Rise of the Mushroom Kingdom
(https://i.imgur.com/s6QKPMI.png)
DOWNLOAD LINK (http://dffd.bay12games.com/file.php?id=13305)
Legacy Version (for DF.43) (http://dffd.bay12games.com/file.php?id=11422)
Legacy Version (for DF2014) (http://dffd.bay12games.com/file.php?id=8801)
Legacy Version (for DF2012) (http://dffd.bay12games.com/file.php?id=6406)
Other associated downloads:
Full sprite sheet by Rydel (http://dffd.bay12games.com/file.php?id=9857)
TWBT graphic pack by Rydel (http://dffd.bay12games.com/file.php?id=9902)
Soundsense soundpack by Indigofenix (http://dffd.bay12games.com/file.php?id=8232)
Stonesense sprites by EmeraldWind (http://dffd.bay12games.com/file.php?id=8128)
Older sprite sheet by EmeraldWind (http://dffd.bay12games.com/file.php?id=6992)
This mod is set in the world of the Mario games, but in which these games, and Mario himself, are simply legends.
This is a significant mod that adds enough new content to the game that it can be played fine without any Vanilla creatures, entities, or plants, however it does not change any of the game's base files. If you want to play a Mushroom World-only game, delete the raw/objects folder and then place the downloaded raw files in their place. If you want to play crossover Dwarf World and Mushroom World, simply place the new files in alongside the old. All of the new objects are uniquely named, so it should play well with any other mods you choose to throw into the mix as well, provided that they don't change the base files either.
There are three playable races in this mod. To see which one you are playing as, on the embark screen, press tab until you find a list of neighboring races. The one at the top is your civ's race. To switch civs, press tab until you find a list of civ names and then pick the one you want. Check the highlighted sites on the world map to quickly determine which type of civ you've selected: Toads live in cities (#), Koopas in dark fortresses (Π), and Shyguys in forest retreats (î).
The Story:
Once there was a world inhabited by a fungus-like people known as the Toads, or the Mushroom People, and so they called their world the Mushroom World. They were a peaceful race by nature, strong yet fragile, and if they had it their way, they would live out their days in harmony, farming the magical plants that grew in that world's soil and cooking fabulous meals to sell to the many races that they shared their world with.
The Toads were well-liked among most of the races of that world, but they had many strong enemies as well. The most prominent of these enemies were known as the Koopas, the Turtle People, a race of fortress-building reptiles. Led by a terrible demon king, the Koopas were the greatest fear of the rest of the world's races, as they would go to any lengths to please their hellish leader, even if it meant stealing the children of other races, and their dark magic powers were legendary. It was often said that the ancestors of the Koopas had made a bargain with the masters of the Underworld, exchanging the freedom of their race for the knowledge of magic power that could be drawn out from the fires in the bowels of the earth.
Living in the shadows of these two great races were a strange race of reclusive masked thieves. Nobody knew what they called themselves, but the other people simply called them the Shy Guys. Their powers and thought processes were incomprehensible, and nobody knew where they came from, as they seem to have simply shown up one day. It was said by some that they were figments of a dream that somehow escaped into the real world.
Sometimes, the Toads liked to tell stories of a hero who fought in their stead and layed waste to their enemies. But in their day-to-day life, they had to learn to cope on their own. This is the story of their life, and the lives of the races they shared the world with.
Current features include:
Playable race: Toads:
The Toads are highly resistant to tantrum spirals and internal struggles. They will designate one of their number to function as their 'hero', and as long as they have a hero to rely on, they will sleep in the grass, put up with rain and vermin, even sustain major injuries without losing hope, and even when they do lose it, they rarely throw violent tantrums or go berserk. When playing as them, you'll have to focus more on coming up with ways to defend your fortress from enemies instead. Toads are agile and surprisingly strong in a pinch, but their fungus-based anatomy is very easily dismembered, and their cowardly nature makes them poor soldiers overall.
Toads suffer from a fear of caves and need to live above ground. Staying underground for more than short trips at a time will cause gradually increasing levels of dizziness, causing them to work slower and faint from time to time. They also begin with very few useful items aside from seeds and clothing, so while playing as them, make sure to embark in a place with a lot of trees to build up an above-ground fortress.
The Toads' game is largely centered around external trade - fortunately, they have a lot of allies to trade with. Bub-ulbs will carry exotic plants, Mole People will bring mining equipment, Beanish will carry proper weaponry, Bumpties will show up in the winter with emergency supplies, and so on. Because they have a hard time living underground, Toads create wealth mostly by farming and cooking, and they also have a lot of special kitchen reactions to boost the value of their consumables: They can fry eggs, cook individual food items into more valuable forms, and have the ability to make high-value pastas and cakes by combining various plants with flour and sugar.
Toads can also raise pet Yoshis. Their upkeep is more costly than that of regular livestock, as they need regular food and water to survive. Nonetheless, it's well-worth paying for a breeding pair on embark - they make excellent war and hunting animals, being able to throw eggs at enemies, and are altogether stronger and tougher than the Toads in melee. It's best to think of them as being more combat-capable semi-citizens rather than livestock, as Yoshi trainers will likely be a major component, if not the main component, in your fighting force. They also produce eggs, which will be helpful if you want to produce cakes (both males and females will lay eggs, though only the female eggs will hatch).
Toads can construct Warp Pipes leading to various areas, giving them access to resources that might not be available on the map (although collecting wood or stone through this method is slow and inefficient). They can also run missions using their 'Requests Office', which will help them collect rewards such as coins which can be traded in for Power Stars.
Toads can also build Star Beacons, which grant a number of empowering effects as you collect Power Stars. The more stars you collect, the stronger the effects!
Pros:
- Easily satisfied and rarely throw tantrums even in the worst of times
- Lots of allies to trade with
- Speedy and strong, excellent at moving things around and chasing down smaller foes
- Fast healers and no bones to break: if they make it out of a fight with all their limbs intact, a bit of bed rest is all they need to recover
- Can raise Yoshis, extremely useful quasi-citizen/pets
- Can create new types of power-up foods in the kitchen
- Can use Warp Pipes to produce natural resources and water for free, regardless of biome
- Can utilize Power Stars
- More reasonable nobles: fewer mandates to worry about
Cons:
- Can't live underground for very long
- Fragile: it is very likely that they won't make it out of a tough fight with all their limbs intact
- Limited ability to produce weaponry, high-level metals, and damaging traps
Overall focus in Fortress Mode: Farming, domestic production and trade
Adventure Mode Style: Glass cannons. High offensive power and agility, but can't take much punishment.
Playable race: Koopas:
When playing as the Koopas, you'll want to focus mainly on upgrading your fortress. Until they gain the approval of their king to promote a Koopa to the position of 'Miniboss' (their first land-holder position), they will be unable to create a proper army and will have to make do with a single squad of 20 troopas. Fortunately, between their scaly skin, ease in creating shell armor, and ability to curl up inside their armor when in danger, Koopas are the toughest of all the major races physically, so a single squad should be adequate to deal with most of the problems you'll be facing early on. Be aware that Koopa civilians will curl up when they see an enemy instead of running away, whether they have armor or not. Because of this, it is a good idea to outfit even non-combatants with at least a basic shell, or they will be easy targets for predators and invaders.
Unlike Toads, Koopas won't grow faint from the darkness, but they still aren't dwarves and staying underground for months on end will cause them to move and work slower. However, if you tough it out and keep them underground until they become cave adapted (1 year), they will begin to improve and ultimately wind up stronger, tougher, and more agile than their above-ground counterparts. They will still become nauseous from the sun though, and they'll lose these bonuses if they go outside, so altogether it might not be worth the trouble.
Later in the game, they'll get the ability to train Magikoopas. The source of Koopa magic is magic gems, which are created by charging up a regular large gem at a 'Gem Charge Point', placed next to magma. Charging a gem takes an extremely long time, but once you have a supply of magic gems, you'll be able to create a Magikoopa Sanctum, where you can brew potions that grant their drinkers the ability to teleport, shoot magic blasts, and turn enemies into weaker creatures (at the cost of causing them to gradually grow physically weaker over time). They can also produce magic ammo which is fired from a magic scepter, and revive corpses (be careful with this one; the corpse will attack everyone it sees, including your own koopas, although clever users of floodgates and fortifications may find a way to build a zombie-based defense system.) When a magic gem is used, it reverts back to a regular large gem and must be recharged to use it again.
Koopas will almost always be ruled by a demon or megabeast as their king or queen, so when the ruler shows up at the end of the game you'll have a powerful new ally to play with. Until then, though, make sure to keep your land-holder healthy, because if the boss dies, the army will fall apart!
Koopas are babysnatchers and will be at odds with many of the world's races, so prepare for a defense-based game! Fortunately, they have the Goombas and Bob-ombs as their allies to trade with for powerful pets such as Chomps or high-level metals.
Pros:
- Big, tough, and all-around durable: Can curl up to protect their vulnerable limbs and produce wooden armor right from the start
- Have a flying caste
- Can train many useful pets, in particular the virtually invincible chomps
- Grow stronger after becoming cave-adapted
- Can learn powerful magic later in the game
- Usually have a demon as lawgiver: powerful ally in the endgame
- Can butcher metal-shelled creatures and melt down their metal
Cons:
- Slow: have a hard time chasing down foes
- Have lots of enemies
- Can't produce more than one military squad until the first fortress upgrade
- Become slower after spending too much time in caves until becoming cave-adapted
- Usually have a demon as lawgiver: good luck trying to tell them what to do!
Overall focus in Fortress Mode: Fortress building and combat-oriented defense
Adventure Mode Style: Stone wall. High toughness and can hide in their armor when in danger and wait for their teammates to finish the battle. They also have a parakoopa caste, which is capable of flight. A bit lacking in agility though.
Playable race: Shy Guys:
The mask-wearing Shy guys from the dream-world of Subcon have mastered the boundary between the dream-world and the physical universe, and can open up 'subspace portals' to bridge that boundary and pull vast quantities of food, magma-safe building materials, furniture, mechanisms, and finished goods out of the other world, enabling them to build vast, multicolored megaprojects and surreal mechanical fortresses with ease. They cannot, however, create weapons or armor from Subspace material (not that it would be very useful if they could, as Subspace material is fragile, near-weightless and can't take on an edge). Don't become so preoccupied with building a chromatic mega-fortress that neglect your mundane mining and smelting entirely, unless you want to be wiped out by the first invasion that comes to your door!
