Adv Reactions:
Adds some basic adventure mode crafting reactions, mostly useful to help jump-start use of advfort.
Allows you to make crude picks and axes from knapped stone, anvils from boulders, backpacks from bags (that you can find in any human hamlet), and "emergency" crutches from bone.
All adventure mode reactions use the knapping skill.
Base:
The Rubble port of Essential DF. This is NOT a direct port of Essential DF, some minor changes were made to fix bugs and issues related to the assumption that dwarves will always be the player's race.
I try to keep this port as close to Essential DF as I can.
Changes (that I made to r9):
Dwarves have progress triggers (same as humans).
Dwarves have built-in (optional) support for "Libs/Castes".
sandstone and siltstone now have different background and foreground colors so they display engravings properly.
Dyes have reaction classes based on their color.
Wood has a reaction class applied and the block name is changed to "planks".
This addon is required by all other BD2 addons! BD2 is NOT compatible with the default "Base/Files" addon!
Block/Bone:
Good for really intimidating statues over the entry.
For those who just want "bone blocks" instead of "goblin bone blocks" or "elf bone blocks" (that BTW, cannot be stockpiled) there is an extra reaction that allows you to make blocks from a "bone" stone instead of the actual bone material.
You can also make "treated bone blocks" that are fire safe, but you only get half as many per reaction.
Block/Boulder:
For the OCD among us, I present the boulder press. The boulder press allows you to recolor boulders via the wonders of dwarven masonry.
How does it work? I have no idea, but dwarven masons are renowned for their ability to do strange things with stone
Like the other shops of it's kind the boulder press allows you to spend twice as much to get a better quality product.
Fine boulders are not only worth more, but magma safe as well.
Block/Cutter:
The block cutter allows you to harness the wonderful power of dwarven masonry to cut 4 blocks of any color from 1 hard non-economic boulder of any kind. If you want to make higher value constructions you can also cut a boulder into 2 better quality blocks instead.
Fine blocks are not only worth more, but magma safe as well.
Block/Kiln:
The Block Kiln works exactly like the block cutter except that you fire blocks from clay instead of cutting them from boulders. 5 clay gets you 10 normal blocks or 5 fine blocks.
Fine blocks are not only worth more, but magma safe as well.
Bone Flux:
Bake bones at the kiln to make calcite, a flux stone.
Very useful for steel making in flux-poor locations.
Bonfire:
Start a fire and burn them goblins! Either start a short wood fueled fire or start a longer coke fueled one.
Good for starting brush fires or burning trash.
Cast Anvil:
Gives playable races a reaction to cast an iron anvil from 5 iron bars.
Cave Color:
Changes color and availability of cave "grasses". Level 1 is green, yellow and brown, level 2 is mostly blue and cyan, and level 3 is red and gray.
Changes are cosmetic only. Does not change non-grass plants or trees.
Makes it easy to tell which cavern level you are looking at.
Crates:
Adds a "Warehouse" building and various "crates". Crates are bars that can be unpacked into items at the warehouse. The different races bring crates as trade goods, there are a few crates everybody brings, bust most are particular to a specific race.
All crates are unpacked automatically.
Uses the pump operator skill (pump operator serves as sort-of a "general labor" skill in BD).
Requires the "Libs/Crates" default Rubble addon.
Decorations/Carpet:
Decorative carpet "workshops", useless but pretty.
Carpets are free.
(kind of ugly right now)
Decorations/Display Case:
Adds a useless workshop that can be built with 1 block and any 1 other item, build with an artifact to make room value skyrocket or just use to keep things out of reach of those pesky thieves.
DFHack/Arena:
Spawn Megabeasts and Semimegabeasts to fight, for now all creatures just drop a corpse.
ALL arena creatures are trap avoid! No private Megabeast zoo for you
Megabeasts are mostly high-level building destroyers, make sure you can kill whatever you summon!
Uses animal caretaker skill for arena reactions.
(Some assembly required, may lead to excessive ‼Fun‼, legendary military not included)
Requires the "Libs/DFHack/Spawn" and "Libs/DFHack/Command" default Rubble addons.
DFHack/Cart Filler:
Fill minecarts with water or magma (without big fancy mechanical contraptions).
To access fluids the filler needs to be adjacent to a downward passable tile leading to a cistern!
