The Earth Strikes Back!
A mod for Dwarf Fortress v0.42 and v0.43.
Requirements:- Dwarf Fortress v0.42.04 or later
- DFHack 0.42.04r1 or later
- Rubble 8.2.0 or later (for Rubble version only)
Previous version for Dwarf Fortress v0.40 is available
here.
This mod includes new creatures, some new high-value gems to balance the risk posed by the new creatures, new workshops to mitigate the risks, exotic new plants as a side-effect of the new creatures' and gems' origins, and graphics for Stonesense, TWBT, and the main interface.
Background:The world is flush with life, anywhere and everywhere we witness an endless variety of living things. Not only do we see birds in the sky, beasts on the ground and fish in the sea, but ancient trees burrow into the earth itself for sustenance. Some, such as the Dwarves and Goblins, are aware that life is as boundless below the surface as above it, filling great caverns with fantastic plants and animals and peoples. Life, it seems, is everywhere.
From where does all of this life come? Doubtless the gods forged it originally, striking upon the anvil of the world with unimaginable crafts to create the infinite variety of living things we see today. To those races that have tamed even the simplest metals, it is obvious that the seas and the soil are too soft a foundation upon which to forge anything of consequence... life must have been forged on solid rock. But we do not need to take this on faith... the Dwarves who mine into solid rock
know that this is true.
When the gods forged the first life, their strikes were of such incredible force that even the forgotten embers possessed power beyond mortal comprehension. These embers, buried deep within the rock, imbue the surrounding stone with the dignity and vigor of a living thing. Fresh, hot embers are surrounded by Living Stone that can be quite dangerous if awakened by careless mining. The smaller embers have cooled leaving behind Hidden Gems where they otherwise would not be expected.
Any miner knows that the surest way to prosperity is to strike the earth. Wise miners know that sometimes the earth strikes back.
Features:Hidden GemsHigh-value gems lie hidden within the layer stones, and there is one
Hidden Gem type for each of the 24 types of standard layer stone (the 25th and 26th, obsidian and slade, are special enough already). They resemble common gems, but all are precious due to their special origins. For example,
Hidden Onyx is found within limestone and is much more valuable than common onyx.
Living StoneSome stone still burns with enough animating force to react when struck by a pick, and this is when an
Awakened Stone pulls itself free of the rock to attack the miner.
Awakened StonesA bewildering hybrid of flesh and stone, an
Awakened Stone appears to be a boulder with a face and four long, clawed arms. The core of this creature is nerve and muscle and bone, but it is covered in a thick layer of stone and has mud running through its veins. Had it been left in peace, its iridescent eyes would have eventually solidified into
Hidden Gems. A single
Awakened Stone is no match for a prepared militia, but these creatures usually turn up deep in the mines where the only protection comes from the miner's pick.
Tributes, Altars and SecretsFortunately, Dwarves have learned how to pacify
Living Stone so that the
Awakened Stones that emerge are tame. This is accomplished by researching a Secret (like necromancy, but less icky) or building a
Tribute workshop from three blocks of that layer stone (or an
Altar from a boulder of that stone inside an appropriate temple) and sacrificing a gem. Each miner that learns the Secret or sacrifices an appropriate gem at the
Tribute or
Altar will usually be at peace with any
Living Stone he or she awakens. An appropriate sacrifice is expensive: either a large gem or any cut gem of that layer's
Hidden Gem.
A Secret or sacrifice is specific to a miner and a layer stone. A miner who has made
Tribute to Limestone will be at peace with any new
Awakened Limestones he or she frees from the rock, but would still be considered an enemy by
Awakened Granite. Another miner from the same fortress would anger an
Awakened Limestone unless he or she also made an appropriate sacrifice.
Awakened Magma and Incandescent StonesLiving Stone that was unlucky enough to be awakened by magma is similar to an
Awakened Stone, except that it is red-hot with heat and anger.
Tributes are of no use pacifying these creatures because they were not awakened by miners.
Living Stone that melts in magma becomes
Awakened Magma, while "magma-safe"
Living Stone becomes
Incandescent Stone.
