Dwarf Fortress: Total Mayhem
Successor of Dwarf Fortress Advanced
Official Website (http://totalmayhemmod.webs.com/)
Current Version: 0.34.07_1
Download here (http://dffd.wimbli.com/file.php?id=5551) (requires DF 0.34.07)
Some time ago I promised myself that I would return to Dwarf Fortress Advanced (DFA) when the new version is out. Now that DF 0.34.01, also known as DFVD, is out it's time to keep that promise.
The problem is that the original DFA is very messy and updating it to new version would be a pain. Basically it would require complete rewrite and so the idea came:
Instead of trying to figure out how to get everything to work in new version I discard the DFA and start a successor mod.
What this means is that all the original ideas are put in a pot, gets stirred and then I see which one I keep and which I don't. Lots of new features will be added and some of the original ones will change. Mostly all the basic ideas will stay, like castes, religion and so on. How I'm going to implement those is another matter.
Currently there is no version available as I'm just starting to work with this. What I ask all of you to check the old DFA (http://www.bay12forums.com/smf/index.php?topic=78436.0) mod and tell me which basic components should stay and which should not.
What is Dwarf Fortress: Total Mayhem?
Total Mayhem is a successor of old Dwarf Fortress Advanced -mod. As the predecessor the idea is expand the vanilla game with lots of new features, objects, materials and creatures. Unlike DFA I'm not planning to add graphics to it, keeping those updated would be a pain, which I learned back in the old mod.
There will be things borrowed from other mods. If you see a feature that has been borrowed but the name of original author is not mentioned in credits please tell me. If you see something you made up and don't want to see it in this mod also notify me and I will remove it. I try to always ask from original author before borrowing. The only exception may be things that already were in DFA, all of those had permission already, at least as far as I remember.
How do I install this mod?
It's pretty simple: download the file and unpack it. Copy the folder called "raw", which can be found inside the unpacked folder, to DF/data/ f folder, where "DF" means the location of the main executable of game, and when your computer asks if the files should be replaced answer yes for each file. Now you are ready to generate a new world!
I have an idea which I want to see in this mod!
That is great! Just post at least a short summary of it (more detailed the better) and I will take it on consideration. If I end up adding the feature I will mention you in the credits.
Does it work in x.xx.xx version of DF?
The earliest supported version of DF is 0.34.01. Each upload of the mod will mention the version of the game it is meant to, earlier versions are not officially supported.
I want to add you mod / part of your mod to my own. Is it okay?
A rule of thumb is that I will always give a permission if it's asked. The only thing I want is that I get a mention in credits as well as the original authors of each borrowed feature in my mod. So if you add whole Total Mayhem -mod to your own mod then you must also mention the whole credit list of my mod as well as me in your credits.
As long as the above rule is followed I have nothing against others borrowing my mod or parts of it. Heck, DFA begun as a project of compiling several other mods in one big mod in the first place!
Released Features:
For complete list of all features see the official website!
Currently Dwarf Fortress: Total Mayhem contains following features:
- Religion
- Two new castes
- Several new noble positions
- Several changes to original Dwarf Entityt
- Four new plants
- Five new sieging entities
- Sixteen new creatures
- Skill Training
- New furniture production possibilities
- Crematory to handle remains and bones
- Block Factory
- Display Cases
- Four new ores
- Item Overhaul
- Entity creature overhaul
- Four new armors
- Lots of other tweaks and changes
Latest Changes:
Version 0.34.07_1
- Updated to DF 0.34.07
Fixes:
- Rixed the problem where Silphium caused lower disease resistance instead of higher.
- Fixed the problem with tablets and thus added those back in.
New Minerals & Materials
- Minerals
* Lignite Dust
* Bituminous Coal Dust
New Creatures:
- Insects
* Black Bee
- Megabeasts
* Cryo Hydra
Entity Overhaul:
- Redistributed all attributes
- Size changes:
* Gnolls
* Vikings
* Githyanki
Item Redistribution
- Toys:
* Dwarf
-> Dwarven puzzlebox
-> Dwarven toy hammer
-> Dwarven toy axe
-> Dwarven mini-forge
* Elf
-> Elven toy boat
-> Elven puzzlebox
* Human
-> Human puzzlebox
-> Human toy hammer
-> Human toy axe
-> Human toy boat
* Goblin
-> Goblin toy axe
* Gnoll
-> Gnoll toy axe
* Fallen Human
-> Human toy hammer
-> Human toy axe
* Viking
-> Human toy hammer
-> Human toy axe
-> Human toy boat
-> Human toy longboat
- Weapons
* Each entity has weapons replaced by corresponding "named" weapons.
