Dumb hipster newbie modder presents to you,
Feesh Fortress! (tentative name)
Still in testing. Very much so.File is here.EDIT: I made a major oversight in the file - underground trees weren't growing. This has hopefully been fixed.Changelog (from vanilla):
-Added two new playable races (kuhlians and bettaris, details will be posted below).
-Added several new creatures (full list will be posted below).
-Added a bunch of new aboveground crops. Some of these were inspired by garden crops from DF2014.
-Changed a few vanilla plants around (full list will be posted below).
-Changed all subterranean flora. New crops, new trees, new grass (full list will be posted below). The list is actually a bit shorter than it was before, though.
-Removed grazer tags from
all creatures. (This was due to a personal annoyance.)
-Changed all vanilla common domestic creatures into wildlife - I wanted to keep a theme, but I didn't want to remove the vanilla domestics.
-Removed several vanilla creatures (mostly monkeys and a couple of looters - again, due to personal annoyances).
-Changed all [PET_EXOTIC] tags to [PET], and added a few.
-Changed certain megabeasts around a bit (dragons and hydras are now 'great dragons' and 'great hydras', with lesser versions of them appearing in savage biomes).
-General breeding alterations for certain creatures (such as helmet snakes).
-Added reactions for making and glazing a variety of different ceramic furniture - doors, tables, chairs, floodgates, querns, millstones... and so on and so forth.
-Changed certain reactions to give more of a product (bituminous coal and lignite are now more efficient, alloy-making has been drastically improved, beehive products have been improved, a few ceramic reactions have been altered).
-Added bread, cake and jam (as plant cheese).
-Removed aquifers from all (regular) stone layers, as well as puddingstone. Instead, aquifers appear in
aquastone, which forms small clusters throughout any stone layer and is significantly more valuable than regular stone.
-Added some new equipment, instruments and toys (full list will be posted below).
-Added a few soil types (full list will be posted below).
-Added some aboveground trees (full list will be posted below).
-Changed noble positions for playable civs around. Dungeon masters can be appointed manually, and mayors are
supposed to also be appointed manually, but I haven't had a fort big enough to actually test that yet.
-Changed a few graphics to be more appropriate/thematic. (Others are still the same.)
-Removed a lot of vanilla notes from raws. (Sorry!)
I
think that's everything - if you spot something I missed, let me know! (I have terrible memory, and a lot of this stuff was imported from my personal mods.)
Also, the init files have been heavily altered for my personal preferences. Feel free to change them!
In addition... I'm not sure if it qualifies as copyright infringement to port in creatures from newer versions, so please let me know if this is a problem.New creature list-
Amphibians: desert rain frog, marsh frog, green tree frog (from 34.11), axolotl (from 34.11), tiger salamander, marbled newt, banded newt, smooth newt.
Annelids: vanilla worms have been removed and split into categories - earthworm, cave worm, sandworm, blackworm, ice worm. Also added leeches (from 34.11).
Birds: seagull, crow (from 34.11), raven (from 34.11), robin, chickadee, peregrine falcon (from 34.11), pygmy falcon, albatross (from 34.11), emu (from 34.11), ostrich (from 34.11), wood thrush, citrine warbler, pileated woodpecker, grey parrot (from 34.11), swan (from 34.11), barn owl (from 34.11), snowy owl (from 34.11), great horned owl (from 34.11), sparrow (from 34.11), pigeon, mourning dove, bleeding-heart dove, loon (from 34.11), puffin (from 34.11), osprey (from 34.11), kestrel (from 34.11), eagle (from 34.11), wren (from 34.11).
Domestic: ox (was used as a common pack beast/wagon puller in some of my other mods), kuhli loach (vermin hunting, does not adopt owners, egg-laying), giant kuhli loach (trainable for war and hunting, egg-laying), gargantuan kuhli loach (pack beast/wagon puller, egg-laying), woolly kuhli loach (can be sheared for wool and milked (almost constantly), egg-laying), wiggle worm (livestock for meat, reproduces A LOT), lumpy worm (same as wiggle worm).
