons-grade metal only. Value 30, size 500
- Portable woodworking kit: Mechanically identical to the above. Contains everything a travelling carpenter or woodcrafter needs: small hand saws, woodworking chisels and hammers, some clamps and a little box to store it all in. Requires 3 bars to make, weapons-grade metal only. Value 25, size 450

These two items are meant to serve as a possible starting point should I implement some kind of adventure mdoe crafting. All you'll need to do is find someone with a toolkit you need or laying around somewhere and trade for or loot it.

NEW INORGANICS - FANTASY METALS
- Stones
-- Raw Ebony: Commonly seen in fantasy settings, either by this name or something else. A shiny black ore found somewhat rarely in igneous layers deep under ground, and worth its weight in gold.
-- Raw Lunite: An ore of silver and iron with mystical properties, explained below. For all intents one can regardless as some kind of "moon" metal.

- Metals
-- Ebony: A black metal nearly as good as orichalcum and consequently worth its weight in gold. Due to its usefulness it is considered a "special" metal, meaning only the player will be able to produce stuff from it under normal conditions.
-- Lunite: A magical shimmering alloy of silver and iron, created when raw lunite is heated to the right temperature. Performs identically to steel apart from holding a far better edge (somehow,) and is slightly more valuable. The secret of properly refining raw lunite into this is known only to the dwarves, taking two hunks of raw lunite and producing 3 bars of its refined form.


MISC. CHANGES
plant_surface_shrub_ex
- Fennel can be brewed into fennel tea, inducing a feeling of zeal in the drinker. This is based on an old belief that drinking fennel tea can bring courage to warriors prior to battle.

creature_entities_spl_ex
- Messenger horses have received a description change, increased life expectency, had proper attribute changes made, and can no longer be milked (they're transports, not food supplies after all.)


EDITED VANILLA FILES
entity_default
- Humans now have proper war horses in the Destrier. Not as utilitarian as base horses nor as agile as messenger horses.

Now I'm pretty sure I've gotten all the new stuff into the pre-install options, but I'd highly recommend installing manually instead to be on the safe side (if using Fantasy Metals, remember to install it after the edited vanilla files and overwrite what it asks to.)

Enjoy (https://dffd.bay12games.com/file.php?id=15315) and do let me know if there's any problems
Title: Re: Splint's Vanilla Expanded Mod v9.4 - General Expansion
Post by: GamingMasterAnthony on January 14, 2022, 04:02:36 pm
whenever i try to activate the mod, this happens:


Mod Not Ready and the mod in orange.


(EDIT: I tried attaching photos but it didnt work)
Title: Re: Splint's Vanilla Expanded Mod v9.4 - General Expansion
Post by: Splint on January 14, 2022, 05:45:58 pm
whenever i try to activate the mod, this happens:


Mod Not Ready and the mod in orange.


(EDIT: I tried attaching photos but it didnt work)

I uh, I'm note sure what to tell you man. The mod's not really set up to play nice with things like LNP if that's the issue you're having.
Title: Re: Splint's Vanilla Expanded Mod v9.4 - General Expansion
Post by: GamingMasterAnthony on January 16, 2022, 02:31:12 pm
whenever i try to activate the mod, this happens:


Mod Not Ready and the mod in orange.


(EDIT: I tried attaching photos but it didnt work)

I uh, I'm note sure what to tell you man. The mod's not really set up to play nice with things like LNP if that's the issue you're having.

Ah… yeah that would probably do it then.
Title: Re: Splint's Vanilla Expanded Mod v9.4 - General Expansion
Post by: Splint on January 18, 2022, 01:00:31 pm
Minor update. nothing critical, but I had to fix the Geodes (the rock people) who were left playable by accident. Threw some other changes and a couple other things on top for good measure.

Code: (changelog) [Select]

NEW IN v9.5

BUG FIXES
- Made Geodes non-playable in fort mode. That was not supposed to happen.
- Fixed an issue causing a compatibility problem with ZM5's What Lurks Below and the Generic Fantasy Creatures' undead enemies.

MISC. CHANGES
- Split the entity_evil_ex civs into seperate files, so you can pick and choose more easily.
- Renamed entity_forest_ex to entity_satyr_ex

!!NOTE!! The changes above have not been carried over to the pre-install folders!

NEW INORGANICS - FANTASY METALS
- Stones
-- Raw Solite: Ore of iron and gold, sun equivalent to Lunite. Can be found very rarely in all stones in veins, more commonly in igneous layers, and slightly more commonly in small clusters in alluvial clusters.

- Metals
-- Solite: Pretty much just gold lunite, but more valuable due to being rarer and comprised of magic gold. Only dwarves may produce this, as befitting thier metallurgic edge. Thought it appropriate to complete the "sun and moon" thing.

NEW PLANTS

plant_surface_shrub_ex
- Verglas: A light blue grain resembling frozen raindrops found growing in savage taiga and tundra. Can be milled into verglas flour or brewed into verglas ale. Grows in about a season, but only during spring, summer and autumn, from verglas grains.

plant_cavern_shrub_ex
- Bloodsap vine: A meaty tube found growing in the furthest depths of layer 3 around bodies of water. Can be cooked, eaten as is or extracted into deep syrup, which due to the difficulty of acquisition has a value of 25. Grows year round, and takes a bit under a season to grow from bloodsap polyps.

Grab the update here (https://dffd.bay12games.com/file.php?id=15315) if you want it.
Title: Re: Splint's Vanilla Expanded Mod v9.6 - More Minor fixes
Post by: Splint on February 16, 2022, 02:15:44 pm
Meant to upload this like, two days ago.

Code: (Changelog) [Select]
NEW IN v9.6

BUGFIXES
- Fixed missing difficulty and attack requirements on the Phoenix.
- Fixed typo in dagger weed juice name.

MISC. CHANGES
- Changed Phoenix to an appropriate tile color (was cyan originally.)

NEW CREATURES
- Servals and variants. Small spotted wildcats found in tropical grasslands, savanna, and shrubland hunting alone. Size 10k, pet value 70. Also hunts vermin if domesticated.

Special thanks to chipathingy for the spot checks, also did a double check on the megabeasts so there shouldn't be any first summer disasters caused by them anymore. Neither I nor any of my playtesters (all two of them) had run into a problem like that with a megabeast since the stone titan mishap a while back.

I didn't want to do just a bugfix either, hence the servals, so enjoy those if you're into weird cats. Get the download via the main page.
Title: Re: Splint's Vanilla Expanded Mod v9.6 - More Minor fixes
Post by: Ramiel. on April 09, 2022, 05:57:58 pm
So I was getting a new game installation set up to play, and I find out you've recently(ish) reorganized your mod to make it much easier to use and update, which is absolutely fantastic.  While everything you (and other contributors) have done is great work, for me personally it's a bit much, so I usually hand-pick about 30~40% of the content to add into my game.  Unfortunately there doesn't seem to be a readme with a comprehensive list of all the plants and creatures added, which makes it very difficult and tedious to go through the raws and know what's what.

So I made my own list, and figured I'd share it here for anyone else who wishes to use it.  Two lists with everything added in the Plants and Wild Creature folders, listed in order they appear in raws.  Descriptions are copy-pasted stright from the various readmes and changelogs, with minor formatting here and there.  Some details may be slightly off as content was changed in later updates; I didn't go through descriptions or updates carefully, though I did try to make sure at least any names were updated.

Code: (PLANTS) [Select]
CAVERN GRASSES
- Flake lichen: Purple colored mosses that crunch when stepped on. All layers, visual variety.
- Ember moss: Red mosses found in layer 3.
- Flare Lichen: white, bright red and yellow, found in layer 3.
- Pyre Lichen: white, bright red and yellow, found in layer 3.
- Gloomwort: Darker, purple-glowing relative of flake lichen found in layer 2 and 3.
- Living Rock: Ever growing and shrinking rock, found in layer 3.
- Blister Moss (Blood Blister): Fleshy, blister-like tissue found in layer 3.
- Fungal Roots (Fungal Mycelium): Exposed fungal mycelium, found in all layers. Likely related to Cave Fungus.
- Root Moss: An odd-looking fungus that resembles the roots of a more normal surface-living plant, found in layers 1 and 2.

CAVERN SHRUBS
- Glowcaps: Slow-growing, uncommon, and high value drink crop, producing the valued Moonglow.
- Slime Mold: If your average dwarf was sick of plump helmet, then they probably despise these. Grows quickly.
- Cave Bulb: A fragrant bulb that can be milled into spice or brewed into dwarven sherry
- Web Lichen: A rare underground plant, it can be eaten raw or brewed into dwarven firewater
- Dark Crystal Grass: A grass-like stalk covered in dark crystals. Cash crop that can be milled into dark violet dye
- Crimson Crystal Grass: A grass-like stalk covered in red crystals. Cash crop that can be milled into scarlet dye
- Verdant Crystal Grass: A grass-like stalk covered in green crystals. Cash crop that can be milled into jade dye
- Golden Crystal Grass: A grass-like stalk covered in golden crystals. Cash crop that can be milled into gold dye
- Magmavine: A glowing, warm-to-touch vine found in the deep caves. Can be brewed into valuable blazing tonic, which induces feelings of eagerness and enjoyment in the drinker. The vines can also be eaten, but have a chance of making the consumer feel displeasure from the heat of the vine's flesh.
- Deep Potato: A plant with tuberous growths and a pleasantly creamy texture found in deep caverns. Can be brewed in deep potato wine.
- Chimestalk: A plant that makes a windchime-like noise in the presence of moving air. Can be found in the lower depths of cavern 3. Can be milled in valuable silver dye, eaten raw, or brewed into chimewine.
- Saltcorn: An underground plant resembling short, albino corn. While not very good to eat on its own and unbrewable, its salty flour is highly valued as a salt substitute.
- Sumpweed: A fast-growing, unpleasant-tasting plant found deep underground. When brewed however, Sump Wine is noted for actually being quite palatable.
- Firecap: A bright yellow mushroom found in cavern 3. Can be milled into valuable orange dye or eaten raw. Takes a season to grow.
- Lavaberry: A bright red, warm berry growing from black shrubs that glow like magma, found in cavern 3. Can be brewed into Torchlight Tonic, which makes the drinker feel invigorated.
- Gloamwort: A purple glowing mushroom found in layers 2 and 3. They can be eaten raw or cooked, brewed into gloamwine or be processed into gloamwax, a useless but valuable extract. Value 4 plant and drink, value 50 extract.
- Cave Potato: A new version of the old plant, this albino tuber-producer is found in all layers and lacks the feel-good destressor found on the old version. Can be eaten raw, cooked, or brewed into dwarven vodka.
- Vortex Cup: A magenta-colored mushroom that produces a whirlpool or twister-like fruiting body. Can be cooked and eaten, or milled into a moderately valuable amethyst dye.
- Ignus Moss: A moss found in layer 3, it can be woven into firecloth or brewed into firewine.
- Feeler Fungus: Long pinkish mushrooms that grow long, slimy fruiting bodies found in layer 3. Can be milled into moderately valuable puce dye, eaten raw (though it causes some eaters mild displeasure,) or extracted into Feeler Oil.
- Imphorn: A squat, spiky red mushroom found in layer 3. Produces somewhat valuable Imp Liquor and fuchsia dye.
- Frog Fronde: A strange fern resembling a frog's leg with spiked toes found in layer 3. Can be cooked or milled into a valuable pine green dye.
- Vulcan Fern: An orange fern whose leaves seem to ripple with flames, yet emit none found in layer 3. Can be cooked (causing mild displeasure due to the heat, similar to magmavines,) brewed into Volcanic Ale or extracted into valuable Volcanic Essence.
- Devil's Urn: Name taken from Fungus Expansion by MottledPetrel. A grey mushroom found in layer 3. Takes a season to grow, millable into valuable Devil's Dust flour or edible raw and cooked. Value 5 plant, value 30 mill product.
- Bloodsap vine: A meaty tube found growing in the furthest depths of layer 3 around bodies of water. Can be cooked, eaten as is or extracted into deep syrup, which due to the difficulty of acquisition has a value of 25. Grows year round, and takes a bit under a season to grow from bloodsap polyps.
- Spice Cap: A spicy, bright red mushroom found in layer 1. They can be milled into moderately valuable dwarven spice, or brewed into dwarven schnapps.
- Black Moss: A simple mold that grows thick in places in layer 1. Can be brewed into Dwarven tea or milled into low value Blackmoss Dye.
- Albino Silkworm Nest (Silkworm Nest): Abstraction of cultivated worms, raised for thread like silkworms IRL. They are found in layer 1, and offer an extremely low-value means of getting silk, known simply as "worm silk" (so if you want something flashy, you'd be better off going after cave spider or giant cave spider silk instead.) Their seeds (eggs) can also be eaten when cooked.
- Flesh Bubble: A tumorous clump of meat found growing in layer 3. Edible. Unlike their original SE form, cannot be used to make dye, but can be safely grown and eaten, providing a more manageable supply of meat (they are consequently more valuable, since they're palatable, unlike many things found in say, What Lurks Below)
- Brain Fungus (Wrinkly brain cap): A cyan, brain-like mass found in layers 2 and 3. Can be milled into a pleasant, slightly valuable aquamarine dye, but are unpalatable and so not eaten when they *are* cultivated.
- Deep Vine (Violet Vine): A valuable purple thread plant found in the deep darkest reaches of layer 3.
- Stinktube: A tubular foul-smelling fungus, grown mainly for the poor-quality yellow dye it can be milled into, found in layer 1. Thanks to their terrible rot-like odor, nobody eats the things.
- Alchemist's Finger: A faster growing alternative to harder-to-find verdant crystal grass found in layer 1. While its dyes aren't as rich and consequently nowhere near as valuable, it is far easier to get and commonly cultivated for use in dye production.
- Glowpetal: A plant of moderate value found in layer 3, mainly sought out for its similarly valuable brew, Shinewine.
- Fuzz Orb (Fuzzy Ball): Found in layer 1 and 2, can be milled into moderately valuable orb flour or brewed into dwarven cider.
- Lantern Orb: Found in all layers, these fungi resemble a sphere on a slightly crooked stalk, emitting a deep blue light. While they can be grown if seeds are properly extracted, most simply gather and cook the plants and their relative abundance means they aren't particularly valued over other cavern plants.
- Dagger Weed: A low value, brown, cave-dwelling cousin of Blade Weeds found in all layers. Can be brewed into a bland but inoffensive dwarven juice (formerly dagger weed juice,) or eaten as is.
- Egg bulb: A strange fungus found in layer 1 with an egg-like fruiting body. They are unpalatable when eaten raw, so they are commonly just cooked and eaten as an egg replacement.
- Cave Corn: An albino troglodytic strain of maize, found in layers 1 and 2. Cave corn can eaten raw, be milled into dwarven corn flour or brewed into dwarven whiskey. Not to be confused with Saltcorn.
- Cave Bean: An albino, troglodytic cousin of some indeterminate bean species, found in all layers. Inedible as they are, they can be pressed for oil and edible press cakes.
- Flywing Fern (Flyleaf Fern): A simple cash crop, this brown fern is found uncommonly in layers 1 and 2, grown for use in dye production, where they produce a slightly more valuable bronze-colored dye.
- Bone Sprout: Found in the lowest reaches of layer 3 along the edge of cavern lakes and such, these slow-growing bone-like fungi are only really useful for their somewhat valuable ivory white dye.
- Cave Cactus: A blue-colored cave succulent, found somewhat rarely in layer 2 and 3. Tough and unpleasantly chewy even when cooked, they are only ever grown or gathered for the azure dye to be had from grinding them up.
- Toadnut Plant: Found in all layers, this plant produces strange-looking but inoffensive fruit from its pitcher-like flowers (suggesting the plant feeds on flies and the like.) Going by Eric's Raws, they need to be plucked by a thresher and cooked before they can be properly enjoyed.
- Beggar's Bowl: Mushroom found underground in layers 1 and 2, with a fruiting body in the shape of a wide bowl. They can be grown year round, and brewed into beggar's wine (Changed tile, changed name of drink from firewater. Hits the mental ear better in my opinion.)