Shy Guys have a lot of problems with discipline and organization - they will take frequent breaks, they have none of the regular useful nobles like bookkeepers or brokers (so trading will be based mainly on guesswork) and they are only allowed to have one military 'squad' per fortress (although it can be a very, very large squad). They are, however, very quick learners, and train their skills four times faster than any other race. Unfortunately, their skill rust rates are also four times faster than other races. Expect to see them change their job titles frequently, unless you assign one Shy Guy to each type of job.
With their handicaps in hand-to-hand combat offset by their ease at creating complex structures, Shy Guys are the perfect race to play as if you like defending your fortress in more 'creative' ways. And you'd better be good at it, because as item thieves, they'll be constantly under attack by every major race. Expect plenty of FUN!
Pros:
- Can build subspace portals and produce tons of items for free
- Can dump useless refuse into subspace
- Can gather into a huge squad
- Can embark with exotic pets
- Fairly speedy, especially when happy
- Learn skills quickly
- Don't need pants to be happy
- Can burn the world with their bonfires
- Can produce valuable Subcon Crystals to speed up the pace of the game
Cons
- Poor organization: No brokers, chief medics, or managers, and only one military squad
- Subspace items fade away over time
- Lots of enemies
- Lazy
- Small and weak
- Skills rust quickly
- Need masks to be happy
Overall focus in Fortress Mode: Megaprojects, trap-based defense, and !!FUN!!
Adventure Mode Style: Fragile speedsters. They can use 'Panic!' to make themselves virtually untouchable for a short time and allowing them to jump from cliffs without harm, but won't be able to attack effectively while doing so. They also learn weapon skills extremely quickly.
Minor races:
Beanish: A joke-loving, bean-like race, close relatives of the Toads, but with a more assertive personality. They are arguably the Toads' most important trade allies, as they are able to produce strong weapons and armor that the Toads can't make themselves. They will also be an early threat for Koopas and Shy Guys.
Adventure Mode: Like Toads in scale, but more well-rounded stat-wise. They have a tough outer shell and better starting weapons/armor.
Mole People: A friendly subterranean race who will trade with Toads. They are very important trade allies, as they carry useful mining equipment like picks and minecarts. They also carry various kinds of gems and metals.
Adventure Mode: They have extravision and natural claws that are nearly as effective in combat as short swords.
Bub-ulbs: Flower-like people from the good regions, able to survive on water alone, which gives them a slight travelling advantage in Adventure Mode, although their lack of arms means that their combat ability is lacking. In Fortress Mode, they carry various exotic plants like colorful berries and pods from which syrups and dyes can be extracted. Like the elves, they consider the killing of plants offensive and will be insulted if you offer them wood.
Adventure Mode: Able to live on water alone and at peace with wildlife, making them good wanderers. They can also spread pollen that puts enemies to sleep and use Photosynthesis, making them stronger as long as they are outside of a cave.
Bumpties: Small penguin-like people who build cities in the polar regions. They don't carry anything particularly exciting, but they do show up in winter, which might get you out of a tough spot if you hadn't been well prepared. You never know! They will sometimes raid Koopa and Shy Guy fortresses, and though they are not really threatening, they are durable and hard to kill without bladed weapons.
Adventure Mode: Practically immune to non-bladed weaponry.
Frog People: These scholarly amphibians will show up later in the Toad's game, carrying rare and expensive power-up drinks like Froggie Drinks, Elixirs, and Kerokerocolas. They have a unique form of currency that is highly valuable.
Adventure Mode: A bit on the slow side, but can swim naturally and secrete a contact poison from their skin.
Piantas: Large, powerful creatures with trees growing on their heads. They will show to trade with Toads, carrying rare tropical fruit with them, and they will also wage war against Koopas and Shy Guys and form criminal groups for adventurers to fight. Despite going into battle unarmed, they are brutally powerful wrestlers, so be wary of them if they're your opponents! They grow stronger in the sunlight, so try to lure them underground for a more balanced fight.
Adventure Mode: Extremely strong, and can use Photosynthesis which makes them even stronger outside of caves. Unfortunately they won't be able to find any good armor that fits them.
Nokis: Small shell-wearing people who live in the oceans. They tend to keep to themselves mostly, but they may show up to trade with Toads if you embark near a tropical shoreline. They carry ocean-related products like fish and coral crafts.
Adventure Mode: Speedy on land and even faster in the water. Oceans are no barrier to Nokis, provided you're willing to put up with the inability to use fast travel mode.
Doogans: A shady dog-like race that specializes in trade. They'll be one of the last races to show up in the Toads' game, and will carry evil-aligned plants and animals that are normally off-limits to the Toads. They will also wage war against Koopas and Shy Guys, and have a tendency to form bandit groups as well.
Adventure Mode: Good starting equipment and excellent endurance and memory. They also have natural appraisal and bargaining skills, which should make getting good trades easier.
Craws: Bird-like spear-wielders that will show up late in the Toad's game, selling assorted metal items. They will also pick fights with Koopas and Shy Guys, and form bandit groups of their own.
Adventure Mode: Natural trackers, can fly and are quicker than Parakoopas.
Goombas: The weakest of all of the races. They can still be dangerous in large groups, but on the whole, the real reason to watch out for them is their ability to domesticate large animals. They will be an early enemy for Toads and Shy Guys, and will provide the Koopas with rare tame animals - including subterranean and evil creatures.
Adventure Mode: Can sense the presence and approximate threat level of monsters from a distance.
Bob-ombs: Walking bombs. Their attacks, as you might expect, tend to be short and to-the-point, where the point is blowing up everything in sight. They will charge at enemies and explode, sending everyone flying and setting fire to your fortress. If you're playing Koopa, they'll be a good source of high-quality metal items. Be sure to keep them out of harms way, though - even allied bob-ombs are liable to burn down your fort if an enemy siege attacks them.
Adventure Mode: Want to get sweet revenge on the bandit who killed your last adventurer? Mwa ha ha!
Squeeks: Small, skulking mouse-like creatures that steal items. They will also show up to trade clothing and food with Shy Guys.
Adventure Mode: Weak but speedy. Can hide in plain sight.
Bandits: Another thief race, these creatures are like larger versions of Shy Guys. They will trade metals with Shy Guys. Watch out for their thieves, as they are bigger and stronger than the average skulking race.
Adventure Mode: Human-sized, with greater agility but are handicapped in the armor department. They can use 'Hit & Run', which gives them a short boost to attack power, followed by a longer period of lowered attack power but greater speed and agility.
Yoshis: In addition to living alongside the Toads, Yoshis will also form independent civilized groups, where they will pose an early threat to Koopas and Shyguys. Though they carry no weapons, a Yoshi ambush can easily spell the end for an unprepared Koopa or Shyguy fortress on account of their large size and natural ability to throw eggs.
Adventure Mode: Not playable.
Humans: A minority race in the Mushroom World. They build kingdoms in deserts and largely stick to themselves until late in the game. They are also the only race that can be played as an outsider in adventure mode.
Adventure Mode: The most balanced race. Can enter combat trances.
Shamans: A reclusive race that will show up late in your fort's lifespan, if at all. Their main function is to learn magic and write books of secrets in worldgen. If you get one as your ally, they can give you good luck and curse enemies.
Adventure Mode: Weak and very fragile, but start out with ice and lightning magic, and can boost their own luck while reducing the luck of their enemies.
Star Sprites: A reclusive race, they will also learn secrets and may write books in worldgen. Although weak on their own, they make powerful allies: by letting other creatures 'wish' on them, their power increases greatly. They can also give you the ability to revive them if they die in battle.
Adventure Mode: Not playable.
Shroobs: Ray-gun wielding aliens that may attack your fort very late in the game. They are babysnatchers and also have the ability to scatter spores that will turn your citizens into immobile mushrooms. Beware!
Machine Made: Ruthless metal monsters that may show up very late in the game to besiege your fort. Some breathe fire, some wield fearsome weapons, some are tremendous in scale, but all of them are relentless, tireless warriors bent on the extermination of all biological life. They are constructed by their fearless leader, a 'smithy unit', who is capable of riddling his enemies with bullets and changing between one of five forms. Expect no quarter from this robotic foe!
Continued in next post...
Power-Ups
Many of the new plants and foods have power-up effects when eaten, boosting one or several stats ranging from the simple mushrooms (20% increase to recuperation) to powerful drinks like the Frog-people's Power Blast (doubles attack power, plus gives the eater the ability to buff two allies with the same effect). Most power-ups last one in-game month, which means that based on the normal 'hunger' rates (which cause them to eat about once every one-and-a-half months), a creature will have one power-up active at a time. It's tough to try and control who gets boosted with what and when, but if you keep a well-stocked pantry with high-level power-up foods, your citizens will be better workers and your soldiers will be better fighters overall.
Regular Plants
Apple: Edible, brewable, and cakeable into apple pie.
Banana: Edible, brewable, and cakeable into banana cake.
Grape: Edible, brewable, and cakeable into grape tarts.
Watermelon: Edible and brewable.
Fuzzbush: A thread plant.
Melon: Edible, brewable, and cakeable into Yoshi Cookies, which will power-up Yoshis if they eat one.
Wheat: Milled into wheat flour, an important cooking ingredient. Can also be brewed into beer.
Rice: Grows in wet areas, and can be milled into rice flour or brewed into sake.
Sugar Cane: Milled into cane sugar, an important component of cake.
Sugar Beet: The temperate version of Sugar Cane, used as a sugar source.
Iced Potato: A hardy winter crop that grows fast in the tundra and temperate regions. Edible, millable into iced potato flour and brewable into iced potato vodka.
Turtle Bush: Brewable into Koopa Tea and produces Turtleaves, which are cakeable into Koopa Dumplings.
Strange Bush: Grows in Evil regions. Produces Strange Leaves which make the eater dizzy, cakeable into Strange Cake which also makes the eater dizzy, and cookable into Dizzy Dials which give the eater the power to make enemies dizzy.
