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 Dwarf Fortress File Depot » Minor Mods » Implausible Biology and Miscellaneous (0.44.12)
      
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File Listing: Implausible Biology and Miscellaneous (0.44.12)
Last Updated: Feb 01, 2020, 12:56:01 pm
First Created: Jan 26, 2020, 12:11:00 pm
File version: 1.0.0
For DF version: 0.44.12
Downloads: 24 (37) Size: 252.1 KB
Views: 265 (365) Type: ZIP
Rating (0 votes): Unrated
Description
Abbreviated to IBaM/IBAM. IMPORTANT: All text files contained within download go in raw/objects folder! Adds 11 civilizations (12 if you count subterranean entity), two hostile (ulleids and deepwaters abyssals) and one playable in fort mode (ellwolx). All but ulleids and deepwaters abyssals are playable in adventurer mode. It's possible to tweak the raws to play as other civs from this mod than ellwoln civs; however, ordinary constraints apply (such as surface civs only having access to surface crops on embark). As ulleids use dark fortresses, they have dynamic positions only. This means that playing as them in fort mode would be quite difficult. Ulleids do have the ability to speak (which deepwaters abyssals do not); ulleids are hostile due to being item/child thieves, while deepwaters abyssals are hostile due to lacking the ability to speak ([UTTERANCES] token just makes their names all strange). Silent ones are not supposed to be able to speak, but since they would be hostile in this version if they lacked that ability, they have [UTTERANCES] in addition to [CAN_SPEAK].
List of all races added by this mod, including animal people because those are a possibility for adventurer mode:
Narkensha: These people are rather chimeric - to quote their in-game description: "A humanoid creature with the head of a hyena, tail of a wolf, fur coat of a cheetah, hooves of a deer, and humanoid body. They are slightly taller than humans." Forms civilizations. Tames exotic animals.
Akautis: If you bred a dragon with a human and then added some alchemy in, you might get one of these. Most of their flesh is solid gold, which has the unfortunate effect of causing them to move very slowly (on average, some are actually quite fast) in fort mode. I'm not sure why that is. Forms civilizations. They really aren't fond of a plant growing in evil regions... Have perfect low-light vision (10000). Soldier tile:
Ulleids: These people are plain old nasty. While they don't ambush you and don't siege as early as goblins do (you need 110+ citizens for ulleids to attack), they do have three heads and three brains (much harder to kill). Non-liquid non-organ body materials of ulleids are 1.25x tougher than the default material templates for those materials are. Evil-aligned, which means they don't like a certain plant growing in good regions. Forms civilizations. Military profession names are intentionally primitive-sounding. Fliers (with wings), making their pathing extremely messed up in fort mode :-( . Soldier tile:
Estoldirs: Good-aligned people hailing from tundras, taigas and glaciers. Their civs only start in tundras though. These are probably the most alien non-hostile people you'll encounter, since they're humanoids with 4 eyestalks, blue blood, and oddly-colored fur. Tames any animal available in tundras, glaciers, or taigas. Watch out though, the polar bears they can use as pack animals might end up stealing some of your goods... Soldier tile:
Khetal: My take on an avian race. Humanoid with 2 wings and a gizzard, in addition to the females laying eggs. The only race added by this mod to have any form of sexual dimorphism - males' feathers are gray, charcoal, or black and their eyes are orange, yellow, gray, charcoal, or ash gray; females' feathers are burnt umber, brown, or dark taupe and their eyes are orange, yellow, burnt umber, brown, or dark taupe. Forms civilizations - although they only start in mountain biomes, they do not form fortresses. They form hamlets/towns; oddly enough, from what I've seen, they rarely expand past their original site for some reason. Fliers, making their pathing also extremely messed up in fortress mode. Don't be surprised if a caravan from them comes and the person they send to negotiate trade agreements with you gets stuck in the air for who knows how long, still trying to attend a meeting. If they send an ordinary diplomat too, said diplomat might also get stuck in the air! Able to be struck by divine inspiration. Tames all non-giant non-animal person birds.
Savuls: Rather deerlike humanoids. Although they are not innately vampires (can still be cursed to become them, of course), they do have an innate bloodsucking ability attached to their bite attack.
Silent ones: Mysterious beings capable of resembling almost any civilization-forming race added by this mod in addition to the vanilla civilization-forming races. Their bites turn the afflicted into a silent one if the injected extract gets into the bloodstream, though only if the afflicted has a corresponding silent one variant. Associated with the silence, darkness, and deformity spheres. Forms civilizations. Fun fact: their creature definition is easily the longest one in the mod. Deepwaters abyssals are not afflicted by bites however, and do not have a silent one variant. This is because they have several castes themselves. Silent ones' dwarf, khetal, and ellwoln castes are able to be struck by divine inspiration, like their base races. All silent ones are also vulnerable to cave adaption and have [NOFEAR], meaning bogeymen will not attack them unless attacked first. Have perfect low-light vision (10000). Soldier tile dependent on caste.