CAVERN TREES
- Bright-cap: A bright green glowing mushroom tree found in layers 1 and 2. Default value.
- Spike Stalk: A cyan mushroom tree found in layer 3. Value 8.
- Flake-cap: A dark purple mushroom tree found in layers 2 and 3. Value 5.
- Slimewood: A brown mushroom tree found in layer 1 and 2. Default value.
- Gloomlight Tree: A dark green glowing tree found in layer 3. Value 8. Has edible spores and valuable drink, netherlight, at value 4.
- Blue-cap: A bright blue mushroom tree found in layers 2 and 3. Value 5.
- Blackash Tree: An unusual tree found growing in layers 1 and 2. It sports fibrous growths useful for paper production and its pods can be used for the production of blackash tea or eaten as is.


SURFACE GRASSES
- Bone-chime: Grass version of the giant bone-chime. Can be found in the same environments.
- Golden Haizaflower: A gold-colored flower (that is, grass) that can be found in temperate savage neutral grass and shrubland.
- Orange Haizaflower: An orange-colored flower found in temperate savage neutral forests and wetlands.
- Crimson Haizaflower: A dark red-colored flower found in temperate savage neutral wetlands.
- Curling Guts: A type of meat grass similar to wormy tendril and staring eye, found anywhere those strange plants might be found. As the name implies, they resemble intestines.
- Nailweed: Large blades of grass that resemble the fingernails of some humanoids, found in evil biomes.
- Shimmer Lichen: Glittering light blue moss found in good mountains.
- Angel Hair: Wavy golden and silver-colored grasses found in good biomes.
- Rosepetal: A red grass resembling the petals of a rose, found in non-freezing good biomes.
- Candyreed: Red and white candy-cane grasses, for those who want some holiday cheer year round, seen in good tundra and taiga.

SURFACE SHRUBS
- Purple Stranglevine - Evil wetland and forest plant. Can be brewed into Chokewine or milled into valuable purple dye.
- Cadaverberry Stalk - Evil grassland, savanna, and tundra plant.  Grows relatively quickly like plump helmets, but has an unpleasant sandy texture that often leaves the consumer feeling mildly annoyed.
- Sand potato: An absolutely disgusting but fast-growing plant found in evil deserts. Can also be used to make a tan dye.
- Tanglegut: A harvestable shrub found in evil biomes, made of course, from meat. Guts specifically. They're edible, and take about a season to grow from tanglegut polyps.
- Staring Stalk: Harvestable shrub, companion to staring eye grass.  They can be eaten, brewed into staring brew, and take about a season to grow from staring lenses.

- Rattleberry: Found in savage forests. A berry resembling a rattlesnake tail, it's as valuable as whip vine and can be brewed into Rattler.
- Shake-corn Shrub - Found in savage wetlands and forests. Grows relatively quickly like plump helmets, but often causes feelings of bordom due to their bland taste.
- Dustberry Shrub: Unexceptional plant found in savage deserts, noted for having a tasty wine made from the otherwise unremarkable red berries.
- Watervine: Taken from Caves of Qud, grows in any savage desert. Eating them or drinking the Refreshing Water made from them leaves the consumer feeling quite satisfied.
- Rock Carrot: Grows in savage badlands and wastelands. Not good for much besides eating when milled into rockroot flour.
- Dust Thistle: Grows in savage deserts. Not useful for much besides brewing into Thistle Tea or cooking it into meals directly.
- White-cap Morel: The tiny cousin of the giant white-cap, which can be used for food.
- Mealworm Colony: Small worms inspired by the meal lice from Oxygen Not Included and Eric Blank's Silkworm nest plant. Basically groups of little wriggly creatures that clump together for safety around a food source (such as table scraps dumped into a furrowed plot.) Found in savage wetlands and forests both temperate and tropical. Bland, but not offensive.
- Gloom-cap: Dark purple mushroom found in savage wetlands and tropical forests. Edible raw or cooked, but it's better to brew them as the things into Mire Wine, as the shrooms themselves have an unpleasant, waxy texture (induces a negative irritated moodlet.)
- Beefstalk: A slow-growing, meaty stalk that tastes like beef found in savage grasslands and savannas. Can be brewed into Beefjuice, eaten raw, or cooked, and grow from Beefstalk Splinters.
- Red Elf Cup: A red mushroom found in savage temperate forests and wetlands. Can be milled into modestly valuable scarlet dye, eaten, or brewed into Red Cup Brew.
- Green Elf Cup: A teal-colored relative of the above, found in savage tropical forests and wetlands. Milled into teal cap dye or brewed into green cup brew.
- Silphium: A fantastical interpretation of an ancient herb/spice that was possibly a hybrid of several fennel species in an area of overlap in North Africa. It was highly valued in antiquity to such a degree supply was run through in just over a century supposedly. Unlike IRL, it can be grown, though it takes two seasons. It also needs to be processed into either Ground Silphium (value 75) or Silph Juice (value 100, real name Laserpicium,) to be utilized in cooked food.
- Iceland Moss: Slightly fantastical take on the lichen of the same name. Grows in mountains, taiga and tundra from spores. It can be eaten raw or cooked and brewed into iceland tea.
- Bunny-ear Spinach: Found in good temperate grassland, shrubland, and savanna. Variant of spinach whose leaves resemble the ears of domestic rabbits. Grows from Spring to Autumn. (slight change to name, dropping an S. Made good biome plant and changed tile)
- Verglas: A light blue grain resembling frozen raindrops found growing in savage taiga and tundra. Can be milled into verglas flour or brewed into verglas ale. Grows in about a season, but only during spring, summer and autumn, from verglas grains.

- Shimmerweed: A whispy stalk that can be eaten raw or cooked, and grows relatively quickly like plump helmets anywhere. Like Cadaverberry stalks, they tend to leave the consumer kind of annoyed due to their unpleasant paper texture when moistened (such as while being chewed.)
- Twisthorn Plant: Good wetland plant resembling a unicorn's horn. Can be cooked, brewed into Twisthorn Brew, or milled into valuable cream dye.
- Tundra Cotton: A silver-colored plant valued for its natural lustre, softness and utility. Takes a full season to grow. Value 5 in most areas, with the exception of its oil, which is value 8. Can be used to make paper, cloth, snowland oil, and snowland soap, like its stock, tropics-dwelling mundane cousin. Only found in good tundras and taiga.
- Fairywing: Thread crop found in good temperate forests and taiga. As I was lazy and used rope reed as a base, it can also be used to make paper (called Feysheet) and brewed into Feywine as well.
- Lover's Berry: A red heart-shaped berry found in non-freezing good biomes. It can be brewed into valued cupidity. Thankfully it isn't shaped like an actual living heart. Induces feelings of arousal when eaten and lust when drunk.

- Saffron: Plant found in savage temperate broadleaf forests and shrublands. Can be milled into extremely valuable ground saffron, which can then be sold or used for cooking. Takes two seasons to grow.
- Vanilla: Plant found in savage tropical moist broadleaf forests and shrublands. Can be milled into valuable ground vanilla, which can then be sold or used for cooking. Takes two seasons to grow.
- Dandelion: An amalgam of several species, kind of a general purpose crop plant found in temperate areas and tropical scrubland. Can be brewed into dandelion wine, cooked into meals, milled into a low-value yellow dye or eaten raw.
- Safflower: Found in savage temperate forests. Can be milled into valuable bright red dye or have edible safflower oil extracted from them. (this is a janky workaround for dealing with their seeds, since that's kinda finicky.)
- Sunflower: Found in temperate and tropical shrub and grasslands. Can be cooked into meals directly or have higher value edible oil extracted from them (this is a janky workaround for dealing with thier seeds, since that's kinda finicky.)
- Woad: Cash crop grown as a dye plant. Produces dark blue dye. Can be found in temperate savanna, grasslands and scrubland.
- Weld: Cash crop grown as a dye plant. Found in temperate forests, grasslands, and scrublands. Produces a yellow dye.
- Indigo Flower: Cash crop found in savage tropical forests and shrublands. Produces a valuable cobalt blue dye.
- Madder Root: Cash crop grown as a dye plant. Found in both temperate and tropical scrubland. Produces a pink dye (one of three possible, thought it'd be nice to have something different.)
- Sugarcane: available in tropical forests and shrubland. Edible, brewable into rum, milled into sugar, and extracted into molasses.
- Sugar beets: available in temperate forests, shrubland and grassland. Edible, brewable into sugarbeet rum, and extracted into sugarbeet syrup.
- Fennel: Common spice crop IRL. Found in savage temperate forests and wetlands. Not as valuable as other spice crops though.
- Dill: Common herb and spice found in any savage temperate forest and temperate shrub/grassland. Can be cooked and eaten (standing in for chopped dill weed) or milled into ground dill, though for a spice crop its ease of access makes it one of the less valuable options.
- Coriander: Found in savage temperate and tropical shrublands, temperate forests and tropical dry broadleaf forests. Same treatment as Dill, being cookable or millable into ground coriander.
- Oregano: A common herb IRL, can be found in temperate forests and shrubland. Can be cooked (again, stand in for using fresh leaves) and eaten or milled into dried oregano.
- Cumin: A common herb from southern Asia. Here found in savage tropical forests, grassland and shrubland. It must be milled into ground cumin and cooked to be eaten.
- Mugwort: An extremely common herb utilized in cooking IRL. Found in savage temperate forests, shrub and grassland, and savanna. Can be cooked  (simulating the use of fresh leaves,) or threshed to bags (dried ones.)
- Cardamom: Uncommon spice crop IRL. Amalgam of multiple types, found in savage tropical forests and shrubland. Can be milled into very expensive ground cardamom. Not the most realistic implementation, but it's there.
- Hing: A relative of fennel, it must be processed into either ground hing or the extract asafoetida for consumption. It can be found growing in any savage shrubland or savanna as well as tropical dry broadleaf forests.
- Shallot and Scallion: Somewhat less common (at a frequency of 20) varieties of onion, though found in a wider range of biomes in temperate and tropical broadleaf forests, and both forms of shrubland. Because they are likely to be less common, they are slightly more valuable than standard onions or leeks.
- Oriental Onion: A much less common form of onion (frequency 15,) found in savage temperate and tropical broadleaf forests, and both forms of shrubland. Yet a smidge more valuable than the other new onion types.
- Chives: New world onion, far less common than the base onion (frequency 15 and as such slightly more valuable,) but found in any temperate biome just like it.

SURFACE TREES
- Giant Bamboo
- Moonfruit Tree: Good biome tree, found anywhere that isn't freezing, mountainous, or desert. The fruits are more valuable than average, and will often cause feelings of delight when consumed. Fruit can also be brewed into Moonlight, a drink as valuable as Sunshine.
- Snowdrop Tree: A tree found growing in savage taigas, producing Snowdrop Fruit and its attendant wine, consumption of which tends to leave the drinker feeling quite satisfied and enthusiastic about things.
- Glimmer Cactus: A glowing blue tree comprised of glowing crystal-inlaid tissue found only in good deserts. Produces edible Glimmer Node fruit. Value 10.
- Glassbark Tree: A strange cyan-colored tree resembling a cactus that only grows in savage deserts, noted for its beautiful crystal-like grain. Value 8.
- Giant White-cap: White mushroom tree found in savage forests, specifically temperate broadleaf and any tropical, as well as wetlands.
- Great Black Morel: A giant gray mushroom tree found in good wetlands and tropical forests.
- Blood-cap: Dark red mushroom tree found in evil tropical forests and wetlands.
- Shardglass Tree: Experimental. Yellow tree found in good mountains. Value 5.
- Stonebark Tree: Experimental. Strange, rocky, grey tree found in savage Mountains. Value 5.
- Shatterstone Tree: Experimental. Dark green crystalline tree found in evil mountains. Value 5.
- Silverwoods: Good tree. Valuable wood. Can be found anywhere that isn't freezing.
- Demonbarks: Evil tree. Valuable wood. Can be found anywhere that isn't freezing. (Civ Forge Devilwoods)
- Giant Bone-chime: A giant tree that appears to be made of bone, and whose leaves resemble the bones of fingers, or perhaps chicken wing bones. They rattle in the breeze like a wind chime, thus the name. Can be found in evil temperate forests.
- Gemling Oak (Jeweled Tree): A crystalline tree of impeccable beauty with valuable aquamarine-colored wood. Thanks to the crystals that give it its wonderous appearance, derived lumber is quite heavy. Wood has a value of 30, and it can be found in any good forest.
- Great Sundew (Tree Sundew): A gigantic sundew plant, with a thick woody stem. Found in any savage temperate wetland (Not perfect for the biome, but the range map is mostly places traditionally thought of as mostly temperate I would imagine.)
- Pitcher Tree: Exactly what it sounds like, a huge pitcher plant. Found in any savage tropical wetlands.
- Giant Trumpet Pitcher: A large pitcher-plant whose leaves resemble trumpets or other musical horns. They can be found in any savage wetland.
- Giant Birdtrap (Flytrap Tree): A giant flytrap-type tree, this towering plant is found in savage temperate marshes.