Subcon Vegetable: Doesn't grow anywhere in the wild. Only Shyguys can gather them from Subspace Portals. Brewable into subcon spirits.
Berry: Found all over the place. A staple food-plant.
Strawberry: A common fruit that grows in most areas. A basic cake ingredient.
Red Berry: Grows in Good regions. Brewable, cakeable into big cookies, and can be milled for red dye.
Blue Berry: Grows in Good regions. Brewable, cakeable into big cookies, and can be milled for blue dye.
Yellow Berry: Grows in Good regions. Brewable, cakeable into big cookies, and can be milled for yellow dye.
Stinky Herb: Grows only in Good regions, but basically unremarkable. Edible when cooked.
Crystal Berry: Grows only in Good regions. Useless but fetches a nice price.
Mango: Edible and brewable.
Peach: Edible, brewable, and cakeable into peach tarts.
Chuckola Fruit: Comes in three colors, all of which are functionally identical. Edible and brewable into Chuckola Cola.
Low-level Power-up Plants
Mushroom: Recuperation +20%. Cakeable into Shroom Cake.
Mid Mushroom: Recuperation +50%. Cakeable into Shroom Cake.
Max Mushroom: Recuperation +100%. Cakeable into Shroom Cake.
Honey Pod: Grows in Good regions. Cakeable into Honey Candy. Produces Honey Syrup - Endurance +20%
Maple Pod: Grows in Good regions. Cakeable into Honey Candy. Produces Maple Syrup - Endurance +50%
Royal Pod: Grows in Good regions. Cakeable into Honey Candy. Produces Royal Syrup - Endurance +100% (Thinking about it now, are honey syrup and royal syrup intended to be bee products?)
Red Pepper: Strength +20%
Green Pepper: Toughness +20%
Blue Pepper: Agility +20%
High-level Power-up Plants (these take about a half a year to grow and don't spread easily, but grant special powers. Toads can seal them in blocks to save them for later. Adventurers will want to keep an eye out for these.)
Super Mushroom: Turns you into a giant and doubles strength and toughness. Is planted in the spring and harvested in the autumn.
Fire Flower: Gives you the power to throw fireballs. Could be hazardous in Fortress Mode, but lots of fun as an adventurer. Can also be used to extract Hot Sauce. Planted in the winter and harvested in the summer.
Ice Flower: Gives you the ability to spray icy vapor. Use 'antifreeze' before using it to make yourself resistant to self-freezing. A little bit of a hazard to CPU controlled creatures. Planted in the summer and harvested in the winter.
Volt Shroom: Gives you a short-range lightning attack. Planted in spring, harvested in autumn.
Super Bush: Its Super Leaves will transform you into a Tanooki when eaten. Planted in spring and harvested in autumn.
Mega Mushroom: Like Super Mushrooms, only more so. Puts a creature on near-megabeast scales of size and strength for a month. Very rare though...
1Up Mushroom: For a short while after eating it, you get the power to escape from pretty much any situation. Can be used to regrow lost body parts in Fortress Mode and may save your hide in Adventure Mode.
Frog People Specials: Brewed from special rare herbs found in swampy areas. Generally, you'll get them by trading with Frog People. They're expensive, but very powerful.
Froggie Drink: Recuperation +20%, plus the drinker gains the ability to buff two allies with the same bonus (even if they already have a powerup).
Frog Elixir: Like Froggie Drink, but with Recuperation +50%
Frog Megalixer: Like Froggie Drink, but with Recuperation +100%
KeroKeroCola: Recuperation +100% AND Endurance +100% AND can be passed on to two allies.
Bracer: Toughness +100%
Energizer: Strength +100%
Crystalline: Toughness +100% and can be passed to two allies.
Power Drink: Strength +100% and can be passed to two allies.
Cooking reactions (for Toads only):
Fry an Egg:
Any egg -> Fried Egg
Make Pasta:
Flour* -> Dried Pasta
Cook an Item:
Fried Egg -> Omlette
Dried Pasta -> Fresh Pasta
Strange Leaf -> Dizzy Dial
Mild Cocoa Bean -> Chocolate
Yoshi Gland -> Yoshi Candy
Make Pasta Dish (Item+Dried Pasta):
Fresh Pasta -> Lotsa Spaghetti!
Mild Cocoa Bean -> Chocolate Pasta
Koopa Leaf -> Koopasta
Hot Sauce -> Spicy Pasta
Cook with Meat (Item+any meat):
Dried Pasta -> Meat Pasta
Mango -> Fruity Hamburger
Peachy Peach -> Fruity Hamburger
Fried Egg -> Fried Egg Dog
Make Cakes and Pastries (Item+flour*, sugar*, and fresh egg):
Fried Egg -> Big Cookie
Berry -> Big Cookie
Red/Yellow/Blue Berry -> Big Cookie
Dried Pasta -> Pasta Cake
Sweet Strawberry -> Tasty Cake
Hot Sauce -> Fire Pop
Strange Leaf -> Strange Cake
Apple -> Apple Pie
Banana -> Banana Cake
Grape -> Grape Tart
Peachy Peach -> Peach Tart
Melon -> Yoshi Cookie
Koopa Leaf -> Koopa Dumpling
Mild Cocoa Bean -> Chocolate Cake
Any basic Mushroom -> Shroom Cake (warning: will lower the effectiveness of Max Mushrooms)
Any basic Syrup -> Honey Candy (warning: will lower the effectiveness of Royal Syrup)
Horsetail -> Horsetail Tart
Yoshi Extract -> Yoshi Candy
Surprise Cake (3x more flour, sugar, eggs, any cakeable ingredients, plus one of any available item):
? ? ?
* Vanilla plants' flour and sugar do not work for these reactions, only wheat flour, rice flour, iced potato flour, cane sugar, and beet sugar will be used.
Plenty of new secrets:
Firebrand: Throw fireballs forever! Yay! Can also unleash Firey Finale, for those times when you just need to torch everything.
Thunderhand: Shock enemies to stun and damage them. Some powerful enemies are especially vulnerable to it. Can also temporarily grant allies the ability to use a close-range version of the same attack.
Blizzard: Gives you the ability to use a freezing spray. Use 'antifreeze' to protect yourself from freezing and 'clean' to get rid of potentially hazardous residue. Also comes with extravision to deal with potentially frozen eyeballs.
Vibe: Gives you the ability to use four short-term stat altering abilities, on yourself, your allies, or your enemies. Rage doubles strength and halves toughness, Gloom doubles toughness and halves strength, Calm doubles recuperation and halves agility, and Joy doubles agility and halves recuperation. Each creature can have only one 'vibe' active at a time.
Wizard: Gain the ability to damage enemies from a distance, 'teleport' (speed up for a short period but become unable to harm enemies while doing so) and polymorph enemies into weaker forms. They can also raise the dead and will build towers in worldgen. However, creatures who learn it will no longer gain physical strength, and their muscles will atrophy over time, so wizards tend to be weak physically. Koopas can produce potions that turn them into Wizards in fortress mode, minus the necromancy.
3-Up Moon: Grants you the ability to use a 1-Up mushroom ability three times a month. It won't actually revive you if you die, but it will allow you to escape from pretty much any situation fully restored. You'll be happy you had it if you find yourself lying at the bottom of a pool of magma without any limbs.
Giant (Curse): Doubles your size, strength, and toughness permanently.
Tanooki (Curse): Transforms you into a flying, at-peace-with-wildlife Tanooki permanently. You also gain the ability to vanish before the eyes of your enemies. As a side effect, this renders you immune to polymorph spells and mushroomization.
Metal (Curse): Transforms you into a nigh-invincible metal elemental, and also renders you immune to transformation. What's with these curses anyway?
A couple of new materials:
Firemetal: Needs to be extracted in strands, much like adamantine, and like adamantine it can be woven into soft clothing or made into armor. It maintains a constant level of heat, making it fireproof.
Hoohoo Blocks: A hard and heavy metal. Not great for bladed weapons but makes excellent hammers.
And lots of new creatures:
Domestic creatures:
Moo Moo/Debull: A cow by any other name...
Sleepy Sheep/Snooze Ewe: A sheep that can put its enemies to sleep.
Li'l Oink: A pig that produces eggs and comes in many colors.
Beanlet: A small, trainable, vermin-eating bean-like pet.
Shellcreeper: A large turtle that can hide in its shell for defense. Trainable pets for koopas, and their shells can be harvested when you butcher them.
Parashellcreeper: A variety of shellcreeper that is capable of flight.
Spiny: A relative of the shellcreeper with a spike-covered shell. It can use its spines for attack, and they can be used to decorate items when it is butchered.
Buzzy Beetle: A shellcreeper relative with a shell of solid bronze. It is nearly invincible to unarmed attacks when it pulls itself inside. Its shell can be harvested and smelted into bronze bars by the Koopas.
Paraspiny, parabeetle, sky-blue spiny, and sky-blue paraspiny are all various combinations of the various shellcreeper types. Sky-blue paraspinies are the rarest, with spiny, metal, winged shells.
Lakitu's Cloud: A small cloud used as a flying mount by Koopas.
Chomp: Large, iron-shelled balls with teeth, found underground and domesticated by koopas. They are the ultimate guard dogs, capable of tearing apart most enemies in seconds and can even take on some forgotten beasts when fully grown. However, their low speed and poor eyesight makes them ineffective for most other purposes. They also have poor endurance and frequently collapse from exhaustion if attacked by multiple opponents at once, and are unable to swim. If you choose to butcher one, its shell can be smelted into a great deal of iron bars by the koopas. Vulnerable to lightning.
Stone Chomp: Magically-animated boulders with teeth. They are sterile and not as tough as their organic/metal counterparts, but are still pretty much indestructable to anyone attacking bare-handed. They make a more affordable embark creature to defend your fortress against early yoshi attacks. Sometimes you'll find them guarding tombs.
Regular creatures:
Nipper Plant: Grow into piranha plants if they remain on the map for long enough.
Piranha Plant: A stationary, carnivourous plant.
Mobile Piranha Plant: A mobile carnivorous plant.
Jumping Piranha Plant: A flying carnivorous plant.
Venus Fire Trap: A fire-breathing pirahna plant. Very dangerous.
