The idea here is to create a civilization composed of a diverse group of sentient, mobile plantforms.
I'll be discussing the actual construction of them later in the post, but first I have something that is actually complete, and I endorse for the usage of any other plantpersonthing:
Plantfolk Mod's directory listing, but the only extant file: the Language.As described on the page, this currently only contains the file for a Plantfolk language. It was made using DFLang, and operates on certain assumptions about Plantfolk: These are not humanoid plantfolk with a mouth and vocal cords. Instead, these use water dripping in a cavity (which they can reshape at will to modify the sound) to project certain sharp sounds (t, for instance), as well as to make the ' sound (which can be made yourself by slapping your tongue against the bottom of your mouth. Sounds like droplets.) Then they use branches and leaves to create numerous sibilants and the constant h sounds. This means that they can make long and complex words that are actually impossible for a human to articulate. So you don't have to try.
Now, this civilization will abuse the caste system like a [Redacted].
Some caste ideas:
Thresher: Hulking, shambling masses, with a few combined (i.e., assembled as a rope from several smaller ones) tentacles. These are the most generalized members of the plantfolk, and will be the mainstay of their activity. High incidence rate. Don't be surprised if you start a fortress composed entirely of these.
Proposed tile: &
Proposed construction: four legs, dorf size body. two tentacles for arms and graspers. Maybe have splay-out points and extraneous pieces to increase their combat toughness. Will have a brain core present in the tentacle-side of the body.
Slider: Smaller, lighter creatures, with no actual legs, instead moving with a snakelike propulsion system*. This simplicity of motion makes them very quick, but they are not suited to combat. These are best at doing repetitive, high motion tasks. Farming, hauling, brewing, composting.
Proposed tile: Z (thanks for the suggestion)
Proposed construction: scoot along on their lower body, maybe give them four arms for extra hauling capacity, if that would make a difference. Will also use the brain core piece.
*The idea, currently, is this: They lower a forward point of their lower body, and retract the backpoint of their lower body, creating a mossy rolling motion. They can do this at very high speed, of course, and don't have to worry terribly much about tripping and such.
Neither of these two I've just described will have blood or other complex systems, being moss and fungi based.
Snapper: Descendants of fly-traps, these grew to enormous size, and grew straightforward root legs, due to the increasing prevalence of creatures which are fatal for them to swallow, and are highly suited to combat, with their natural bite being both powerful and poisonous.
Proposed tile: T (for triffid)
Proposed construction: sap blood, they've got a similar shape to triffids, but can use their mouth
s for grasping objects (by splaying the teeth outward and clamping down tightly), and can wear special armour.
Walker: Colossal, tough creatures, with very slow recuperation, and very low speed. You should be reminded of ents about now. They live for a very long time, and are rarely born. This makes them perfect for beautiful craftsmanship: You get a great deal for your investment. But they're not good for repetitive, necessary tasks. Essentially, the more movement a task requires (and combat requires a great deal), the less useful they are.
Proposed tile: Y (evokes a tree)
Construction: They're ents. Not that hard to figure. These will use the sap blood as well.
Obviously, these later two will have "skin" and underlying components, to facilitate correct sap leakage.
Workshop: Composting Heap. This can be used to create fodder from wood and other types of ordinarily inedible organic matter. Obviously, you won't have much need for it, but they can eat what they like. It operates on the premise that they already have things composting in there, and operate on an honour system: unit in, take some other unit out.
Weaponry: Aside from natural weapons, the plantfolk will not use highly mechanical weapons, and will prefer to use long, heavy weapons. Ideally, the Slider will be so small, comparatively, that the larger one-handed weapons will be two-handed for them. The Walker will easily be able to use the largest weapons with one-hand, but, again, will be so slow regardless that the enemy can attack multiple times to its once, and they're really a better investment at home.