Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3 ... 7

Author Topic: -=Flora and Fauna=- .34h [for DF 34.06]  (Read 32567 times)

SethCreiyd

  • Bay Watcher
  • [VESPERTINE]
    • View Profile
-=Flora and Fauna=- .34h [for DF 34.06]
« on: July 14, 2010, 09:31:27 pm »

Spoiler: Recent Changes: (click to show/hide)

This Dwarf Fortress mod adds hundreds of real-world plants and animals to the game in a true-to-life manner.  Every addition has been and is being researched for their proper native climates, growing seasons, lifespans, and uses both culinary and industrial.

This mod was based originally on Chariot's terrific mod set.

Download:  http://dffd.wimbli.com/file.php?id=2691
Installation:  Extract the .zip file to the Dwarf Fortress folder.

Uninstalling:  Delete all files in the raw/objects folder that end in '_ff.'
      Then, if you are  -not-  using other mods that rely on them, delete:
       b_detail_plan_resource.txt
       body_resource.txt
       c_variation_attacks_resource.txt
       c_variation_magic_resource.txt
       c_variation_resource.txt

Installing this mod makes no changes to original files or pre-existing saved games.  If you wish, you can install the mod, generate a world, then uninstall the mod without adversely affecting the modded world or new worlds to come.

============
== Things ==
============

Also included are dozens of fanciful creatures familiar to folklore and players of Nethack.  These, too, are implemented faithfully, though where the folkloric accounts vary and/or are vague, a few liberties are taken.  No plants from real-world myth are in yet, but they're planned.

Appropriate biomes and materials like extracts and fibers are included with and unique to each plant and animal.  Franchise-claimed creatures will seldom be included as-is - though I'm not above an ersatz character as long as it fits in with DF as a whole.

A guide to the flora and fauna is underway, but for now some lists can be found below.

I hope you enjoy the mod!  Please feel free to post any comments or suggestions.

------------------
Thanks and Credits
------------------

Many thanks to Tarn and Zach Adams for Dwarf Fortress,
AdeleneDawner for extremely thorough and helpful bug reporting,
ChickenLips for starting integration of Ironhand's wondrous graphics pack,
Chariot for an invaluable collection of mods,
Alkyon for a substantial redistribution of underground flora,
wp for finding the missing manticore speech and bracket checking,
Jake for finding plant product redundancies,
nononbots for sizing up giant elephants and helping clean some seeds
(and for the Nightmare tip), as well as the contributors to the
DF Wiki for help with the plant and creature raws,
anyone who gives me feedback, and anyone who likes this mod.

Thank you all!

You may use this mod however you wish to supplement your own projects.
« Last Edit: March 25, 2012, 12:06:14 am by SethCreiyd »
Logged

SethCreiyd

  • Bay Watcher
  • [VESPERTINE]
    • View Profile
Re: *Flora and Fauna* (.34) [for DF 34.05]
« Reply #1 on: July 14, 2010, 09:35:06 pm »

Flora

Spoiler: Berries (click to show/hide)
Spoiler: Flowers (click to show/hide)
Spoiler: Grains (click to show/hide)
Spoiler: Grasses (click to show/hide)
Spoiler: Herbs (click to show/hide)
Spoiler: Legumes (click to show/hide)
Spoiler: Seeded Fruit (click to show/hide)
Spoiler: Subterranean Plants (click to show/hide)
Spoiler: Surface Mushrooms (click to show/hide)
Spoiler: Tree Fruit (click to show/hide)
Spoiler: Vegetables (click to show/hide)
Spoiler: Fanciful Trees (click to show/hide)
Spoiler: Mundane Trees (click to show/hide)

Fauna

Spoiler: creature_birds_ff.txt (click to show/hide)
Spoiler: creature_dragon_ff.txt (click to show/hide)
Spoiler: creature_fish_ff.txt (click to show/hide)
Spoiler: creature_food_ff.txt (click to show/hide)
Spoiler: creature_insect_ff.txt (click to show/hide)
Spoiler: creature_wizard_ff.txt (click to show/hide)
« Last Edit: March 23, 2012, 11:51:08 am by SethCreiyd »
Logged

Normandy

  • Bay Watcher
    • View Profile
Re: *Flora and Fauna* (.10) [for DF 31.10]
« Reply #2 on: July 14, 2010, 10:45:09 pm »

Haha, this is a pretty epic compilation of plants and animals. I like how you've created better fanciful plants then appending cave to the beginning of everything. An older mod you might want to look into is PTTG's Plant Library (http://www.bay12forums.com/smf/index.php?topic=30822). He added in a few 'real-world' plants with new fanciful names, like "Lake Grains" for rice (which add a good bit of flavor to the game, IMO), and a bunch of original plants that look like they'd fit right in with this mod.
Logged

Daywalkah

  • Bay Watcher
    • View Profile
Re: *Flora and Fauna* (.10) [for DF 31.10]
« Reply #3 on: July 14, 2010, 10:47:32 pm »

This looks really cool. SethCreiyd, you have been busy with good mods lately. Wizard's Tower and now this, both fine additions to Dwarf Fortress.
Logged
Magma cancels flow; interrupted by Ironblood.

