This is a Wanderer's Friend derivative that I've been mucking about with for quite a while. At least since after DF2012 was finalized. Figures that I'll finally get in the mood to upload this while we're waiting on another update. A copy of the readme file, with accompanying appendices, is included alongside the raw file. Appendices are on the wiki page (http://dwarffortresswiki.org/index.php/User:Valos/Adventurecraft) for this mod, and in my third post here due to post length.
Thanks to Button (http://www.bay12forums.com/smf/index.php?paction=profile;u=77173) for the idea first found in their Expanded Plants (http://dwarffortresswiki.org/index.php/Modification:Expanded_Plants) mod, of allowing plant growths to cite entire plants for adventurer harvesting.
Additional thanks to Flint (http://www.bay12forums.com/smf/index.php?action=profile;u=63312) for the suggestion of simple lockbows (first used in Kobold Kamp), to Jackie for working on unarmed weapons, ZM5 (http://www.bay12forums.com/smf/index.php?action=profile;u=107591) for idea of and advice on the spear-thrower, Kallin for idea of clubs, as well as GIR, Tippex, and others elsewhere for testing, ideas, and help.
Current version for .47.02 - .47.05: http://dffd.bay12games.com/file.php?id=14758 (http://dffd.bay12games.com/file.php?id=14758)
Prior versions:
.40.24: http://dffd.bay12games.com/file.php?id=11124] (http://dffd.bay12games.com/file.php?id=11124)
Prior versions:
[spoiler]
.40.24: http://dffd.bay12games.com/file.php?id=11124 (http://dffd.bay12games.com/file.php?id=11124)
.42.01: http://dffd.bay12games.com/file.php?id=11325 (http://dffd.bay12games.com/file.php?id=11325)
.42.02: http://dffd.bay12games.com/file.php?id=11387 (http://dffd.bay12games.com/file.php?id=11387)
.42.03: http://dffd.bay12games.com/file.php?id=11471 (http://dffd.bay12games.com/file.php?id=11471)
.42.04: http://dffd.bay12games.com/file.php?id=11558 (http://dffd.bay12games.com/file.php?id=11558)
.42.05: http://dffd.bay12games.com/file.php?id=11673 (http://dffd.bay12games.com/file.php?id=11673)
.42.06: http://dffd.bay12games.com/file.php?id=11764 (http://dffd.bay12games.com/file.php?id=11764)
.43.01: http://dffd.bay12games.com/file.php?id=12018 (http://dffd.bay12games.com/file.php?id=12018)
.43.04: http://dffd.bay12games.com/file.php?id=12169 (http://dffd.bay12games.com/file.php?id=12169)
.43.05: http://dffd.bay12games.com/file.php?id=12232 (http://dffd.bay12games.com/file.php?id=12232)
.44.01 - .44.09: http://dffd.bay12games.com/file.php?id=13199 (http://dffd.bay12games.com/file.php?id=13199)
.44.10 - .44.12: http://dffd.bay12games.com/file.php?id=13732 (http://dffd.bay12games.com/file.php?id=13732)
.44.01: http://dffd.bay12games.com/file.php?id=14682 (http://dffd.bay12games.com/file.php?id=14682)
Changes from .47.01 Adventurecraft: Only reason a different version was needed is due to an added entity token, which renders 47.02 raws incompatible with 47.01. For some added !!FUN!! however, decided to give the new token to the Resurfaced tribals. Also some sphere tweaks for megabeasts, for a plan that ultimately fell flat.
Latest updates as of November 27, 2022: Per feedback, belatedly, FINALLY got around to implementing the suggestion of making infernal magic's stigmata and muteness side effects temporary, in exchange for the stigmata bleeding effect having a higher base severity.
Changelog is maintained in my next post due to post length.
To install this mod:
1. Create a backup of the Raw folder that DF has. Just in case.
2. Replace the unmodded Raw folder with the folder provided alongside this text file.
2a: Alternatively, if you want to use graphics packs, replace the Objects sub-folder, while leaving the Graphics sub-folder untouched.
3. Generate a new world and boom, happy adventuring.
Notable features of the mod:
1. Extensive reaction expansions. Just about anything useful in adventure mode can be obtained somehow.
2. A way to render most generated beast extracts extractable, and modify the material properties of organic generated beasts. Not only is it more rewarding to hunt megabeasts, but the same applies to titans and other such beasts. RCP edits are good for your health.
3. Extensive rebalancing to combat. Not only can you joint-lock and neck-snap just about anything with limbs, but various attacks and weapons better fit the role they're expecting to fill, and many materials have been altered to make things like stone weapons and megabeast-bone crafts serve their purpose.
4. Fleshing out the world and its inhabitants. A wider variety of great beasts to hunt, unnatural variants of certain monsters that stalk the night as a tier of threat below semi-megabeasts, tribes of subterranean animal people who've ascended to live on the surface, etc.
5. Rudimentary magical interactions with a more primal focus, which show up intermittently in worldgen as secrets, but can also be acquired by seeking out certain beasts thematically connected to a specific ability.
Important Pointers Before You Start:
1. Helves have been adapted into staves, and are used for adventure-mode weapon crafting in the same way helves are used for stone axes.
2. Most of the plants I've made pickable in adventurer mode are not in season all year round, just as the plants already exploitable in adventurer mode can only be picked in certain seasons.
3. Proper manly (or dwarvenly) adventurers don't use thread, cloth, bars, or sheets obtained from markets, keeps, or other worldgenned sources. Recipe bugs mean non-player-crafted versions will last for a crapload of uses.
4. Metalworking makes use of the carpenter's workshop for the time being, as no other workshop can be crafted in adventure mode.
Features:
Fun Material Tweaks:
* Different tiers of materials. Look for a + or ++ in the material name. In addition to all semi-megabeasts and megabeasts, various select animals have improvements too. This includes tougher skin/leather, raw/tanned scales, bone, tooth, nail, horn, and hoof.
* Several stones have been buffed to not be vastly inferior to bone. Look for the material tier designation. Chert is second only to obsidian in sharpness.
* Scales and chitin can be tanned. Scales are more or less superior to leather, while chitin is better still. To avoid oddities like chitin flasks, only leather is usable in Fortress Mode and world-gen.
* The idea of making potions from megabeast and semi-megabeast hearts has been carried over, with some differences. Each type of beast's essence has a different effect, for you to experiment with (or be spoiled in the appendices). Not all of the beasts added to the mod have usable hearts. Or, you can the relevant megabeast heart (or equivalant for things that lack hearts) to unlock secrets of The Beyond...
* Found out how to tweak generated creatures to allow extracting from their hearts as well. If the creature has a valid poison, it should be extractable from their heart. If they DON'T have a valid poison, you'll instead get a fallback "failed extract" that has no use.
Creature Tweaks:
* Joint definitions have been moved to various body definitions instead of using the "humanoid joints" body token, allowing for things like quadrupeds and other abnormal creatures to have joints. Huge creatures generally are less vulnerable to joint-breaks though.
* Neck-snapping. While mundane damage to the upper spine doesn't always have any effect, putting a joint lock on it definitely will, unless the creature is stupidly huge.
* Venomous creatures yield a venom sac when butchered. Sadly there's still no way to apply poison to weapons and get it to work. Instead an alchemical reaction allows you to process the venom sac into a sample of venom, modified to act as a contact poison.
* Joint edits have been applied to generated creatures. Normal joints tend to be more common than breakable necks.
* Sinews can now be obtained from butchering most creatures, and used as a source of thread.
* Because DF2015 broke cannibal adventurers, intelligent semi-megabeasts/megabeasts are currently non-sentient. To make up for this, they gain natural skills. Megabeasts additionally grow at a more consistent rate, with the net result being that most beasts grow slower, while dragons grow faster. Bronze colossi gain a unique material instead of bronze, and dragons have an extra surprise in store.
* Extremely small creatures have been tweaked slightly to make them a bit more likely to be successfully butchered, and non-giant birds properly yield feathers that can be used for decoration.
* A few new interactions can be used by most playable creatures. Almost every playable creature has an interaction to bypass restrictions on crafting or eating body materials from intelligent creatures, allowing you to mark a target beforehand. Elves additionally have an interaction for producing a material used by their civilization, for producing feywood.
* Megabeast and semi-megabeast hearts can also be crafted into essences that grant basic spells. Each forms one of five opposing pairs themed around contrasting sphere, different yet similiar sister spheres, or other thematic contrasts.
