Before anything else, if you notice some major flaw in anything in the mod, please let me know so it can be fixed quickly as possible.Hello, and welcome to the Vanilla Expanded mod!
This mod is one that aims to add new creatures, fill in missing ones, or add new content to the game without being too extreme or doing anything too crazy.
As with my utility mod, everything is modular, and as few new materials as possible are added for maximum compatibility and end-user customizability, but at the end of the day the main name of this game is adding things to the game that wouldn't feel too out of place in a vanilla game and balance tweaks here and there. In theory, everything should presently work fine. The creatures work and appear in Arena mode, and some testing has shown other things to work as well (weapons appearing, creatures popping up being a menace, that kind of thing,) so unless there's some glaring flaws it should work.
It includes elements from the following mods, repaired where needed or given new descriptions, tweaks to biomes, and so on and are all used with permission. PLEASE NOTE SOME LINKS MAY NO LONGER WORK DUE TO A DFFD OUTAGE IN LATE 2022.
Nature+, by Lurksquatch (creatures, inorganics)
Civilization Forge, by Mephansteras (creatures, plants, and inorganics)
Arctic Additions, by Malecus (creatures and plants)
Sver's Combat Overhaul, by Sver, et al (tissue revisions)
Mostly Mythical Monsters, by IndigoFenix (whatevermancers)
Domestically Bred Dwarven Beasts v1.2, by vettlingr
Splint's Prehistoric Creature Pack, by yours truly (creatures, pls don't download this, it's in rough shape)
ZM5 also provided a ton of assistance in repairing things from nearly all of the mods.
So what does this specifically add? Well, while you can read the readmes individually, I know some folks aren't liable to do that. So here's that information here as of v1.
entity_default
- Entities have access to modded items and reactions. NOTICE: Due to balance concerns, long boots and gauntlets must still be added manually.
- Humans rendered playable, with the minimum of necessary work. Still can't make steel, but can make everything else.
- Dwarves have progress triggers added in case you play as humans.
- Dwarves can make great axes, pikes, flails, morningstars, bows and arrows (variety is the spice of death.)
- Elves have access to pikes and maces, and now field brewers (you can buy drinks again! huzzah!)
- Satyrs may sometimes appear as FOREST civs
- Reptile Men, Rodent Men, and Foul Blendecs may sometimes appear as EVIL civs.
- Kobolds can now sometimes be found as cavern tribes, and cavern tribe races may spawn in place of kobolds.
- Managers will help priests and mayors by meeting with unhappy workers.
reaction_other
- Clay brick reaction matches default mason output.
creature_standard
- Dwarves and humans are overall less stress prone to account for weather patterns and combat/accidents (they cap at 75.) This doesn't make them immune to stress, but it should take more neglect/violence to make them crack.
- Ice wolves can be trained for war and hunting, and have some innate discipline (4.) They can also be found in evil mountains in addition to their normal biomes.
- Unicorns given innate discipline (3) to reduce the likelihood of mounts fleeing from the first sight of the enemy.
- Satyrs can now breed. Females are referred to as Nymphs. They follow standard age rates.
- Foul Blendecs can now breed. Females are referred to as Foul Dryads. They follow standard age rates.
- Nightwings can now breed, and have been rendered slow learners, allowing Dark Pit civs to potentially field them as minions like they might blizzard men, ogres, and trolls.
- Stranglers can be trained/tamed by evil civs. may make them fully tameable by the player later.
creature_large_temperate
- Wolves have been renamed to gray wolves and can be trained for hunting. They now have some innate discipline (2.)
creature_domestic
- Dogs and horses given innate discipline (3,) to reduce the likelihood of trained animals/mounts fleeing from the first sight of the enemy.
item_weapon
- Weapons with flat slaps have had them removed.
- Great weapons have been tweaked so elves, dwarves, and goblins can use them (as well as Rodent and Reptile men.) Dwarves will still need to import most kinds of great weapons though.
- Crossbows need two hands to wield for many creatures. If the game's rangers can't game the system, yours shouldn't either.
- Halberds moved to pike skill (even more absurd to use those to cut trees than other kinds of axe-skill weapons.)
- Whips nerfed, hopefully.
- Scimitars changed to have higher contact and velocity but lower penetration on the slash, and larger contact area on stabs, making them overall better suited to killing lightly/unarmored targets in theory (whereas before they were functionally identical to a short sword.)
item_helm
- caps can no longer be made of soft materials and are considered armor (hats are available to replace them in item_armor_ex)
material_template_default
- Scale and chitin now count as leather.
- Experimental: chitin also counts as bone. Dunno which will take precedence.
