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 Dwarf Fortress File Depot » Major Mods » DF Genesis 5.25 Ironhand
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File Listing: DF Genesis 5.25 Ironhand
Last Updated: May 16, 2013, 01:43:15 pm
First Created: Nov 02, 2012, 02:19:51 pm
File version: 5.25
For DF version: 0.34.11
Downloads: 339 (7,243) Size: 24.88 MB
Views: 2,737 (9,065) Type: ZIP
Home:  Forum Thread
Rating (2 votes): 5.0 / 5.0

- Adventurers forge and smelting pit are workshops instead of furnaces now, so can be built properly with advfort.
- Removed piston requirement from steam engine(it already requires quite a lot of materials).
- Soulgems can be made from any cut gem.
- Removed soul forge and upgrade station.
- Removed bronze centurion making reaction.
- Former upgrade station reactions are moved to new automaton manufactory.
- Added Automaton Manufactory.
- Added Flesh Studio.
- Added Thaumaturgy Guild.
- Added "remade" caste to dwarves.
- You can turn dwarves from one House to another using 5 gold bars.
- You can turn dwarves into remade in Flesh Studio.
- You can turn dwarves into clockworks in Automaton Manufactory.
- You can craft spellstaves and magical bolts for them at thaumaturgy guild (ash+gem for fire/inferno spellbolts, plant+gem for webbing spellbolts).
- Inferno/fire/webbing block making for catapults has been moved from alchemical lab to thaumaturgy guild.
- Tetrahedrite and native gold occur more often.
- Sphalerite no longer occurs within limestone.
- Added willemite, another zinc ore. More brass smelting possibilities.
- Added orichalcum, an alloy of copper and gold. A bronze-level valuable metal.
- Renamed nickel silver to argentan. It's now a low-grade weapon material.
- Removed rose gold (orichalcum replaces it).
- Added bars/ore variants for black bronze, argentan and sterling silver smelting.
- Removed inorganic_ddd.txt file.
- Added "living" metal, iron-grade material with a very sharp edge.
- Added living metal making to flesh studio (1 bar from 1 plant stack and 1 wooden log).

- Dwarven militia has got coats and caps.
- Policemen wear blue uniform with caps.
- Some new noble tiles.
- Sylvans look like real plant creatures rather than pointy eared bastards.
- Updated Falconne's plugins to the latest versions.
- Added advanced stocks menu and autotrade plugins.
-- Pressing Ctrl-shift-z will bring up an advanced stocks menu.
-- When viewing stockpiles you can set them to set all items inside for trading or do it automatically.
- Consuming vampire/lamia/demoniac blood now properly turns you into one.
- Deep spiders can be bred.
- Monstrous spider renamed to blackwood weaver.
- Blackwood weavers now appear in ANY savage forests.
- Fixed different poison name issues.
- Aurochs grow fur and can be sheared properly.
- House of Anvil dwarves get stone detailing bonus properly.
- All castes have proper in-game descriptions about their bonuses to skills.
- CMD(sage) is renamed to chief healer. Chief healer must be a dwarf of House of Scrolls.
- Chief Healer can appoint additional corpsdwarves who can perform diagnosis.
- Broker is renamed to trademaster. Trademaster must be a dwarf of House of Scrolls.
- Trademaster can appoint additional brokers who can trade at trade depot.
- Bookkeeper is renamed to treasurer. Treasurer must be a dwarf of House of Scrolls.
- Treasurer can appoint additional accountants which require offices (can be the same office with many chairs/tables, assign them to different chairs).
Workshops and items
- Chainmail leggings can be worn over trousers under plate leggings.
- Fortress mode alchemical potions/medicine last for 14 days instead of 1 day, an approximate time between dwarf meals.
- Feeding festive chest is now done in the festive hungry chest, not in the kiln.
- Sauna vent is now 3x3 and is called sauna. It can host multiple dwarves, and magma sauna now works properly.
- Added mithril wafer making to smelter.

