Based on the Games Workshop tabletop game Necromunda. Attempt to lead a few hardy souls to build a new
life in the treacherous badzones of the Necromundan Underhive. Repel vicious wildlife, fight off the
predations of Scavvy Raiders, fend off brutal rebelling Pit Slaves and turn back incursions of zealous,
fire-crazed Redemptionists. Concoct drugs, hi-tech materials and gunpowder through alchemy. Pen lovingly
crafted tomes of priceless knowledge. Manufacture deadly firearms, and turn your backwoods sump-hole into
an Underhive Metropolis!
This version of the mod is a reboot/rewrite, based on version 1.6.1 (for DF 34.11). Large swathes of
this reboot are completely new, others adhere closely to the old mod. I have no connection to the
original team aside from a like for 40K and a wish to keep the mod alive, but I hope my contribution
is a worthy addition to their work. I welcome contributions or suggestions, this mod belongs to it's
fans just as much as it belongs to me, you have as much right to it as I do.
Some features of this version differ significantly from the old mod, sometimes because I didn't like
the way the old mod did something, sometimes because I figured out a way to do it better, and sometimes
because changes in DF made to old way no longer reasonable.
What follows is a list of general differences between this version and the old version. I'm probably
forgetting some...
* Industries (workshops+reactions) are totally different. No vestiges of vanilla DF remain.
* You need hand tools (or other special items) to build every workshop.
* You can't use stone to make furniture directly anymore.
* Wood items cost a lot more now (but there is more wood available due to multi-tile trees).
* The alchymical system is significantly simpler (although still not as easy as most of the industries).
* Scavenging uses "trees" rather than boulders you dig up (this is partly a way to dilute your wood supply).
* Scavenging is generally more important than you may remember.
* It is much harder to make your own digging and cutting tool/weapons.
* The "rogue techpriest" noble is no longer just for flavor!
* Collecting drinking water is now done with the "water purifier", and may be boosted by drawing from
a cistern.
* Drinking water is collected directly to barrels, no need for fiddling with bottles.
* There are no more undiggable soils. You can always dig anywhere you want.
* This is for two reasons: 1) Not being able to dig is annoying. 2) There are some bugs related to
undiggable stones.
* You won't find wandering plague zombies. I may add these later.
* Cooking is more interesting, as it produces unique "prepared meal" items instead of fancily named
raw plants and meat.
* Leather is no longer generic, and most creatures give more than one hide when tanned.
* The old scribal system is gone, replaced with bookbinding using the vanilla library system.
Detailed documentation is included, simple run "Launch Rubble", browse to "Addon Documentation", and choose "Underhive Settlement/Base". A default set of raws are pregenerated for your convenience, but if you prefer you can use the included Rubble install to generate your own custom set (this is how you switch houses).
Download (from DFFD)