- Feathers and nail count as horn (should be usable to decorate things.)
tissue_template_default
- copied over revisions from Sver's combat overhaul. This should make everyone a little harder to kill and fix some eccentricities with DF (like damaged hair never growing back and nails not healing/regrowing.)
inorganic_stone_mineral
- Olivine and Borax have historically been used as flux in the past, and so have had the reaction class added and value adjusted accordingly.
These files add new armors, weapons, and reactions. Copied over from the main readme, with some additional info.
[WEAPONS]
* Siege Crossbow (stronger than standard crossbow, uses arrows as ammo)
* Bayonet Crossbow (Crossbow with bayonet attack; more expensive to make)
* Battlestaff (pike skill, most need two hands to use it)
* Hatchet (cheaper, crapper alternative to the battle or war axe; can also be made of stone)
* War Axe (spike stab and poll bash)
* War Pick (warhammer with pick attack)
* Great Hammer (two-handed hammer)
* Falchion (one handed hacking sword. For gameplay, it's basically an axe but sword-shaped and slightly more expensive to make. More for variety than anything.)
* Training Hammer
* Training Mace
War Axe, War Pick, Falchion, Battlestaff and Bayonet Crossbow require 2 bars instead of 1.
Great Hammer and Siege Crossbow require 3 bars instead of 1
As staves aren't for everyone, I seperated them from the other weapons with a space in the entity tags.
[ARMOR]
*Visored Helm (armor level 3)
*Chain-masked Helm (armor level 2)
*Mail hood (can be worn under helmets, armor level 2)
*Mail Boots (armor level 2)
*Mail Mittens (armor level 2, can theoretically be worn under gauntlets)
*Padded Hood (can be worn under helmets, armor level 1)
*Padded Armor (fully covers arms and upper legs, armor level 1)
*Heavy Padded Hood (can be worn under helmets, armor level 2)
*Heavy Padded Armor (fully covers arms and upper legs, armor level 2)
*Scale Armor (armor level 2, can be made of leather or metal, metal ones need 2 bars to make)
*Long-sleeved Mail Shirt (armor level 2, longer sleeves cover the entire arm, needs 3 bars to make)
*Long boots (armor level 3, needs 3 bars to make, covers entire leg)
*Long Gauntlets (armor level 3, needs 3 bars to make, covers entire arm)
*Long Mail Boots (armor level 2, needs 2 bars to make, covers entire leg)
* Hats to replace soft-material caps.
The modified entity_default file includes everything in here as standard, with the exception of "long" armors, as they may present a balance concern for some.
Long armors allow for far more encompassing armor, but are more expensive to produce to compensate. Obviously, enemies and world-genned soldiers have no such concern, so a civ having them or not could make some of their soldiers far harder to kill.
[REACTIONS]
- Wooden Slab, Wooden Statue: Just to fill those areas out. Sort of odd they aren't in vanilla.
- Wooden Mechanism: Mechanics make them at the carpenter. Mainly for early/spam defense, wells, or cheap mechs to sell. If heat is a concern, then stone or metal is preferrable.
- Wooden Cut: Makes 8 bars (yes bars) for building. Mostly so you can easily build uniform wooden structures, or build jail cells, rails, temporary windows or whatever else you might need bars for without cutting into your metal supplies.
- Stone Cut: Shits out vast quanitities of blocks, but if you only need a few, it'd be better to use the standard reaction.
- Stone Grind: Grind up rocks you have no use for to sand. While not super realistic, there just comes a point where you don't need any more stones, but do need windows. Masons handle the process, since messing with rocks is outside the scope of a miller's job. Might not be realistic, but sometimes you just need sand more than rocks.
- Barrel/Bucket water: Stores water in barrels for drinking, and buckets for tending wounded or prisoners. Needs a log to boil the water/balance it somewhat. Note that water will keep your dudes alive, but provides no mood buffs.
All non-fantastical creatures have giant and man variants unless noted.
Most can be found in the Main Files folder, with Lurksquatch's dinosuars and Malecus' arctic additions segregated to avoid conflicts/redundancies with mods that add similar creatures.
BY LURKSQUATCH
New Birds
- Junglefowl: Found in tropical forests and wetlands.
- Secretarybird: Found in a wide range of biomes - Any savanna, shrubland, grassland, or desert. Cannot fly for gameplay purposes.
- Sea Eagle: Found in any ocean or wetland.
- Tucan: Found in tropical forests.
New Herbivores
- Bison:Found in temperate grasslands.
- Greathorse: Found in savage temperate grasslands and savanna. No variants.
New Big Cats
- Saber-toothed Tiger: Found in temperate forests, shrubland, and savannas.
- Snow Leopard: Found in trundra, taiga, and mountains.
New Apes
- Baboon: Trainable apes found in tropical savannas. Steals food and items.
Other Mammals
- Razorback Boars: Large animals found in mountains. No variants.
