http://dwarffortresswiki.org/api.php?action=feedcontributions&user=Valos&feedformat=atomDwarf Fortress Wiki - User contributions [en]2024-03-28T16:21:15ZUser contributionsMediaWiki 1.35.11http://dwarffortresswiki.org/index.php?title=User:Valos/Adventurecraft&diff=266814User:Valos/Adventurecraft2022-11-27T17:26:53Z<p>Valos: </p>
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<div>{{mod}}<br />
{{Modification<br />
| name = Adventurecraft<br />
| version = 47.02 - 47.05 1.997<br />
| df version = 0.47.05<br />
| last update = 11/27/2022<br />
| download = http://www.bay12forums.com/smf/index.php?topic=153036.0<br />
}}<br />
<br />
Adventurecraft, yet another Wanderer's Friend derivative, is an [[adventure mode]] focused [[mod]] that adds reactions, in addition to material changes and creature changes, much of it geared toward fleshing out the options provided to adventurers. Various features have been added to it over time, not all geared toward crafting.<br />
<br />
Existed in unreleased form since the DF2012 days, with the first release being not long before .42.01 was released. Features and changes listed are thus specific to the most recent version, assuming this page remains up-to-date (don't count on it), derived from the forum post.<br />
<br />
== Features ==<br />
<br />
=== Fun Material Tweaks ===<br />
<br />
* Different tiers of materials. Look for a + or ++ in the material name. 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.<br />
* Several stones have been buffed to not be vastly inferior to bone. Look for the material tier designation. Chert is second only to obsidian in sharpness.<br />
* 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.<br />
* 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 (or be spoiled in the appendices). Not all of the beasts added to the mod have usable hearts. Or, you can use the relevant megabeast heart (or equivalent for things that lack hearts) to unlock the secrets of the Beyond...<br />
* 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.<br />
<br />
=== Creature Tweaks ===<br />
<br />
* Joint definitions have been 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.<br />
* Neck-snapping. While mundane damage to the upper spine doesn't always have any effect, putting a joint lock on it definitely will, unless the creature is stupidly huge.<br />
* Venomous creatures yield venom glands 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. In addition, giant spiders have silk glands that can be spun into thread.<br />
* Joint edits have been applied to generated creatures. Normal joints tend to be more common than breakable necks.<br />
* Sinews can now be obtained from butchering most creatures, and used as a source of thread.<br />
* Because DF2015 broke cannibal adventurers, intelligent semi-megabeasts/megabeasts are currently non-sentient. To make up for this, they gain natural skills. Megabeasts additionally grow at a more consistent rate, with the net result being that most beasts grow slower, while dragons grow faster. Bronze colossi gain a unique material instead of bronze, and dragons have an extra surprise in store.<br />
* Extremely small creatures have been tweaked slightly to make them a bit more likely to be successfully butchered, and non-giant birds properly yield feathers that can be used for crafts or decoration.<br />
* A few new interactions can be used by most playable creatures. Almost every playable creature has an interaction to bypass restrictions on crafting or eating body materials from intelligent creatures, allowing you to mark a target beforehand. Elves additionally have an interaction for producing feywood, a material used by their civilization.<br />
* Megabeast and semi-megabeast hearts can also be crafted into essences that grant basic spells. Each forms one of five opposing pairs themed around contrasting sphere, different yet similiar sister spheres, or other thematic contrasts.<br />
<br />
=== New Creatures ===<br />
<br />
* At the suggestion of Jackie, messed around with making centaurs, and moreover made their body less of a "humanoid with 4 legs" thing used in vanilla. They show up in good biomes and can join civs. An evil critter, based on the kamaitachi, has also been added as another source of civ fodder for evil regions.<br />
* A couple added mythical creatures were added to make up for making centaurs real. Also added descriptions and spheres, to make their use in art more interesting.<br />
* 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.<br />
* 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. Its wood will make for effective blunt weapons, but poor edged weapons. Think twice before you try lighting one on fire!<br />
* Two H.P. Lovecraft references via the mi-go and shoggoth. Mi-gos have a delightfully alien body structure, while shoggoths are acidic blobs. Hint: pulp all the things.<br />
* Eternal things. Basically chitinous worms that can grow rather large given time, faster than dragons but not quite as huge.<br />
* Manticores. Overgrown lions with bat wings and scorpion tails. All the Fun of both potion-yield megabeasts and venomous critters.<br />
* Four lesser beasts that can form lairs, as a step down from semi-megabeasts. These act like night creature hunters, making lairs in various places. Dire wolves, dire bears, feral ogres, and sanguine dragons are all based off of some existing creature in some way, with qualities to make them different challenges in combat.<br />
* Some raw-defined recreations of the classic pre-DF2010 demons. These are used as fallback for some things that may require demons to exist, and tend to be used instead of said generated demons where necessary. Fiery abominations are recreations of spirits of fire, tweaked to float on a djinn-like cloud of cinders and made tougher than flame-bodied critters normally are (so punching one to death is a much tougher feat). Froglike abominations are a recreation of frog demons, given a more grotesque gorilla-like body and a nasty plague inflicted via bites and tongue-lashing. Tendriled abominations are the tentacle demons, reworked into a scaly form with its tentacles instead of arms, lashing out with acidic secretions that can also provoke a neurotoxic effect.<br />
* The good old giant desert scorpion has been preserved in this mod ever since its removal, kept up to date and tweaked according to the needs of the mod. As a bonus, its venom has a proper neurotoxic effect instead of relying solely on necrosis.<br />
<br />
=== Plant Tweaks ===<br />
<br />
* 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, and extract-bearing plants.<br />
* 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.<br />
* In addition to more potent alchemical concoctions, more mundane medicine can be made from certain plant sources (best as the system permits, and noting that the game lacks what would normally be the best options for that). The effects are much more minor than what golden salve or processed muck root can do, but it can help in a pinch.<br />
* Brewable plants can be made into delicious booze. If it isn't brewable by picking the plant itself (assuming it's in season), try brewing fruit instead.<br />
* Bread is now a thing. The relevant plants can be ground into flour and used as such.<br />
* Bamboo, cattails, and cloudberries have been given useful growths. This works in adventure mode, but due to the plants being grass they can't be picked in fort mode.<br />
<br />
=== Civilization Tweaks ===<br />
<br />
* All of the main races are playable in Adventurer Mode, whether as civ members or as outsiders.<br />
* 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.<br />
* Humans and goblins have been given slings and sewing needles, for the hell of it.<br />
* 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 has 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.<br />
* Goblins need food and water, so remember that.<br />
* Underground animal people have been given a surface-dwelling equivalent, allowing for occasional instances of them being playable as entity members, instead of outsiders. They spread out as tribes in small villages, potentially either allying or coming to blows with the major civilizations.<br />
* A few extra profession types can be selected as backgrounds in adventure mode, like poets, criminals, pilgrims etc. Generally if it's not available via that entity's permitted jobs, fits that civilization, and gives bonus skills when chosen, it's been added.<br />
<br />
=== New uses for existing items (and changes) ===<br />
<br />
* Mortars and pestles are used for plant processing and alchemy. A pair can be crafted from stone.<br />
* A few reactions use blunt small rocks for hammering instead of just knapping.<br />
* If you get a hold of a full log, a battle axe can be used to split it into usable branches.<br />
* Stone axes have been changed to allow metal versions to show up in human and goblin sites.<br />
* Helves have been given the same weapon uses as staves in older versions of this mod, and renamed to staves to reflect this.<br />
* Cooking tools have additional use in a few reactions, allowing you to use cauldrons in place of cooking pots if you find one.<br />
<br />
=== New Items ===<br />
<br />
* Needles, required for sewing. In addition to wood, you can carve them from bone, tooth, nail, hoof, or horn.<br />
* Clubs, as a crude mace-equivalent as suggested by Kallin.<br />
* Caesti and katars, unarmed weapons suggested and worked on by Jackie.<br />
* Simple lockbows, originally implemented in Kobold Kamp as suggested by Flint.<br />
* Spear-throwers and javelins, made with help from ZM5. Closer to actual hand-thrown javelins than the more realistic atlatl, but still allows use of a spear-thrower for gameplay reasons.<br />
* 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.<br />
* Gunpowder weaponry, in the form of fire lances and hand cannons. The ingredients can be crafted by various means, including methods accessible to adventurers, allowing crude powder and shot to be produced.<br />
* Gambesons, made from cloth. Obviously fragile unless using megabeast haircloth or silk.<br />
* Cooking pots, for making certain items, most notably for brewing.<br />
* Animal glue, which the recent combat changes have made useful.<br />
* Eight raw-defined instruments that can be crafted, supplementing the generated instruments that can't be crafted in adventure mode.<br />
* Feywood catalysts can be found at elven sites, or produced via magic accessible to elves in adventure mode. If you obtain one, a reaction exists to grow the improved feywood elves can use for weapons and armor.<br />
<br />
=== Dismantling Items ===<br />
<br />
* Boulders and logs can be split into small rocks and pieces of wood, respectively.<br />
* Crude cloth can be unraveled if needed.<br />
* Cloth items can be cut apart for cloth, leather items can be cut apart, any other stone item can be salvaged for a rock, and metal items can be broken down for metal. Note that nothing's stopping you from being a lunatic and trying to dismantle the end result into itself, which will eventually waste it.<br />
<br />
== Bugs and Issues ==<br />
<br />
* No gauntlets due to the gauntlet bug. The workaround I originally devised tends to break more things than it fixes.<br />
* Just like whips, civs will generate metal slings because derp. Outsiders will also have access to metal staves, clubs, and caesti, all of which were balanced around the assumption that they'd only ever be made out of much lighter materials.<br />
* 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.<br />
* The amount of usable leather, bone, etc can be increased by lopping off limbs. For bone, there are reaction bugs and balance issues behind why Adventurecraft has set crafting to consume full stacks, instead of vanilla's use of single units from a stack.<br />
* 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.<br />
* Goblin and kobold adventurers will find their home to be an immense hassle to leave, as dark forts and caves block fast travel even if the inhabitants are friendly.<br />
* Nothing's stopping you from being a lunatic and trying to dismantle cloth, tanned hides, or metal bars. This will eventually waste it due to the odds not being 100%. <br />
* Thread, cloth, bars, and sheets obtained from towns instead of player-made are a nigh-endless source of crafting material, due to reactions set to only produce and use product dimensions of 1.<br />
<br />
== Appendix A, Full list of new reactions ==<br />
<br />
=== Basic Reactions ===<br />
<br />
* Tan a raw hide, raw scales, or raw chitin. Produces tanned leather/scale/chitin.<br />
* Dry and spin sinew into thread.<br />
* Spin hair, wool, or silk glands into thread.<br />
* Process thread-bearing plant into thread.<br />
* Weave cloth. Uses hair/wool, plant-based, or silk thread.<br />
* Make glue. Uses raw hide, raw scales, bone, skull, horn, or hoof. Requires a cooking item.<br />
* Craft charcoal. Uses a log, requires a cooking pot.<br />
* Craft ash. Uses a log, requires a cooking pot.<br />
* Repair cloth item. Uses cloth and thread, requires a needle.<br />
* Repair feather item. Uses feathers and thread.<br />
* Repair leather/scale/chitin item. Uses any of said materials plus thread, requires a needle.<br />
* Repair wood/bone/stone item. Uses animal glue, requires a sharp object.<br />
* Split wooden log into branches. Also requires a sharp object. Ignore the absurdity.<br />
* Split large stone into small rocks. Also requires a blunt small rock.<br />
* Unravel cloth into thread.<br />
* Dismantle cloth item. Requires a sharp object.<br />
* Dismantle leather/scale/chitin item. Requires a sharp object.<br />
* Dismantle stone item. Requires a blunt small rock.<br />
* Dismantle metal item. Requires a blunt small rock.<br />
<br />
=== Tools ===<br />
<br />
* Carve wooden sewing needle. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn needle. Uses any of said materials, requires a sharp object.<br />
* Carve wooden stave. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone stave. Uses bones, and requires a sharp object.<br />
* Carve bone/shell axe. Uses either material plus a stave, requires a sharp object.<br />
* Craft stone axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mortar and pestle. Uses 2 blunt small rocks, and requires a third.<br />
* Craft stone cooking pot. Uses any small rock, and requires a blunt small rock.<br />
* Carve wooden gun barrel. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone gun barrel. Uses bones, and requires a sharp object.<br />
<br />
=== Ammunition ===<br />
<br />
* Craft sling stones. Uses a blunt small rock, and requires a second.<br />
* Carve wooden arrows. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn arrows. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone arrows. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden bolts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bolts. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone bolts. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden javelins. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn javelins. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone javelins. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden darts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn darts. Uses any of said materials, requires a sharp object.<br />
* Craft stone powder and shot. Uses any small rock and gunpowder, requires a blunt small rock.<br />
<br />
=== Weapons (Wood/Leather/Misc) ===<br />
<br />
* Carve wooden dagger. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden pike. Uses two wooden branches, and requires a sharp object.<br />
* Carve wooden club. Uses a wooden branch, and requires a sharp object.<br />
* Craft wooden maul. Uses a log plus a stave, and requires a sharp object.<br />
* Craft leather/scale whip. Uses leather/scale, and requires a sharp object.<br />
* Craft leather/scale/chitin caestus. Uses any of said materials, and requires a sharp object.<br />
* Craft wooden bow. Uses a stave and thread, requires a sharp object.<br />
* Craft simple wooden lockbow. Uses two branches and thread, requires a sharp object.<br />
* Carve wooden blowgun. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear-thrower. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale sling. Uses leather, and requires a sharp object.<br />
* Craft cloth sling. Uses cloth, and requires a sharp object.<br />
* Craft fire lance. Uses a spear and a gun barrel.<br />
* Craft hand cannon. Uses a durable metal gun barrel and a log.<br />
<br />
=== Weapons (Bone) ===<br />
<br />
* Craft bone/shell/tooth/horn dagger. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn spear. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn pike. Uses any of said materials plus two staves, requires a sharp object.<br />
* Carve bone/shell battle axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell great axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn short sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn long sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn two-handed sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone club. Uses bones, and requires a sharp object.<br />
* Craft bone/shell maul. Uses either material plus a log and a stave, requires a sharp object.<br />
* Craft skull maul. Uses a skull plus a log and a stave, requires a sharp object.<br />
* Craft bone/tooth/nail/hoof/horn katar. Uses any of said materials, and requires a sharp object.<br />
* Craft bone bow. Uses bones and thread, requires a sharp object.<br />
* Craft simple bone lockbow. Uses bones, a stave, and thread, requires a sharp object.<br />
* Carve bone spear-thrower. Uses bones, and requires a sharp object.<br />
* Carve bone blowgun. Uses bones, and requires a sharp object.<br />
<br />
=== Weapons (Stone) ===<br />
<br />
* Knap stone dagger. Uses any small rock, and requires a blunt small rock.<br />
* Craft stone spear. Uses a sharp rock and a stave. No need to cut the stave to size.<br />
* Craft stone pike. Uses a sharp rock and two staves. No need to cut the staves to size.<br />
* Craft stone battle axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone great axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone short sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone long sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone two-handed sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mace. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone war hammer. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone maul. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
<br />
=== Armor (Bone) ===<br />
<br />
* Craft bone/shell buckler. Uses either material, and requires a sharp object.<br />
* Craft bone/shell shield. Uses either material, and requires a sharp object.<br />
* Craft bone/shell helm. Uses either material, and requires a sharp object.<br />
* Craft skull helm. Uses a skull, and requires a sharp object.<br />
* Craft bone/shell armor. Uses either material and requires a sharp object.<br />
* Craft bone/shell leggings. Uses either material, and requires a sharp object.<br />
* Craft bone greaves. Uses bones, and requires a sharp object.<br />
<br />
=== Shields/Armor (Leather/Scale/Chitin) ===<br />
<br />
* Craft leather/scale/chitin buckler. Uses any of said materials, and requires a sharp object.<br />
* Craft leather/scale/chitin shield. Uses any of said materials, and requires a sharp object.<br />
* Sew leather/scale/chitin cap. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin helm. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin armor. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin leggings. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin low boots. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin high boots. Uses any of said materials plus thread, requires a needle.<br />
<br />
=== Clothing (Leather) ===<br />
<br />
* Sew leather/scale backpack. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale waterskin. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale quiver. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale hood. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale mask. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale cloak. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale tunic. Uses leather/scale and thread, requires a needle.<br />
* Make leather/scale loincloth. Uses leather/scale.<br />
* Sew leather/scale trousers. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale skirt. Uses leather/scale and thread, requires a needle.<br />
* Craft leather/scale footwraps. Uses leather, and requires a sharp object.<br />
* Sew leather/scale sandals. Uses leather/scale and thread, requires a needle.<br />
* Craft leather/scale earring. Uses leather/scale.<br />
* Craft leather/scale amulet. Uses leather/scale.<br />
* Craft leather/scale bracelet. Uses leather/scale.<br />
* Decorate object with leather/scale. Uses leather/scale and thread, requires a needle.<br />
<br />
=== Clothing (Cloth) ===<br />
<br />
* Sew cloth backpack. Uses cloth and thread, requires a needle.<br />
* Sew cloth quiver. Uses cloth and thread, requires a needle.<br />
* Sew cloth cap. Uses cloth and thread, requires a needle.<br />
* Sew cloth hood. Uses cloth and thread, requires a needle.<br />
* Sew cloth mask. Uses cloth and thread, requires a needle.<br />
* Sew cloth gambeson. Uses cloth and thread, requires a needle.<br />
* Sew cloth cloak. Uses cloth and thread, requires a needle.<br />
* Sew cloth tunic. Uses cloth and thread, requires a needle.<br />
* Make cloth loincloth. Uses cloth.<br />
* Sew cloth trousers. Uses cloth and thread, requires a needle.<br />
* Sew cloth skirt. Uses cloth and thread, requires a needle.<br />
* Craft cloth footwraps. Uses cloth, and requires a sharp object.<br />
* Sew cloth socks. Uses cloth and thread, requires a needle.<br />
* Sew cloth sandals. Uses cloth and thread, requires a needle.<br />
* Craft cloth earring. Uses leather/scale.<br />
* Craft cloth amulet. Uses leather/scale.<br />
* Craft cloth bracelet. Uses leather/scale.<br />
* Decorate object with cloth. Uses cloth and thread, requires a needle.<br />
* Weave feather hood. Uses feathers and thread.<br />
* Weave feather cloak. Uses feathers and thread.<br />
* Weave feather tunic. Uses feathers and thread.<br />
* Weave feather skirt. Uses feathers and thread.<br />
* Weave feather earring. Uses feathers and thread.<br />
* Weave feather amulet. Uses feathers and thread.<br />
* Weave feather bracelet. Uses feathers and thread.<br />
* Decorate object with feathers. Uses feathers and thread.<br />
<br />
=== Shields/Crafts (Wood) ===<br />
<br />
