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Dwarf Fortress => DF Modding => Mod Releases => Topic started by: ZM5 on September 24, 2017, 04:16:34 pm

Title: [47.05] What Lurks Below - A Cave Revamp Mod
Post by: ZM5 on September 24, 2017, 04:16:34 pm
(https://i.imgur.com/crZsDtr.png)

This is a new mod I've been working on for quite a while now - finally it's ready for release!

I figured the regular caverns could use some more variety, so I set about making themed creatures and plants for all of cave layers - and also for the two different cave "biomes" (SUBTERRANEAN_WATER and SUBTERRANEAN_CHASM) - so all in all its six different sets of new creatures and plants, making the caverns a more hostile and difficult place to explore (admittedly the trees and grass don't always pop up where I wanted them to go but it was an interesting experiment nonetheless)

This mod is mostly meant for fort mode - although for adventure mode players, some of the intelligent underground creatures are available for playing from fortress civs.

Each layer has many predators, non-hostile creatures, and vermin - aside from that, all of them also have several rare but powerful "boss" type creatures, somewhat analogous to the Cave Dragons in vanilla. I've designed most of them, though some are just based off of common "tropes" like cave worms.

The sets are as follows:
Subterranean Paradise - Layer 1 Chasm
The simplest layer - it contains stranger relatives of aboveground animals, adapted to life underground. From the small, pack-hunting Spike Rats, to the tough Stone Boars and the massive Undertyrants, danger here takes many shapes and sizes.

Full list of predators (https://imgur.com/a/Vht3V).
Fungal Woods - Layer 1 Water
An underground woodland, full of towering fungus. Most of the living creatures here are ambulatory plant-life or fungal-based beings - the few unfortunate enough to die are converted into Moldspawn or Moldslaves by the Amanitarians.

Full list of predators (https://imgur.com/a/I69Dp).
Insectoid Hive - Layer 2 Chasm
Some of the deeper underground tunnels are the habitat of various types of insectoid beings. Few would head down there, fewer still live to tell the tale. The Hive Queens and Swarm Lords bide their time here, seeking to purge the caverns and eventually the surface world of all non-insectoid life.

Full list of predators (https://imgur.com/a/rVnKn).
Land of the Dead - Layer 2 Water
What little remains of once-sprawling underground empires can be found here, in the form of many unnaturally mutated zombies, howling spirits and feral skeletal beings - with several necrophagous beasts moving in, attracted by the scent of decay. The Lords of the Risen, extradimensional demigods, have turned these tunnels into their domain, warding off intruders with their undead minions.

Full list of predators (https://imgur.com/a/MnI3L).
Border of Hell - Layer 3 Chasm
The lowest tunnels are inhabited by many lesser demons and their commanders. Most of those unfortunate enough to encounter them are captured and turned into slaves - even their souls are not safe from being forced to serve - whereas the particularly hated enemies of the demons, such as the dragons, are simply mutilated, driven insane, and left alive to wander the caverns for eternity.

Full list of predators (https://imgur.com/a/jFbdS).
Dementia - Layer 3 Water
Something stirs deep below the earth...An unspeakable yet sickly horror whose mere presence is enough to warp the caverns into an organic, diseased dreamscape. Its minions kidnap those who dwell in the surface world, using their victims as material for creating horrid aberrations of flesh.

Full list of predators (https://imgur.com/a/7OXMa).


Now, I haven't included lists of the non-hostile creatures and vermin - you'll have to find out what they are and what they do for yourself!

Big thanks to my girlfriend for the banner - she occasionally posts art on her instagram (https://www.instagram.com/loonarwitch/) if any of you are interested.

Download links ("packaged with DF versions" are not updated for now - waiting until a more stable version of 47 comes out):
Stand-alone version (http://dffd.bay12games.com/file.php?id=13102) - lacks the vanilla raw changes I made (rearranged some of the underground plants and trees) - you can install it by simple dropping the "raw" folder into your main DF folder.

Some of the material, body plan and body detail files are shared with my main pack - you don't actually need those if you're using this alongside my main pack.

Hope you guys enjoy it!
Title: Re: [43.05] What Lurks Below - A Cave Revamp Mod
Post by: Paddywagon Man on September 24, 2017, 06:49:12 pm
This looks truly epic! I'll be running that in my next world for sure.
Title: Re: [43.05] What Lurks Below - A Cave Revamp Mod
Post by: ZM5 on September 24, 2017, 11:54:24 pm
Minor hiccup on my part - forgot to carry over a body file which would have produced some errors with one of the creatures - released a fixed version just now.
Title: Re: [43.05] What Lurks Below - A Cave Revamp Mod
Post by: EldritchVoid on September 25, 2017, 11:57:54 am
Failed to notice update, sorry.
Title: Re: [43.05] What Lurks Below - A Cave Revamp Mod
Post by: ZM5 on September 25, 2017, 12:04:04 pm
I'm aware - thats why I released the patch earlier, since it includes the file that contained the body plan for them (body_mutant.txt) - I'll change up the material file to remove some of the transformation-syndrome inducing materials too to free up the errorlog so I'll release that soon.