Deepwaters abyssals: Amphibious, somewhat humanoid beings cursed to their present forms. The only civilization-forming race added by this mod that is sometimes genderless. Males and females can inject an extract that has a chance of turning the inflicted into a genderless deepwaters abyssal. Females additionally lay eggs, and males and females can breed normally in addition to turning other races via syndrome (though silent ones are immune to this). Hatch adults. Soldier tile:
Vulsayes: Humanoids that vaguely resemble foxes. They have six-fingered hands and six-toed paws, though no additional dexterity has been observed because of this. Alcohol dependent, like dwarves; they have a resistance to inebriation of something double their size. They learn all skills in the farming profession better, in addition to animal training, animal caretaking, and small animal dissection (these three are in the ranger profession). Their size is similar enough to dwarves for you to be able to use clothing and armor sized for them in fortress mode (if playing as dwarves or ellwolx). Notably, their endurance and memory are the maximum possible. Forms civilizations. Their low-light vision is 6000, compared to dwarves' 10000 (which amounts to perfect low-light vision). Their livers' relsize is 275, compared to the default for humanoids of 200. Exotic animal tamers.
Ellwolx: An underground race generally believed to have arisen from the caverns at some point in history. Alongside khetal, they are the only race from the mod to be able to use steel and can be struck by divine inspiration. If you bred a humanoid canine and a bugbat together, you might get one of these. They lack eyes, but are far from blind - they have [EXTRAVISION]. Vulnerable to cave adaption. Very slightly larger than dwarves, by 2,000 cm. If you play as dwarves, you can use clothing/armor sized for ellwolx. If you play as ellwolx, you can use clothing/armor sized for dwarves. Associated with caverns and earth. They do have wings, two of them, but cannot fly. Forms civilizations. Their blood is magenta-colored, or ought to be (it might be displaying as light blue instead). They have body feathers in addition to body hair; both whiten with age - starting at 75 and becoming wholly white at 100. They generally have quite clear voices. Forms civilizations, starting in mountains exclusively. Their bites inject a mild venom (or it's supposed to be mild!) that has some unpleasant effects, perhaps most notably additional need for sleep. They themselves are immune to their own venom, as is the ellwoln variant of silent ones. They cannot trample grass and do not perturb vegetation. Exotic animal tamers, only able to use underground things. Have perfect low-light vision (10000). Soldier tile:
Irthkili: Before I even begin to describe this race, a note about pronunciation. You may be tempted to pronounce the name as "earth" + "killee". That isn't quite how it's pronounced; it's pronounced "earth" + "kilee", where bold i is pronounced like "aye" in the phrase "Aye aye, sir!" All right, now on to their description. They're feathered reptilians (females lay eggs) whose civilizations only appear in tropical biomes. As such, their feathers have half the insulation most feathers do. They have 2 wings but cannot fly, and do not have visible ears - they hear through their bones, or would if that could be done. They have 3 horns on their head, which can be used for gore attacks - watch out for those. They also have a gizzard. They often have somewhat deep voices. They are naturally "Adequate" in climbing, and their climbing skill cannot rust below that level. Exotic animal tamers. Soldier tile:
Amethyst cat people: Humanoid cat-people made completely out of amethyst, lacking nails. This mod has a custom subterranean entity that is effectively a copy of the default one, but is only formed from amethyst cat people. These people are also genderless. Lack the ability to speak.
Sand cat people: Humanoids that are basically part sand cat. Not much notable about them, although they're quite small. Found inhabiting savage deserts.
Leopard cat people: Humanoids that are basically part leopard cat. Once again, there's really not much notable about these people, though they too are quite small. Found inhabiting savage tropical forests.
Maned wolf people: Humanoids that are basically part maned wolf. Not all that much to note about them. Found inhabiting savage savannas.
Snow leopard people: Humanoids that are basically part snow leopard. Large enough to wear dwarf-sized and ellwoln-sized clothing/armor. Found inhabiting savage mountains.
Wurels: While technically listed as being playable in the raws, these rather demonic-looking caninelike humanoids are locked in a berserk state. They are intelligent and are able to open doors. Evil-aligned, found just about anywhere, but fortunately quite uncommon. They somewhat deviate from the standard humanoid, having four arms in addition to seven-fingered hands/seven-toed feet. Their tail has a barb on it that injects highly dangerous venom. They bleed blackish-gray goo instead of blood, which is mildly poisonous. Their eyes glow blue.
Dire wolf people: Humanoids that are basically part dire wolf. Large enough to wear human-sized clothing. Found inhabiting savage grasslands, though you might find some in savage forests as well.