- Dolphin: Found in tropical oceans and rivers.
New Reptiles
- Komodo Dragon: Found in Tropical savanna, grasslands, shrubland, and any tropical forest.
- Sea Turtle: Found in any oceans.
- Dragon Turtle: Gigantic turtles found in savage oceans and lakes. Very useful in a fight due to extreme size. No Variants.
- Wyvern: Modestly-sized flying reptile with venomous bite. Found in Mountains. No Variants.
New Fantastic Creatures
- Phoenix: Semi-megabeast bird. Good aligned. Has fire attack and healing interaction. Makes its nests in mountains and deserts.
- Bicorn: Evil aligned twin-horned horse creature. Found in taiga, forests and shrubland.
- Kirin: Good aligned weird-looking horse-thing. Found in good mountains.
- Pegasus: Neutral winged horse creature, found in forests, shrubland and taiga.
- Goldfish: A literal huge, golden fish. Found in both savage temperate and tropical lakes and rivers.
New Aquatic Creatures
- Koi: Found in temperate and tropical lakes and oceans.
- Snakehead: Found in temperate and tropical lakes and oceans.
- Pirhana: Found in temperate and tropical lakes and oceans.
- Arapaima: Found in temperate and tropical lakes and oceans.
New Invertebrates
- Silkworm: A worm-thing that spits out webs periodically. Found in any Forest and highly likely to be domesticated.
- Bombadier Beetle: Found in any tropical biome. Can spit acid at enemies (likely to only matter with man and giant versions.
- Abalone: Found in temperate oceans.
- Goliath Bird-eater: Spider found in any tropical forest. Venom causes moderate pain.
- Centipede: Vermin hunter found in any non-freezing biome.
- Assassin Bug: Found in any grassland and temperate forests.
- Tiger Beetle: Found anywhere that isn't freezing. Giant versions are prone to rage.
- Birdwing Butterfly: Found in any tropical forest.
- Common Orb Weaver: Spider found in any temperate forest. Venom can cause necrosis, nausea, pain, and fever.
- Harvest Spider: Found in any forest. Venom causes fevers and nausea.
- Golden Orb Weaver: Found in any tropical forest. Venom is similar to Common Orb Weaver's.
- Emperor Scorpion: Found in any tropical forest and tropical savannas. Venom causes pain.
- Ironclad Beetle: Found any non-freezing savage biome.
- Spider Crab: Very large crab. Found in arctic oceans (so presumably up around glacial coastlines.)
- Triton: Angry snail. Found in savage tropical oceans. Venom causes paralysis.
- Mantis Shrimp: Punchy shrimp. Giant versions are trainable. Found in tropical oceans and wetlands.
- Coconut Crab: Found in any tropical forest and wetland.
New Cave Creatures
- Blind Cave Viper: Layers 1 and 2.
- Cave Jelly: Amphibious jellyfish monster. Layers 1 and 2.
- Giant Cave Lobster: Layers 1 to 3.
New Dinosaurs - These are all found in savage biomes unless noted.
- Brachiosaur: Found in temperate forests and any grassland or wetland.
- Dreadnaughtus: Found in tropical forests and any grassland or wetland.
- Glacialisaur: Found in tundras, taigas, and temperate forests.
- Tyrannosaur: Found in tropical grasslands, any temperate biome, and any desert.
- Allosuar: Found in temperate grasslands and savannas, and any desert.
- Carnotaur: Found in glaciers, tundras, and taigas.
- Giganotosaur: Megabeast. Could be anywhere.
- Spinosaur: Found in Mangrove swamps, and any other tropical wetlands, and tropical rivers.
- Archaeopteryx: Found in any temperate forest or wetland, temperate shrubland, grassland, savannas, tundras, taigas, and any desert. Vermin hunter.
- Velociraptor: Found in any temperate forest or wetland, tropical forest, and taiga.
- Deiyonychus: Found in any temperate or tropical forest, taiga, and temperate grasslands.
- Utahraptor: Found in any temperate or tropical forest, temperate shrubland, and temperate grasslands.
- Dilophosaur: Found in any tropical forest, frassland, or savanna. Venom causes dizziness, pain, drowsiness, and paralysis.
- Cryolophosaur: Found in any temperate forest, tundra, taiga, and glaciers. Venom causes dizziness, pain, drowsiness, and paralysis.
- Therizinosaur: Found in any temperate forest or grassland, and taigas.
- Hadrosaur: Found in any wetland or tropical forest, temperate forest, or teperate grassland.
- Charonosaur: Found in glaciers, tundra, or taiga.
- Triceratops: Found in any temperate or wetland biome, as well as tropical savannas and grasslands.
- Anklyosaur: Found in any temperate forest, any grassland, and any desert.