WyrmsEmbers of creation that have cooled leave
Hidden Gems, those that are still warm leave
Awakened Stones, and the hottest ones leave an egg that hatches into a fast-growing
Wyrm. Although it hatches about the same size as an
Awakened Stone, it will be the size of a dragon within a month.
Unlike
Awakened Stones, these embers burn so hot that most of a
Wyrm remains organic after it is slain. Unfortunately, these hot embers are very difficult to pacify with
Tribute. A Dwarf who has made an appropriate
Tribute does not calm a
Wyrm, but at least the beast won't be berserk when it emerges. Usually.
Awakened StormsEmbers of creation that fall onto a lake or river simply burn their way through to the rock below, but an Ember that falls into the ocean stays in contact with the water long enough to affect it. The boiling region rises above the surface to form a swirling mass of clouds and lightning that can be devastating to a coastal settlement.
Gem Seeds and Gem VinesThe boundary between animate
Living Stone and inanimate
Hidden Gem is not always simple or obvious. Some
Hidden Gems still contain enough force that they can be coaxed back to life. A dwarf can attempt to extract a
Gem Seed from a
Hidden Gem at an appropriate
Tribute. If the extraction is successful, the
Gem Seed can be planted to produce
Gem Vines that can be brewed into alcohol and occasionally produce more
Hidden Gems.
Pet RocksPeople often take comfort from talking to their plants or pets, even if there is no obvious response. Some people have adopted bits of
Living Stone as their conversation partners... at least they believe they are talking to
Living Stone. It is very difficult to tell
Living Stone apart from regular stone.
DFHack ScriptsThe mod includes seven DFHack scripts,
more-item-descriptions,
tesb-add-pets,
tesb-create-unit,
tesb-info,
tesb-job-monitor,
tesb-wake, and
tesb-weather.
The
tesb-info script print the mod's version number and gives information on how often Living Stone and Hidden Gems appear.
The other scripts are used internally, but they can be entered into the DFHack console if desired. Use with
-help for parameters.
Installation:Method A: If you do not use Rubble
or the Starter Pack's mod tool.
1. Unzip the file on top of your Dwarf Fortress folder.
Ensure that you will be prompted before overwriting anything.2. You will be notified that
raw/objects/entity_default.txt already exists.
If you use no other mods, accept this overwrite.
3. You will be notified that
stonesense/index.txt already exists. Again,
if you use no other mods, accept this overwrite.
4. You will probably be notified that
raw/onload.init already exists. If this happens, copy the contents of this file into the your existing init file.
5. If you
do use other mods, copy the contents of
raw/objects/entity_default.insert and paste them into
raw/objects/entity_default.txt between the
[PERMITTED_BUILDING:SCREW_PRESS] and
[PERMITTED_REACTION:TAN_A_HIDE] lines. Then open the
stonesense/index.txt file to add the text
tesb/index.txt by itself on the last line.
6. If you do
not want to use the creature graphics (e.g., want to use ASCII only), delete the file
raw/graphics/graphics_TESB_awakenedstone.txt (you can also delete the
tesb subfolder if desired).
7. To enable the TWBT overrides, add the contents of
data/init/overrides.insert to
data/init/overrides.txt (preferably at the end of the file). Do this
after any graphics packs changes you make with a Starter Pack.
8. If you use GemSet, you may wish to search-and-replace
[CREATURE_TILE:'W'] with
[CREATURE_TILE:'l'] in
creature_TESB.txt to use a more Wyrm-like corpse tile.
Method B: If you want to use the Starter Pack's mod tool to manage The Earth Strikes Back. This method is a bit hackish until I can figure out an elegant solution.
1. Unzip the file into a folder inside the Starter Pack's
LNP/Mods folder, such as
TESB.
2. Cut the
stonesense folder out of this location and paste it into your Dwarf Fortress folder. You will be notified that
stonesense/index.txt already exists. (Or simply delete this folder if you do not want Stonesense assets.)
3.
If you use no other mods with Stonesense content, accept this overwrite. Otherwise, add
tesb/index.txt by itself on the last line.
4. Cut the
grahics folder (which is inside the
raw folder just extracted) out of this location and paste it into the same spot under
LNP/Graphics/<your graphics pack>/raw. There should be no conflicts. (Or simply delete this folder if you want to use ASCII graphics.) If you use GemSet, you may wish to search-and-replace
[CREATURE_TILE:'W'] with
[CREATURE_TILE:'l'] in
creature_TESB.txt to use a more Wyrm-like corpse tile.