Pirahnacus Giganticus: A huge pirahna plant that lives in savage regions.
Monty Mole: Throws mud rocks at passerby and then hides. Extremely annoying.
Buzzer: Poisonous sting attack. May attack unprovoked.
K-9: Large predator. Can inflict 'Fear' status.
Porcupo: Large spiny mammal.
Spikey: Biped with a spiked shell.
Frogog: Large predator. Secretes contact poison.
Fighter Fly: Flying creature that punches and kicks. Prone to rage.
Arachne: Large poisonous spiders.
Koopeleon: Can become invisible.
Artichoker: Large ambush predator. Uses electric attacks and toxic stench.
Carroboscis: Large ambush predator. Can inflict Fear, Silence, and Mushroomization.
Beanie: Weak plant creature.
Parabeanie: A flying beanie.
Pestnut: Plant-based creature with a full-body spiked shell.
Troopea: Plant-based shelled quadruped. Can increase recuperation of other plant-based creatures.
Paratroopea: Flying troopea.
Sharpea: Plant-based spiked creature.
Giant Shellcreeper/Parashellcreeper: They live in the savage regions.
Rex: A large predatory dinosaur with a horn on its head.
Dino-Rhino: A large herbivorous dinosaur. Transforms into small, fire-breathing Dino-Torch when injured.
Reznor: A fire-spitting, three-horned dinosaur. Trainable.
Ukiki: Mischievous and will steal food and items. Trainable.
Wiggler: Prone to rage. Found in forests.
Fuzzy: Classified as 'large predator' despite their small size. Attack in swarms and can suck blood.
Scutlet: Appear in large groups. Not particularly threatening.
Sockop: Tough plant-like carnivore. Produces strong leather.
Treevil: Large wooden predators. Tough to kill.
Guerilla: Large primate. Strong but docile.
Amanita: Can Mushroomize its victims.
Winkle: Large talking snails.
Gecko: Poisonous bite. Will randomly go berserk.
Puff: A small cloud-like creature.
Milde: Harmless tropical puffballs.
Tap-Tap: Has a copper shell. Koopas can smelt them into copper bars.
Dayzee: Found in Good-aligned areas. Rare Amayzee Dayzees are surprisingly lethal.
Poochy: An amazingly durable, large-sized dog. Benign but very tough to kill. It can be trained for hunting.
Huffin' Puffin: Large tropical flightless birds.
Goonie: Tropical bird.
Raven: Tropical flightless bird.
Grinder: A large tropical monkey that will steal food.
Snapjaw: Large crocodilian predator.
Puni: Small intelligent creature found in Good-aligned forests.
Jabbi: Small blood-drinking creature found in Good-aligned forests.
Pider: Spits webs. Found in good-aligned forests.
Lunge Fish: Lives in the tropical swamps. Extremely dangerous and aggressive.
Spray Fish: Can spray water and knock its targets into the river.
Frog Pirate: A huge frog that lives in tropical wetlands. They will show up in groups to raid your food stores.
Cheep-Cheep: Common large fish. Can be hazardous to fishermen.
Trouter: Common large fish. Can be hazardous to fishermen.
Deep-Cheep: A large oceanic fish. They are more aggressive than their inland counterparts.
Boss Bass: An enormous cheep-cheep that lives in oceans. They are aggressive and very dangerous.
Blurp: A docile fish living in tropical regions.
Sidestepper: Found on beaches. Prone to rage.
Clawgrip: Giant sidestepper variant.
Blooper: Flying oceanic squid. Can squirt ink.
Sushi: Benign oceanic predator.
Manta: Enormous, docile manta rays that live in the open ocean. They can be used as exotic mounts.
Unagi: Predatory oceanic eel.
Pokey: Cactus-like desert creature. Produces pokey fruits when butchered.
Klepto: Flying item thief. Lives in deserts.
Cobrat: Spits bullets. Lives in deserts.
Muncher: Metal-shelled carnivorous plant. Lives in deserts and tundra.
Panser: Fire-breathing mobile plant. Found in savage tropics.
Gao: Fire-breathing lion. Found in savage deserts.
Nyololin: Fire-breathing snake. Found in savage deserts.
Bunbun: Giant bee. Found in savage deserts.
Ganchan: Living boulders. Invincible but fortunately not aggressive. Found in savage wastelands.
Scuttlebug: Spins webs. Found underground and in forests.
Cleft: A durable stone creature that lives on mountains.
Mega Mole: Powerful underground creature.
Ninji: Mischievous. An intelligent pet.
Rat Funk: Cave-dweller. Has a poisonous tail.
Whacka: A rare creature found in mountains. When hit in the head, it produces valuable, edible 'bumps'.
Swooper: A large bat.
Fangs: Another kind of large bat.
Lemon Drop: Harmless cave dweller.
Enigma: Cave-dweller.
Ameboid: Can multiply if attacked with bladed weapons.
Sparky: Blind but agile cave-dweller. Moves rapidly but without direction.
Dorrie: Underground water-dweller. Large and docile.
Gloomba: Hidden underground tribal goomba variant. Somewhat tougher than above-ground goombas.
Burt: Cave-dwellers. Drop silk trousers when butchered.
Lantern Ghost: Cave-dwellers. Drop silk cloth and lanterns when butchered.
Birdo: A rare dinosaur, capable of sucking blood and spitting eggs. Can be tamed. Like Yoshis, both males and females will lay eggs.
Hot Lips: Dangerous magma-dweller that can spray magma mist, but only when submerged in the magma itself.
Podoboo: An animated blob of magma. Extremely dangerous in a melee, as it tends to splatter magma around it. It can be tamed, but is still very dangerous if not handled with extreme care.
Blargg: A giant predator made of magma. It is easily damaged, but can do a great deal of harm before it's destroyed.
Magmite: Magma-dweller with a firemetal shell.
Thwomp: A huge, animated stone block that lives in volcanoes. It moves slowly but its slamming attack will shatter pretty much whatever body part it hits.
Bully: A hard-shelled creature that lives near magma pools and will attack any creature that comes near. It's mostly up to luck who falls into the magma first.
Big Bully: A larger version of the bully. It is heavy enough to cause injuries in its own right.
Formless: Cave-dweller. Invincible unless attacked by a non-physical means such as fire or lightning. A successful attack turns it into Mokura. Mokura itself uses lightning, cold, and poison to attack, and grants a disproportionate amount of skill leveling when attacked.
Spike: Attacks by spitting spiked balls.
Mr I: Found in evil regions. Immobile, but very hard to kill and can shoot at passerby.
Flurry: A small snowman found on glaciers. Easily killed.
Mr. Blizzard: A larger snowman. Throws snowballs to attack.
Moneybag: A strange creature made of cloth and containing a gold bar inside it. Found in cold climates. If you tame one, it will sometimes lay gold bars in nest boxes.
Ostro: An ostrich that can be used as a mount or wagon puller.
Albatoss: A large bird of prey. Some creatures will use them as mounts.
Gnawty: Bipedal beavers.
Klaptrap: Small crocodiles.
Zinger: Giant bees. No poison but have large stingers.
Flitter: Large dragonflies. Excellent observational skills, so make good guards.
Neek: Large rats.
Necky: Predatory bird. Spits coconuts.
Vermin:
Buzzbee: Basically a bee. Produces honey, wax, etc.
Beetle: Vermin creature. Comes in three varieties: Male, Female, and Gold. The rare gold beetles fetch a high price if sold.
Cricket: Can be processed into Cricket Jam, which can be cooked (by Toads) into Cricket Pie.
Butterfly: A purple butterfly vermin.
Blue Fish: Just something for fishermen to catch.
Virus: A type of vermin that comes in three varieties: Fever, Cold, and Weird. They show up in large swarms and can infect your citizens. Though not fatal, it's best to avoid them if possible.
Dudim Phrekenoutonthis: Also known as 'fuzzies', but not related to the other creature called 'fuzzies'. Strange puffballs that appear in huge swarms. If you touch one, you'll get dizzy.
Melody Frogs: Come in 12 varieties: C, D, E, F, G, A, B, Soprano, Alto, Tenor, Baritone, and Bass.
Starman: Extremely rare and extremely valuable vermin creature. Its 'sting' will turn the affected creature into a one-man army for about two in-game weeks, capable of defeating a siege single-handedly (note: fire will still kill them if they aren't holding a shield). They can be captured with a 'catch live land animal' command and stored for later emergencies.
Night Creatures:
Boo: A ghost that will attack adventurers at night and also appears naturally in haunted regions. It has the ability to vanish into thin air when it is in danger.
Machine: Created when a regular creature is infected by nanobots, usually as a result of getting into a fight with a Machine Scout. These mechanized creatures are immortal, extremely durable in their normal form (about as hard as steel), and can reveal their true forms, turning into giant killer robots. Transforming is permanent and will automatically make you the enemy of all civilizations except the Machine Mades.
Duplighosts: In-story, these are shapeshifters that turn their victims into shadowy doppelgangers and, in turn, steal their bodies and take over their lives as duplighosts. In practice, Shadowy Doppelgangers will turn their victims into hidden duplighosts, which can transform (for a short period) into a flying duplighost form at will, and will also do so once a month. If you are playing as a hidden duplighost, selecting 'discard physical body' will transform you permanently into a shadowy doppelganger.
Shadow Siren: Spouse-converters. They will each pick one of three elemental abilities: fire, ice, or lightning, and will use that element to attack.
Megabeasts
Demon Koopa: A megabeast that tends to take over Koopa civilizations. It is the size of a demon, magma-proof, fire-breathing, and capable of hiding in its spiked shell (not that it generally needs to).
Giant Chomp: Basically just a chomp, but much, much bigger. Absurdly powerful and durable but have all of the weaknesses of a regular chomp: poor speed, eyesight, and endurance, weakness to lightning, and inability to swim. But a single bite will end pretty much all creatures, so watch out. If you can trap it, it can be tamed just like a regular chomp. If you manage to defeat it, or manage to capture it and somehow decide that you'd rather slaughter it than keep it as a virtually invincible guard, and are playing as Koopas, you can melt down its shell for more iron than you'll ever need.