EDIT: Alright - added the missing files and removed the unused materials that were causing the issues - errorlog should be free now.
Title: Re: [43.05] What Lurks Below - A Cave Revamp Mod
Post by: Fleeting Frames on September 25, 2017, 06:48:11 pm
Interesting. It certainly reduces the issue of "all first layer caverns the same". (Though the chasm biomes are kind of rare variety.) Pretty neat, overall.
Title: Re: [43.05] What Lurks Below - A Cave Revamp Mod
Post by: Derpy Dev on September 25, 2017, 06:52:15 pm
I'll download this later. It looks awesome though!
Title: Re: [43.05] What Lurks Below - A Cave Revamp Mod
Post by: EldritchVoid on September 25, 2017, 10:32:15 pm
Your undead can be butchered and eaten. Assuming this is unintentional,  the addition of [CAN_LEARN] and [SKILL_LEARN_RATES:1] , or 0 if the latter can accept it,  should correct this.
Title: Re: [43.05] What Lurks Below - A Cave Revamp Mod
Post by: ZM5 on September 26, 2017, 04:21:11 am
Your undead can be butchered and eaten. Assuming this is unintentional,  the addition of [CAN_LEARN] and [SKILL_LEARN_RATES:1] , or 0 if the latter can accept it,  should correct this.
I'm aware - I had plans to add the zombies to an undead race that I have planned for my main pack once the new version comes out (I'd add a compatibility patch for this so they'd have them accessible as pets) - it would have been weird for them to have "jobs" like "diagnostician" and so on.
That said if its too odd I can add syndromes to their butchering returns to simulate eating rotten and/or diseased meat.

Interesting. It certainly reduces the issue of "all first layer caverns the same". (Though the chasm biomes are kind of rare variety.) Pretty neat, overall.
Yeah, admittedly thats an issue I came across, with creatures from the other biome on the same layer wandering onto the map and plant types not entirely respecting the biome restrictions they're given (though SUBTERRANEAN_CHASM plants and trees will be the only ones that show up in those muddy caverns atleast).

This looks truly epic! I'll be running that in my next world for sure.
I'll download this later. It looks awesome though!
Thanks! Lemme know what you think!
Title: Re: [43.05] What Lurks Below - A Cave Revamp Mod
Post by: PlumpHelmetMan on September 28, 2017, 01:40:00 pm
Holy s**t this mod looks amazing. One question...is it compatible with other cavern-expansion mods (Godlysockpuppet's Creepycaverns mod, for instance)?
Title: Re: [43.05] What Lurks Below - A Cave Revamp Mod
Post by: ZM5 on September 28, 2017, 01:46:03 pm
Holy s**t this mod looks amazing. One question...is it compatible with other cavern-expansion mods (Godlysockpuppet's Creepycaverns mod, for instance)?
It should, I tagged the internal names for all creatures, body files and so on with prefixes so it shouldn't cause duplication issues.
Title: Re: [43.05] What Lurks Below - A Cave Revamp Mod
Post by: PlumpHelmetMan on September 28, 2017, 01:51:02 pm
Alright, thanks.
Title: Re: [43.05] What Lurks Below - A Cave Revamp Mod
Post by: EldritchVoid on September 29, 2017, 10:38:32 am
Loving this mod so far.

The Land of the Dead biome's "flora" is perfect, and found the fact that your undead can be butchered very amusing when I discovered a dwarf dragging an oozing cadaver to the butcher's shop. The amount of syndrome-causing interactions, even in the first cavern layer, definitely makes caverns more interesting than the occasional crocodile, forgotten beast, or GCS.

Considering that these undead are described to be in various stages of decay, adding syndromes to the meat would make sense. I think you do have more than enough sources of syndromes already, though.
Title: Re: [43.05] What Lurks Below - A Cave Revamp Mod
Post by: ZM5 on September 29, 2017, 11:53:00 am
Glad to hear you're enjoying it then!
Title: Re: [43.05] What Lurks Below - A Cave Revamp Mod
Post by: PlumpHelmetMan on September 29, 2017, 01:20:10 pm
Made a killer clown adventurer. Their racial abilities are loads of fun (especially seeing as they can somehow make even animals and non-sentient monsters "chuckle nervously") XD
Title: Re: [43.05] What Lurks Below - A Cave Revamp Mod
Post by: ZM5 on September 30, 2017, 05:51:44 am
I've released a small patch - I noticed some of the tree and plant types weren't showing up like they were supposed to, but I managed to fix it - doesn't require a world regen but I'm not sure if it'd take effect in an active fort.
Title: Re: [43.05] What Lurks Below - A Cave Revamp Mod
Post by: ZM5 on October 03, 2017, 09:28:48 am
Released a small patch - nothing major, thickened the tissues for the plant creatures (I noticed the Titaneaters were somewhat frail - if they still fall apart I may just make a custom material for the plant monsters) - also fixed a typo in the Morbishroom's description.
Title: Re: [43.05] What Lurks Below - A Cave Revamp Mod
Post by: EldritchVoid on October 03, 2017, 06:21:10 pm
The carapace tissue, defined in the raws of Coleopterans and Insectari Centurions, does not heal. [TL_HEALING_RATE:X] is for overriding the healing rate of a preexisting tissue and doesn't appear to do anything when defining a new tissue. [HEALING_RATE:X] is what you want when you're doing that, regardless of whether the tissue is being defined in a creature raw file or a tissue template raw file.  5 also seems a bit ridiculous for healing rate. Lower values -> faster healing, and skin heals fairly quickly at 100.
Title: Re: [43.05] What Lurks Below - A Cave Revamp Mod
Post by: Thundercraft on October 03, 2017, 09:28:19 pm
Please update your DFFD downloads to, at a minimum, include the link to this forum thread. (Ideally, you'd also flesh out the description a bit.)
Title: Re: [43.05] What Lurks Below - A Cave Revamp Mod
Post by: ZM5 on October 04, 2017, 04:42:36 am
The carapace tissue, defined in the raws of Coleopterans and Insectari Centurions, does not heal. [TL_HEALING_RATE:X] is for overriding the healing rate of a preexisting tissue and doesn't appear to do anything when defining a new tissue. [HEALING_RATE:X] is what you want when you're doing that, regardless of whether the tissue is being defined in a creature raw file or a tissue template raw file.  5 also seems a bit ridiculous for healing rate. Lower values -> faster healing, and skin heals fairly quickly at 100.
I wasn't aware TL_HEALING_RATE was any different when defining a new tissue - fixed it right now.

