Hi Knight Otu!
I just put up another version of my
mod of your mod. I also put up a
full bundle with some pre-generated worlds.
Obviously, you can fold as much or as little of it back into your mod as you want
.
It now includes a Twili civ, Shadow Beast night-creatures, as well as a bunch of enemies from Zelda II, replacing many of the creatures from vanilla DF. It also includes an Iron Knuckle underground civ, and a body and b_detail plan for making armored humanoids with severable armor plates (body is ARMORED_HUMANOID, body detail plan is HUMANOID_ARMOR). I may also have fixed the spontaneously-combusting Ikana undead.
It also has gibdo night creatures, but I think those debuted in v3... ...er, gibdos are from Knight Otu, I just copy pasted them... AND did that in v3, so doubly not a new feature...
I also included a guide to getting started with the various races. All the races are playable using a default embark, but several (Kokiri and Twili especially) demand that the starting wood (from the wagon) be used in a specific way.
Getting Started guide
Generating a new world
I've had some trouble generating worlds, due to some kind of world gen crash. I think it's related to having too many sites. The HYRULE world gen parameters (see below) should work with a couple of tries.
After world gen is complete, open the world in adventurer mode and make sure all the player civs (hylian, hyrulean, kokiri, goron, zora, sheikah, gerudo, and twili) are still alive, especially gorons. If the gorons are extinct, it cuts the hyruleans off from the underground.
Getting Started:
Hyruleans: (Note: this is the main player civ).
Embark site: You won't be digging for a while, so embark somewhere with trees. But you will be able to dig later, so watch out for aquifers!
At start: Build a sawmill (b-w-a) to stretch your wood supply. Keep some logs whole to build wood shields and other trade goods. Check the castes of your starting seven, and look at their skills.
Later: Check the caste and skills of all imigrants. Make sure your walls and roofs all have paths to your courtyard, or flying castes will get stuck and starve! Trade for woodcuting knuckles from the gorons. Use a craftsman's workshop to convert the cutting knuckles to minining knuckles. Now you can mine! Build a Hyrulean temple (b-e-T)
Hylians:
Embark site: You won't be digging much at all, so embark somewhere with trees, and consider embarking near a cave mouth.
At start: Build a sawmill (b-w-a)
Later: You have some limited digging ability, so if you embarked near a cave you can dig out some promising veins.
Kokiri:
Embark site: You won't be digging, and you don't need much wood, since you can make your own. You do need plenty of plants, though.
At start: Deconstruct your wagon and build a Kokiri Grove with the wood (b-w-G). Put "coax forth logs from plants" (W) on repeat (r).
Later: You'll need a lot of wood, so you'll need a lot of Groves. Groves have a big footprint, so you'll need lots of teritory. You'll be depending mostly on walls and archers for defence. Kokiri have a natural bonus with Slings (but are less good with Slingshots and Slingbows, their starting weapons).
Goron:
Embark site: You'll be doing a LOT of digging, so embark somewhere without an aquifer. You'll need trees for fuel and steel making.
At start: Build a craftman's workshop and convert one of your starting woodcuting knuckles to a mining knuckle. Now you can dig!
Later: Not much to say here. However, you are the only race with full metalurgy, including steel, so set up your steel industry
Zora:
Embark site: No digging, so don't worry about that. Also, Zoras have little to do with woodworking. Embark somewhere with animals to hunt and shelled fish to gather. You may still want to embark around a cave mouth for later material access.
At start: Build a Bone Workshop (b-w-B) and/or a Shell Workshop (b-w-L) to take the presure off your wood workers. Deconstruct your wagon for wood if necessary. Check the castes of your starting seven.
Later: You have some limited digging ability, so if you embarked near a cave you can dig out some promising veins. Set up a meat industry for bones and horns. Check the castes of all your imigrants
Sheikah:
Embark site: No digging, but you need plenty of trees. Same advice goes for embarking near cave mouths.
At start: Build a sawmill (b-w-a)
Later: You have some limited digging ability, so if you embarked near a cave you can dig out some promising veins.
Gerudo:
Embark site: No digging, and trees are less important. Instead, you need a source of clay. Same advice goes for embarking near cave mouths. As a bonus, most cave mouths have clay in them!