- Pterosaur: Found in any wetland, forest, and in tropical grasslands.
- Quetzalcoatlus: Found in any biome in very small numbers.
- Titanoboa: Found in any tropical wetland.
- Deinosuchus: Found in mangroves, any other tropical wetland, and any tropical river.
- Mosasaur: Found in any ocean.
- Dunkleosteus: Found in tropical oceans.
BY MEPHANSTERAS
New Invertebrates
- Spike Beetle: Found in Temperate and Tropical forests.
- Sugar Beetle: Found in mountains, taiga, temeprate grasslands, savannas, and shrublands. High chance to be domesticated.
- Giant Beetle: Found the same biomes as Sugar Beetles and Underground to layer 2. High chance to be domesticated.
- Fire Beetle: Found Savage Tropical forests, grassland, and savanna and Underground to Layer 3. !!Highly Destructive!!
- Giant Ants: Found in Taigas, Mountains, Temperate Forests, Grasslands, and Savannas, and Underground to Layer 3.
- Redstripe Wasp: Found in Temperate Forests. Will try to steal food.
- Emerald Wasp: Found in Mountains and Wetlands. Mostly harmless vermin hunter. Highly likely to be domesticated.
- Giant Wasp: Found in any savage biome. Will try to steal food. Very dangerous due to their size and deadly venom.
- Monstrous Beetle: Sized up Giant Beetle. Found in the same biomes as Giant Beetles.
- Colossal Beetle: Massively upsized Giant Beetle. Found in the same biomes as Giant Beetles.
- Emerald Crab: Large-ish trainable crab. Found in any ocean.
- Giant Sea Crab: Exactly what it sounds like. Found in any ocean.
New Cave Creatures
- Ironhide Centipede: Found in layers 1 and 2. Has a venomous bite.
- Boulder Bug: Found in layers 1 and 2.
- Giant Cave Crab: Found in layers 2 and 3.
- Cave Crab: Large-ish trainable crab. Highly likely to be domesticated by civs with cave access.
- Monstrous Cave Crab: Found in layers 2 and 3. more dangerous than giant cave crabs.
- Colossal Cave Crab: Ditto to the above.
BY MALECUS
Wooly Boar: Found in Temperate Grasslands, Forests, and Savannas, Taiga, Tundra and Glaciers.
Wooly Rhino: Found in Temperate Grasslands and Savannas, Tundra and Taiga.
Mastodon: Found in Temperate Grasslands and Savannas, Taiga and Tundra.
Blizzard Harpy: Evil, Found in Tundra and Glaciers.
Krampus: Semi-megabeast. Found in Mountains, Tundra, Glaciers. Trapavoid.
Blizzard Incarnate: Megbeast. Good luck.
Lemming: Found in Temperate Forests, Tundra and Taiga.
Hot-headed Borer: Savage. Found in Glaciers and Tundra.
BY SPLINT
New Canids - All wolf variants can be trained for hunting (normal version) or both hunting and war (giant versions) and have innate discipline (2) to facilitate their usage.
- Dholes: Tropical counterpart to coyotes, whom they are somewhat larger than.
- Arctic Wolves: Found in Tundra, Taiga, and Temperate Forests.
- Desert Wolves: Found in deserts and tropical shrublands and savannas Tans and browns for coloration with the ocassional reddish colors.
- Red Wolves: Found in temperate biomes, including wetlands and mountains. Reddish brown coloration.
- Mountain Wolves: Found in mountains, obviously. Mix of colors between Red and Desert Wolves and gray from time to time.
New Herbivores
- Zebra: found in savannas and shrubland
New Big Cats
- Panther: Found in tropical forests and wetlands.
New Invertebrates
- Green Stalker: Found in Savage Tropical Wetlands, Forests, and Shrubland.
- Deathweaver Spider: Found in any savage tropical forest or wetland. Aboveground GCS.
- Deathleaper Spider: Found in any savage tropical forest or wetland. No venom or web, but immune to webs and paralytic venoms/magic.
- Blue Devourer: Crab-like humanoid monster found in tropical forests, wetlands, and oceans.
- Great Dragonfly: Found in any wetland. Will try to steal food.
- Horn Beetle: The Kruggsmash monster. Found underground to layer 3.
- Lesser Horn Beetle: Smaller variant of the above, found to layer 2 and in larger numbers.
- Giant Desert Scorpion: Found in savage deserts. Copied from the Wiki.
- Desert Scorpion: Smaller version of the above, roams in small packs. Still venomous.
New Bruteish Monsters
- Swamp Troll: Trolls found in evil swampy regions, with appropriately colored fur.
- Mountain Troll: Slightly smaller than normal trolls, found in evil mountains.
New Reptiles
- Giant Rhino Lizard (big ridable version fo the Two-legged Rhino Lizard): Found anywhere you'd find two-legged rhino lizards.