Known problems:
- Game crashes when trying to view the z-screen of a dwarf that was transformed to vargouille.
- Rocks can be used in jewelry. This is a bug with vanilla DF, not with the mod.
Credits:
Kaypy - Creator of the original Display Case -mod
Funk - Padded armors
Old Greg - Silphium plant
Deon - Training Dummy, Furniture Workshop and Finnish language were taken from Genesis
Lofn - Gave the idea for cursed stones back in Dwarf Fortress Advanced, feature that still exists in Total Mayhem
Rochndil - Bone Meal Flux, which was taken from Metals And Minerals Overhaul
Okay, the first version has been uploaded and can be found here (http://dffd.wimbli.com/file.php?id=5551).
This first version contains only some minor things which were easier to implement as I wanted to get used to modding again. Gradually I will move to more complex things like training, religion and finally new entities. I will also add completely new features not present in DFA which became possible with the DFVD.
Now that I have begun the developing and the first version has been released I was considering of discarding the whole caste system we had in DFA. It was unbalanced and didn't work properly. I believe there should be better and more effective ways to achieve the same as what the castes did. Perhaps later those will be added but currently no.
And finally. the changelog:
Version 0.34.01_1
Tweaks:
- Replaced PET_EXOTIC with PET for all animals
- Dwarves can use remains of entities.
- Toned down whips.
New Minerals & Materials:
- Minerals:
* Goethite (Iron ore)
* Siderite (Iron ore)
New Workshops:
- Display case
* Green Glass
* Clear Glass
New Creatures:
- Golems
* Iron Golem
* Steel GOlem
* Stone Golem
* Lesser Iron Golem
* Lesser Steel Golem
* Lesser Stone Golem
Padded armor
why broken ribs hurt thats why.
and it was commen in RL
code (from 31.25)
[ITEM_ARMOR:ITEM_ARMOR_SHIRT_PADDED]
[NAME:padded shirt:padded shirts]
[ARMORLEVEL:1]
[UBSTEP:1]
[LBSTEP:1]
[LAYER:ARMOR]
[COVERAGE:100]
[LAYER_SIZE:10]
[LAYER_PERMIT:50]
[MATERIAL_SIZE:9]
[SOFT]
[LEATHER]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]
[ITEM_HELM:ITEM_HELM_HOOD_PADDED]
[NAME:padded hood:padded hoods]
[ARMORLEVEL:1]
[LAYER:ARMOR]
[COVERAGE:100]
[LAYER_SIZE:10]
[LAYER_PERMIT:100]
[MATERIAL_SIZE:6]
[SOFT]
[LEATHER]
[ITEM_GLOVES:ITEM_GLOVES_PADDED_MITTENS]
[NAME:padded mitten:padded mittens]
[ARMORLEVEL:1]
[LAYER:ARMOR]
[UPSTEP:1]
[COVERAGE:150]
[LAYER_SIZE:15]
[LAYER_PERMIT:20]
[MATERIAL_SIZE:2]
[SOFT]
[LEATHER]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]
[ITEM_PANTS:ITEM_PANTS_LEGGINGS_PADDED]
[NAME:padded leggings:padded leggings]
[ARMORLEVEL:1]
[LBSTEP:MAX]
[LAYER:ARMOR]
[COVERAGE:100]
[LAYER_SIZE:15]
[LAYER_PERMIT:30]
[MATERIAL_SIZE:8]
[SOFT]
[LEATHER]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]
Version 0.34.02_1 has been uploaded!
Here is the changelog:
Version 0.34.02_1
Tweaks:
- Underground plants available every season.
New Items:
- Armor
* Padded shirt (Dwarf + Human)
* Padded hood (Dwarf + Human)
* Padded mittens (Dwarf + Human)
* Padded leggings (Dwarf + Human)
New Creatures:
- Magical
* Vargouille (Buggy?)