Please update your DFFD downloads to, at a minimum, include the link to this forum thread. (Ideally, you'd also flesh out the description a bit.)
Completely forgot about updating those - sorry. Fleshed them out a bit just a while back.

Released a small patch - aside from the above tissue mishap I altered the tissues for the plant creatures a bit so they're a tad thicker, and the boss creatures should also be a tad more rare. I noticed some of the plants weren't collectable via plant gathering - they should work properly now.
Title: Re: [43.05] What Lurks Below - A Cave Revamp Mod
Post by: Derpy Dev on October 04, 2017, 08:33:57 am
Quick, mostly unrelated question, you know that monster you see in the cover picture? Do you have a specific creature in mind for it?
Title: Re: [43.05] What Lurks Below - A Cave Revamp Mod
Post by: ZM5 on October 04, 2017, 09:39:26 am
Quick, mostly unrelated question, you know that monster you see in the cover picture? Do you have a specific creature in mind for it?
It's supposed to be the Nightmare Weaver - one of the ilithid-like humanoids in the Dementia layer.
Title: Re: [43.05] What Lurks Below - A Cave Revamp Mod
Post by: PlumpHelmetMan on October 06, 2017, 12:29:41 pm
Do you plan on adapting this mod to the upcoming release? I'm really enjoying it so far and I'd hate to have to sacrifice it for better artifacts.
Title: Re: [43.05] What Lurks Below - A Cave Revamp Mod
Post by: ZM5 on October 06, 2017, 12:35:49 pm
Do you plan on adapting this mod to the upcoming release? I'm really enjoying it so far and I'd hate to have to sacrifice it for better artifacts.
If something changes in the creature raws I'll definitely update it, though far as I can tell, it's mostly gonna be entity token additions.

I'll more than likely add cross-support for my main modpack, so some of my own races will have access to the creatures from this pack.
Title: Re: [43.05] What Lurks Below - A Cave Revamp Mod
Post by: PlumpHelmetMan on October 06, 2017, 12:41:43 pm
Alright, good to know. Thanks for replying.
Title: Re: [43.05] What Lurks Below - A Cave Revamp Mod
Post by: EldritchVoid on October 09, 2017, 12:20:06 pm
You might not be able to do anything about this, but I've found that several of the "non-aggressive" creatures, such as the scavenger flowers and overgrowths, are as aggressive as the bosses. The lashers are !!FUN!!, and so far they have proven themselves to be far more dangerous than ironbiter turtles.

Rockchewers, however, are non-aggressive and are perfectly fine with dwarves being anywhere, whether 20 tiles away or sharing a tile with it.
Title: Re: [43.05] What Lurks Below - A Cave Revamp Mod
Post by: ZM5 on October 09, 2017, 02:10:22 pm
You might not be able to do anything about this, but I've found that several of the "non-aggressive" creatures, such as the scavenger flowers and overgrowths, are as aggressive as the bosses. The lashers are !!FUN!!, and so far they have proven themselves to be far more dangerous than ironbiter turtles.

Rockchewers, however, are non-aggressive and are perfectly fine with dwarves being anywhere, whether 20 tiles away or sharing a tile with it.
Yeah, the LARGE_PREDATOR token seems to be somewhat of a crapshoot - I noticed it myself how many of the bosses aren't always aggressive. I wish it was possible to create FB-esque underground monster.
Title: Re: [43.05] What Lurks Below - A Cave Revamp Mod
Post by: overseer05-15 on October 09, 2017, 02:38:01 pm
You might not be able to do anything about this, but I've found that several of the "non-aggressive" creatures, such as the scavenger flowers and overgrowths, are as aggressive as the bosses. The lashers are !!FUN!!, and so far they have proven themselves to be far more dangerous than ironbiter turtles.

Rockchewers, however, are non-aggressive and are perfectly fine with dwarves being anywhere, whether 20 tiles away or sharing a tile with it.
Yeah, the LARGE_PREDATOR token seems to be somewhat of a crapshoot - I noticed it myself how many of the bosses aren't always aggressive. I wish it was possible to create FB-esque underground monster.
The [CRAZED] token makes them go nuts and kill everything.

Also, mod looks really cool. Gonna start a fort with it.
Title: Re: [43.05] What Lurks Below - A Cave Revamp Mod
Post by: ZM5 on October 09, 2017, 02:45:20 pm
You might not be able to do anything about this, but I've found that several of the "non-aggressive" creatures, such as the scavenger flowers and overgrowths, are as aggressive as the bosses. The lashers are !!FUN!!, and so far they have proven themselves to be far more dangerous than ironbiter turtles.