New Creatures:
* At the suggestion of Jackie, messed around with making centaurs, and moreover made their body less of a "humanoid with 4 legs" thing used in vanilla. They show up in good biomes and can join civs. An evil critter, based on the kamaitachi, has also been added as another source of civ fodder for evil regions.
* A couple added mythical creatures were added to make up for making centaurs real. Also added descriptions and spheres, to make their use in art more interesting.
* Gargoyles as flying semi-megabeasts. They have a shell-like surface resembling stone instead of skin, making them biological creatures instead of yet another inorganic foe.
* Did you know that tree monsters were a planned feature early in the first releases of DF, that were then dummied out before being deleted entirely? Added my own attempt at treants. Tough but not at bronze-colossus levels. Its wood will make for effective blunt weapons, but poor edged weapons. Think twice before you try lighting one on fire!
* Two H.P. Lovecraft references via the mi-go and shoggoth. Mi-gos have a delightfully alien body structure, while shoggoths are acidic blobs. Hint: pulp all the things.
* Eternal things. Basically chitinous worms that can grow rather large given time, faster than dragons but not quite as huge.
* Manticores. Overgrown lions with bat wings and scorpion tails. All the Fun of both potion-yield megabeasts and venomous critters.
* Four lesser beasts that can form lairs, as a step down from semi-megabeasts. These act like night creature hunters, making lairs in various places. Dire wolves, dire bears, feral ogres, and sanguine dragons are all based off of some existing creature in some way, with qualities to make them different challenges in combat.
* Some raw-defined recreations of the classic pre-DF2010 demons. These are used as fallback for some things that may require demons to exist, and tend to be used instead of said generated demons where necessary. Fiery abominations are recreations of spirits of fire, tweaked to float on a djinn-like cloud of cinders and made tougher than flame-bodied critters normally are (so punching one to death is a much tougher feat). Froglike abominations are a recreation of frog demons, given a more grotesque gorilla-like body and a nasty plague inflicted via bites and tongue-lashing. Tendriled abominations are the tentacle demons, reworked into a scaly form with its tentacles instead of arms, lashing out with acidic secretions that can also provoke a neurotoxic effect.
* The good old giant desert scorpion has been preserved in this mod ever since its removal, kept up to date and tweaked according to the needs of the mod. As a bonus, its venom has a proper neurotoxic effect instead of relying solely on necrosis.
Plant Tweaks:
* More plants can be picked in adventurer mode, with seasonal growths depending on the type. You can pick a couple of the berry-providing plants, thread-bearing plants, and extract-bearing plants.
* Dwarven syrup is simply delicious. Gnomeblight remains only useful for melting gnomes. Golden salve has been given medicinal properties. Muck root, whip vine, and sliver barb have been given situationally-useful extracts.
* In addition to more potent alchemical concoctions, more mundane medicine can be made from certain plant sources (best as the system permits, and noting that the game lacks what would normally be the best options for that). The effects are much more minor than what golden salve or processed muck root can do, but it can help in a pinch.
* Brewable plants can be made into delicious booze. If it isn't brewable by picking the plant itself (assuming it's in season), try brewing fruit instead.
* Bread is now a thing. The relevant plants can be ground into flour and used as such.
* Bamboo, cattails, and cloudberries have been given useful growths. This works in adventure mode, but due to the plants being grass they can't be picked in fort mode.
Civilization Tweaks:
* All of the main races are playable in Adventurer Mode, whether as civ members or as outsiders.
* All civilizations have been given access to large daggers. This is because the damn thing shows up in every adventurer's inventory, even though they're normally unavailable to most civilizations.
* Humans and goblins have been given slings and sewing needles, for the hell of it.
* Kobold civ was tweaked some. Gave them sewing needles, cloaks, socks, slings, blowguns, bucklers, needles, and nest boxes (makes sense, they lay eggs). Utterances tag has been supplemented, not replaced, with the ability to speak. Still allows gibberish names while fixing a few potentially-lingering AI bugs. Also gave them access to leather and a chieftain position.
* Goblins need food and water, so remember that.
* Underground animal people have been given a surface-dwelling equivalent, allowing for occasional instances of them being playable as entity members, instead of outsiders. They spread out as tribes in small villages, potentially either allying or coming to blows with the major civilizations.
* A few extra profession types can be selected as backgrounds in adventure mode, like poets, criminals, pilgrims etc. Generally if it's not available via that entity's permitted jobs, fits that civilization, and gives bonus skills when chosen, it's been added.
New Uses For Existing Items:
* Mortars and pestles are used for plant processing and alchemy. A pair can be crafted from stone.
* A few reactions use blunt small rocks for hammering instead of just knapping.
* If you get ahold of full logs, a battle axe can be used to split it into usable branches pieces.
* Stone axes have been changed to allow metal versions to show up in human and goblin sites.
* Helves have been given the same weapon uses as staves in older versions of this mod, and renamed to staves to reflect this.
New Items:
* Needles, required for sewing. In addition to wood you can carve them from bone, tooth, nail, hoof, or horn.
* Clubs, as a crude mace-equivalent as suggested by Kallin.
* Caesti and katars, unarmed weapons suggested and worked on by Jackie.
* Simple lockbows, originally implemented in Kobold Kamp as suggested by Flint.
* Spear-throwers and javelins, made with help from ZM5. Closer to actual hand-thrown javelins than the more realistic atlatl, but still allows use of a spear-thrower for gameplay reasons.
* Slings and sling stones. Slings are made from leather or cloth, use the throwing skill at range, and make rather weak lashing weapons. Sling stones are obviously crafted from stone. More forceful than throwing small rocks by hand, but not sharp.
* Gunpowder weaponry, in the form of fire lances and hand cannons. The ingredients can be crafted by various means, including methods accessible to adventurers, allowing crude powder and shot to be produced.
* Gambesons, made from cloth. Obviously fragile unless using megabeast haircloth or silk.
* Cooking pots, for making certain items, most notably for brewing.
* Animal glue, which the recent combat changes have made useful.
* Eight raw-defined instruments that can be crafted, supplementing the generated instruments that can't be crafted in adventure mode.
* Feywood catalysts can be found at elven sites, or produced via magic accessible to elves in adventure mode. If you obtain one, a reaction exists to grow the improved feywood elves can use for weapons and armor.
Dismantling Items:
* Boulders and logs can be split into small rocks and pieces of wood, respectively.
* Cloth can be unraveled if needed.
* Cloth items can be cut apart for cloth, leather items can be cut apart, and metal items can be broken down for metal. Note that nothing's stopping you from being a lunatic and trying to dismantle the end result into itself, which will eventually waste it.
Bugs and Issues:
* No gauntlets due to the gauntlet bug. The workaround I originally devised tends to break more things than it fixes.
* Just like whips, civs will generate metal slings because derp. Outsiders will also have access to metal staves, clubs, and caesti, all of which were balanced around the assumption that they'd only ever be made out of much lighter materials.
* No way to apply poison to weapons or ammo. Every mod I've seen uses the broken reaction from Wanderer's Friend. Crafting contact poison will have to suffice.
* The amount of usable leather, bone, etc can be increased by lopping off limbs. For bone, there are reaction bugs and balance issues behind why Adventurecraft has set crafting to consume full stacks, instead of vanilla's use of single units from a stack.
* Any plants you can pick in adventurer mode are nigh-infinite sources when they're in season. No amount of tweaking growth density has proven effective.
* Goblin and kobold adventurers will find their home to be an immense hassle to leave, as dark forts and caves block fast travel even if the inhabitants are friendly.
* Nothing's stopping you from being a lunatic and trying to dismantle cloth, tanned hides, or metal bars. This will eventually waste it due to the odds not being 100%.
* Thread, cloth, bars, and sheets obtained from towns instead of player-made are a nigh-endless source of crafting material, due to reactions set to only produce and use product dimensions of 1.
EDIT: Changelog is now here due to post length.
Change Log:
*prior version changelogs not retained*
.42.06-1.0: First and foremost, the new crafting categories allowed for a massive overhaul of how the reactions are sorted. Bone and wood carving no longer demand a dagger, as any sharp item can be used in reactions now. Mucked about with thread and cloth. The "crude" thread/cloth are no longer needed, nor do we need scrap metal. Long swords added to weapon list. More options might come later on. Fixed the apparently-forgotten creature_tropical_new changes. Reworked the new bonecarving reactions Toady added, allowing the use of other carvables like shell or horn.
