NECROMUNDA UNDERHIVE SETTLEMENT for Dwarf Fortress 0.34.07If you dont know what necromunda is all about click here
Changes in 1.3.2
New skin and hair colors
New megabeasts use their tiles correctly
Guilders use their tiles correctly
Doors are no longer always yellow
Changes in 1.3.1
Second Best organ use down from 3 to 2
Blood and Bone created directly from Bones and Organs (removed Bonemeal)
Increased water to barrel reaction to 20 bottles used/combined
Tallow simplification
Waxroot can be made into Oil as was originally intended
Rockpots use the barrel tile
Guilders always have Pack Slaves
Scavvies use Junk weaponry
Fixed Cherub being called "nothing"
Tweaked Stone layers
More resources available in any map
Easier to break through the soil layer
Loads of renaming
Harvest Prep and Seed sorting now used Farming skill (replaces Herbalism)
Theives from all races have shivs now making them much more dangerous
Deadwood is now called Carapace Frond
New Stuff in 1.3.1
Carbide can be rolled into sheets
metal sheets can be used to construct Water Industry buildings (drum+funnel)
Workshop tools are constructable
Redemptionists replace Outlaws
Clothing for Redemptionists and Scavvies
Zombie Plague
Four new types of Megabeasts
Chunks can be hammered into Plates now
Anvils no longer used
Old Metalsmiths Forge no longer used
Always bring a Metal Lathe on Embark
Underhive Fashion for hivers
New art style for hivers
Updated tileset
New grasses
New details for finely crafted items
Dust storms (borrowed from Wasteland/DF PA at Deons suggestion)
Changes in 1.2.2
Fixed metal/smelting reactions
Fixed rockcrete to coke and block reactions
Fixed leather strips making Fuel Rods
Fixed the annoying pillar tile
Changes in 1.2.1
New farming reactions
New scavenging profession
create some important items from animal organs
Updated workshop graphics
New high end weapons and armor available from the Guilders
Many combat tweaks
Fixed worldgen creature problems
New system for trading bulk goods (cases)
new near surface metal deposits
Tannery reactions modified. Large animals give more leather, some creatures give chitin and shell.
Chitin and scrap metal armor
Salvaged weapons
New metalcrafting industry (spare parts and machinery repair)
bottles will break over time, make sure to keep producing new ones
Changes in 1.1.7
Replaced the included embark to use the bug fixed raws
Changes in 1.1.5
Fixed a limemilk reaction typo
Changes in 1.1
INCLUDED EASY PRE-EMBARKED WORLD: Try this if you want to learn to play
Decent embark profile for new players
Inclusion of the latest version of dfHack. "prospect all" now available on the site finder!
Temperature now is ON by default
Minerals are now slightly easier to find
Default worldgen takes place in Hive Primus
Changed font to Caslan Antique
Modified stone colors for visibility
Scavvy Civ has been implimented. They are currently the same as the outlaws except with a few caste changes.
Ventlurker large predator
Ventlurker skin can be used to brew Wildsnake liquour
Hivers learn Brewing and Mining slower
Many reaction ratio tweaks
Wolf Spiders now come in small packs
Total industry overhaul that wont use buckets and has far less annoying bugs
Fishing has been reimplimented. Pond slime! Delicious!
Wild Grox speed decrease. Shouldnt be able to catch your herbalists anymore (Unless enraged)
Glass Industry implimented to complient new Water industry
Picks are now called Rockdrills, a two handed drilling tool
Flak, Mesh and Carapace implimented for Arena only
Things we removed from Vanilla DF
brewing... all of it
df standard armor
no building hi-end weapons and armor (tradeable only)
edible plants taken out
cant feed a whole settlement with one worker
no coals or other "fuel ore"
fishing less effective
no magma sea
no HFS
plants dont grow everywhere, only near water
farming doesnt work in every season
most stone does not yield stone
cant eat organs
removed all precious metals
no flux stones
removed beekeeping
stone crafts are heavier and less practical
ceramic industry is removed
gem industry is removed
no distinction between biomes (everything lives in every biome)
no standard worldgen
no vampires, werewolves, bogeymen, night creatures, undead
no leader nobles
*!* A short video on setting up the Water Still *!*
http://www.youtube.com/watch?v=wR6Dom7ZWqE&feature=youtu.beIn Underhive Settlement you take the role of Imperial Citiziens living in the Underhive on the planet Necromunda. You have scraped together a few families and enough resources to acquire a grox wagon and Isotropic Fuel rod, and have set out into the ash wastes to seek your fortunes as a free settlement. Many things will threaten your existence in the hostile world that is the Underhive.
Underhive Settlement is a Dwarf Fortress total conversion, based on the Games Workshop tabletop wargame Necromunda, set in the Warhammer 40,000 setting. This is our first release and is a very feature basic version of what we intend to grow into a comprehensive game, featuring an expanded economy and full Underhive weaponry and armour. The game currently features a functional economy and a few new weapons and creatures to encounter.