Split into two posts, as it seems to be too big to post in one go.
Title: Re: Splint's Vanilla Expanded Mod v9.6 - More Minor fixes
Post by: Ramiel. on April 09, 2022, 06:00:46 pm
And the creatures.  There were a few I couldn't find any mention of in changelogs and so have no description, though it's quite possible I simply missed them.
They are the Bloodmoth, Great Dune Beetle, Furred Strider, Frost Otter, Magma Titan, and Snow Lion.

Code: (CREATURES) [Select]
CAVERN BIRDS
- Cave Moa: Layer 1 and Mountains.
- Tor Falcon: A large bird of prey found feasting on vermin in layers 1 and 2. Can be trained for hunting, and is slightly larger than a dog. Hunts vermin.

SURFACE BIRDS
- Secretarybird: Found in a wide range of biomes - Any savanna, shrubland, grassland, or desert. Cannot fly for gameplay purposes.
- Junglefowl: Found in tropical forests and wetlands.
- Sea Eagle: Found in any ocean or wetland.
- Tucan: Found in tropical forests.
- Silver Eagle: Argentavis, not accurate. Silver colored instead of brown, willful misinterpretation of their name. Can be found ranging over savage grasslands, savannas, shrubland, mountains, and deserts as well as temperate forests.
- Woodrunner: A large flightless bird resembling a cross between an eagle and an emu found in savage temperate forests and shrubland. They hunt alone or in pairs, and make for poor mounts due to their size. In spite of a generally disagreeable nature, they make decent hunting companions.
- Snowrunner: The woodrunner's smaller relative found in savage taiga and tundra, sporting white, silver, and occasionally even light blue plumage over the greens and browns of its larger cousins.
- Rocling: A large bird of prey that superficially resembles a roc. They can be found in savage mountains and temperate biomes. Size 120k, and trainable.
- Pheasant: Based on the gamebird as a whole, with a range of colors ranging from rust to black. Can be found in any temperate biome and highly likely to be domesticated. Reach full size faster and live longer than chickens and have larger clutch sizes, but are smaller overall and so not as good for meat production.
- Sawbeak: A large, unfriendly black bird found in savage wetlands. Size 100k, tameable and trainable.
- Blue-maned Hawk: Bird with a vibrant blue crest around its head and neck and brilliant red tail feathers found in good mountains and forests. They're quite large by bird standards, being heavy as a human. They can be trained for war and hunting as well and have a value of 60.
- Celestial Falcon: A huge eagle with starry feathers found soaring over any savage biomes at a low frequency. Size 1 million, pet value 850, usable as a mount. Takes 15 years to reach full size.

DEPTHS
- Croaking Fiend
- Tendril Devil
- Impish Devil
- Frog Demon
- Tentacle Demon
- Demon Lord
- Burning Spirit
- Spirit of Fire

CAVERN FISH
- Albino Flatfish
- Cave Eel
- Albino Flatfish
- Grotto Shark: An amphibious shark-like creature found in all cavern layers in water, but it may sometimes wander out of the water, moving slowly to traverse terrain. Can be tamed, but not trained. Value 300, Size 600k. Note, they are fearless and so likely to attack anything that gets near them.
- Cap Grabber: A slightly larger amphibious version of the pond grabber, able to slowly move over land. Only found in layer 1 in both land and water. Can be tamed, but not trained. Value 55, Size 50k.
- Wormfish: A pale, worm-like fish found burrowing through detritus in subterranean lakes. They can be found in all layers.
- Cave Moray: A small eel found in the upper caverns, preying on cave fish and the like.
- Cave Oyster: Just another type of shellfish to be had in all layers.
- Cave Barnacle (Musselsquid): Surprisingly docile mollusc resembling a tentacle-bedecked surface mussel. They live for an exceptionally long time, making them excellent pets. Rendered capable of breeding, Size 10k.

SURFACE FISH
- Koi: Found in temperate and tropical lakes and oceans.
- Snakehead: Found in temperate and tropical lakes and oceans. 
- Arapaima: Found in temperate and tropical lakes and oceans.
- Pirhana: Found in temperate and tropical lakes and oceans.
- Goldfish: A literal huge, golden fish. Found in both savage temperate and tropical lakes and rivers.

CAVERN INVERTEBRATES
- Cave Jelly: Amphibious jellyfish monster. Layers 1 and 2.
- Giant Cave Lobster: Layers 1 to 3.
- Moss Worm: Layer 1 and 2 grazer,  [PET] and [MOUNT] but not [COMMON_DOMESTIC]. Likely to be domesticated by EVIL or MOUNTAIN civs. Reaches full size at 3 years old, but dies at 5 to 7. and mostly meant to be a meat and leather animal.
- Silverbug: Modestly-sized six-legged insects with a somewhat flat body twice the size of a cat found grazing on mosses, fungi, and decaying matter in layers 1 and 2. They can run at great speeds over open ground.
- Scuttler: An albino scorpion the size of a large dog found in layers 1 and 2. Can be trained for war or hunting. Venom induces dizziness and pain.
- Sumpstalker: An eyeless albino mantid found in all layers. Larger than a human, can be trained for hunting.
- Rockworm: A worm-like predator covered in stony skin found in layers 2 and 3.
- Cave Buzzer: An albino wasp whose venom induces extreme pain, found in all layers in small groups.
- Web-snipper: A darkly-colored vermin-hunting crab the size of a cat (size 5k,) found in layers 1 and 2. Immune to webs.
- Albino Buckler Bug: A relative of the above, found in savage mountains and the upper caves. They move in smaller groups (2-4 instead of 3-7,) are slightly larger, and still tameable. Size 35k.
- Giant Cave Crab: Found in layers 2 and 3.
- Monstrous Cave Crab: Found in layers 2 and 3. more dangerous than giant cave crabs.
- Colossal Cave Crab: Ditto to the above.
- Cave Crab: Large-ish trainable crab. Highly likely to be domesticated by civs with cave access.
- Ironhide Centipede: Found in layers 1 and 2. Has a venomous bite.
- Boulder Bug: Found in layers 1 and 2.
- Giant Horn Beetle: The Kruggsmash monster. Found underground to layer 3.
- Horn Beetle: Smaller variant of the above, found to layer 2 and in larger numbers.
- Giant Velvet Worm: A horrible worm-like creature resembling a mix of a slug and a caterpillar (just like real velvet worms!) They hunt alone in layers 1 and 2, using webbing to ensnare prey. Size 400k.
- Deep Leech (Hell Leech): A type of vermin found in layer 3. It can inflect a mild localized syndrome that induces dizziness, fever, swelling, pain and excessive bleeding.

SURFACE INVERTEBRATES
- Spike Beetle: Found in Temperate and Tropical forests.
- Sugar Beetle: Found in mountains, taiga, temperate grasslands, savannas, and shrublands. High chance to be domesticated.
- Giant Beetle: Found the same biomes as Sugar Beetles and Underground to layer 2. High chance to be domesticated.
- Fire Beetle: Found Savage Tropical forests, grassland, and savanna and Underground to Layer 3. !!Highly Destructive!!
- Giant Ants: Found in Taigas, Mountains, Temperate Forests, Grasslands, and Savannas, and Underground to Layer 3.
- Redstripe Wasp: Found in Temperate Forests. Will try to steal food.
- Giant Wasp: Found in any savage biome. Will try to steal food. Very dangerous due to their size and deadly venom.
- Monstrous Beetle: Sized up Giant Beetle. Found in the same biomes as Giant Beetles.
- Emerald Wasp: Found in Mountains and Wetlands. Mostly harmless vermin hunter. Highly likely to be domesticated.
- Emerald Crab: Large-ish trainable crab. Found in any ocean.
- Giant Sea Crab: Exactly what it sounds like. Found in any ocean.
- Bombadier Beetle: Found in any tropical biome. Can spit acid  at enemies (likely to only matter with man and giant versions.
- Goliath Bird-eater: Spider found in any tropical forest. Venom causes moderate pain.
- Centipede: Vermin hunter found in any non-freezing biome.
- Assassin Bug: Found in any grassland and temperate forests.
- Tiger Beetle: Found anywhere that isn't freezing. Giant versions are prone to rage.
- Birdwing Butterfly: Found in any tropical forest.
- Common Orb Weaver: Spider found in any temperate forest. Venom can cause necrosis, nausea, pain, and fever.
- Harvest Spider: Found in any forest. Venom causes fevers and nausea.
- Golden Orb Weaver: Found in any tropical forest. Venom is similar to Common Orb Weaver's.
- Emperor Scorpion: Found in any tropical forest and tropical savannas. Venom causes pain.
- Ironclad Beetle: Found any non-freezing savage biome.
- Coconut Crab: Found in any tropical forest and wetland.
- Green Stalker: Found in Savage Tropical Wetlands, Forests, and Shrubland.
- Deathweaver Spider: Found in any savage tropical forest or wetland. Aboveground GCS.
- Deathleaper Spider: Found in any savage tropical forest or wetland. No venom or web, but immune to webs and paralytic venom/magic.
- Fen Crab: Crab-like humanoid monster found in tropical forests, wetlands, and oceans.
- Giant Desert Scorpion: Found in savage deserts. Copied from the Wiki.
- Desert Scorpion: Smaller version of the above, roams in small packs. Still venomous.
- Wolf Spiders: Savage Temperate Shrubland and Forests. Webless, pack-hunting spiders smaller than a human but larger than a dwarf. They can destroy light buildings.
- Moss Crab: A large solitary crustacean found in savage neutral wetlands covered in moss. Grows to full size, which is larger than a human, in three years.
- Stone Crab: Large land crabs found in savage deserts, they have a stony carapace which theoretically makes them harder to kill. Trainable for war.
- Badlands Deathworm: Found in savage deserts roaming alone. Twice the size of a human, able to break down light obstructions in a quest to steal food. Can be trained as war beasts. May try to ambush you in adventure mode.
- Tundra Deathworm: Found in savage tundra and taiga roaming alone. four times the size of a human, able to break down most obstructions in a quest to steal food. Trainable as war beasts. May try to ambush you in adventure mode.
- Marsh Crawler: A harmless long-legged spider found in savage temperate wetlands. Hunts vermin.
- Bloodmoth
- Great Dune Beetle
- Buckler Bug: A large but squat insect resembling a buckler found roaming around in small groups in savage deserts. Size 30k, tameable but not trainable.

CAVERN MAMMALS
- Cave Lion: Layer 1 and Mountains.
- Cave Bear: Layer 1 and Mountains, Will attempt to steal food and drink.
- Cave Wolf: Slightly larger than normal wolves, found in layers 1 and 2. Trainable for war or hunting.
- Tunnel Cur: Twice the size of a human and unfriendly, these hairless dog-like beasts are found in layers 2 and 3. Trainable for war or hunting.
- Boulder Rat: A huge unfriendly rodent with rocky skin found in all cavern layers. Size 400k, trainable, and usable as a mount.
- Grawl: A large bovid-like creature with a visible, knotted spine and a maw full of venom-dripping teeth. They will attempt to steal food and drink, and their venom induces localized swelling, blistering, pain, and excessive bleeding. They can be ridden by those determined enough. Size 1 million.
- Pouch Wolf (Cave Wolf): A large predatory marsupial that superficially resembles a wolf, found in layers 1 and 2 alone or in potentially large groups (up to 15 wolves.) Trainable, Size 75k.
- Fire Rat: Rare rat or perhaps more likely, beaver-like creature found in the magma sea. Size 15k, pet value 30. Their leather has a value of 10.