Insects: wasp (forms colonies like bees), cricket, grasshopper (from 34.11), locust (swarms and eats food, kind of like flies but with eating instead of rotting), mosquito (from 34.11), horsefly, cicada, swallowtail butterfly, moth (from 34.11), mantis (from 34.11).
Mountain: manul (hunts vermin), snow leopard, chinchilla (from 34.11).
Ocean/large: removed generic whales and added blue whales, narwhals (from 34.11), orcas (from 34.11) and bottlenose dolphins instead. Also added horn sharks, lemon sharks, striped bass, sea otters (from 34.11), leopard seals (from 34.11), harp seals (from 34.11) and elephant seals (from 34.11).
River+lake/large: snapping turtle (from 34.11, used the common one only), piranha, largemouth bass, smallmouth bass, channel catfish, river otter (from 34.11).
Temperate: coyote (from 34.11), lynx (from 34.11), bobcat (from 34.11), ibex (from 34.11), dingo (from 34.11), kangaroo (from 34.11), skunk (from 34.11), bison.
Tropical: fennec fox (hunts vermin), serval (hunts vermin), jackal (from 34.11), caracal (hunts vermin), zebra, hyena (from 34.11), ocelot (from 34.11), impala (from 34.11), armadillo (from 34.11), tarantula.
Other: slug (from 34.11), garden spider (produces silk, can appear in any non-freezing land biome, but also has a chance of not appearing).
Reptiles: wyvern, desert tortoise (from 34.11), leopard gecko (from 34.11), crested gecko, shingleback skink, garter snake, hognose snake, bearded dragon, kingsnake (from 34.11), rattlesnake (from 34.11), anaconda (from 34.11), sandfish skink, iguana, marine iguana, monitor lizard (from 34.11), king cobra (from 34.11), royal python, reticulated python, rainbow boa.
Small mammals: mouse (vermin that eats food), shrew, prairie dog (appears in vermin colonies).
Ocean/small: lobster, crab, shrimp, clam, gray bamboo shark, brown catshark, squid (from 34.11), neon goby, sailfin blenny, threeband damselfish, regal tang, yellow tang, flying fish.
River+lake/small: dwarf puffer, neon tetra, platy, eyespot puffer, angelfish (of the freshwater variety), pearl gourami, green sunfish, bluegill, pumpkinseed, betta. (in my personal mods, kuhli loaches appeared here, but... they're special in this mod...)
Standard (not including playable civs): changed dragons and hydras to great dragons and great hydras, made lesser versions of them with their original names. Also added nightsteeds (evil horses that breathe fire), pegasi (flying horses that appear in good biomes), featherpaws (appear in good forests, hunt vermin, can be sheared/milked), spirit hounds (appear in good forests, trainable, can be sheared/milked), hell hounds (evil dogs with a nasty syndrome bite), hell cats (evil cats with a very dangerous syndrome bite) and dawn ravens (appear in good flatlands and deserts).
Subterranean: wasp man (bigger versions of the vermin annoyances, appear together with the other subterranean animal people).
Vanilla plant changes-
-Muck roots and bloated tubers now have seeds (muck runners and bloated tuber roots).
-Kobold bulbs have seeds (kobold bulb roots).
-Valley herbs have seeds and can be milled into valley spice (which can be made into valley spice bread), golden salve can be cooked (and is much less valuable to compensate), and they now appear in any grassland during any season.
-Redroot dye is more valuable, and hide roots have been made less common to compensate.
-Sliver barbs and glumprongs appear in any wetland biome (since evil tags don't work for plants in 31.25).
-Sun berries and feather trees appear in any forest biome (since good tags don't work for plants in 31.25).
-Vanilla berries (prickle berries, wild strawberries, fisher berries) can be processed into barrels for juice, and the juice can be made into jam.
-Longland flour can be made into longland bread. (A time-honored classic.)
New flora-
Aboveground trees: mesquite tree (dry, appears in deserts), cypress (dry, appears in temperate and tropical coniferous forests), fir (dry, appears in taiga and temperate coniferous forests), dogwood (wet, appears in temperate broadleaf forests and temperate freshwater wetlands), cottonwood (dry, appears in any temperate broadleaf biome), aspen (dry, appears in any temperate broadleaf biome), ebony (dry, appears exclusively in tropical dry broadleaf forests, black wood, wood is heavy and more valuable than regular wood), teak (dry, appears in any tropical biome), elm (wet, appears in any temperate broadleaf biome), eucalyptus (dry, appears in any tropical biome).