* Carve wooden buckler. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden shield. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden crutch. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cup. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden minecart. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden figurine. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden ring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden earring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden scepter. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden amulet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden bracelet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden crown. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cabochan. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden mask. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden sandals. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden dice. Uses a wooden branch, and requires a sharp object.<br />
* Decorate object with wood. Uses a wooden branch, and requires a sharp object.<br />
<br />
=== Crafts (Bone/Shell/Tooth/Horn) ===<br />
<br />
* Carve bone crutch. Uses bones, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn goblet. Uses any of said materials, and requires a sharp object.<br />
* Carve skull goblet. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn figurine. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn ring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn earring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn scepter. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn amulet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn bracelet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn crown. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn cabochan. Uses any of said materials, and requires a sharp object.<br />
* Craft skull totem. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell mask. Uses either of said materials, and requires a sharp object.<br />
* Craft skull mask. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn dice. Uses any of said materials, and requires a sharp object.<br />
* Decorate object with bone/shell/tooth/nail/hoof/horn. Uses said materials, requires a sharp object.<br />
<br />
=== Crafts (Stone) ===<br />
<br />
* Craft stone mug. Uses a blunt small rock, and requires a second.<br />
* Craft stone figurine. Uses a blunt small rock, and requires a second.<br />
* Craft stone ring. Uses a blunt small rock, and requires a second.<br />
* Craft stone earring. Uses a blunt small rock, and requires a second.<br />
* Craft stone scepter. Uses a blunt small rock, and requires a second.<br />
* Craft stone amulet. Uses a blunt small rock, and requires a second.<br />
* Craft stone bracelet. Uses a blunt small rock, and requires a second.<br />
* Craft stone crown. Uses a blunt small rock, and requires a second.<br />
* Craft stone cabochon. Uses a blunt small rock, and requires a second.<br />
* Decorate object with stone. Uses a blunt small rock, and requires a second.<br />
<br />
=== Cooking and Alchemy ===<br />
<br />
* Mill plant into flour. Uses valid plant, requires a mortar and pestle.<br />
* Bake bread. Uses flour, requires a cooking pot.<br />
* Brew alcohol from plant. Uses valid plant, requires a cooking pot and an empty waterskin.<br />
* Brew alcohol from fruit. Uses valid plant growth, requires a cooking pot and an empty waterskin.<br />
* Craft astringent tincture. Uses three leaves from berry-bearing plants, requires a mortar and pestle.<br />
* Extract from plant. Uses extractable plant, requires a mortar and pestle plus an empty waterskin.<br />
* Refine venom into toxin. Uses a venom sac, requires a mortar and pestle plus an empty waterskin.<br />
* Craft saltpeter. Uses a millable or threshable plant and ash, requires a cooking pot.<br />
* Craft crude gunpowder. Uses saltpeter and charcoal/coal, requires a mortar and pestle.<br />
* Craft feywood log. Uses a branch and a feywood catalyst.<br />
* Extract from (semi)megabeast heart, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from generated creature heart, requires a mortar and pestle plus an empty waterskin.<br />
* Create magical essence from (semi)megabeast heart, shoggoth core, treant wood, or mountain bronze, Also uses a scroll, requires a mortar and pestle plus an empty waterskin.<br />
<br />
=== Paper/Parchment Crafting ===<br />
<br />
* Press pulpable plant into paper. Uses a valid plant, requires a mortar and pestle.<br />
* Dry skin into parchment. Uses a raw hide, and requires a sharp object.<br />
* Carve wooden scroll rollers. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone scroll rollers. Uses bone, and requires a sharp object.<br />
* Assemble a scroll. Uses a sheet and a scroll roller.<br />
* Craft a quire. Uses a sheet.<br />
<br />
=== Instrument Pieces ===<br />
<br />
* Carve wooden bagpipe pipes. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bagpipe pipes. Uses any of said materials, and requires a sharp object.<br />
* Sew leather bagpipe bag. Uses leather and thread, requires a needle.<br />
* Craft instrument strings. Uses string.<br />
* Carve wooden lyre body. Uses a wooden log, and requires a sharp object.<br />
* Carve bone/shell lyre body. Uses either material and requires a sharp object.<br />
* Carve wooden guitar body. Uses a wooden log, and requires a sharp object.<br />
* Carve skull guitar body. Uses a skull, and requires a sharp object.<br />
* Carve wooden guitar neck. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone guitar neck. Uses bone, and requires a sharp object.<br />
* Carve wooden harp body. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden drum body. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone drum body. Uses bone, and requires a sharp object.<br />
* Craft leather drum head. Uses leather.<br />
<br />
=== Instruments ===<br />
<br />
* Carve wooden simple flute. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone simple flute. Uses bone, and requires a sharp object.<br />
* Carve wooden instrument musical horn. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn musical horn. Uses any of said materials, and requires a sharp object.<br />
* Assemble bagpipes. Requires a bagpipe bag and instrument pipes.<br />
* Assemble lyre. Requires a lyre body and strings.<br />
* Assemble guitar. Requires a guitar body, a guitar neck, and strings.<br />
* Assemble harp. Requires a harp body and strings.<br />
* Assemble drum. Requires a drum body and drum head.<br />
* Carve wooden bell. Uses a wooden log, and requires a sharp object.<br />
<br />
== Appendix B, List of forging reactions (at carpenter's workshop): ==<br />
<br />
=== Metalworking (Basic Tools) ===<br />
<br />
* Craft makeshift forge. Uses 10 small rocks.<br />
* Repair metal item. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal axe. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mortar and pestle. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cooking pot. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Ammunition) ===<br />
<br />
* Craft metal sling bullets. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal arrows. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal bolts. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal javelins. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal darts. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal powder and shot. Uses metal, gunpowder, and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Weapons) ===<br />
<br />
* Craft metal dagger. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal spear. Uses metal, a stave, and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pike. Uses metal, a stave, and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal battle axe. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal great axe. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal short sword. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal long sword. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal two-handed sword. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mace. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal war hammer. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal maul. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal caestus. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal katar. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Shields/Armor) ===<br />
<br />
* Craft metal buckler. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal shield. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal helmet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cap. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal breastplate. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail shirt. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal greaves. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail leggings. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal low boots. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal high boots. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Furniture) ===<br />
<br />
* Craft metal throne. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal table. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal chest. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabinet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal door. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal barrel. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bucket. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal sarcophagus. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal hatch cover. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal grate. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bin. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal stepladder. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bookcase. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal splint. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pedestal. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal animal trap. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Crafts) ===<br />
<br />
* Craft metal crutch. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal goblet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal minecart. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal figurine. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal ring. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal earring. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal scepter. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal amulet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bracelet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal crown. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabochan. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mask. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Decorate object with metal. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Instruments) ===<br />
<br />
* Craft metal bagpipe pipes. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal instrument strings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal lyre body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar neck. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal harp body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal drum body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal simple flute. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal musical horn. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bell. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
== Appendix C, List of more useful stones ==<br />
<br />
* Andesite<br />
* Basalt<br />
* Chert (in-between other sharp stones and obsidian)<br />
* Dacite<br />
* Diorite<br />
* Native aluminum (same as aluminum)<br />
* Native copper (same as copper)<br />
* Native gold (same as gold)<br />
* Native platinum (same as platinum)<br />
* Native silver (same as silver)<br />
* Obsidian (deliciously sharp and deadly)<br />
* Quartzite<br />
* Phyllite<br />
* Raw adamantine (same as adamantine)<br />
* Rhyolite<br />
* Shale<br />
* Slade (good luck obtaining that one!)<br />
* Slate<br />
<br />
== Appendix D, List of monsters with improved body materials ==<br />
<br />
=== Tier 1 ===<br />
<br />
* Alligator (and variants)<br />
* Anaconda (and variants)<br />
* Armadillo (and variants)<br />
* Black bear (and variants)<br />
* Blind cave bear<br />
* Blind cave ogre<br />
* Cave crocodile<br />
* Cave dragon<br />
* Coelacanth<br />
* Elephant (and variants)<br />
* Emu (and variants)<br />
* Giant cave spider<br />
* Giant desert scorpion (re-added due to Toady removing them ;w;)<br />
* Mantis (normal version is a non-butcherable vermin)<br />
* Squid (normal version is a non-butcherable vermin)<br />
* Great white shark<br />
* Grizzly bear (and variants)<br />
* Hippo (and variants)<br />
* Magma crab<br />
* Ogre<br />
* Orca (and variants)<br />
* Ostrich (and variants)<br />
* Polar bear (and variants)<br />
* Rhinoceros (and variants)<br />
* Saltwater crocodile (and variants)<br />
* Sea monster<br />
* Sea serpent<br />
* Troll<br />
* Voracious cave crawler<br />
* Walrus (and variants)<br />
* Wild boar (and variants)<br />
* Cyclops<br />
* Ettin<br />
* Giant<br />
* Minotaur<br />
* Gargoyle<br />
* Mi-go<br />
* Dire bear<br />
* Feral ogre<br />
* Sanguine dragon<br />
<br />
=== Tier 2 ===<br />
<br />
* All generated monsters (titans, demons, etc)<br />
* Dragon<br />
* Hydra<br />
* Roc<br />
* Eternal thing<br />
* Manticore<br />
* Treant (wood)<br />
<br />
== Appendix E, List of monsters that yield venom sacs ==<br />
<br />
* Adder (variants, normal version is too small to yield any)<br />
* Giant bark scorpion (normal version is a non-butcherable vermin)<br />
* Black mamba (variants, normal version is too small to yield any)<br />
* Giant brown recluse spider (normal version is a non-butcherable vermin, recluse spider men are currently unusable)<br />
* Bushmaster (and variants)<br />
* Copperhead snake (variants, normal version is too small to yield any)<br />
* Giant desert scorpion<br />
* Giant cave spider<br />
* Gila monsters (and variants)<br />
* Helmet snake<br />
* King cobra (and variants, king cobra men are currently unusable)<br />
* Platypus (variants, normal version is too small to yield any)<br />
* Rattlesnake (and variants, rattlesnake men are currently unusable)<br />
* Serpent man<br />
* Manticore<br />
<br />
== Appendix F, List of plant and misc craftable extracts ==<br />
<br />
=== Notable plant extracts ===<br />
<br />
* Astringent tincture. Generally if it yields berries, its leaves are likely usable for alchemy. Very minor reduction in bleeding, infection, and some impact on open wounds.<br />
* Dwarven syrup. Delicious but does nothing.<br />
* Gnomeblight. Still only deadly to gnomes.<br />
* Golden salve. Stops bleeding and other ailments, potent non-nerve healing.<br />
* Marshmend, from muck root. Stops bleeding and eases pain.<br />
* Whiplash, from whip vine. Boost agility and speed some, side effects of dizziness and nausea.<br />
* Barbed haze, from sliver barb. Assorted stat boost, penalties, and other Fun.<br />
<br />
=== Megabeast and semi-megabeast hearts ===<br />
<br />
* Aetherbreath, from mi-gos. Grants immunity to suffocation.<br />
* Draconic fury, from dragons. Boosts willpower, inspires martial trances.<br />
* Giant's might, from giants. Boosts strength.<br />
* Insight, from ettins. Boosts assorted mental stats.<br />
* Relentlessness, from minotaurs. Grants immunity to stunning, exertion, and pain.<br />
* Renewal, from hydras. Powerful, but brief, regeneration with regrowth of limbs.<br />
* Stoneskin, from gargoyles. Hardens you against attacks.<br />
* Swiftness, from rocs. Boost agility, increases speed somewhat.<br />
* True seeing, from cyclops. Grants extravision and creature-sensing.<br />
* Trickery, from manticores. Sharply boosts various social stats.<br />
<br />
=== Other ===<br />
<br />
* Failed extract. If a generated titan/demon/etc doesn't have a valid poison (or has poison blood instead), this will be the result. Does nothing.<br />
* Shoggoth slime, readily obtained from shoggoths (obviously). Causes localized pain, blistering, bleeding, and necrosis. Drinking it is exactly as stupid an idea as you'd expect it to be.<br />
* Cursed dragonblood, from sanguine dragons. Dangerous to drink, but has some minor situational benefits.<br />
<br />
== Appendix G, List of plants made harvestable in the mod ==<br />
<br />
* Alfalfa, available most of summer into early winter. Edible raw.<br />
* Arrow bamboo, available all year. Source of branches.<br />
* Asparagus, available only early in spring. Edible raw.<br />
* Barley, available all summer and autumn. Source of flour and alcohol.<br />
* Beet, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Bloated tuber, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Blood amaranth, available most of summer into early winter. Edible, source of flour/alcohol.<br />
* Buckwheat, available most of summer into early winter. Source of flour and alcohol.<br />
* Cabbage, available midspring into midsummer. Edible raw.<br />
* Carrot, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cassava, available midspring into midsummer. Source of alcohol.<br />
* Cattail, available later spring into early summer. Source of flour, thread, and paper.<br />
* Cave wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Celery, available midspring into midsummer. Edible raw.<br />
* Chicory, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cloudberry, available in winter. Edible raw, source of alcohol.<br />
* Cotton, available most of summer into early winter. Source of thread and paper.<br />
* Finger millet, available all summer and autumn. Source of flour and alcohol.<br />
* Fisher berry, available most of summer. Edible raw, source of alcohol.<br />
* Flax, available most of summer into early winter. Source of thread, paper, and flour.<br />
* Fonio, available all summer and autumn. Source of flour and alcohol.<br />
* Foxtail millet, available all summer and autumn. Source of flour and alcohol.<br />
* Garden cress, available midspring into midsummer. Edible raw.<br />
* Golden bamboo, available all year. Source of branches.<br />
* Hard wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Hedge bamboo, available all year. Source of branches.<br />
* Hemp, available all summer and autumn. Source of thread, paper, and flour.<br />
* Jute, available most of summer into early winter. Source of thread and paper.<br />
* Kaniwa, available most of summer into early winter. Source of flour and alcohol.<br />
* Kenaf, available most of summer into early winter. Source of thread and paper.<br />
* Kobold bulb, available midautumn and all winter. Source of extract.<br />
* Leek, available midspring into midsummer. Edible raw.<br />
* Lettuce, available midspring into midsummer. Edible raw.<br />
* Long yam, available midspring into midsummer. Edible raw.<br />
* Longland grass, available all summer and autumn. Source of flour and alcohol.<br />
* Maize, available most of summer into early winter. Source of flour and alcohol.<br />
* Muck root, available midspring into midsummer. Edible raw, source of extract and alcohol.<br />
* Oat, available all summer and autumn. Source of flour and alcohol.<br />
* Papyrus sedge, available most of summer into early winter. Source of paper.<br />
* Parsnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Pearl millet, available all summer and autumn. Source of flour and alcohol.<br />
* Pendant amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Pig tail, available most of summer-early winter. Source of thread, paper, flour, and alcohol.<br />
* Prickle berry, available most of summer. Edible raw, source of alcohol.<br />
* Plump helmet, available all year. Edible raw, source of alcohol.<br />
* Potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Purple amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Quinoa, available most of summer into early winter. Source of flour and alcohol.<br />
* Radish, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Ramie, available most of summer into early winter. Source of thread and paper.<br />
* Rat weed, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Rhubarb, available midspring into midsummer. Edible raw.<br />
* Rice, available most of summer into early winter. Source of flour and alcohol.<br />
* Rope reed, available most of summer-early winter. Source of thread, paper, and alcohol.<br />
* Rye, available all summer and autumn. Source of flour and alcohol.<br />
* Single-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sliver barb, available all winter. Source of extract and alcohol.<br />
* Soft wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sorghum, available most of summer into early winter. Source of flour and alcohol.<br />
* Spelt, available all summer and autumn. Source of flour and alcohol.<br />
* Sun berry, available most of summer. Edible raw, source of alcohol.<br />
* Sweet pod, available midspring into midsummer. Source of exract and alcohol.<br />
* Sweet potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Teff, available all summer and autumn. Source of flour and alcohol.<br />
* Turnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Two-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Whip vine, available midspring into midsummer. Source of flour, extract, and alcohol.<br />
* White millet, available all summer and autumn. Source of flour and alcohol.<br />
* Valley herb, available most of spring. Source of extract.<br />
<br />
== Appendix H, List of obtainable magic: ==<br />
<br />
* Animal magic, opposed to nature magic. Marks a targeted animal as being able to speak and be recruited. Associated with animals, chaos, and hunting. Can be obtained from minotaurs and mi-gos, secondary sources include rocs and manticores.<br />
* Blight magic, opposed to healing magic. Inflicts a debilitating, sickening plague on a target creature when used. Fellow blight mages, healing mages, and those currently immunized by healing magic cannot be targeted with it. Can cause victims to go berserk and spread the sickness if they survive long enough. Associated with blight, disease, and misery. Can be obtained from manticores, shoggoths are a secondary source, can also be obtained as a major curse (with additional side effects).<br />
* Clairvoyance magic, opposed to infernal magic. Grants extravision and creature-sensing to a targeted creature when used, along with boosting agility and sensory-type mental attributes. Associated with inspiration, truth, and wisdom. Can be obtained from eternal things, ettins are a secondary source.<br />
* Fire magic, opposed to wind. Flings a fireball at a target creature when used, fellow fire mages cannot be targeted with it. Associated with fire, the sun, and volcanoes. Can be obtained from dragons and bronze colossi, secondary sources include giants and hydras.<br />
* Healing magic, opposed to blight magic. Mends bleeding and tissue damage on a target creature when used. Also temporarily immunizes the target against blight magic. Associated with healing, mercy, and rebirth. Can be obtained from hydras, treants are a secondary source.<br />