Belome: A powerful canine that will try to slurp you to death. It can also scatter dust that inflicts the 'scarecrow' status, preventing you from using basic attacks. (Special techniques and magic can still be used.) Vulnerable to lightning.
Mouser: Uses explosions to attack. Has an iron skeleton to resist its own explosions.
Triclyde: A three-headed, fire-spitting giant snake. It can shoot one fireball for each remaining head for a rapid-fire attack.
Angry Sun: A creature that lives in deserts. It is a glass cannon, able to incinerate entire fortresses but can be taken out with a well-aimed punch. Not that the puncher will live to tell about it. Since they don't reproduce, they tend to go extinct within the first hundred years of worldgen, although they often have rather extensive kill lists.
Boss Piranha: Giant-sized mobile piranha plant. Can spit poisonous goop as well.
Naval Piranha: Semimegabeast that shows up in underground lakes. It will endlessly spawn waves of piranha plants until it is killed. As it is aquatic, this can be rather difficult to do...
Great Dragon: Although it has only regular fire, these dragons are more durable than the vanilla DF variety, as they don't bleed easily. If a large dragon is dunked into magma, it may lose its skin and flesh and emerge as a bone dragon, which feels no pain and has no blood to spill. The only means of killing a bone dragon is by removing the head or destroying the brain.
There are also some 'Special' creatures that will only appear under specific circumstances. Have Fun finding them!
Complicated things that advanced modders may find interesting/useful:
Ameboid, a creature that multiplies if attacked with bladed weapons
Whacka, a creature that spawns edible 'bumps' if abused without killing it
Naval Pirahna, a 'spawner' megabeast that produces waves of monsters and limits itself somewhat to prevent overcrowding
Dragons that can have the flesh boiled off of their bones and go on living as a skeleton
Smithy, a boss that shapeshifts between several forms during a single fight and is killed by gradually overheating as he is attacked
Yoshi Glands and Red Yoshi Glands, 'plants' that sometimes (but not always) appear inside fully-grown creatures, and a syndrome that can increase the probability of finding one
Update Log
0.01: Release. Three main races, a few powerups and secrets, and many creatures included. Shyguys can create subspace portals, and Koopas can create shell armor.
0.02: Lots of new content added: Powerup plants, new secrets, trader races and some cooking reactions for Toads. Koopas will be ruled by megabeasts or demons.
0.03: Toads can dig for resources, but they won't gain skill in mining or engraving. Shyguys no longer produce worthless crafts from portals. Some plant prices altered.
0.04: Magikoopa Sanctum added. Koopas can now produce magic scepters and learn three special abilities for the cost of one large gem each. Teleport secret added.
Major update - 0.1: Toads and Koopas have new underground behavior, new kitchen reactions for Toads, Magikoopa system greatly improved, new plants and animals, traders fixed, general bug fixes.
0.11: More races and creatures, including endgame special enemies. Toads given metal weapons and castles for Adventure Mode, Koopas can withdraw into their armor in Adventure Mode. Minor weapon tweaks - chomp shells re-balanced. Yoshis now eat from stockpiles in Fortress Mode, frog drinks changed to alcohol. Toads made slightly tougher and heal slightly slower.
0.12: Trading races organized, cooking reactions fixed, new plants and animals added, Adventure Mode races can be played as civ members (as opposed to outsiders).
0.13: Human civ added, warp pipe added, new creatures, animate corpse reaction can now animate an entire room, general bug fixes.
0.2: More creatures added, vibe secret added.
0.21: Shamans and Star Sprites added as 'secret keepers'. Many special interactions improved or revamped, new megabeasts added. Worldgen now operates without the need for vanilla creatures, entities, or plants.
0.22: New creatures added to fill up the temperate grassland biomes.
0.23: Power Stars and the Beacon for Toads, Koopas can smelt the shells of metal creatures, Shy Guys can create bonfires and can produce Subcon Crystals. All playable races now have specialties in Adventure Mode. Civs more focused on specific biomes. Many new creatures added.
0.24: Entity territories improved, more creatures including hint blocks added.
0.25: Some interaction/syndrome timing modified somewhat to make them more balanced in adventure mode. Kong and Kremling civs, a couple new wild animals, some power-up plants and corresponding secrets, phantos, chomp mummies, duplighosts, hidden machines, shadow sirens, and an experimental Shadow Queen interaction have been added.
0.26: Fully shapeshifting Smithy, powerup sealing reaction for Toads, minor tweaks.
0.27: New embark/trader/diplomat messages, couple of new creatures added, Smithy and Shadow Queen adjusted, subspace materials decay over time, some secrets will level up.
Credits
ArkFallen for suggesting a means to make Demon Koopas work
Pikdome for early creature suggestions
StephanReiken for plant and domestic animal suggestions
Pokon for civilization suggestions
EmeraldWind for languages and graphics work
Toady One for creating Dwarf Fortress
Shigeru Miyamoto for creating the Mario series
Everyone who tested and offered feedback or suggestions
Bugs and possible issues:
Rarely in Adventure Mode, you will come across a creature that is immune to all physical damage, although they can somehow still be stunned from attacks. If you encounter one of these, just avoid it, as they aren't any faster or stronger than normal members of their species. Wrestling and strangling can stun these creatures, though they don't seem to die from it.
Toads in Adventure Mode will occasionally be dizzy when you find them. My guess is that the game generates creatures a random level of cave adaptation. If you want to recruit one, just travel around for a bit and it'll wear off on its own.
While playing as Toads, sometime's you'll get messages saying that someone was interrupted by someone's corpse or body part. This is just a result of the Yoshi's creature eating mechanism.
If you have piranha plants on your map, they may prevent other creatures from spawning until they are all killed. Depending on your playing style and the creatures inhabiting your location, this may be a good thing or a bad thing.
Civilian Koopas encountering shellcreepers and their relatives can run into problems as both creatures duck and hide in their shells, unable to move and potentially starving to death. You'll have to send a squad out to kill the offending creature.
Next version is up! New features include:
Creatures that swallow their enemies whole! Yoshis will mainly eat them piece-by-piece though. It satisfies their hunger, but make sure they don't swallow your kills before you get a chance to butcher them. They might also eat your dead toads, so you might need to start making memorials instead of burials. On the plus side, they'll help dispose of refuse, and aren't very picky eaters. Belomes and Boss Bass will eat you alive if you get near them, so if you have to fight one, appease its hunger first by chucking a dead body at it.
Chomps are less of a game-breaker... well, they're still just as powerful, but make sure to keep them out of your main passageways...on rare occasions, a chomp will lash out, attacking whoever is nearby, which will probably result in the death or serious injury of the unfortunate citizen or pet. Stone Chomps are weaker and sterile, but won't misbehave. Chaining a chomp or keeping it in too small of a pasture will make it more likely to lash out. A chomp will always flash with a '!' for a few seconds before lashing out, although the majority of these are false alarms.
And now, for the big overhaul: Piranha Plants. Instead of just being a spawning megabeast, now they can be used for defending your Koopa fortress. They have a very complex development system, which can practically create a metagame of its own. Unfortunately, I will be away for a few days and I have not had the chance to test it as much as I would like (I'm not entirely sure if they will breed... between the multiple transformations, species changes, child ages, and the fact that the males are immobile, which may or may not prevent breeding, I've heard somewhere that neither can be immobile but in Masterwork changeling males are immobile and they can breed supposedly, so not really sure about this.)
I will post what is supposed to happen and leave the testing up to you!
Piranha Plant Breeding for Dummies: A piranha plant will begin as a nipper spore, which will germinate after being exposed to temperatures above freezing. A germinated spore has a slightly lighter color.
If a year passes without germination, the spore will immediately grow into a Muncher Plant (sterile, but can be butchered for copper or used for defense).
If a nipper spore is exposed to high temperatures (above 40 U), it will trigger 'hot development'. This will not become relevant until later on, however.
1 month after germination, the spore will drop to the ground and become a nipper plant. It will remain a nipper for 2 months before developing into a piranha bud.
About 3 months after budding (6 months after germination), the piranha bud will begin to assert its dominance. It will flash with a '!' while doing so.
Piranha buds are very territorial. If there are any immature buds in the immediate area, a dominant bud will immediately suppress them.
Plants of about the same age will knock each other unconscious in order to assert their position.
This process can take between a day and a month, but it is usually over quickly if no new buds are brought in.
Usually only one plant in a given patch will become dominant. Dominant plants will become stationary males, submissive plants in their immediate are will become mobile females. Breeding will require both, so position your plants accordingly. Plants out of each others' line of sight will not engage in struggle.
To maximize breeding, cluster plants close together, to maximize the number of dominant plants, spread them apart (or place walls between them).
Dominant plants are immobile, but are stronger and make better guards later on. (They will also not increase the framerate as much.)
After about 11 months, the buds will mature. The exact nature of the maturation will vary depending on multiple factors:
Whether they are dominant or submissive,
Whether they mature aboveground or belowground,
Whether they are underwater or not,
The climate (year-round cold or hot temperatures)
The good, evil, and savage alignment of the environment
Whether they develop in a swamp or forest (moist environments)
Dominant:
Frost: cold regions
Fire: underground, hot (will spend half a year as a 'Fire Bud' before maturing)
Lava: underground, hot, thrown into lava during 'Fire Bud' phase
Naval: submerged in underground water (will start out as a River Piranha Plant, then develop after 4 years)
Bungee: savage, hot, moist (will start out as a Jungle Piranha Plant, then develop after 4 years)
Jungle: hot, moist
Ptooie: savage, not hot, not swamps
Putrid: swamps, not hot
Boss: savage, hot, not moist (will start out as a Regular Piranha Plant, then develop after 4 years)
Pale: good biome, not any of these
Bone: evil biome, not any of these
Regular: default dominant
Submissive:
River: underwater (unlike other submissives, River Piranhas are male)
Jumping: savage, hot
Roaming: default submissive
Shy Guys can use a Gardener's Station to produce fertilizers, which will alter the conditions of nearby piranha buds.
Their fertilizers can simulate good, evil, savage, swamp, and moist environments.
It may also be possible to bring out normally tropical breeds in unnatural environments by using magma and moving buds around.
You can buy plants in various stages of growth. Dormant nipper spores (for Koopas) are dirt-cheap, so buy as many as you need to begin your garden.
