Welcome to my collection of mods! All of my creations are designed to fit the current whacky, classic-fantasy DF universe, and I aim for each one to be as unique and rich as current modding capabilities allow. All will be released in modules, meaning you can pick and choose what you want, and
none of them will mess with vanilla files.
So without further ado!
Boozelings!Scattered throughout the caverns are strange creatures indeed, none so coveted by the dwarves as the boozeling. Standing slightly smaller than dwarves, the boozelings are joyous (for the most part) creatures, with two large wooden mugs in place of hands. Seemingly having no need to eat, the boozelings subsist on the alcohol they naturally produce in their bodies, which perpetually brims to the tops of their mugs.
In cheer, they often unload these mugs of booze, or take huge gulps of them. On the rare instances that boozelings have been captured and tamed, it is said they delight in sharing their glorious, home-made booze with their masters. There is a reason boozelings are rarely tamed, for they are wild creatures. Only the most alcoholic and crazed overseers would think to capture and employ one, but once that is done, they could be welcome additions to taverns, or pastured and chained throughout the fort.
Rumour has it there are two rare species of boozeling… One brings great joy and energy with the booze it produces, the other, a maddening rage.
If the stories are to be believed…
The boozelings are short humanoids that constantly secrete booze from their skin, serve mugs of booze to themselves and others within touching range, and unload their mugs in a splash upon greeting. These mugs are their hands.
There are 5 varieties of boozeling:
Whiskey boozeling - Strongest drunken effect
Wine boozeling - 2nd strongest
Ale boozeling - 3rd strongest
Enchanted boozeling - Gives extreme feeling of euphoria to dwarves and a speed boost
Fell boozeling - FUN!!!
The two rarer boozelings have their own personalities, while the common all share the same. Each have their own variable colour schemes. The wine boozeling is a red wine boozeling (I prefer it), and I’ve included speech files that need to go into data/speech (boozeling.txt and fellboozeling.txt) if you want custom utterances every time they serve a mug.
There is nothing I can do about the serving of booze being counted as a combat report, I’m afraid. Mix the different varieties for maximum drunkenness.
In my first iterations the inebriation was so powerful it would kill any human or dwarf that was splashed by the booze, because I had it apply the drunken effect via contact.
11 splashes on a creature = 11 separate instances of the inebriation = death by alcohol.
So now the booze is technically a gas, and the drunken effect is inhaled. This was the only workaround for the splash I could think of.
What was even more ridiculous, is that the very first boozeling I spawned began to first get dizzy, then cry euphoric tears, then begin to vomit, before finally falling completely unconscious. This was because I had the creatures continuously secrete the booze from their skin, but I hadn’t made them immune to the inebriation. I have no idea why the boozelings would not die from this, unlike humans or dwarves, but would instead remain in a chronic, unconscious state of drunkenness—for eternity.
DownloadDragons and Drakken!Dragons are the embodiment of primal energies—intelligent and wilful in their pursuit of power, but with minds ancient and unknowable.
Unlike their bestial cousin, the Grand Dragons of Fire, Forest, Ice and Earth soar the skies on wings outstretched, and are skilled in the ways of draconic and all other tongues. The Drakken, then, are their children; yet as the dawn of more civilised species changes the face of the earth, the Primal Dragons and their Children may find themselves endangered.
In the murkier corners of the world, where the natural balance of life and death lies skewed, there are rumours of Dragons that have gone corrupted...
Dragons are huge flying lizards with steel-strength scales, claws, teeth and bone, which can be wrought into armour, weapons, trinkets, furniture etc. dependant on the type of material. They can command factions, are intelligent, and each spawn in their respective biomes.
There are five types of Dragon (for now):
Fire - Firebreath and super hot materials.
Ice - Coldbreath/Aura and super cold materials
Earth - Throws boulders and emits seismic roars.
Forest - Has a deadly blight swilling at its jaw and claws.
Dead - Can reanimate and has blood which turns the living into thralls and the dead into zombies
The Drakken are a bipedal civilisation that take after these variations (apart from dead) using castes. They wield no weapons or armour and often find themselves endangered during worldgen. I've tried a lot to remedy this, to no avail. I don't want to make them any bigger than they already are.
The Drakken require the Dragons to work, but not the other way round. So if you just want dragons, go ahead.
DownloadGnomish Clockwork Empires!All races stand in awe of the gnomish clockwork craft, capable of producing flame-breathing, two-tusked belchers; skittering scuttlers; and powerful, ponderous golems. Not to mention the arsenal of clockwork rifles, pistols, shivs and armours available.
And yet the clockwork gnomish empires are not belligerent. Highly energetic and with vibrant eyes and hairstyles, the gnomes frolic, bounce and somersault about their cities with an energy other races find tiresome. Though do not stir the clockwork beast, lest it turn its clicking, revolving gaze your way…
Gnomes:
- 15,000 size, high agility but low str, toughness
- Can gambol, increasing their agility substantially for a limited amount of time
- Wield rifles, pistols, shivs and cog-shields
- Can tinker with constructs (raising base str, agil and toughness by 300%)
- Can overcharge (increases str by 2000)
- Can repair (resurrect) fallen clockwork constructs (that may instantly die from oil loss)
Constructs:
- Scuttler: A gnomish construct that scuttles about on eight sharp legs and jets forth a pneumatic spear.
- Belcher: A ferocious gnomish construct. Its maw is jagged with two jutting tusks, and it belches fire. Beware!
- Golem: A ponderous, powerful gnomish invention. There is life in its dull eyes and the turning of its huge, heavy head. Some golems have been known to escape their gnomish creators. (rarely found in caverns and mountains. Can become historical figures in world gen. Custom personalities; actually very opposed to violence. Strong as heck. Massive heads)
- All constructs come in copper, bronze, iron and steel variants. Copper being common, steel rarest
Misc.
- Custom government with a singular, elected grand engineer, 5 high engineers who may succeed him, as well as gnome strategists, roamers and shankers.
- Pointy faces grow with age
- Colourful eyes and hair
- Fabulous colourful civ names such as The Teal Wreaths
- Custom language (as with all my civs)
DownloadUPCOMING: Cavern slimes. Shroomfolk civ. Mischief mod. Ent Civ. Some weird civ with bizarre animals to trade for! Much more!