Rockchewers, however, are non-aggressive and are perfectly fine with dwarves being anywhere, whether 20 tiles away or sharing a tile with it.
Yeah, the LARGE_PREDATOR token seems to be somewhat of a crapshoot - I noticed it myself how many of the bosses aren't always aggressive. I wish it was possible to create FB-esque underground monster.
The [CRAZED] token makes them go nuts and kill everything.

Also, mod looks really cool. Gonna start a fort with it.
I'd rather not use that token unless it fits (so far I only use it for the Fallen Dragon). Don't want complete shitfests down in the caverns.

Also thanks! Lemme know what you think!
Title: Re: [43.05] What Lurks Below - A Cave Revamp Mod
Post by: Fleeting Frames on October 10, 2017, 04:47:30 pm
I went ahead and figured out if dry and wet cavern can meet on 1 embark.

Few embarks, culminating in 1 16x16 embark later I conclude yes they can (https://i.imgur.com/NxRTnA1.png).

That clear line? Is no coincidence. While aboveground biomes shear into 48x48 tiles, underground biomes, while still wandering around, don't go into sub-embark tiles. This means the theoretical minimum embark size to have all the creatures and plants in this mod is 2x1 at least. (Practically doing so in vanilla is difficult, to say the least.)

Furthermore, I can confirm they're not stitched together aboveground biomes either (https://i.imgur.com/IernG5e.png). In that image, aboveground pre-embark east side is a grassland, while west side has two different rocky wastelands.

(all tests done in 43.05)
Title: Re: [43.05] What Lurks Below - A Cave Revamp Mod
Post by: ZM5 on October 10, 2017, 05:52:47 pm
I went ahead and figured out if dry and wet cavern can meet on 1 embark.

Few embarks, culminating in 1 16x16 embark later I conclude yes they can (https://i.imgur.com/NxRTnA1.png).

That clear line? Is no coincidence. While aboveground biomes shear into 48x48 tiles, underground biomes, while still wandering around, don't go into sub-embark tiles. This means the theoretical minimum embark size to have all the creatures and plants in this mod is 2x1 at least. (Practically doing so in vanilla is difficult, to say the least.)

Furthermore, I can confirm they're not stitched together aboveground biomes either (https://i.imgur.com/IernG5e.png). In that image, aboveground pre-embark east side is a grassland, while west side has two different rocky wastelands.

(all tests done in 43.05)
I saw those splits too, only rarely though.

Tbh I didn't intend for making massive embarks just to see all creatures - would rather players get slightly different sets each time.
Title: Re: [43.05] What Lurks Below - A Cave Revamp Mod
Post by: Fleeting Frames on October 10, 2017, 06:16:38 pm
I'd rather too, given it is much easier, but given 90% of caverns on default settings are going to be of wet type one has to take deliberate effort to see other half of mod anyway.
Title: Re: [43.05] What Lurks Below - A Cave Revamp Mod
Post by: ZM5 on October 10, 2017, 06:43:02 pm
Some of the dry cavern monsters do tend to wander in to the wet caverns, though they're somewhat infrequent.
Title: Re: [43.05] What Lurks Below - A Cave Revamp Mod
Post by: Fleeting Frames on October 10, 2017, 08:46:07 pm
B-b-but what

ow, my understanding of biome mechanics.

how even?

That's very unexpected news, ZM5. Very much good news, but ow my how I thought biomes worked.
Title: Re: [43.05] What Lurks Below - A Cave Revamp Mod
Post by: ZM5 on October 18, 2017, 05:33:13 am
Released a minor update with some balancing changes - reduced size of Moldspawn, Riders of Death can only raise up to 3 vengeful dead at one time - I've also included compatibility with my main pack regarding magical interactions - so some of the drinks from my main pack will make dwarves immune to the effects of the spells some of the underground dwellers use.
Title: Re: [43.05] What Lurks Below - A Cave Revamp Mod
Post by: ZM5 on November 22, 2017, 07:35:43 pm
Just so you guys know, I've done some work on the interactions in this pack in preparation for the next DF version - this will mostly be to add more compatibility with my main pack and having interactions work properly with some of the new creatures that'll be in that pack. None of this is released yet, though.

As a side thing, I'll include alternate versions of the entity files of my own races - with pets from this pack. The download will be up on my main packs thread - of course, for now we just gotta wait until the new version comes out.
Title: Re: [44.02] What Lurks Below - A Cave Revamp Mod
Post by: ZM5 on November 24, 2017, 07:34:18 am
So, minor compatibility update - I haven't changed much, but I included new creature classes for some of the critters in this pack.

If you use this along with my full pack, some of my races - Erebi, Malformed, Vespirans, etc. - will use specific creatures from various layers in this pack.
Title: Re: [44.02] What Lurks Below - A Cave Revamp Mod
Post by: MCreeper on November 24, 2017, 08:39:23 am
I suppose all this is aggresive enough to not just around the fortress without even cancelling jobs?
Downloading.  :D
Title: Re: [44.02] What Lurks Below - A Cave Revamp Mod
Post by: IndigoFenix on November 26, 2017, 12:53:19 am
If you're still having issues with making creatures more aggressive, have you considered modifying personality values?  Making a creature's BRAVERY and VIOLENT values at their maximum makes them far more aggressive without causing the issues that CRAZED has.
Title: Re: [44.02] What Lurks Below - A Cave Revamp Mod
Post by: ZM5 on November 26, 2017, 05:01:32 am
That could work - might release a minor update soon then after I'm done with that.
Title: Re: [44.02] What Lurks Below - A Cave Revamp Mod
Post by: ZM5 on November 27, 2017, 12:03:39 pm
As per IndigoFenix's suggestion, I added the personality values to most of the hostile cavern critters.