New Vermin
Shrew: Found in temperate forests and grasslands. Giant and man versions will try to steal your food.
Mole: Can be found in temperate forests, shrublands, and grasslands.
Mouse: Can be found anywhere.
Gopher: Found in temperate forests and shrubland.
New Cave Creatures
- Cave Moa: Layer 1 and Mountains.
- Cave Lion: Layer 1 and Mountains.
- Cave Bear: Layer 1 and Mountains, Will attempt to steal food and drink.
- Moss Worm: Layer 1 and 2 grazer, [PET] and [MOUNT] but not [COMMON_DOMESTIC]. Likely to be domesticated by EVIL or MOUNTAIN civs. Reaches full size at 3 years old, but dies at 5 to 7. and mostly meant to be a meat and leather animal.
- Cave Strangler: Layers 1 and 2 and Mountains. Probably likely to be used as minions by EVIL civs. Trainable.
- Cave Wyrm: Layers 1 and 2. [PET] and [MOUNT] but not [COMMON_DOMESTIC]. Likely to be domesticated by EVIL or MOUNTAIN civs. Reaches full size at 3 years old. Lives a rather long time for a fighting animal. Trainable.
New Fantastical Creatures
- Firebird: Neutral savage creature, found in savage mountains and deserts. Based on Lurksquatch's phoenix, lacks healing ability and is much smaller.
- Thunderbird: Found in savage mountains. Very large bird of prey based on the Roc.
- Greater Giant: Megabeast. Even bigger than normal giants, based on 23a's Titans.
Prehistoric creatures (doesn't include giant or animal man versions)
- Megatherium (As Giant Ground Sloth): Found in any savage temperate or tropical forest. Trainable.
- Cynognathus (as saber-toothed Otter): Found in savage temperate rivers, forests, and lakes. Prone to rage and trainable.
- Dire Wolves: Found in savage biomes shared by normal wolves. Trainable.
- Megaloceros (As Great Elk): Found in any savage temperate forest and taiga. Can be used as a mount.
- Short Horse (can be interpreted as Plio-, Dino-, or Plesihippus): Found in temperate savannas and grasslands. Can be used as pack animals and are highly likely to be domesticated.
- Aurochs: Found in temperate forests, savannas, grasslands, and shrubland. Prone to rage, can pull wagons, and highly likely to be domesticated.
- Moa: Found in any temperate forest, temperate grasslands, and temperate shrubland. Can be used as a mount.
- Argentavis: Not accurate. Silver colored instead of brown, willful mininterpretation of their name. Can be found ranging over savage grasslands, savannas, shrubland, mountains, and deserts as well as temperate forests.
- Terror Bird: Found in any savage grassland, savanna, or shrubland. Trainable.
- Dodos: Found in any tropical biome.
BY ZM5 - ZM5 also did a ton of repairs to Lurksquatch's creatures for this pack.
New Fantastical Creatures
- Demigriff: Flightless griffon. Savage temperate forests and grasslands. Trainable and may be used as a mount.
- Griffon: Savage mountains and forests. Trainable and may be used as a mount.
- Gryphon: Largest variant of griffon. Savage good. Same biomes as standard griffons. Trainable and may be used as a mount.
- Shrieker: Savage evil griffons, same biomes as standard griffons. Can stun enemies with a shriek attack. Trainable and may be used as a mount.
- Manvargs: Classic werewolves. Found in evil tundra, taiga, temperate forests, and temperate shrubland.
- Treant: Savage tree monster. Found in Savage forests and wetland. Trainable.
- Devilwood: Savage evil tree monster. Found in savage evil forests and wetland.
- Yakshi: Savage good tree monster. Found in savage forests and wetland. Trainable.
- Chimera: Monster, found in any non-freezing evil biome. Castes have different primary heads. Venom causes pain, necrosis, and dizziness. Trainable and may be used as a mount.
- Manticore: Savage evil flier found in any non-freezing evil biome. Venom causes localized pain, blisters and necrosis as well as general fevers and nausea. Trainable and may be used as a mount.
New ghostly creatures
- Wandering Phantom: Any savage land.
- Wrathful Shade: Any evil land. Opposed to life.
- Mournful shade: Any good land.
- Drifting Spirit: Underground and underworld.
New Mammals
- Anteater: Found in any grassland or tropical forest.
- Civet: Found in Any trpical forest. Can be trained as a hunting animal.
- Lemur: Found in any tropical forest or shrubland. May attempt to steal things.
- Loris: Found in Tropical dry broadleaf forests.
New Circus Friends!
Demon Lord - The OG demon leader. If you gen a world with no procedural demons, then Demon lords will rule in their stead (and they can still lead civs if they're present.)