Pay close attention to your combat logs. Piranha plant behavior will indicate its condition.
Also I have removed the 'baby' phase from goombas and bob-ombs, hopefully this will allow newborns to drink from open water sources.
PS.: How do I move this topic to 'Mod Releases'?
Here's the fort I just did a bit ago. Like I said I intended to get a community fort going with this mod, but I have a tendency to lose focus when playing and miss recording a lot of stuff. The fort ended quickly anyway and I don't think I'm a good enough writer to keep a community fort interesting long term. But I wanted to post this as I did the write up for what I played.
Logbook of Blue, Expedition Leader and Bookkeeper of Muffinbottle
Obsidian 23rd, 250
Well, I guess I should put down a foundation in this log explaining a bit of our situation.
(http://i.imgur.com/C9R2FTH.png)
We are Toads that live in a region called “The Destined Realm”. Our kingdom, “The Stick of Steel”, recently began a project to extent our kingdom’s borders. However establishing communities to far to the north became impossible as we approached the foul mountains. So it was decided we must spread eastward, so our first real push in that direction was planned.
Our group dubbed “The Teal Tile” by our leaders was sent to establish Muffinbottle, a settlement which in time will become the gateway to the east and eventually a central hub in our kingdom as it is set practically in the center of “The Destined Realm”.
(http://i.imgur.com/Mtd28lB.png)
Here’s the map of Muffinbottle’s approximate location (the yellow X). The plan seems to put us pretty close to neighboring kingdoms, but we currently live in an age of peace so we foresee no real problems with them. We aren’t attempting to invade their land, just claim more of the untamed wilderness. Hopefully, they will see our project as a better opportunity for trade and commerce with our kingdom.
(http://i.imgur.com/v6mhCpVh.png)
Here’s some more detailed info about our situation. We really don’t have much more information on this area than this, but we are prepared well enough. We were even granted the use of a special item from our kingdom. Being the bookkeeper I have been given responsibility over it. This item is a book called “The Tattlelog”. Our kingdom has a compilation of data on all the various creatures of our world and recreations of it are pretty rare and extremely valuable. To hold one in my hands is proof of a mission given to us by the royal family.
I will try to include portions of the data from the Tattlelog as I mention the various creatures. Even though it is unnecessary I will include an entry of our species as well.
(http://www.mariowiki.com/images/thumb/7/7c/Toad_Species_-_Super_Mario_Sunshine.png/290px-Toad_Species_-_Super_Mario_Sunshine.png)
Creature: Toad
Description: A small, mushroom-like creature that enjoys peaceful living.
Life Span: Between 60 to 120 years.
Social Traits: Toads are naturally peaceful and remain calm and happy in dire situations as long as there is someone who can lead them whether royal, noble, or even a local hero. The Toads’ peaceful nature also makes them highly compatible with other species and thus will often befriend many different creatures.
Physical Traits: Toads are unusually strong for creature their size able to carry large loads without losing much of their exceptional speed. Toads are easily injured, but as long as limbs aren’t removed they can heal quickly from any non-fatal injury. Also their fungus-like compositions mean they have no skeletal structures, so breaking bones isn’t possible. Also despite their fungus-like bodies Toads cannot live underground for long as they seem to require sunlight to thrive.
Special Abilities: N/A
The Tattlelog goes into more specifics like anatomy and such, but much of that is too complex and detailed to reproduce here. The Tattle Log will be one of our most powerful tools here in the wilderness.
Well, back to our current situation. There are seven of us here beginning the foundation of Muffinbottle. I’ll give a bit of information on each of us.
Red: Red is slightly experienced at combat and was sort of a local hero back home. I’ve known her for a while, but we don’t often talk which is odd as two of my friends are quite close to her. Maybe we might get to be friends on this journey. She appears to have quite the sense of duty as she took up the mantle of hero even though she doesn’t really care much for leading. She was recruited to be our guard as she has some combat skill with an axe.
Orange: Orange is a bit of a mechanic. He likes building machines and the like and has always been that way for as long as we were friends. He’s rather tall for a Toad and I’ve never seen him get tired or sick ever. He tends to be kind of quiet and doesn’t care much for doing work; unless he likes the job then he can get so focused that he doesn’t stop and tends to talk to himself while thinking.
Yellow: Yellow is another good friend of mine. She grew up as a carpenter like her father and has some experience building as a result. She was recruited to build things for Muffinbottle. She is an odd individual because she tends to sit to the side of things and not necessarily interact with people, but she is unusually kind towards others. She liked to make younger kids, like myself, small versions of different furniture which is what led to our friendship.
Green: Green is a farmer’s daughter and will be our key planter. She has a tendency to be tense and jittery which seems to be because she always seems to have energy to spare. I don’t talk to her much as she was quite a bit older than me. Though, she is a bit of an oddball as she only considers Violet to be her friend.
Blue: This is me. I had no real skills but was chosen for my position because I seemed to show traits that befit a leader. Granted, I’m not all that strong for a Toad and I’m also rather clumsy. I fell off the wagon no less than twice while writing this, but I guess I should be sitting so close to the edge.
Indigo: Indigo was another friend of mine that I met through Yellow. Indigo likes to design buildings a structures and she was chosen to be the lead architect, which is odd as she has a tendency to misjudge space available and her buildings tend to be cramped on the inside. She also likes to go against regulations when designing which has made her designs appear weirdly distinct.
Violet: Violet is the last of our group. He is going to be the chief wood cutter. Being as wood is our most easily reached building material, his job will be very important not to mention dangerous. He is a pretty simple Toad though. He doesn’t boast at all, but does have some great musical ability. He is also the oldest of our group at the age of 35.
Other than that we have a pair of male Yoshis to pull the wagon, but once that job is over they will help Red keep us safe. I guess I can put some info on Yoshis here:
(http://www.mariowiki.com/images/thumb/c/c4/TheYoshiFamily.jpg/300px-TheYoshiFamily.jpg)
Creature: Yoshi
Description: A dinosaur with a long, sticky tongue and a hefty appetite.
Life Span: Between 60 to 80 years.
Social Traits: Yoshis are in tune with nature and either they tend to live in tribes or they are adopted into other civilizations. Yoshis prefer to live in peaceful conditions. They also tend to be very joyful and friendly. This allows them to get along with certain other species very well.
Physical Traits: Yoshis are strong and stout making them pretty hefty in combat. They also have several special natural abilities. Yoshis, both male and female, can produce eggs. Interestingly, only female eggs can hatch into new Yoshis, but both genders generally seem to use eggs for combat. The Yoshis’ long tongue is also an effective weapon and is used to eat prey whole. Yoshis are lizard-like, but show some traits of dragons. Finally, Yoshis most prominent physical trait is their body color. Yoshis can be one of many different colors which can range anywhere on the spectrum to white and black.
Special Abilities: Yoshis can use their tongues to attack as well as throw eggs at enemies.
As you can see Yoshis are much more formidable in combat than any of us Toads. Yoshis like to eat and as Toads like to cook, it is common for Yoshis to settle with Toads. There is the problem that Yoshis speak their own language, so we can’t communicate effectively. However, the Yoshis seem to have a natural way of understanding us without verbal communication.
They however can’t fight directly yet. We need to train them in combat and none of us have those skills.
That said we also have some Beanlets.
(http://www.mariowiki.com/images/d/d4/Beanlet.PNG)
Creature: Beanlet
Description: A small green creature kept as a pet. It has an unusually huge mouth for its size.
I’ve decided to shorten down the description of non-civilized creatures for shortness’s sake.
Not much else to say about our journey which has been thankfully uneventful.
Obsidian 27th, 250
The journey continues without incident, but our extra guard will be leaving us in the morning which does put us in the open. The crew’s spirits are high despite this. Quite a few of our number have musical talent and their singing keeps us going along merrily. Even the Yoshis join in with their hauntingly beautiful singing voices.
Granite 1st, 251
Late last night we arrived at our destination. I woke up early to the sound of our beanlets barking. As I went to tend to them before everyone else awoke I saw the cause of the disturbance. A Royal Soldier riding a pink Yoshi was quickly approaching our position.
He asked for me and then gave me a letter with a royal insignia on it. As I began to read, the soldier and his Yoshi began to speed away back the way they came.
(http://i.imgur.com/GIUWUdlh.png)
A Royal Letter:
By the words of the great and majestic ruler of The Stick of Steel and the lands beyond:
“Greetings to you, and I hope this letter finds you all in good health. Your party of seven brave citizens has been chosen to construct the outpost of Entouforabi, your real challenge begins now.
Our scouts have informed us that there may be fuzzies lurking in the area. Use whatever natural resources you find to construct suitable lodgings, and do your best to produce something of use before the year’s end. We will send a trader’s caravan loaded with emergency supplies later in the season. Hopefully you’ll manage on your own until then!
May the stars shine down upon Muffinbottle. Good luck!
Yours truly,
The Lawgiver of The Stick of Steel.”
I was so surprised to receive the encouraging letter that it woke me up and I was feeling quite energetic at that. It was time for us to fulfill our destinies as pioneers of our kingdom! If we succeed we will be honored as heroes and that is an encouraging thought.
As I looked in the direction that the soldier had departed I was startled by Red’s voice coming from right behind me.
“Fuzzies? What is a fuzzy?” asked Red.
I decided to look it up in the Tattle Log.
(http://www.mariowiki.com/images/thumb/3/33/Fuzzy.png/170px-Fuzzy.png)
Creature: Fuzzy
Description: A parasite that latches onto its prey and sucks their blood. Although small, they can be dangerous in large groups.
“Hmph,” Red sneered. “They sound like quite the annoyance. I think we should quickly start erecting our first lodging. It says they can suck blood and like to steal. The sooner we can keep ourselves and our supplies safe the better.”
It is safe to say I agreed this without pause. Before long we were all up and I began issuing orders. Yellow and Indigo were told to begin planning the shelter. I said walls and a ceiling over our heads was all that was necessary as speed was more important than anything else. Indigo laughed a bit and mentioned there being no time to stick to convention.
I also told Red to immediately prep for battle just in case. I told Green and Orange to be ready to help haul wood to an area I designated as a stockpile.