Also, I've added pet values to most of the intelligent humanoid races, for compatibility with my main pack - lastly, some animals that weren't war/hunting trainable (mostly the various serpents from the first layer) now do have the tokens for that.
Title: Re: [44.02] What Lurks Below - A Cave Revamp Mod
Post by: pikachu17 on November 27, 2017, 05:07:16 pm
PTW
Title: Re: [44.02] What Lurks Below - A Cave Revamp Mod
Post by: ZM5 on November 30, 2017, 06:01:28 am
Small fix - slightly altered the tissues for the plant creatures, so they shouldn't fall apart from regular punches.
Title: Re: [44.02] What Lurks Below - A Cave Revamp Mod
Post by: ZM5 on December 03, 2017, 01:52:56 pm
Small fix - I've given the [SPECIAL] token to inorganic "projectile" materials in this pack, so they shouldn't show up as materials FBs are made out of, or on artifacts.
Title: Re: [44.03] What Lurks Below - A Cave Revamp Mod
Post by: ZM5 on December 30, 2017, 09:23:11 am
Updated for 44.03. No new content - thinking of doing similar "addon pack" stuff for this at some point, i.e entity files for some of the sentient races in this pack, or giant/man versions of some of the underground creatures.
Title: Re: [44.03] What Lurks Below - A Cave Revamp Mod
Post by: buuface on January 09, 2018, 01:21:04 am
Looks cool! im going to try this mod when i get home!
Title: Re: [44.03] What Lurks Below - A Cave Revamp Mod
Post by: Angle on January 10, 2018, 11:32:55 pm
I'm on linux but I want to use all of the mod. Can I get a download with all of the raw changes, including the changes to preexisting plants and the like? :/
Title: Re: [44.03] What Lurks Below - A Cave Revamp Mod
Post by: ZM5 on January 11, 2018, 05:55:11 am
I'll add an optional folder for those as soon as I update the downloads for 44.04.
Title: Re: [44.04] What Lurks Below - A Cave Revamp Mod
Post by: ZM5 on January 11, 2018, 07:03:34 am
Done - the raws only version should have a folder with the vanilla plant file that's been edited, along with instructions on where to put it.

Also, updated the full pack to 44.04 - moved the 32-bit version to SDL as well.
Title: Re: [44.04] What Lurks Below - A Cave Revamp Mod
Post by: Angle on January 11, 2018, 05:58:07 pm
Awesome, thank you! XD
Title: Re: [44.04] What Lurks Below - A Cave Revamp Mod
Post by: buuface on January 12, 2018, 12:59:31 am
Hi. Is this mod only available with ASCI graphics?

I tried loading it with some of the other tilesets included with the LNP and it loaded (did not accept TWBT, only 2D or standard) but I seem to have lost some features - such as the ability to box-select dig designations etc
Title: Re: [44.04] What Lurks Below - A Cave Revamp Mod
Post by: ZM5 on January 12, 2018, 06:19:25 am
I think what you'd have to do is install the mod after installing tilesets in the folder? I use ASCII myself and it's been a really long time since I've used tilesets, so I don't really remember how I used them along with mods.

No idea about the box-select dig designation thing not working, since that's not something I could possibly affect with raw edits.
Title: Re: [44.04] What Lurks Below - A Cave Revamp Mod
Post by: buuface on January 12, 2018, 08:50:50 pm
I think what you'd have to do is install the mod after installing tilesets in the folder? I use ASCII myself and it's been a really long time since I've used tilesets, so I don't really remember how I used them along with mods.

No idea about the box-select dig designation thing not working, since that's not something I could possibly affect with raw edits.

Thanks for the reply. I tried what you said but the graphics switch automatically to ASCI the next time i load up (using LNP).

I also get the following error in the launcher Invalid TWBT value for PRINT MODE; DFHack is required for TWBT.

If i force it load anyway i get the following crash when loading my save TEMPLATE FUNGUS not found
Title: Re: [44.04] What Lurks Below - A Cave Revamp Mod
Post by: ZM5 on January 13, 2018, 05:15:57 am
Hm, it sounds like it overwrote/deleted some of the custom files, given the "template not found" error - I've had that issue once IIRC when I installed a tileset - if you were to put those files back in again maybe then it'd work?

Not really sure how to help you, sorry.
Title: Re: [44.04] What Lurks Below - A Cave Revamp Mod
Post by: ZM5 on January 15, 2018, 02:30:28 pm
Minor update to some of the creature descriptions - fixed some of the typos that I caught.
Title: Re: [44.04] What Lurks Below - A Cave Revamp Mod
Post by: ZM5 on January 16, 2018, 07:40:25 am
Minor fix - the template for demonbat fire breath was missing, so I added it to the file.