SURFACE MAMMALS
- Razorback Boars: Large animals found in mountains. No variants.
- Bison: Found in temperate grasslands.
- Baboon: Trainable apes found in tropical savannas. Steals food and items.
- Snow Leopard: Found in tundra, taiga, and mountains.
- Zebra: found in savannas and shrubland
- Red Wolves: Found in temperate biomes, including wetlands and mountains. Reddish brown coloration.
- Arctic Wolves: Found in Tundra, Taiga, and Temperate Forests.
- Desert Wolves: Found in deserts and tropical shrublands and savannas Tans and browns for coloration with the occasional reddish colors.
- Mountain Wolves: Found in mountains, obviously. Mix of colors between Red and Desert Wolves and gray from time to time.
- Dholes: Tropical counterpart to coyotes, whom they are somewhat larger than.
- Panther: Found in tropical forests and wetlands.
- Barghests: Large evil wolf-creatures, found in the same biomes as normal gray wolves. They're a full 50k larger than beak wolves, usable as mounts and trainable. Natural discipline of 4.
- Pine Marten and variants: Half the size of a cat. Found in taigas, temperate forests and shrubland. Hunts vermin. Solitary overall.
- Yellow-throated Marten and variants: Around 15k size. Found in both temperate and tropical forests and taigas. Hunts vermin. Hunts in pairs and groups of up to 7. They are fairly easy to tame and so aren't considered exotic pets, and reportedly fear very little, so they're marked as trainable for hunting.
- Musk Deer and variants: Found in temperate shrubland, grassland, and savanna. Size 90k, and sports prominent fangs.
- Goral and variants: A creature that looks like a stout deer with stubby horns, found in mountains and temperate shrublands. Size 40k.
- White-tip fox: A vermin-hunting fox found in savage temperate forests, grasslands, and shrubland. Twice the size of a cat.
- Blazefur Fox: A larger, red-orange-and-yellow colored relative to the above, found in a wider array of environments that extends to tropical biomes. Size of a dog, comes with some natural combat skills.
- Gravel Rat: A large unfriendly rodent with rocky skin found in savage deserts. Size 150k and trainable.
- Rubble Rat: A large unfriendly rodent with rocky skin found in savage mountains. Size 200k and trainable.
- Roe Deer and variants: A ubiquitous creature found in taiga and throughout temperate biomes. Only a little larger than dwarves (size 65k,) but numerous and so easily caught or hunted for food. They have a good chance of birthing twins.
- Stew Hare: Domestic hares meant for meat production, size 4k. They can also be found (presumably being escaped feral stock,) roaming any temperate biome in small groups of up to four individuals. Apart from wider range of biomes, size and more varied hair colors, they're otherwise identical to hares.
- Furred Strider
- Frost Otter
- Giant Fox Squirrel: A giant cousin to the regular fox squirrel. Size 300k, tamable and ridable. Grows to full size in 5 years and will try to steal food.
- Anteater: Found in any grassland or tropical forest.
- Civet: Found in Any tropical forest. Can be trained as a hunting animal.
- Lemur: Found in any tropical forest or shrubland. May attempt to steal things.
- Loris: Found in Tropical dry broadleaf forests.
- Flederhounds: Creatures that resemble fightless bats found in a variety of savage (mostly) environments.
-- Brown Flederhound: A nocturnal predator found in savage temperate forests alone or in pairs. Size 50k, pet value 50 and trainable.
-- White Flederhound: A speedy variant of flederhound found in savage tropical forests, coming in packs of 3-6. Pet value 65, trainable, and size of 37.5k.
-- Black Flederhound: A large and ponderous species of flederhound found in savage temperate wetlands. Size 100k, trainable, and usable as a mount. Pet value 100.
-- Vampire Flederhound: A large and unfriendly creature with unusually large incisors for a flederhound. It hunts primarily by grappling prey and slicing its flesh to drink the leaking blood. Found in evil tropical forests and shrubland in groups of up to 3. Pet value 60, size 25k. Trainable.
- Boreox: A huge relative of the yak found in inhospitable frozen lands. Occurs in savage tundra and glaciers in groups of 4-8. Size 7.5 million, pet value 550 and usable as both mounts and pack animals, as well as providing milk. (Savage biome exclusive, cluster size reduced slightly.)
- Gungnir: A massive, ice-tusked mammoth found in savage tundras and glaciers alone or in groups of up to 7. Trainable for war, but cannot be used for mounts and is a grazer. Size, pet value 650. (Slight change to description, savage biome exclusive.)
- Volsung: A large, ill-tempered and antlered ape with icy spines on its back. They are found in savage tundra, taiga, and glaciers alone or in pairs. Trainable, size 200k, pet value of 300. (Savage biome exclusive, pet value reduced.)
- Bonecracker: A baboon-like ape found in evil deserts in groups of up to 3, scavenging the dead for any scrap of food even if its naught but dry bones. Pet value 40, trainable, size 21k. (Evil biome exclusive, increased cluster size, decreased pet value.)
- Crag Dog: A canine beast with a protective covering of rocky tissue found in savage mountains and deserts in small packs of 3-5. Trainable, pet value 50, size 35k.
- Flying Monkey: An unfriendly flying ape found in evil broadleaf forests, be they tropical or temperate, in groups of 5-10. They will attempt to steal food, booze, and items. Size 40k, pet value 50. (Reduced pet value.)
- Rokubi: A six-tailed fox with limited ability to control fire, hunting smaller creatures in good mountains and temperate forests. Pet value 65, size 20k, trainable for hunting. (Made pet_exotic, good biome exclusive.)
- Hadean Charger: Based on Prophesy of Pendor's Netherworld Charger. Highly prized as war horses, these beasts are horses of unparalleled endurance and durability, with maxed out toughness, endurance, recuperation and inability to feel pain. They are 50% larger than a horse and found in evil biomes similar to the Shadow Courser above. They are somewhat slow though compared to some horses. Due to their usefulness as war mounts they aren't used for draft animal duty. Pet value 600, size 750k. Trainable for war.
- Shadow Courser: A swift steed with black fur, starry manes and brilliant blue eyes found in any savage grasslands, savanna and shrubland. Though a little lighter than typical horses and can't be used as pack or draft animals, but they are extremely fast and do not tire easily with unnatural endurance and far higher agility than normal. Pet Value 550, size 450k. Trainable for war.
- Voidram: Large carnivorous sheep with stark black fleece, blood red horns, and glowing gold, yellow or orange eyes found in evil grasslands and savanna. Almost as large as a horse and thus able to be used as mounts and pack animals (with a bit of trimming to their fleece to make way for packs or saddles of course.) Size 400k, pet value 400. Trainable for war.
- Doomsteed: A hulking brute of a horse, able to match a feywild charger in size and exceed it in strength, ferocity and matching Hadean Chargers below in durability. They are inky black in color with deep red eyes and manes, being found anywhere evil with incredibly low frequency (so capture them if you can!) Being evil they are likely to be fielded by evil civs as well, and so it may be worth it to conduct cattle raids to acquire them and thier slightly lesser cousins the Hadean Chargers should one want them.  Size 1 million, pet value 800. Trainable for war, and don't age.
-Feywild Charger: Based on a reindeer... Elk... Whatever thing that warhammer wood elves sometimes use as mounts. Majestic fair-furred elk with sharp antlers found in good temperate biomes, tundra, and taiga. Twice the size of a horse and possessed of some natural skills. Size 1 million, pet value 650. Trainable for war.
- Oryx and variants: Larger relative of gazelle and antelopes with long, straight horns found in tropical savanna, grasslands, and shrublands. Size 45k, pet value 60.
- Pronghorn and variants: Antelope-like creature with short horns found in temperate savanna, grasslands, and shrubland. Size 35k, pet value 55.
- Servals and variants. Small spotted wildcats found in tropical grasslands, savanna, and shrubland hunting alone. Size 10k, pet value 70. Also hunts vermin if domesticated.

MEGA AND SEMIMEGA
- Phoenix: Semi-megabeast bird. Good aligned. Has fire attack and healing interaction. Makes its nests in mountains and deserts.
- Stone Titan: Semi-megabeast (Considered such due to size, they're significantly smaller than a lot of things in megabeast category,) version of the Rock man. Upon their untimely demise, they leave behind a masterwork statue.
- Magma Titan
- Greater Giant: Megabeast. Even bigger than normal giants, based on 23a's Titans.
- Hexaton: A six-armed giant, conceptually based on the Hecatoncheires. Slightly higher difficulty and attack requirements.
- Colossal Beetle: Massively upsized Giant Beetle. Found in the same biomes as Giant Beetles.

MYTHICAL
- Bicorn: Evil aligned twin-horned horse creature. Found in taiga, forests and shrubland.
- Pegasus: Neutral winged horse creature, found in forests, shrubland and taiga.
- Kirin: Good aligned weird-looking horse-thing. Found in good mountains.
- Firebird: Neutral savage creature, found in savage mountains and deserts. Based on Lurksquatch's phoenix, lacks healing ability and is much smaller.
- Thunderbird: Found in savage mountains. Very large bird of prey based on the Roc.
- Monokeros: A mean-spirited, savage-neutral version of the Unicorn. Can be trained for war, and are prone to rage.
- Spriggan: Smaller and more numerous version of the Treant.
- Impwood: Smaller and more numerous version of the Devilwood.
- Lauma: Smaller and more numerous version of the Yakshi.
- Cockatrice: A modestly-sized, beaked wyvern-like creature. Size 70k, found in evil mountains alone or in pairs.
- Basilisk: Under the name of Mitre Lizard to avoid possible conflicts/confusion with other mods, a squat, 8-legged reptile the size of a large dog (size 35k,) found in savage deserts and shrubland. Has super deadly venom taken from the giant desert scorpion. Trainable for war, takes 5 years to grow to full size.
- Cockentrice: Not to be confused with the above, a creature with the front half of a pig and back half of a bird. Size 60k, found in savage forests and shrubland in groups of up to 4 creatures.
- Snow Lion
- Serpentine dragon: Based on east asian dragons, wingless, flying, noodly dragons.
- Demigriff: Flightless griffon. Savage temperate forests and grasslands. Trainable and may be used as a mount.
- Griffon: Savage mountains and forests. Trainable and may be used as a mount.
- Gryphon: Largest variant of griffon. Savage good. Same biomes as standard griffons. Trainable and may be used as a mount.
- Shrieker: Savage evil griffons, same biomes as standard griffons. Can stun enemies with a shriek attack. Trainable and may be used as a mount.
- Manvargs: Classic werewolves. Found in evil tundra, taiga, temperate forests, and temperate shrubland.
- Wandering Phantom: Any savage land.
- Wrathful Shade: Any evil land. Opposed to life.
- Mournful Spectre: Any good land.
- Drifting Spirit: Underground and underworld.
- Treant: Savage tree monster. Found in Savage forests and wetland. Trainable.
- Devilwood: Savage evil tree monster. Found in savage evil forests and wetland. Trainable.
- Yakshi: Savage good tree monster. Found in savage forests and wetland.
- Chimera: Monster, found in any non-freezing evil biome. Castes have different primary heads. Venom causes pain, necrosis, and dizziness. Trainable and may be used as a mount.
- Manticore: Savage evil flier found in any non-freezing evil biome. Venom causes localized pain, blisters and necrosis as well as general fevers and nausea. Trainable and may be used as a mount.

OCEAN
- Dolphin: Found in tropical oceans and rivers.
- Abalone: Found in temperate oceans.
- Spider Crab: Very large crab. Found in arctic oceans (so presumably up around glacial coastlines.)
- Triton: Angry snail. Found in savage tropical oceans. Venom causes paralysis.
- Mantis Shrimp: Punchy shrimp. Giant versions are trainable. Found in tropical oceans and wetlands.
- Normal lobster and variants: Found in temperate oceans.
- Reef Lobster and variants: Found in tropical oceans.
- Frost Lobster: A large lobster-like creature found roaming savage arctic and temperate oceans with a striking ice-like shell, fragments of which are used by jewelers (drops frost lobster gems when butchered)

CAVERN OTHER
- Cave Strangler: Layers 1 and 2 and Mountains. Probably likely to be used as minions by EVIL civs. Trainable.
- Sumplings: Cavern versions of grimelings. They are slightly larger than a human and building destroyer 1's.
- Grotto Rake: A large, misshapen humanoid with long slashing claws and shaggy fur found in each layer.
- Scamp: A vicious and hairless chimp-like beast almost the size of a dwarf found in large numbers in all layers.
- Stonespore Hound (idea credited to rinestone): Large quadrupedal mushroom creatures that fire rocky spore projectiles at enemies. Found in all layers, and has a larger, two-headed caste. Trainable, size 70k.
- Wailing Cap (idea credit to rinestone): A large quadrupedal flying mushroom that sprays mildly paralytic and nausea inducing spores around when threatened. Trainable, size 60k.
- Lasher: A pale, humanoid creature with four tentacles in place of its arms. Size 65k, fearless, and tameable. Found in all layers alone or in groups of up to three. Reaches full size at 8 years.
- Crystalline Golem: An irregularly-shaped golem made of glowing gemstones, found in layer 3. Size 800k, prone to rage. Drops some manner of blue gemstone if destroyed.
- Spirer (Wooly Climber): A  large, 8-legged creature that legs eggs and produces a number of other valuable materials (ivory, wool, and milk.) I assume they operate like the platypus. Found in layer 1 and 2, size 300k.

SURFACE OTHER
- Swamp Troll: Trolls found in evil swampy regions, with appropriately colored fur.
- Mountain Ogre: Slightly smaller than normal ogres, found in evil mountains.
- Boglings are neutral versions of grimelings. They are smaller than a dwarf, but more numerous.
- Fenlings are good versions of grimelings. They are more than twice the size of a human and building destroyers 2's.
- Mire Harrower: Surface version of Green Devourers, found in evil tropical forests and wetlands. Largest variant, twice the size of a human. Sports brighter green coloration.
- Pinebeast: Surface version of Green Devourers, found in evil temperate forests and wetlands. Sports darker green and brown coloration.
- Rimebeast: Surface version of Green Devourers, found in evil tundra, taiga. Smallest variant, slightly smaller than a dwarf. Sometimes shows up in pairs. Sports a blue, white, or purple coloration.
- Dune Ravager: Surface version of Green Devourers, found in evil deserts. Slightly larger than a dwarf. Sports browns and red coloration.
- Gorgon: An intelligent legless four-armed humanoid reptile found stalking savage deserts and tropical locales. Size 95k, and prefer to attack with quick raking slashes. They sport venom that induces dizziness.
- Abomination: A land-going version of the sea monster, scuttling along the land on six legs instead of flippers. Found rarely in any evil land.
- Great Wyrm: A land-going version of the sea serpent, found rarely in savage deserts, tropical forests, and tropical shrubland.
- Trunker: An eyeless black or gray-skinned humanoid with a short elephant-like trunk taking up most of its face. They are found in evil forests and shrubland. They might be used by evil civs as minions, similar to trolls or ogres.
- Brier Fiend: A large canid with four tentacles sticking out of its back, found in savage temperate forests. Size 500k, trainable and ridable.
- Sea Hags: Evil, amphibious equivalent of merpeople. Prone to rage, size 70k. Males are referred to as Sea Churls.
- Ghoul: A savage, corpse-eating humanoid found in evil biomes and all layers. They are slow learners, and so might be used by goblins and the like as minions.
- Carcharodon: A bizarre two-legged shark, found in savage oceans and wetlands. They are indeed amphibious, trainable, and can be used as mounts. Value 300, Size 2 million.
- Spindle Beast: A stick-like humanoid with multi-jointed arms and legs found stalking evil forests and jungles. A long toothed tongue extends from its tube-like head to lash aggressors and prey alike. NOTE: Attack is a standard bite for simplicity's sake. May change later.
- Lantern Deer: Happy holidays! Lantern Deer can be found in the same (good) biomes as regular reindeer. Compared to their common cousins they can carry more, are noticeably larger, and can be used as mounts and wagon pullers. They also glow in low light conditions (at least on paper.) Size 250k, max age of 180 to 300 years. They also have natural discipline.
- Jabberwock: A large reptilian monster found lurking in evil temperate swamps. It sports a pair of wings, allowing it to fly as if to spite its ragged, loose-skinned appearance. Thankfully they reproduce slowly and only pop up as solitary hunters. Size 120k, trainable. (Added some more scale color options)
- Cherub: A small winged humanoid resembling a human child found in good forests. Despite appearances they are prone to theft of food and items.