Subterranean trees: vallisneria (bright green wood), bacopa (dark green wood), cryptocoryne (yellow wood), anubias (dark green wood, very heavy). In keeping with the theme, these are all based off of aquatic plants commonly used in freshwater aquariums.
Subterranean grass: all other subterranean grass has been removed and replaced with hair algae, which looks like regular aboveground grass. (Keeping with the theme! But still kind of boring.)
Since the crops are a lot more complex, I'll list them differently from the trees/grass.
Aboveground crops:
-Honey pod. Wet, appears in any non-freezing land biome. Can be milled into honey sugar, which can be made into honey cake. Can be barrel-processed into pod honey, which can be made into honey candy (jam). Can be brewed into pod mead.
-Basil. Dry, appears in any non-freezing land biome. Can be bag-processed into basil leaves.
-Wild flax. Dry, appears in any non-freezing land biome. Can be processed into thread/cloth, which is less valuable than rope reeds. Seeds can be milled into flaxseed paste, which can be processed into flaxseed oil.
-Blueleaf grass. Dry, appears in any non-freezing land biome. Can be milled into blueleaf dye, which gives cloth a blue color.
-Cat herb. Dry, appears in any non-freezing land biome. Can be milled into yellow dye, which (obviously) gives cloth a yellow color.
-Grape. Dry, appears in any temperate biome. Can be brewed into grape wine. Can be barrel-processed into grape juice, which can be made into grape jam. Edible raw, and can be cooked.
-Blueberry. Dry, appears in any temperate biome. Can be brewed into blueberry wine. Can be barrel-processed into blueberry juice, which can be made into blueberry jam. Edible raw, and can be cooked.
-Whiteberry. Wet, appears in any temperate biome. Can be brewed into whiteberry wine. Can be milled into whiteberry sugar, which can be made into whiteberry cake. Can be barrel-processed into whiteberry juice, which can be made into whiteberry jam. Edible raw, and can be cooked. All processed products are slightly more valuable than regular berries.
-Blackberry. Dry, appears in any temperate biome. Can be brewed into blackberry wine. Can be barrel-processed into blackberry juice, which can be made into blackberry jam. Edible raw, and can be cooked.
-Raspberry. Dry, appears in any temperate biome. Can be brewed into raspberry wine. Can be barrel-processed into raspberry juice, which can be made into raspberry jam. Edible raw, and can be cooked.
-Watermelon. Dry, appears in any tropical biome. Can be brewed into watermelon wine. Can be barrel-processed into watermelon juice, which can be made into watermelon jelly. Edible raw, and can be cooked.
-Sugar cane. Wet, appears in any tropical biome. Can be brewed into cane rum. Can be milled into cane sugar, which can be made into sugar cake.
-Cucumber. Dry, appears in any tropical biome. Can be brewed into cucumber wine. Can be barrel-processed into cucumber juice, which can be made into cucumber jelly. Edible raw, and can be cooked.
-Maize. Dry, appears in any tropical biome. Can be brewed into maize beer. Can be milled into maize flour, which can be made into maize bread. Edible raw, and can be cooked.
-Wild rice. Wet, appears in any tropical biome. Can be brewed into wild rice wine. Can be milled into wild rice flour, which can be made into rice bread.
-Hemp. Dry, appears in the following biomes: temperate grassland, temperate shrubland, temperate savanna, temperate coniferous forest, temperate broadleaf forest, temperate freshwater marsh, temperate freshwater swamp, any desert. Can be processed into thread/cloth. Seeds can be milled into hempseed paste, which can be processed into hempseed oil.
-Cotton. Dry, appears in the following biomes: tropical grassland, tropical shrubland, tropical savanna, tropical coniferous forest, tropical dry broadleaf forest, tropical moist broadleaf forest, tropical freshwater marsh, tropical freshwater swamp, any desert. Can be processed into thread/cloth. Seeds can be milled into cottonseed paste, which can be processed into cottonseed oil.