To fill a minecart it needs to be adjacent to or on top of the filler, the minecart is NOT used as a reagent in the reaction. The best way to use the filler is to place it next to a minecart stop (or stops) and a cistern, this allows you to fill minecarts and send them on their way with a minimum of fuss.
The amount of liquid used is determined by the minecart capacity, but at least 4/7 fluid is needed for the filler to function at all.
Uses the pump operator skill (to fill carts) and mechanics (to build the filler).
Requires the "Libs/DFHack/Fluids" default Rubble addon.
DFHack/Claim Site:
This adds a script and adventure mode reaction that allows you to claim a piece of land as your own.
DFHack/Magma/Extractor:
Extract minerals from magma, get all kinds of rare and valuable metals! (but only rarely)
A magma extractor can be very profitable, provided you can feed it enough magma.
Each cycle uses 2/7 magma and at least 4/7 magma needs to be available.
Uses the furnace operator skill.
Requires the "Libs/DFHack/Fluids" default Rubble addon.
DFHack/Magma/Melter:
Melt rocks into magma!
The magma is put into an adjacent magma-safe minecart or an adjacent cistern.
When using minecarts this works exactly like the magma cart filler, when using a cistern it will attempt to spawn magma into any open space below an adjacent downward passable tile.
DO NOT BUILD THIS BUILDING NEXT TO YOUR MAIN STAIRWELL!
It is possible to enable magma workshops/furnaces here as well, so if you don't have a volcano there is no need to dig to the magma sea if you don't wish to.
Uses the furnace operator skill.
Requires the "Libs/DFHack/Fluids" default Rubble addon.
DFHack/Obsidian Caster:
Make obsidian directly from water and magma.
The obsidian caster makes obsidian boulders directly from adjacent water and magma, which needs to be on the level below and accessible via downward passable tiles.
4/7 water and magma are used for every boulder (so clever engineers can still be more efficient).
Uses the pump operator skill (to operate) and mechanics (to build the caster).
Requires the "Libs/DFHack/Fluids" default Rubble addon.
DFHack/Spatter:
A streamlined version of the DFHack spatter example mod. Allows you to coat weapons and ammo with extracts.
(Note that some extracts have no military value.)
Uses the wax worker skill.
DFHack/Steam:
The DFHack steam engine example mod neatly packed as a Rubble addon. See the DFHack readme for details.
Diggable Slade:
Allows you to dig slade, once you get past it's guardians that is...
Digging slade may lead to bugs, so be careful.
Dwarf/Castes:
Adds more kinds of dwarves, see the Dwarf Caste guide for details.
Incompatible with "Dwarf/Guilds".
Requires the "Libs/Castes" default Rubble addon.
Dwarf/DFHack/Guilds:
Adds more (specialized) castes than the "Dwarf/Castes" addon, see the Dwarf Caste guide for details.
You also get a "Guild Hall" building that allows you to change a dwarf's caste.
(no magic castes, those will come later as part of another addon)
Requires the "Libs/Coins" addon, incompatible with "Dwarf/Castes".
Requires the "Libs/Castes" and "Libs/Castes/DFHack/Transform" default Rubble addons.
Edible Vermin:
Allows you to cook vermin at the kitchen to get cheap meat, good emergency food source.
(urist likes vermin for their great taste.)
Factory:
Adds a large factory building for making batches of cheap items (mostly from wood and stone).
Allows you to make all kinds of furniture as well as sets of clothing, batches of weapons, and sets of armor.
All factory reactions are just a little bit cheaper than the vanilla version.
All factory items that can be made from stone and wood also have a version that can be made from blocks or planks, save even more resources!
Uses various skills.
Factory/DFHack/Mines:
Allows you to manufacture landmines at the factory.
3 types may be made:
concussion mine Big blast of dust, stuns and maybe kills creatures.
fire mine Wave of fire, makes stuff crunchy crispy.
ice mine Wave of ice, does frost damage and freezes creatures in place for a little bit.
All mines are made from 2 copper mechanisms, 2 copper bars, 4 bars of fuel, and some kind of filler.
For concussion mines the filler is 2 boulders, for fire mines the filler is 2 bars of fuel, for ice mines you need 2 logs of nether cap wood.
Mines look just like a smooth floor, be careful not to lose them!
If the "Crates" addon is active the dwarves will have crated mines available.
If the "Factory" addon is not active mines are still available as crates.