CAVERN REPTILES
- Blind Cave Viper: Layers 1 and 2.
- Cave Wyrm: Layers 1 and 2. [PET] and [MOUNT] but not [COMMON_DOMESTIC]. Likely to be domesticated by EVIL or MOUNTAIN civs. Reaches full size at 3 years old. Lives a rather long time for a fighting animal. Trainable.
- Moss Devil: A fat omnivorous skink found in layers 1 and 2. useful as a vermin hunter and frequently unbothered by other wildlife. Highly likely to be domesticated by cavern-tapping civs. Size 40k.
- Club-tail Lizard (Scutler): A relatively small bipedal lizard found in layers 1 and 2 in groups of 3 to 7. Thanks to their social nature, they make for halfway decent pets. Possibly some distant cousin of the two-legged rhino lizard. Size 40k.
- Violet Snapper (Crocodile Turle): A large, unfriendly reptile resembling a mix of a turtle and a crocodile, with purple scales and a striped orange and black shell, found in all layers. Size 300k.
- Blind Drakwyrm (Blind Wyvern): A wyvern-like monster the size of a human found underground in layers 1 and 2 in groups of up to 4. It is entirely blind, relying on a pair of thick whiskers to sense prey though it can still serve as a decent enough mount if needed, despite its size. Size 70k, pet value 550. (Changed name, more scale colors.)

SURFACE REPTILES
- Komodo Dragon: Found in Tropical savanna, grasslands, shrubland, and any tropical forest.
- Sea Turtle: Found in any oceans.
- Dragon Turtle: Gigantic turtles found in savage oceans and lakes. Very useful in a fight due to extreme size. No Variants.
- Wyvern: Modestly-sized flying reptile with venomous bite. Found in Mountains. No Variants.
- Giant Rhino Lizard (big rideable version of the Two-legged Rhino Lizard): Found anywhere you'd find two-legged rhino lizards.
- Drake: A flying monster similar to wyverns. Unlike wyverns, they are longer-lived, and lack venom, as well as more numerous. They are, however, also substantially smaller than wyverns at half their size and unsuitable for use as mounts as a result. They can be found in savage mountains, deserts, and shrubland. Size 150k and trainable. Curiously, they are highly resistant to fire.
- Land Drake: A ground-dwelling reptile that superficially resembles a small dragon, found in savage mountains, deserts, and open ground. Size 120k and trainable. Curiously, they are highly resistant to fire and seem to be incredibly long-lived, and are very deadly for the untrained to face.
- Giant Snake: A large venomous snake with six eyes found in many warmer savage biomes (tropical forests, wetlands, deserts, and savanna.) Its venom causes pain, nausea, and dizziness. Size 90k, trainable.
- Vinesnake: A large snake covered in moss found in savage forests and wetlands, hunting by ambush. Size 70k and trainable for hunting. May ambush the player in adventure mode.
- Gharials and variants: Found in any wetland or river. They're slightly smaller than saltwater crocodiles and can produce potentially larger clutches of eggs (20-95.)
- Arctic Rhino Lizard: A slightly larger and longer-lived version of the greater rhino lizard. Sports brown, black or gray plumage and may be found in tundra, taiga, and temperate forests.
- Fairy Wyvern: A relatively small and friendly wyvern that zips around on fey-like wings snacking on vermin. Changed to a regular creature a around the size of a cat. Found in good tropical forests, savanna and shrubland. Size 4500, pet value 30. (Made good biome exclusive, increased size, made vermin catcher, added wider range of colors for its scales and eyes.)
- Dragon Horse: A large, horse-shaped lizard found in good mountains, lake shores and wetlands. Despite appearances they often take well to domestication, should a population be found to train. Size 600k, pet value 500 and trainable. (made pet_exotic and good biome exclusive, more eye colors.)

STONEMEN
- Copper Lead, and Silver Men: Mountains, Layers 1 and 2.
- Bronze and Gold Men: Mountains, layers 1 through 3.
- Sunstone, Bloodstone, Mudstone and Slate Men: Layers 1 and 2.
- Topaz, Jade, Obsidian and Basalt Men: Layers 2 and 3.
- Bog Men: Surface Mud Men, found in savage wetlands.
- Inferno Men: Surface Fire Men, found in savage deserts.
- Rock Man: An uncommon humanoid made of stone found in any savage land. Multiple castes so there's a little randomization to what rocks you get when they die. Slate, granite, dactite, shale, diorite, or rhyolite.
- Moss Golem: A humanoid that resembles a heap of rocks piled together, with moss covering the head and upper arms. They patrol goodly lands, often smashing the foolish who approach them. Building Destroyer 2.
- Cairn Golem: A bare humanoid stoneheap driven by ill intent. Opposed to life, found rarely in evil lands. Building Destroyer 2.

VERMIN
- Shrew: Found in temperate forests and grasslands. Giant and man versions will try to steal your food.
- Gopher: Found in temperate forests and shrubland.
- Mouse: Can be found anywhere.
- Mole: Can be found in temperate forests, shrublands, and grasslands.
- Fleshfly: An annoying vermin bug found in evil marshes.
- Blisterfly: Ditto to the above, but found in swamplands instead (yes there's a difference.)
- Cowry Swallow: A small, strange bird with proportionally small legs, large wings, and a protective shell around its body. They can be found along the coast of savage temperate oceans. Considered vermin, comes with a giant variant.
Title: Re: Splint's Vanilla Expanded Mod v9.6 - More Minor fixes
Post by: Splint on April 09, 2022, 07:47:36 pm
Man, taken all together that.... Is actually a whole lotta stuff. Wild.

I do hope you've found the mod to your liking even just using the  plant and animal addons.
Title: Re: Splint's Vanilla Expanded Mod v9.7 - More Small Additions
Post by: Splint on April 25, 2022, 08:18:17 pm
Hey hey people, Splint here. Been a bit since a proper update.

Code: (changelog 9.7) [Select]

NEW IN v9.7

NEW MOD COMPATIBILITY - LANGUAGE OVERHAUL v0.6
- Includes a modified version of Language Overhaul's entity_default file in the relavent folder, allowing SVE to play nice with it (more or less.) Note that due to changes made by Language Overhaul, the other optional entities (sky, tundra and so on,) may display some strangeness in their names both as entities and as people. Sooo, can't really recommend pairing them with that mod.

MISC. CHANGES

creature_subterranean
- The following are no longer considered benign creatures, due to size, possible military usage and/or theft tokens: Giant Rat, Giant Bat, Giant Cave Swallow, Giant Mole.
- The following creatures now have innate discipline for the same reasons, theoretically making them more dangerous to your citizens and to friend and foe alike in the case of the more militarily useful critters: Giant Olm, Giant Toad, Giant Cave Swallow, Giant Rat, Giant Mole, Giant Bat, Cave Crocodile

Creature_depths_ex
- Burning spirits can now be found in the underworld, potentially meaning they might be able to participate in spire breach invasions.

NEW CREATURES
Inspired partially by a dnd session, I bring some new critters to the table.

creature_mammals_surface_ex
- Wood Lions: Dangerous predatory felines found in savage tropical forests and wetlands. Slightly larger than vanilla lions at Size 250k and sports a green coloration. Trainable and ridable with a pet value of 225 and multiplier of 3.
- Lionhead Hare: Large predatory lagomorphs found in savage temperate grasslands and savanna. Trainable, Size 250k with a petvalue of 200 and a multiplier of 3. Yes they were inspired by the name of the Lionhead rabbit breed.

creature_birds_cavern_ex
- Giant Cave Sparrow: Slightly smaller than giant cave swallows found in layers 1 and 2, these birdshave significantly brighter plummage coming in shades of orange, blue, or less commonly red or purple. Size 180k, trainable for hunting, comes in groups of 2-5 and lays eggs in clutches of 2-3, multiplier of 2.
- Cave Sparrow: Vermin version of the above, size 95.

creature_birds_surface
- Red-tailed Hawk and variants: A bird of prey a little larger than a peregrine falcon, found in the same environments. Size 1200, dive hunts vermin.
- Snow Hawk: A large bird of prey typically seen ranging alone over savage tundra and taiga. Size 80k, trainable for hunting with a value of 150. Lays 2-4 eggs.
- Sun Eagle: A large bird of prey typically seen ranging alone over savage deserts. It sports golden-yellow plumage and dark blue or reddish eyes. Size 70k, trainable for hunting with a value of 130. Lays eggs in groups of 1-3.

creature_fish_cavern_ex
- Cave Sturgeon: Just another bit of cavern water fauna. Small fishable cave fish thing found in all layers.

NEW FILES - LISTS!
Thanks to Ramiel. who went to the trouble to compile some lists of creatures and plants added by the mod. I've also updated the handful of critters that I apparently forgot to include info on. The files will be in main pile of folders.

Also fixed some minor typos here and there. No error log reports, so everything should be working in theory. I should really stop adding things.

Get it now (https://dffd.bay12games.com/file.php?id=15315), if this sounds like some more good stuff to you.
Title: Re: Splint's Vanilla Expanded Mod v9.7 - More Small Additions
Post by: ElvisAlligator on May 05, 2022, 08:14:36 am
Is something wrong with minecarts and stepladders? entity_default in "Edited vanilla files" simply doesn't have them, so you can't craft them.
Title: Re: Splint's Vanilla Expanded Mod v9.7 - More Small Additions
Post by: Splint on May 05, 2022, 12:20:42 pm
Is something wrong with minecarts and stepladders? entity_default in "Edited vanilla files" simply doesn't have them, so you can't craft them.

Shit, I'll have a look. Thanks for the heads up.

EDIT: I must've accidentally deleted them when adding in everything else and just not noticed. My bad. Just as well, I forgot to adjust the coloration on the snow birds. Sorry about that! Will be uploading a fix shortly.
Title: Re: Splint's Vanilla Expanded Mod v9.7.2 - Minor Bugfix
Post by: Splint on May 05, 2022, 12:52:27 pm
Minor bugfix upload. Sorry about that to the 21 of you unfortunate enough to not have stepladders or minecarts. I'd made a mistake when shifting some of the vanilla tool items available to other civs to the dwarves and accidentally removed them from the dwarf entity.

I don't normally bother with collecting off trees or using minecarts much, so I hadn't noticed anything different in the test forts, and evidently neither had my play testers for what I can only assume is similar reasons. Because the fixes are relatively inconsequential, the only changelog will be in this post.

Code: (v9.7.2) [Select]
BUGFIXES
- Fixed missing tools from human and dwarf entities. Serious error there. Sorry. :(
- Fixed coloration and description for the snow hawk.



Title: Re: Splint's Vanilla Expanded Mod v9.7.2 - Minor Bugfix
Post by: amy.sh on August 09, 2022, 11:13:54 am
made a patch and uploaded to dffd
removed outsider controllable from feral human vampires and made evil civ creatures most likely to be goblins but still allow other ones.
the entity patch adds [CREATURE:GOBLIN] to the evil civ several times, which makes it more likely theyll be goblin instead of equal chances of goblin, blendec, etc. this can be segfault inducing it seems - doing it on plains civ specifically. i assume that is because of the random cultural values they have which is unique to them, but i dont know.
https://dffd.bay12games.com/file.php?id=16030
Title: Re: Splint's Vanilla Expanded Mod v9.7.2 - Minor Bugfix
Post by: Splint on August 09, 2022, 11:30:14 am
made a patch and uploaded to dffd
removed outsider controllable from feral human vampires and made evil civ creatures most likely to be goblins but still allow other ones.
the entity patch adds [CREATURE:GOBLIN] to the evil civ several times, which makes it more likely theyll be goblin instead of equal chances of goblin, blendec, etc. this can be segfault inducing it seems - doing it on plains civ specifically. i assume that is because of the random cultural values they have which is unique to them, but i dont know.
https://dffd.bay12games.com/file.php?id=16030

Care to elaborate on what was going wrong? Because it sounds like something was going wrong.

Multiple same entries of a creature were mainly experimental, and if it's causing crash issues then it's pretty clear the experiment failed (results were inconsistent on my end.)

Outsider flag on feral vampires, I forget if I left that on intentionally or not, so it's probably a leftover from reusing the base human entry.

I can make a proper patch/update later in the week, and would have preferred a report on something being wrong rather than taking the matter on yourself. I can't fix things in the main files if they aren't brought to my attention, after all.

Title: Re: Splint's Vanilla Expanded Mod v9.7.2 - Minor Bugfix
Post by: Zemo on August 16, 2022, 09:27:49 pm
I seem to be able to create arsenical bronze out of nothing  ???
Title: Re: Splint's Vanilla Expanded Mod v9.7.2 - Minor Bugfix
Post by: Splint on August 16, 2022, 10:00:40 pm
I seem to be able to create arsenical bronze out of nothing  ???

Shit, right, I'd been meaning to fix that for ages. There's a typo in the reaction causing it to not need its inputs.

EDIT: I'll be working on an update in the near future to unfluck that and some other things. Also if anyone has any idea which creature might be popping as a "nothing" I'd love to know, cause it's clearly something I missed.
Title: Re: Splint's Vanilla Expanded Mod v9.7.2 - Minor Bugfix
Post by: Zemo on August 16, 2022, 11:26:17 pm

Shit, right, I'd been meaning to fix that for ages. There's a typo in the reaction causing it to not need its inputs.