Frog Demon, Tentacle Demon, Spirit of Fire - Do I even need to explain what these are?
Croaking Fiend, Tendril Devil, Burning Spirit, and Impish devil - Smaller, less potent forms of the above. Some may take part in hell invasions, while others may be found in the third cavern layer.
Version 1
- Initial Release.
Version 2
ENTITIES
- Added an alternative to the edited entity_default in the form of several goblin, kobold, and elf clones, and including an edited entity file without the creature replacements on the EVIL, FOREST, and SKULKING entities.
ITEMS
- Reduced contact area and slightly increased velocity on Shortsword stab attack, so it will perform better as a thrusting weapon (it's still not as good as a spear or pike though.)
- Slightly increased scimitar slash velocity modifier.
CREATURES
- Changed [RODENT MAN] to [RODENT_MAN], as it felt like a typo and it was bothering me.
SECRETS
- Adds in the various kinds of whatever-mancer variants from IndigoFenix's Mostly Mythical Monsters Mod, used with permission! These can be used alongside the base game necromancers, or on their own.
Version 3
PLANTS
- Valley Herbs can now be found in temperate savannas as well as their normal grassland biomes. They can also be farmed, but have an extremely long growing period of two seasons.
- Kobold Bulbs likewise have received the same treatment, being farmable, but only slowly.
-- Subject to change.
ENTITIES
- Gnomes of either variety may spawn in place of kobolds.
-- Kobold clone entities have also been added for them.
- Fixed a couple oopsies in the clone files for the blendecs, rodent men, and reptile men.
- Added additional copies of elves, humans, goblins and dwarves, both using the entity content additions and for purely other-wise vanilla games (elves retain addition of brewers and dwarves the addition of progress triggers.)
ITEMS
- Spears and Pikes have had main attack velocity buffed somewhat.
- Spiked Flails added. Largely just for flavor.
- Flachions and Spiked Flails added to edited entity files that warrant them.
OTHER
- Adds a wide variety of new shapes for your use. Special thanks to ZM5 for the bulk of them.
-- generic skull
-- ships (merchant, ghost, pirate, royal, transport)
-- boats
-- fortress
-- village
-- town
-- keep
-- castle
-- bastion
-- temple
-- inn
-- tavern
-- tower
-- shrine
-- crossed weapons (sword, axe, mace, hammer, spear, bow, crossbow, bolts, arrows)
-- corpse
-- tomb
-- crypt
-- grave
-- farm
-- lake
-- river
-- hand
-- fist
-- flag
-- banner
-- varied skulls (crow, deer, cyclopean, human, elf, dwarven, goblin, kobold, cracked, helmed, hooded, bearded, demonic, eldritch, hound, bull, lion, bloody, bearded)
-- lantern
-- torch
-- face
-- eyes
Version 4
ENTITIES
A bunch of entity files sporting the long armors for those of us, myself included, who are lazy, along with Lands of Duality support.
PLANTS
A bunch of new plants to liven up good, evil, cave and savage biomes. Nothing crazy though, just some more unique plants for those environments.
- Implemented Mephansteras' Silverwoods and Devilwoods for funsies. These trees have very valuable wood, making them good targets for a specialist wood industry.
-- The devilwood tree is renamed to demonbark tree, to prevent confusion with the Devilwood creature.
CAVERN
- Chimestalk: A plant that makes a windchime-like noise in the presence of moving air. Can be found in the lower depths of caver 3. Can be milled in valuable silver dye, eaten raw, or brewed into chimewine.
- Cave Potato: A plant with tuberous growths and a pleasantly creamy texture found in all layers. Small chance to induce enjoyment in the eater, and can be brewed in dwarven vodka.
- Magmavine: A glowing, warm-to-touch vine found in the deep caves. Cane be brewed into valuable blazing tonic, which induces feelings of eagerness and enjoyment in the drinker. The vines can also be eaten, but have a chance of making the consumer feel displeasure from the heat of the vine's flesh.
SAVAGE
- Rattleberry: Found in savage forests. A berry resembling a rattlesnake tail, it's as valuable as whip vine and can be brewed into Rattler.
- Shake-corn Shrub - Found in savage wetlands and forests. Grows relatively quickly like plump helmets, but often causes feelings of bordom due to their bland taste.
GOOD
- Moonfruit Tree: Good biome tree, found anywhere that isn't freezing, mountainous, or desert. The fruits are more valuable than average, and will often cause feelings of delight when consumed. Fruit can also be brewed into Moonlight, a drink as valuable as Sunshine.
- Twisthorn Plant: Good wetland plant resembling a unicorn's horn. Can be cooked, brewed into Twisthorn Brew, or milled into valuable cream dye.