5. Cut the
data folder out of this location and past into your Dwarf Fortress folder. To enable the TWBT overrides, add the contents of
data/init/overrides.insert to
data/init/overrides.txt (preferably at the end of the file). Do this
after any graphics packs changes you make with a Starter Pack.
6. Move the
readme_TESB.txt file somewhere convenient if desired.
7. Double-click "The Earth Strikes Back!" to move it from Available to Merged, where it will be highlighted in yellow due to overwriting a vanilla file. Mix with other mods if desired, then click Install Mods.
Method C: If you want to use Rubble 7.3.1 or later.
1. Acquire the
Rubble module from DFFD.
2. Place ZIP file in Rubble's
addons folder. Do not unzip it.
3. Check
The Earth Strikes Back!. It will automatically enable
Base if necessary. This mod is compatible with First Landing.
4. This version of the mod includes several configration variables to customize your experience.
- Creature graphics may toggled be ON or OFF
- Secrets may be toggled ON or OFF
- Gem vines may be toggled ON or OFF
- Pet rocks may be toggled ON or OFF (but who could every toggle off such adorable creatures?)
- Living stone may be set to COMMON, RARE or NEVER
- Hidden gems may be set to COMMON, RARE or NEVER
Setting living stone to NEVER prevents anything from appearing while mining, and disables all of the creatures other than pet rocks. Setting hidden gems to NEVER has the side-effects of disabling plants and turning Wyrm eyes into common gems. If living stone and hidden gems are *both* set to NEVER, then Tributes have no function and are disabled.
Stonesense assets are installed if creature graphics are ON. Note that Stonesense is not save-specific, so it is sufficient to install it once.
5. Generate raws normally.
Future Development Plans:1. Leverage new DF 0.42/0.43 features.
2. Contribute to research on fixing spawned creature behavior.
3. Make the graphics a little less embarassing.
Reference:Hidden GemsAll
Hidden Gems are precious (material value 40) and can be used normally for gemcutting and encrusting once mined. However, when they are still in the ground they are indistinguishable from the layer stone around them even to DFHack tools like
prospect and
reveal. A notification such as "You have struck hidden amethyst!" will be generated whenever a
Hidden Gem is found. There are twenty-four types of
Hidden Gem, one for each of the main layer stones in the game (the 25th and 26th, obsidian and slade, are special enough on their own).
♦ Hidden amber opal is found in sandstone.
♦ Hidden amethyst is found in gabbro.
♦ Hidden aquamarine is found in schist.
♦ Hidden beryl is a golden-yellow-colored gem found in marble.
♦ Hidden black opal is found in dolomite.
♦ Hidden bone opal is a beige-colored gem found in siltstone.
♦ Hidden cherry opal is a chestnut-colored gem found in rock salt.
♦ Hidden emerald is found in granite.
♦ Hidden fire opal is a scarlet-colored gem found in mudstone.
♦ Hidden garnet is a blue-colored gem found in gneiss.
♦ Hidden milk opal is a cream-colored gem found in claystone.
♦ Hidden onyx is a black and white gem found in limestone. Like normal onyx, it is colored "black" for game purposes.
♦ Hidden pinfire opal is a flax-colored gem found in conglomerate.
♦ Hidden pyrite is a silver-colored gem found in dacite.
♦ Hidden pyrope is a dark-red-colored gem found in slate. Like normal black pyrope, it is colored "black" for game purposes.
♦ Hidden quartz is a cream-colored gem found in andesite.
♦ Hidden shell opal is an ivory-colored gem found in shale.
♦ Hidden spinel is a purple-colored gem found in diorite.
♦ Hidden sunstone is a red gem with yellow flecks found in basalt. Like normal sunstone, it is colored "pumpkin" for game purposes.
♦ Hidden tourmaline is an indigo-colored gem found in quartzite.
♦ Hidden turquoise is found in rhyolite.
♦ Hidden wax opal is a flax-colored gem found in chert.
♦ Hidden white opal is found in chalk.