*changelogs in-between also not retained*
.42.06-1.99: Fixed mantises reference invalid material template, fixed giant brown recluse spiders having venom sacs in a non-existent body part, fixed gargoyles not having hoof tissue, fixed references to dummied-out body tokens, fixed invalid type of decoration, fixed gargoyle descriptor referencing skin instead of shell, changed where megabeast hearts are references to eliminate error log spam, fixed platypus men having venom sacs in a non-existent body part. And from now on, I'll know to check the fucking error log.
.43.01-1.0: The branch tool has been removed, thanks to Toady adding harvestable branch in vanilla now. Staves have been removed in favor of changing helves to behave in a similar manner. Making helves/staves now uses woodcraft skill instead of carpentry. Por que, Toady? Generic axes have been given METAL_WEAPON_MAT and added to human and goblin civs. Stone weapons have been changed to use sharp rocks for the heads, instead of knapping occurring in the reaction itself. Maces and other blunt stones still require it though. Crutches, shields, and bucklers have been removed from the adventure-mode carpentry menu due to Adventurecraft reactions for it. Splints WOULD be added to woodcrafting if they were useful.
43.02-1.0: Implemented Toady's fix of some right foot plurals, further implemented purges of worldgenned skull crafts that aren't totems.
43.02-1.1: Fixed some standard creatures referencing the wrong body detail plan, leading to supertough wildlife.
43.02-1.2: Changed wooden shields to use logs like the vanilla version (while still not needing the workshop), preemptively fixed the "training weapons are shields" bug, made the order of selection for reagents more consistent.
43.02-1.3: Made growths visible for any plants made harvestable in adventure mode, made various edible-raw plants harvestable, altered harvest times for a few plants.
43.03-1.0: None, I'd already pre-implemented Toady's fix of adventure-mode training weapons.
43.03-1.1: Subterranean animal people are once again playable as outsiders, size tweaks for said animal people.
43.03-1.2: Unfucked Toady's currently-unusable stone axes via adding a different version that works (via being a weapon, not a tool), made adventure-mode quires need thread (likely so scrolls aren't utterly pointless).
43.03-1.3: Tested making kobolds more excitement-seeking, to increase the odds of recruiting them, altered ranger captains and chieftains so elves and kobolds can start as hearthpeople, altered sheriffs to allow dwarven hearthpeople in hillocks, fixed duplicate reaction.
43.04-1.0: Reverted back to using stone axes as tools now that Toady fixed them, added reactions for repairing various items, added animal glue for certain things.
43.04-1.1: Fixed bugs using the wrong body detail plan, leading to mundane bugs with megabeast-tier chitin.
43.04-1.2: Massively changed megabeast-tier body materials to make armor of that material less vulnerable to damage from mundane wildlife.
43.04-1.3: Changed names of claw/talon/fang body materials to make sense, fixed birds having megabeast-tier talons.
43.04-1.4: Rebalanced treant wood to regain its intended role as a megabeast-tier material for clubs/staves.
43.04-1.5: Fixed a typo in some insects causing errorlogs, added skull goblets.
43.04-1.6: Changed population numbers of some rare animals, to alter diversity of wilderness.
43.04-1.65: Fixed skull goblets being in the wrong crafting category.
43.04-1.7: Altered mi-go anatomy to use arthopod terms, added a nuerological redundancy Altered outsider weapons and every adventurer's starting dagger to use wood. Added reaction for carving wooden daggers. changed hardtack to become inedible to carnivores.
43.04-1.8: Added reaction for making metal flasks, made stone items repairable, added fire breath to essence of draconic fury, fixed essence of draconic fury being frozen, fixed mi-go and gargoyle essences having prefixes.
43.04-1.9: Made gorlaks able to open doors. You've gotta be kidding me.
43.05-1.0: Implemented Toady's fixes of kobold agility, gorlak head size being wrong, and paper slurry stockpiling. Had already fixed gorlak door-opening in this mod. Made reagent order more consistent for stone/metal weapons.
43.05-1.1: Fixed wooden darts being arrows instead.
43.05-1.2: Fixed unraveling cloth into thread causing instant threadsplosion when using non-adventurer-made cloth.
43.05-1.3: Nerfed semi-beast body materials by reducing their tier. Now only true megabeasts yield megabeast-tier body materials. Added four new minor beasts that serve as night creature hunters, rather than megabeasts. Some of them have semi-tough body materials, others have normal materials. Also added a new, chitinous megabeast.
43.05-1.4: Fixed some underground animalmen not resizing as intended. Altered biome demands of lesser hunters to reduce ability for civilizations to harvest them, made loincloths craftable without sewing, added daggers to underground animal people, added a surface-dwelling variant of the underground animal-people.
43.05-1.5: Fixed typo in essence of draconic fury, added spitting to subterranean animal people, added visible indication of material tiers, some alteration of material templates, fixed some instances of talons not referred to as such by material name.
43.05-1.6: Fixed mid-tier scales being incorrectly described as top-tier.
43.05-1.7: Fixed leather sandals only being made one at a time, fixed stone scepter reaction not working.
43.05-1.8: Added gambesons, found in the cloth crafting category, added options to craft masks, made them compatible with helms, fixed cloth cap and hood recipes not working, added improved tiers of hair, altered properties of high-tier leather, changed reaction for bone arrows to use a stave and a CARVE_SMALL body part (same as with bone spears), belatedly changed stone axe reaction to use the tool version, (stone axes have been usable for woodcutting since 43.04).
43.05-1.9: Altered growth times for some flowering plants that are modded to be harvestable, changed trolls and ogres to be unintelligent (allowing use in crafting), implemented animal-people banditry, changed golden salve's medical effects.
43.05-1.91: Reduced massive durability of plant thread and silk gambesons, fixed rocs not having upgraded body materials, altered mid-tier leather/scale durability.
43.05-1.92: Altered plant growth times again to add a more consistent pattern, allow seeds to be obtained by brewing and milling in adventure mode, added list of modded plants to readme.
43.05-1.93: Altered eternal things to not be pulped in a few hits, corrected lack of attacks.
43.05-1.94: Further tweaked the durability of eternal things. Again.
43.05-1.95: Added options to craft wooden minecarts, metal minecarts, and metal crutches. Also made refined venom effects functional at an adventure mode time scale and without "vascular only" effects that only work if injected. Lastly, adjusted thread balancing for gambesons.
43.05-1.96: Altered durability of caps, gave eternal things teeth, altered eternal thing growth.
43.05-1.97: Fixed high-tier hair having the mid-tier descriptor.
43.05-1.98: Implemented several raw-defined instruments, 16 in total. All 12 hand-held ones can be crafted in adventure mode.
43.05-1.99: Fixed some instrument plural oddities, re-added generated instruments alongside raw-defined ones.
43.05-1.991: Fixed pan pipes and sistra recipe errors.
43.05-1.992: Fixed some instrument plural oddities, re-added generated instruments alongside raw-defined ones. Fixed pan pipes and sistra recipe errors. Fixed yet more recipe errors that escaped initial testing.
43.05-1.993: Altered balancing of whips, kicks, and crossbows. Added simple lockbows. Added recipes for crafting lockbows, crossbow bolts, and pikes. Halved the amount of instruments, making harps and bells portable. Made masks and caps compatible. Hopefully fixed excess of kill quests against random animal-person chieftains.
43.05-1.994: Reduced frequency of lesser monsters, added prone-to-rage to feral ogres and dire cave bears, added bloodsucking effect to lesser dragons for flavor, made dire wolves proper nocturnal hunters. Also altered where some of the lesser monsters show up.
43.05-1.995: Fixed incorrect plural of instrument strings in item description, fixed description of bells. Also gave animalman bandits ability to send ambush patrols.
43.05-1.996: Fixed certain quadrupeds and birds not having upper spines, fixed treants burning to death in mundane fire, made it possible to kill shoggoths again. Implemented an attempt to restricted crazy population of lesser beasts, thanks to GIR on Discord.
43.05-1.997: Made shoggoth eyes actually important via placement on tentacles and ability to remove extravision if you target enough of them, made shoggoth slime less immediately lethal from only one or two instances of contact. Drinking it will still fuck you over hard.
43.05-1.998: Implemented option to make short and long swords using bone, teeth (leiomano), etc. Added caestus and katar weapons, the first coded up by Jackie, the second being a composite of other weapon ideas they had. Also added them to some civilizations, though striking-focused adventurers won't spawn with them, sadly.