I'll leave you to discover the animals on your own. If in doubt, check the raws - they all have the IBAM_ prefix to avoid conflicts with other mods.
All civilization-forming races also have their own language. All of these custom languages can be treated as English for the most part, beyond special changes noted in the language's raws. All of these custom languages are also prefixed with IBAM_ to avoid conflicts with other mods. Just about everything added by this mod is.
Three colors are added by this mod: red-brown, golden orange, and light gray, once again prefixed with IBAM_ to avoid conflicts with other mods.
Special color patterns added by this mod:
Blue with yellow spots. Used for estoldirs' fur.
Sky blue with yellow spots. Used for estoldirs' fur.
Purple with yellow spots. Used for estoldirs' fur.
Mottled pale taupe and brown. Used for khetal's eggshells.
Brown with tan spots. Used for sand cats' hair.
Striped brown and tan. Used for sand cats' hair.
White with black spots. Used for snow leopards' hair.
Light gray with black spots. Used for snow leopards' hair.
Striped violet and black. Used for ellwolx's hair.
Striped midnight blue and black. Used for ellwolx's hair.
Striped purple and black. Used for ellwolx's hair.
Striped dark blue and black. Used for ellwolx's hair.
Striped blue and black. Used for ellwolx's hair.
Striped cobalt and black. Used for ellwolx's hair.
Mottled violet and black. Used for ellwolx's hair.
Mottled midnight blue and black. Used for ellwolx's hair.
Mottled purple and black. Used for ellwolx's hair.
Mottled dark blue and black. Used for ellwolx's hair.
Mottled blue and black. Used for ellwolx's hair.
Mottled cobalt and black. Used for ellwolx's hair.
Adds two gems: musgravite and sugilite. Both are semiprecious (as valuable as clear zircon).
List of weapons added by this mod, which no vanilla entities have access to:
Horseman's picks: These are not actually pickaxes. They get their name from being a weapon used by medieval knights; the spike on one end of the head is shaped similarly to the one on a miner's pickaxe. Uses hammer skill. Size is 400, material size is 3, held two-handed until wielder size of 37,500 cm, minimum size to wield at all is 32,500 cm.
Shepherd's axes: These actually are axe-like, but you can bash with the head too. Uses axe skill, thus allowing this weapon to chop trees. Size is 600, material size is 4, held two-handed until wielder size of 47,500 cm, minimum size to wield at all is 42,500 cm.
Lucerne hammers: Not used by any entities added by this mod. They get their name because they were discovered in Lucerne, Switzerland. Something like a war hammer, but it has two spikes: one on the top of the head and one on the back. Uses hammer skill. Size is 500, material size is 3, held two-handed until wielder size of 37,500 cm, minimum size to wield at all is 32,500 cm.
Military forks: Not used by any entities added by this mod. Sort of like a war pitchfork or something. Uses spear skill; you can get this in adventurer mode despite no entities added by this mod using it. Size is 600, material size is 3, held two-handed until wielder size of 47,500 cm, minimum size to wield at all is 42,500 cm.
Planon picots: Sort of like a spiked baseball bat? Uses spear skill, so you can get this in adventurer mode. Size is 800, material size is 3, held two-handed until wielder size of 47,500 cm, minimum size to wield at all is 42,500 cm.
Quarterstaffs (not staves in this mod): A large wooden stick to bash your enemies with, basically. Uses mace skill. Size is 1000, material size is 5, held two-handed until wielder size of 77,500 cm, minimum size to wield at all is 62,500 cm (neither ellwolx nor dwarves can wield this most likely, due to issues in the way the game calculates whether units can wield weapons). Wooden only, appears in training weapons.
Swordstaffs (not staves in this mod): A quarterstaff with a sword blade mounted on one end. Uses sword skill. Size is 1000, material size is 5, held two-handed until wielder size of 77,500 cm, minimum size to wield at all is 62,500 cm (again, it's likely that neither ellwolx nor dwarves can wield this). Not a training weapon, which due to the way DF works means that both the staff and the blade will be made of metal instead of just the blade!
Estocs: Also called tucks, effectively a longsword without a sharpened side. Has a smaller contact area on the stab attack to compensate. Borrows its size requirements from the longsword.
gvwrzmtsls: The name means "twoheadhammer" in the vulsayes' language. Exclusive to the vulsaye entity. Uses mace skill. Size is 600, material size is 3, held two-handed until wielder size of 58,500 cm, minimum size to wield at all is 45,000 cm.
Bills: Derived from agricultural billhooks. Uses pike skill. Size is 1150, material size is 3, held two-handed until wielder size of 77,325 cm, minimum size to wield at all is 62,000 cm (ellwolx can probably wield this, but dwarves may not be able to).
Knucks: Also called knuckledusters and knucklebusters, an English punch, or a classic. Uses the grasp strike skill, the same one used for punches. Size is 125, material size is 1, and anything can wield this.
