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 Dwarf Fortress File Depot » Major Mods » Adventurecraft .40.24 (Release 5)
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File Listing: Adventurecraft .40.24 (Release 5)
Last Updated: Oct 28, 2015, 10:19:09 am
First Created: Sep 10, 2015, 10:23:24 pm
File version: 1.5
For DF version: 0.40.24
Downloads: 146 (255) Size: 439.8 KB
Views: 3,427 (4,028) Type: ZIP
Rating (0 votes): Unrated
Forum thread:

This is a Wanderer's Friend derivative that I've been mucking about with for quite a while. At least since after DF2012 was finalized. Figures that I'll finally get in the mood to upload this while we're waiting on another update. A copy of the readme file, including a few extra appendices for reference concerning recipes, additions, etc.

Latest update at October 28 2015: I had to re-implement all the changes listed here because I somehow uploaded he wrong version last time. So yes, same changes as back in September, except this time I did it RIGHT. Made treants and shoggoths less squishy. Implemented semi-tough wood template for certain trees. Re-added ability to craft maces, caps, and gloves. Added ability to dismantle metallic weapon. Expanded range of valid metals for dismantling. Edited some reaction descriptions. Shifted sling stone recipe to the top of the ammo-crafting list. Fixed issue of scrap metal crafts/decoration using the wrong skill, and "decorate with scrap metal" being further bugged.

To install this mod:
1. Create a backup of the Raw folder that DF has. Just in case.
2. Replace the unmodded Raw folder with the folder provided alongside this text file.
3. Generate a new world and boom, happy adventuring.

Notable features of the mod:
1. Hacky solution to the gauntlet problem. Good news is gauntlets spawned on adventurers and NPCs should be wearable, along with crafted ones. Bad news is some worldgenned gauntlets might be FUBAR, and fortress mode production will yield unusable gauntlets. I will remove the gauntlets hack if feedback regarding it turns out to be a big fat nope.
2. A solution to the recurring inability to poison weapons, via making existing venoms obtainable and processable into something usable. What, a WF derivative that DOESN'T copy the useless "decorate item with frozen extract" reaction?
3. A way to render most generated beast extracts extractable. RCP edits are good for your health.

Important Pointers Before You Start:
1. The custom reactions using wood require BRANCHES gathered from trees, not full wooden logs. Not that you'd easily be able to get logs, but keeping this in mind will make things easier.
2. Most of the plants I've made pickable in adventurer mode are not in season all year round, just as the plants already exploitable in adventurer mode can only be picked in certain seasons.
3. Proper manly (or dwarvenly) adventurers only use thread and cloth they made on their own. Mostly due to sidestepping bugs that occur when using thread/cloth in custom reactions.

Fun Material Tweaks:
* Stone has been buffed due to bone normally being infinitely superior, and the max edge has been beefed up a bit, though not enough to push it past the "sharp enough for Fortress Mode" threshold. Certain stones are just sharp enough for Fortress Mode, based mostly on any sources I could find suggesting which stones were used for prehistoric tools. Chert is second only to obsidian in sharpness.
* Scales and chitin can be tanned. Scales are more or less superior to leather, while chitin is better still. To avoid oddities like chitin flasks, only leather is usable in Fortress Mode and world-gen.
* Different tiers of body materials. In addition to all semi-megabeasts and megabeasts, various select animals have improvements too. This includes tougher skin/leather, raw/tanned scales, bone, tooth, nail, horn, and hoof. It's only about a 5% boost for toughened animals, and 10% for megabeast tier.
* The idea of making potions from megabeast and semi-megabeast hearts has been carried over, with some differences. Each type of beast's essence has a different effect, for you to experiment with.
* Found out how to tweak generated creatures to allow extracting from their hearts as well. If the creature has a valid poison, it should be extractable from their heart. If they DON'T have a valid poison, you'll instead get a fallback "failed extract" that has no use.

Creature Tweaks:
* Joint definitions have to moved to various body definitions instead of using the "humanoid joints" body token, allowing for things like quadrupeds and other abnormal creatures to have joints. Huge creatures generally are less vulnerable to joint-breaks though.
* Neck-snapping. While mundane damage to the upper spine doesn't always have any effect, putting a joint lock on it definately will. Unless the creature is stupidly huge.
* Venomous creatures yield a venom sac when butchered. Sadly there's still no way to apply poison to weapons and get it to work. Instead an alchemical reaction allows you to process the venom sac into a sample of venom, modified to act as a contact poison.
* Joint edits have been applied to generated creatures. Normal joints tend to be more common than breakable necks.
* Sinew can be found on most creatures above a certain size, and hopefully more common than hair. This can be used for thread.

New Creatures:
* Gargoyles as flying semi-megabeasts. They have a shell-like surface resembling stone instead of skin, making them biological creatures instead of yet another inorganic foe.
* Did you know that tree monsters were a planned feature early in the first releases of DF, that were then dummied out before being deleted entirely? Added my own attempt at treants. Tough but not at bronze-colossus levels. Slay one and its wood might prove useful. But think twice before you try lighting one on fire!
* Two H.P. Lovecraft references via the mi-go and shoggoth. Mi-gos have a delightfully alien body structure, while shoggoths are acidic blobs.

