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 Dwarf Fortress File Depot » Minor Mods » PK's Critters and Entities
      
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File Listing: PK's Critters and Entities
Last Updated: Jul 08, 2026, 06:09:20 pm
First Created: May 11, 2026, 10:28:52 pm
File version: Beta
For DF version: 53.14
Downloads: 69 (605) Size: 251.3 KB
Views: 67 (6,252) Type: ZIP
Rating (0 votes): Unrated
Description
The backstory: This was an old mod for df2014, that was a collection of ideas and lightweight additions to the game that were in the spirit of the vanilla. Some of the more limit-testing creatures never made it into the mod, but included a balls of zombies that melted upon arrival and castes of elves who transmogrified themselves into other creatures ala druidic magic.

Now, it seeks to add little touches to the world and create variety. Some items and creature have a defined niche, some of them seek to challenge the player or the fort, and some are simply there for variety.

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The files have been organized as a proper mod now, just installed and load up. The mod does cull the elf and goblin creature, as well as all of the entities. It replaces them with my own versions, and all displayed critters/entities will show up as normal.

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WHAT IS ADDED?

- Reactions:

- Reactions to create the chestplate item. Chestplates are breastplates that also cover the neck and shoulder. The production line: forge gousset, forge unfinished armor. combine at craft station. Each finished set will also cost 1 thread and 1 leather hide.
- Several dummy reactions that, if enabled by edditing the mod before generating a world, will add 3 empty reactions to each building. These are intended for me to mod with in existing worlds, but if youre enabling them you already know how to use them to cheat.


- ITEMS:

- Stillettos, war-picks, kobold-sized spears and picks, kilts and armored skirts, a few clothing items such as another pair of mittens and a headband, and a suit of armor that is cumbersome but superior. Dwarves get some, but not all of these, some of the time.
- a chestplate whose crafting involves multiple steps and jobs instead of being hammered out in one go.
- wooden cudgel and rock shiv for cheaply arming your dwarves.
- a war masque, a helmet with an ornate and stylized face on it.


- CREATURES

- Slug Snout. Boar that spits sharpened lead shards at regular intervals. Inaccurate, but hits can break bones through iron.
- Shrat. Living tree-spirit, grows deku-tree levels of large in old worlds. Deadly in combat, primarily used by elves.
- Caccodemon: Floating cavern monster from doom. Dangerous to a civilian dwarf, a lone militiaman has a decent chance to kill it.
- Tyrannus. Big dinosaur semi-megabeast. Theoretically if you captured 1 one of each gender . . .
- IT. Semi-megabeast. More of a scorpion than a spider. Large enough to cut off limbs, with a poison syndrome stinger.
- Mammoths. Snow elephants.
- Dionaea. Slow moving plant monsters that seek to eat your dwarves.
- Kaiju. bipedal lizard with radioactive ice breath that is approximately in line with other megabeasts.
- Will o wisp. Tiny legendary dodger with a few sleep and drowsiness interactions.
- Innocent Devil. A very small creature that comes to the fort to cause trouble. It will steal and or pull levers and unlock doors. It's fairly slow, a dwarf should have no problems chasing it down, and its small size means even stray animals should be able to deal with it if theyre inclined to.
- Not-So-Innocent Devil. A larger version that is not so adverse to fighting. Spawns in Savage biomes.
- Several giant creatures: giant cave lobster, giant blood gnat, and giant fairy.
- Rage prone savage good bear.

- Merlock. swamp/cave civilization. Blends goblins and dwarves, in adventure mode they're human-esque. Muck-dwelling ambush predators, (relatively) light arms and armor.
- Klaxxon creature and entity. Klaxxon are 6 legged insects that are smaller than dwarves and have a natural 'spine' of chitin running down their forearms. They share a collectivist ethos and believe in sustainable exploitation of the land. They only use insects as labor and war beasts.
- Altenian creature and entity. A thick slab of meat piled onto very thick bones, altenians have flattened faces and a warlike disposition. Their capacity for singular thinking grants them bonuses to melee however they have not developed the same skill in ranged combat as other races.
- Elves and Goblins have rudimentary 'spells' they will cast as they can. All spells have cooldowns and cannot be used on creatures already targeted by said spell.
- Elves have been given a caste of elves that spawn at worldgen start, and never again, barring special events in worldgen. These elves are highly skilled and are 'purer' than normal elves, giving them various small buffs. Their role is to tame more animals and buff the elves similar to how shrats were doing.
- Added a unique demon.

- ENTITY:

- Merlock civilizations lives in tundra and wetlands, and coats said areas effectively before seeking to attack nearby entities.
- Altainians live in towns with a preference for badlands and plains.
- Klaxxon live in forest retreats and will engage in treecap diplomacy with the player. I find that they often share a road or tunnel with the dwarves.
- Tried to give a little more flavor to each civilization
- added settlement preferences, enhancing their ability to settle on preferred sites or travel through unsuitable lands to reach new ones. ie: humans can settle over oceans to settle new land, elves can settle over savanna to settle a second jungle.
- Humans are based more (and more vaguely) on early Mediterranean culture, given a them of fishing, and redrawing their ethics somewhat. Humans are primitive and crass, but skilled and flourishing.
- Added 2 variants of dwarves: labeled internally as MARTIAL and XENOPHOBE. The former prizes prowess in combat and of course an audience to show off to. The latter desires to dig deep and be left alone to their own darker desires.

- 'SPELLS'

- Several unused but helpful spells ripped off the wiki.
- Elf 'Rage', 'Growth', 'Commune', 'Bless', and 'Curse'. Self-berserk chance, animals grow bigger, talk to animals, resistance to metal weapons and better skill rolls, and weakness to wood and lower skill rolls. animals used to talk back, albeit they didnt really know anything. Now they dont seem to.
- Goblin 'terrify' spell. nausea and heart/lung pains, giving them a little more of an edge. resistible and chance based both.


- POSITIONS:

- Laid out a framework for new positions, and escalating demands from old positions.
- Not all positions are functional, some are to explicitly add more nobles should you desire.
- Most vanilla site positions will desire better accommodations as the forts grow into itself. Many positions demand more from you at the very start. I've run through several forts under duress and theyre not demanding too much.
- New positions include: Landowner's steward, Royal steward, combat champion, pillar of the community, royal trackers, and the landowner's 'second'. The Monarch's second and third in line is determined on their ascension, and they also demand royal rooms.
- The demands of the monarch's arrival should be significantly higher than vanilla, my recommendation is if youre feeling overwhelmed by them to encrust furniture with gems and put in masterwork levers linked to redundant things so you can shove in more masterwork levers. preferably encrusted ones. Dont forget bone/cloth/rock encrusting exists too.


- OTHER CHANGES:

Many small changes have been made to various creatures, reflected in the files titled 'agonisms' and 'flavorims'. These include many niche or non-invasive things like aye-ayes are nocturnal or iguanas are herbivores. They also include things like toads have a sticky tongue and giant cougars are large predators and giant elephants arent benign.
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