* * Infernal magic, opposed to clairvoyance magic. Summons a random demonic creature when used, which will always be one of the raw-defined demons instead of a generated one, which will attack any living thing except the caster. Inflicts permanant personality changes on the user, along with temporary stigmata that will worsen if used repeatedly. Also carries a small change of being temporarily rendered mute, which will disable casting. Associated with lies, nightmares, and thralldom. Can be obtained from shoggoths, mi-gos are a secondary source, can also be obtained as a major curse (with additional side effects).<br />
* Nature magic, opposed to animal magic. Summons a random natural predatory animal when used. Associated with nature, plants, and trees. Can be obtained from treants and ettins, cyclopes and eternal things are a secondary source.<br />
* Protective magic, opposed to war magic. Grants high damage resistance to a target creature when used. Associated with courage, discipline, and longevity. Can be obtained from gargoyles, bronze colossi are a secondary source.<br />
* War magic, opposed to protective magic. Inflicts a berserk rage on the caster when used, with appropriate status buffs. Associated with war, victory, and murder. Can be obtained from giants, dragons are a secondary source, can also be obtained as a major curse (with additional side effects.<br />
* Wind magic, opposed to fire magic. Sends multiple target creatures flying away with high force when used, requires targets to be fairly close. Associated with storms, thunder, and wind. Can be obtained from rocs and cyclopes, minotaurs and gargoyles are a secondary source.</div>Valoshttp://dwarffortresswiki.org/index.php?title=Stupid_dwarf_trick&diff=262824Stupid dwarf trick2022-03-05T04:54:54Z<p>Valos: </p>
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<div>{{Quality|Masterwork|19:26, 25 August 2020 (UTC)}}<br />
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<br />
A '''stupid dwarf trick''' is any project that requires a large amount of time and/or effort. They may provide a practical benefit, but are frequently done for the sake of doing them; they exist primarily as a [[challenge]] for experienced players. And remember... no wagering. (''Except in quatloos, one might think.'' :D)<br />
<br />
==Adventure mode fortress==<br />
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For those who don't notice, these are listed in ALPHABETICAL ORDER, so those trying to remember/find a specific SDT (heh, Secure. Contain. Protect!) can. Please attempt to follow that pattern, thanks!<br />
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Build a fortress specifically for exploring in [[adventure mode]]. You can either make a nasty monster-filled challenge, or a smörgåsbord of masterpiece adamantine weapons and armor. Possibly both. Breaching the [[caverns]] or [[hidden fun stuff]] should ensure the fortress is occupied. Building a fortress is now possible ''inside'' of adventure mode as of DF v0.43.<br />
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'''Difficulty:''' The sky's the limit. <br />
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'''Usefulness:''' None for fortress mode, but filling it with high-quality equipment can certainly be useful for adventure mode.<br />
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==Alarm clock==<br />
Are your soldiers all sound asleep while blood soaks the walls? No need to deconstruct their beds one by one, ''if'' you bought the Dwarf Wakey 3000! Simply a solitary floor tile balanced on a support, one or more can be toppled with the pull of a lever to produce an earth-shaking racket that'll have them leaping for their axes!<br />
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'''Difficulty:''' Low.<br />
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'''Usefulness:''' Limited. They'll sleep through <s>'''anything'''</s> the noise. Although they have been known to awaken when drenched in water, possibly due to thinking it's alcohol, making an alarm clock is not impossible, if carefully prepared.<br />
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==Alphabet cages==<br />
[[Image:Cage.gif|right]]<br />
Use captured monsters in cages to spell messages.<br />
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'''Difficulty:''' Medium. Vowels are hard to come by.<br />
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'''Usefulness:''' Absolutely none whatsoever. (Easy reminders in case you're too lazy to use notes?)<br />
<br />
==Altar of Armok==<br />
<br />
Build a large altar made out of adamantine, clear glass, magma, and obsidian. The main altar should be hollow adamantine with clear glass "windows." It should have magma inside. The altar should be adorned with large obsidian spikes, as it pleases Armok. <br />
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'''Difficulty:''' Medium, raising with the amount (and respective difficulty) of bonuses you add.<br />
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'''Usefulness:''' Low to medium. If the chamber containing the altar is consecrated as a [[temple]], dwarves will go there to pray, and may gain additional happy thoughts for admiring the altar's materials and craftsdwarfship.<br />
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*Bonus: Guard the altar with a megabeast.<br />
*Bonus: Cover the altar with blood of a Titan.<br />
**MegaBonus: Cover the altar with blood of a denizen of the HFS.<br />
***ArmokBonus: Build the altar in the HFS.<br />
*MegaBonus: Cover the altar in a temporarily lasting strength inducing extract.<br />
*BerserkBonus: Cover the altar in a nausea-inducing extract.<br />
*BloodBonus: Also cover the altar in an extract inducing slow death.<br />
**SychronizationBonus: Make it so that a dwarf that goes into contact with the altar dies the moment the strength runs out.<br />
*SacrificialBonus: Sacrifice a dwarf to the altar every day.<br />
**MegaSacrificialBonus: Sacrifice an elf to the altar every day.<br />
**HistorySacrificialBonus: Sacrifice a human to the altar every day<br />
***MegaArmokBonus: Sacrifice all three species to the altar every day!<br />
*MonarchBonus: Build the altar in the monarch's throne room! Yes, this stacks with the ArmokBonus up above.<br />
<br />
==Aqueduct power==<br />
If your river's a long way away from your fortress, building a trans-map axle may be less efficient than building an aqueduct and pump stack driven by waterwheels in the river. The pump stack raises it to the height of your fort, where it flows through the long, long aqueduct and drives waterwheels on the other end. Getting the water pressure <em>just right</em> so it powers your waterwheel without flooding the fort can be [[Fun]]. Diagonal channels make good pressure reducers. <br />
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'''Difficulty:''' High. Lots of stone, lots of engineering, lots of dangerous outdoor work, lots of trial-and-error for the receiving waterwheels.<br /> Aquifers will absorb any amount of water at any rate. Using an aquifer as drain for the reservoir will nullify the risk of flooding the fortress due to the drain not keeping up with the supply.<br />
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'''Usefulness:''' High. As much water and power as you want, wherever you want, whenever you want.<br />
<br />
==Aquifer power==<br />
Aquifers can be a resource of immense power. If you have two levels of aquifer, you can generate a continuous flow by draining one level of aquifer into another and plant waterwheels above it. One stream can power a lot of wheels.<br />
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'''Difficulty:''' High. Anything to do with draining aquifers is very [[Fun]].<br />
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'''Usefulness:''' <s>High.</s> Low. It is now very rare to find a powerful enough aquifer.<br />
<br />
==Archaeological excavation==<br />
A Fortress in the Caverns, built by the first dwarf tribes. Build the Fortress however you see fit for those prehistoric Dwarves (i.e. only primitive metals, elaborate tombs for the chieftains with burial objects, cave art, etc.) and abandon it. Then, embark with modern Dwarves, and excavate the ancient Fortress. Sort of like the Adventure Fortress above, only for Reclaim Mode<br />
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'''Difficulty:''' As High as you want.<br />
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'''Usefulness:''' Variable. Carving a premade fort or building controlled access to caverns can potentially be useful for a Reclaim effort, effectively making the first wave dispoable setup so your would-be archologists to dig up and exploit their new home. The more Fun you leave behind, the harder it will be for your second wave to repurpose the place.<br />
<br />
*Bonus: A museum detailing the lives of those early dwarves.<br />
*Bonus: Create a save with your First Tribe fort collapsed/flooded/etc, for other users to explore. Leave them some Fun what-does-this-lever-do problems to solve.<br />
*EncinoDwarfBonus: Some of those early dwarves frozen in a block of ice.<br />
*FunBonus: Breach the HFS.<br />
**MegaBonus: Do a cave in to the HFS after fighting it leaving multiple signs of battle in the fortress, to be dug by your modern dwarves.<br />
<br />
==Artificial waterfall==<br />
{{main|Waterfall}}<br />
To keep the waterfall going, you need a [[pump]] stack, preferably powered by a [[windmill]] or [[water wheel]]. Alternatively, an [[aquifer]], or other limitless water source, makes for a waterfall entirely underground.<br />
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'''Difficulty:''' Moderate (Low if there is an aquifer above pouring down).<br />
<br />
'''Usefulness:''' Dwarves love [[waterfall]]s. Putting a waterfall in your [[meeting hall]] will give your dwarves good [[thought]]s, although it can significantly lower frame rate.<br />
<br />
*Bonus: Build it in a "Warm" or hotter [[climate]] so it does not freeze.<br />
*DwarfBonus: Build it in a freezing/cold/temperate climate and keep it going entire year! <br />
*MegaDwarfBonus: Use [[magma]]. It does not freeze, even in a freezing climate!<br />
*MegaDwarfBonusEXTREME+: Use magma and water in the same waterfall. The results will enshrine you in dwarf history! Possibly permanently.<br />
<br />
==Ballista battery==<br />
{{main|Ballista}}<br />
Overlap a few ballistas to completely cover a narrow corridor. There is an unavoidable risk of your operators wandering into the line of fire. <br />
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'''Difficulty:''' Low. If you insist on highly trained operators with high-quality ballistas, it gets harder. <br />
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'''Usefulness:''' A complicated and dangerous way to defend a single corridor. Ultimately extremely effective. Sometimes.<br />
<br />
==Bastion==<br />
Construct an isolated burrow containing a farmer and some labourers, containing at least an uncontaminated well (an [[aquifer]] is great for this) and some farms. Use whatever elaborate mechanism you wish to seal it off from the rest of the fortress. Congratulations; your bastioned dwarves and their descendants will keep your fortress alive forever until one of them goes nuts.<br />
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* Bonus: Build your bastion at least in part in a clay or sand layer, add a little magma, and continue manufacturing useless crap even as the world crumbles around you!<br />
** StonksBonus: Rig a way for your bastion to transfer supplies to the outside world without exposing themselves to danger, so they can be somewhat useful to the rest of youir fort before their inevitable downfall. Doubles as a way to restock the bastion with fresh supplies and/or bodies, or a way to let the apocalypse in a little at a time if your survivors get too comfortable.<br />
* Bonus: Build it on top of a tower outside, and then deconstruct the stairs up.<br />
* Bonus: Fill it exclusively with vampires, to avoid having to worry about food, children, and aging.<br />
* MegaDwarfBonus: Hollow out a shell around your bastion, connecting it to the rest of the cavern by a single 1x1 adamantine support, and flood the shell with magma.<br />
<br />
'''Difficulty:''' Low.<br />
<br />
'''Usefulness:''' High. If your bastioned dwarves have high enough quality living space and few enough nonbastioned friends, it makes the fortress functionally immortal.<br />
<br />
==Bathtub==<br />
Stop dwarves from hauling in tons of exotic, poisonous sludge into your fortress by creating a tub filled with 3/7 water that everyone has to get through to enter the fortress. Include a system to change the water, so that they don't bathe in grime.<br />
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'''Difficulty:''' Moderate<br />
<br />
'''Usefulness:''' Low in most cases. High in some evil areas.<br />
<br />
* DwarfBonus: Make it drain and refill itself with clean water automatically once in a year.<br />
* MegaDwarfBonus: Clean it with magma.<br />
* *MegaDwarfBonus*: Have an alternative bathtub-buffered entrance next to the main one, which opens automatically when sanitizing the main one and closes and sanitizes itself when it is no longer needed, so that no jobs are canceled during cleansing cycle.<br />
* ≡MegaDwarfBonus≡ : Make it clean itself with magma automatically once in a year, but make it wait for the moment when it's unused, so that no dwarves or pets are incinerated.<br />
* ☼MegaDwarfBonus☼: All of the above, plus make it detect when there should be no dwarves or pets around, but invaders are in it, so that the cleansing cycle can be started prematurely.<br />
<br />
==Boat==<br />
In intermittently freezing biomes, [[ice]] may be used to create actual floating boats, submarines, or other floating objects/forts; as constructions built on top of ice do not collapse when the ice thaws.<br />
<br />
'''Difficulty:''' High. Needs an intermittently freezing biome, construction is limited to frozen periods, and there's a substantial risk of flooding, drowning and being encased in ice.<br />
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'''Usefulness:''' Low. Forts within boats are protected from invaders while the water is unfrozen, but they're also trapped within the confines of the boat.<br />
<br />
Note: You'll probably want to limit your saves to the colder months.<br />
<br />
* DwarfBonus: Have the dwarves live on the boat.<br />
* MegaDwarfBonus: Make miscreants/nobles walk the plank.<br />
* *MegaDwarfBonus*: Bury your treasure on shore.<br />
* ≡MegaDwarfBonus≡ : Have a pet [[kea]] for each of your dwarves.<br />
* ☼MegaDwarfBonus☼: Build it on top of an ice tower.<br />
<br />
==Bolt splitting operation==<br />
One curious property of Dwarven physics is that a bar of metal makes 25 bolts, but if each of those 25 bolts is melted separately, they will become 2.5 bars, generating metal from nothing. Prior to the update that allowed splitting stacks at the [[trade depot]], the difficult part was separating the stacks of bolts into individual bolts without destroying them. EliDupree originally discovered this trick:<br />
{{diagram|spaces=yes|color=#888|\<br />
∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙<br />
∙++++[#05F]☻∙+++++++++<br />
∙+∙∙∙[#0A0]┼∙+++++++++++++[#BBB]╬[#BBB]╬<br />
∙+∙[#F00]g∙[#0A0]┼∙+++++++++++++[#BBB]╬[#FF0]@<br />
∙+∙∙∙[#0A0]┼∙+++++++++++++[#BBB]╬[#BBB]╬<br />
∙+++++∙+++++++++<br />
∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙<br />
}}<br />
<br />
<br />
The yellow @ at the right is a stack of marksdwarves (all in different squads so that they'll stand on the same tile) equipped with [[adamantine]] bolts, standing on top of a stairway surrounded by [[fortification]]s. The blue ☻ at the left is a single [[Attributes#Agility|Perfectly Agile]] soldier with orders to patrol up and down the line of green doors, with little delays at the top and bottom. (The doors are free-standing; they were built attached to a wall, then the wall was removed.) The "g" at the left is a goblin standing on a pillar (pitted from the z-level above).<br />
<br />
When the dwarf at the left runs up or down the line of doors, it opens all of them, and some of the marksdwarves loose their bolts. By the time the bolts get there, the doors have closed, so they hit the doors and fall into the channel, where they can be collected and melted separately. (That distance is exact, by the way. Any less and they sometimes get shots through the doors, which kills your goblin. Also, with less-skilled marksdwarves, some of the bolts will stray and land on the floors, but that isn't enough to worry about even with mere dabblers.) Naturally, this is also an excellent way to train marksdwarves.<br />
<br />
Another design resembles a tower where marksdwarves shoot from the top, with the following setup: (click then press '<' and '>' to go through different z-levels)<br />
<diagram><br />
<frame type="level" level=0><br />
[#7:0]<br />
[%201][%205][%203][%203][%205][%187] <br />
[%186]<[%204][%185][#5:1]g[#7:0][%186] <br />
[%200][%205][%202][%202][%205][%188] <br />
<br />
< 01 <br />
</frame><br />
<frame type="level" level=1><br />
[#7:0]<br />
[%201][%205][%203][%203][%205][%187] <br />
[%186]X[%204][%185][#7:1]O[#7:0][%186] <br />
[%200][%205][%202][%202][%205][%188] <br />
<br />
< 02 ><br />
</frame><br />
<frame type="level" level=2><br />
[#7:0]<br />
[%201][%205][%205][%205][%205][%187] <br />
[%186]X+[#3:1]/[#7:0].[%186] <br />
[%200][%205][%205][%205][%205][%188] <br />
<br />
< 03 ><br />
</frame><br />
<frame type="level" level=3><br />
[#7:0]<br />
[%201][%205][%203][%205][%187]+ <br />
[%186]X[%186].[%186]+ <br />
[%200][%205][%202][%205][%188]+ <br />
<br />
< 04 ><br />
</frame><br />
<frame type="level" level=4><br />
[#7:0]<br />
[%201][%205][%203][%205][%187]. <br />
[%186]X[%186].[%186]. <br />
[%200][%205][%202][%205][%188]. <br />
<br />
< 05 ><br />
</frame><br />
<frame type="level" level=5><br />
[#7:0]<br />
[%201][%205][%205][%205][%187] <br />
[%186]>+[#6:1]@[#7:0][%186] <br />
[%200][%205][%205][%205][%188] <br />
<br />
06 ><br />
</frame><br />
</diagram><br />
The '@' is any number of marksdwarves standing on a down stair. You may want to use a defend burrow order to restrict them to that tile. The 'g' is a goblin or any other creature your marksdwarves will normally fire at upon encounter (pitted from 2 z-levels above). The 'O' is a well, which is suspected to be preventing dwarves from plunging in and starting brawling with the creature. Marksdwarves will be able to see the goblin or whatever creature below and will loose all bolts in their quivers on them. Curiously, nearly all the bolts will fail to cross the bend in the middle and will fall onto the tile '/' where they can be collected. This disregards crossbow and archery skills and the only difference they make is the speed at which the bolts are split. This design has the advantage of taking less space and being easier to set up, however it is reported that sometimes the dwarves will not miss some of the bolts. If you are only stationing one marksdwarf in the tower, stationing another one may help the first one miss all of his bolts, even after the newly added one is then removed. Sometimes dwarves will spam job cancellation on the bolt collection level, and it is also reported that sometimes some dwarves will start firing when they are on the bolt collection level. In such cases you may want to seal the collection level off and open it once in a while to retrieve the bolts.<br />
<br />
'''Difficulty:''' Moderate. The hardest part is keeping the system running reliably.<br />
<br />
'''Usefulness:''' Moderate. While there are certainly [[Exploit#Infinite metal|easier ways to generate adamantine]], this is perhaps the most dwarfy.<br />
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*Bonus: Build a [[repeater]] to open and close the doors automatically.<br />
<br />
==Break the dam (release the river!)==<br />
Dam a river (or brook) using something non-permanent (floodgates, drawbridges) and build your fortress entrance in the now dry river bed, make sure you can seal it off nicely (floodgates anyone?) then wait till the first Goblin siege, let them get to your entrance floodgates, seal them, open the dam and laugh maniacally.<br />
<br />
'''Difficulty:''' Low<br />
<br />
'''Usefulness:''' Instantaneous death to all sieges<br />
<br />
*DwarfBonus: Use magma.<br />
<br />
==Bridge-a-pult==<br />
A bridge that raises under its victims' feet, flinging enemies away. <br />
<br />
Bridges don't fling creatures in any specific direction, apart from "up". So it's more of a spring-board than a catapult. If there's a lot of open space above the bridge, creatures can get flung very high - ten z-levels and more - and take appropriate falling damage. Most of them will land atop the bridge, and bringing the same bridge down will simply crush them. <br />
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'''Difficulty:''' Fairly easy. Getting the timing right promises to be the biggest challenge.<br />
<br />
'''Usefulness:''' There are far more effective ways to defend a fortress, but few are as entertaining.<br />
<br />
===Cat-a-pult===<br />
Essentially a Bridge-a-pult with specific ammo.<br />
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'''Difficulty''': Very easy, given that you have live cats in your fortress.<br />
<br />
'''Usefulness''': Can be used as a way to stop a [[catsplosion]] if used with male cats. [[Unfortunate accident|Cats can also be replaced with elite citizens of your fortress.]]<br /><br />
<br />
==Corpse processing facility==<br />
WARNING: The system can freely jam on any body parts, besides hands and heads, without killing undead.<br />
With the help of a necromancer, corpses your dwarves refuse to butcher can be brought back to life and re-killed to yield bones and skulls for your bonecarvers if they are mushed up enough. <br />
<br />
1. The simplest way to do this is with the help of height. A 1x1 pit with a minecart stop that dumps corpses down the chute, and several alternating [[floor hatch]]es that close and open (linked to a repeater) with necromancers behind windows overlooking each layer of hatches to revive the bits of corpses. 2 windows with a mechanism controlled door in between, in front of each necromancer group can be used to control vision; but the system can only be stopped by unlinking the minecart dump to the refuse pile in your routes. Note: when I built this I had 3 hatches with 6 necromancers overlooking each (I had plenty of them since I embarked close to 4 towers). Revived corpses drop to their death and explode onto a tile with unright spikes linked (note that some of them will survive, so you need the spikes with a repeater or lever). The corpses that explode from the impact of height (or from other body parts/undead crashing into them) will hopefully yield bones. You make choose to re-haul up the body parts for another round, but only body parts still attached to a grasping part or the head will be revived, and this system isn't very efficient in the first place, so it may not be worth the trouble. Note that whole corpses usually yield 5-8 bones upon death (avg 6), arms only yield 1-4 (avg 2). You may also use this system with or without necromancers and pit live [[goblin]]s into it, they usually yield 6 bones and some body parts.<br />