Plant Tweaks:
* First and foremost, wood can be picked from trees in the form of branches, instead of the "conjure wood from nothing using an axe" reaction from Wanderer's Friend. These are used mostly for consistancy, and to avoid dorf-like silliness where a whole log only yields a single tiny sewing needle.
* More plants can be picked in adventurer mode, with seasonal growths depending on the type. You can pick a couple of the berry-providing plants, thread-bearing plants, flour-bearing plants, and extract-bearing plants.
* Dwarven syrup is simply delicious. Gnomeblight remains only useful for melting gnomes. Golden salve has been given medicinal properties. Muck root, whip vine, and sliver barb have been given situationally-useful extracts.

Civilization Tweaks:
* All races are playable in Adventurer Mode, whether as civ members or as outsiders. Sadly animal-people are outsider-only.
* All civilizations have been given access to large daggers. This is because the damn thing shows up in every adventurer's inventory, even though they're normally unavailable to most civilizations.
* Humans and goblins have been given slings and sewing needles, for the hell of it.
* Kobold civ was tweaked some. Gave them sewing needles, cloaks, socks, slings, blowguns, bucklers, needles, and nest boxes (makes sense, they lay eggs). Utterances tag as been supplemented, not replaced, with the ability to speak. Still allows gibberish names while fixing a few potentially-lingering AI bugs. Also gave them access to leather and a chieftain position, causing some (duty-bound, sadly) kobolds to spawn around the otherwise empty cave.
* Goblins need food and water, so remember that.

New Uses For Existing Items:
* Daggers are used to carve items from wood or bone, as sadly I couldn't make it use just any sharp item. If you lose the dagger every adventurer starts with, a replacement can be knapped. A few other reactions use daggers as well.
* Mortars and pestles are used for plant processing and alchemy. A pair can be crafted from stone.
* A few reactions use blunt small rocks for hammering instead of just knapping.
* If you somehow get ahold of full logs, a battle axe can be used to split it into usable branches pieces.

New Items:
* Crude thread and crude cloth, used for sewing in place of normal fabrics to bypass bugs. Crude thread can be spun from hair/wool, processed from thread-bearing plants, or dried from sinew. Hair and plant crude thread can be woven into crude cloth, whereas sinew is only usable as thread.
* Needles, required for sewing. In addition to wood you can carve them from bone, tooth, nail, hoof, or horn.
* Staves, carved from wood or bone. These are used for stone-tipped weapons to streamline things a bit, so the reactions can freely pick shafts made from either material. Exclusively wood/bone items bypass this by being carved directly from the desired material They also make decent weapons if nothing else is available, being blunt weapons using the spear skill. They count as "training" weapons to prevent adventurers from randomly starting with copper staves, as the damage was balanced with lighter materials in mind.
* Stone sets of arrowheads, stone spearheads, and stone axe heads. These are all used for crafting the respective stone weapons. I might add microliths so stone short swords work the same way, but for now they don't need an intermediate step.
* Slings and sling stones. Slings are made from leather or cloth, use the throwing skill at range, and make rather weak lashing weapons. Sling stones are obviously crafted from stone. More forceful than throwing small rocks by hand, but not sharp.

Resizing, Reinforcing, and Dismantling:
* Non-metal armor and clothing can be resized if you find something that isn't in your size. You need the appriopritate tools, plus leather as raw material.
* Non-metal armor can also be reinforced with scrap metal, if you have any.
* Armor and clothing can be dismantled into raw materials. The same reactions can produce scrap metal, crude cloth, or tanned hides depending on what you take apart. This carries a chance of failure, and can't be used on bone/shell items.

Bugs and Issues:
* The good news is I fixed the gauntlet bug. Custom reactions for gloves will produce wearable versions. The bad news is this breaks the hardcoded crafting options in fortress mode. Keep that in mind.
* Bonecarving requires daggers specifically, I'd rather have it use any sharp item like with Adventurer Mode butchering, but I had to pick a particular tool.
* Just like whips, civs will likely generate metal slings because derp.
* No way to apply poison to weapons or ammo. Every mod I've seen uses the broken reaction from Wanderer's Friend. Crafting contact poison will have to suffice.
* The amount of usable leather, bone, etc can be increased by lopping off limbs.
* Any plants you can pick in adventurer mode are nigh-infinite sources when they're in season. No amount of tweaking growth density has proven effective.
* Kobold adventurers won't be able to recruit the troops surrounding their home.
* Goblin adventurers will find their home to be an immense pain in the ass to leave, as dark forts/pits block fast travel even if the inhabitants are friendly.
* Animalmen are outsider-only due to the civilization being layer-linked.
* Tweaking materials for giant animals without editing the base creature doesn't seem to work right. Thankfully, the few creatures I wanted to pull that stunt with are based on vermin, though this will give the animalman variants tougher tissues too. For some of the giant creatures I modded, I intended to give improved materials to the base creature anyway, so giant orcas, giant armadillos, etc had no problems.
* Some modded butcher returns will, when examined, have an anomalous space before the period at the end of the item description. I've already determined this isn't a sign the material failed to work as intended, and it isn't a typo since I didn't edit the state names of the newly-added material templates.
* Splitting logs yields branches simply due to grammar fuckery. I had to choose between pulling planks straight from trees versus turning a log into branches, due to how the branch item's name is formatted.
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