I made them breathe fire (or superheated gas, rather) since the magma breath may have been a tad too strong, plus whenever they used it they'd become covered in it as well.
Title: Re: [44.04] What Lurks Below - A Cave Revamp Mod
Post by: ZM5 on January 29, 2018, 08:37:05 am
Slight rebalance update - I made the syndrome attacks less severe, along with an occasional decrease in duration, so they shouldn't be quite as deadly now, along with some syndromes that were lacking the RESISTABLE token now having it - applies to most creatures that had syndrome attacks - vermin, bosses, predators - non-hostile ones are untouched. Applies to both material sprays and interaction attacks as well. Fallen Dragon blood also doesnt cause bleeding anymore - it causes blistering instead.

The Ranivir also now only exude slime when overexerted - though, they can also spit it from a distance now. I've also fixed an issue that made Cave Hornets and Wind Spiders not appear - apparently hives cannot spawn underground.
Title: Re: [44.04] What Lurks Below - A Cave Revamp Mod
Post by: MottledPetrel on January 29, 2018, 05:11:30 pm
Did you make them normal vermin instead of hivable vermin?
Title: Re: [44.04] What Lurks Below - A Cave Revamp Mod
Post by: ZM5 on January 29, 2018, 06:13:38 pm
Yeah - changed their descriptions too to remove mentions of hives. So they're more like group insects that sorta travel in swarms rather than proper colonial ones.
Title: Re: [44.04] What Lurks Below - A Cave Revamp Mod
Post by: MottledPetrel on January 29, 2018, 08:14:07 pm
It would have been cool to have some new hivable insects, maybe you could add some surface hivable insects and say something like 'these small cavern creatures have extensive underground networks, occasionally breaching the surface accidentally'? Or some other reasonable lore explanation that just in reality adds back whatever you did with cave hornets and wind spiders now being surface hives?
Title: Re: [44.04] What Lurks Below - A Cave Revamp Mod
Post by: ZM5 on January 30, 2018, 05:17:49 am
I think I could do that for the good/evil biome revamp - don't want to touch the surface world in this one.
Title: Re: [44.05] What Lurks Below - A Cave Revamp Mod
Post by: ZM5 on February 19, 2018, 06:25:34 am
Posted a small update - I added a few new creatures that aren't layer-specific, so they can appear in all layers.
This is mostly to make the encounters with some of the deadlier, layer-specific creatures more uncommon - some of them were rather nasty to fight against, so hopefully this should make them not as common as they once were.

There's 3 predatory creatures added in total, and 6 non-hostile ones.

Predators:

Blind Screecher - human-sized, intelligent bat-like humanoids with no eyes. They appear in groups, but are quite cowardly and run away at very early signs of opposition. They can shriek, which has a chance of causing minor dizziness. Their bites also suck out blood, however they aren't actively vampiric. They are also playable in adventure mode.

Deep Stalker - lizard-like creatures. They have stingers at the ends of their tails, and can become invisible when fleeing. Can be war/hunting trained.

Cave Pygmy - hairless humanoids, smaller than even kobolds - they appear in groups of 5 to 8, and may attempt to steal food or items, and will also drink booze and pull levers. Very cowardly.

Non-hostile:

Cave Hound - one-eyed, hairless quadrupeds - same size as a human. Scavengers, but can be war/hunting trained. They are the uncorrupted form of Bloodmongrels.

Shaggy Molebull - large quadrupeds, a cross between a bull and a mole. It has a pair of horns, and a shaggy coat - can be sheared off.

Crystalline Charger - goat-like creatures, with crystalline horns. They can be war/hunting trained, and can be milked - their milk grants magic immunity.

Gloomwing - small fliers that look like bats with a mosquito-like proboscis, and large compound eyes. They hunt vermin when kept as pets.

Boulderskin - muscular bear-like quadrupeds. Their skin is quite a fair bit tougher than average - and so is the leather made from it. Can be war/hunting trained.

Darkdweller - humanoids with cephalopod-like heads. They are related to Nightmare Weavers and Flesh Harvesters - though unlike them, they still worship their primal gods of darkness, instead of worshipping eldritch deities. They can cast two buff spells - Dark Strength, which increases strength and toughness and prevents the affected from feeling pain, and Shadewalk, which increases agility and speed. They are playable in adventure mode.

Lastly, I added beneficial syndromes to some of the drinks brewed from underground plants - Slime Beer made from slime pods already had an increased disease resistance syndrome, but now shadewine (made from shadecones) increases agility, grave ale (brewed from corpseblooms) increases disease resistance, marrow juice (made from marrowplants) increases toughness, and hellwine (brewed from hellblood shrubs) increases strength. The buffs last quite a long time, but are only a flat point increase, rather than doubling the stat.

Thats all for now, I'm gonna keep working on the biome revamp - don't expect it too soon, since I still have quite a lot of work to do on it.
Title: Re: [44.07] What Lurks Below - A Cave Revamp Mod
Post by: ZM5 on March 14, 2018, 06:54:16 am
I updated the full packs to 44.07. I also introducted some of the same changes as the ones in my Warcraft mod - creatures can only be affected by one type of debilitating spell interaction at a time (not including "physical" interactions such as sound-based ones), and the chitin of the various insectoid creatures is now tougher.
Title: Re: [44.09] What Lurks Below - A Cave Revamp Mod
Post by: ZM5 on April 02, 2018, 06:07:04 am
Minor update - fixed a missing bracket in one of the body plans that could have been causing issues. Also updated the full packs to 44.09.
Title: Re: [44.09] What Lurks Below - A Cave Revamp Mod
Post by: ZM5 on April 04, 2018, 06:37:24 pm
Released a very minor update - fixed some typos that I should have caught way earlier.
Title: Re: [44.09] What Lurks Below - A Cave Revamp Mod
Post by: ZM5 on April 07, 2018, 07:48:33 am
Minor update to one of the material templates - the slime monsters should now melt properly when exposed to enough heat.
Title: Re: [44.09] What Lurks Below - A Cave Revamp Mod
Post by: Levity on May 03, 2018, 02:28:14 pm
I'm gonna try this out, along with Creepy Caverns, for my next cavern fort.