<br />
2. The second way is much more efficient than the first, but requires 1 or more [[artifact]] [[mechanisms]] to make it work. Instead of using height to kill the corpses, a weapon trap with an artifact mechanism and 10 serrated blades of any material can be used instead (since artifact mechanisms never jam). Only 1 necromancer is needed for this method, and is positioned 3 tiles away from the weapon trap, overlooking it behind 2 glass windows with a mechanism [[door]] in between to control its vision. Your 1x1 pit should still be 5 tiles deep at least though, to prevent dwarves being spooked by the revived corpses. When you're ready, link up the route to the minecart and watch body parts revive and slowly get mowed down. It's recommended you have more than 1 of these small pits set up so you can grind more corpses and clear out 1 pit at a time while the others keep grinding.<br />
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Note: To clear out pits, turn off all refuse stockpiles that accept anything other than bones and skulls by turning on "accept from links only" so your dwarves only haul out the bones and not the trash.<br />
<br />
Note: Try to use raising bridges as the door for each pit, kobold body parts tend to get mixed into the grinders which can lock-pick its way out of doors and result in doors with "door taken by intruder" and a couple hundred zombie body parts overrunning your fortress from the inside (a.k.a fun).<br />
<br />
Note: I didn't try this with many building destroyers, but I'm pretty sure the glass windows are safe. Fortifications are not usable since corpses and body parts tend to get tangled up in them and are hard to get out, and spook dwarves trying to clean out the pits.<br />
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*Bonus: Use water to clean out the contents of the pits and wash them onto a 1x1 refuse stockpile.<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Usefulness:''' High, and becomes higher the more corpses you have; especially useful for getting something more out of necromancer sieges than just useless corpses. Can also be used to recycle dead stray animals and your own dwarves that your dwarves refuse to butcher (don't forget slabs).<br />
<br />
NOTE: necromancer siege's corpses now drop clothes and gear.<br />
<br />
==Crocodile farm==<br />
They're a thing in real life, and you can make them a thing in-game too! Use cage traps to capture multiple breeding pairs of [[alligator]]s, [[cave crocodile]]s or [[saltwater crocodile]]s, [[Animal trainer|train]] them, then create an area to store them with [[nest box]]es. Breed them so you have more crocodilians to keep laying eggs, rinse and repeat.<br />
<br />
'''Difficulty:''' Medium, somewhat dependent on RNG - you need to find someplace with available crocs, you want said crocs to actually spawn and you want said crocs to actually get caught in the traps. <s>May</s> Will also lead to an explosive and FPS-shattering [[Catsplosion#Crocsplosion|crocsplosion]] sooner or later.<br />
<br />
'''Usefulness:''' Very high, you'll never have to worry about food again simply from cooking the eggs, and that's not counting butchering the crocs when they're adults.<br />
<br />
*Bonus: Have alligators, cave crocs and saltwater crocs '''all''' present in the farm.<br />
*SwampBonus: Have your croc farm submerged in anywhere between 1/7 to 3/7 [[water]]. You gotta keep your crocs healthy and wet! But make sure not to submerge the nest boxes!<br />
*SavageBonus: Have [[giant alligator]]s or/and [[giant saltwater crocodile]]s as part of your farm.<br />
*TrainerBonus: Have your dwarves become Expert alligator/cave croc/saltwater croc trainers. <br />
**SteveIrwinBonus: Have your dwarves become Expert trainers of all croc species.<br />
*HungryHungryCrocBonus: Build your farm in such a way that [[siege]]s have to go through it to reach your fortress.<br />
*UltraCrocBonus: Have [[Alligator man|alligator men]] or/and [[Saltwater crocodile man|saltwater crocodile men]] inhabiting your fortress and helping train the croc farm.<br />
**UltraArmokCrocBonus: Have an entire fortress of croc men handling a croc farm. You're dwarves in spirit.<br />
<br />
==Dam==<br />
{{main|Dam}}<br />
Build a wall across a riverbed to stop the flow of water. Floodgates optional. <br />
<br />
'''Difficulty:''' On a map that freezes in the winter, or an aquifer located below the river, this is easy. Otherwise, very difficult. (See [[dam]], or Moses effect, below. But with the bonuses it gets a bit harder.)<br />
<br />
'''Usefulness:''' Depends on how many bonuses you fulfill. The power station is obvious, and with the control room you could build up a nice defense system.<br />
<br />
*Bonus: Excavate a reservoir and a lower river valley. <br /><br />
*Bonus: Build a control center to control the water flow. <br /><br />
*Bonus: Draw your entire energy from a power station within. <br /><br />
*MegaDwarfBonus: Use screw pumps and another dam to replace the water with magma.<br />
<br />
==Danger room==<br />
{{main|Danger room}}<br />
A room full of upright spear traps linked to a lever or pressure plate. Teach your dwarves to dodge the pointy sticks!<br />
<br />
'''Difficulty''': Low to Medium, depending on how you activate the traps.<br />
<br />
'''Usefulness''': Low. While this used to be a very effecting training method in past versions, the combat changes in 0.43.04 has made them much more deadly, even for militia dwarves. They also wear down your dwarves' armor and shields quickly, making them harmful for your long term survival even if your militia dwarves manage to survive the room itself. <br />
<br />
'''Downside''': Civilians and pets that wander into the danger room will inevitably get killed, even if you use low quality training spears.<br />
<br />
*MegaDwarfBonus: Menacing spikes greatly increase the danger, and may help train your medical team (and/or your coffin construction crew).<br />
*UltraDwarfBonus: Use [[adamantine]] spikes! On the plus side, you have a thriving coffin industry going now.<br />
<br />
==Day care==<br />
A room where you put all your dwarf children so they cannot be kidnapped by snatchers. Make a room with beds and tables and stuff, then turn it into a burrow, then add all your children to it. Remember to include a food chute to quantum stockpile a huge amount of food and alcohol on a 1x1 stockpile (so it doesn't rot) in the room. High quality food, furniture, and socializing should keep them happy. Note that the children will no longer be able to perform certain useful tasks like crop harvesting and deconstruction, and will not level up their skill in various professions like an otherwise vulnerable child, but this is a small trade-off if they usually get kidnapped before maturing anyway. This is probably obvious, but make sure this room is guarded, otherwise it will turn into a Dwarf Orphanage (Dorfanage) (with Goblins and Minotaurs welcome!)<br />
<br />
'''Difficulty:''' Low. With the invention of burrows, you can designate the Day Care to contain all children, so it is unnecessary to use suicide-booth-micromanagement to contain the children.<br />
<br />
'''Usefulness:''' Low. Think of the children, they will grow up and enter adult Dwarf life completely unprepared for the [[Fun|things]] [[Dragon|that]] [[Hell|await]] them, having spent their entire lives coddled in a safe room. They might make good nobles however.<br />
<br />
*Bonus: Add dogs and/or other creatures on lashes to constantly bite and scratch the children, so their attributes will raise due to constant fighting and dodging. When they come of ages, you will have incredibly tough, strong and agile dwarves, but covered in scars and psychologically traumatized.<br />
*DwarfBonus: Add a small amount of magma mist to mentioned above, that'll burn the fat and make them fireproof.<br />
*ArmokBonus: Combine this with danger room.<br />
<br />
==Doberman bomb==<br />
Whenever a dog or cat gives birth, stuff all the kittens and puppies in one cage in your entryway. Link this cage to a pressure plate beside it. Should your last lines of defense be breached, goblins will step on it and in the next instant be torn apart by dozens of goblin-seeking hostiles and distracted by dozens of surplus targets. The trap actually going off will probably be very bad for your frame rate. <br />
<br />
'''Difficulty:''' Low to high, depending on the animal you use<br />
<br />
'''Usefulness:''' Medium to very high, potentially fortress-saving<br />
<br />
*Bonus: Train the dogs inside as war dogs<br />
**DwarfBonus: Use [[giant badger]]s, [[tiger]]s, [[alligator]]s, bears, or anything big and aggressive when tamed<br />
***MegaDwarfBonus: Use [[giant cave spider]]s, [[cave dragon]]s, [[blind cave ogre]]s, crossbow-wielding [[giant desert scorpion]]s, [[jabberer]]s or something really dangerous and rare. <br />
****UltraMagmaArmokBonus: Use one (or more!) of the following list: [[dragon]](s), a [[bronze colossus]](es), a [[forgotten beast]](s) (bonus points for flesh-melting secretions), an [[undead]] [[giant sponge]], or [[Hidden Fun Stuff|Clowns of Hidden Funland]].<br />
<br />
==Drophole==<br />
Imagine an execution tower, for rocks and pants. It's nothing but a very deep 1x1 up-down staircase for express service to the depths. Designate a garbage dump beside the top and dwarves will pitch anything marked for [[Dumping]] into it.<br />
<br />
'''Difficulty:''' Harder than it sounds, there's always snags along the way. Surprise caverns can cost you miners and tools. Hitting water can be vexing. Dumping and reclaiming things can be a chore. It may serve as an unintended highway for Fun of any liquid or airborne variety<br />
<br />
'''Usefulness:''' It's '''far''' easier to drop ore 100 z-levels to the magma sea than carry it. You can use this to transfer items between burrows.<br />
<br />
*Bonus: Minecarts can make this semi-automatic, fed from a stockpile.<br />
<br />
==Drowning chamber==<br />
{{main|Drowning chamber}}<br />
'''Difficulty:''' Moderate. <br />
<br />
'''Usefulness:''' You can kill prisoners, useless peasants, irate nobles, hammerers, untamable animals, or anything else. Just be ready for something that knows how to swim. Also useful for catching fishies. <br />
<br />
*Bonus: Utilize lava.<br />
*Bonus: Utilize trained fish.<br />
*MegaDwarfBonus: Edit the raws and do both.<br />
<br />
==Dwarfputer complex==<br />
{{main|Computing}}<br />
A big mess of [[fluid logic|fluid]], [[machine logic|machine]], and/or [[creature logic|creature]] logic full of hatches, floodgates, gears, pumps, etc. and powered by waterwheels, windmills, or useless idle dwarves. Hook it up to doors, bridges, and traps.<br />
<br />
'''Difficulty:''' Medium to high, depending on what you want to build. You'll want to build for very high water flow if you have more than a few fluid gates.<br />
<br />
'''Usefulness:''' Your mechanics and architects will level up very fast. Manual pumps give something for your haulers to do. Try and make a clock to trigger different mechanisms in different seasons. See if enemies actually blunder into your intricate traps. Watch all hell break loose as water freezes and building destroyers enter your computer.<br />
*Bonus: Use lava.<br />
**Doombonus: Use lava ''and'' build it so that building destroyers that enter the complex get killed by the mechanisms they destroy.<br />
***SelfRepairingbonus: Use both lava and water and implement the building destroyer killing system, but modify it so it's self-repairing, filling up broken spaces with obsidian.<br />
<br />
==Dwarven apartment complex==<br />
Essentially, one of the many possible [[megaprojects]] dedicated to providing dwarves with rooms so high above the ground they get vertigo. Every floor must have plenty of rooms of at least 2x3 squares, with walls and a door surrounding this. Oh, and it has to go up as many Z-levels as possible. For extra credit, decide on what the top story will be (i.e. as many levels up as you deem possible, minus one so you can build a roof) and turn this into a Royal bedroom for a [[noble]], complete with gem windows, artifact/masterwork components, and untold numbers of armour stands and weapon racks. And then build some shorter but wider apartment buildings nearby to turn your fortress into essentially a giant fist with extended middle finger. Extra points for adding extra useless things for luxury, such as a magma-based heating system, fireplaces in rooms, and a lock-down lever in case of goblin attack. (or a self-destruct lever connected to the main supports, in case your dwarfish tenants are unsatisfied with your ☼5-star service☼).<br />
<br />
'''Difficulty:''' Low, although the walls around the rooms can be a bit fiddly due to the impossibility of building walls on constructed floors (yes, an extra credit challenge is to do this without using Remove Construction).<br />
<br />
'''Usefulness:''' Limited, because you could just dig the things underground and save yourself the hassle. However it is much harder to flood a tower than a cave, in case you're prone to [[Losing|fun]] by water. Additionally, if you have the time and resources to train a sizable force of marksdwarves, placing a few "security rooms" (with barracks, ammunition store, ration cache, armory, etc.) at appropriate floors, complete with fortified balconies, will allow you to take advantage of the higher vantage point.<br />
<br />
*MegaDwarfBonus: Extend the tower to have levels below ground as well as above.<br />
*MegaOrwellBonus: Make the whole construction out of clear glass. (privacy? Whatever for?)<br />
<br />
==Dwarven courtyards== <br />
Dig large shafts [first dig the staircase to the desired depth, digging out the size you want the shaft to be on all layers. Channel the outer later, then install supports on the base floor. Link the support to a trigger, clear everyone out, destroy the remaining staircase and pull the trigger] then cover them in glass, creating an indoor but light area that will keep dwarves from being irritated and nauseated by the sun, also improving general happiness and allowing close proximity to caverns and magma.<br />
<br />
'''Difficulty:''' Medium, make sure not to mess up or you will lose your miners<br />
<br />
'''Usefulness:''' Medium. creates vertical circulation and brings light to lower levels.<br />
<br />
*Bonus: Punch a large shaft through a multi-level aquifer (hint: punch through the aquifer from below).<br />
*MegaDwarfBonus: Create a network of self-sufficient communities per shaft, allowing them to be sectioned off in case of disaster. (I plan on colonizing HFS eventually on this paradigm, creating a mining team of soldiers to extract, manufacture and ultimately use adamantine products without being connected to the main colony in order to take on the [[Demon|clowns]] while keeping the rest of the burrow safe.)<br />
<br />
==Dwarven disco ball==<br />
Why waste all those cut gems on things that only some selfish noble will enjoy? Create as large a wall-less sphere as you can, then cover it in Gem Windows of 3 different-colored gems to make it shine! The bigger, and more valuable gems involved (e.g., [[ruby|rubies]], [[sapphire]]s, and [[emerald]]s, or colored diamonds if you're really masochistic), the dwarfier.<br />
<br />
'''Difficulty:''' Constructing a sphere is very hard, especially the larger you make one. Gathering enough differently colored gems can also be very hard, depending on stone layers. Trading helps a lot. <br />
<br />
'''Usefulness:''' Negative. More value can be created by encrusting furniture, and Gem Windows lack quality.<br />
<br />
*Bonus: Alternating [[alunite]] and [[obsidian]] tiles to make a 'dance floor'.<br />
*MegaDwarfBonus: Use lava contained in glass for illumination.<br />
*UltraDwarfBonus: Caged "[[Elf|dancers]]".<br />
<br />
==Dwarven labor camp (aka Dwalag)==<br />
Create an aboveground walled fortress in a freezing climate with guard towers, barracks, housing, and armories. Dig a long ramp downward and add a large mining network below the surface. Make some small military squads to guard the camp. Designate the lower levels as workshops, and when migrants arrive, assign them to the mines. Give the workers minimal food and only water (no booze, booze is for the hypocritical decadence of Dwarkuta's leaders). Have them haul the stone and metal they mine back to the surface and ship the raw materials off to the Motherland. Import only food, booze, weapons, fuel, and other necessities.<br />
<br />
*Bonus: Build the giant digging machines. They don't actually have to dig anything.<br />
*Bonus: Go into the raws and rename the beverage of your choice to "Dwarven Vodka", and drink to the glory of the Motherland!<br />
*MegaBonus: Escape. Wait for a goblin siege, then get everyone underground and block the entrance. Let the goblins in. Wait a few months. The goblins are now the guards you must kill.<br />
<br />
Step 1. Secure the keys: Make improvised weapons. If you have obsidian at your disposal, make rock short swords.<br />
<br />
Step 2. Ascend from darkness: Get your dwarves out of the mines and into the camp.<br />
<br />
Step 3. Rain fire: Use your imagination. Try using magma, if possible.<br />
<br />
Step 4. Unleash the horde: Attack!<br />
<br />
Step 5. Skewer the winged beast: If the goblins brought a giant bat or other flying creature, kill it.<br />
<br />
*Bonus: Use a ballista.<br />
<br />
Step 6. Wield a fist of iron: Break open the armory and equip your rebels with armor and weapons.<br />
<br />
Step 7. Raise hell: Exactly what it says on the tin.<br />
<br />
Step 8. Freedom!<br />
<br />
*MegaDwarfBonus: In Adventure mode, try (and probably fail) to lead the prisoners to freedom.<br />
<br />
==Dwarven refrigerator==<br />
Dig down to the 3rd cavern layer and harvest as many [[nether-cap]]s as you can. Make them all into barrels! Nether caps have the unique property of being 10000° Urist, which is 32°F or 0°C. Now your dwarves can enjoy their favorite alcohol, cheese, and plump helmets chilled to perfection! If you've set your population cap very low in the INIT files, caverns aren't extremely dangerous, but you should still be on the lookout for nasties down there. Remember to wall off your entrance to the cavern once you're finished. <br />
<br />
'''Difficulty:''' Low to Medium<br />
<br />
'''Usefulness:''' Low. Booze stored inside will not perish due to heat if say, [[magma]] is dumped on it.<br />
<br />
Bonus: Also use nether-cap wood to build the walls, floor, ceiling, and door. <br />
<br />
Bonus: While we are at it make all your coffins out of it. 'Cryogenically' freeze those corpses!<br />
<br />
==Dwarven machine gun==<br />
Build a high fire rate, minecart firing machine gun. Must be fully automatic, capable of reloading itself, and should not jam due to minecarts being disrupted by collisions or derailments.<br />
<br />
'''Difficulty:''' Medium to high, depending on fire rate, reload downtime, and whether or not minecarts are filled with [[magma]].<br />
<br />
'''Usefulness:''' High. A sophisticated minecart trap can keep out even the most persistent invaders.<br />
<br />
*Bonus: Automatically reload minecarts with [[magma]].<br />
*MegaDwarfBonus: Integrate the trap with a dwarfputer so that it can automatically send minecarts to where they are needed most.<br />
<br />
==Emergency destruct stairs==<br />
A tall column of stairs plunging all the way down into the underdark, with a one-tile wide area of thin destructible floor all around it. In case of subterranean invasion, a thrown switch drops a stone O straight down, ringing the staircase and neatly severing all inter-level connections at a blow. Does with one lever and one support what would take dozens of bridges or hundreds of retracting grates.<br />
<br />
'''Difficulty:''' Harder than it sounds.<br />
<br />
'''Usefulness:''' Sometimes... sometimes they fly.<br />
<br />
==Execution tower==<br />
Just a tall tower to chuck your captives to their deaths. <br />
<br />
'''Difficulty:''' Easy.<br />
<br />
'''Usefulness:''' Lets you dispose of prisoners, and claim expensive silk, meltable iron, and (eventually) useful bones. Also highly amusing.<br />
<br />
*MegaDwarfBonus: Send prisoners straight to hell. May make retrieving items difficult, however.<br />
<br />
==Flak==<br />
If flying enemies circumventing your walls and causing mayhem inside your fortress is a problem, don't use marksdwarves, just make some flak! Simply cover a series of drawbridges in rocks, and when fliers come by pull the lever. <br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Usefulness:''' Low, contrary to the description, marksdwarves are more accurate, versatile, and just better. However, if you manage to hit something with this there's a large chance of it getting stunned and crashing to the ground. <br />
<br />
*Bonus: Use minecarts and pressure plates to make it fully automatic.<br />
*SuperBonus: Make it closer to real world flak by using burning lignite bins.<br />
*EfficiencyBonus: Use goblins as ammo<br />
*AlternateBonus: Instead of drawbridges and stone, use jets of water to stun flyers, and then release the dogs. Alternatively, burn them in midair with lava. <br />
*FunBonus: Use the above method with lava, except use the lava as a propellent to throw the circus at the local crow population. <br />
*AmokBonus: Use all of the above to emulate what happens when you drift into American airspace. <br />
<br />
==Flamethrower bunker==<br />
If your fortress happens to be visited by a [[dragon]], capture it in a [[cage trap]], then release it into a sealed bunker with [[fortification]]s around the edge. When invaders arrive, watch them get roasted.<br />
<br />
'''Difficulty:''' Low, but requires a fair bit of luck - a dragon (or fire-breathing forgotten beast) needs to survive worldgen, then it needs to attack your fortress (instead of a giant/minotaur/ettin/cyclops or other megabeast), and finally it needs to make it to your cage trap without being killed by something else.<br />
<br />
'''Usefulness:''' Medium. [[Dragonfire]] can kill almost anything, but will be blocked by a [[shield]] greater than 99% of the time. Adding a combustible floor (such as a paved [[lignite]] [[road]]) will significantly increase lethality for shield-toting targets. Also, any protective bridges in front of the fortifications may melt under sustained fire, leaving you with a bunker that ''nobody'' can safely approach; ensuring the bridge center tile isn't near the fire, or building the bridges (and mechanisms) from [[ash]], dragon [[soap]], [[divine metal|divine]]{{version|0.43.03}} [[metal]] (or [[slade]]) will make them immune to the fire. Additionally, a skilled enemy archer can easily kill your dragon with a lucky shot, if line-of-sight access is available.<br />
<br />
*Bonus: Capture a fire-breathing [[titan]] or [[forgotten beast]] and use it.<br />
*MegaDwarfBonus: Release the denizens of the hidden fun stuff and use them.<br />
<br />
==Flood the world==<br />
'''Difficulty:''' High danger. Will kill your frame rate unless you sink the world below water level (river or ocean).<br />
<br />
'''Usefulness:''' Will prevent any sieges, at least. Or anything else, save for the occasional invasion of sociopathic [[giant sponge]].<br />