New workshops
Water Still
The heart of any underhive settlement. This is the only way to produce Purified Water, which is important for most new reactions. It is also the only way to produce the lifeblood of the settlement, alcohol. Requires a Giant metal drum and Isotropic Fuel rod.
Receiving Bay
Unload crates, castes and containers you bring with you or trade for. This building is the first thing you will have to build upon arriving
Sawpit/Sawmill
Utilizaing the new saw and plane tools, you can process your rare wood resources. The Sawpit cuts raw deadwood into multiple pieces. The Sawmill dresses the timber to make it more valuable.
Reclaimator Shop
Process scrap metals found in the wilderness here. Turn them into useful tools, weapons, armor or simply trade goods.
Machine Shop
Used to produce the new firearm weapons (Stubguns, Autoguns and Muskets), as well as ammunition from Mallium. Requires an anvil. Vital to continue the defence of your settlement.
Distillium (now Distillarium)
Very important! This is where the buckets of Purified Water are filtered into Barrels ready for drinking. Without this you cannot produce any alcoholic drinks. You can also brew the vile "Second Best" from inedible organs of butchered animals and a bucket of yeastbath. Requires a Giant metal drum and a Giant metal funnel.
Cultivatorium
This is where most of the plant processes are performed. Turn the caustic Cave Spores into Limemilk. Blood Fungus is brewed into Yeastbath there. Also used to burn refuse into valuable fertilizer, and to remove seeds from grown plants ready for next years planting. Lastly a combintion of organs and bonemeal can be used to create fertilizer.
Apothecarius (Now Medicae Station)
Here you can generate most items required for a "healthy" fortress and empty buckets if you need one for something else.
Other workshops that are now important!
Screw press. Crush waxroot into oil for soap manufacture
Tannery. Used to create various items direct from organs
Quern. Mill bones into bags of bonemeal
Farmers Workshop. Process Cave Spores to bags for the most efficent food manufacture
Kiln. Also used to burn refuse to make fertilizer
Smelter. Use Limemilk and Rockcrete to produce bulk blocks or coke! But most importantly, create Plasteel.
Butcher/Kitchen. Since organs from butchering are not edible you must collect a bottle of Yeastbath to prepare them here.
Craftmans Workshop. Craft beds from rocks and cloth.
New Materials
Plascrete:
Strong building material, plascrete can be salvaged from abandoned structures in the underhive. High value stone and used to produce plasteel, carbide or mallium.
Rockcrete:
Basic building material and low value stone.
Hive Structure: Undiggable.
Mallium:
Only metal which produces ammunition.
Plasteel:
Used for high end metal weapons and furniture.
Carbide:
Used to produce Autoguns and Stubguns.
Ferroplas:
Low end metal weapons and furniture.
Iron Slag:
Ferroplas ore, also used to produce plasteel.
Useless Slag: Diggable but useless.
Isotrope:
No longer found in the wild.
Rubble: Diggable but useless.
Rare Weapons and Armor:
Power Axe
Power Fist
Power Sword
Chainsword
New items:
Fuel Rod:
Expensive component used to power the Water Still.
Bottle:
Used to hold water collected at the Water still and for other misc liquids
Autogun:
Basic two handed gun.
Stubgun:
Basic one handed gun, less powerful than Autogun.
Purified Water:
Basic drink, neccesary to keep your hivers happy and productive. Produced at the Water Still.
Second Best:
High value alcoholic drink, produced at the Distillium.
Wildsnake:
Highest value drink. Made from fermenting snake skins
Blood and Bone:
Fertiliser made from animal remains.
Limemilk:
A caustic liquid used to create concrete blocks and coke
Yeastbath:
A liquid made from Blood Fungus. Used to brew Second Best or to create edible meat from organs
New civilisations:The Merchant Guild: Imperially authorised traders, they have access to the most sophisticated weapons and equiptment, if you can pay the price. It is unwise to assault them, as this is a grievous breach of Hive law and will draw official attention to your settlement. They will arrive after you have exported enough to your home civilization.
Scavvies: Mutated humans living deep in the Underhive, they are shunned by other hivers for their repulsive appearance and distasteful cannibalistic practices. They will raid and steal from settlements, and beware the huge Scalies.
New Creatures
Guilder: Member (or slave) of the Merchant Guild. A human like any other hiver, with access to the same weapons and equiptment.
Scavvy:
Mutated humans from deep in the Underhive, they have a repulsive appearance and are shunned by other peoples of the Underhive.
Scaly:
Huge mutated reptilian mutants that form a part of Scavvy society. They are often found weilding the heaviest weapons in a Scavvy gang (very dangerous!).