43.05-1.999: Discovered that LOCAL_BANDITRY breaks animalmen soldiers, even if you're one of them.
43.05-1.9991: Split off leather and metal caesti into separate items for easier balancing, gave refined venom proper ingested effects, overhauled crafting menu organization (shields are now organized by armor material). Metal recipes now require the carpenter's workshop, will gain a saner workshop if better options ever get added to construction menu. Added portable (yet somewhat heavy) makeshift forges for said forging, along with a few additional recipes here and there. Also added way to repair metal items.
43.05-1.9992: Added option to make metal instruments and instrument pieces, added options for metal strings and guitar bodies.
43.05-1.9993: Fixed metal repair not being a workshop reaction.
43.05-1.9994: Changed potion effects to make use of the "abrupt" property, fixed a typo, adjusted some potion effects.
43.05-1.9995: Fixed another typo, fixed dragons not having flying gaits, renamed some reaction categories for easier reading, made adventurer brewing recipes use waterskins and return less booze, added manticores. Manticores are Fun beasties providing additional sources of megabeast-tier leather, chitin, and hair. Also have venom and a heart extract.
43.05-1.9996: Fixed threshing plants into thread not working.
43.05-1.9997: Made a change to make low boots worth wearing instead of high boots if desired (which have same layering but cover lower legs), added a silly suggestion about carving skull masks. Made potions less prone to freezing in cold climates.
43.05-1.9998: Added recipes for bone/shell/etc goblets and wooden sandals, added option to dismantle any stone item (breaking boulders is more efficient), significant changes to recipe names for (hopefully) greater readability, slight nerf to whip recovery speed.
43.05-1.9999: Fixed migo talons having the wrong material, gave manticores a small smattering of natural skills, split bone weapons off from the misc. weapon category, split of wood and bone ranged weapons.
43.05-1.99991: Fixed wooden sandal recipe error, made underground animal civ neutral to adventurers, altered thickness of chitin for exoskeletal layering.
43.05-1.99992: Made it so that sliver barb is harvestable in autumn as well, made various useful surface plants more visually distnctive, added recipes for mail shirts and leggings.
43.05-1.99993: Changed makeshift forges to not use the same tile as mortars and pestles, changed orders of reactions so instrument submenus aren't shown after workshop-only submemus, altered balance of top-tier materials so they're reliably tougher than iron or bronze.
43.05-1.99994: Slight nerf to whip cooldown so that total time taken is same as vanilla, made the more effective buffed pommel strikes (long sword and two-handed) use 4/4 timing (implies use of Mordhau rather than a simple pommel bash), altered shear values of the higher-tier stone, marked said materials with a + as with higher-tier body materials.
43.05-1.99995: Rather belatedly fixed native platinum, gold, etc having enough max edge to be usable for fortress-mode stone weapons.
43.05-1.99996: Increased the size of amphibian men and the smaller ant men to be consistent with the other sized-up subterranean animal-people, shifted around some of the good-to-knap stones based on more google wizardry, made the less useful stones use the shear values used in vanilla, made the basic outsider weapons granite instead of oak.
43.05-1.99997: Mi-gos now don't die instantly if you pulp their ganglia. Instead you have to bleed them out of pulp their body parts, which the ganglia support (making it take more hits to pulp). Eternal things no longer die instantly if you pulp the ganglia. They also lose NOBREATHE, giving them an extra weakness as the ganglia now aid in breathing too. Made shoggoths more reliably weak against magma, in exchange for making them TRAPAVOID. Fixed shoggoth vocalizations not being variable as intended. Fixed shoggoth eyes suffering heat damage at a different temp and oozing nonexistent material in response.
43.05-1.99998: Waaay too long after I realized what might fix it, made it possible to kill shoggoths with blunt weapons.
43.05-1.99999: For flavor, added option to jab with sewing needles. Messed with balance of wood so that wooden darts are able to actually pierce skin. Fixed goblins have metal caesti when they're supposed to have knuckles. Made it possible to use scales for formerly leather-only reactions. Added spear-throwers and the javelins to go with them. Mostly thanks to ZM5. Tweaked crossbow bolt stats a little.
44.01 - 09 1.0: Added creature classes to the relevant mod-specific creatures.
44.01 - 09 1.1: Gave giant desert scorpions the poisonous creature class. Made crude flour the same size as handfuls of powder are supposed to be. Fixed some instrument description typos. Gave kobolds back USE_CAVE_ANIMALS to ensure reliable access to silk. Gave Resurfaced access to a smattering of animals based on what'd be similar to the normal cave critters they'd encounter. Nerfed maximum number of Resurfaced civs.
44.01 - 09 1.2: Fixed the hilariously stupid bug wherein you can't use a weapon for carving stuff if you nicknamed it.
44.01 - 09 1.3: Fixed an oddity in the material strength of mid-tier leather, added options to craft two-handed swords.
44.01 - 09 1.4: Removed the silly attack token from sewing needles, removed the not-actually-effective increased armorlevel from low boots, fixed plump helmet men being mute because they don't function well as adventurers, granted low-light vision to plump helmet men.
44.01 - 09 1.5: Altered growth rate of eternal things, removed an obsolete material, small updates to readme.
44.01 - 09 1.6: Gave elves access to brewing and some flavor reactions, made another attempt to alter rarity of the lesser beasts, made it more clear in fort mode that the outsider-only fake granite is only on the forge list due to a bug, fixed some fort-mode instrument reactions, fixed harps being stationary when they're meant to be smaller adventure-craftable instruments.
44.01 - 09 1.7: Added option to make bone or shell axes, battle axes, and great axes. Some small reaction name changes for more consistency and readability.
44.01 - 09 1.8: Reworked the default outsider material to wood instead of stone, changed staves from tools to weapons (allowing outsiders and elves to show up with them), added a small modifier to hardtack production.
44.01 - 09 1.9: Added a recipe to make wooden animal traps. Altered the wood and animals available to Resurfaced for flavor, as ZM5 suggested. Made blind cave ogres as usable for crafting as normal ogres. Changed staves so that they'll show up on outsiders.
44.01 - 09 1.91: Verified compatibility with 44.06. Heavily rebalanced alcohol and venom durations based on testing of DWF_STRETCH, so now booze and venom will act at a more consistent rate relative to fortress mode. Made plump helmet men slightly less prone to getting their shit kicked in (or rather, getting their shit kicked OFF).
44.01 - 09 1.92: Implemented Toady's fixes to raws, ensured compatibility with 44.07.
44.01 - 09 1.93: Allowed the use of shells for short swords, long swords, two-handed swords, and daggers.
44.01 - 09 1.94: Tweaked slings to be slightly better about generating damage through comparable armor (and potentially damaging the armor). Gave mythical creatures caste names (fixing a bug), descriptions, and spheres. Added two new mythical creatures, in exchange for making centaurs existent good-biome critters that can join civs. Made centaur-style bodies a bit less insane. Added sickle weasels, based on the kamaitachi. As with centaurs, they can end up joining civs in worldgen.
44.01 - 09 1.95: Added usable growths to all bamboo (branches), cattails (source of flour/thread/paper), and cloudberries (food/booze). Also reverted staves having a techically-edged attack. Interesting as it is allowing outsiders to spawn with them, that makes them count as cutting tools.
44.01 - 09 1.96: Fixed category description of leather clothing crafting, further worked on flavor for night-creature-tier monsters, altered average dwarven height versus broadness, made wagons fearless and emotionless.
44.10 1.0: Just the usual for now.
44.10 1.1: Made short-but-broad dwarfs less commonly referred to as smol, hopefully finally fixed the "Resurfaced assassination" issue, changed in-season cattail to use a more distinct tile, expanded the variety of features among Resurfaced slightly.
44.10 1.2: Allowed certain snakes and snake people to use their tails for grappling (both known constrictors plus serpent men), fixed waterskin name for tanned scale, allowed tanned scales to count as leather in general, re-added the option to make bone or shell shields.
44.10 1.3: Added descriptor stuff to the subterranean animal people, added NO_EAT and NO_DRINK to sickle weasels due to BLOODDRINKER messing with displaying those statuses.
44.10 1.4: Made hardtack from generic junk to actually give different names depending on the source flour, rebalanced recipe, added a comparable fort-mode reaction, changed some plant coloration for in-season growths.
44.10 1.5: Reworked strawberries, fisher berries, prickle berries, and sun berries to behave sanely, made pod-bearing plants work like rock nuts instead, converted abaca and banana trees into shrubs so they'd actually show up, fixed cave floaters and cave blobs having megabeast-tier skin.
