= Download for Dwarf Fortress v.34.11 =About the modThis is a mod featuring dwelves, a most pernicious half-breed of dwarves and elves with the worst features of both, as well as plenty new ones. It also includes three other new civilizations, and new workshops and reactions. With rebalanced agriculture and skills, slower mining, completely different use of metal, and many other things, the game plays quite differently from the base game while still being very familiar. It is based on the Modest Mod but can be installed on vanilla.
Five embark profiles and a custom map as well as graphics for Phoebus are also included.
FeaturesThe Good Protagonists
Dwelves
Facts about Dwelves:
- Is a race of nearly-all females that have an elf physique and dwarven facial hair
- Has inherited many secrets from elves and created a few more
- Are alcoholics
- Will fight rather than flee
- Have er, unique morals - don't be surprised if you're at war with a civ.
- Have no qualms about eating other sapient beings
- Are unfamiliar with metalworking
- Trade during winter
- Have a way with animals (USE_ANY_PET_RACE)
- Hierarchy quite similar to the dwarven one
- Are stark-raving insane
The Bad
Gnomes
A race of incredibly xenophobic people who live in tribes throughout the land. Any colonists can generally expect them to raid very quickly, sieges coming as early as the first year, if you have twenty population. They have metal weapons. Man, they sound pretty OP! Oh, they are also smaller than kobolds.
Elves
While generally peaceful, the actively malign attitude dwelves have towards other organisms is too much for them to stomach, and now it's up to the elves to purge dwelven civilization off the map. The family is worst! Also, they are now trapavoid for gameplay reasons since they are so graceful and perceptive. Will besiege you once you hit fifty population.
Trolls
Rich fatcats whom dwell in the mountains. Not evil per se, but their babyknapping ways put them at odds with other races who don't share their ways. Large as their more primitive breathren and armed with steel, any dwelf fortress besieged by them are not in a position worthy of envy. 1 000 000 wealth is required for them to deign to siege you.
Goblins
Start besieging at 50 pop.
The Ugly
Animal Peoples
Have quite a few of the animal kingdom represented, but some of the weak and/or uninteresting ones have been removed. Generally fills the elven niche, down to trading in spring, using wooden weapons and wild animals and having tree cap diplomacy - though thankfully they accept wooden items in trade.
Humans
Tall and boring as always.
Dwarves
Perhaps the second most dangerous adversary, though very useful trading partners.
Magic Workshop - Where the magic happens
- Make (feather/glumprong/blood thorn/nether-cap) wood: 1 water bucket + 1 sapling -> 1 log
- Make ditto seeds: 1 log -> 5 seeds
- Make wood from petrified wood
- Make sand blocks: 1 water bucket + 1 sand bag -> 4 blocks
- Make ice: 1 water bucket -> 1 ice boulder
- Make blood, either from meat or iron ore
- Make vermin figurines: 1 caged vermin -> 3 figurines
- Make soul staff: 1 egg -> 1 scepter
- Make fish: 1 caged vermin -> 1 rainbow trout
- Make milk: 1 flux -> 1 milk
- Make thread from milk
Magic Smelter - Where most of the other magic stuff happens
- Melt ice
- Make ash from corpses
- Make coke from X
- Make fertilizer from X
- Make bread (a metal): 1 blood bucket + 1 flour bag -> 1 bread bar
- Make candy (a metal): 1 sugar bag + 1 oil jug -> 1 candy bar
- Make ebonwood (a metal): 1 log + 1 blood bucket -> 1 ebonwood bar (cheap, eh? read on!)
- Make aluminium cloth
- Make taser - from either copper, silver or gold
- Make charge for railgun: 1 lead/nickel/zinc bar/ore + 1 nether-cap log -> 25 charges
- Make tin figurines
Magic Forge
Can make many weapons from ebonwood, though it requires an anvil to build, which is not at all easy to come by.
Magic Kiln
Can make armour from either bread or candy.
Wood Armoury
Can make wooden armour. There are also some specialist reactions:
Featherwood: wheelbarrow, minecart, bin, barrel, cage, bed
Glumprong/Blood thorn: minecart, bullets (for sling), ballista bolts, warhammer and mace.
Nether-cap: Anvil and barrel (of course!)