EDIT: I'll be working on an update in the near future to unfluck that and some other things. Also if anyone has any idea which creature might be popping as a "nothing" I'd love to know, cause it's clearly something I missed.
Just checked using adventurer freedom to play as a nothing and it showed up as elementalman idk if that helps
Title: Re: Splint's Vanilla Expanded Mod v9.7.2 - Minor Bugfix
Post by: Splint on August 17, 2022, 01:21:21 am

Shit, right, I'd been meaning to fix that for ages. There's a typo in the reaction causing it to not need its inputs.

EDIT: I'll be working on an update in the near future to unfluck that and some other things. Also if anyone has any idea which creature might be popping as a "nothing" I'd love to know, cause it's clearly something I missed.
Just checked using adventurer freedom to play as a nothing and it showed up as elementalman idk if that helps

That's... Very strange. I'll have to look into that. Any specific one?
Title: Re: Splint's Vanilla Expanded Mod v9.7.2 - Minor Bugfix
Post by: Zemo on August 17, 2022, 07:17:23 pm
That's... Very strange. I'll have to look into that. Any specific one?
(https://i.imgur.com/G5nHrJW.png)
That's as far as I got, it did not allow me to actually play like this.
Title: Re: Splint's Vanilla Expanded Mod v9.7.2 - Minor Bugfix
Post by: Splint on August 17, 2022, 07:48:26 pm
That's... Very strange. I'll have to look into that. Any specific one?
(https://i.imgur.com/G5nHrJW.png)
That's as far as I got, it did not allow me to actually play like this.

That's bizarre. I don't recall having any issues with the whatevermancy addon.

I'll have to take a look at it. Any other issues you've run into?
Title: Re: Splint's Vanilla Expanded Mod v9.7.2 - Minor Bugfix
Post by: Zemo on August 17, 2022, 09:16:23 pm
That's bizarre. I don't recall having any issues with the whatevermancy addon.

I'll have to take a look at it. Any other issues you've run into?
I'll let you know if I find any  :D
Title: Re: Splint's Vanilla Expanded Mod v9.8 - Minor Update
Post by: Splint on October 11, 2022, 08:48:12 pm
Code: (New in v.9.8) [Select]
Don't know why I went with v.9.8

New in v9.8

BUG FIXES
- Arsenical bronze reactions checked and fixed. There was an extraneous colon in one of them.
- Checked for any entity errors, removed extraneous creature listings from the edited vanilla files.

NEW CREATURES
invertebrates_surface_ex
- Giant Grass Katydids, including giant and man variants. Vermin that resemble large flightless grasshoppers. Significantly larger than most insect vermin, found in any tropical biome.

MISC. CHANGES
- Desert entity now has humans added as a possible entry.
- Tundra entity now has humans added as a possible entry.
- Jungle entity now has humans and elves added as a possible entry.
- Pre-installs reduced to just the no-dinos version. This is mostly to reduce the headache when updating.

Pretty sure everything is working fine, so there's that. Sorry for the delay folks, but hopefully everything is fine.

Unsure what was causing nothing mats to pop, near as I can tell it might be something related to whatevermancy. If an issue persists, I'll upload a hotfix for it.

Head to the OP to grab the download link.
Title: Re: Splint's Vanilla Expanded Mod v9.7.2 - Minor Bugfix
Post by: vityav on October 16, 2022, 08:31:09 pm
Loving this mod! One thing I ran into though is that some of the new plants can't be brewed. Seems to be anything missing the new reaction specification:

Code: [Select]
[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]
[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]

I think (used some regex to search all plant files but no guarantee I caught them all) that it's just glow cap, web lichen, cave bulb, and possibly sumpweed (though that one looked deliberate), all in the cavern shrubs file.
Title: Re: Splint's Vanilla Expanded Mod v9.7.2 - Minor Bugfix
Post by: Splint on October 16, 2022, 11:39:31 pm
Loving this mod! One thing I ran into though is that some of the new plants can't be brewed. Seems to be anything missing the new reaction specification:

Code: [Select]
[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]
[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]

I think (used some regex to search all plant files but no guarantee I caught them all) that it's just glow cap, web lichen, cave bulb, and possibly sumpweed (though that one looked deliberate), all in the cavern shrubs file.

Glad you like the mod!

Most of those weren't made by me, they were done by Mephansteras, but I can check them and make an update if desired.

I'll have to check my changelogs, but I'm pretty sure I made sumpweed non-brewable on purpose.
Title: Re: Splint's Vanilla Expanded Mod v9.7.2 - Minor Bugfix
Post by: Splint on November 27, 2022, 04:23:53 pm
Small update, but nothing tangible yet.

Due to the DFFD outage and my not remembering what email I used for it, I had to make a new account. That'll be where stuff goes from now on, as everything I worked on from 2015 onwards was unfortunately lost.

There'll be a slew of new flavor gear, some swords, fixed that nothing-scale stuff (culprit was the drakelings in the generic fantasy creature addon,) and hopefully fixing the arsenical bronze reactions and those plants that need fixing.

The next update will, understandably, be the last for 47.05 and v10 will likely just see the mod receive any possible necessary updates to bring it up to the Steam Release.
Title: Re: Splint's Vanilla Expanded Mod v9.8 - final 47.05 update
Post by: Splint on November 27, 2022, 05:08:25 pm
Apologies for what is essentially a double post, but the update is now live, for what it's worth.

Code: (New in v9.8) [Select]

BUG FIXES
- Arsenical bronze reactions checked and fixed. There was an extraneous colon in one of them, and they lacked proper reagent quantities.
- Checked for any entity errors, removed extraneous creature listings from the edited vanilla files.

creature_fantasy_mini_dragons_spl
- Fixed missing race name in the drakeling creatures. There should be no more 'nothing' stuff. Special thanks to ZM5 for helping with that!

plant_cavern_shrub_ex
- Fixed missing reaction stuff on glowcaps, cave bulbs, web lichen and sumpweed. Special thanks to Vityav for pointing it out!

NEW CREATURES
invertebrates_surface_ex
- Giant Grass Katydids, including giant and man variants. Vermin that resemble large flightless grasshoppers. Significantly larger than most insect vermin, found in any tropical biome.


NEW ITEMS
- Variants of the ridged helmet, to add further visual variety. These helmets have a small figurehead near the front of the ridge joining the helmet segments. They are all commonly available to humans, tundra civs and dwarves, and uncommonly available to elves and goblins. Vulture-ridged helmets are commonly available to desert and goblin civs, and rare to everyone else.
-- Eagle-ridged helmet
-- Raven-ridged helmet
-- Dragon-ridged helmet
-- Bear-ridged helmet
-- Wolf-ridged helmet
-- Horse-ridged helmet
-- Vulture-ridged helmet

- Splint Armor: Comes in body armor, gauntlets, boots and long gauntlets/boots. Commonly available to elves, humans, desert and sky civs, uncommonly for goblins and Tundra- civs and rarely dwarves. Examples go back well before the game's rough cut-off. Can consider these to be a flavor variant to make armor sets even more eclectic.
- Mirror Armor: As Mirror Plates. Cover-slot armor that is essentially a large, polished metal disk or square plate worn over other armor. Commonly available to kobolds, goblins, desert and tudra civs and uncommonly available to jungle, human and sky civs and rarely available to dwarves.

It doesn't offer much protection (only 40% coverage to the torso) as it's not terribly large, but it *is* another layer of protection. Can only be made of metal (wherease most of the rest can be made of other materials in a pinch,) and are available to archers.


- Wing-bladed Sword: A Falcata or Kopis. Similar to a hacking sword, but a little better for stabbing. Used by goblins, humans, sky and desert civs.
- Leaf-bladed Sword: A Xiphos or early-model gladius and similar such weapons commonly seen in the bronze and early iron ages. Used by dwarves, goblins, humans, elves, desert and tundra civs.
- Antenna Sword: A relatively-long-bladed sword with curling, antenna-like pommels and minimal handguards. They're slightly lighter than some other similar-sized swords. Used by dwarves, goblins, tundra and desert civs.
- Full-grip Sword: Short swords like those generally referred to as Apa type swords (a DF Fandom example being the swords used by the dregs of Matul Remrit,) with a minimal or disk-like pomel and a highly minimalistic handguard. Used by Dwarves, Goblins, Elves, Kobolds, Jungle, Sky, Tundra and Desert civs.


MISC. CHANGES
- Desert entity now has humans added as a possible entry.
- Tundra entity now has humans added as a possible entry.
- Jungle entity now has humans and elves added as a possible entry.
- Human default civ has long gauntlets made uncommonly avilable with logn splint limb armor being common, to differentiate them from dwarves a bit more often.
- Added missing mail limb armor to human civ.
- Pre-installs reduced to just the no-dinos version. This is mostly to reduce the headache when updating.

NOTE: MANY OF THE NEW ITEMS AREN'T AVILABLE ON THE HOSTILE VERSIONS NOR ALTS (satyrs, blendecs, ratmen, reptile men) BECAUSE I WAS LAZY.

Pretty sure everything is working fine, so there's that. At this point if the Arsenical Bronze reactions keep refusing to cooperate, I'm just going to axe the generic methods and make individual reactions. It'll be cluttered, but I will not be denied.

Sorry for the delay folks.

Get it here (https://dffd.bay12games.com/file.php?id=16168), OP will be updated as well.
Title: Re: Splint's Vanilla Expanded Mod v9.8 - Final 47.05 update
Post by: TheGoomba98 on November 29, 2022, 03:20:35 pm
Re: the new DFFD page for this mod: The previous versions technically weren't "lost", they just became orphaned files. The most recent orphaned version of your mod can be found here (https://dffd.bay12games.com/file.php?id=15315).
Title: Re: Splint's Vanilla Expanded Mod v9.8 - Final 47.05 update
Post by: sethtnt on December 01, 2022, 08:02:49 am
Hey just a small issue. The training pikes lack the training tag. Aside from that though it's been fun having variety in the game without having to learn some other games lore to understand what I'm dealing with.
Title: Re: Splint's Vanilla Expanded Mod v9.8 - Final 47.05 update
Post by: Splint on December 01, 2022, 04:02:59 pm
Hey just a small issue. The training pikes lack the training tag. Aside from that though it's been fun having variety in the game without having to learn some other games lore to understand what I'm dealing with.

Thanks for the heads up and glad it's serving its purpose! I'll be sure to fix it after the Steam release drops.

Have you run into any other issues?
Title: Re: Splint's Vanilla Expanded Mod v9.8 - Final 47.05 update
Post by: jolibee on December 02, 2022, 09:10:24 am
Excited to see this mod for the Steam release. Hopefully with graphics too :)
Title: Re: Splint's Vanilla Expanded Mod v9.8 - Final 47.05 update
Post by: Splint on December 02, 2022, 03:39:05 pm
Excited to see this mod for the Steam release. Hopefully with graphics too :)

I dunno if I'll be doing a graphical release, sadly. I've never dabbled in graphics for... Anything, really. If it's relatively simple to do I might release the equipment as a separate minipack though with graphics if nothing else.
Title: Re: Splint's Vanilla Expanded Mod v9.8 - Final 47.05 update
Post by: Splint on December 12, 2022, 12:14:15 am
Announcement time boys and girls!

I've begun the process of updating the mod, however due to it sounding like Kitfox doesn't really "get" the majority of people who've played DF for years and their eccentricities as well as the obscene and frankly convoluted-looking (or at least incredibly laborious) requirements for producing graphics for the mod, SVE will sadly not be coming to the Steam workshop nor the Premium graphics edition of the game. It will still theoretically function, assuming I've been updating things correctly, but there'll be missing and placeholder graphics.

It's a genuine bummer in the graphical department, as I'd wanted to at least bring the weapons and armor to proper visual life, but I'd need to make separate graphics for every single major race (including cave tribals, as they now have new invasion behaviors, which is really cool!) And for every weapons-grade material.

Hopefully when classic releases and I can test it properly, you guys will get to enjoy the mod again on the newest version.
Title: Re: Splint's Vanilla Expanded Mod v10 - v50 Debut!
Post by: Splint on July 31, 2023, 08:37:26 pm
GOOOOOOOOOOOOOOOOD MORNING BAY TWEEEEEEEELVE!

Well, good evening.

I got some good fuckin' news for you on this mod, SVE is officially available for v50.01+!

Here's the changelog for all the new goodies and changes.

Now, everything on paper is updated and working, but I may have missed some stuff here and there. If you run into any issues, please let me know, and definitely let me know if the new incense production plants spawn at all, it's been a pain testing it otherwise.

Code: (v10 changelog) [Select]
Due to changes in file structure, SVE may be a little finicky as the newer versions are just that - new, and the changes to how installing and even making mods works is going to take some getting used to.

There will not be graphical support coming to SVE unless someone else wants to volunteer their time for it.


New in V10

UPDATES
- Updated all non-_default entities with missing hospital location name line and removed architecture job.
- Removed depreciated tokens from biome entities and Arctic Addition creatures
- Updated mill reactions.
- Removed edited tissue and material template files, as these don't appear to be editable at present in the new system without stripping things out and replacing them near as I can tell.
- Subterranean civs have received some of the new equipment.
- Ocean entity has been shrunk to cap them at 5 civs, as before they could become incredibly numerous during world gen civ-wise.
- Sickle Swords have been distributed from the biome civs to kobolds, goblins and subterranean civs.
- Barghest size increased to 400k to better reflect mount usage and increased pet value to 250.


FIXES
- Fixed wolf-ridged helms being referred to as bear-ridged helms. Doing a lot of copy-pasting will do that.
- Giant beetles have had their trade capacity greatly increased from 200 to 1800.
- Gray loris now properly referred to as such instead of Lemur
- Fixed a host of messed up creature tiles and tile colors.
- Fixed internal naming that might cause entity duplication with hostile biome civs.
- Fixed Saltcorn's missing biome entry.