44.10 1.6: Fixed plant-based potions not having updated DWF_STRETCH like other potions, poisons etc.
44.10 1.7: Variable value ranges for humans, based on old fixed values, also including knowledge. Fixed kobolds having mannerisms for hair. Added kobold-specific profession names and more varied coloration. Added caste-specific profession names to various sentients for flavor. Restored civilian use of non-metal caps, made metal/wood mask wearable as armor. Added footwraps. Added to kobold and Resurfaced clothing/armor.
44.10 1.8: Rebalanced layering of masks and helms so that one can wear all three but can't double up on masks, applied flavor profession names to the Resurfaced species that don't use creature variation.
44.10 1.9: Added metalforging versions of all adventurer-carpentry reactions where a metal version makes sense, fixed skill menu in chargen referring to all characters as women (it now cites what gender is selected in the next menu).
44.10 1.91: Small fix for footwrap recipes, which were creating socks instead.
EDIT: Appendices are now here due to post length.
Appendix A, New Reactions (No Workshop Involved):
* Tan a raw hide, raw scales, or raw chitin. Produces tanned leather/scale/chitin.
* Dry and spin sinew into thread.
* Spin hair, wool, or silk glands into thread.
* Process thread-bearing plant into thread.
* Weave cloth. Uses hair/wool, plant-based, or silk thread.
* Make glue. Uses raw hide, raw scales, bone, skull, horn, or hoof. Requires a cooking item.
* Craft charcoal. Uses a log, requires a cooking pot.
* Craft ash. Uses a log, requires a cooking pot.
* Repair cloth item. Uses cloth and thread, requires a needle.
* Repair feather item. Uses feathers and thread.
* Repair leather/scale/chitin item. Uses any of said materials plus thread, requires a needle.
* Repair wood/bone/stone item. Uses animal glue, requires a sharp object.
* Split wooden log into branches. Also requires a sharp object. Ignore the absurdity.
* Split large stone into small rocks. Also requires a blunt small rock.
* Unravel cloth into thread.
* Dismantle cloth item. Requires a sharp object.
* Dismantle leather/scale/chitin item. Requires a sharp object.
* Dismantle stone item. Requires a blunt small rock.
* Dismantle metal item. Requires a blunt small rock.
* Carve wooden sewing needle. Uses a wooden branch, and requires a sharp object.
* Carve bone/tooth/nail/hoof/horn needle. Uses any of said materials, requires a sharp object.
* Carve wooden stave. Uses a wooden branch, and requires a sharp object.
* Carve bone stave. Uses bones, and requires a sharp object.
* Carve bone/shell axe. Uses either material plus a stave, requires a sharp object.
* Craft stone axe. Uses a sharp rock and a stave, requires a sharp object.
* Craft stone mortar and pestle. Uses 2 blunt small rocks, and requires a third.
* Craft stone cooking pot. Uses any small rock, and requires a blunt small rock.
* Carve wooden gun barrel. Uses a wooden branch, and requires a sharp object.
* Carve bone gun barrel. Uses bones, and requires a sharp object.
* Craft sling stones. Uses a blunt small rock, and requires a second.
* Carve wooden arrows. Uses a wooden branch, and requires a sharp object.
* Carve bone/tooth/nail/hoof/horn arrows. Uses any of said materials plus a stave, and requires a sharp object.
* Craft stone arrows. Uses any small rock and a stave, requires a sharp object and a blunt small rock.
* Carve wooden bolts. Uses a wooden branch, and requires a sharp object.
* Carve bone/tooth/nail/hoof/horn bolts. Uses any of said materials plus a stave, and requires a sharp object.
* Craft stone bolts. Uses any small rock and a stave, requires a sharp object and a blunt small rock.
* Carve wooden javelins. Uses a wooden branch, and requires a sharp object.
* Carve bone/tooth/nail/hoof/horn javelins. Uses any of said materials plus a stave, and requires a sharp object.
* Craft stone javelins. Uses any small rock and a stave, requires a sharp object and a blunt small rock.
* Carve wooden darts. Uses a wooden branch, and requires a sharp object.
* Carve bone/tooth/nail/hoof/horn darts. Uses any of said materials, requires a sharp object.
* Craft stone powder and shot. Uses any small rock and gunpowder, requires a blunt small rock.
* Carve wooden dagger. Uses a wooden branch, and requires a sharp object.
* Carve wooden spear. Uses a wooden branch, and requires a sharp object.
* Carve wooden pike. Uses two wooden branches, and requires a sharp object.
* Carve wooden club. Uses a wooden branch, and requires a sharp object.
* Craft wooden maul. Uses a log plus a stave, and requires a sharp object.
* Craft leather/scale whip. Uses leather/scale, and requires a sharp object.
* Craft leather/scale/chitin caestus. Uses any of said materials, and requires a sharp object.
* Craft wooden bow. Uses a stave and thread, requires a sharp object.
* Craft simple wooden lockbow. Uses two branches and thread, requires a sharp object.
* Carve wooden blowgun. Uses a wooden branch, and requires a sharp object.
* Carve wooden spear-thrower. Uses a wooden branch, and requires a sharp object.
* Craft leather/scale sling. Uses leather, and requires a sharp object.
* Craft cloth sling. Uses cloth, and requires a sharp object.
* Craft fire lance. Uses a spear and a gun barrel.
* Craft hand cannon. Uses a durable metal gun barrel and a log.
* Craft bone/shell/tooth/horn dagger. Uses any of said materials, and requires a sharp object.
* Carve bone/tooth/nail/hoof/horn spear. Uses any of said materials plus a stave, requires a sharp object.
* Carve bone/tooth/nail/hoof/horn pike. Uses any of said materials plus two staves, requires a sharp object.
* Carve bone/shell battle axe. Uses either material plus a stave, requires a sharp object.
* Carve bone/shell great axe. Uses either material plus a stave, requires a sharp object.
* Carve bone/shell/tooth/horn short sword. Uses any of said materials plus a stave, requires a sharp object.
* Carve bone/shell/tooth/horn long sword. Uses any of said materials plus a stave, requires a sharp object.
* Carve bone/shell/tooth/horn two-handed sword. Uses any of said materials plus a stave, requires a sharp object.
* Carve bone club. Uses bones, and requires a sharp object.
* Craft bone/shell maul. Uses either material plus a log and a stave, requires a sharp object.
* Craft skull maul. Uses a skull plus a log and a stave, requires a sharp object.
* Craft bone/tooth/nail/hoof/horn katar. Uses any of said materials, and requires a sharp object.
* Craft bone bow. Uses bones and thread, requires a sharp object.
* Craft simple bone lockbow. Uses bones, a stave, and thread, requires a sharp object.
* Carve bone spear-thrower. Uses bones, and requires a sharp object.
* Carve bone blowgun. Uses bones, and requires a sharp object.
* Knap stone dagger. Uses any small rock, and requires a blunt small rock.
* Craft stone spear. Uses a sharp rock and a stave. No need to cut the stave to size.
* Craft stone pike. Uses a sharp rock and two staves. No need to cut the staves to size.
* Craft stone battle axe. Uses a sharp rock and a stave, requires a sharp object.
* Craft stone great axe. Uses a sharp rock and a stave, requires a sharp object.
* Craft stone short sword. Uses a sharp rock and a stave, requires a sharp object.
* Craft stone long sword. Uses a sharp rock and a stave, requires a sharp object.
* Craft stone two-handed sword. Uses a sharp rock and a stave, requires a sharp object.
* Craft stone mace. Uses any small rock and a stave, requires a blunt small rock and a sharp object.
* Craft stone war hammer. Uses any small rock and a stave, requires a blunt small rock and a sharp object.
* Craft stone maul. Uses any small rock and a stave, requires a blunt small rock and a sharp object.
* Craft bone/shell buckler. Uses either material, and requires a sharp object.
* Craft bone/shell shield. Uses either material, and requires a sharp object.
* Craft bone/shell helm. Uses either material, and requires a sharp object.
* Craft skull helm. Uses a skull, and requires a sharp object.
* Craft bone/shell armor. Uses either material and requires a sharp object.
* Craft bone/shell leggings. Uses either material, and requires a sharp object.
* Craft bone greaves. Uses bones, and requires a sharp object.
* Craft leather/scale/chitin buckler. Uses any of said materials, and requires a sharp object.
* Craft leather/scale/chitin shield. Uses any of said materials, and requires a sharp object.