Plague Zombie:
A mindless human infected with the zombie plague (not contagious at this time).
Vent Lurker:
A large snake-like creature dwelling in the air vents and ducts of the Underhive. It's painful bite is highly venemous but it's skin is prized for the making of Wildsnake, a highly intoxicating beverage.
Pondslime/Domeslime:
Catchable vermin that reside in water. They are simple blobs of slime.
Geometrid:
A large many-legged arthropod. It camouflages itslf and ambushes prey in the domes.
Plated Creeper:
A huge, armored arthopod. It will intrude into your fort in search of your food stockpile.
Grox:
Very large reptile that lays eggs and produces milk. Very slow and ocassionally prone to range thanks to a lobotomy. Useful for early fort defence, and a ready source of food for the settlment.
Wild Grox:
Wild version of the above. Very large, dangerous and prone to rage. Approach with many guns or not at all. Lives on the ash wastes (surface).
Giant Wolf Spider:
Large hunting spider. Moderately dangerous but beware it's paralysing venom. Lives on ash wastes. Hunts in packs.
Giant Orb Spider:
Web spinning giant spider, it ambushes it's prey. Lives in the abadoned Underhive domes (caverns).
Ripperjack:
Small, flying creatures that attempt to engulf their prey. They are highly aggressive and found in the domes.
Face Eater:
Face eaters are small predators that lie in wait and will ambush your hivers. Found in the domes.
Carrion Bat:
Small bat-like creatures that reside in the ash wastes. Non-aggressive but will attemp to steal food. Beware their pestilent bite.
Scavvy Dog:
A mutated dog, covered in scabs and sores, the favoured companion of Scavvies. They live in the ash wastes and will steal unattended food.
Sludge Jelly:
A large jellyfish found in the sludge pools and rivers of the underhive. They will attack any hiver foolish enough to loiter too long near the edge. Found in the domes.
Ash Jelly:
Ash waste dwelling version of the above, although slightly less dangerous.
Milliasaur:
A giant mutated arthropod with hundreds of legs. It will attack unwary hivers wandering the domes. Beware it's venomous bite.
Dome Spider:
A tiny spider that spins webs littering the domes. It has a painful bite.
New Plants
Synthcake
The only rot and vermin proof food available. Also only available at embark or by trade.
Cave Spore (underground)
The staple underhive food plant. It is cookable immediatly after harvest, but will yeild no seed. Instead process it at the Farmers Workshop to produce bags of it succulent flesh and seeds. Also processed to bucket as Limemilk in the Cultivatorium. Will make your hivers sick if eaten raw.
Blood Fungus (Overland)
An important food industry item but terrible to eat. This is converted into Yeastbath to make organs edible and in the brewing of "Second Best". Be sure to save some plants for seed cultivation!
Waxroot (Overland)
A non-food plant. While inedible it is best used for its cloth or oil. The easiest product to farm and a staple for your craft trade.
CRITICAL NOTES FOR SURVIVAL!!When generating a new world, use the 'Design world with custom parameters' and select 'UNDERHIVE'.
Always embark with an Carbide case (fuel rod), unpack it into an Isotropic Fuel Rod in the Receiving Bay to power your Water Still. All biomes are dangerous. You are unable to produce your own Fuel Rods, they only come from embark and merchants. Waxroot and Blood Fungus may be aquired from shrubs.
The Water Still is the only source of high volume drink. It requires 10 bottles to operate.
Organs are no longer edible. Instead they are used in reactions to produce high value booze and fertiliser.
Soil is no longer diggable, so it's wise to select locations with high cliffs as they will often offer a way to the stone layers. Alternatively, embark on a location with a cave that will always let you through to the cavern. Dwarf Fortress prospector tool is a good idea if you don't want to risk being trapped on the surface. type "prospect all" on the site finder to see the geological makeup of that biome.
Rockrete is an economic stone, but you will most likely want to use it as a building material as wood is not plentiful.
Embark in a location with water, as surface plants will only grow near it. Beware the jellies.
Domestic Grox make strong defenders early on, and they do not need to graze.
Beware the wild grox, it will easily kill your starting hivers.
The scavvies will start their raids very early. Set some guards and build a decent battlement early
The Outlaw Hiver civilisation will siege your fort.
Rock crafting is no longer a viable means of trading due to very heavy rocks.
Temperature is ON by default.
Please give us your feedback on the gameplay and any bugs you discover!
DOWNLOAD 1.3.2Comments and Thanks
Suds Zimmerman - for the custom creature and hiver tileset
Meph - Inspiration from Masterwork Mod. Apothecarius, Display case and firearms base
bdog - Wheelbarrow Mod
Deon - Display case and inspiration from Genesis
000IT - Inspriration from Corrosion
peterix - dfhack
ironhand - ironhand tileset
All the bearded dudes and dudettes in DF MODDERS WORKSHOP