At start: Build a sun-drying workshop (b-w-D), deconstructing your wagon if necessary. Petrify a piece of wood at the sun-drying workshop, and build a kiln. Special castes flash different tiles: diamond for an ice sorceress, star for fire sorceress, and & for king.
Later: Build a Charcoal furnace to help stretch your wood supply. You have some limited digging ability, so if you embarked near a cave you can dig out some promising veins. Make sure your walls and roofs all have paths to your courtyard, or flying castes will get stuck and starve!
Twili:
Embark site: You won't be digging, and you have little use for trees. You'll make all your stone and wood at the Twilight Temple. You need a food and water supply, though.
At start: Deconstruct your wagon and build a Twilight Temple (e-T). Put "call forth the Twilight" (c) on repeat (r). Go to the economic stones menu (z-Scroll to Stones-Enter). Scroll down to the "twilight" stones (deep twilight, bright twilight, bloody twilight, and royal twilight) and set them to non-economic (green). Build at least one more Twilight Temple as soon as you have enough building materials, and then start building workshops. Twilight-stone weapons are a good trade good.
Later: At start, you need only 2-3 Temples. Later on, you'll want 6 or more. You'll have to trade to get armor. Shadow steel can be used to make armor but it sucks.
What to trade for:
All: Metal bars; Ores, including special ores like Aqua ore, wood if you need it, gems etc.
Hyruleans: Steel goods, Hylian shields, hookshots.
Hylians: Steel goods, Hylian shields, hookshots.
Kokiri: Exotic animals.
Gorons: Steel goods, balls and chains, megaton hammers.
Zora: Heavy crossbows, broad-tip bolts and long bolts.
Sheikah: Their non-ranged, non-dagger weapons are ok, but mainly this convoy helps protect your depot.
Gerudo: Dual Scimitars and Dual Axes, Glaives, Giant Shurikens
Twili: warm stone bars and armors.
Hyrule World-gen parameters (generates a small world with all the civs. The idea is that, like hyrule, adventurers should be able to walk to all the civs.
[WORLD_GEN]
[TITLE:HYRULE]
[DIM:65:65]
[EMBARK_POINTS:1274]
[END_YEAR:105]
[BEAST_END_YEAR:100:80]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:404:404]
[RAINFALL:0:100:101:101]
[TEMPERATURE:25:75:101:101]
[DRAINAGE:0:100:101:101]
[VOLCANISM:0:100:101:101]
[SAVAGERY:0:100:202:202]
[ELEVATION_FREQUENCY:1:1:1:1:1:1]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[MINERAL_SCARCITY:100]
[MEGABEAST_CAP:12]
[SEMIMEGABEAST_CAP:24]
[TITAN_NUMBER:12]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:64]
[NIGHT_CREATURE_NUMBER:1]
[GOOD_SQ_COUNTS:3:32:64]
[EVIL_SQ_COUNTS:3:32:64]
[PEAK_NUMBER_MIN:3]
[PARTIAL_OCEAN_EDGE_MIN:1]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:1]
[REGION_COUNTS:SWAMP:66:0:0]
[REGION_COUNTS:DESERT:66:0:0]
[REGION_COUNTS:FOREST:264:0:0]
[REGION_COUNTS:MOUNTAINS:528:0:0]
[REGION_COUNTS:OCEAN:528:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:528:0:0]
[REGION_COUNTS:HILLS:528:0:0]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:25:25]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:5000]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:0]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]
[CAVERN_LAYER_WATER_MIN:0]
[CAVERN_LAYER_WATER_MAX:100]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:15]
[LEVELS_ABOVE_LAYER_1:5]
[LEVELS_ABOVE_LAYER_2:1]
[LEVELS_ABOVE_LAYER_3:1]
[LEVELS_ABOVE_LAYER_4:1]
[LEVELS_ABOVE_LAYER_5:2]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:10]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:12]
[NON_MOUNTAIN_CAVE_MIN:36]
[ALL_CAVES_VISIBLE:1]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:13]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:100000]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:528:1056:528]
[RAIN_RANGES:264:528:264]
[DRAINAGE_RANGES:264:528:264]
[SAVAGERY_RANGES:264:528:264]
[VOLCANISM_RANGES:264:528:264]
I'm looking forward to your next version, as well!