* Sew leather/scale/chitin cap. Uses any of said materials plus thread, requires a needle.
* Sew leather/scale/chitin helm. Uses any of said materials plus thread, requires a needle.
* Sew leather/scale/chitin armor. Uses any of said materials plus thread, requires a needle.
* Sew leather/scale/chitin leggings. Uses any of said materials plus thread, requires a needle.
* Sew leather/scale/chitin low boots. Uses any of said materials plus thread, requires a needle.
* Sew leather/scale/chitin high boots. Uses any of said materials plus thread, requires a needle.
* Sew leather/scale backpack. Uses leather/scale and thread, requires a needle.
* Sew leather/scale waterskin. Uses leather/scale and thread, requires a needle.
* Sew leather/scale quiver. Uses leather/scale and thread, requires a needle.
* Sew leather/scale hood. Uses leather/scale and thread, requires a needle.
* Sew leather/scale mask. Uses leather/scale and thread, requires a needle.
* Sew leather/scale cloak. Uses leather/scale and thread, requires a needle.
* Sew leather/scale tunic. Uses leather/scale and thread, requires a needle.
* Make leather/scale loincloth. Uses leather/scale.
* Sew leather/scale trousers. Uses leather/scale and thread, requires a needle.
* Sew leather/scale skirt. Uses leather/scale and thread, requires a needle.
* Craft leather/scale footwraps. Uses leather, and requires a sharp object.
* Sew leather/scale sandals. Uses leather/scale and thread, requires a needle.
* Craft leather/scale earring. Uses leather/scale.
* Craft leather/scale amulet. Uses leather/scale.
* Craft leather/scale bracelet. Uses leather/scale.
* Decorate object with leather/scale. Uses leather/scale and thread, requires a needle.
* Sew cloth backpack. Uses cloth and thread, requires a needle.
* Sew cloth quiver. Uses cloth and thread, requires a needle.
* Sew cloth cap. Uses cloth and thread, requires a needle.
* Sew cloth hood. Uses cloth and thread, requires a needle.
* Sew cloth mask. Uses cloth and thread, requires a needle.
* Sew cloth gambeson. Uses cloth and thread, requires a needle.
* Sew cloth cloak. Uses cloth and thread, requires a needle.
* Sew cloth tunic. Uses cloth and thread, requires a needle.
* Make cloth loincloth. Uses cloth.
* Sew cloth trousers. Uses cloth and thread, requires a needle.
* Sew cloth skirt. Uses cloth and thread, requires a needle.
* Craft cloth footwraps. Uses cloth, and requires a sharp object.
* Sew cloth socks. Uses cloth and thread, requires a needle.
* Sew cloth sandals. Uses cloth and thread, requires a needle.
* Craft cloth earring. Uses leather/scale.
* Craft cloth amulet. Uses leather/scale.
* Craft cloth bracelet. Uses leather/scale.
* Decorate object with cloth. Uses cloth and thread, requires a needle.
* Weave feather hood. Uses feathers and thread.
* Weave feather cloak. Uses feathers and thread.
* Weave feather tunic. Uses feathers and thread.
* Weave feather skirt. Uses feathers and thread.
* Weave feather earring. Uses feathers and thread.
* Weave feather amulet. Uses feathers and thread.
* Weave feather bracelet. Uses feathers and thread.
* Decorate object with feathers. Uses feathers and thread.
* Carve wooden buckler. Uses a wooden log, and requires a sharp object.
* Carve wooden shield. Uses a wooden log, and requires a sharp object.
* Carve wooden crutch. Uses wooden branch, and requires a sharp object.
* Carve wooden cup. Uses a wooden branch, and requires a sharp object.
* Carve wooden minecart. Uses a wooden log, and requires a sharp object.
* Carve wooden figurine. Uses wooden branch, and requires a sharp object.
* Carve wooden ring. Uses wooden branch, and requires a sharp object.
* Carve wooden earring. Uses wooden branch, and requires a sharp object.
* Carve wooden scepter. Uses wooden branch, and requires a sharp object.
* Carve wooden amulet. Uses wooden branch, and requires a sharp object.
* Carve wooden bracelet. Uses wooden branch, and requires a sharp object.
* Carve wooden crown. Uses wooden branch, and requires a sharp object.
* Carve wooden cabochan. Uses wooden branch, and requires a sharp object.
* Carve wooden mask. Uses wooden branch, and requires a sharp object.
* Carve wooden sandals. Uses a wooden branch, and requires a sharp object.
* Carve wooden dice. Uses a wooden branch, and requires a sharp object.
* Decorate object with wood. Uses a wooden branch, and requires a sharp object.
* Carve bone crutch. Uses bones, and requires a sharp object.
* Carve bone/shell/tooth/horn goblet. Uses any of said materials, and requires a sharp object.
* Carve skull goblet. Uses a skull, and requires a sharp object.
* Carve bone/shell/tooth/horn figurine. Uses any of said materials, and requires a sharp object.
* Carve bone/shell/tooth/horn ring. Uses any of said materials, and requires a sharp object.
* Carve bone/shell/tooth/horn earring. Uses any of said materials, and requires a sharp object.
* Carve bone/shell/tooth/horn scepter. Uses any of said materials, and requires a sharp object.
* Carve bone/shell/tooth/horn amulet. Uses any of said materials, and requires a sharp object.
* Carve bone/shell/tooth/horn bracelet. Uses any of said materials, and requires a sharp object.
* Carve bone/shell/tooth/horn crown. Uses any of said materials, and requires a sharp object.
* Carve bone/shell/tooth/horn cabochan. Uses any of said materials, and requires a sharp object.
* Craft skull totem. Uses a skull, and requires a sharp object.
* Carve bone/shell mask. Uses either of said materials, and requires a sharp object.
* Craft skull mask. Uses a skull, and requires a sharp object.
* Carve bone/shell/tooth/horn dice. Uses any of said materials, and requires a sharp object.
* Decorate object with bone/shell/tooth/nail/hoof/horn. Uses said materials, requires a sharp object.
* Craft stone mug. Uses a blunt small rock, and requires a second.
* Craft stone figurine. Uses a blunt small rock, and requires a second.
* Craft stone ring. Uses a blunt small rock, and requires a second.
* Craft stone earring. Uses a blunt small rock, and requires a second.
* Craft stone scepter. Uses a blunt small rock, and requires a second.
* Craft stone amulet. Uses a blunt small rock, and requires a second.
* Craft stone bracelet. Uses a blunt small rock, and requires a second.
* Craft stone crown. Uses a blunt small rock, and requires a second.
* Craft stone cabochon. Uses a blunt small rock, and requires a second.
* Decorate object with stone. Uses a blunt small rock, and requires a second.
* Split wooden log into branches. Also requires a sharp object. Ignore the absurdity.
* Split large stone into small rocks. Also requires a blunt small rock.
* Unravel cloth into thread.
* Dismantle cloth item. Requires a sharp object.
* Dismantle leather/scale/chitin item. Requires a sharp object.
* Dismantle stone item. Requires a blunt small rock.
* Dismantle metal item. Requires a blunt small rock.
* Mill plant into flour. Uses valid plant, requires a mortar and pestle.
* Bake bread. Uses flour, requires a cooking pot.
* Brew alcohol from plant. Uses valid plant, requires a cooking pot and an empty waterskin.
* Brew alcohol from fruit. Uses valid plant growth, requires a cooking pot and an empty waterskin.
* Craft astringent tincture. Uses three leaves from berry-bearing plants, requires a mortar and pestle.
* Extract from plant. Uses extractable plant, requires a mortar and pestle plus an empty waterskin.
* Refine venom into toxin. Uses a venom sac, requires a mortar and pestle plus an empty waterskin.
* Extract from (semi)megabeast heart, requires a mortar and pestle plus an empty waterskin.
* Extract from generated creature heart, requires a mortar and pestle plus an empty waterskin.
* Create magical essence from (semi)megabeast heart, shoggoth core, treant wood, or mountain bronze, Also uses a scroll, requires a mortar and pestle plus an empty waterskin.
* Craft charcoal. Uses a log, requires a cooking pot.
* Craft ash. Uses a log, requires a cooking pot.
* Craft saltpeter. Uses a millable or threshable plant and ash, requires a cooking pot.
* Craft crude gunpowder. Uses saltpeter and charcoal/coal, requires a mortar and pestle.
* Press pulpable plant into paper. Uses a valid plant, requires a mortar and pestle.