I plan on doing a story fort which I'll post on the forums, but gonna do a practice run first to see how it goes...
Title: Re: [44.09] What Lurks Below - A Cave Revamp Mod
Post by: ZM5 on May 03, 2018, 03:50:26 pm
Awesome! Make sure to send me the link once you make the thread, I'll put it up on the opening post.
Title: Re: [44.10] What Lurks Below - A Cave Revamp Mod
Post by: ZM5 on May 06, 2018, 06:33:13 am
Updated the full packs to 44.10 - no actual raw changes, just an update to a highly anticipated version.
Title: Re: [44.10] What Lurks Below - A Cave Revamp Mod
Post by: ZM5 on June 11, 2018, 04:32:05 am
Released a minor update - I increased the pet values for most of the animals in the pack, added elemental affinities to some of the creatures for compatibility with my other packs, also changed some of the cluster sizes for various creatures and made them loose so they don't group up. I also fixed a problem that made the Possessed from layer 3 not appear.
Title: Re: [44.11] What Lurks Below - A Cave Revamp Mod
Post by: ZM5 on July 01, 2018, 12:02:54 pm
Small update - did some minor fixes and readjustments, also updated main packs to 44.11.
Title: Re: [44.12] What Lurks Below - A Cave Revamp Mod
Post by: ZM5 on August 23, 2018, 04:36:42 pm
Minor update - updated the main packs to 44.12, plus made some minor changes. For one, I've gotten rid of the acid template, so the creatures that used it before now have their locally defined "caustic bile" - functions similarly, but only they are immune to it, so they can actually affect more creatures with it. Added some different classifications to a few creatures that were missing them (or were created before I defined those classifications).
The vast majority of bird-like creatures now also have a "peck" attack if they didn't have one before or if they had a "beak jab" attack - does piercing damage.
Title: Re: [44.12] What Lurks Below - A Cave Revamp Mod
Post by: ZM5 on August 25, 2018, 11:39:28 am
Quick hotfix - added missing profession names for some of the creatures, changed the profession names for the Sisters of Torture as well.
Title: Re: [44.12] What Lurks Below - A Cave Revamp Mod
Post by: Splint on September 09, 2018, 08:56:28 am
I'd just liek to make a little announcement that I've begun working on graphics for this pack.

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

Here's an example, comprised of a mixture of creatures.


Top Row: Optic Parasite, Man Trap v2, Vine Serpent v2, Killer Bloom v2, Incubator, Desiccated, Sightless, Disfigured
Bottom Row: Amantarian, Moldspawn, Moldslave, Fleshspawn, Flesh Worm, impure, Nightmare Weaver, and Flesh harvester.

V2s are ones I had an ealier concept for but have since scrapped.

Hopefully this will prevent anything strange like tools, articles of clothing, or clumps of grass from attacking you while claiming to be this or that once I'm done.
Title: Re: [44.12] What Lurks Below - A Cave Revamp Mod
Post by: ZM5 on September 19, 2018, 07:28:42 am
Thank you Splint, very cool! (memeing aside, pretty excited to see how this'll turn out once it's done - I'll make sure to include a separate download with the tileset pre-installed once it is).

Released a minor update - mostly flavour stuff, changed identity names for most of the playable, intelligent creatures, and also added some profession names for creatures that were missing them - added some different creature classes too for most of the creatures - they'll be used for compatibility with races I'll be doing in the future.

Title: Re: [44.12] What Lurks Below - A Cave Revamp Mod
Post by: ZM5 on February 25, 2019, 09:37:35 am
Minor update - added sounds to all creatures to make them more in line with my other mods. Rewrote some creature descriptions, also changed the Gloomwings a bit to make them a bit more distinct from bugbats.
Title: Re: [44.12] What Lurks Below - A Cave Revamp Mod
Post by: Kazimuth on May 09, 2019, 07:39:43 pm
love this mod  :)
Title: Re: [44.12] What Lurks Below - A Cave Revamp Mod
Post by: UristMcVampire on June 05, 2019, 11:26:18 am
I think I might try playing as Insectari in fortress mode (after I've altered them enough for that, of course)
Title: Re: [44.12] What Lurks Below - A Cave Revamp Mod
Post by: ZM5 on June 05, 2019, 11:55:03 am
love this mod  :)
Thanks!

I think I might try playing as Insectari in fortress mode (after I've altered them enough for that, of course)
Definitely post the results, it'd be interesting to see.
Title: Re: [44.12] What Lurks Below - A Cave Revamp Mod
Post by: UristMcVampire on June 05, 2019, 11:56:45 am
Quote
Definitely post the results, it'd be interesting to see.