- Shimmerweed: A whispy stalk that can be eaten raw or cooked, and grows relatively quickly like plump helmets anywhere. Like Cadaverberry stalks, they tend to leave the consumer kind of annoyed due to their unpleasant paper texture when moistened (such as while being chewed.)
EVIL
- Cadaverberry Stalk - Evil grassland, savanna, and tundra plant. Grows relatively quickly like plump helmets, but has an unpleasant sandy texture that often leaves the consumer feeling mildly annoyed.
- Purple Chokevine - Evil wetland and forest plant. Can be brewed into Chokewine or milled into valuable purple dye.
INORGANICS
- Bog Iron: Has a chance to be found in small clusters or veins in non-sand soils and in veins in sedimentary layers. They're an ore of iron. Frequency isn't above 50 on any of them, so while a good chance, it's not a certainty.
EDITED VANILLA FILES
creature_standard
- (By ZM5) Bronze colossi have received a number of new castes, sequestered in their own version of the standard creature file. They consist of the following metals.
-- Copper
-- Bronze
-- Silver
-- Iron
-- Lead
-- Gold
--- (By Splint) They have otherwise received a small description change.
- Beak Dogs now have natural discipline (3) and can be trained as war or hunting animals.
creature_subterranean
- Purring Maggots can now be found in layer 1, allowing dwarven milk to be purchased and more easily obtained.
- Iron men have received a small description change.
- Fire Men and Fire Imps have had their emission attacks nerfed so they're less of an instant death encounter.
creature_next_underground
- Gabbro and Amethyst men have received a small description change.
plant_new_trees
- Abaca and bannana trees now have wood, allowing them to spawn properly. It's a bit janky, but better this than unobtainable products.
creature_insects
- Bumblebees can now be hived. I was debating on just removing hive products entirely, but this accomplishes the same goal.
CREATURES
- Copper, Lead and Silver Men: Mountains, Layers 1 and 2.
- Bronze and Gold Men: Mountains, layers 1 through 3.
- Sunstone, Bloodstone, Mudstone and Slate Men: Layers 1 and 2.
- Topaz, Jade, Obsidian and Basalt Men: Layers 2 and 3.
- Surface Mud Men, referred to as Bog Men, can now be found in savage wetlands.
- Surface Fire Men, referred to Inferno Men, can be found in savage deserts.
- Barghests: Large evil wolves found in the same biomes as normal Gray Wolves. Highly likly to be used by evil civs.
- Boglings: Savage neutral grimelings, smaller in size but greater in numbers.
- Fenlings: Very large good-aligned grimelings. They can smash apart many artificial structures.
- Sumplings: Cave grimelings. Slightly larger than a human and able to break lighter structures.
The new metal men share their gas reaction with the Iron man, but I might change that in the future if there's interest.
Additional Nature+ content
METALS
- Mercury. Produced at the kiln. In keeping with DF tradition it's basically a useless extract, but very valuable.
REACTIONS
- Cinnabar roasting. Done at the kiln by a furnace operator. needs a unit of fuel.
INORGANICS
- Luminous Stone: Renamed to simple Flarestone. Found in metamorphic layers in veins.
- Float Stone: Space removed, known as Floatstone. Found in metamorphic layers in veins and sedementary layers in small clusters.
New Mod Inclusion - Domestically Bred Dwarven Beasts, by vettlingr!
These have received some minor tinkering from me to make them more widely avilable, but they have a very high chance of being domesticated by dwarves, as well as those who live near the appropriate biomes. Most can be found in the mountains, and cavern layers 1 and sometimes 2.
I've also fiddled with many descriptions, since my edition is likely to be used by non-dwarves who can access the caverns.
- Grouse: Found in Mountains and Layer 1.
- Bittern: Found in Mountains and Layer 1.
- Badgerwolf: Found in Mountains and Layers 1 to 3.
- Shrewdog: Found in Layers 1 to 3.
- Stygian Otter: Found in layer 1.
- Bristleback Found in Mountains and Layers 1.
- Slothbat: Found in layers 1 and 2.
- Molebeast: Found in layer 1.
- Shoveldon: Renamed to Spade-tusks. Cavern Layers 1 and 2.
- Aquifer Turtle: Renamed to Cave Turtles. Found in Layers 1 to 3.
- Copperwyrm: Found in Layers 1 to 3.
- Snow Goat: Can be found in Savage Mountains, Tundra, Glaciers and Taiga. This one is considered an exotic pet as a result.
- Wooly Ibex: Can be found in Mountains and Layer 1.
- Fortress Aphid: Renamed to Crag Aphids. Found in Layers 1 and 2.
- Lockspider: Found in Layers 1 and 2.