* Dry skin into parchment. Uses a raw hide, and requires a sharp object.
* Carve wooden scroll rollers. Uses a wooden branch, and requires a sharp object.
* Carve bone scroll rollers. Uses bone, and requires a sharp object.
* Assemble a scroll. Uses a sheet and a scroll roller.
* Craft a quire. Uses a sheet.
* Carve wooden bagpipe pipes. Uses a wooden branch, and requires a sharp object.
* Carve bone/tooth/nail/hoof/horn bagpipe pipes. Uses any of said materials, and requires a sharp object.
* Sew leather bagpipe bag. Uses leather and thread, requires a needle.
* Craft instrument strings. Uses string.
* Carve wooden lyre body. Uses a wooden log, and requires a sharp object.
* Carve bone/shell lyre body. Uses either material and requires a sharp object.
* Carve wooden guitar body. Uses a wooden log, and requires a sharp object.
* Carve skull guitar body. Uses a skull, and requires a sharp object.
* Carve wooden guitar neck. Uses a wooden branch, and requires a sharp object.
* Carve bone guitar neck. Uses bone, and requires a sharp object.
* Carve wooden harp body. Uses a wooden log, and requires a sharp object.
* Carve wooden drum body. Uses a wooden branch, and requires a sharp object.
* Carve bone drum body. Uses bone, and requires a sharp object.
* Craft leather drum head. Uses leather.
* Carve wooden simple flute. Uses a wooden branch, and requires a sharp object.
* Carve bone simple flute. Uses bone, and requires a sharp object.
* Carve wooden instrument musical horn. Uses a wooden branch, and requires a sharp object.
* Carve bone/tooth/nail/hoof/horn musical horn. Uses any of said materials, and requires a sharp object.
* Assemble bagpipes. Requires a bagpipe bag and instrument pipes.
* Assemble lyre. Requires a lyre body and strings.
* Assemble guitar. Requires a guitar body, a guitar neck, and strings.
* Assemble harp. Requires a harp body and strings.
* Assemble drum. Requires a drum body and drum head.
* Carve wooden bell. Uses a wooden log, and requires a sharp object.
Appendix B, List of Forging Reactions (at Carpenter's Workshop):
* Craft makeshift forge. Uses 10 small rocks.
* Repair metal item. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.
* Craft metal axe. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.
* Craft metal mortar and pestle. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.
* Craft metal cooking pot. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.
* Craft metal sling bullets. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.
* Craft metal arrows. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.
* Craft metal bolts. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.
* Craft metal javelins. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.
* Craft metal darts. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.
* Craft metal powder and shot. Uses metal, gunpowder, and charcoal/coal, requires a makeshift forge and a blunt small rock.
* Craft metal dagger. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.
* Craft metal spear. Uses metal, a stave, and charcoal/coal, requires a makeshift forge and a blunt small rock.
* Craft metal pike. Uses metal, a stave, and charcoal/coal, requires a makeshift forge and a blunt small rock.
* Craft metal battle axe. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.
* Craft metal great axe. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.
* Craft metal short sword. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.
* Craft metal long sword. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.
* Craft metal two-handed sword. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.
* Craft metal mace. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.
* Craft metal war hammer. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.
* Craft metal maul. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.
* Craft metal caestus. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.
* Craft metal katar. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.
* Craft metal buckler. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.
* Craft metal shield. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.
* Craft metal helmet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.
* Craft metal cap. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.
* Craft metal breastplate. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.
* Craft metal mail shirt. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.
* Craft metal greaves. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.
* Craft metal mail leggings. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.
* Craft metal low boots. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.
* Craft metal high boots. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.
* Craft metal throne. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.
* Craft metal table. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.
* Craft metal chest. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.
* Craft metal cabinet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.
* Craft metal door. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.
* Craft metal barrel. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.
* Craft metal bucket. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.
* Craft metal sarcophagus. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.
* Craft metal hatch cover. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.
* Craft metal grate. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.
* Craft metal bin. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.
* Craft metal stepladder. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.
* Craft metal bookcase. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.
* Craft metal splint. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.
* Craft metal pedestal. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.
* Craft metal animal trap. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.
* Craft metal crutch. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.
* Craft metal goblet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.
* Craft metal minecart. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.
* Craft metal figurine. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.
* Craft metal ring. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.
* Craft metal earring. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.
* Craft metal scepter. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.
* Craft metal amulet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.
* Craft metal bracelet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.
* Craft metal crown. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.
* Craft metal cabochan. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.
* Craft metal mask. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.
* Decorate object with metal. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.
* Craft metal bagpipe pipes. Uses metal and a log, requires a makeshift forge and a blunt small rock.
* Craft metal instrument strings. Uses metal and a log, requires a makeshift forge and a blunt small rock.
* Craft metal lyre body. Uses metal and a log, requires a makeshift forge and a blunt small rock.
* Craft metal guitar body. Uses metal and a log, requires a makeshift forge and a blunt small rock.
* Craft metal guitar neck. Uses metal and a log, requires a makeshift forge and a blunt small rock.
* Craft metal harp body. Uses metal and a log, requires a makeshift forge and a blunt small rock.
* Craft metal drum body. Uses metal and a log, requires a makeshift forge and a blunt small rock.
* Craft metal simple flute. Uses metal and a log, requires a makeshift forge and a blunt small rock.
* Craft metal musical horn. Uses metal and a log, requires a makeshift forge and a blunt small rock.
* Craft metal bell. Uses metal and a log, requires a makeshift forge and a blunt small rock.
Appendix B, List of More Useful Stones:
* Andesite
* Basalt
* Chert (in-between other sharp stones and obsidian)
* Dacite
* Diorite
* Native aluminum (same as aluminum)
* Native copper (same as copper)
* Native gold (same as gold)
* Native platinum (same as platinum)
* Native silver (same as silver)
* Obsidian (deliciously sharp and deadly)
* Quartzite
* Phyllite
* Raw adamantine (same as adamantine)
* Rhyolite
* Shale
* Slade (good luck obtaining that one!)
* Slate
Appendix D, List of Monsters With Improved Body Materials:
Tier 1:
* Alligator (and variants)
* Anaconda (and variants)
* Armadillo (and variants)
* Black bear (and variants)
* Blind cave bear
* Blind cave ogre
* Cave crocodile
* Cave dragon
* Coelacanth
* Elephant (and variants)
* Emu (and variants)
* Giant cave spider
* Giant desert scorpion (re-added due to Toady removing them ;w;)
* Mantis (normal version is a non-butcherable vermin)
* Squid (normal version is a non-butcherable vermin)
* Great white shark
* Grizzly bear (and variants)
* Hippo (and variants)
* Magma crab
* Ogre
* Orca (and variants)
* Ostrich (and variants)
* Polar bear (and variants)
* Rhinoceros (and variants)
* Saltwater crocodile (and variants)
* Sea monster
* Sea serpent
* Troll
* Voracious cave crawler
* Walrus (and variants)
* Wild boar (and variants)
* Cyclops
* Ettin
* Giant
* Minotaur
* Gargoyle
* Mi-go
* Dire bear
* Feral ogre
* Sanguine dragon
Tier 2:
* Dragon
* Hydra
* Roc
* Eternal thing
* Manticore
* Treant (wood)
Appendix E, List of Monsters That Yield Venom Sacs:
* Adder (variants, normal version is too small to yield any)
* Giant bark scorpion (normal version is a non-butcherable vermin)
* Black mamba (variants, normal version is too small to yield any)
* Giant brown recluse spider (normal version is a non-butcherable vermin, recluse spider men are currently unusable)
* Bushmaster (and variants)
* Copperhead snake (variants, normal version is too small to yield any)
* Giant desert scorpion
* Giant cave spider
* Gila monsters (and variants)
* Helmet snake
* King cobra (and variants, king cobra men are currently unusable)
* Platypus (variants, normal version is too small to yield any)
* Rattlesnake (and variants, rattlesnake men are currently unusable)
* Serpent man
* Manticore
Appendix F, List of Plant and Misc Craftable Extracts:
Notable Plant Extracts:
* Astringent tincture. Generally if it yields berries, its leaves are likely usable for alchemy. Very minor reduction in bleeding, infection, and some impact on open wounds.
* Dwarven syrup. Delicious but does nothing.
* Gnomeblight. Still only deadly to gnomes.
* Golden salve. Major boost to recuperation, cures bleeding, brief effect.
* Marshmend, from muck root. Boosts recuperation somewhat, also causes numbness.