NEW ITEMS
item_weapon_ex
- Boat Axe and Blunted Boat Axe: axe-skill weapons based on the weapons used by the Battle Axe/Boat Axe culture, whose striking end resembled boats. They are available to Tundra, Subterranean, Goblin and Kobold civs.
- Antenna Dagger: Scaled down versions of the Antenna sword, available to the same civs.
- Full-grip dagger: Same as the above for full-grip swords.
- Boat Sword: Based on the Rørby Swords, these hacking swords are available to Tundra, Subterranean, Goblin, Dwarf and Kobold civs.
- Bracket Axe: Couldn't find a better, non-location-based name. Based on Otzi the Iceman's axe and similar copper age axes which resemble an L bracket, these are available to Jungle, Sky, Tundra, Kobold, Subterranean and Goblin civs.
- Epsilon Axe: A common design of bronze age axe, available to desert-, tundra-, sky-, jungle-, human-, goblin-, kobold-, and subterranean- civs.
- Palm Axe: A strange type of hand weapon primarily used in ancient egypt and parts of the southern levant. Available to desert- civs, as well as kobolds and subterranean civs.
- Spearhead Dagger: A spearhead repurposed for use as a dagger. Available to kobolds and subterranean civs.
- Club: Simple, roughly-shaped club. Available to  kobolds, elves, goblins, jungle, and subterranean civs. Contact is roughly twice the size of a mace.
- Great Club: Simple, roughly-shaped two-handed club. Available to  kobolds, elves, jungle, goblins and subterranean civs. Contact is roughly about 50% larger than a maul. Uses pike skill to prevent shield use.
- Knobbed Mace: A mace with a lot of small rounded striking bits. Somewhat larger contact area (as it has more points of contact) with increased velocity. It and the tower mace below should be great for pulping shit. Available to humans, dwarves, goblins, desert, jungle and tundra civs.
- Tower Mace: A mace with a long conic or hexagonal head styled to resemble a castle tower. Considerably larger with increased velocity. Available to humans, dwarves and goblins.
- Flanged Mace: Potentially anachronistic, but neat all the same. Edged damage, with larger contact than a morningstar. Available to humans, dwarves and goblins.
- Sharktooth Sword: Inspired by a polynesian take on the paddlesword known in Hawaiian as the Leiomano. Available via moods and to Ocean civs.


item_clothing_ex
- Tartan Trousers, Shirts, and Cloaks: Flavor items available to dwarves and tundra civs, uncommonly to goblins and humans, and rarely to elves and kobolds.
- Striped Trousers and Shirts: Flavor item available to humans and ocean civs, uncommonly to dwarves and goblins, and rarely to tundra civs.


item_shield_ex
- Hexagonal Shield: Inspired by the hexagonal shields often seen in depictions of celtic and germanic warriors. Available to all civs except ocean civs.
- Oval Shield: Inspired by the shields often seen in depictions of middle eastern and north african as well as celtic and germanic warriors. Available to goblins, elves, kobolds and desert civs.
- Round Tower Shield: Inspired by the Battersea shield. Available to tundra, kobold, and subterranean civs.
- Notched Shield: Inspired by some variants of greek and anatolian Aspis shields. Available to desert, tundra, sky, human, goblin, kobold and subterranean- civs
- Axe-head Targe: Inspired by celtic and germanic shields that somewhat resemble a double-bit axe head. Available to Tundra, Sky, Elf, Goblin, Kobold and Subterranean civs.
- Axe-head Shield: Inspired by celtic and germanic shields that somewhat resemble a double-bit axe head. Tundra, Sky, Elf, Goblin, Dwarf Kobold- and Subterranean civs.


NEW PLANTS - Surface
- Thunderstalk plants: Found in savage mountains, tundra and deserts, Thunderstalks are tall, sweet stalks that resemble artistic depictions of lightening bolts. Value 3, brewed into Rumbler or eaten as-is or cooked. Grows year round, taking about a little over a season to mature.
- Goblin Berry: A bright green berry found in evil tropical biomes. Can be milled for dark green dye, eaten raw or cooked, or brewed into Mean Green, which slightly boosts endurance and recuperation.
- Spike Tree: A strange tree that resembles a menacing spike thrust up from the earth. Red Spike trees can be found in good biomes, green in savage biomes and blue in evil biomes.

NEW PLANTS - Cavern
- Cavelight - A pale green shrub with glowing berries found in layers 1 and 2. Can be eaten raw or brewed into Dwarven Tonic.
- Pebble Hops - Dark gray grain crop of a sort. Can be cooked as is or used to make Dwarven Porter. Takes a season to grow, making dwarven porter twice as valuable as most dwarven brews (value 4)
- Torch Bulb - An orange glowing plant found in layers 2 and 3. Somewhat fast growing, akin to plump helmets, and can be brewed into Firelight.
- Cave Barley: Variety grain crop found in the caverns. Can be milled into dwarven sourflour or brewed into Dwarven Stout. Takes a season to grow however, making dwarven stout more valuable (value 3)
- Deep Spike: An underground variant of Spike tree found in layers 2 and 3.


NEW CREATURES
creature_invertebrates_cavern_ex
- Cave Scorpion: Inspired by a fumbling of words. Cave scorpions are basically just subterranean bark scorpions. Found in layers 1 and 2.
- Giant Cave Scorpion: Giant desert scorpions, reskinned for underground. Size 200k, pet value 2000, found in layers 2 and 3.

creature_mammals_surface_ex
- Shadow Wolf: Large pack hunters found in evil temperate forests, shrubland and Taiga. Size 90k, Trainable, pet value of 200 and can be used as a mount.

creature_birds-surface_ex
- Rheas and variants: A little smaller and kind of an amalgam of rhea species, they can be found in both temperate and tropical forests and shubland. Size 33k, pet value of 85 due to being more common than emus in gameplay terms (at least in theory.) In reference to Kevin the overly aggressive rhea, they are prone to rage (save for the rhea men, who aren't deranged feathered monsters who ignore being smacked with trash can lids.)


EDITED VANILLA
creature_subterranean
- Cave spiders moved back up to layer 1. Inconsequential, but eh.


NEW MODULE - Incense Production
- This one's actually quite basic in implementation, intended to add more to the world in a way that makes sense. It adds four new crops which can be cooked or used to make an incense stick bundle tool. Incense was quite valuable to people in the rough period DF aims to primarily emulate (late iron age to early high middle ages,) so this module references it.

Threshers handle the job, producing 3 bundles and 2 seeds per reaction.

The new plants consist of the following. All can be cooked, or combined with one log at a farmer's workshop to make the aforementioned incense stick bundles for sale.
- Sweet Weed: The generic incense crop. Relatively cheap (but still pricier than a lot of other plants.) Grows anywhere that isn't freezing, but takes a season to grow. Value 5.
- Silverscent: Found in savage deserts, this silver-leafed plant grows very slowly at two seasons, but grows year-round. Value 8.
- Geltherb: A golden incense crop that grows only in cold places touched by magical energies, meaning good tundra and taiga only, and only grows during the summer and autumn, but grows fairly quickly at half a season, allowing for four harvests a year. Value 10.
- Blightfume: A violet plant smelling of the tropics found in tropical forests and wetlands. Like Geltherb is grows relatively quickly, but also grows year-round. Value 6.
- Rose Cups: A bright red mushroom found growing along cavern shores, valued for its rosey scent. Grows as fast a sdimple cups, Value 4.

You can also use kobold bulbs and valley herbs for the job.



DISCONTINUED
- Compatibility modules for other mods for the foreseeable future. The entity version of Monstrous Manual in particular as well as Primal are not recommended to pair with this mod due to issues with flying traders using landbound pack animals, while Primal may see duplicate/overlapping creatures (internally they're different, it'll just cause some weirdness,) if using the Arctic Additions and Nature+ addons.

GET IT NOW, HELP ME FIX AND IMPROVE IT BY PLAYING IT! (https://dffd.bay12games.com/file.php?id=16799)
Title: Re: Splint's Vanilla Expanded Mod v10 - v50 Debut!
Post by: Orkel on October 20, 2023, 07:38:17 am
GOOOOOOOOOOOOOOOOD MORNING BAY TWEEEEEEEELVE!

Well, good evening.

I got some good fuckin' news for you on this mod, SVE is officially available for v50.01+!

GET IT NOW, HELP ME FIX AND IMPROVE IT BY PLAYING IT! (https://dffd.bay12games.com/file.php?id=16799)

The mod is for 50.09 but the current DF version is 50.11, would this version still work for it or are there any raw changes that may require updating?
I'll give it a try later today and see! Thanks for improving the game.
Title: Re: Splint's Vanilla Expanded Mod v10 - v50 Debut!
Post by: Splint on October 20, 2023, 01:34:48 pm
GOOOOOOOOOOOOOOOOD MORNING BAY TWEEEEEEEELVE!

Well, good evening.

I got some good fuckin' news for you on this mod, SVE is officially available for v50.01+!

GET IT NOW, HELP ME FIX AND IMPROVE IT BY PLAYING IT! (https://dffd.bay12games.com/file.php?id=16799)

The mod is for 50.09 but the current DF version is 50.11, would this version still work for it or are there any raw changes that may require updating?
I'll give it a try later today and see! Thanks for improving the game.

This mod is all raw changes and is designed to work with the vanilla stuff for the most part, so it should be fine. 50.09 just happened to be the newest version that was out at the time the v50 version was ready for action.

I do have a new update planned which has some fixes and whatnot for some persistent issues and a rather recent problem though.
Title: Re: Splint's Vanilla Expanded Mod v10.1 - Bug fixes and other stuff
Post by: Splint on October 20, 2023, 07:43:04 pm
Hey hey people, Splint here (again.)

I have a hell of a new update on this one, changelog to follow. You guys are getting a ton of new stuff, in particular thanks to voliol and brewer bob!

I've also updated the readme to actually be helpful again.

Code: [Select]
NEW IN V10.1

MAJOR BUGFIX
For whatever reason, CUT_WEAPON wouldn't work correctly when replacing vanilla weapons with the ones with the same internal name. This seemed to cause a minor duplication bug that resulted in improper equipment availability, the incorrect weapons being selected at the embark screen and the forge to output incorrect (or no) items.

As a result, the patch has been disabled until I can muster the give-a-damn to look into the issue. Expect a return of less-than-helpful flat slaps and lightsaber whips, and dwarves being unable to use vanilla two-handed weapons (pike, maul, great axe, halberd and two-handed sword.)

For those who still want that patch, it'll require a slight bit of extra set-up, replacing your item_weapons file (found in data/vanilla/vanilla_items) with the one in the SVE Weapon Patch folder.


POSSIBLE BUGFIX
- Changed syntax for primary civ patch. If it wasn't working, it should be now.


BUGFIXES
- Finally stomped that issue with geldables on stayrs and blendecs. Special thanks to Hugo the Dwarf for that one.
- Fixed a duplicate internal mod ID on Generic Fantasy Creatures and Generic Undead Enemies
- Removed leftover [SPEECH:whatever.txt] from generic undead enemies that still had them.
- Fixed missing ARSENICABLE reaction class on Native Copper, Malachite and Tetrahedrite.
- Also fixed those reactions not accepting the correct reagents and just taking whatever.


NEW MOD INCLUSION!
- We now have content from Voliol's Various Vivants v3.4 in the mod. While not everything made it through due to redundancies being cut and my removing the baleen basket reaction stuff, most is in. I've also decided to include the ridiculously gigantic giant blue whale.

As such, I'd like to extend a kind thank you to Voliol.

Included files wholesale consist of the following.
- plant_vvv (Chanterelles removed due to redundancy)
- plant_vvv_grasses
- plant_vvv_trees
- b_detail_plan_vvv
- body_vvv
- c_variation_vvv_gaits
- c_variation_vvv_a_people
- descriptor_pattern_vvv
- tissue_template_vvv
- creature_small_vvv (lemmings and lobsters removed due to redundancy)

Excluded creatures
These were excluded due to redundancy.
- Various lemurs
- Snow Fox
- Dhole
- Marten
- Giant anteater
- Coconut crab
- Zebras

And if you'd like to use the full mod (as I didn't include everything) please visit the thread, found here: http://www.bay12forums.com/smf/index.php?topic=170936.0

It also sports better documentation than what I can provide in the changelog.

NEW MOD INCLUSION!
brewer bob has been kind enough to donate his realworld trees mod to SVE. The following have been removed due to redundancy, and one uses an alternate name.
- Stone Pine renamed to Parasol Pine
- Nutmeg (already included in fine woods)
- Sandalwood (already included in fine woods)

Most of the trees are just there for variety, though some have applications as sources of food or soap-making materials. This one isn't gonna be getting full documentation on my end, but you can peruse the file (plant_new_trees_bb) or download the mod for your own uses here: https://dffd.bay12games.com/file.php?id=16879

As with Voliol, thank you very much to brewer bob!


NEW CREATURES
creature_surface_mammals_ex
- Javelina: A large composite of pigs with dark brown or black fur found in tropical biomes alone or in small groups of 2-3. Inspired by AoE II's huntable creature. Size 100k, giant and man versions also available.

creature_cavern_fish_ex
- Sump Clam: An albino clam found in the caverns. Edible and provides shells when fished.
- Cave Cone: An underground cousin of the limpet. Edible and provides shells when fished.

creature_surface_fish_ex
- Zebra Mussel: A species of mussel Found in temperate rivers and oceans. Edible and provides shells when fished.
- Limpet: A type of aquatic snail with a cone-like shell found in the oceans. Edible and provides shells when fished.


NEW PLANTS
Surface Trees
- Gawkerwood: A bluish tree covered in eye-like growths called Gawker Eyes that can be harvested for food, though not much else. Found in evil biomes. Assuming it works, anyway.
- Rockrib Cacti: A grayish cactus found in savage deserts. Only really useful for wood.
- Royal Sunshade: A shorter-than-usual giant purple mushroom found in good wetlands.

Surface Grasses
- Spawnclaw: Pointy, stiff, clawlike grass found in evil mountains.

Surface Shrubs
- Orchid: Taken from masterwork as a cash crop and could be considered a weird genericized form of many orchids. Cash crop that takes roughly 1/4 of a season to grow and is extracted into orchid perfume. Only grows in spring and summer. For variation's sake it's been made a bright pink color. Credit otherwise goes to Meph, since I assume he made it.
- Pumpkin: Courtesy of delphonso and the spooky season! Can be found in tropical dry broadleaf forests, grasslands and savanna as well as temperate shrubland and broadleaf forests.