<br />
*Bonus: Use magma, just like [[Main:Boatmurdered|Boatmurdered]].<br />
*MegaDwarfBonus: Use trained fish to kill off all creatures not of your colony.<br />
*MegaArmokBonus: Mod the game and do both.<br />
<br />
==Gladiator arena==<br />
{{main|Live training}}<br />
Station some soldiers at the bottom of a shallow [[Activity_zone#Pit/Pond|pit]] and dump your captives in. You can also use dangerous animals instead of soldiers. For extra points, put the prisoners in cages connected to ramps underneath the arena floor. One lever will open both the cage and a hatch above the ramp. Variant: build prisoner cages inside the arena, link to a lever outside the arena, lock the soldiers in, and then open the cages. Keep in mind that you can't actually make your dwarves "watch" the battles like an actual gladiator arena, as civilians will flee in fear at the sight of non-restrained hostile creatures, even if they're in a pit and not actively attacking them.<br />
<br />
'''Difficulty:''' Low, but time consuming. Some danger depending on the relative skill of your soldiers and the danger of the captive. (If the prisoners have weapons, you can remove them by using {{k|d}}-{{k|b}}-{{k|d}} to dump the cage and its contents, then looking at and undumping the cages themselves with {{k|k}}-{{k|d}}).<br />
<br />
'''Usefulness:''' Low to High, depending on how long your soldiers can draw out the execution. Equipping your soldiers with wooden training weapons can greatly increase the fun (and/or [[Fun]] if their armor isn't as good as you thought).<br />
<br />
*Bonus: Losers get incinerated by Magma. <br />
*DwarfBonus: Winners also get incinerated by Magma.<br />
*MegaDwarfBonus: Use your arena as a "trial by fire" for migrants.<br />
<br />
==Grazer reanimation facility==<br />
Just as stables, but without grass, and on a reanimating biome. Pasture every grazer in a separate box, and build [[cage trap]]s to recapture the animal after it joins [[undead|the Dark Side]]. Make sure to forbid the area after you finish setting things up, because you don't want your dwarves getting <s>killed</s> caught instead.<br />
<br />
'''Difficulty:''' Low. You always get some grazing animals to start with.<br />
<br />
'''Usefulness:''' You get a decent supply of zombies to use in your [[trap design|cunning traps]]. Depending on your style of play, this may prove to be worth the effort.<br />
<br />
* DwarfBonus: Use war [[elephant]]s, or any other giant [[:Category:DF2014:Grazer|grazing animal]] you <s>bought</s> seized from elves.<br />
** MegaDwarfBonus: Use [[giant elephant]]s.<br />
*** BoatMurderedBonus: Release them all simultaneously to challenge your militia/play out a [[fun|!fun!]] scenario for your fort. <br />
* MenagerieBonus: Create a zoo using only undead grazers.<br />
** DwarvenMenagerieBonus: Combine this with the [[DF2014:Stupid_dwarf_trick#Zombie_thunderdome|Zombie Thunderdome]] and have a rotation of undead cows fighting in the arena only to be re-caged when they try to leave.<br />
*** ChampionBonus: Give each grazer rooming in the zoo according to their kills, with the champion having the most luxurious room.<br />
**** AltarBonus: Turn the champion's room into an [[DF2014:Stupid_dwarf_trick#Altar_of_Armok|Altar of Armok]].<br />
**** FreedomBonus: Let the champion and higher-ranking zombies roam freely in their rooms, having to be re-captured for each battle.<br />
***** !FreedomBonus!: Release the champion into your fort. <br />
* HolyGrailBonus: Use white [[bunny|bunnies]].<br />
<br />
==Greenhouse==<br />
A [[farming|greenhouse]] is just a farm with the ceiling channeled out from above. This lets you grow outdoor plants without venturing above ground. For maximum style, build the greenhouse above ground and cover it with a glass roof to keep your farmers safe.<br />
<br />
'''Difficulty:''' Low. <br />
<br />
'''Usefulness:''' Medium. Surface plants can be grown at any time of the year, and some are more useful than those available underground - for example, [[sun berry|sun berries]] can be brewed into valuable [[Sunshine]], and [[whip vine]]s can be milled into superior quality flour. Having greater food and booze diversity can also keep your dwarves happier.<br />
<br />
*Bonus: Give it a glass floor to allow surface plants even lower down.<br />
**DwarfBonus: Utilize [[obsidian|volcanic glass]].<br />
<br />
==Hammer of [[main:armok|Armok]]==<br />
A gigantic hammer made out of pure steel and/or valuables looming over your fortress entrance ready to smite those foolish enough to lay a siege on you. Also gives you a psychological advantage over the traders who unload their goods under it. Attach to a lever-linked support for quick-smiting.<br />
<br />
'''Difficulty:''' Low. Depends on size and materials, though. Make it a gold hammer menacing with adamantine spikes, if you're going for high quality.<br />
<br />
'''Usefulness:''' Low-medium. 10x10 size is minimum for practical effectiveness. 30x30 attached to a handle extending from your entrance actually works against sieges.<br />
<br />
* Bonus: Cover it with blood.<br />
* MegaDwarfBonus: Make it hollow and fill it with Magma<br />
* ArmoksMachineHammerBonus: Set up an automated system that allows you to reset it quickly. Obsidianizers and the magma sea will be your friends here.<br />
<br />
==Human Fortress==<br />
Instead of digging a fortress, build above-ground houses. Create walls to keep the nasties out. The only thing you may have underground are mines and stockpiles. Create a huge stone fort for your nobles.<br />
<br />
'''Difficulty:''' High. Building stuff will cost you resources instead of gaining them and flyers can be a real pain. Keep several Marksdwarfs handy!<br />
<br />
'''Usefulness:''' N/A. (No cave adaptation)<br />
<br />
*Bonus: Pave the roads between houses.<br />
*HumanBonus: Dig a moat around your castle.<br />
*MegaHumanBonus: Fill the moat with lava.<br />
*MegaHumanBonusPlus: Designate multiple dumping spots into the lava moat.<br />
*SurfaceDwellerBonus: Get the stone for your constructions entirely from open-pit quarries, i.e. by c[h]annelling instead of [d]igging.<br />
*MegaSurfaceDwellerBonus: Never use picks at all, all stone and metal must come from caravans or embark.<br />
*WhereTheBeardedLadiesAtBonus: Enforce as many <s>pointless</s> quaint human quirks as feasible, for instance: nominating officials per wealth/popularity/relationships instead of merit and suitedness, coddling Nobles, burrowing farmers, miners, brewers, craftsdwarves and other backbones of society into the most tattered ridings, enforcing a specific religion upon the populace, and so forth.<br />
<br />
==Ice tower==<br />
<br />
Building a huge tower is easy. To make things more [[fun]], make one out of some exotic material, like [[glass]], [[ice]], [[gold]], or [[soap]]. <br />
<br />
'''Difficulty:''' Low. You need to be on a freezing map to pull off an ice tower. <br />
<br />
'''Usefulness:''' Depends entirely on you.<br />
<br />
* BabelBonus: Use [[DFHack]]'s <code>infiniteSky</code> and build to the heavens themselves.<br />
<br />
==Journey to the Center of the Earth==<br />
<br />
Construct a sturdy vessel hanging over the top of a magma pipe or volcano, outfitted with everything your intrepid crew might need for their journey of exploration - food, booze, sleeping quarters and a bridge are a must, but depending on the amount of effort it can include other items such as a recreation deck, water reservoir and trade depot for dealing with the natives. When all is ready, lock the explorers inside and send them on their way. Bonus points if you can detach it from inside so you can use it in Adventure mode later.<br />
<br />
'''Difficulty:''' Moderate to High, depending on the size of the ship. For bonus points, carve the entire thing out of existing rock overhanging a magma pipe and engrave it with messages. Burrows help to get the whole crew inside at the same time.<br />
<br />
'''Usefulness:''' [[Cave-in|Negative]]. For some reason, no explorers have returned. Of course, if you select only the [[Nobles|Best and Brightest]] for the ship's crew...<br />
<br />
*Bonus: Drop the vessel into a deep cavern<br />
*SuperBonus: Make the outer walls, roof and ground floor completely out of glass, so that the explorers can watch everything around them.<br />
*VampireBonus: Send a vampire with the crew!<br />
*MegaDwarfBonus: Drop the vessel into a halfway-empty adamantine vein<br />
*YouHorribleEvilDwarfBonus: Drop the vessel into the [[Hidden Fun Stuff]]!<br />
*YouHorribleInsaneDwarfBonus: Drop the vessel into a glowing chasm.<br />
*OhMyArmokBonus: When you arrive to the bottom of the magma sea, excavate and then create a new community under it!<br />
**OhMyF****ingArmokBonus: Send supplies every year!<br />
**IsThatEvenPossibleBonus: Send a piece of an aquifer down there to provide water! (Mine around a water-producing tile, build the ship around it, then send it!) <br />
**≡MegaDwarfBonus≡: create a high enough tower and drop it into the magma sea to connect the surface and the undersea community!<br />
***☼MegaDwarfBonus☼: create ''two'' towers and use one to send water down there!<br />
<br />
==Single-lever emergency lockdown (LEL)==<br />
<br />
The only real requirement is that you need a fort based around a central stairwell. All you need to do is leave space for and eventually build the same number of bridges (that raise!) as your stairway is tall on each side of your stairwell on every level, and then link them all to the same lever. Friends get through all your best traps and champions? Simply pull the lever, and they're trapped in the central stairwell forever! Remember to roof off the entrance if your fort is situated on flat land otherwise the bonuses become much less useful. Also important is to ensure that you either wall off access or include sealable bridges or doors (linked to the same lever of course) for any inter-level paths that bypass the main stairwell, like vertical axles running out of centralised power generators.<br />
<br />
3*3 stairwell setup:<br />
<br />
{{diagram|1=<br />
O[#6ff]╞[#6ff]═[#6ff]╡O<br />
[#6ff]╥XXX[#6ff]╥<br />
[#6ff]║XXX[#6ff]║<br />
[#6ff]╨XXX[#6ff]╨<br />
O[#6ff]╞[#6ff]═[#6ff]╡O<br />
}}<br />
<br />
<br />
'''Difficulty:''' Medium to High, depending on whether you use the MegaDwarfBonus below or not and how much you spread your fortress over the layers - although more spread means more usefulness. Extremely time-consuming, and requires architects, masons, and mechanics, as well as a lot of mechanisms (2 per bridge, ~4 bridges per level)<br />
<br />
'''Usefulness:''' Medium to High, also depending on whether you use the Bonuses. With all bonuses applied it becomes a guaranteed last resort way of destroying the toughest enemies with minimal dwarven casualties; without the bonuses it's still a damn sight better than letting temporarily victorious enemies run freely about your fortress.<br />
<br />
*DwarfBonus: Connect your cistern to the stairwell (remember to put a floodgate in too). Once the impossible-to-defeat enemies are safely trapped inside, Pull lever number 2 and watch them slowly, slowly, drown (VERY IMPORTANT: have the level of the cistern input at at least the same height as the level of the stairwell, else there won't be enough pressure to properly flood the stairwell, meaning nasties WILL survive).<br />
*MegaDwarfBonus: Connect your MAGMA cistern to the stairwell. Laugh maniacally. (Remember to build your bridges and floodgates out of magma-safe material or a lot of !!FUN!! will be had)<br />
*MegaArmokEntombmentBonus: Do both and cast your enemies in obsidian and boil the survivors in steam as a semi-permanent testament to their foolhardiness. This also means that you will have stairs cut out of lovely obsidian once your miners are finished making your stairwell usable again.<br />
*MegaArmokEntombmentEXTREME+Bonus: "Forget" to pull the lockdown lever before you pull lever number 2.<br />
*MegaArmokEntombment<s>'''Bait&Switch'''</s>Diplomatic+Bonus: Set the highest level up on another switch, with a particularly <s>'''demanding and annoying noble'''</s> skilled diplomatic representative is waiting at the very bottom to <s>'''lure'''</s> invite them all down for a nice meal on <s>'''his flesh'''</s> the stockpile of food and booze that's keep him ever so happy. Then you can wait for the entire army to flow into the stairwell before flipping the switches. Don't forget to carve a statue out of the block of the noble! What noble doesn't want their grand <s>'''sacrificial defense'''</s> grand diplomatic skills to be immortalized in volcanic glass!!!<br />
**UltraArmokBonus: Defeat all your invasions this way, and build a temple to Armok full of the once noble, now obsidian statues, only the highest of quality (and value) memorial slabs.<br />
<br />
==Magma Lock System==<br />
This system is a little more complicated than the LEL system described above, and requires that you space out all of your floors so that there's a 'plumbing floor' between each level. From there you set up tons and tons of magma proof floodgates and hatches. Each 'area' you wish to be self-contained from one another needs at least a 3x2 hallway separating it from the other areas. 4 of these will contain flood gates, and the other two must remain bare. Above one of the two bare points you need to have a hollowed out space, and connecting into it from one side you need to have a hatch leading to your water plumbing system, to the other, a hatch to your lava plumbing system. You need two levers for controlling this, one lever is connected to all of the lower floodgates, the other to the upper floodgates. Pull the first hatch to lock in the flood gates just in case, the second to the upper flood gates to begin pouring in water and magma and have them make obsidian filling the entire hallway, sterilizing it of literally anything that could have contaminated it. You do this instead of hatches so they'll drop in properly and mix with no risk of only one side or the other of the hallway turning to obsidian and resulting in a dangerous leak. Throw the first switch again to open up the floodgates and begin mining to access the old chambers again. Whatever was invading your fortress, whether plague, necromancer, clowns, or forgotten beast, will be safely locked away, and unable to break back out whether or not it possesses building destroyer or not. Then you just have to wait for your miners to dig their way out. You can simply avoid the chambers that still have FUN inside, and any the purity of magma and obsidian will have utterly obliterated any traces of contaminants between containment zones.<br />
<br />
'''Difficulty''': Medium to High. While not dealing with anything overtly hostile, this process more or less demands that you plan your fortress from the start for this specific system and deal with lots and lots of moving parts, mechanisms, and similar, plus the power necessary to pump magma and water into this network in a timely manner.. If you screw up part of it then it's very easy to end up with your entire fortress flooded with water or magma. Build it on small and give it a test run then expand it once you've gotten the process working for a single chamber, such as the chamber leading to your cavern layer.<br />
<br />
'''Usefulness''': High. Depending on how you prepare things (See the bonuses below) the necessary set up for all of this will result in a network of magma and water pipes in every single level of your fortress, powering forges, wells, baths, showers, and defenses of all sorts. Then when things are at their worst, throw a switch and barring one or two (or many depending on how many dwarves are transitioning between containment areas) horribly swift deaths, your entire fortress is safe from any possible threats. You can also prepare chambers ahead of time for other activities and use this to trap enemies in them for later usage.<br />
<br />
*DwarfBonus: Put a stockpile of food, drink, and pickaxes in each containment area.<br />
*MegaDwarfBonus: Put a lever in every zone connected just to their own, so your dwarves can heroically seal off an entire section by themselves if necessary.<br />
*UltraDwarfBonus: Extend the hallways, and make the water half of them use grates and constant water falls to give good thoughts while traversing between zones. Change up your levers to shut off the water for when digging begins again.<br />
<br />
==Maze==<br />
<br />
A maze of twisty little passages, all alike. [[Trap]]s and dangerous animals are essential. You can have a retracting bridge drop invaders in, or just have a labyrinth as a back door. <br />
<br />
'''Difficulty:''' It's a lot of mining. Having a bridge drop invaders inside is more difficult, but more useful. You can also use the free maze-generating program Daedalus, available [http://www.astrolog.org/labyrnth/daedalus.htm here] if you're too lazy to come up with your own.<br />
<br />
'''Usefulness:''' It makes a nice element of fortress defense, and you can dump your prisoners inside it. Also makes a great place to explore in [[adventure mode]].<br />
<br />
*Bonus: Generate a world with large mountain [[cave]]s. Instead of using the labyrinth as your backdoor, use it as your fortress.<br />
*Filodorima: Release a live caged [[minotaur]] into the maze.<br />
*MegaBonus: Make it three-dimensional and [http://gwydir.demon.co.uk/jo/maze/design/index.htm#uni unicursal].<br />
*MemorialBonus: Capture the Goblin King and make him fight the Minotaur.<br />
<br />
==Magma chamber==<br />
'''Difficulty:''' Dangerous as any magma project. <br />
<br />
'''Usefulness:''' It's like a drowning chamber, but any non-iron items carried by the victim will be destroyed. Depending on your style of play, this may be a good thing.<br />
<br />
==Magma cannon==<br />
[http://www.bay12forums.com/smf/index.php?topic=33837 It can be done!] It uses a row of pumps to pressurize the magma in a chamber with only one exit. When the floodgate opens, the magma flies out a short distance. <br />
<br />
'''Difficulty:''' Very high. You need [[metal]] (or [[glass]]) [[screw pump]]s to make it work, [[magma-safe]] floodgates and mechanisms, plus a big above-ground construction. <br />
<br />
'''Usefulness:''' Marginal. But very cool.<br />
<br />
==Magma access early==<br />
ASAP from embark, dig down to the magma<br><br />
make 2 magma proof pumps<br><br />
make a small (5x5?) room that you can pump magma into and out of<br><br />
make a stockpile for only iron & steel minecarts in the room<br><br />
make enough minecarts to fill the room<br><br />
Once room is full of minecarts, seal room and pump full of magma<br><br />
then pump magma out<br><br />
delete stockpile<br><br />
make a new stockpile near your forge/smelt/glass/kiln area<br><br />
haul minecarts by hand (or magma proof wheelbarrow)<br><br />
use tracks and stops to dump 4 deep magma into shallow pits<br><br />
2 minecart loads per pit <br><br />
<br />
'''Difficulty:''' Low. <br><br />
'''Usefulness:''' Very High. <br><br />
*Bonus: !!Magma Economy By Autumn!!<br />
<br />
==Magma highway==<br />
Magma moves across the map annoyingly slowly, due to its thickness and lack of pressure. But a tunnel several Z-levels high, with magma entering at the top, will flow much faster because the magma's '''falling''' in, not flowing in, and can expand on either Z-level before falling down.<br />
<br />
'''Difficulty:''' Medium. Not hard to make, but cutting open a multi-Z magmafall is [[fun]].<br />
<br />
'''Usefulness:''' Medium.<br />
<br />
==Magma mausoleum==<br />
This trick involves dripping water on to the middle of a magma pool until you have a column of obsidian, then channeling down into the obsidian ''more than'' one Z level, and putting a burial receptacle there. This probably won't work in magma tubes or Volcanos since the created obsidian would fall into the bottomless pit. The trick is getting the water to fall onto the magma in a controlled manner. <br />
<br />
'''Difficulty:''' High. Requires certain resources from the start, plus lots of setup. And your dwarves tend to erupt into dwarf steam occasionally.<br />
<br />
'''Usefulness:''' None, since an obsidian lined room with exactly the same furniture somewhere else will please your nobles just as much.<br />
<br />
*Bonus: Put the coffin at least 20 floors down.<br />
*MegaBonus: Build it in a volcano if possible, and put the coffin at the very bottom of the map<br />
<br />
==Magma sea colony==<br />
<br />
If you cast obsidian around the edges of the magma sea, it is possible to pump out the magma and build a colony in the empty space. Once the colony is built, you can destroy the obsidian walls and refill the magma sea. Note: you cannot cast obsidian on the bottom layer of the magma sea, so building a colony on this layer is nearly, but not quite, impossible (see below).<br />
<br />
'''Difficulty:''' High. You need to get water down to each edge of the magma sea, and you need a pump stack to get rid of the magma.<br />
<br />
'''Usefulness:''' None.<br />
<br />
*☼MegaDwarfBonus☼: Build your colony on the floor of the magma sea. This will require draining the sea to the next-to-bottom layer as described above, then dumping enormous amounts of water into the bottom layer to crowd out the magma while simultaneously draining the magma from holes poked in the magma sea floor. Constructions can be built at the border between the water and the magma. See [http://www.bay12forums.com/smf/index.php?topic=128226.0 This forum post] for full, detailed instructions.<br />
* Bonus: Obsidianize the entire magma sea, leaving a single spot to use as a source for pumps. Then proceed to carve your new fortress subsection out of this bounty.<br />
<br />
'''Difficulty:''' Insane. The project will take at least ten years of dwarf time and claim many lives.<br />
<br />
'''Usefulness:''' Low. You can finally get the last bit of adamantine when you drain the magma sea, and the magma sea floor has a cool twinkly effect.<br />
<br />
==<s>Magma</s> Lava sprinkler==<br />
Build a twisting <s>magma</s> lava aqueduct above the entrance to your fortress. Leave a few thin (diagonal) holes in it, so that lava can seep out of it. When invaders arrive, pump magma into the sprinkler. Diagonal holes will limit the rate at which the fluid flows out of them, ensuring a nice steady lava rain rather than a big wave.<br />
<br />
'''Difficulty:''' High. Similar to magma canon, except with a bit more engineering, but less pumps and smaller reservoir needed (due to less magma being required for the same effect).<br />
<br />
'''Usefulness:''' Medium. Like magma cannon it can obliterate a siege, but this time you can have a bit more control over how it happens. Lava rain doesn't depend on ground structure (your entrance doesn't need to be in a valley for it to work well) and leaves less magma to evaporate.<br />
<br />
*Bonus: Cover the holes with floodgates or hatches and keep the lavaduct filled with lava rather than filling it only when using it.<br />
*Bonus+1: Build the lavaduct in such a way that it starts raining on the outermost part of the area first, then goes inwards, to ensure that invaders who start burning can't escape.<br />
<br />