* Whiplash, from whip vine. Boost agility and speed some, side effects of dizzness and nausea.
* Barbed haze, from sliver barb. Assorted stat boost, penalties, and other Fun.
Megabeast and Semi-megabeast Hearts:
* Aetherbreath, from mi-gos. Grants immunity to suffocation.
* Draconic fury, from dragons. Boosts willpower, inspires martial trances.
* Giant's might, from giants. Boosts strength.
* Insight, from ettins. Boosts assorted mental stats.
* Relentlessness, from minotaurs. Grants immunity to stunning, exertion, and pain.
* Transmutation, from hydras. Temporary transformation into a hydra.
* Stoneskin, from gargoyles. Hardens you against attacks.
* Swiftness, from rocs. Boost agility, increases speed somewhat.
* True seeing, from cyclopes. Grants extravision and creature-sensing.
* Eternity, from eternal things. Grants a skill-boosting buff.
* Trickery, from manticores. Sharply boosts various social stats.
Other:
* Failed extract. If a generated titan/demon/etc doesn't have a valid poison (or has poison blood instead), this will be the result. Does nothing.
* Shoggoth slime, readily obtained from shoggoths (obviously). Causes localized pain, blistering, bleeding, and necrosis. Drinking it is exactly as stupid an idea as you'd expect it to be.
* Cursed dragonblood, from sanguine dragons. Dangerous to drink, but has some minor situational benefits.
Appendix G, List of Plants Made Harvestable in The Mod:
* Alfalfa, available most of summer into early winter. Edible raw.
* Arrow bamboo, available all year. Source of branches.
* Asparagus, available only early in spring. Edible raw.
* Barley, available all summer and autumn. Source of flour and alcohol.
* Beet, available midspring into midsummer. Edible raw, source of alcohol.
* Bloated tuber, available midspring into midsummer. Edible raw, source of alcohol.
* Blood amaranth, available most of summer into early winter. Edible, source of flour/alcohol.
* Buckwheat, available most of summer into early winter. Source of flour and alcohol.
* Cabbage, available midspring into midsummer. Edible raw.
* Carrot, available midspring into midsummer. Edible raw, source of alcohol.
* Cassava, available midspring into midsummer. Source of alcohol.
* Cattail, available later spring into early summer. Source of flour, thread, and paper.
* Cave wheat, available all summer and autumn. Source of flour and alcohol.
* Celery, available midspring into midsummer. Edible raw.
* Chicory, available midspring into midsummer. Edible raw, source of alcohol.
* Cloudberry, available in winter. Edible raw, source of alcohol.
* Cotton, available most of summer into early winter. Source of thread and paper.
* Finger millet, available all summer and autumn. Source of flour and alcohol.
* Fisher berry, available most of summer. Edible raw, source of alcohol.
* Flax, available most of summer into early winter. Source of thread, paper, and flour.
* Fonio, available all summer and autumn. Source of flour and alcohol.
* Foxtail millet, available all summer and autumn. Source of flour and alcohol.
* Garden cress, available midspring into midsummer. Edible raw.
* Golden bamboo, available all year. Source of branches.
* Hard wheat, available all summer and autumn. Source of flour and alcohol.
* Hedge bamboo, available all year. Source of branches.
* Hemp, available all summer and autumn. Source of thread, paper, and flour.
* Jute, available most of summer into early winter. Source of thread and paper.
* Kaniwa, available most of summer into early winter. Source of flour and alcohol.
* Kenaf, available most of summer into early winter. Source of thread and paper.
* Kobold bulb, available midautumn and all winter. Source of extract.
* Leek, available midspring into midsummer. Edible raw.
* Lettuce, available midspring into midsummer. Edible raw.
* Long yam, available midspring into midsummer. Edible raw.
* Longland grass, available all summer and autumn. Source of flour and alcohol.
* Maize, available most of summer into early winter. Source of flour and alcohol.
* Muck root, available midspring into midsummer. Edible raw, source of extract and alcohol.
* Oat, available all summer and autumn. Source of flour and alcohol.
* Papyrus sedge, available most of summer into early winter. Source of paper.
* Parsnip, available midspring into midsummer. Edible raw, source of alcohol.
* Pearl millet, available all summer and autumn. Source of flour and alcohol.
* Pendant amaranth, available most of summer into early winter. Source of flour and alcohol.
* Pig tail, available most of summer-early winter. Source of thread, paper, flour, and alcohol.
* Prickle berry, available most of summer. Edible raw, source of alcohol.
* Plump helmet, available all year. Edible raw, source of alcohol.
* Potato, available midspring into midsummer. Edible raw, source of alcohol.
* Purple amaranth, available most of summer into early winter. Source of flour and alcohol.
* Quinoa, available most of summer into early winter. Source of flour and alcohol.
* Radish, available midspring into midsummer. Edible raw, source of alcohol.
* Ramie, available most of summer into early winter. Source of thread and paper.
* Rat weed, available midspring into midsummer. Edible raw, source of alcohol.
* Rhubarb, available midspring into midsummer. Edible raw.
* Rice, available most of summer into early winter. Source of flour and alcohol.
* Rope reed, available most of summer-early winter. Source of thread, paper, and alcohol.
* Rye, available all summer and autumn. Source of flour and alcohol.
* Single-grain wheat, available all summer and autumn. Source of flour and alcohol.
* Sliver barb, available all winter. Source of extract and alcohol.
* Soft wheat, available all summer and autumn. Source of flour and alcohol.
* Sorghum, available most of summer into early winter. Source of flour and alcohol.
* Spelt, available all summer and autumn. Source of flour and alcohol.
* Sun berry, available most of summer. Edible raw, source of alcohol.
* Sweet pod, available midspring into midsummer. Source of exract and alcohol.
* Sweet potato, available midspring into midsummer. Edible raw, source of alcohol.
* Teff, available all summer and autumn. Source of flour and alcohol.
* Turnip, available midspring into midsummer. Edible raw, source of alcohol.
* Two-grain wheat, available all summer and autumn. Source of flour and alcohol.
* Whip vine, available midspring into midsummer. Source of flour, extract, and alcohol.
* White millet, available all summer and autumn. Source of flour and alcohol.
* Valley herb, available most of spring. Source of extract.
Appendix H, List of Obtainable Magic:
* Animal magic, opposed to nature magic. Transforms the user into a random giant animal when used. Associated with animals, chaos, and hunting. Can be obtained from minotaurs.
* Blight magic, opposed to healing magic. Inflicts a debilitating, sickening plague on a target creature when used. Fellow blight mages, healing mages, and those currently immunized by healing magic cannot be targeted with it. Can cause victims to go berserk and spread the sickness if they survive long enough. Associated with blight, disease, and misery. Can be obtained from shoggoths.
* Clairvoyance magic, opposed to infernal magic. Grants extravision and creature-sensing to a targeted creature when used, along with boosting agility and sensory-type mental attributes. Associated with inspiration, light, and wisdom. Can be obtained from eternal things and cyclopes.
* Fire magic, opposed to wind. Flings a fireball at a target creature when used, fellow fire mages cannot be targeted with it. Associated with fire, the sun, and volcanoes. Can be obtained from dragons.
* Healing magic, opposed to blight magic. Mends bleeding and tissue damage on a target creature when used. Also temporarily immunizes the target against blight magic. Associated with healing, mercy, and rebirth. Can be obtained from hydras.
* Infernal magic, opposed to clairvoyance magic. Summons a random demonic creature when used, which will always be one of the raw-defined demons instead of a generated one, which will attack any living thing except the caster. Inflicts stigmata and personality changes on the user, repeated use will build up side effects until blood loss becomes lethal, and each use has a chance of rendering the caster permanently mute. Associated with darkness, nightmares, and revenge. Can be obtained from mi-gos.
* Nature magic, opposed to animal magic. Summons a random natural predatory animal when used. Associated with nature, plants, and trees. Can be obtained from treants and manticores.
* Protective magic, opposed to war magic. Grants high damage resistance to a target creature when used. Associated with courage, discipline, and longevity. Can be obtained from gargoyles and bronze colossi.
* War magic, opposed to protective magic. Inflicts a berserk rage on the caster when used, with appropriate status buffs. Associated with strength, victory, and war. Can be obtained from giants and ettins.
* Wind magic, opposed to fire magic. Sends multiple target creatures flying away with high force when used, requires targets to be fairly close. Associated with storms, thunder, and wind. Can be obtained from rocs.