♦ Hidden zircon is a red-colored gem found in phyllite.
Note that material preferences for
Hidden Gems are unrelated to the normal gems with similar names. That is, a Dwarf with a preference for
amethyst will not be impressed by
hidden amethyst, and vice versa. This is due to the same system that makes "gold" and "native gold" unrelated preferences in the vanilla game.
Each Hidden Gem has its attributes copied from the vanilla version of the normal gemstone, which might make for slight color differences depending on your graphics pack. These gems are not present as clusters on the map, rather there is a small chance of a rough Hidden Gem being generated each time a tile of layer stone is mined.
Living StoneWhen a tile of
Living Stone is mined, the resulting boulder animates into an
Awakened Stone. Whether that
Awakened Stone is friendly or hostile depends on whether the miner performed a sacrifice at an appropriate
Tribute.
Since v1.30 there are no clusters of Living Stone the map, rather there is a small chance of spawning an Awakened Stone (and possibly some Pet Rocks) each time a tile of layer stone is mined. Since v2.13 running tesb-info in the console without arguments reports the current probabilities of finding Hidden Gems or Living Stone.
Awakened StonesWhen Living Stone is disturbed by mining, it attempts to tear itself free of the surrounding rock to move about on its own. You will receive an announcement like "Urist McMiner has awakened a creature of Living Limestone" if the miner previously made a sacrifice at an appropriate Tribute, and the Awakened Stone will be tame. Otherwise you will receive an announcement like "Urist McMiner has incurred the wrath of an Awakened Limestone", and the Awakened Stone will be hostile. There is a one-in-ten chance that a hostile Awakened Stone will be berserk. If an Awakened Stone is hostile, it will remain hostile even if it later meets a Dwarf who made an appropriate Tribute.
An Awakened Stone appears to be a boulder with a face and four long, clawed arms. Its surface is made of rock and its blood is mud, but while still animated it has organic fleshy innards with familiar bones and organs. Upon death, an Awakened Stone reverts quickly to a normal boulder. | | Awakened Stone â Urist likes awakened stones for their chiseled features. |
In combat, an
Awakened Stone is much more likely to bite than it is to use its claws. Tame specimens can be trained for hunting or war, but they cannot breed.
Awakened Stones have a high running speed (60kph) but accelerate slowly, and they are not slowed down as much as other creatures by climbing or crawling (19kph). They are also low-level building destroyers (able to destroy archery targets, slabs, statues, windows, wooden doors, and wooden hatches), making it that much harder to slow them down.
The creature tile for an
Awakened Stone is â (although this will only be visible if the creature graphics are disabled). The tile color is brown, dark gray, gray, light gray, or white depending on the stone type.
All 24 types of Awakened Stones are castes of the same TESB_AWAKENED_STONE creature. The creature's tile color varies by caste, but unfortunately it was not possible to make all of them visually distinct. Stonesense does a better job of distinguishing Awakened Stones from one another, and it even respects castes that come in a variety of surface colors.
The TESB_AWAKENED_STONE creature appears very rarely in the caverns, but it doesn't appear directly due to mining at worldgen sites. This means that Legends will be rarer than might be expected from their apoearance at player forts.
Tributes and AltarsA Tribute is a 3x3 workshop constructed from three blocks of a layer stone, while an Altar is a 1x1 workshop constructed from a boulder of a layer stone. An Altar will only function if it is built inside a temple dedicated to a deity associated with an appropriate Sphere (see Secrets below).
The Masonry labor is required to construct a Tribute or Altar and the Mining labor is required to perform sacrifices or extract Gem Seeds at one. The sacrifices are very expensive, so it is recommended that a Manager be used to assign a specific miner to the workshop to ensure that the intended Dwarf performs the sacrifice. | | Tribute O O XXX ∩ XXX O O XXX |
Each
Tribute or
Altar allows two "sacrifice" reactions, either of which has the same effect upon the Dwarf performing the reaction. The first reaction (shortcut lowercase-L) consumes a large gem, and the second one (shortcut lowercase-H) consumes a normal cut gem of the
Hidden Gem associated with that stone. For example, the
Tribute to Marble allows "Sacrifice large gem (l)" and "Sacrifice hidden beryl (h)".