SethCreiyd

  • Bay Watcher
  • [VESPERTINE]
    • View Profile
Re: *Flora and Fauna* (.10) [for DF 31.10]
« Reply #4 on: July 15, 2010, 04:18:23 am »

Thank you both.  :)  I like the idea of having fantastic names for real-world plants, and I'll gladly work on such a version, given time.  First I want to categorize and fine-tune the animals further and make them compatible with Chariot's graphics again.
Logged

ChickenLips

  • Bay Watcher
    • View Profile
Re: *Flora and Fauna* (.10) [for DF 31.10]
« Reply #5 on: July 15, 2010, 04:57:56 am »

Hey, this looks great!  I'll be trying this out shortly.
Logged
Do not meddle in the affairs of chickens, for you are crunchy and taste like a good seedgrain.

(You are not a seedgrain?  Of course, you and I know that very well.  But does the chicken know it?)

Ockad

  • Bay Watcher
  • Take a look at my fine wares!
    • View Profile
Re: *Flora and Fauna* (.10) [for DF 31.10]
« Reply #6 on: July 15, 2010, 03:58:37 pm »

This modification seems magnificent. Although, im not sure if I should install it, since it won't be compatible with my graphics pack? ( Phoebos )

SethCreiyd

  • Bay Watcher
  • [VESPERTINE]
    • View Profile
Re: *Flora and Fauna* (.10) [for DF 31.10]
« Reply #7 on: July 16, 2010, 11:15:18 am »

The animals surely won't be compatible, but using the plants should be okay (I could be very wrong, I never use graphics myself).
Logged

Ockad

  • Bay Watcher
  • Take a look at my fine wares!
    • View Profile
Re: *Flora and Fauna* (.10) [for DF 31.10]
« Reply #8 on: July 16, 2010, 11:50:52 am »

I have it installed. And indeed, the Phoebus graphic set won't go together with Flora and Fauna. However, this is not a big problem.

I love the diversity I have in my world now. Thank you Seth, for delivering PEACOCKS.

SethCreiyd

  • Bay Watcher
  • [VESPERTINE]
    • View Profile
Re: *Flora and Fauna* (.10) [for DF 31.10]
« Reply #9 on: July 17, 2010, 01:31:21 am »

Credit where due, Chariot made the first peacock raws.  I'm just happy you're enjoying it.  It's a pet project, and if others get something out of it, I'm delighted.
Logged

Askot Bokbondeler

  • Bay Watcher
  • please line up orderly
    • View Profile
Re: *Flora and Fauna* (.10) [for DF 31.10]
« Reply #10 on: July 18, 2010, 09:47:00 pm »

i'm trying to take exotic animals and plants out of my df, but my main problem was that i'd get an incredibly empty world. hopefully i can scavenge a few traditionally European animals from this mod

ChickenLips

  • Bay Watcher
    • View Profile
Re: *Flora and Fauna* (.10) [for DF 31.10]
« Reply #11 on: July 20, 2010, 02:04:36 pm »

Trying it out, and it looks great so far.  I went through and modified it (somewhat roughly) for Ironhand graphics (only the plants, so far).  I'll be giving feedback as I play through with it, and here's what I've got so far.

I embarked on a beach and noticed the strange sight of cottonwood and rosewood growing deep underwater (as deep as 5 z-levels with my beach slope).  These aren't aquatic plants, as far as I know (and did a quick wiki check) -- is this intentional?

Pic:
Spoiler (click to show/hide)

They both have [BIOME:OCEAN_TROPICAL] tags, and the cottonwoods further have the [BIOME:ANY_LAKE][BIOME:ANY_RIVER], which makes me wonder how the game interprets those latter two -- will they cause them to grow underwater in lakes and rivers, or just on land tiles adjoining lakes and rivers?

Anyway, looking really good -- a lot of careful work here to appreciate.
« Last Edit: July 20, 2010, 02:14:42 pm by ChickenLips »
Logged
Do not meddle in the affairs of chickens, for you are crunchy and taste like a good seedgrain.

(You are not a seedgrain?  Of course, you and I know that very well.  But does the chicken know it?)

SethCreiyd

  • Bay Watcher
  • [VESPERTINE]
    • View Profile
Re: *Flora and Fauna* (.10) [for DF 31.10]
« Reply #12 on: July 21, 2010, 06:21:42 pm »

That's totally unintentional.  ^_^  Many thanks for telling me, I'll go over them soon as I get a chance to.  Would you be willing to share your modifications for the Ironhand grapics?
Logged

Alkyon

  • Bay Watcher
    • View Profile
Re: *Flora and Fauna* (.10) [for DF 31.10]
« Reply #13 on: July 22, 2010, 12:12:05 am »

Huh, glad to see more people agree that the DF world could use more plants, especially underground (at least I think your fanciful entry includes underground plants).  Though, honestly I think every third or fourth modder, experienced or amateur, has created or borrowed a set of underground plants for the expansive underground at this point. :P

Since this is updated to 31.10, I might grab this instead of the other mod that I'm using, as sad as it would be for me to toss away my mithril cotton that the other mod included.  Took me forever to figure out how to make a plant who's cloth could be smelted into metal
Logged
Since when has practical had anything to do with dwarfy?

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: *Flora and Fauna* (.10) [for DF 31.10]
« Reply #14 on: July 22, 2010, 12:39:48 am »

You can add the mithril cotton back :).
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository
Pages: [1] 2 3 ... 7