Specialist Workshop - Mostly stone stuff, but also blocks
- Make Rock bullets: Because there is no CAN_STONE tag for ammo
- Make planks: 1 log -> 4 planks (building aboveground just got easier)
- Make thatch: 1 clay + 1 log -> 8 clay blocks
- Make ice blocks
- Make edged weapons made of glass from any gem
- Make edged weapons from obsidian
- Pitchblende/Cinnabar/Bismuthinite: minecart, bullets, warhammer, mace
Toxicist
For lacing blowdarts with venom. You can get venoms from kobold bulbs, any vermin and milking venomous pets
Millstone
- Gather water: Since it's used in a number of reactions, millstones are now rather important
- Make saw dust: Can either be cooked (dwelves can digest cellulose) or be made into paper bags
Still
Can brew paradise from adamantine thread. It has a beverage value of 5, higher than sun berries.
Craftsdwelf's Workshop
Make picks, warhammers and maces from stone.
Screw Press
- Make paper bag from saw dust
- Make record (vendor trash) from platinum
Kiln
Can now make bins and mugs.
Dwelves have the ability to cultivate trees very fast. The following are available:
Mahogany (referred to as "sapling" in-game)
Featherwood
Glumprong
Blood thorn
Nether-cap
Agriculture is no longer a get-stuff-for-free button. Growing times are longer and more sensitive.
The following plants can be planted either spring or summer:
Kobold bulb, prickle berry, rat weed and rope reed.
And these must be planted in spring:
Wild strawberry, longland grass, fisher berry, blade weed, hide root, sliver barb, sun berry, whip vine, and trees.
Underground crops can be grown all year round, but you don't start with them and they must be acquired either in the caverns or by trade.
Beverage values have also had some changes, from low to high:
1: One season crops
2: Two season crops
3: Whip vine
4: Sun berry (down from 5)
5: Paradise
Kobold bulbs can now be planted and is used for poisons.
Along with other changes, impetus has been made to dig deeper by giving new use to existing stones and creating new stones
New stones
Compact peat: Can be found among peat soil
Guano: Can be found in soil
Clathrate: Can be found in metamorphic layer
Phosphorite: Ditto
Devilrock: Can be found in igneous intrusive layer
Clown refuse: Ditto
New and changed use for stone
Coke - net gain listed
Compact peat: 1
Lignite: 2
Bituminous coal: 3
Clathrate: 5
Devilrock: 7
Potash
Guano: 1
Brimstone/Saltpeter/Sylvite: 2
Phosphorite: 3
Clown refuse: 4
Porcelain
Can now be made from orthoclase and microcline
Wood
From petrified wood
Two new weapons
Sling
Does blunt damage and uses bullets. Uses the throwing skill.
Railgun
A very effective weapon with some rather expensive ammo called charges - see magic smelter for details. Uses crossbow skill.
Taser
Not as broken as vanilla whips, but plenty lethal. Uses the lasher skill.
These weapons are also available in the dwelf arsenal
Whip
Battleaxe
Halberd (two-handed)
Warhammer
Short sword
Long sword
Spear
Pike (two-handed, uses pikeman skill)
Mace
Bow
Blowgun
- Mining skill rate four times slower
- Venomous animals are now milkable
- The following animals are now common domestics: rattlesnakes, peregrin falcons, grizzly bears and elephants
- Pitchblende now has a density of 9001
- The soaper profession has been removed, lyemaking is now used to make soap
- Making bricks now produce 4, up from 1
- Fairies are trappable
- Wheelbarrow and minecart five times less value
- Wood slightly buffed somewhat to make wooden armour more viable
- Blood is now cookable
- Advanced map generation leads to a lot of rejects, recommended to use the custom map or use "Create World Now!"
- Blood, venom, milk, flour, sugar, oil etc. should be stored without barrels to avoid reactions using too many
- Embark preparations list picks as not available when loading a profile even though they are
- Using the "Play Now!" options leads to oddities and is not recommended
Blowguns are pretty neat, but how to use them?
0. Find a source of poison - either from kobold bulbs, catching vermin or milking venomous pets.
1. Build a Toxicist and Craftsdwelf's Workshop close to each other
2. Make a stockpile nearby:
- Have it accept venom (Food -> Extracts) and blowdarts, make sure they're the only stockpiles who do
- Set barrels and bins to 0
- Set it to give to the Toxicist
3. Make a stockpile close to your barracks (or wherever you want) accepting blowdarts only. Set it to take from links only.
4. Once all the ingredients are there, lace the blowdarts with venom.
5. Have the first stockpile give to the second - watch as dwelves suddenly haul them.
6. Once they're done, remove the link in step 5 so unlaced blowdarts aren't mixed in.
Modest Mod by Igfig, which I guess this is a modmod of
Blood for Armok by TheFlame52, whose animal civilization was the basis for this one's
Whoever made the spatter dfhack plugin
The people in the modding questions thread for helping me