==Mass cage recycling system==<br />
{{main|Mass pitting}}<br />
Build a [[mass pitting]] system to recycle your cage trap cages quickly.<br />
<br />
'''Difficulty:''' Very easy. Requires basic digging and very little time.<br />
<br />
'''Usefulness:''' Very. Keeps you from having to build cages before releasing monsters from them. With six hatches you can safely empty out 48 cages very quickly. You can build lots of cage traps without having to worry about emptying each cage individually. <br />
<br />
*Bonus: Cover the floor of your pit with cage traps, creating a neverending cycle and giving your dwarves something to do during the long harsh summer when going outside is overly taxing on their stomachs.<br />
*ConcentrationCampBonus: Combine with Pit of Doom below.<br />
<br />
==Mega/Water drowning trap-thing==<br />
{{main|Drowning chamber}}<br />
This is basically a channel above some pressurized water with a short tunnel leading to a door. The door needs to be connected to a lever somewhere in a safe part of the fortress. Position the door facing the main stairs into your fortress (for multiple stairs use multiple traps). When enemies come down the stairs, pull the lever and make them drown. (It helps to seal off the rooms).<br />
<br />
'''Difficulty:''' Medium. Needs flowing water under pressure and levers.<br />
<br />
'''Usefulness:''' Medium. Depends on the size of your fortress/defences/amount of attackers. Works well with fire creatures to create a sauna.<br />
<br />
==Monumental statue==<br />
'''Difficulty:''' Depends on how big you want the statue to be. If you are feeling really masochistic, cast it out of obsidian using magma and water.<br />
<br />
'''Usefulness:''' None.<br />
<br />
*Bonus: Make the statue hollow and have dwarves live inside it.<br />
*BestWayToGetRidOfStoneBonus: Make one for every dead dwarf.<br />
**UberTombBonus: Use the statue as a tomb and put their coffins in it.<br />
*Dwarfbonus: Give the statue magma eyes.<br />
**HellNo,DwarfsYesBonus: Combine the magma eyes idea with the magma cannon idea above and place the statue just behind (and above) the entrance to your fortress.<br />
<br />
==Moses effect==<br />
With enough pumps, you can pull water out of a square faster than it flows in. This can create a reverse waterfall, or a dry spot in the middle of a flowing river. The effect is like Moses parting the Red Sea.<br />
<br />
'''Difficulty:''' Surprisingly easy. <br />
<br />
'''Usefulness:''' You can use this trick to create a waterfall or drowning chamber. It is also important if you want to pass through an [[Aquifer]], although that is far more difficult. The same trick can be used in lieu of a drawbridge, although its practicality as compared to the drawbridge is highly questionable.<br />
<br />
*Bonus: Use the Moses effect to make doors from water, which are opened/closed using a lever.<br />
*TechBonus: Automatize the doors so that they open (only!) when a dwarf is near.<br />
<br />
==Never-ending shower==<br />
{{main|Waterfall}}<br />
Don't you get angry when your dwarves carry enough grime on them to dirty the entire fortress? And how they get infected because of that griminess? Suffer no more! With the Never Ending Shower (NES for short), dwarves will be able to stay (relatively) clean without having to take the time to run for a bath or dirtying your drinking water!<br />
<br />
It is easy to understand: use the same instructions as in the Artificial Waterfall, but make it so that the waterfall is somewhere where the dwarves will be going through almost daily--a central stairway works well. It cleans them and gives them happy [[thought]]s for the same price!<br />
<br />
'''Difficulty:''' Moderate to high. You do have to make sure that dwarves don't try anything funny, and create a drain to draw the dirty water out.<br />
<br />
'''Usefulness:''' Incredibly high. Reduces risk of infection and keeps your dwarves happy.<br />
<br />
*Bonus: Use an aquifer to get clean water AND drain dirty water.<br />
*Bonus: Use levers to control the NES.<br />
*SuperBonus: Make it work as a trap!<br />
*SuperDuperBonus: Make it work as a trap AND as a recovery system!<br />
*ArmokBonus: Make it so that magma can be poured down, too!<br />
<br />
==Nuclear Fallout Bunker==<br />
Build a mini fortress with everything your dwarves could need deep underground. Stock it with enough food, drinks, and materials to last your small band of survivors for years or alternatively make it self-sufficient with its own food production. Lastly, add a bridge that allows you to seal off the bunker from the rest of the world. <br />
<br />
'''Difficulty:''' Easy-Medium depending on the relative luxury of the bunker and how many dwarves you intend to shelter from the apocalypse.<br />
<br />
'''Usefulness:''' High. If your fort is threatened by some particularly nasty disaster (be it zombie goblin horde or Bronze Colossus) simply rush your best and brightest dwarves down to the Nuclear Fallout Bunker and raise the bridge, sealing it off from the rest of the world.<br />
*MutallyAssuredDestructionBonus: Have a self-destruct lever in the bunker that is pulled once everyone is safely inside.<br />
<br />
==Obsidian factory==<br />
{{main|Obsidian farming}}<br />
You need one reservoir of water, and one of magma. Mix, cool, mine, and repeat as necessary.<br />
<br />
'''Difficulty:''' Medium. <br />
<br />
'''Usefulness:''' Obsidian is 50% more valuable than [[flux]] and 3 times as valuable as ordinary stone, making it ideal for your [[mason]]s and [[stone crafter]]s. Done properly, it can also serve as a magma chamber, a drowning chamber and even an obsidianizing chamber that can kill any creature that gets in (except [[ghost]]s and possibly [[vermin]]).<br />
<br />
* MegaDwarfBonus: Make the system fully automated using [[computing]] principles.<br />
<br />
==Pit o' doom==<br />
Combine with an Execution Tower for maximum z-level executions! Traps which menace with spikes are a must.<br />
<br />
'''Difficulty:''' Low. You want it nice and deep though.<br />
<br />
'''Usefulness:''' Dispose of prisoners, execute nobles, gruesome fatal injuries, laugh maniacally. If high enough, you may be able to recover [[bone]]s from creatures your dwarves refuse to [[butcher]].<br />
<br />
* Bonus: Link the spikes to a lever so you can proceed to make swiss cheese of whatever didn't die from the fall.<br />
<br />
==Pixel art stockpiles==<br />
Arrange several stockpiles of similar items of different colors (gems work well for this) so the different colors make some sort of picture. Don't forget to set "max bins" to 0 on all the stockpiles so you can actually see the items!<br />
<br />
It's probably also a good idea to forbid the items once they're in place, to prevent them from being moved later (and allow you to remove the stockpiles if you want.)<br />
<br />
'''Difficulty:''' Medium; only tricky parts are (potentially) finding enough items of different colors, and keeping track of which colors are where before the hauling is done.<br />
<br />
'''Usefulness:''' Negative<br />
<br />
==Pressure washer==<br />
A huge tower with floodgates at the bottom on one side. When opened, the pressurized water fires out and pushes anything in the way of the flow away. Depending on size, can be surprisingly powerful. You can see an example tower [http://mkv25.net/dfma/map-7485-griffonwind here.]<br />
<br />
'''Difficulty:''' Medium, construction technique takes some consideration. <br />
<br />
'''Usefulness:''' Medium-High. Tested in version 0.28.181.40d with 50 recruits standing in front of it when the floodgates opened, killed 46 of them, including ones not pushed into the pit.<br />
<br />
* Bonus: Fill it with Magma instead (though Magma doesn't pressurize).<br />
<br />
==Quantum Blizzard Cannon==<br />
<br />
Do you need to kill something? Is atom-smashing no longer a viable option? Do you wish to bring glory to Armok? Do not fear, the QBC is here! By creating individual stops to fill minecarts with projectiles of your choosing, then loading up to 12 filled minecarts into a final “Launcher” minecart (using a stop designated to fill the "launcher" with minecarts), you can effectively fire as many items as you would like at your foe using a standard minecart shotgun. It is also possible to fill this with fluids, to great effect (and risk of crashing the game). This can often have interesting effects because hitting a goblin with 996 bars of lead at extreme speeds is not good for the squishy bits. The cannon gains its name from its creator. <br />
<br />
''' Difficulty:''' excessive, lots of time in menus and loading per shot, but really ((Fun))<br />
<br />
''' Usefulness:''' medium to low. The same trick can be used to move large amounts of items via minecart, but ultimately the QBC is excessive for even the HFS.<br />
<br />
==Redesign the fortress==<br />
And when we say "redesign", we mean completely replanning and rebuilding the entire fortress, from scratch. Ever thought about a cool thing that you could add to your fortress, but can't because a critical area(such as the dining room, general-purpose stockpile, central workshop area etc.) are in the way? Did you start the fortress by building the most critical areas in the first available spot? Well, now is a good time to get rid of that! For added effects, put the sleeping areas especially close to the booze stockpile so that dwarves are always happy!<br />
<br />
'''Difficulty:''' Varies depending on the size of the fortress.<br />
<br />
'''Usefulness:''' Varies depending on how you carry it out, a.k.a. the efficiency of the new organization.<br />
<br />
==Rehabilitation centre==<br />
Had any problems with dwarves charging brainlessly towards the enemy, getting slaughtered, and then starting a tantrum spiral that will destroy your fortress? Turn your prison into a luxurious room full of things that make dwarves happy. Add artifact furniture, beds, a booze stockpile, chains made of gold (or anything valuable,) a waterfall, creatures in cages, etc. Hopefully they will return to society as a happy, productive dwarf.<br />
<br />
'''Difficulty:''' Low-Medium. Acquiring valuable items and setting up the waterfall can be annoying sometimes. Also you need guards to actually put them in jail. And it can be a real pain when those ungrateful sobs destroy the nice furniture you give them.<br />
<br />
'''Usefulness:''' High. A tantrum spiral can quickly turn a productive fort of 200+ dwarves into a rioting fortress inhabited by a bunch of insane, miserable dwarves who spend their time punching people and breaking furniture. Don't let it happen to you.<br />
<br />
* MegaDwarfBonus: Points for making every other dwarf drink water and sleep on cheap beds.<br />
<br />
==Road of the damned==<br />
Create a giant channel filled with spike traps, 10 tiles wide and going all the way from your fort to the map edge. Pave it over with crystal glass so traders can get that foreboding feeling that'll make them seal the deal without bargaining too hard!<br />
<br />
'''Difficulty:''' Low-mid, depending on the rarity of crystal glass.<br />
<br />
'''Usefulness:'''Low. The same as a normal road.<br />
<br />
* Bonus: Spike a goblin on every trap!<br />
* Megabonus: Spike traders who annoy you on the traps!<br />
<br />
==Roof of the world==<br />
Sick of having your dwarves vomit all the time when they go out to retrieve loot or lumber? Despair no more! Build an almost-infinitely tall tower, and then put a floor on the highest level, spanning the entire map. For extra kicks, make a mechanism that will crash the entire thing upon the heads of the one goblin horde that manages to get through all your other deathtraps.<br />
<br />
'''Difficulty:''' Medium. Very grueling.<br />
<br />
'''Usefulness:''' Low, but potentially fortress-saving. (see above)<br />
<br />
==Sectorized world==<br />
Divide the world edges into multiple sectors and then gate access to each one separately. This allows you to protect your fortress from sieges whilst keeping access to most of the outside world and allowing most traders into and out of the fortress (those unfortunate enough to enter the world from the same direction as the siegers may be screwed, of course). For bonus points, build separate gateable access routes for each sector. For further bonus points, design your fortress so that you can simultaneously allow access to traders ''at the same time'' as siegers are exposed to your defensive mechanisms.<br />
<br />
'''Difficulty:''' Low, unless you allow separate access routes for each sector in which case high. <br />
<br />
'''Usefulness:''' Moderate, increasing with each bonus you fill. Mostly for those who want to build the best possible defenses. Can also double as a means of easily trapping wild animals.<br />
<br />
==Self-contained vampire-based factory==<br />
Take advantage of the independence of vampires by building a self-contained factory. The best industries are those that require no special raw materials-- a factory containing both a magma glass furnace and a sand tile, for instance, would work well, as would a clay industry, but if you're feeling ambitious, consider building a vampire into your [[giant cave spider|GCS]] [[silk farm]]-- if you happen to have scored an [[undead]] GCS, your vampire won't even spook! You can treat your factory as a piggy bank to be broken into as needed, or for perfect fire-and-forget action, build a dropping [[User:Vasiln/Undump|undump]] into the factory, and the vampire will deliver the output to your front door.<br />
<br />
'''Difficulty:''' The only hard part is getting yourself a [[vampire]]. <br />
<br />
'''Usefulness:''' Depends on how many green glass blocks you plan on using.<br />
<br />
==Sapient zoo==<br />
Start by creating a [[zoo]] containing at least one of every [INTELLIGENT] and [CAN_SPEAK] creature<br />
including [[humans]], [[elves]], [[goblin]]s and [[kobold]]s.<br />
<br />
*Bonus: include a berserk dwarf in cage<br />
<br />
'''Difficulty:''' Easy for some, Hard for others<br />
<br />
'''Usefulness:''' None, really, a place for dwarves to throw a [[party]].<br />
<br />
==Self-destruct lever==<br />
A mechanism that, for example, could flood your fort with magma, or release a trapped megabeast. For bonus points, build the whole fort on a single [[support]]. <br />
<br />
'''Difficulty:''' Very high. Extremely fun. <br />
<br />
'''Usefulness:''' Could serve as kind of a last revenge on a goblin siege, but also highly amusing. If done properly it can make reclaim easier.<br />
<br />
* DorfBonus: Make it have a timer before your fortress self-destructs. You can do this with a water channel, or if you're particularly technical, make a [[Computing|seven segment display]].<br />
** For bonus Dwarfy-ness, make the timer be the depth number of the magma or water that will actually trigger your fortress' destruction.<br />
* Bonus: Build your fortress high above ground, connect the fortress to a roof through just one support and have the system, when activated, drop the whole construction into the magma sea, destroying the whole thing permanently.<br />
* FunBonus: use the lever to drop the fortress off a pillar while simultaneously opening the [[hidden fun stuff]], preferably in a whole lot of places.<br />
*ExtraFunBonus: do as may of these bonuses as you please (as long as they still function together) AND unleash a whole lot of dwarves throwing tantrums near the lever when you wish to set the fun things off.<br />
<br />
==Shark catcher==<br />
Capture of [[Bull shark|sharks]] or [[Carp|other]], [[Sturgeon|dangerous fish]] achieved by making an artificial bay, filling it with [[Cage trap|cage traps]], opening the floodgate to the sea or river and some sort of drainage system, likely pumps and/or floodgates.<br />
<br />
'''Difficulty''': Low to Medium as drowning while setting up is very possible with bad planning.<br />
<br />
'''Usefulness''': Low, purely aesthetic, but very cool to have a shark infested moat (Potentially kills invaders).<br />
<br />
==Silk farming==<br />
{{main|Silk farming}}<br />
Capture a web-slinger (generally a [[giant cave spider]]) and build a farm to efficiently harvest its [[silk]].<br />
<br />
'''Difficulty''': Low to Medium; the hardest part is generally catching the web-spinner.<br />
<br />
'''Usefulness''': Medium to High. Provides an endless supply of potentially-valuable [[silk]] cloth and rapidly [[cross-training|cross-trains]] [[weaver]]s.<br />
<br />
==Steamed vegetables==<br />
Make a pot and drop <s>elves</s> vegetables in from about three levels up. This makes it so the vegetables do not <s>run</s> get overcooked. Proceed to bask the vegetables in [[steam]].<br />
<br />
'''Difficulty''': Medium. Can be annoying to boil some water.<br />
<br />
'''Usefulness''': Great way to make friends with the merchants.<br />
<br />
*MegaDwarfBonus: Add <s>goblins</s> seasoning.<br />
*ArmokDoubleBonus: Use [[magma mist]].<br />
*DwarfBonus: feed any vegetables you did not steam to your dear friends, the [[Demon|clowns]].<br />
<br />
==Swimming pool==<br />
{{main|Swimming#Learning/Teaching swimming|l1=Swimming § Learning/Teaching swimming}}<br />
It's a reservoir that fills to 4/7 exactly. Station soldiers inside, lock them in, and fill. This way they gain [[swimming]] skill. <br />
<br />
'''Difficulty:''' Low. It's just a pair of reservoirs. <br />
<br />
'''Usefulness:''' The swimming skill is only slightly useful. This is most useful if the entrance to your fort has narrow walkways/moats surrounded by water, and you station your soldiers there. It does help gain attributes though. Though if you utilize a '''H'''ydraulic '''E'''levation and '''L'''owering '''P'''latform, this is a priceless necessity.<br />
<br />
==Swimming track==<br />
{{main|Swimming#Minecart_training|l1=Swimming § Minecart_training}}<br />
<br />
[[Image:Swim track 0.png|thumb|right|250px|A large swimming track]]<br />
<br />
A [[minecart]] ride that trains [[swimming]] safely and automatically.<br />
<br />
'''Difficulty:''' Medium. Minecart tracks can be fiddly, and adding a non-traversable depth of water makes any mistakes more difficult to fix. <br />
<br />
'''Usefulness:''' Medium. The swimming skill is only slightly useful, but it does provide [[cross-training]] for attribute gains.<br />
<br />
==Tower of Death-Struction==<br />
<br />
Have you ever wondered, "What would it take to make my [[Siege|friends]] all [[Gravity|fall]] at once into a pit of [[Trap|fun times]] while also not risking failure?" Elementary, my aspiring architect -- [[Fun|THE TOWER OF DEATH-STRUCTION]]!<br />
<br />
Step 1: Build a tower with a [[bridge]], to allow for non-lethal access to the fortress. Build the tower roughly 25-30 blocks high, though higher towers tend to result in roughly equivalent amounts of [[Fun]]. The access bridge should be linked to a lever, to close it like a standard gate.<br />
<br />
Step 2: Buid a thinner tower 20 blocks away, for maximum bridge length. Any number of middle towers can be constructed, though one is recommended.<br />
<br />
Step 3: Build another tower, one that can be ascended by [[Goblins|curious friends]]. Fill it with cage traps, to thin out the number of [[Troll|friends]] to take up space on the bridge.<br />
<br />
Step 4: Build two bridges on either side of the skybridge, to trap attackers on the skybridge.<br />
<br />
Step 5: Hook up the skybridges to one lever, and the trap bridge to another.<br />
<br />
Once this is done, just wait for a [[Siege|surprise party]] to be thrown for you. Close the access bridge, forcing the [[Goblins|visitors]] to path onto it. Trap them, and when the time looks right...<br />
<br />
'''Pull the lever, Kronk!'''<br />
<br />
'''Difficulty:''' Moderate to hard. If all of your dwarves have cave adaptation, the construction might take a lot longer to complete. As well, the cost of floors and traps alone will mean that just acquiring the materials will need it's own [[Stupid Dwarf Trick]].<br />
<br />
'''Usefulness:''' Low to high, depending on how well you use it. If you forget to open the access gate, you might find your dwarves trapped inside the tower, or even worse, they may run up to the bridge to fight and meet a [[Gravity|bad time]]. Also, the goblin corpses piling up in the spike pit might cause extra [[Miasma|fun]] depending on how regularly you take care of it. If done correctly, this tower might become the most efficient and effective defense against all problems that one could possibly ask for.<br />
<br />
*Bonus: Build enough middle towers to build a bridge path long enough to trap an entire siege and drop them onto spikes below.<br />
*SuperBonus: Build the towers above a river.<br />
*MegaDwarfBonus: Build the towers above a lava pit.<br />
*SuperMegaDwarfBonus: Build the towers above [[Eerie Glowing Pit|a ticket straight to]] [[HFS|the circus]].<br />
*ArmokBonus: Build the towers out of [[Slade]] (Note: This should be impossible, so if you do it...))<br />
*SuperMegaUltraHardcoreDwarvenMasterpieceArtifactBonus: Build the fortress at the top of the tower that the goblins have to try to get to.<br />
<br />
==Underground forest==<br />
{{main|Tree farming}}<br />
Break into an underground cavern, make some muddy floors over a big area and wait.<br />
<br />
'''Difficulty:''' Medium - need to dig out a suitably large area, then find a way of introducing water to the area and subsequently draining or evaporating it.<br />
<br />
'''Usefulness:''' Depends on size (bigger is better) as well as proximity to wood stockpiles. A tree farm outside the caverns can grow trees from all 3 layers, and you'll never have to worry about hostile creatures threatening your wood cutters.<br />
<br />
==Underground perpetual motion power plant==<br />
Combine with a use for the power and you either have an awesome setup, or a ticking time bomb.<br />
<br />
'''Difficulty:''' High. Maintaining the correct water level is annoying difficult at times. Note: Incredibly easy with an aquifer.<br />
<br />
'''Usefulness:''' Depends on size of plant and what it's connected to. Also useful as a puzzle for adventurers.<br />
<br />
==Underwater statue room==<br />
A simple room filled with statues that just also happens to be flooded. Simply dig a room near to a water source smooth and engrave the walls and floors then fill with statues. Dig a tunnel to the water source and a separate escape route. seal both off with floodgates pull the levers in the right order and bam! underwater statue room. For added effect make the meeting room a room directly above with a glass floor.<br />
<br />
'''Difficulty:''' Low. <br />
<br />
'''Usefulness:''' Absolutely positively none.<br />
<br />
*Bonus: Build it on area with trees and shrubs; make walls from ice or use windows; fill it with fish and merfolk; now you'll get a big aquarium<br />
*Note: It doesn't count if you accidentally flood your fortress and wind up with one of these. It does count if one of your nobles has an unfortunate accident in their sculpture garden.<br />
<br />
==U.R.I.S.T. artificial intelligence==<br />