Just when I sent them off to do their jobs I noticed that Violet just sort of stood there. Then I realized I never gave Violet and order. Violet was told to begin cutting trees. I hope that was just a slip up on my part and not a sign of me being a bad leader. Not that anyone else here wants to be a leader mind you.
(http://i.imgur.com/q6njKX6.png)
Work continued greatly. I needed to begin my work so I ordered a chair and table to be built.
(http://i.imgur.com/qqhU6fI.png)
My makeshift office is built and I begin to tally up what supplies we have left.
I decide we are low on food, so I order Green to gather some stuff from the surrounding area.
I never realize how cool Red was. She truly is a hero. She suddenly screamed and ran with her hatchet high over her head. She was yelling something about a Star Bunny.
(http://www.mariowiki.com/images/thumb/8/82/Bunny.png/200px-Bunny.png)
Creature: Star Bunny
Description: A small, extremely fast lagomorph with long ears. They are hunted for the power stars they contain within their bodies.
I had to do a double take. These creatures have Power Stars inside them!
(http://www.mariowiki.com/images/thumb/f/ff/PowerstarSMG.png/170px-PowerstarSMG.png)
Power Stars are rare powerful objects. The more we collect the more Star Power we can use. If we can even get one this will have been a great turn of events this early!
Praise to the Stars for this fortunate turn of events.
(http://i.imgur.com/trkG39jh.png)
Red was able to catch up to the Star Bunny and even did damage! It was very fast, but not quite fast enough to get away.
(http://i.imgur.com/hN1wUBTh.png)
I think it is safe to say that the Star Bunny is going to be defeated. Shame we don’t have a butcher yet. It says here that Star Bunny meat is quite delicious. Oh… it says here the corpse needs to be butchered to get the Star… oh. Then… who? Orange! I’ll have Orange butcher it.
We got the Power Star. It’s kind of weird. It glows with an unearthly light, but it looks like it is made of polished stone.
Slate 21st, 251
(http://i.imgur.com/6fUULJO.png)
I have had a trade depot built and Green has started our first farm plot. Meanwhile we continue to work on our shelter which I recently noticed for the first time… is square.
I talked to Indigo about our shelter being square and she said something about the typical round house being boring. I guess this will work.
Felsite 21st, 251
And the Stars smile upon us again! There’s another Star Bunny out there!
Red has taken after it.
(http://i.imgur.com/ETpfsHNh.png)
It is kind of harsh to watch Red attack such a cute creature, but we need the Star as much as we need its meat. It is just too valuable.
Felsite 24th, 251
The second Power Star appears to be made of a different stone. Yellow reckons the first was hematite and the second rutile. They are normal stones that can be dug up easily by other clans, but seemingly imbued with the power and image of the stars. How strange. It safe to say none of us had ever laid eyes on a Power Star before, let alone two. They are mentioned in legends, fairy tales, and even religious texts, but no one is even sure that a Power Star has even been seen in this age.
Felsite 27th, 251
The low amount of food had me concerned so I sent Red out after a swarm of buzzers.
(http://www.mariowiki.com/images/thumb/d/d4/BUZZER.png/150px-BUZZER.png)
Creature: Buzzer
Description: A large flying insect with a powerful sting.
It turns out this wasn’t the best idea. Red came back soaked to the bone and covered in bee stings. She said something about diving into a pond to take cover and do not anger the bees before slouching off and collapsing under the wagon.
Hematite 1st, 251
Summer has arrived and I guess things are okay. I starting to get a bit worried about our supplies, but what can we do.
I was going to build a well but I need mechanisms for that and Orange just informed me we need stone for that. Argh.
Hematite 3rd, 251
Ugh, a buzzer got into our shelter today. Luckily, the Yoshis took care of it. None of us Toads could keep our heads during the invasion.
Hematite 8th, 251
Yellow and Indigo gave me a solution to our well problem. We build a Warp Pipe. They can provide us with clean water just as easily. So we got that in the works.
Hematite 24th, 251
We have made some progress in terms of food, but our drink supply is getting low, but we don’t have the resources to resupply at this point. I have discussed this with Indigo who has decided to help out in that area. I gave her permission to build a still.
Malachite 15th, 251
I’m not sure whether to be happy or in despair as some migrants show up to join our settlement. We don’t have the supplies to feed all them, but hopefully we can use the extra help.
There are six adults and one child in the group. I try my best to redistribute tasks among us.
Malachite 28th, 251
I’ve slowly been tweaking job assignments to better use our resources, but we are still pretty far behind. Though, I have had time to make friends with most of the founders. Only Red doesn’t seem to consider me a friend. She really thinks I should get a barracks going, but right now we don’t have the space or time for that. Our shelter is taking too much of our building materials.
I’ve also had Orange asking when we’ll build barracks. I’m not exactly sure why he wants them built, but it still isn’t an option. The roof of our shelter has yet to be completed and we haven’t got much wood left in the immediate area. Plenty of wood, but it is farther and farther from safety.
I think we need to start a rock quarry, but I’m not sure if that is an option either. We lack digging equipment and it is impossible to make any. It seems that wood is still our best building material, but I’ve begun to wonder if we have clay here to build with. Clay could provide us with an easily accessible building material, but there doesn’t seem to be sign of any that I can find.
Galena 18th, 251
We managed to make plenty of drink from our harvest of the land. We sit in a much more comfortable position supply-wise.
I also assigned two of the migrants to help Yellow build the shelter. We need to start working on expanding our living space.
Limestone 1st, 251
We continue our toil into the season of Autumn. Recently one of the migrants, named Metallic Seaweed, has begun to attempt cooking. He explained that if we collected Yoshi Eggs he might be able to cook them. So I trying to have nest boxes built.
We Toads are busier than Buzzers collecting nectar. The days seem to just stream past in a blur with how busy we are. It is hard to believe we’ve been here half a year already.
(http://i.imgur.com/ndvUiKC.png)
The shelter has become quite cramped due to Indigo’s inability to grasp the concept of size, but at the same time I am glad it isn’t bigger. The square-ness of the building has begun to grow on me, but I still prefer our traditional round mushroom shaped houses.
Limestone 7th, 251
Today a Koopa showed up and attempted to kidnap Fushia.
(http://www.mariowiki.com/images/thumb/3/30/KoopatroopaNSMBU.png/200px-KoopatroopaNSMBU.png)
Creature: Koopa
Description: A tough, turtle-like creature driven to building great fortresses.
Life Span: Between 100 to 200 years.
Social Traits: Koopas are a rather ambitious race on the whole. They tend to organize socially as a gang or small army and wait until they get a leader capable of leading them to glory. They also like to have other races join their ranks and will kidnap children to expand their army. Koopas also like to train various beasts to help bolster their strength and some of these beasts are more intimidating and dangerous than an army of Koopas. They also have access to metal and rumors exist that they can somehow use magic by studying the properties of magma.
Physical Traits: Koopas are turtle-like having thick scaly skin and wear tough durable shells to keep them safe. Some Koopas, called Parakoopas, are born with bird-like wings and can fly. They aren’t fast, but are big and tough.
Special Abilities: They can retract into their shells for defensive purposes.
Koopas and Toads tend to have rocky relationships, so while this was unexpected it isn’t entirely surprising. By the crest on her clothing we can tell she is from “The Superior Rampart”, a nearby Koopa clan. We are at peace with this kingdom, so this might be a local bandit or something.
Red managed to be right next to the door that the snatcher came in through.
(http://i.imgur.com/Org7Tmxh.png)
The snatcher was dressed in lightweight clothes and had no armor on. It seems she intended to use stealth and speed, but a Koopa even without being weighed down can’t match the speed of a Toad.
From what I can tell she didn’t even have a weapon. Her clothes are way too big for us, but I guess we can trade them later on.
Limestone 13th, 251
What just happened!? This…. Is horrifying!!!
(http://i.imgur.com/WHFbyuoh.png)
Mango Tango suddenly split open like ragdoll and a huge machine thing stepped out!
One of our Yoshis immediately throws an egg at the moster, but it just laughed… at least… I think that was what that horrible noise was. I checked the Tattle Log for some kind of information…
(http://www.mariowiki.com/images/0/0a/Machine_Yaridovich.png)
Creature: Machine Made (spear [REDACTED] infiltrator)
Description: A towering mechanical weapon from [REDACTED]. It has a head shaped like a spear.
Life Span: [UNAVAILIBLE]
Social Traits: These creatures hail from [REDACTED] and seem to serve one purpose only, to conquer a [REDACTED] and purge it of all its valuable resources. This particular [REDACTED] seems to infiltrate a civilization by infecting a citizen. The citizen will have had its internal organs [REDACTED] slowly necrotizing the skin until the skin can’t contain the machine.
Physical Traits: A huge body made of [REDACTED] metal with more strength than a [REDACTED]. The only known method to survive an attack is to [REDACTED]. These machines will never tire. Do not engage a Machine Made unless there is no alternative.
Special Abilities: [REDACTED]
But I found no comfort within its pages. The missing information only increases my terror.
The machine kicks Indigo in the head and Indigo skids along the ground an hits the side of the wagon then it turns back to the Yoshi.
(http://i.imgur.com/9fSBbfd.png)
(http://i.imgur.com/Ifyf6Jih.png)
Red joins the fray!
(http://i.imgur.com/O5tmrVgh.png)
(http://i.imgur.com/HWCBpURh.png)
Apparently the machine is too confused with the additional targets (a few beanlets).
(http://i.imgur.com/ToxypNzh.png)
Red isn’t doing any vital damage, but she is doing something. Can you even do vital damage to a machine?
(http://i.imgur.com/Dp8pou6h.png)
(http://i.imgur.com/asF5JUa.png)
But now the machine is focusing on Red…
(http://i.imgur.com/V5v2Jlk.png)
Red runs for it!
The machine follows but gets lost in the woods.
Indigo, Green, and Yellow all died during the confusion of the attack so did the other Yoshi.
Meanwhile Red continues to run through the woods with the machine on her heels. She escapes catches her breath and then fights back for a bit before running off again. I can scarcely believe what I see.
Sandstone 20th, 251
Red’s fight continues deep in the woods. But to my surprise migrants arrive.