Requires the "Libs/DFHack/Spawn" and "Libs/DFHack/Command" default Rubble addons.
Factory/DFHack/Turrets:
Make mechanical guardians to protect your fortress!
5 types of turrets can be manufactured at the factory:
Gun Turret Pretty good against unarmored foes when it's protected by fortifications
Elite Gun Turret Rocks against most enemies, it's bullets hit hard enough to push enemies back
Fire Turret BURN! BURN! Not so good against anything fire resistant, watch out for friendlies!
Hell Fire Turret Melt both goblin AND goblinite
friendly fire is an EXTREME danger!
Web Turret Shoots webs, can't kill anything but when paired with traps or gun turrets...
All turrets are made from 5 mechanisms, 4 bars, and 1 crossbow, with the gun and fire turrets made from copper, the web turret made from iron, and the elite gun and hell fire turrets made from steel.
If a turret gets damaged in combat it can be "butchered" to get a damaged turret item (that you can recycle at the factory), turrets that die in combat also leave a damaged turret item.
Turrets are weakly armored, but they have quite the punch.
If the "Crates" addon is active the dwarves will have crated turrets available (just gun, fire and web).
If the "Factory" addon is not active turrets are still available as crates.
Requires the "Libs/DFHack/Spawn" and "Libs/DFHack/Command" default Rubble addons.
Farming/Basics:
This addon replaces all the farmable plants with better versions.
You may see plants that have the same name as the vanilla plants that you know and love, but they are not the same.
For example plump helmets are one of the plants that changed the least, but to brew them you need to grind the plant then press juice from the result, the juice may then be brewed at the still (the juice may be put in barrels as a non-alcoholic drink instead if you wish).
Note that alcohol can make some creatures "drunk" when this addon is active (mostly just saurians).
See the plant guide for details.
Incompatible with the "Farming/Harder" addon.
Farming/Dye:
Adds two dye plants, one underground and one aboveground.
Each dye plant can be ground to one of 12 colors, 6 colors for the aboveground plant and 6 for the underground one.
See the plant guide for details.
Farming/Harder:
All plants can grow all year long.
All underground plants take two seasons to grow.
All aboveground plants take one season to grow.
Incompatible with the "Farming/Basics" addon.
Fishing:
Increases vermin fish populations. Never fish out a lake (or river, or ocean, or pond, ...) again!
Fix/Undead Melt:
Basically a port of the base Rubble addon of the same name to make it work with BD.
Not 100% sure if this works, as I have not tried to give any undead the "magma treatment" in my recent forts...
Glass Forge:
The glass forge allows you to make armor and weapons from all three kinds of glass.
Green glass is a little under iron grade, clear glass is equivalent to iron, and crystal glass is a little under steel.
If you melt down glass items you will get "bars" of glass, you can melt these bars back to raw glass if you wish, or you can use them at the forge to make other glass items. If you wish you can also make bars directly from raw glass.
Hives/Spider:
Adds a new hiveable creature that produces silk and venom.
The venom is collected in jugs ready to use, the silk is collected as webs that must be processed into thread at the craftsdwarf.
Hives/Rainbow Beetle:
Adds a new hiveable creature that produces 16 colors of dye.
The beetles are collected as bags and must be milled to get the actual dye.
Hives/Workshop:
This addon is my answer to buggy and annoying vanilla hive keeping.
Basically you get a "hive complex" workshop that has some free reactions that have a small chance to return a hive product of some kind, for example if you run the "tend bees" reaction you have a small chance to get some honey or royal jelly.
Creature Products
Spiders Venom and silk
Bees Honeycomb and royal jelly
Rainbow beetles rainbow beetle bag (millable to random color dyes)
Lamination:
Glue wooden planks together to make laminated logs, which are more valuable than most generic woods.
Uses the alchemy skill.
Libs:
Any addon in the Libs group is an internal library that provides infrastructure for other addons.
Any addon that uses one (or more) of these libraries will make a note of which one(s) it uses in it's description.
Anyone that is interested in finding out more about these addons can find more details in "Libs/Readme".
Metallurgy:
Adds an "Alloy Furnace" that can be used (with other addons) to make alloys.
All alloys are made from bars using the smelting skill. Does not effect the smelter in any way.
Without other addons all you can make is pig iron, steel and bronze.