Basically, a dwarf in a bunker that controls your fortress. Being that there are no supercomputers in DF at the moment, we'll have to use the closest substitute, a dwarf. Seal your dwarf in a room full of levers that activate various floodgates, bridges, doors, hatch covers, traps, etc. Make sure this room has no exits or entrances, but it needs a luxurious bedroom and dining area, and you must include a chute for dropping in <s>food</s> biomass and <s>alcohol</s> coolant fluid. Profile the levers so that they can only be used by the A.I. dwarf. <br />
<br />
It would be a good idea to make the system into two rooms. The food/drink/bed room and the lever room. Should you need to add more levers, you can lock the A.I. dwarf outside the lever room and have your mechanics set up more levers without interacting with or releasing the A.I.<br />
<br />
You can make the lodging room suited for the particular dwarf by adding furniture made from their favorite materials, and smoothing and engraving everything. Use quantum stockpiling to give them 10+ years of food and drink. Make sure the A.I. is unable to communicate with other dwarves. His/her mood must not be affected by the deaths of the walking meat-bags who tried to befriend him/her. <br />
<br />
In order to ensure that your A.I. doesn't find sleep interfering with crucial lever pulling, you might consider incorporating an alarm clock. If a goblin siege turns up on your doorstep, a single external lever to dump 7/7 of water on the sleeping A.I. might well save your fortress (and is so much cooler than having backup levers in your meeting hall).<br />
<br />
You must also make a snazzy/lame acronym name for your AI, here are some examples: <br />
*A.R.M.O.K. - '''A'''ll-'''R'''eaching '''M'''achine '''O'''f '''K'''illing<br />
*A.S.S. - '''A'''lmost-autonomous '''S'''ystems '''S'''elector<br />
*C.A.T. - '''C'''reepy '''A'''utonomous '''T'''echnology<br />
*D.E.E.P.E.R. - '''D'''warf of '''E'''ngineering the '''E'''ldritch and '''P'''ractical '''E'''xploitation of '''R'''esources''<br />
*D.I.E.D. - '''D'''edicated '''I'''rrigation and '''E'''verything else '''D'''warf(s)<br />
*D.O.M.E.S. - '''D'''warf '''O'''perated '''M'''echanics and '''E'''ngineering '''S'''ystem<br />
*D.O.R.F. - '''D'''oes '''O'''rders '''R'''ather '''F'''ast<br />
*D.O.S. - '''D'''warf '''O'''perating '''S'''ystem <br />
*D.W.A.R.F. - '''D'''rains '''W'''ater '''A'''nd '''R'''ecruits '''F'''armers<br />
*G.L.A.D.O.S. - '''G'''enetic '''L'''ifeform '''A'''nd '''D'''warf '''O'''perating '''S'''ystem<br />
*H.A.L. - '''H'''airy '''A'''lternate '''L'''ifeform<br />
*M.A.G.M.A. - '''M'''assively '''A'''lcoholic '''G'''ear-'''M'''achine '''A'''ssembly<br />
*N.O.B.L.E. - '''N'''arcissistic '''O'''bnoxious '''B'''oastful '''L'''aughable '''E'''xcrement<br />
*P.O.T.A.T.O. - '''P'''ossibly '''O'''rganic '''T'''echnically '''A'''live '''T'''rash '''O'''mitted<br />
*U.R.I.S.T. - '''U'''nderground '''R'''easonably '''I'''ntelligent '''S'''ettlement '''T'''echnologist<br />
*V.A.C.A.T.E.D. - '''V'''ampire '''A'''ssisted '''C'''omputerized '''A'''ssembly '''T'''errorizes '''E'''xtra-'''D'''warves<br />
*V.O.D.A.P.H.O.N.E. - '''V'''ampire '''O'''perated '''D'''efence '''A'''pparatus, '''P'''erpetrating '''H'''arm '''O'''f '''N'''efarious '''E'''ntities (See Bonus for more information)<br />
<!-- Feel free to add your own AI names --><br />
<br />
'''Difficulty:''' Medium. Setting up all the levers and lodgings can be a micromanagement hassle. Further research is required as to how well the A.I. will fit into a dwarven economy.<br />
<br />
'''Usefulness:''' High. Having a dwarf dedicated to pulling levers will ensure that they are pulled on time. Additionally, you will have a constantly-ecstatic dwarf who is virtually invulnerable to all threats. Should your fortress be slaughtered by invaders or drowned by flooding or tantrum spiraled, your fortress will be preserved until more migrants arrive, or the AI runs out of food.<br />
<br />
Bonus: Make the A.I. dwarf a vampire. Vampires don't need food, alcohol, or sleep and cannot age, which makes them perfect for the job. As an added bonus, keeping a vampire in this way will make your fortress completely indestructible, as sealing him in will prevent the possibility of the vampire of being killed in combat or from a syndrome, while keeping the vampire from making friends he will inevitably outlive will prevent him from going insane. (It also ensures that the bloodsucker won't use any of your dwarves as a midnight snack.) NOTE: Vampires may still go insane without any blood. Might be worth considering adding on a 3rd "feeding chamber" where you assign an unfortunate victim to sleep whenever the vampire gets hungry.<br />
<br />
===D.O.S.T.N.G.O.S.P.===<br />
<br />
Dwarven Organic Switch Toggle, Neutered Gastrectomied Overpersistent Sober Prisoner. Goblins have several advantages over dwarves in the lever pulling department: they live forever, do not breed or tantrum, and need not eat, drink, or sleep. Seal one or more goblins in your supercomputer complex, and use their predictable pathing in combination with instantly lockable doors and pressure plates to make dwarven lever pulling a thing of an older, less advanced era.<br />
<br />
Also known by several product names:<br />
*G.O.B.L.I.N.A.T.O.R. - '''G'''oblin '''O'''perated '''B'''astion of '''L'''ogic to '''I'''nfalliably '''N'''eutralize '''A'''ntiquated '''T'''ypes of '''O'''perational '''R'''egimes<br />
*N.G.O.K.A.N.G. - '''N'''efarious '''G'''oblin '''O'''f '''K'''illing '''A'''nd '''N'''eedless '''G'''riping<br />
*S.T.O.Z.U. - '''S'''ecret '''T'''echnological '''O'''perative who '''Z'''aps '''U'''nruly Nobles<br />
<br />
'''Difficulty:''' Medium. While goblin pressure plate runners require more space than dwarven lever pullers, once their room is set up, it's done, and easily copied for the next one. With only one goblin, you'll need a pressure plate for every possible combination of lever states, but it's easy to add more goblins instead.<br />
<br />
'''Usefulness:''' High. Instant response time (<50 ticks is possible) can make lever worries a thing of the past. The D.O.S.T.N.G.O.S.P. requires absolutely no maintenance once set up. Unlike with the U.R.I.S.Ts of the previous generation, modern POW-based computing is never held hostage to eating, drinking, or breaks. Stay tuned for the next-generation C.A.C.A.M.E.!<br />
<br />
==Vomitorium==<br />
[[Image:Vomit_Trail.png|thumb|right|Vomitoria: preventing cave adaptation since [[23a:Vomit|23a]].]]<br />
<br />
Prevents [[cave adaptation]]. It's like the greenhouse, only instead of a farm, it's a [[meeting hall]] or [[barracks]]. Since you can't build [[table]]s or [[bed]]s outside, build the room and [[channel]] down to it. Variant: above-ground statue garden or zoo.<br />
<br />
'''Difficulty:''' Low. <br />
<br />
'''Usefulness:''' Low. Make sure to wall the pit in, or it will become very [[fun]] once [[goblin]] archers become involved.<br />
<br />
Bonus: Make an ACTUAL Vomitorium for this - Build a [[meeting hall]] with a [[grate]]d floor. Let [[cave adaptation]] set in, then open the place up for the most extravagant and lavish of parties every 3~4 years! Those will be some Armok grade hangovers though....<br />
<br />
==Water tower==<br />
This functions much like real life: Lifting water above ground level creates pressure, allowing buried pipes to deliver water to any elevation below the top of the tower. This is smarter, faster, and cheaper than a map-spanning raised aqueduct. A pump stack at the river, raising water into a sealed, pressurized U-bend, can deliver large volumes of water to whatever level you want, very quickly.<br />
<br />
'''Difficulty:''' Medium. No harder than any other pump stack to design, but high pressure can amplify minor errors into abandon-worthy disasters. You could conceivably divert the river into your fort. Be sure to make an off-switch.<br />
<br />
'''Usefulness:''' Medium. Once the pump stack is operating, you no longer need to be anywhere near your water source.<br />
<br />
==Watervator==<br />
By creating a vertical "'''H'''ydraulic '''E'''levation and '''L'''owering '''P'''latform" chamber, or HELP (so named for the cries of the passenger dwarf) with lever controlled water levels, you can move a dwarf up several z-levels without any stairs. All it takes is the dwarf's ability to swim up to the surface of the water to breathe.<br />
<br />
'''Difficulty:''' Medium. Moderate possibility of Fun by way of flooding your fortress. Any dwarves that can't swim will instead experience Fun when using the Watervator. The actual construction time and resource usage is very low. Using the Watervator often leads to unhappy thoughts about drowning<br />
<br />
'''Usefulness:''' Low to Medium. The Watervator requires manual micromanaging, while stairs do not. On the other hand, it can be used to create a pathway that most <s>Dwarves</s> enemies will simply be unable to use. Those that can would still be doing so at great risk of drowning or falling to their death. It is recommend that with the exception of the entrance you use stairs.<br />
<br />
*Bonus: Utilize vampires (who can't drown).<br />
*MegaDwarfBonus: Utilize trained fish.<br />
*MegaDwarfBonus: Engineer it so that it performs a full cycle on one activation of a pressure plate and include that pressure plate as a part of the patrol route, then create a reverse Watervator and also include it as a part of same patrol route, so that your militia automatically uses it to get in and out the fortress.<br />
<br />
==Werewolf clock==<br />
The changing of the werewolf is the most reliable indicator of the passing of seasons. For precisely one day per full moon, he will go berserk and trigger standard pressure plates.<br />
<br />
'''Difficulty:''' You will get a were sooner or later. Getting him pitted in the right spot without havoc is the hard part.<br />
<br />
'''Usefulness:''' Low.<br />
<br />
*Bonus: Make the werewolf do most of the work himself.<br />
<br />
==Zombie thunderdome==<br />
Embark in a [[surroundings#Evil|reanimating]] biome in the current version (preferably savage as well), find or dig a deep pit, and dump any unused (non-dorf) corpses and butchery products into it. They will animate and begin to walk around, providing you with the endless entertainment afforded by watching horse hair walk. Make sure the pit is deep enough not to scare your dwarves!<br />
<br />
'''Difficulty:''' Low. <br />
<br />
'''Usefulness:''' Medium. Keeping your fort safe from the threat of animated beak dog beaks is worth any price. However, [[DF2012:Defense guide|there may be better things]] [[DF2012:Mega construction|to do with your time]].<br />
<br />
*Bonus: Set up a series of [[bridge|defenses]] that drop invaders into the pit.<br />
*DwarfBonus: Set up a series of bridges and walls that flings invaders into the pit.<br />
*MegaDwarfBonus: Drop a Megabeast into the pit and watch it do battle with multiple layers of undead.<br />
*CavernFunBonus: Channel the bottom into a cavern and let your zombies hunt [[forgotten beast|the wonderful creatures there]].<br />
**BonusFunBonus: Let them hunt [[Demon|Clowns]] as well.<br />
*ZombieDwarfBonus: Ignore the suggestion above and dump dwarven corpses in anyway.<br />
<br />
==Zombie shooting gallery==<br />
<br />
In a reanimating biome, build a holding room for your undead, wall it off with fortifications. In the adjacent (accessible) area, build an archery range and order your archery squads to train there. Your marksdwarves will go to their scheduled archery training and whenever a zombie is raised, they'll switch focus from the boring old archery target and instead shoot down the undead. Once the zombies are dead, they'll return to regular shooting practice until the corpses rise again. The raised corpses cannot attack through fortifications and thus cause no unhappy thoughts from seeing them, but will spook haulers trying to collect errant socks from the shooting range.<br />
<br />
A viable (if finicky) alternative to a reanimating biome could be a [[necromancer]]. This has the benefit of being more controllable, but comes with the threat of [[intelligent undead]] and their abilities. Most would be relatively harmless or a minor inconvenience, but some are potentially lethal to your dwarves. Whether or not this is a downside depends on how many corpses you have available to restock the gallery.<br />
<br />
'''Difficulty:''' Low. The difficulty lies in finding a source of permanent undead, the actual construction is trivial.<br />
<br />
'''Usefulness:''' Medium. This setup significantly increases the skill gain from bolts used by training dwarves, since every bolt shot at a zombie counts as combat action, giving much more experience. The scheme works without any supervision once set up.<br />
<br />
{{Category|Design}}<br />
[[ru:Stupid dwarf trick]]<br />
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'''Difficulty:''' <br />
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--></div>Valoshttp://dwarffortresswiki.org/index.php?title=Stupid_dwarf_trick&diff=262821Stupid dwarf trick2022-03-05T04:49:56Z<p>Valos: </p>
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<div>{{Quality|Masterwork|19:26, 25 August 2020 (UTC)}}<br />
{{av}}<br />
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{{D for Dwarf}}<br />
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A '''stupid dwarf trick''' is any project that requires a large amount of time and/or effort. They may provide a practical benefit, but are frequently done for the sake of doing them; they exist primarily as a [[challenge]] for experienced players. And remember... no wagering. (''Except in quatloos, one might think.'' :D)<br />
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==Adventure mode fortress==<br />
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Build a fortress specifically for exploring in [[adventure mode]]. You can either make a nasty monster-filled challenge, or a smörgåsbord of masterpiece adamantine weapons and armor. Possibly both. Breaching the [[caverns]] or [[hidden fun stuff]] should ensure the fortress is occupied. Building a fortress is now possible ''inside'' of adventure mode as of DF v0.43.<br />
<br />
'''Difficulty:''' The sky's the limit. <br />
<br />
'''Usefulness:''' None for fortress mode, but filling it with high-quality equipment can certainly be useful for adventure mode.<br />
<br />
==Alarm clock==<br />
Are your soldiers all sound asleep while blood soaks the walls? No need to deconstruct their beds one by one, ''if'' you bought the Dwarf Wakey 3000! Simply a solitary floor tile balanced on a support, one or more can be toppled with the pull of a lever to produce an earth-shaking racket that'll have them leaping for their axes!<br />
<br />
'''Difficulty:''' Low.<br />
<br />
'''Usefulness:''' Limited. They'll sleep through <s>'''anything'''</s> the noise. Although they have been known to awaken when drenched in water, possibly due to thinking it's alcohol, making an alarm clock is not impossible, if carefully prepared.<br />
<br />
==Alphabet cages==<br />
[[Image:Cage.gif|right]]<br />
Use captured monsters in cages to spell messages.<br />
<br />
'''Difficulty:''' Medium. Vowels are hard to come by.<br />
<br />
'''Usefulness:''' Absolutely none whatsoever. (Easy reminders in case you're too lazy to use notes?)<br />
<br />
==Altar of Armok==<br />
<br />
Build a large altar made out of adamantine, clear glass, magma, and obsidian. The main altar should be hollow adamantine with clear glass "windows." It should have magma inside. The altar should be adorned with large obsidian spikes, as it pleases Armok. <br />
<br />
'''Difficulty:''' Medium, raising with the amount (and respective difficulty) of bonuses you add.<br />
<br />
'''Usefulness:''' Low to medium. If the chamber containing the altar is consecrated as a [[temple]], dwarves will go there to pray, and may gain additional happy thoughts for admiring the altar's materials and craftsdwarfship.<br />
<br />
*Bonus: Guard the altar with a megabeast.<br />
*Bonus: Cover the altar with blood of a Titan.<br />
**MegaBonus: Cover the altar with blood of a denizen of the HFS.<br />
***ArmokBonus: Build the altar in the HFS.<br />
*MegaBonus: Cover the altar in a temporarily lasting strength inducing extract.<br />
*BerserkBonus: Cover the altar in a nausea-inducing extract.<br />
*BloodBonus: Also cover the altar in an extract inducing slow death.<br />
**SychronizationBonus: Make it so that a dwarf that goes into contact with the altar dies the moment the strength runs out.<br />
*SacrificialBonus: Sacrifice a dwarf to the altar every day.<br />
**MegaSacrificialBonus: Sacrifice an elf to the altar every day.<br />
**HistorySacrificialBonus: Sacrifice a human to the altar every day<br />
***MegaArmokBonus: Sacrifice all three species to the altar every day!<br />
*MonarchBonus: Build the altar in the monarch's throne room! Yes, this stacks with the ArmokBonus up above.<br />
<br />
==Aqueduct power==<br />
If your river's a long way away from your fortress, building a trans-map axle may be less efficient than building an aqueduct and pump stack driven by waterwheels in the river. The pump stack raises it to the height of your fort, where it flows through the long, long aqueduct and drives waterwheels on the other end. Getting the water pressure <em>just right</em> so it powers your waterwheel without flooding the fort can be [[Fun]]. Diagonal channels make good pressure reducers. <br />
<br />
'''Difficulty:''' High. Lots of stone, lots of engineering, lots of dangerous outdoor work, lots of trial-and-error for the receiving waterwheels.<br /> Aquifers will absorb any amount of water at any rate. Using an aquifer as drain for the reservoir will nullify the risk of flooding the fortress due to the drain not keeping up with the supply.<br />
<br />
'''Usefulness:''' High. As much water and power as you want, wherever you want, whenever you want.<br />
<br />
==Aquifer power==<br />
Aquifers can be a resource of immense power. If you have two levels of aquifer, you can generate a continuous flow by draining one level of aquifer into another and plant waterwheels above it. One stream can power a lot of wheels.<br />
<br />
'''Difficulty:''' High. Anything to do with draining aquifers is very [[Fun]].<br />
<br />
'''Usefulness:''' <s>High.</s> Low. It is now very rare to find a powerful enough aquifer.<br />
<br />
==Archaeological excavation==<br />
A Fortress in the Caverns, built by the first dwarf tribes. Build the Fortress however you see fit for those prehistoric Dwarves (i.e. only primitive metals, elaborate tombs for the chieftains with burial objects, cave art, etc.) and abandon it. Then, embark with modern Dwarves, and excavate the ancient Fortress. Sort of like the Adventure Fortress above, only for Reclaim Mode<br />
<br />
'''Difficulty:''' As High as you want.<br />
<br />
'''Usefulness:''' Variable. Carving a premade fort or building controlled access to caverns can potentially be useful for a Reclaim effort, effectively making the first wave dispoable setup so your would-be archologists to dig up and exploit their new home. The more Fun you leave behind, the harder it will be for your second wave to repurpose the place.<br />
<br />
*Bonus: A museum detailing the lives of those early dwarves.<br />
*Bonus: Create a save with your First Tribe fort collapsed/flooded/etc, for other users to explore. Leave them some Fun what-does-this-lever-do problems to solve.<br />
*EncinoDwarfBonus: Some of those early dwarves frozen in a block of ice.<br />
*FunBonus: Breach the HFS.<br />
**MegaBonus: Do a cave in to the HFS after fighting it leaving multiple signs of battle in the fortress, to be dug by your modern dwarves.<br />
<br />
==Artificial waterfall==<br />
{{main|Waterfall}}<br />
To keep the waterfall going, you need a [[pump]] stack, preferably powered by a [[windmill]] or [[water wheel]]. Alternatively, an [[aquifer]], or other limitless water source, makes for a waterfall entirely underground.<br />
<br />
'''Difficulty:''' Moderate (Low if there is an aquifer above pouring down).<br />
<br />
'''Usefulness:''' Dwarves love [[waterfall]]s. Putting a waterfall in your [[meeting hall]] will give your dwarves good [[thought]]s, although it can significantly lower frame rate.<br />
<br />
*Bonus: Build it in a "Warm" or hotter [[climate]] so it does not freeze.<br />
*DwarfBonus: Build it in a freezing/cold/temperate climate and keep it going entire year! <br />
*MegaDwarfBonus: Use [[magma]]. It does not freeze, even in a freezing climate!<br />
*MegaDwarfBonusEXTREME+: Use magma and water in the same waterfall. The results will enshrine you in dwarf history! Possibly permanently.<br />
<br />
==Ballista battery==<br />
{{main|Ballista}}<br />
Overlap a few ballistas to completely cover a narrow corridor. There is an unavoidable risk of your operators wandering into the line of fire. <br />
<br />
'''Difficulty:''' Low. If you insist on highly trained operators with high-quality ballistas, it gets harder. <br />
<br />
'''Usefulness:''' A complicated and dangerous way to defend a single corridor. Ultimately extremely effective. Sometimes.<br />
<br />
==Bastion==<br />
Construct an isolated burrow containing a farmer and some labourers, containing at least an uncontaminated well (an [[aquifer]] is great for this) and some farms. Use whatever elaborate mechanism you wish to seal it off from the rest of the fortress. Congratulations; your bastioned dwarves and their descendants will keep your fortress alive forever until one of them goes nuts.<br />
<br />
* Bonus: Build your bastion at least in part in a clay or sand layer, add a little magma, and continue manufacturing useless crap even as the world crumbles around you!<br />
* Bonus: Build it on top of a tower outside, and then deconstruct the stairs up.<br />
* Bonus: Fill it exclusively with vampires, to avoid having to worry about food, children, and aging.<br />
* MegaDwarfBonus: Hollow out a shell around your bastion, connecting it to the rest of the cavern by a single 1x1 adamantine support, and flood the shell with magma.<br />
<br />
'''Difficulty:''' Low.<br />
<br />
'''Usefulness:''' High. If your bastioned dwarves have high enough quality living space and few enough nonbastioned friends, it makes the fortress functionally immortal.<br />
<br />
==Bathtub==<br />
Stop dwarves from hauling in tons of exotic, poisonous sludge into your fortress by creating a tub filled with 3/7 water that everyone has to get through to enter the fortress. Include a system to change the water, so that they don't bathe in grime.<br />
<br />
'''Difficulty:''' Moderate<br />
<br />
'''Usefulness:''' Low in most cases. High in some evil areas.<br />
<br />
* DwarfBonus: Make it drain and refill itself with clean water automatically once in a year.<br />
* MegaDwarfBonus: Clean it with magma.<br />
* *MegaDwarfBonus*: Have an alternative bathtub-buffered entrance next to the main one, which opens automatically when sanitizing the main one and closes and sanitizes itself when it is no longer needed, so that no jobs are canceled during cleansing cycle.<br />
* ≡MegaDwarfBonus≡ : Make it clean itself with magma automatically once in a year, but make it wait for the moment when it's unused, so that no dwarves or pets are incinerated.<br />