The Dwarf performing the sacrifice will be permanently affected by a syndrome (e.g., "marble favor") that has two effects. The first effect is to reduce the hostility of any
Awakened Stones or
Wyrms that the Dwarf releases from
Living Stone. The second effect is that the Dwarf suffers half-damage from anything made of that stone, including falling onto a floor of that material. Repeated sacrifices do not further reduce the damage.
The third reaction attempts to extract a
Gem Seed from a rough
Hidden Gem, with a shortcut key of lowercase-X. For example, the
Tribute to Marble allows "Extract hidden beryl seed (x)". The attempt
always destroys the rough
Hidden Gem and produces a usable
Gem Seed 50% of the time.
A Tribute can be constructed from any three blocks, but it will function only if it is constructed from three blocks of the same layer stone. A non-functional Tribute can be deconstructed to recover the blocks. The tesb-job-monitor script allows all 25 Tribute types to appear on the building menu as a single generic Tribute building; this is accomplished by converting a generic Tribute into a specific Tribute workshop based on its materials (one of which is "Inactive Tribute" for invalid combinations of blocks).
The script that spawns Awakened Stones (and Wyrms) determines if the miner is affected by the appropriate "favor" syndrome and causes the Awakened Stone to spawn as tame if the "favor" syndrome is present and hostile otherwise. The script, tesb-wake, can be run from the DFHack console. Type tesb-wake -help at the console for more information.
A cloud of blue mist appears when a sacrifice is performed at a Tribute. This requires temperature to be turned on but is entirely cosmetic; the syndrome is applied through a reaction-trigger in DFHack, so there is no dependence on the Dwarf inhaling gas to contract the "favor" syndrome.
SecretsA person can also gain the "favor" syndrome by learning a divine Secret. The Secret can be written down and learned by others, but unlike necromancy the holders of these secrets do not build towers. Learning one of the Secrets does not prevent learning the others, so in principle a migrant can arrive who is already at peace with several types of
Living Stone.
Sedimentary stones are in the EARTH and MINERALS Spheres. Rock salt is also in the SALT Sphere.
Metamorphic stones are in the EARTH and MOUNTAINS Spheres.
Igneous intrusive stones are in the MOUNTAINS and CAVERNS Spheres.
Igneous extrusive stones are in the MOUNTAINS and VOLCANOS Spheres.
Flux stones are in the MINERALS and METALS Spheres.
Those who learn the secret of peace with a particular kind of Living Stone do not establish towers, so the slabs and books detailing the secret will be stored wherever the person happens to live. Due to current peculiarities of DF, the same people who seek out these secrets of peace are the same ones trying to become necromancers, and some people accomplish both. Anyone can learn the secret by reading a (divine) slab or (mundane) book, but in the current version only a necromancer in a tower would write such a book. Fortunately for the player, necromancers do not migrate to forts. This means that migrants with these secrets are likely only on worlds that are young (first generation still living) or very, very old (allowing enough time for writings to be lost and rediscovered).
Awakened Magma and Incandescent StonesThese creatures were Living Stone awakened by natural causes, and as such there is no opportunity to calm them with Tributes. In fact, these creatures are perpetually angry and completely untrainable.
They are also as hot as magma and always on fire. The difference between Awakened Magma and Incandescent Stone is that the former has a molten surface while the latter has a red-hot solid surface of magma-safe stone (Basalt, Chert, Dolomite, Gabbro, Quartzite or Sandstone). They are at home in subterranean magma formations, but often wander across the land in search of prey. | | Awakened Magma â Urist likes awakened magmas for their mesmerizing colors. | | Incandescent Stone â Urist likes incandescent stones for their hot tempers. |
The TESB_AWAKENED_MAGMA and TESB_INCANDESCENT_STONE creatures are very similar to the TESB_AWAKENED_STONE creature except that they occur naturally and immolate their surroundings. Another important difference is that more than one can appear at a time. Since they spawn without player intervention, Awakened Magmas and Incandescent Stones can appear in Adventure Mode and during worldgen encounters.