Red comes in briefly to eat, drink, and sleep before setting out again.
(http://i.imgur.com/VSaRl0w.jpg)
She is little more than a mass of walking scars, but she is in one piece.
Timber 14th, 251
The caravan finally arrives at our location. Perhaps we can get some help from the caravan guards.
I begin talks with the liaison, but my thoughts are constantly on Red. When I get back I can see that she is managing to make a stand.
(http://i.imgur.com/hUTSxKKh.png)
It’s like she’s getting stronger from fighting the vile beast.
Moonstone 1st, 251
On the first day of Winter Red runs back in, rests, eats, and drinks again.
She runs out again and eventually gets stuck on the other side of the river due to the fight.
While we attempt to build a bridge, the machine begins to attack Orange!
The bridge is built and the fight is more brutal than ever!
(http://i.imgur.com/PVgdIjDh.png)
Opal 17th, 251
At this point this fight no longer matters. My fellows have begun to attack each other. Our dream is lost… isn’t it? We Toads usually can keep our cool in extreme conditions, but everyone is cracking.
But Red manages to mangle one of the machine's feet. It cannot stand anymore. It can barely move, but being a machine it continues to show no sign of backing down. It's red glowing eyes visible even from a distance seem to burn with a malice beyond that of any living thing.
(http://i.imgur.com/tCe3MfZh.png)
We may fail… but Red has proven herself to be a true hero!
But finally Red tires and falls. Her last wound was too much. The machine took the moment of weakness and retaliated with no mercy. The sounds of her screams seem to echo all around us. Now there nothing but a strange sound filling to void. Vree-een vree-een vreen... It is coming for us…
(http://i.imgur.com/cspnWk6h.png)
I guess… this is goodbye…
Obsidian 8th, 251
I’m still alive. I managed to escape when it ran after me. I’m trying to console the rest, but that machine is still running around. It is going after the weakest of us. Each one of us in turn is falling to melancholy and the machine seems to sense that mental weakness. It quickly attacks anyone who shows the slightest symptoms.
I have no hope. How can I expect to help others? I can’t even keep my own thoughts together…
ObSidean 15th, 2SI
Neah neah neHa
Hehehe hOhoOhhhOOO if I eat the hoohoo fruit I will be hoohoohappy… Carrots haunt my dreams and Artichokes eat my family… I’ma a mushroom but there sure ain’t much room… Indigo why… why must the shelter be square… the square is a mockery of all things Toad… if it ain’t shaped like a head I’d rather be dead… speaking of Red she’s dead… we never became friends… what a bitch… Muffinbottle! beware the Muffin Forest for the muffins be huffin… I think I thought I saw the stars Does it matter anymore? I’ve come so far to lose it all… in the end it doesn’t even matter… the princess was in another castle… The Stars were shining but they are now laughing… the machine and the stars and the moons… do you tanooki?
(http://i.imgur.com/g7fGVkY.png)
Well, I got the green light to make an unofficial addon to this mod. So, after much anticipation, I have decided to start work on an addon that adds the mole people from super mario rpg as a playable race: ROTMK - Unofficial Addon (Mole People)
The mole people are a friendly subterranean race that are known for their hard work and productivity. They are exceptional miners with incredible abilities in stone, gem and metal industries. Making vast and expansive tunnels underground, the mole people form small surface settlements with elected leaders for trade. Their small village structures are connected by their vast underground labyrinths and navigated by mine carts.
As a subterranean race, mole people do not have access to axes, wood, outdoor plants or domestic creatures. The mole people gameplay revolves around vast tunnels and an expansive fortress in the underground. They thrive when they are safe and productive and expect to be constantly mining out gems and ore and transporting their treasures along expansive mine cart rail systems for trade with other settlements.
Mole people are able to hold their own in combat with a strong and sturdy body composition and sharp claws, but do not enjoy fighting and each settlement can only form one small squad of sentries. They have limited access to weapons and no access to armor until late game when they can forge items from Star Metal.
The mole people are master smiths with hidden knowledge of the earth's metals and gems. They are able to unlock powerful energy from the earth's minerals and use them to forge items of immense power. Using technology from the Toads, the mole people are able to build Warp Tunnels to transport fireworks to the Toad civilizations and their allies in exchange for Star Pieces. The mole people are then able to smelt those Star Pieces into a Star Anvil and at the depths of the earth are able to forge the stars themselves!
Pros:
> Exceptional miners with access to picks, hand picks, drill claws, mine carts, stone, gems and metals.
> Extravision, vibration sense and natural claws that are nearly as effective in combat as short swords.
> Lots of allies to trade with.
> Ability to forge items from Star Metal.
> Elected nobles: no mandates or demands and minor room requirements.
Cons:
> No access to axes, wood or outdoor plants (must be obtained through trade).
> Limited access to weapons (baseball bats, hammers, throwing hammers, wrenches, throwing wrenches, heavy frying pans, claws, mallets, battle picks, picks, hand picks, drill claws and cannons) and no access to armor until late game when they can forge items from Star Metal.
> No access to domestic animals (animals must be captured and trained).
> Can only have one small military squad.
Overall focus in Fortress Mode: mining, trade, underground tunnel building and production of stone, metals, gems and mine carts.
Adventure Mode: They have extravision, creature sense and natural claws that are nearly as effective in combat as short swords.
Drill Claw
Baseball Bat
Wrench
Throwing Wrench
Heavy Frying Pan
..
Welding Mask
Welding Helmet
Hard Hat
Respirator
Face Shield
Visor
Sunglasses
Glasses
Safety Glasses
Goggles
Overalls
Apron
Cargo Pants
Jeans
Boots
Work Boots
Hiking Boots
Boonie Hat
Beanie
Baseball Cap
...
Toy Train
Toy Shovel
Toy Pick
Toy Minecart
Toy Wrench
Baseball (toy)
..
Stone Bed
Iron Anvil
Star Baseball Bat
Star Heavy Frying Pan
Star Punch Glove
Star Claw
Star Combat Parasol
Star War Fan
Star Suit
Star Boots
Cave Tuft: brightly colored plant tufts that grow underground and can be spun into fuzzy cloth, fuzzy thread and fuzzy clothing or burned into charcoal.
Moldy Mush: Recuperation +1% and Grows Extremely Fast (5 days to harvest)
Rotten Mush: Recuperation +5% and Grows Very Fast (10 days to harvest)
Wilt Shroom: Recuperation +10% and Grows Fast (15 days to harvest)
Warp Tunnel = 3 Metal Bars + 1 Market Warp Pipe
Star Forge = 1 Star Anvil + 1 Platinum Mallet + (requires magma)
Star Anvil
Stardust
Gemdust
Subcondust
1. Create Fireworks at a Chemist Workshop: 1 Metal Bar + 1 Charcoal + 1 Saltpeter + 1 Brimstone.
* 1 Carmot can be used to transform 1 Charcoal into 1 Brimstone or 1 Saltpeter at a Chemist Workshop.
2. Forge Market Warp Pipe at a Forge: 1 Azoth + 1 Pipe Section.
* Azoth = 1 Stardust + Alcohol (at a Chemist Workshop)
* Azoth = 1 Gemdust + Vim (at a Chemist Workshop)
* Azoth = 1 Subcondust + Alcohol (at a Chemist Workshop)
* Stardust = smash 1 Star Piece at a Forge (requires platinum mallet)
* Stardust = 1 Subspace Potion
* Gemdust = smash 5 Large Gems at a Forge (requires platinum mallet)
* Gemdust = 1 Subspace Potion
* Subcondust = smash 1 Subcon Crystal at a Forge (requires platinum mallet)
3. Build a Warp Tunnel: 3 Metal Bars + 1 Market Warp Pipe.
4. Send 1 Fireworks + 1 Minecart through the Warp Tunnel to get Star Pieces.
5. Smelt 25 Star Pieces into a Shining Gold Bar at a Smelter.
6. Forge a Star Anvil at a Forge using a Shining Gold Bar (requires platinum mallet).
7. Build a Star Forge: Star Anvil + Platinum Mallet + (requires magma)
8. Forge Star Items at the Star Forge using Power Stars!
* 1 Shining Gold Bar can be forged into 5 Power Stars.
* 5 Star Pieces can be forged into a Power Star.
* 100 Shining Gold Coins can be forged into a Power Star.
Set Mineral Occurrence to "Everywhere" during World Gen for more options during gameplay.
If available, take the following at embark:
> 5 Steel Drill Claws
> 2 Iron Drill Claws
> 1 Iron Anvil
> 1 Platinum Bar
> 7 Moldy Mush Spawn
> 2 Rotten Mush Spawn
> 1 Wilt Shroom Spawn
> 5 Cave Tuft Seeds
> 6 Copper Bars
> 3 Coal
> 5 Large Gems
Use the copper ore to forge a bucket and wheelbarrow.
Use the platinum ore to forge a big platinum mallet.
1. First assign all 7 moles to be Miners and Stone Detailers.
2. Once a basic fort is dug out (with a bedroom, office and dining room for the mayor), assign:
> 1 Farming (Fields)/Wood Burning/Plant Processing/Weaving/Clothesmaking mole
> 1 Masonry/Mechanics/Stonecrafting mole
> 1 Metalsmithing/Blacksmithing/Furnace Operating/Architecture/Carpentry (for building) mole
3. Designate a generic meeting/temple area underground to keep moles out of the rain.
4. Build a Mason's Workshop, Trade Depot, Metalsmith Forge, Smelter, Mechanic's Workshop, Wood Furnace, Craft Workshop, Mushroom Farm Plot, Cave Tuft Farm Plot, Farmer's Workshop, Loom and Clothier's Shop.
5. Deconstruct the wagon for charcoal (Cave Tuft can be made into Charcoal at the Wood Furnace).
6. Forge at least 1 bucket and 1 wheelbarrow and Craft a few stone mugs.
7. Create the needed items for the mayor's rooms and then build another 10 bedrooms (10 more beds and doors).
8. Then, build a defensive bridge and a well.
9. Assign a Sherriff, Foreman and Physician and build their required rooms (including a jail and a hospital).
10. Build a Tavern and a Temple.
11. After that, get to mining!
I appreciate any feedback, concerns or recommendations.