- Dwarven castes are changed to noble houses.
- You can build Chapterhouse, currently cosmetic, soon with new caste changing options!
- Only civilized creatures need bones to be set/splinted. Animals and the like regenerate bones just fine.
- Timberyard replaces sawmill + furniture workshop.
- Fire/inferno/webbing spellbolts and blocks WORK.
- Bronze Centurion creation now affects a creature in the workshop rather than an operator. Get souls of your dogs! It means you can train those centurions now too.
Adventure mode:
- New building - adventurer's forge.
- You can smelt bars into ingots in smelting pits (and back if you need to).
- Forge weapons and armor in adventurer's forge from ingots.

- Fix: adventure mode rock anvil reaction.
- Fix: adventure mode metalsmith forge, glass furnace and wood furnace creation.
- Fix: alchemical still is called alchemical lab.
- Add: ability to make fire/inferno/webbing blocks in alchemical lab (for catapults).
- Add: adventurers can carve spellstaves from a bone and a cut gem.
- Add: adventurers can conjure spellbolts for spellstaves from cut gems.

- All wooly creatures produce generic "wool", so now you have "wool shirts" instead of "auroch wool shirts".
- Removed "make mead candy" broken reaction.
Adventure mode
- New adventure mode-only building: smelting pit. Smelt weapon/armor/helmets/shields into bars.
- Removed useless buildings from construction list.
- Only dwarves can build Deep Furnace, Soul Forge and Tinker's Workbench.
- You cannot use "melt metal object" in smelter in adv. mode (no items are designated) so use Smelting Pit for that.

- Fixed pickaxe knapping reaction.
- Adventurers can craft stone anvils now for their first forge.

- Phoebus version has non-accented language files (no weird symbols in names).
Adventure mode
- Removed smelting/forging and some crafting reactions from adventure mode.
- Added "mold rock into bolder" reaction, to create boulders from rocks.
- Added "burn wood" reaction, takes a log and gives a charcoal.
- Included and tweaked Advfort DFHack module. You can now build workshops, tame animals, gather resources, grow plants, mine and use workshops in adventure mode.
- Build your bases in conquered lairs. Only lairs save info about your constructions, item placement etc.
- Updated manual with info on Companion Orders, abilities, crafting and construction.
- Added "thatchery" workshop. It can turn plants into wicker beds, bins, chests and blocks for construction.

- Graphical version: ratkin graphics.
- Graphical version: fixed vermin tiles.
- Graphical version: added graphical tiles for beholders, fairy dragons and spellbooks.
- Graphical version: added graphical tile for werebeast transformation.
- Graphical version: removed weird symbols from words in all languages.
- Graphical version: fixed some mineral symbols.
- Fixed leafy bulb naming.
- Removed AT_PEACE_WITH_WILDLIFE from fallen.