-> Flying head
-> Appears in evil wet areas
-> Can turn bite victims to vargouille
New Workshops:
- Block Factory
Nobility Overhaul
- Executioner
* Appointed by Expedition Leader
* Requires bedroom
* Responsibility: Executions
- Hammerer
* Replaces Executioner
* Requires office, dining room, bedroom
* Appointed by Mayor
Caste Overhaul
- New castes
* Holy Dwarf
-> Gender: neuter
-> Very rare, 1:2000 to appear
-> Physically very weak
-> Can not learn any profession except Alchemy
-> Shorter lifespan
-> Normal Dwarf can be turned in Temple
-> Immune to most bad syndromes
Religion
- New materials
* Holy Stone
-> Used to turn dwarves to Holy dwarves
* Male Stone
-> Used to turn female dwarves to male
* Female Stone
-> Used to turn male dwarves to female
- New Workshops
* Temple of Armok
- New Reactions
* Turn Holy Dwarf (Temple of Armok)
-> Turns normal dwarf to Holy dwarf
* Male dwarf to female (Temple of Armok)
-> Turns male dwarf to female
* Female dwarf to male (Temple of Armok)
-> Turns female dwarf to male
Currently the religion is still in early stages, you can so far only convert dwarves to holy dwarves as well as change the gender. More features will be added in near future.
Just a note that vargouille is still a bit buggy; when the dwarf gets infected and transforms to new vargouille the game crashes if you try to view the z-screen of the transformed creature. You can avoid this just by not trying to check the screen. There is also a high tendency that the dwarf (or other creature) who was transformed dies almost immediately. It's still possible that it manages to spread the infection before doing so.
New version, 0.34.04_1, has been uploaded!
Here is the changelog:
Version 0.34.04_1
Religion:
- New Workshops
* Chamber of Transformation
-> All creature transformations take place here instead of temples
- New Items
* Tablets
-> Empty tablet
-> Tablet of gender
-> Tablet of alchemy
- New Reactions
* Tablet Creations:
-> Create empty tablet (Craft workshop)
-> Create tablet of gender (Temple)
-> Create tablet of alchemy (Temple)
* Material Transformations:
-> Iron to Steel (Temple)
-> Steel to Adamantine (Temple)
- New Materials
* Cursed Stone
Fixes:
- Some creatures had [PRET] tag instead of [PET]
Nobility Overhaul:
- Guild Master
* Replaces Manager
* Manages work orders
* Requires office, bedroom and dining room
* Can make mandates and demands
* Appointed by Mayor
- Treasury Master
* Replaces Bookkeeper
* Responsibility: Accounting
* Requires office, bedroom and dining room
* Can make mandates and demands
* Appointed by Mayor
- Trade Master
* Replaces broker
* Responsibility: Trading
* Requires office, bedroom and dining room
* Can make mandates and demands
* Appointed by Mayor
New Entities:
- Githyanki
New Creatures:
- Megabeasts
* Fire Hydra
The project with Religion is progressing slowly but steadily. I try to avoid any imbalances there as well as features that work only partially as I want. But yeah, it's not even close to be ready yet.
The nobility was also changed somewhat. Basically most of the positions which are available at the beginning now have a "upgraded" version similar to Sheriff -> Captain of Guard transition. All the second tier positions require bedroom, office and dining room and they can make mandates and demands.
This version also contains two new creatures; megabeasts Fire Hydra, which is basically normal hydra with the ability to breath fire, and Githyanki, a evil entity creature that is always hostile towards dwarves. Just note that Githyanki is not completely ready yet as they are missing special silver metal and special weapons. But otherwise they should work, at least I got them to survive through world gen.
Now that the new version is ready and uploaded it's time to get back To-Do -list. Here is a short list of things I'm going to add, in no specific order:
Creatures to add:
- Magical
* Pseudodragon (MM v3.5 page 211)
* Magmin (MM v3.5 page 180)
* Manticore (MM v3.5 page 180)
* Naga (DFA)
* Pegasus (DFA)
- Megabeasts
* Cryohydra (MM v3.5 page 158)
- Humanoid
* Orc
* Halfling
* Mongrelfolk (Fiend Folio page 125)
* Viking (DFA)
* Gnoll (Races of The Wild)
* Goliaths (Races of Stone page 53)
- Animals
* Pony
* Mammoth
Castes
- Brute (warrior)
- Holy (changes)
* Possibility to heal (?)