Monk's spades: Picture a staff with a shovel blade and a crescent blade, each on one end. Uses mace skill. Size 900, material size 3, held two-handed until wielder size of 70,000 cm, minimum size to wield at all is 58,000 cm.
There's some other stuff, but it doesn't fit in the main description.
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 Implausible Biology and Miscellaneous (v 1.0.0)  » posted by IncompetentModMaker on Jan 26, 2020, 01:15:36 pm
Looking for the 0.47.01 or 0.47.02 versions? Find them at http://dffd.bay12games.com/file.php?id=14708 (0.47.01) and http://dffd.bay12games.com/file.php?id=14748 (0.47.02).
Stuff that doesn't fit in the main description:
Crops:
Hydrastalks: Fictional underground plant. Grows in second and third cavern layers, but only if they have some water in them (though doesn't need to grow next to water). Fruit is called hydrasheads, plant gets its name because fruit resembles a hydra's head. Base plant also edible. Brewable. Fruit is light green. Plant/fruit is light green when alive and brown when dead/withered. Grows in spring/summer.
Underlettuces: Fictional underground plant. Sort of like underground lettuce. Grows in third cavern layer only, regardless of water content. Leaves brewable. Base plant also edible. Leaves slate gray. Plant/leaves display as gray when alive or dead. Grows in all seasons.
Bioluminescent pods: Fictional underground plants. "spawn" instead of seeds, rather like fungi. Don't want to repeat myself, so listing all the colors here: all the colors of the rainbow. Brewable but not edible. Made into cloth/paper. Grows in all seasons. Plant displays as respective color when alive and brown when dead. Grows in all cavern layers, accessible on embark. Textiles derived from it valuable than pig tail, however.
Wolf apples, Solanum lycocarpum: Gets its name because it's a favorite food of the maned wolf in real life (yes, this mod adds maned wolves). Brewable and edible. Seeds not edible however, will not show up in the kitchen menu because of this. Only appears in savannas. Flowers are blue, while fruit is magenta (fruit color may be different in real life). Seeds are brown. Has two growths for autumn to winter (flowers and fruit) and two growths spanning spring (flowers and fruit). Doesn't grow anything in summer. In farm plots, grows in all seasons. There are two kitchen (and embark) entries for the fruit because of the way growths work. Plant is green when alive and brown when dead.
Razor thorns: Fictional underground plant. Grows in all cavern layers, but only if there's some water present (but doesn't need to grow next to water). Grows in summer and winter. Thorns are light green, plant is magenta when alive; thorns are brown when withered and plant is dark gray when dead. Thorns have two entries in the kitchen (and embark) menu due to the way growths work. Made with some help from Random Raw Creator (RRC) 0.3.1 http://www.bay12forums.com/smf/index.php?topic=79875.0 .
Sickly reeds: Reed itself is edible, unlike rope reed. Pretty much an evil-aligned, temperate-forest-and-taiga version of rope reeds. Unpleasant to eat, be warned. Plant is gray when alive or dead. Can be made into cloth/paper, somewhat valuable at that. Made with some help from Random Raw Creator (RRC) 0.3.1 http://www.bay12forums.com/smf/index.php?topic=79875.0 .
Trees:
Kibashin trees: These seem to be imbued with fire. Only grow in deserts. Yellow-colored when alive, brown-colored when dead. Sapling and tree drown level is 1. Fruit is brewable, but the alcohol is called burning spirits for a reason...
Twisttrunks: Underground trees found only in the third cavern layer, regardless of water content. Magenta-colored when alive, red-colored when dead. Globules can be pressed into oil and press cakes; the oil can further be processed into soap. Wood is quite dense, at double the density of dolomite, but cutting down a twisttrunk gives a lot of logs if it's in an open area.
Special plants:
Goldsmith's banes: These serve one function only: to turn akautis into ulleids, with a side effect of possible necrosis of the contacted part and possible permanent berserking. Yellow when alive, light green when dead. Seeds are called "gold nuggets o' fools" and are yellow. Plant can be extracted into a vial at a still to gain a vial of "gildedbane"; the extract is practically worthless. Evil-aligned, grow in almost any biome.
Goldsmith's salvation: These serve one function only: to turn ulleids into akautis, with a side effect of possible necrosis of the contacted part and possible permanent berserking. Yellow when alive, light green when dead. Seeds are called "gold nuggets o' fools" and are yellow. Plant can be extracted into a vial at a still to gain a vial of "gildedsalvation"; the extract is practically worthless. Good-aligned, grow in almost any biome.
comment last edited by IncompetentModMaker on Feb 07, 2020, 01:41:10 pm
I accidentally forgot to name the file containing the special plants correctly (the file name vs. the content of the file didn't quite match). I've fixed that now :-(
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