- Manual has been updated with DFHack, aboveground plants and pets.
- The generalised leather is back.
- Library studying works properly now.
- Added a bunch of swimming creatures:
-- crab, giant crab
-- great shark, reef shark
-- manta ray, stingray
-- narwhal
-- nautilus, giant nautilus
-- octopus, giant octopus
-- tuna
-- sunfish
-- carp
- Deeper Dwarven Domestication mod by Wannabehero is merged in.
-- Boulder crabs, when butchered they yield a flux stone.
-- Dewbeetles, can be milked to get honeydew which can be brewed into mead.
-- Shaggy badgerdogs, prone to rage dogs which can be sheared for wool.
-- Moleweasels, very fast vermin hunters.
-- Leatherwing bats, their wings can be sheared for tannable leather.
-- Bearded cavernkeets, these birgs lay eggs and can be sheared once per year for beardwool.
-- Cragtooth boars, they have valuable husks which can be sheared and will regrow.
-- Woolly mountain goats, they are large and can be sheared for wool very often.
-- Horned caveturtles, lays big egg clutches and has horns.
-- Mountain tuskoxen, can be milked very often.
- Incorporated new DFHack v3 with new plugins and options.
-- Assign weapon racks/armor stands to squad with P key.
-- Activate workflow plugin with Alt-W.
- Changed quicksave to Ctrl-Shift-Q
- Added Dwarfmonitor and Resume All plugins.
-- Ctrl-F lets you monitor your fort activity. This plugin also shows happiness levels in bottom left corner of the DF window.
-- Ctrl-R lets you resume all suspended constructions.
- New weather controlling reactions have been added to occult grove:
-- clear skies: costs 1 shimmering crystal, sets weather to "clear".
-- rain dance: costs 2 shimmering crystals, sets weather to "rain".
-- winter call: costs 3 shimmering crystals, sets weather to "snow storm".
-- grow forest: costs 5 shimmering crystals, turns all saplings into trees.
- New arena mechanic: you can turn any creatures but dwarves pastured inside arena into enemies.
-- Blood fiends are the only avaliable enemies for now. They drop bloodred crystals.

Adventure mode:
- Goblin language no longer has weird symbols which broke graphical version names.
- A major currency overhaul. Different civilizations use different materials for currency, for example goblins make obsidian, iron and steel coins.
- Friendly civilized races with towns have a following currency scheme: nickel coins cost 1, copper 10, silver 50, gold 100 and platinum 500. They are also labeled by year.
- Now if you find a gold or a platinum coin, get it! You can buy a lot with them.
- Goblins now build cities so you can raid those or meet their leaders. They are hostile to most people though, sometimes even to each other.
- Fallen now inhabit cities too, so you can go work as a mercenary or slaughter them in adventure mode.
- Added bonecarving to adventure mode: you can now make bone skullcaps, breastplates, crutches, daggers, spears, bows and carve bone figurines.
- Added decoration to adventure mode: you can now cut gems and decorate items with gems and bone.

- A really small graphical fix for dalesmen noble tiles. Changes black square of a general, a captain and a sheriff to a proper graphic, and fixes some other tiles for noble positions which you almost never see.

A save-compatible fix.
- A first version of the manual is included.
- Mead cakes can be baked from any type of honey.
- Festive hungry chest is no longer called a "display case".
- Library now requires 1 building material and 3 cabinets.
- Civilized creatures are no longer weak to bloodsteel (it was breaking every quest description).
- Bloodsteel is now like steel, but it's much much sharper.
- Bloodsteel smelting reaction now has and additional 50% chance to give an additional bar.
- Mithril making has much better output now and no longer requires bauxite.
- Moonsilver making no longer requires obsidian.
- Voidsteel making takes 2 iron bars instead of one but still 1 obsidian boulder and creates 2 voidsteel bars now.

- Titanite is smelt in Deep Furnace, not smelter. The reaction name is fixed, and there's no more 10 bars from 1 rock.
- There's a chance to get a titanite bar at 50%, 30% and 10%, so in a very rare case you can get 3, but usually none.
- All other races which did not get tools for some reason now have them.
- There's a new tool "toolset" which can be found on people in hamlets (the same probability as carving knife).
Adventure mode
- All races but undead now get a high "excitement seeking" personality value; adventurers can hire almost anyone now.
- Adventure mode advanced reactions now require a toolset (reactions like metalworking or breaking down of armors/weapons into bars).
- You can now craft rocktip bolts and arrows as adventurer, you need rocks and bones for that.
- You can craft a leather slingshot as adventurer. You can knap stone bullets for it from any rocks laying around.
- All crossbow professions for all races are renamed to "marksman" for a reason.
- You can craft a leather hat as adventurer. Everyone knows you need your own fedora.
- New adventure class "treasure hunter". No special abilities, but 5x skill learning rate and faster stat gain. And an affinity to whips and hats.