WyrmsA Wyrm resembles a wingless dragon, although it is covered in rock instead of scales. These fast-growing beasts attack with their bites, claws and tails, and fortunately lack the fiery breath attack of their look-alikes. Born about the size of an Awakened Stone, a Wyrm quadruples in size each week for four weeks to roughly the size of a dragon. The initial miner who released the Wyrm will probably have the easiest time killing it. Any Living Stone hot enough to emerge as a Wyrm will be hostile, but the creture is much less likely to be berserk if the miner had previously made an appropriate Tribute. | | Wyrm W Urist likes wyrms for their rapid growth. |
These fast-growing beasts attack with their bites, claws and tails, and have special attacks that vary depending on their type:
Aquifer-bearing stones have a bite that causes all fat tissue to swell up (as it fills with water).
Igneous extrusive stones can slap the ground with their tail, staggering nearby foes.
Igneous intrusive stones can spit magma.
Flux stones have steel for bones, teeth, and their oversized claws.
The remaining
Wyrms spit rocks quite often.
All Wyrms are castes of the same TESB_WYRM creature. When butchered, each eye yields a rough Hidden Gem. The chance that an Awakened Stone will turn out to be a Wyrm is the square root of the chance of a tile yielding an Awakened Stone. At the default rate of .002 of tiles yielding Awakened Stones, 4.47% (about 1 in 22) will turn out to be Wyrms.
The "stagger" effect is implemented as a dizziness syndrome. It is more severe for creatures adjacent to the Wyrm, but can affect opponents several tiles away.
Awakened StormsAn Awakened Storm is a huge, dense formation of clouds with four swirling arms around a central core. These arms will batter and lash nearby creatures, but the lightning that surrounds them will strike any creature in the vicinity. Lightning is far more dangerous to creatures standing in water, and that is likely because it is always raining when an Awakened Storm arrives.
An Awakened Storm does not have any vital organs, so killing it requires disrupting its core. Once that is accomplished, you will be rewarded with a special Hidden Gem that cannot be acquired through mining. | | Awakened Storm § Urist likes awakened storms for their swirling motion. |
The TESB_AWAKENED_STORM is a "naturally" occuring beast native to the oceans, and the tesb-weather script checks for the presence of one every ten ticks. If one is found, the script sets the weather to rain.
Gem Seeds and Gem VinesIf the fortress extracts a Gem Seed from a rough Hidden Gem at a Tribute, that seed can be planted in an underground farm plot to produce a Gem Vine. Each type of Hidden Gem has its own species of Gem Vine. The growths of this plant, known as "clusters," can be processed at a Still to produce 5 units of alcoholic "spirits" and a 20% chance of recovering a rough Hidden Gem. For example, an amethyst seed can grow into an amethyst vine which produces amethyst clusters; those clusters can be brought to a Still to produce amethyst spirits and possibly a rough hidden amethyst.
The reaction at the Still is "brew gem cluster (g)" and requires a barrel or pot to hold the spirits. | Gem Vine " Urist likes gem vines for their gem clusters. |
There are twenty-four separate species of Gem Vines which are largely identical except for coloration. The clusters are rocky and inedible, having no use other than being processed at a Still. The structural material and seeds, however, are normal plant products that are vulnerable to vermin. The seeds can be cooked into meals if permitted in the Kitchen settings.
The clusters and seeds were given high materials values because (1) they can produce an endless stream of precious gems and (2) they should not be available for embark under normal circumstances.
Pet RocksThese small pets are very low-maintenance because rocks don't eat or drink. Unfortunately, they will not move unless picked up by a dwarf. Pet Rocks should be pastured in meeting areas to make them more likely to be adopted, then released from the pasture in case the owner wishes to bring the new pet to work. If any Pet Rock ever did anything, no one witnessed it.
| Pet Rock · Urist likes pet rocks for their inactivity. |
The TESB_PET_ROCK creature is classified as vermin so that its owner can carry it around (because otherwise a Pet Rock is utterly immobile), which also has the side effect that they spawn in random spots around the fort. Since an immobile vermin would be... ahem... unlikely to fall into a trap for eventual domestication, a script affects them as they spawn, turning each one into a tame animal associated with the fort or adventurer.
There is a chance that a Pet Rock or two will spawn alongside an Awakened Stone when Living Stone is mined. The types of Pet Rocks available at embark will depend on the layer stones available to your civilization.