-Prickly pear. Dry, appears in any desert. Can be brewed into prickly pear wine. Can be barrel-processed into prickly pear juice, which can be made into prickly pear jam. Edible raw, and can be cooked. Slightly more valuable than regular berries.
Subterranean crops:
-Algae. Can be grown in any season, and grows quickly. Can be brewed into algae ale. Edible raw, and can be cooked. Not very valuable.
-Water squash. Can be grown in any season, and grows slowly. Can be brewed into water squash wine. Can be milled into crushed water squash, which can be made into water squash cake. Can be barrel-processed into water squash juice, which can be made into water squash preserves. Seeds can be milled into water squash seed paste, which can be processed into water squash seed oil. Edible raw, and can be cooked.
-Noodle grass. Can be grown in any season, and grows quickly. Can be brewed into noodle grass beer. Can be milled into noodle grass flour, which can be made into noodle grass noodles (bread). Not very valuable.
-Hairgrass. Can be grown in any season. Can be processed into thread/cloth. Not very valuable.
-River spinach. Can be grown in any season. Can be bag-processed into river spinach leaves.
-Purplegrass. Can be grown in any season. Can be milled into purple dye, which (obviously) gives cloth a purple color.
New soil types-
-Changed clay around a bit. Regular clay is now red clay, and regular fire clay is now red fire clay. Added blue clay and blue fire clay. (I could have added blue silty clay, etc. but decided it was too much effort and kind of pointless.) Blue clay can be used for earthenware, and blue fire clay can be used for stoneware.
-Added a few new sand types - blue, aqua and purple. All of them function the same as vanilla sand, though blue sand can cause visual problems if you're draining water onto it.
-Four new generic soil types. Green mud, aqua mud, blue mud, and purple mud. These are the same as regular soil types, just with more vibrant colors.
New items-
-Gauntlets can be made out of leather now. (This is a modification, not an addition, but I'm putting it here anyway.)
-Hats. Generic head clothing, basically the same as caps.
-New instruments: maracas and castanets. Unfortunately, they are not made in pairs.
-New toys: balls and toy rods. I did add them, but I've never seen them actually made - just sold by caravans. Bleh.
-Waistguards. Armor pants for people who don't have legs.
-Large shields. Bigger and more protective than regular shields, but also heavier.
-"Shoes" for legless people. Tail guards and chain guards serve as armor (and tail guards can be made out of leather). Tail covers serve as shoes, and tail wraps serve as socks. These are all made in pairs, even though legless people can only equip one at a time.
New weapons:
-Hatchets. Smaller and more convenient axes that can be made from obsidian.
-Lances. Piercing weapons that are smaller than pikes, but use the pikeman skill.
-Sabers. The same as scimitars, added for flavor.
Playable civ details-
Kuhlians are fish-people in the shape of kuhli loaches. They don't have legs, but they do have arms, and their fingers are called "long rays" (and the thumb is called a "short ray"). They are prolific breeders, reaching maturity in only 2 years, and lay eggs. Kuhlians have a tendency toward being nervous and jittery, but are also compassionate creatures. In terms of morals, they don't really like hurting others, and have strong repercussions in place for those who hurt others pointlessly. Torture, slavery and eating of sentients (in any form) are unthinkable - but it's more than alright to eat plants and animals... and their own eggs.
Bettaris are large fish-people in the shape of bettas. Like the peaceful kuhlians, the bettaris have no legs and use rays instead of fingers, and they lay eggs and mature quickly. Unlike the kuhlians, the bettaris are warlike in nature, favoring battle and protecting their territories. Torture as an example is acceptable, but other forms of torture are looked down upon. Everything else is acceptable - except for defiling another individual's property in some manner, which is punishable by death. (It's okay if you kill the owner beforehand, though!) When you're playing as kuhlians, bettaris should attack in various forms - babysnatchers, thieves, and eventually sieges.
-Issues: I don't think I put a lockpicking tag in for bettaris, so they may be rather ineffectual thieves. Some of the "new" items and equipment may not actually be usable at the present time. Also, I haven't tested any of the high-population or military stuff yet. That's one thing I'm looking for in playtesting.