New in v5
BUGFIXES
creature_surface_ex
- Fixed error in Short Horses causing them to show up as "nothings"
- Fixed several creatures whose display colors were meant to be gray, not white.
creature_mythic_ex
- Fixed incorrect alignment token on Devilwoods (would previously appear in savage non-evil biomes)
creature_invertebrates_ex
- Added cluster number to Deathleapers, Deathweaver Spiders, and Blue Devourers.
- Great Dragonflies will only be found in savage swamps now.
- Deathleapers can no longer destroy light obstructions.
- Deathleapers and Desert Scorpions (the small ones) have had their petvalues adjusted.
descriptor_shapes_ex
- Fixed accidental duplicate raw name.
CREATURES
creature_invertebrates_ex
- Wolf Spiders: Savage Temperate Shrubland and Forests. Webless, pack-hunting spiders smaller than a human but larger than a dwarf. They can destroy light buildings.
- Frost Lobster: A large lobster-like creature found roaming savage arctic and temperate oceans with a striking ice-like shell, fragments of which are used by jewelers (drops frost lobster gems when butchered)
- Moss Crab: A large solitary crustacean found in savage neutral wetlands covered in moss. Grows to full size, which is larger than a human, in three years.
- Normal lobster and variants: Found in temperate oceans.
- Reef Lobster and variants: Found in tropical oceans.
creature_mythic_ex
- Spriggan: Smaller and more numerous version of the Treant.
- Lauma: Smaller and more numerous version of the Yakshi.
- Impwood: Smaller and more numerous version of the Devilwood.
PLANTS
plant_surface_ex
- Snowdrop Tree: A tree found growing in savage taigas, producing Snowdrop Fruit and its attendant wine, consumption of which tends to leave the drinker feeling quite satisfied and enthusiastic about things.
- Sand potato: An absolutely disgusting but fast-growing plant found in evil deserts. Can also be used to make a tan dye.
- Saffron: Plant found in savage temperate broadleaf forests and shrublands. Can be milled into extremely valuable ground saffron, which can then be sold or used for cooking. Takes two seasons to grow.
- Vanilla: Plant found in savage tropical moist broadleaf forests and shrublands. Can be milled into valuable ground vanilla, which can then be sold or used for cooking. Takes two seasons to grow.
plant_cave_ex
- Sumpweed: A fast-growing, unpleasant-tasting plant found deep underground. when brewed however, Sump Wine is noted for actually being quite palatable.
- Saltcorn: An underground plant resembling short, albino corn. While not very good to eat on its own and unbrewable, its salty flour is highly valued as a salt substitute.
REACTIONS
- Rock Salt milling creates an edible powder in the form of simple salt. Valuable once milled down to an easily transported powder.
- Cinnabar can be used to produce vermillion dye. Provides some opportunity cost to it, and it was basically the only other use for the crap historically anyway. Unlike the Utility Mod, this needs not additional ingredients.
EDITED VANILLA FILES
inorganic_stone_mineral
- Cobalt can be used to make a valued glaze on ceramics (earliest was in ancient China, round about the first or second century AD/CE.)
FINE WOODS
Added an entire new module, Fine Woods! Makes it more worth it to settle savage biomes with the inclusion of rare and valuable trees. Most can be found in tropical forests or shrubland, though a few can be found in temperate biomes, this time around without any fantastical themes - all these trees are IRL trees and have been valued highly throughout history.
=Temperate Trees=
- White Oak, Value 5
- Black Oak, Value 5
- Yew, Value 10
=Tropical Trees=
- Agar, Value 20, Agarwood Oil from logs, Value 120
- Sandalwood, Value 20, Sandalwood Perfume from logs, Value 120
- Ebonwood and Ironwood, Value 18
- Pink, Red, and Purple Ivory trees, Value 15, drink value of 5 + good moodlet from eating the fruit or drinking the wine.
- Red Mahogany, Value 10
- Teak, Value 10
EDITED VANILLA FILES - FINE WOODS
Included in the fine woods folder is a further-modified plant_standard and plant_trees_new. It makesa the following woods slightly more valuable unless noted, based on their IRL utility in making weapons, shields, and longer-lasting furnishings or utinsels for the vague medeival/dark age-ish period DF appears to be set in.
- Alder, Ash, Oak - Made slightly more valuable, Value 3.
- Maple, Made slightly more valuable, Value 4. As a roundabout method of including maple syrup, logs can be used to make syrup extract. This is less valuable than dwarven syrup due to ready availability at a value of 15 rather than 20.
- Mahogany - Mad more valuable, though not as much as the included Red Mahogany. Value 5.
I hope you guys enjoy the mod, such as it is, and do let me know if something's gone wrong!
If you have suggestions on things to include that aren't too crazy, feel free to pop those in too.
NOTE: V9 Has seen the mod receive a massive reorganization to make things more modular, easier to sift through, and easier to update. Hopefully it works out.