DFHack Scriptsmore-item-descriptions adds mod-specific information to the detailed item description screen.
tesb-add-pets adds specific pet castes to the civilizations of a specific entity, making them available at embark. Here it is used to add
Per Rocks associated the layer stones known to that civilization.
tesb-create-unit is version 0.55 of
modtools/create-unit. This mod-specific copy is used if the DFHack version is before 0.43.03-r1.
tesb-info reports the version of the mod and information about the probabilities of striking
Living Stone or
Hidden Gems while mining.
tesb-job-monitor is used in spawning
Hidden Gems,
Awakened Stones and some
Pet Rocks while mining. It also monitors the construction of
Tributes to ensure they end up as the proper type. This script is configured from
onload.init and running it without arguments in the console will report the grace period.
tesb-wake is discussed in the technical details for
Tributes.
tesb-weather is used to force rain when an
Awakened Storm is on the map.
manifest.json
readme_TESB.txt
data/art/TESB_tileset.png
data/init/overrides.insert
raw/onload.init
raw/graphics/graphics_TESB_creatures.txt
raw/graphics/tesb/TESB_graphics.png
raw/objects/building_TESB.txt
raw/objects/creature_TESB.txt
raw/objects/descriptor_pattern_TESB.txt
raw/objects/entity_default.insert
raw/objects/entity_default.txt
raw/objects/inorganic_stone_TESB.txt
raw/objects/interaction_TESB.txt
raw/objects/plant_TESB.txt
raw/objects/reaction_TESB.txt
raw/objects/text/book_TESB.txt
raw/objects/text/secret_TESB_andesite.txt
raw/objects/text/secret_TESB_basalt.txt
raw/objects/text/secret_TESB_chalk.txt
raw/objects/text/secret_TESB_chert.txt
raw/objects/text/secret_TESB_claystone.txt
raw/objects/text/secret_TESB_conglomerate.txt
raw/objects/text/secret_TESB_dacite.txt
raw/objects/text/secret_TESB_diorite.txt
raw/objects/text/secret_TESB_dolomite.txt
raw/objects/text/secret_TESB_gabbro.txt
raw/objects/text/secret_TESB_gneiss.txt
raw/objects/text/secret_TESB_granite.txt
raw/objects/text/secret_TESB_limestone.txt
raw/objects/text/secret_TESB_marble.txt
raw/objects/text/secret_TESB_mudstone.txt
raw/objects/text/secret_TESB_phyllite.txt
raw/objects/text/secret_TESB_quartzite.txt
raw/objects/text/secret_TESB_rhyolite.txt
raw/objects/text/secret_TESB_rocksalt.txt
raw/objects/text/secret_TESB_sandstone.txt
raw/objects/text/secret_TESB_schist.txt
raw/objects/text/secret_TESB_shale.txt
raw/objects/text/secret_TESB_siltstone.txt
raw/objects/text/secret_TESB_slate.txt
raw/scripts/more-item-descriptions.lua
raw/scripts/tesb-add-pets.lua
raw/scripts/tesb-create-unit.lua
raw/scripts/tesb-info.lua
raw/scripts/tesb-job-monitor.lua
raw/scripts/tesb-wake.lua
raw/scripts/tesb-weather.lua
stonesense/index.txt
stonesense/tesb/index.txt
stonesense/tesb/tesb_awakened_stone.png
stonesense/tesb/tesb_awakened_stone.xml
stonesense/tesb/tesb_buildings.png
stonesense/tesb/tesb_buildings.xml
stonesense/tesb/tesb_plants.png
stonesense/tesb/tesb_plants.xml
stonesense/tesb/include/tesb_cirlce.xml
stonesense/tesb/include/tesb_diamond.xml
stonesense/tesb/include/tesb_flat.xml
stonesense/tesb/include/tesb_octagon.xml
stonesense/tesb/include/tesb_square.xml
The method of making the mod compatible with the Starter Pack mod merging tool is hackish.
The only secrets learned during worldgen are associated with the goal of Immortality, so the Peace with Living Stone secrets are associated with Immortality. Will be changed to Bring Peace to the World when DF allows other goals in worldgen. This mod's secrets do not interfere with the same person becoming a necromancer.