- Added "hungry festive chest" building. Feed it vermin remains for a small chance of a prize.
- Added different alchemical food items you can make out of animal venom glands and shrooms. They are stored with plants and your dwarves will eat them.
- Titanite ores are no longer "ores" by default; a reaction to smelt titanite is only avaliable to dwarves to stop bandits, humans, goblins and the like from getting titanite gear.
- Sphene is now a titanite ore too.
- WHY DID NOONE REPORT THIS? Power core and flamethrower attachment reactions are no longer free.
- Added a few new toys (medallions, flowers) and food items (quite a lot).
- Husks from dark religious reactions are toned down a lot, they won't slay half of your military now.

- Megabeast graphics are fixed once and for all.
- Added a selection of birds: albatross, buzzard, eagle, owl, penguin, seagull, vulture.
- Added a new megabeast: chimaera. A huge quadruped scaled beast with two small rudimentary arms on its chest. Its bite turns victims into corpsebugs (if they survive).
- Added a new creature: rat. A big rodent found in caves.
- Added a new wetland dweller: bog frog. They are many and usually harmless, and you can butcher them to get glands of sleeping venom or domesticate for eggs.
- Added a bunch of sounds to a big number of creatures for adventure mode.
- All megabeasts have sounds. You will notice them from far away now.
- In fortress mode you cannot coat with poison/venom just any weapon anymore. Now only arrows, bolts and spears can be coated. No more poisoned clubs and it makes spears more useful.
- Added a lot of different animal venoms. Animal venom glands can be gathered from butchering of multiple different creatures, even if they are not poisonous per se.
- Venom glands are considered "plants" and are stored as such; use plant processing job to get venoms as extracts from them.
- Agony venom glands come from: spore colonies, thallids, salamanders, green slimes.
- Fever venom glands come from: rats, sand rats.
- Hex venom glands come from: zauri, kodo beasts, pekyts.
- Madness venom glands come from: gully shriekers, red slimes.
- Paralysis venom glands come from: black spiders, monstrous spiders, scorpids, scorpions, deep spiders.
- Sepsis venom glands come from: monitors.
- Sleeping venom glands come from: saprolings, blue slimes, bog frogs.
- Weakening venom glands come from: scarabs, deep spiders
Adventure mode:
- Adventurers can no longer pull poisons "out of thin air". You have to find creatures with glands, butcher them and press glands into waterskins to get venoms.
- As a bonus, you can still poison any weapon, but don't waste your hard-earned venoms on blunt weapons.
- Adventurers can now craft leather pants.

- New coating vat building, use it to coat your weapons/ammo in poisons.
- Iron-bearing ores now do not yield iron 100% of the time, only siderite is 100% iron and limonite is 90%, other ores yield less.
- New metal: titanite. Steel-grade, but lighter and sharper than steel and occurs naturally.
- New mineral: anatase. A 80% ore of titanite.
- Ilmenite yields 50% iron and 30% titanite.
- Meteoric iron is gone. Meteorite ore yields 100% titanite.
- Rutile is more frequent and can be used for glazing.
- Rutile yields 25% titanite.
- A proper fix has been applied, other races can use leather properly too.
- Underground plants are reworked, there are more edible plants now and there're dyes for every color.
- New poisons: fly-agaric and bloodboil poisons.
Adventure mode:
- Added custom adventure mode classes: barbarian, magician, necromancer and vagabond with starting abilities.
- Added ability to sew waterskins from leather.
- Added ability to create bitterroot, bloodboil, fly-agaric and shadowleaf poisons. Requires an empty waterskin.
- You can coat your weapons in poison. You can use multiple poisons for better effect.
- New cavern creature: crystal lizard. It's domestic and it can be butchered for crystal glass gems.
- Added missing graphics for chaos witch and iron titan.
- Fixed subterranean creature graphics.
- Added crawling stumps to wetland, they are weaker versions of treants.
- Added
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