* Possibility to destroy undead (interactions?)
Religion
- Reactions
* Turn dwarf to Brute
* Pray for Bronze
* Healing
Training Feature
- New workshops
* Training Dummy
* Doctor School
* University
* School of Rock
* School of Wood
* School of Metal
- Trainable Skills
* Hammer
* Axe
* Sword
* Crossbow
* Dodging
* Shield Usage
* Fighting
* Archery
* Mining
* Stone crafting
* Masonry
* Stone Detailing
* Carpentry
* Wood crafting
* Armor smithing
* Weapon smithing
* Blacksmithing
* Metal crafting
* Strand extracting
* Diagnosing
* Suturing
* Bone Setting
* Wound Dressing
Misc Tweaks
- Add syndromes for entity meat
- Uncookable seeds/alcohol
- Redistribute toys/instruments
- Add new toys/instruments for all entities
- Give Githyanki special silver metal
- Give Githyanki special weapons (swords)
The above list is NOT a complete list of features, it's just a quick scratch on the surface. The items listed there are ones I'm currently 100% sure that I'm going to add. If all of them are possible, that is, there are few things I'm still unsure.
Also, as you can see, some of the creatures have a mention of certain D&D source books. In my opinion D&D offers lots of ideas for cretures, though most of them are more or less impossible to implement in DF as they appear in books. But as a source of inspiration those books are almost perfect.
Also, if somebody have an idea for the names of certain schools in Training feature I would be more than happy to hear suggestions. "School of Rock", "School of Wood" and "School of Metal" are basically the ones which need a new name. But until that those workshops go with those names.
ENJOY!
New version is out!
This version contains support for the latest DF, 0.34.05.
Besides updating to the new version of DF I also did some fixing as well. All the fixes are related to the Religion -feature, which was more or less broken.
The most notable thing is that I had to remove the tablet -system for now. The reason behind this is that, for some reason, the game accepted any tool item for the reactions instead of looking for the specific tablet required. I tried to change the item type to toys but that didn't help, now the game accepted any toy available. So until I find the reason for this the tablets are removed and you can go straight to the reactions.
For those who like to run the game without temperature I also added a new reaction called "Destroy Cursed Stones". Now you don't have to worry about all the stone produced during the religion reactions, especially since I fixed the problem where cursed stones could be used in other things (crafting, construction etc.) as well. To fix that problem I had to create new material template for all the religion stones that are designed to turn gas immediately.
And here is the changelog:
Version 0.34.05_1
- Updated to DF 0.34.05
Fixes:
- Create tablet of Alchemy -reaction didn't show in the game.
- Production of tablets possible without creating empty tablet first
- All tablets were available in metal form
- Cursed stones were available in crafting and construction
New Material Templates:
- Vapor Stone Template (for religion stones)
Religion:
- Changes:
* Removed tablets from the game temporaly
- New Reactions:
* Destroy Cursed Stones
So yes, as I had to remove the tablets from the game most of the fixes are currently meaningless. But when I solve the item problem those few things listed as fixed shouldn't bother us anymore.
As I promised yesterday, the new version (0.34.05_2) has been released!
This time there are lots of content that was added. The list in previous post is still the same though two of the three bugs has been fixed. The bug of rock being used in gem cutting is actually a bug in vanilla DF and thus there is nothing I can do about it.
And, just like I promised, the official website has also been launched! You can find it here (http://totalmayhemmod.webs.com).
I had some problem with getting the list indention to work so I had to slightly reformat the feature list and release notes. There is also a limit of ten pages for free membership so I wasn't able to divide all the features to different pages basing on the type. I'm considering to upgrading to premium membership at some point but not right now.
Finally, here is the changelog:
Version 0.34.05_2
New Plants:
- Above Ground
* Silphium
-> Inedible raw, booze causes sterilization and disease resistance for one season.