Cavern Trees
- Cave Coral: Large spires of strange terrestrial corals. Count as trees. Come in 6 color varieties, two per cavern layer.
-- Pink and Blue, to be nice and inviting in layer 1.
-- Green and Brown, when the caverns start to lose their lustre in layer 2.
-- Red and Violet, befitting the fire and freakshit theme of layer 3.
- Giant Gray Bell: A giant cousin of the smaller cultivated gray bell, found in layer 1.
- Giant Wrinkle Cap: A giant cousin of the smaller cultivated wrinkle cap, found in layer 1.
- Pillar Fungus: A pale blue cousin of the tunnel tube found in all layers. Doesn't grow in or near water. Value 2
- Chimney Fungus: A dark gray cousin of the tunnel tube, found in layer 3 only releasing its spores from its top like a smoking chimney. Doesn't grow in or near water. Value 5

Cavern Grasses
- Floor Eye: An underground cousin of staring eyeballs, found in the depths of layer 3.
- Crimson Spawnclaw: Similar to the spawnclaw grass above, in a shade of red found in layers 2 and 3.
- Silver haizaflower: Just a cave variant of the flower found underground as a kind of grass.

Cavern Shrubs
- Gray Bell: A possible cousin of the plump helmet. Takes a little longer to grow but is otherwise perfectly edible, as well as brewable into Dwarven Gin. Found in layers 1 and 2.
- Wrinkle Cap: A brown mushroom with a wrinkled-looking cap. Brewable into Dwarven Scotch, found in layers 1 and 2. They take slightly longer to grow than Gray bells or Plump helmets, but you should still manage two harvests a season if you plant early.
- Cave Orchid: A white flower that grows in layer 1 and 2. takes a season to grow and us used as a cash crop to extract dwarven perfume, though it can be used in cooking as well. Derived from the surface version. Dwarven perfume is less valuable as it can be grown year round.
- Sting Stalk: A vibrant violet plant found in layers 2 and 3. Can be brewed into red sting. Slightly more valuable than usual at value 3.
- Sour Button: A small red mushroom found in layers and 2 that takes roughly half a season to grow. Inspired by the Sour Bud of Alwa's Dwarven Life Expanded mod on the steam workshop. However unlike original, it isn't processed any further and simply brewed into dwarven sour ale.


NEW INORGANICS
stone
- Jadeite: A green stone found in metamorphic and alluvial layers sometimes as large clusters. Value 4.
- Clunch: Variant of limestone sometimes found in small clusters within limestone and beerstone. Stands in for the real world Clunch, a type of limestone with chalk-like qualities. Value 3.
- Beerstone: Light gray variant of limestone. Taken from the real-life Beer Stone. May sometimes appear as layer stone. Flux-value.
-Ancasterite: Pale brown variety of limestone. May sometimes appear as layer stone. Based on one of the varieties of Ancaster Stone. Flux-value.
-Caenstone: Pale yellow variety of limestone. May sometimes appear as layer stone. Taken from the real-life Caen Stone. Flux-value.
- Dolerite: Dark gray stone. Appears rarely in large clusters in basalt and gabbro (it's much more likely to appear in basalt.) Also contains semi-ornamental value tachylite. Value 2.
- Feldspar: Light gray stone that may sometimes form sedimentary layers. Nothing special about it though, just decided to include a "common feldspar." Value 1.
- Felsite: Functionally identical to Dacite, but with a state color of ash gray instead of silver and a different tile. Now all the stones on the calendar are back in the game!
- Shimmerstone: Fictional teal stone that appears to shimmer like brilliant ore when exposed to light, even when polished and worked. Decorative stone best handled only by your finest masons. Uncommonly found in Igneus Intrusive layers as veins and less commonly in Igneus Extrusive and Metamorphic layers in small clusters. Value 30.

gemstones
- Tachylite: Dark volcanic glass not suitable for use in making blades. Considered a semi-ornamental gemstone, found only in Dolerite clusters. Value 15.
- Prismatic Jadeite: Prismatic crystalline jadeite, found in small clusters only in Jadeite itself. Value 25
- Mirrorstone: Cerulean-colored fictional gemstone found as single clusters in veins of Shimmerstone. Said to be as reflective as a mirror, hence its name. Value 35

metal
- Damascene Steel: High quality steel, the best that can be intentionally manufactured. As a compromise to historical processes, it uses two pig iron, a clay boulder, 1 coal and 1 flux. Due to its low production rate, beauty and effectiveness, it cannot be used to make ammo. Only dwarves may make this metal, obviously.

As a note, alternate names include wootz and seric steel, but I thought Damascene sounded cooler. You can change it to whatever you like on your own, lol It is slate gray and builds as a teal color.


NEW ITEMS
ammo
- Broadhead Bolts/Arrows: Larger contact area than standard bolts and arrows, intended to be used with large numbers of shooters to induce rapid blood loss on targets. Contact 100 and consequently not nearly as good for penetrating armor but not terrible either, available to vanilla civs.

headwear
- Bandana: The ubiquitous face/forehead adornment. Cloth only, 20% coverage. Commonly available to all base game civs (elves, dwarves, goblins, humans, kobolds and cave tribes)
- Coif: A humble cap made of cloth or leather that covers more than a typical cap or hat will. 75% coverage. Commonly available to most base game civs, rarely found among kobolds.
- Pipe Hat: A tall, brimless cylindrical hat resembling a pipe section. 35% coverage. Commonly available to dwarves and goblins, uncommonly to humans and rarely to elves and kobolds. Think of it like an oversized Fez.

armor
- Rattan helm, armor, heavy armor, gauntlets and greaves: Flavor variants of helm, breastplate, gauntlets and greaves available to elves and cave civs. You can imagine them as being made from woven strips of bark or outer layers of cave trees. The Heavy rattan armor covers the upper arms as well. They also don't provide full coverage, due to necessary gaps for articulation.

weapons
- Polehammer: The reason the great hammer got a nerf. Pike skill with hammerhead bashing and spear-tip thrust. Available to goblins, humans, dwarves and elves. While a distinction didn't arise until much later, weapons like it were in use well before 1400.
- Hafted Axe: A two-handed middle ground between the Great Axe and Battle Axe. Available to dwarves, tundra civs, goblins and humans. Basically a Dane Axe, pike skill to prevent shield use.

tools
- bone saw: Just a medical saw for sawing bone.

other
- Ballista Stones: Intended to serve as large, spherical projectiles ala ancient Mediterranean models such as those used by the roman legions. Reasonably deadly against poorly armored targets and able to be made in large numbers easily, making them ideal for use in wood-poor environments or heavy use of ballista-based defenses. !!NOTE!! Due to the way they're handled, without graphics they simply reuse the existing ballista bolt tiles. Nothing I can do about that, sadly.

NEW FILE - item_trap_ex
New trap components! Make your grinders more varied! Note that while three are anachronistic (mantraps and the barbed/razor cables,) the capabilities of DF engineering make them fair game in my book.
- Large ball-and-chain: A large ball on a chain. Swings out to smack the enemy twice with blunt hits.
- Spiked ball-and-chain: A piercing alternative to the ball-and-chain and serrated disc. Two piercing hits.
- Mantrap: The classic trapjaw trap. Single hit with high penetration.
- Giant hammer: A large mallet that swings out and smacks the target extremely hard. Effectively a blunt alternative to the axe blade. Can also be made of wood.
- Snap-bar: An extremely small contact, fast blunt attack. Imagine something like a giant mouse trap hammer. For best RP experience, employ these alone in a trap.
- Snap-spike: A large spike that strikes with tremendous force like a high-speed hammer. Hits once, but has absurdly high penetration. Also wood.
- Spike Plate: Basically a square board or plate covered in spikes. Hits five times but has lower than usual penetration due to the stubby spikes. Also wood.
- Battering Ram: A large blunt ram swinging out for the floor or ceiling. Also wood.
- Barbed Cable: Basically a length of barbed wire that whips out and slaps the victim with a low penetration raking by the barbs.
- Razor Cable: Concertina Wire that corkscrews out, leaving gashes in poorly armored targets. Hits 4 times.

TRIBAL MATERIALS
A new addition for kobolds and cavern civs, but more of an experiment than anything. It's simply a suite of dummy metals and reactions allowing them to bring weapons made of stone and bone weapons and armor. As such you may see the following materials as weapons alongside potentially bone armor. At least if it works, anyways.

They're sourced from Stalhansch's tribal fortress mod. While I would normally seek permission, he hasn't been active since late 2016 so I doubt he'll care.

While silly at a glance, exceptionally skilled knappers have been found through archaeology to be able to replicate metal weapons, so it'll fit fine.
- Obsidian
- Chert
- Limestone
- Granite
- Quartzite
- Rhyolite
- Basalt

NEW ADDON MODULE - Old School Dwarf Nobles
Despite the name, what this mod mainly adds is just a selection of useless nobles who don't really have any particular function beyond helping manage upset workers and flavoring up things, assuming they work anyways. These are drawn from v23a, of Boarmurdered fame with the exception of the Overseer, a position meant for succession games.

You can appoint these positions once you have a baron or higher in your fortress, with the exception of the overseer, whom you can appoint at any time and house èrith, whom you can also appoint once you have a mayor.

All of these nobles will meet with unhappy workers, and the House Anil Representative functions as a second champion with his or her own squad. The House Råsh representative will also lead a smaller half-squad of Mortuary Guards.

They also have near-identical requirements and privileges of a decent (value 500,) office, dining room and bedroom and may make a single demand once in a while, though the house èrith rep, by virtue of their role, will mandate stuff to be produced or withheld from export.

House Råsh and House Anil have additional requirements of a burial chamber and may make a single mandate, but make no demands. For best roleplaying effect, it is best to assign a citzen who likes slabs/coffins and weapons/armor respectively to these positions.

- House Lam: The House of Stone, representing the stoneworker's guilds.
- House Fer: The House of Beasts, representing your hunters, trappers and other animal handlers.
- House Ber: The House of Earth, representing the farming guilds.
- House Kor: The House of the Caverns, representing the miner's guilds.
- House éthes: The Glistening House, representing the gemworker's guilds.
- House Kel: The House of Metal, representing the metalsmith's guilds.
- House Fotthor: The House of the Forest, representing the woodworker's guilds.
- House Anil: The House of Glory, standing in for the weapon cult representatives and soldiery of a fortress.
- House èrith: The House of Labor, representing the various craftsdwarves and clothesmakers.
- House Olon: The House of Gears, representing the engineers and siegecrafters.
- House Råsh: The House of Death, representing the honored dead of the fortress.
- Overseer: Effectively the player's position, for your personal or favorite dwarf you consider calling the shots or to ID the current ruler in succession games.
- Court Advisor: A stand-in for the old Philosopher, this noble does nothing besides make a single demand once in a while. Think of them as your nobility or overseer's right hand man, who sometimes demands weird things in his room.


VANILLA ENTITY EDITS
- Dwarves now have access to flails, morningstars, mauls, great axes and two-handed swords again. I forgot in this set up I had to do that, lol. They might not be able to use the latter three without the weapon patch, but they can still be useful for trade or larger residents.
- Elves and goblins can now generate mercenaries besides beast/monster slayers. Send goblins and elves to kill their kinsmen! Or die in place of your own citizens underground!


OTHER CHANGES
- Two Needed files for the full mod have been moved from additional entities module to items and wild creatures.
- Entity Patch modified to to include black steel and white gold production (for dwarves) and arsenical bronze (humans, dwarves, goblins.) Why these were in fantasy metals' patch I'll never know.
- Great Hammer attack contact area increased to 50 and velocity reduced to 5000
- Messenger Horse has been renamed to hobby horse/hobbies and size brought up to 450k (still smaller than work horses and coursers.)
- War Horse has been renamed to courser horse/coursers.
- Arapaima fish removed and replaced with Voliol's version.
- Moved reactions to make mundane but valuable metals from Fantasy Metals to the regular additions patch file. Not sure why I did that. Also the addons are no longer hard requirements, you can freely ignore fine woods and fantasy metals if so inclined.

The README file contains thank yous to a ton of people.

Get the mod here (https://dffd.bay12games.com/file.php?id=16799), and let me know if anything's broken.
Title: Re: Splint's Vanilla Expanded Mod v10.1 - Bug fixes and other stuff
Post by: aSpatula66 on October 22, 2023, 12:49:03 pm
CUT_WEAPON doesn't exist, only CUT_ITEM. Also layer linked civs currently just use all metals for their equipment, although the old groups of 5-10 still exist and properly use the right materials, the new cavern invaders don't.
Title: Re: Splint's Vanilla Expanded Mod v10.1 - Bug fixes and other stuff
Post by: Splint on October 22, 2023, 01:35:22 pm
CUT_WEAPON doesn't exist, only CUT_ITEM. Also layer linked civs currently just use all metals for their equipment, although the old groups of 5-10 still exist and properly use the right materials, the new cavern invaders don't.

Then evidently I misread some stuff, which is entirely on me. I appreciate the correction. I have to iron out some small issues for a lil baby bugfix release anyways, so I'll reimplement the weapon patch then.

As for the cavern dwellers, all I did was give them more stuff to use for weapons and armor/apparel, I didn't fiddle with available materials, so what they use is what they use on that front. Can just assume they use stuff they've stolen or scavenged from deep dwarf or goblin settlements. If there's some jank with new armor or apparel, then there's some jank.

EDIT: I did double check my tags on the weapon patch, I had indeed used CUT_ITEM so something else went wrong there. I also forgot I added the faux metals, lol. I added them in really early on in the update so I just sorta forgot. if they use'em, great, if not, oh well. I'll find out soon enough.

EDIT II: Seems there's some real jank shit going on that wasn't happening in previous tests/uses of the mod. Not sure what's causing them. Also I need to go through a number of things and make them non-pets, my most recent test for ended up with what amounts to naked tiger beetle man slaves lol.