Metallurgy/DFHack/Volcanic:
Made from a mix of metals carefully steeped in specially prepared magma, volcanic metal has some very odd properties.
Volcanic metal is always slightly warm to the touch and is very heavy, it is also far stronger than its components.
Volcanic metal is made from platinum and iron in roughly equal parts (plus lots of magma).
Note that this reaction is only possible at the magma version of the alloy forge and that it USES UP 4/7 magma!
Please note that due to a bug in autoSyndrome the reaction does NOT work (correctly) when set on repeat!
Requires the "Metallurgy" Addon.
Requires the "Libs/DFHack/Command" and "Libs/DFHack/Fluids" default Rubble addons.
Metallurgy/Mithril:
Stretch your precious Adamantine supply, make mithril.
Mithril is a very light and sharp alloy that is made from steel and aluminum with a small admixture of adamantine, thereby greatly extending your adamantine supply (at the cost of slightly worse performance).
Mithril is a little better than steel grade plus it is lighter and sharper.
Requires the "Metallurgy" Addon.
Metallurgy/Vanilla:
Adds as many of the vanilla alloys as possible.
Not all the vanilla alloys are included due to some missing base metals (zinc, nickel, bismuth, and lead).
Requires the "Metallurgy" Addon.
More Armor:
Tired of not being able to make full suits of armor from bone and shell? How about when your civilians keep taking all the leather gloves and cloaks you made for your military? This addon fixes those problems.
Adds the following armor pieces:
Name Material Layer
armored gloves leather under
armored cloak leather cover
scalemail armor bone/shell armor
scalemail leggings bone/shell armor
scalemail helm bone/shell armor
scalemail gloves bone/shell armor
scalemail boots bone/shell over
Ore:
Re-balances ores, also renames some ores to stop things like "Smelt copper ore Ore" (you should get "Smelt raw copper Ore" instead.)
You should now find veins of ore instead of huge clusters.
Ore Processor:
Adds a new ore processor building.
Makes metal ores only give half as many bars when smelted, but you can process ores into a "refined" version that gives the normal amount when smelted.
There is ~24% chance that you will get a semi-random rock boulder when processing ores.
Pottery:
Replace the vanilla pottery system with a MUCH expanded version.
Glazing is done via powders ground at a millstone or quern from ash. For more glaze types see the "Pottery/Glaze" addon.
Pottery/Batch:
Adds a batch kiln that can make 5x the stuff with 4x the material and 1x the fuel.
Like the normal kiln addon you can make many, many, more things from clay than you can make in vanilla.
Glazing and collecting clay can only be done at the normal kiln.
Pottery/Glaze:
Adds the glaze compounder, a workshop for mixing glazes, either from other color glazes or from dyes.
Also allows you to grind some minerals into glaze powder.
Requires the "Pottery" addon.
Quarry:
Dig for some basic raw materials without needing to actually dig.
There are two types of quarry:
Quarry: 8 blocks, 4 mechanisms, 2 giant corkscrews, 10x10
Dig for clay; 100% chance of a clay boulder, 10% chance of additional fire clay boulder
Dig for sand; 100% chance for a bag of sand
Dig for stone; 2% chance for each of the 12 layer stones
Makeshift Quarry, free, 5x5
Dig for clay; 20% chance of a clay boulder
Dig for sand; 20% chance for a bag of sand
This is mostly for saurians to allow early game clay and sand, but it is also useful for dwarves.
You can use a quarry to dig for resources that do not exist in your current fort, so if you use quarries you never need to worry if you proposed embark has sand or clay.
Uses the pump operator skill (pump operator serves as sort-of a "general labor" skill in BD).
Research:
Build a laboratory and research advanced workshops.
Most addons that add a workshop will require a research discovery if this addon is active. While this addon supports requiring research discoveries as reaction reagents, no addon uses this functionality yet.
Some of the research reagents seem a little arbitrary, if anyone has any ideas for improvements in this area please let me know.
You may also copy research discoveries here (for free). Uses the alchemy skill.
If "Libs/DFHack/Announcement" is active an announcement will be displayed when you finish a research project.
Saurian:
A new race to play as, see the Saurian guide for more details.
This addon only includes the saurian creature and entity as well as saurian sized weapons and some basic reactions. Nothing else is included.
It is HIGHLY recommended to activate at least the "Quarry", "Glass Forge", "Sawmill" and "Pottery" addons.