Will do.
Title: Re: [44.12] What Lurks Below - A Cave Revamp Mod
Post by: UristMcVampire on June 07, 2019, 09:43:23 pm
I can't find the "subterranean water" biomes (fungal woods, insectoid hive, "Dementia") in adventure mode.
Title: Re: [44.12] What Lurks Below - A Cave Revamp Mod
Post by: ZM5 on June 08, 2019, 03:51:42 am
Must have gotten unlucky, since I've definitely seen the water biomes when going down the caves in adventure mode - admittedly I do fiddle with advanced worldgen a bit so that could be an explanation.
Title: Re: [44.12] What Lurks Below - A Cave Revamp Mod
Post by: ZM5 on November 05, 2019, 02:09:49 pm
Small update - similarly to my main pack, I reshuffled some of the entries, so I recommend deleting the previous ones and using these new files, in particular the interaction ones. The files that are shared with my main pack are also now up-to-date again.
Title: Re: [44.12] What Lurks Below - A Cave Revamp Mod
Post by: Craftsdwarf boi on February 06, 2020, 09:10:41 pm
Will this be updated for the latest version of DF?
Title: Re: [44.12] What Lurks Below - A Cave Revamp Mod
Post by: Splint on February 07, 2020, 12:17:03 am
I shall answer on his behalf, as I think I can. Since the major world-gen crashes were fixed, there will likely be an update sometime in the next couple days, if not tomorrow/today (depending on your time zone.)
Title: Re: [47.02] What Lurks Below - A Cave Revamp Mod
Post by: ZM5 on February 08, 2020, 11:41:28 am
Unfortunately the worldgen crashes still persist even with 47.02 so I cannot guarantee things will be entirely stable yet. I'm releasing the updated raws with the stand-alone/raws only version only for now - the "packaged with DF" versions are unupdated for now until a more stable 47 version comes out.

Few changes for this mod overall tho - Frost Imp ice bolts now do edged damage rather than blunt, creatures with natural slashing/stabbing attacks had their attack values rebalanced, and creatures with magma bolt attacks i.e the Firestarters now have "explosive" flame bolts - still blockable with shields.
Title: Re: [47.02] What Lurks Below - A Cave Revamp Mod
Post by: Splint on February 08, 2020, 11:47:58 am
Yeheheheheeeeesssssss, let the caves be even more dangerous again.
Title: Re: [47.04] What Lurks Below - A Cave Revamp Mod
Post by: ZM5 on April 18, 2020, 01:50:05 am
Small emergency patch - only raws only version is updated - removed the no_eat/no_drink tokens from most creatures until the fix for the crash is available. I'm not sure if its entirely neccesary for this mod (since it has no civs), but better safe than sorry.
Title: Re: [47.04] What Lurks Below - A Cave Revamp Mod
Post by: Kingra on April 18, 2020, 04:20:26 am
Small emergency patch - only raws only version is updated - removed the no_eat/no_drink tokens from most creatures until the fix for the crash is available. I'm not sure if its entirely neccesary for this mod (since it has no civs), but better safe than sorry.
Been playing this mod since last update through several different worlds and I can easily say it is not necessary.
Title: Re: [47.04] What Lurks Below - A Cave Revamp Mod
Post by: flyteofheart on June 22, 2020, 04:00:59 pm
I really love this mod and use it in all my forts. But there are still some things that confuse me. Like I dont know what half the creatures its allowing me to buy on my embark screen are and havnt encountered them in the caves. Is there some masterlist? Looking in the raws really doesnt help me understand, probably because im bad at reading raws haha. I just want to know which of them are good fighters or give a good resource and such.

Same with the plants. Underberry and Stenchbloom i still have never seen in the wild
Title: Re: [47.04] What Lurks Below - A Cave Revamp Mod
Post by: ZM5 on June 23, 2020, 01:33:19 am
I really love this mod and use it in all my forts. But there are still some things that confuse me. Like I dont know what half the creatures its allowing me to buy on my embark screen are and havnt encountered them in the caves. Is there some masterlist? Looking in the raws really doesnt help me understand, probably because im bad at reading raws haha. I just want to know which of them are good fighters or give a good resource and such.

Same with the plants. Underberry and Stenchbloom i still have never seen in the wild
There's some already in the predator lists for the biomes, though I'll have to scrap it once I write the help files for this mod. I'll get to it soonish (I'll still have to do the same for the good/evil revamp which is gonna be a pain).

Those plants should be appearing in non-muddy caverns, I've seen them a couple of times. They're simply regular edible plants (underberries can also be brewed into alcohol).
Title: Re: [47.04] What Lurks Below - A Cave Revamp Mod
Post by: ethorisgod on June 25, 2020, 04:41:58 pm
Made an account just to say I like the mod. Great Job OP.
now I'm off to get some more dwarves killed
Title: Re: [47.05] What Lurks Below - A Cave Revamp Mod
Post by: ZM5 on August 12, 2021, 11:12:15 am
Small update, mostly just miscellaneous fixes and oversight corrections.
Title: Re: [47.05] What Lurks Below - A Cave Revamp Mod
Post by: Splint on September 21, 2023, 05:12:25 pm
Hey there, I've recently packaged and updated the mod for use with version 50.01 and up. This is a temporary measure until ZM5 can get to it himself with some minor additions and such he'd like to make.

The mod lacks graphical support unfortunately, but it's good fun to have all the same for Classic.

EDIT: Forgot to mention the install procedure just in case. Throw it in your game's mods folder and enable it during world gen, easy peasy. If you don't have one, you can create it and it'll work fine.

Get it here. (https://dffd.bay12games.com/file.php?id=16848)