* Grapes
* Bananas
* Apples
New Creatures:
- Magical
* Pseudodragon
- Insects
* Bloodfly
- Underground
* Naga
- Entity
* Caveman (Aggressive)
* Fellhuman (Aggressive)
* Viking (Aggressive)
New Workshops:
- Crematory
- Furniture Workshop
New Reactions:
- Crematory
* Burn remains to ash
* Burn bones into flux
- Training:
* Train gem cutting
* Train gem setting
- Religion:
* Pray for Bronze (Temple of Armok)
* Pray for Alcohol (Temple of Armok)
* Turn dwarf to Brute dwarf (Chamber of Transformation)
- Furniture Workshop
* Craft clear glass bed
* Craft green glass bed
* Craft crystal glass bed
* Craft clear glass grate
* Craft green glass grate
* Craft crystal glass grate
* Craft stone bed
* Craft metal bed
New Minerals & Materials:
- Inorganic
* Bone Meal (flux stone)
- Religion
* Brute stone
Caste Overhaul:
- New Castes
* Brute dwarf (warrior)
Changes:
- All sieging entities have normal clothing removed.
Fixes:
- Added missing Block Factory
Tweaks:
- Pigtails takes longer to grow
Okay, the new version is up!
As I stated in the official website, this release turned out to be first step in entity/item overhaul. So far the attributes of each entity creature has been checked and altered as well as size of gnolls, vikings and githyanki. As for the items, so far I have redistributed weapons and toys, which isn't much. Just note that, while all the weapons have been renamed, those are identical in terms of battle. So human battle axe works as well as dwarven battle axe. I'm going to check the item attributes later.
And the change log:
Version 0.34.07_1
- Updated to DF 0.34.07
Fixes:
- Rixed the problem where Silphium caused lower disease resistance instead of higher.
- Fixed the problem with tablets and thus added those back in.
New Minerals & Materials
- Minerals
* Lignite Dust
* Bituminous Coal Dust
New Creatures:
- Insects
* Black Bee
- Megabeasts
* Cryo Hydra
Entity Overhaul:
- Redistributed all attributes
- Size changes:
* Gnolls
* Vikings
* Githyanki
Item Redistribution
- Toys:
* Dwarf
-> Dwarven puzzlebox
-> Dwarven toy hammer
-> Dwarven toy axe
-> Dwarven mini-forge
* Elf
-> Elven toy boat
-> Elven puzzlebox
* Human
-> Human puzzlebox
-> Human toy hammer
-> Human toy axe
-> Human toy boat
* Goblin
-> Goblin toy axe
* Gnoll
-> Gnoll toy axe
* Fallen Human
-> Human toy hammer
-> Human toy axe
* Viking
-> Human toy hammer
-> Human toy axe
-> Human toy boat
-> Human toy longboat
- Weapons
* Each entity has weapons replaced by corresponding "named" weapons.
- Rocks can be used in jewelry. This is a bug with vanilla DF, not with the mod.
Thats not a Vanilla DF bug nor this mod bug. Rock "gems" have different cuts than real gems.
So it's actually intended that jewelers can cut rocks and use those in encrusting?
I have an idea/suggestion for a stealthy type creature
Like a pale blue leathery skinned cheetah in base body and size, it has hard chttinous fins (they dont move there like a sheild attached to him all over his body) placed on parts of its body making its genral structure much more streamlined where the head of the cheetah would be there isnt there is a large snapping mouth with needle like teeth, they have long powerful tales with large spikes of chitin at the end they have long razor shrp nails that can rip out organs and lop of limbs, they have streamlined bodies that moves delicately through the wind with great speed and stealth they have two powers, stealth-They go into sneak mode even when they can be seen 30 recharge and leap- they dive into there target and can go up or down a z level if they crash into an enemy ussually dealing decent damage and knocking the opponent down 10 recharge- And yes they are very badass
Man, you should really use periods while writing, I actually had to read that post several times before I grasped what you were looking for.
Now, while the idea is good, I think only 70% of what you are suggesting is actually possible and only 30% is inside my modding skills. So right now I think I'm not adding this creature but I will make some notes in case it becomes plausible at some point. Besides, right now I'm focusing more to entity creatures and balancing those so I don't think I'm gonna add new creatures right now anyway. But thanks for the suggestions.