To dig as saurians you need to buy a pick and resize it at the craftsaurian.
Saurians get a special "warcrafter" workshop that they can use to make green glass weapons and armor as well as making "scaled leather" from scales and hide. Scales for armor making can be made from green glass or shell, the shell scales can also be stitched together into shell armor (if "More Armor" is active it uses the armor pieces added by that addon).
If this addon is activated dwarves are unplayable and the dwarven outpost liaison becomes a trade rep (unless you activate "Saurian/Unplayable").
If "Farming/Basics" is active saurians will get "drunk" when drinking alcohol, see the plant guide for details.
Requires the "Glass Forge" addon.
Requires the "Libs/Castes" default Rubble addon.
Saurian/Basic Castes:
Adds some basic castes to the saurians.
See the saurian guide for details.
Requires the "Saurian" addon.
Requires the "Libs/Castes" default Rubble addon.
Saurian/Basic Castes/DFHack/Transform:
Allows you to change the cast of your saurians at the new meditation circle workshop.
Meditating takes from 1/2 to 3 seasons of time (depending on what the result caste is).
Requires the "Saurian" and "Saurian/Basic Castes" addons.
Requires the "Libs/Castes" and "Libs/Castes/DFHack/Transform" default Rubble addons.
Saurian/Old:
For those who like early digging as saurians, this addon makes stone undiggable and allows you to make wooden shovels at the craftsaurian.
Requires the "Saurian" addon.
Saurian/Unplayable:
If you just want saurians as an extra race to trade with the dwarves, activate this addon.
Incompatible with the "Saurian/Old" addon.
Sawmill:
Farmable trees and advanced wood processing, makes aboveground and/or treeless forts a lot easier.
If you wish you can scrap most wooden items (at a small loss), good for getting rid of all that elf crap you took from the last caravan
The sawmill uses the carpentry and wood burning skills for its reactions.
Don't forget a serrated disk!
All farmable trees take a full year to mature.
Shops:
Adds a merchant stall at which you can buy stuff for coins.
This addon uses the "Libs/Crates" default Rubble addon to determine what to sell, all crates of class CRATES_DEFAULT are available.
There will be few to no things to buy unless the "Crates" addon is active.
The coin value is procedurally generated from crate value (should be close enough).
Basically this is the same thing as the warehouse from the "Crates" addon, except that you use coins instead of crate items.
Requires the "Libs/Coins" addon.
Should be used with the "Crates" addon.
Requires the "Libs/Crates" default Rubble addon.
Tanning:
Makes creatures give skin "globs" instead of "skins" when butchered, this allows large animals to produce more than one piece of leather once tanned.
This effects all tannable materials (furry skin, skin, thick skin, scaled skin, jagged dragon scale, and carapace).
Based on a mod/modders resource by sackhead.
Tilesets:
All addons in this category install a tileset, making all required init changes and installing the tilesheet(s) associated with the tileset.
As these addons edit the raws you will need to use them EVERY TIME you generate! ONLY USE ONE AT A TIME!
If you want to revert to the vanilla tileset use the the default Rubble addon "Tileset/Vanilla" (you only need to use it once).
If you want to change the tileset used by a save game you will need to regenerate the save's raws (make sure you select the same addons as the save was originally generated with!)
Creature graphics are not included!
As I do not use tilesets none of these addons have been tested aside from simple error log checks.
None of the BD buildings are modified by tilesets, so some of them may look a little odd.
Training:
Make ink from ash, and paper from wood, then make a book from paper and ink and read it for exp in your chosen skill.
Note that EVERY skill in the game can be trained this way, even the useless ones
. Making books uses the Alchemy skill.
Note that skills that do not have a labor appear to allow ANYONE to do the reaction, use workshop profiles.
Wicker:
Make all sorts of stuff from woven plants. Uses the process plants skill (for bundling) and weaving (for making stuff).
Wicker/DFHack/Scarecrow:
Allows you to construct scarecrows (from old clothing and a wicker bale).
Scarecrows are good early game sentinels, perfect for spotting those pesky kobolds.
(The scarecrow creature is a cleaned up version of the one in Masterwork)
Uses the weaving skill.
Requires the "Wicker" addon.
Requires the "Libs/DFHack/Spawn" and "Libs/DFHack/Command" default Rubble addons.