* ☼MegaDwarfBonus☼: All of the above, plus make it detect when there should be no dwarves or pets around, but invaders are in it, so that the cleansing cycle can be started prematurely.<br />
<br />
==Boat==<br />
In intermittently freezing biomes, [[ice]] may be used to create actual floating boats, submarines, or other floating objects/forts; as constructions built on top of ice do not collapse when the ice thaws.<br />
<br />
'''Difficulty:''' High. Needs an intermittently freezing biome, construction is limited to frozen periods, and there's a substantial risk of flooding, drowning and being encased in ice.<br />
<br />
'''Usefulness:''' Low. Forts within boats are protected from invaders while the water is unfrozen, but they're also trapped within the confines of the boat.<br />
<br />
Note: You'll probably want to limit your saves to the colder months.<br />
<br />
* DwarfBonus: Have the dwarves live on the boat.<br />
* MegaDwarfBonus: Make miscreants/nobles walk the plank.<br />
* *MegaDwarfBonus*: Bury your treasure on shore.<br />
* ≡MegaDwarfBonus≡ : Have a pet [[kea]] for each of your dwarves.<br />
* ☼MegaDwarfBonus☼: Build it on top of an ice tower.<br />
<br />
==Bolt splitting operation==<br />
One curious property of Dwarven physics is that a bar of metal makes 25 bolts, but if each of those 25 bolts is melted separately, they will become 2.5 bars, generating metal from nothing. Prior to the update that allowed splitting stacks at the [[trade depot]], the difficult part was separating the stacks of bolts into individual bolts without destroying them. EliDupree originally discovered this trick:<br />
{{diagram|spaces=yes|color=#888|\<br />
∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙<br />
∙++++[#05F]☻∙+++++++++<br />
∙+∙∙∙[#0A0]┼∙+++++++++++++[#BBB]╬[#BBB]╬<br />
∙+∙[#F00]g∙[#0A0]┼∙+++++++++++++[#BBB]╬[#FF0]@<br />
∙+∙∙∙[#0A0]┼∙+++++++++++++[#BBB]╬[#BBB]╬<br />
∙+++++∙+++++++++<br />
∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙<br />
}}<br />
<br />
<br />
The yellow @ at the right is a stack of marksdwarves (all in different squads so that they'll stand on the same tile) equipped with [[adamantine]] bolts, standing on top of a stairway surrounded by [[fortification]]s. The blue ☻ at the left is a single [[Attributes#Agility|Perfectly Agile]] soldier with orders to patrol up and down the line of green doors, with little delays at the top and bottom. (The doors are free-standing; they were built attached to a wall, then the wall was removed.) The "g" at the left is a goblin standing on a pillar (pitted from the z-level above).<br />
<br />
When the dwarf at the left runs up or down the line of doors, it opens all of them, and some of the marksdwarves loose their bolts. By the time the bolts get there, the doors have closed, so they hit the doors and fall into the channel, where they can be collected and melted separately. (That distance is exact, by the way. Any less and they sometimes get shots through the doors, which kills your goblin. Also, with less-skilled marksdwarves, some of the bolts will stray and land on the floors, but that isn't enough to worry about even with mere dabblers.) Naturally, this is also an excellent way to train marksdwarves.<br />
<br />
Another design resembles a tower where marksdwarves shoot from the top, with the following setup: (click then press '<' and '>' to go through different z-levels)<br />
<diagram><br />
<frame type="level" level=0><br />
[#7:0]<br />
[%201][%205][%203][%203][%205][%187] <br />
[%186]<[%204][%185][#5:1]g[#7:0][%186] <br />
[%200][%205][%202][%202][%205][%188] <br />
<br />
< 01 <br />
</frame><br />
<frame type="level" level=1><br />
[#7:0]<br />
[%201][%205][%203][%203][%205][%187] <br />
[%186]X[%204][%185][#7:1]O[#7:0][%186] <br />
[%200][%205][%202][%202][%205][%188] <br />
<br />
< 02 ><br />
</frame><br />
<frame type="level" level=2><br />
[#7:0]<br />
[%201][%205][%205][%205][%205][%187] <br />
[%186]X+[#3:1]/[#7:0].[%186] <br />
[%200][%205][%205][%205][%205][%188] <br />
<br />
< 03 ><br />
</frame><br />
<frame type="level" level=3><br />
[#7:0]<br />
[%201][%205][%203][%205][%187]+ <br />
[%186]X[%186].[%186]+ <br />
[%200][%205][%202][%205][%188]+ <br />
<br />
< 04 ><br />
</frame><br />
<frame type="level" level=4><br />
[#7:0]<br />
[%201][%205][%203][%205][%187]. <br />
[%186]X[%186].[%186]. <br />
[%200][%205][%202][%205][%188]. <br />
<br />
< 05 ><br />
</frame><br />
<frame type="level" level=5><br />
[#7:0]<br />
[%201][%205][%205][%205][%187] <br />
[%186]>+[#6:1]@[#7:0][%186] <br />
[%200][%205][%205][%205][%188] <br />
<br />
06 ><br />
</frame><br />
</diagram><br />
The '@' is any number of marksdwarves standing on a down stair. You may want to use a defend burrow order to restrict them to that tile. The 'g' is a goblin or any other creature your marksdwarves will normally fire at upon encounter (pitted from 2 z-levels above). The 'O' is a well, which is suspected to be preventing dwarves from plunging in and starting brawling with the creature. Marksdwarves will be able to see the goblin or whatever creature below and will loose all bolts in their quivers on them. Curiously, nearly all the bolts will fail to cross the bend in the middle and will fall onto the tile '/' where they can be collected. This disregards crossbow and archery skills and the only difference they make is the speed at which the bolts are split. This design has the advantage of taking less space and being easier to set up, however it is reported that sometimes the dwarves will not miss some of the bolts. If you are only stationing one marksdwarf in the tower, stationing another one may help the first one miss all of his bolts, even after the newly added one is then removed. Sometimes dwarves will spam job cancellation on the bolt collection level, and it is also reported that sometimes some dwarves will start firing when they are on the bolt collection level. In such cases you may want to seal the collection level off and open it once in a while to retrieve the bolts.<br />
<br />
'''Difficulty:''' Moderate. The hardest part is keeping the system running reliably.<br />
<br />
'''Usefulness:''' Moderate. While there are certainly [[Exploit#Infinite metal|easier ways to generate adamantine]], this is perhaps the most dwarfy.<br />
<br />
*Bonus: Build a [[repeater]] to open and close the doors automatically.<br />
<br />
==Break the dam (release the river!)==<br />
Dam a river (or brook) using something non-permanent (floodgates, drawbridges) and build your fortress entrance in the now dry river bed, make sure you can seal it off nicely (floodgates anyone?) then wait till the first Goblin siege, let them get to your entrance floodgates, seal them, open the dam and laugh maniacally.<br />
<br />
'''Difficulty:''' Low<br />
<br />
'''Usefulness:''' Instantaneous death to all sieges<br />
<br />
*DwarfBonus: Use magma.<br />
<br />
==Bridge-a-pult==<br />
A bridge that raises under its victims' feet, flinging enemies away. <br />
<br />
Bridges don't fling creatures in any specific direction, apart from "up". So it's more of a spring-board than a catapult. If there's a lot of open space above the bridge, creatures can get flung very high - ten z-levels and more - and take appropriate falling damage. Most of them will land atop the bridge, and bringing the same bridge down will simply crush them. <br />
<br />
'''Difficulty:''' Fairly easy. Getting the timing right promises to be the biggest challenge.<br />
<br />
'''Usefulness:''' There are far more effective ways to defend a fortress, but few are as entertaining.<br />
<br />
===Cat-a-pult===<br />
Essentially a Bridge-a-pult with specific ammo.<br />
<br />
'''Difficulty''': Very easy, given that you have live cats in your fortress.<br />
<br />
'''Usefulness''': Can be used as a way to stop a [[catsplosion]] if used with male cats. [[Unfortunate accident|Cats can also be replaced with elite citizens of your fortress.]]<br /><br />
<br />
==Corpse processing facility==<br />
WARNING: The system can freely jam on any body parts, besides hands and heads, without killing undead.<br />
With the help of a necromancer, corpses your dwarves refuse to butcher can be brought back to life and re-killed to yield bones and skulls for your bonecarvers if they are mushed up enough. <br />
<br />
1. The simplest way to do this is with the help of height. A 1x1 pit with a minecart stop that dumps corpses down the chute, and several alternating [[floor hatch]]es that close and open (linked to a repeater) with necromancers behind windows overlooking each layer of hatches to revive the bits of corpses. 2 windows with a mechanism controlled door in between, in front of each necromancer group can be used to control vision; but the system can only be stopped by unlinking the minecart dump to the refuse pile in your routes. Note: when I built this I had 3 hatches with 6 necromancers overlooking each (I had plenty of them since I embarked close to 4 towers). Revived corpses drop to their death and explode onto a tile with unright spikes linked (note that some of them will survive, so you need the spikes with a repeater or lever). The corpses that explode from the impact of height (or from other body parts/undead crashing into them) will hopefully yield bones. You make choose to re-haul up the body parts for another round, but only body parts still attached to a grasping part or the head will be revived, and this system isn't very efficient in the first place, so it may not be worth the trouble. Note that whole corpses usually yield 5-8 bones upon death (avg 6), arms only yield 1-4 (avg 2). You may also use this system with or without necromancers and pit live [[goblin]]s into it, they usually yield 6 bones and some body parts.<br />
<br />
2. The second way is much more efficient than the first, but requires 1 or more [[artifact]] [[mechanisms]] to make it work. Instead of using height to kill the corpses, a weapon trap with an artifact mechanism and 10 serrated blades of any material can be used instead (since artifact mechanisms never jam). Only 1 necromancer is needed for this method, and is positioned 3 tiles away from the weapon trap, overlooking it behind 2 glass windows with a mechanism [[door]] in between to control its vision. Your 1x1 pit should still be 5 tiles deep at least though, to prevent dwarves being spooked by the revived corpses. When you're ready, link up the route to the minecart and watch body parts revive and slowly get mowed down. It's recommended you have more than 1 of these small pits set up so you can grind more corpses and clear out 1 pit at a time while the others keep grinding.<br />
<br />
Note: To clear out pits, turn off all refuse stockpiles that accept anything other than bones and skulls by turning on "accept from links only" so your dwarves only haul out the bones and not the trash.<br />
<br />
Note: Try to use raising bridges as the door for each pit, kobold body parts tend to get mixed into the grinders which can lock-pick its way out of doors and result in doors with "door taken by intruder" and a couple hundred zombie body parts overrunning your fortress from the inside (a.k.a fun).<br />
<br />
Note: I didn't try this with many building destroyers, but I'm pretty sure the glass windows are safe. Fortifications are not usable since corpses and body parts tend to get tangled up in them and are hard to get out, and spook dwarves trying to clean out the pits.<br />
<br />
*Bonus: Use water to clean out the contents of the pits and wash them onto a 1x1 refuse stockpile.<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Usefulness:''' High, and becomes higher the more corpses you have; especially useful for getting something more out of necromancer sieges than just useless corpses. Can also be used to recycle dead stray animals and your own dwarves that your dwarves refuse to butcher (don't forget slabs).<br />
<br />
NOTE: necromancer siege's corpses now drop clothes and gear.<br />
<br />
==Crocodile farm==<br />
They're a thing in real life, and you can make them a thing in-game too! Use cage traps to capture multiple breeding pairs of [[alligator]]s, [[cave crocodile]]s or [[saltwater crocodile]]s, [[Animal trainer|train]] them, then create an area to store them with [[nest box]]es. Breed them so you have more crocodilians to keep laying eggs, rinse and repeat.<br />
<br />
'''Difficulty:''' Medium, somewhat dependent on RNG - you need to find someplace with available crocs, you want said crocs to actually spawn and you want said crocs to actually get caught in the traps. <s>May</s> Will also lead to an explosive and FPS-shattering [[Catsplosion#Crocsplosion|crocsplosion]] sooner or later.<br />
<br />
'''Usefulness:''' Very high, you'll never have to worry about food again simply from cooking the eggs, and that's not counting butchering the crocs when they're adults.<br />
<br />
*Bonus: Have alligators, cave crocs and saltwater crocs '''all''' present in the farm.<br />
*SwampBonus: Have your croc farm submerged in anywhere between 1/7 to 3/7 [[water]]. You gotta keep your crocs healthy and wet! But make sure not to submerge the nest boxes!<br />
*SavageBonus: Have [[giant alligator]]s or/and [[giant saltwater crocodile]]s as part of your farm.<br />
*TrainerBonus: Have your dwarves become Expert alligator/cave croc/saltwater croc trainers. <br />
**SteveIrwinBonus: Have your dwarves become Expert trainers of all croc species.<br />
*HungryHungryCrocBonus: Build your farm in such a way that [[siege]]s have to go through it to reach your fortress.<br />
*UltraCrocBonus: Have [[Alligator man|alligator men]] or/and [[Saltwater crocodile man|saltwater crocodile men]] inhabiting your fortress and helping train the croc farm.<br />
**UltraArmokCrocBonus: Have an entire fortress of croc men handling a croc farm. You're dwarves in spirit.<br />
<br />
==Dam==<br />
{{main|Dam}}<br />
Build a wall across a riverbed to stop the flow of water. Floodgates optional. <br />
<br />
'''Difficulty:''' On a map that freezes in the winter, or an aquifer located below the river, this is easy. Otherwise, very difficult. (See [[dam]], or Moses effect, below. But with the bonuses it gets a bit harder.)<br />
<br />
'''Usefulness:''' Depends on how many bonuses you fulfill. The power station is obvious, and with the control room you could build up a nice defense system.<br />
<br />
*Bonus: Excavate a reservoir and a lower river valley. <br /><br />
*Bonus: Build a control center to control the water flow. <br /><br />
*Bonus: Draw your entire energy from a power station within. <br /><br />
*MegaDwarfBonus: Use screw pumps and another dam to replace the water with magma.<br />
<br />
==Danger room==<br />
{{main|Danger room}}<br />
A room full of upright spear traps linked to a lever or pressure plate. Teach your dwarves to dodge the pointy sticks!<br />
<br />
'''Difficulty''': Low to Medium, depending on how you activate the traps.<br />
<br />
'''Usefulness''': Low. While this used to be a very effecting training method in past versions, the combat changes in 0.43.04 has made them much more deadly, even for militia dwarves. They also wear down your dwarves' armor and shields quickly, making them harmful for your long term survival even if your militia dwarves manage to survive the room itself. <br />
<br />
'''Downside''': Civilians and pets that wander into the danger room will inevitably get killed, even if you use low quality training spears.<br />
<br />
*MegaDwarfBonus: Menacing spikes greatly increase the danger, and may help train your medical team (and/or your coffin construction crew).<br />
*UltraDwarfBonus: Use [[adamantine]] spikes! On the plus side, you have a thriving coffin industry going now.<br />
<br />
==Day care==<br />
A room where you put all your dwarf children so they cannot be kidnapped by snatchers. Make a room with beds and tables and stuff, then turn it into a burrow, then add all your children to it. Remember to include a food chute to quantum stockpile a huge amount of food and alcohol on a 1x1 stockpile (so it doesn't rot) in the room. High quality food, furniture, and socializing should keep them happy. Note that the children will no longer be able to perform certain useful tasks like crop harvesting and deconstruction, and will not level up their skill in various professions like an otherwise vulnerable child, but this is a small trade-off if they usually get kidnapped before maturing anyway. This is probably obvious, but make sure this room is guarded, otherwise it will turn into a Dwarf Orphanage (Dorfanage) (with Goblins and Minotaurs welcome!)<br />
<br />
'''Difficulty:''' Low. With the invention of burrows, you can designate the Day Care to contain all children, so it is unnecessary to use suicide-booth-micromanagement to contain the children.<br />
<br />
'''Usefulness:''' Low. Think of the children, they will grow up and enter adult Dwarf life completely unprepared for the [[Fun|things]] [[Dragon|that]] [[Hell|await]] them, having spent their entire lives coddled in a safe room. They might make good nobles however.<br />
<br />
*Bonus: Add dogs and/or other creatures on lashes to constantly bite and scratch the children, so their attributes will raise due to constant fighting and dodging. When they come of ages, you will have incredibly tough, strong and agile dwarves, but covered in scars and psychologically traumatized.<br />
*DwarfBonus: Add a small amount of magma mist to mentioned above, that'll burn the fat and make them fireproof.<br />
*ArmokBonus: Combine this with danger room.<br />
<br />
==Doberman bomb==<br />
Whenever a dog or cat gives birth, stuff all the kittens and puppies in one cage in your entryway. Link this cage to a pressure plate beside it. Should your last lines of defense be breached, goblins will step on it and in the next instant be torn apart by dozens of goblin-seeking hostiles and distracted by dozens of surplus targets. The trap actually going off will probably be very bad for your frame rate. <br />
<br />
'''Difficulty:''' Low to high, depending on the animal you use<br />
<br />
'''Usefulness:''' Medium to very high, potentially fortress-saving<br />
<br />
*Bonus: Train the dogs inside as war dogs<br />
**DwarfBonus: Use [[giant badger]]s, [[tiger]]s, [[alligator]]s, bears, or anything big and aggressive when tamed<br />
***MegaDwarfBonus: Use [[giant cave spider]]s, [[cave dragon]]s, [[blind cave ogre]]s, crossbow-wielding [[giant desert scorpion]]s, [[jabberer]]s or something really dangerous and rare. <br />
****UltraMagmaArmokBonus: Use one (or more!) of the following list: [[dragon]](s), a [[bronze colossus]](es), a [[forgotten beast]](s) (bonus points for flesh-melting secretions), an [[undead]] [[giant sponge]], or [[Hidden Fun Stuff|Clowns of Hidden Funland]].<br />
<br />
==Drophole==<br />
Imagine an execution tower, for rocks and pants. It's nothing but a very deep 1x1 up-down staircase for express service to the depths. Designate a garbage dump beside the top and dwarves will pitch anything marked for [[Dumping]] into it.<br />
<br />
'''Difficulty:''' Harder than it sounds, there's always snags along the way. Surprise caverns can cost you miners and tools. Hitting water can be vexing. Dumping and reclaiming things can be a chore. It may serve as an unintended highway for Fun of any liquid or airborne variety<br />
<br />
'''Usefulness:''' It's '''far''' easier to drop ore 100 z-levels to the magma sea than carry it. You can use this to transfer items between burrows.<br />
<br />
*Bonus: Minecarts can make this semi-automatic, fed from a stockpile.<br />
<br />
==Drowning chamber==<br />
{{main|Drowning chamber}}<br />
'''Difficulty:''' Moderate. <br />
<br />
'''Usefulness:''' You can kill prisoners, useless peasants, irate nobles, hammerers, untamable animals, or anything else. Just be ready for something that knows how to swim. Also useful for catching fishies. <br />
<br />
*Bonus: Utilize lava.<br />
*Bonus: Utilize trained fish.<br />
*MegaDwarfBonus: Edit the raws and do both.<br />
<br />
==Dwarfputer complex==<br />
{{main|Computing}}<br />
A big mess of [[fluid logic|fluid]], [[machine logic|machine]], and/or [[creature logic|creature]] logic full of hatches, floodgates, gears, pumps, etc. and powered by waterwheels, windmills, or useless idle dwarves. Hook it up to doors, bridges, and traps.<br />
<br />
'''Difficulty:''' Medium to high, depending on what you want to build. You'll want to build for very high water flow if you have more than a few fluid gates.<br />
<br />
'''Usefulness:''' Your mechanics and architects will level up very fast. Manual pumps give something for your haulers to do. Try and make a clock to trigger different mechanisms in different seasons. See if enemies actually blunder into your intricate traps. Watch all hell break loose as water freezes and building destroyers enter your computer.<br />
*Bonus: Use lava.<br />
**Doombonus: Use lava ''and'' build it so that building destroyers that enter the complex get killed by the mechanisms they destroy.<br />
***SelfRepairingbonus: Use both lava and water and implement the building destroyer killing system, but modify it so it's self-repairing, filling up broken spaces with obsidian.<br />
<br />
==Dwarven apartment complex==<br />
Essentially, one of the many possible [[megaprojects]] dedicated to providing dwarves with rooms so high above the ground they get vertigo. Every floor must have plenty of rooms of at least 2x3 squares, with walls and a door surrounding this. Oh, and it has to go up as many Z-levels as possible. For extra credit, decide on what the top story will be (i.e. as many levels up as you deem possible, minus one so you can build a roof) and turn this into a Royal bedroom for a [[noble]], complete with gem windows, artifact/masterwork components, and untold numbers of armour stands and weapon racks. And then build some shorter but wider apartment buildings nearby to turn your fortress into essentially a giant fist with extended middle finger. Extra points for adding extra useless things for luxury, such as a magma-based heating system, fireplaces in rooms, and a lock-down lever in case of goblin attack. (or a self-destruct lever connected to the main supports, in case your dwarfish tenants are unsatisfied with your ☼5-star service☼).<br />
<br />
'''Difficulty:''' Low, although the walls around the rooms can be a bit fiddly due to the impossibility of building walls on constructed floors (yes, an extra credit challenge is to do this without using Remove Construction).<br />
<br />
'''Usefulness:''' Limited, because you could just dig the things underground and save yourself the hassle. However it is much harder to flood a tower than a cave, in case you're prone to [[Losing|fun]] by water. Additionally, if you have the time and resources to train a sizable force of marksdwarves, placing a few "security rooms" (with barracks, ammunition store, ration cache, armory, etc.) at appropriate floors, complete with fortified balconies, will allow you to take advantage of the higher vantage point.<br />
<br />
*MegaDwarfBonus: Extend the tower to have levels below ground as well as above.<br />
*MegaOrwellBonus: Make the whole construction out of clear glass. (privacy? Whatever for?)<br />
<br />
==Dwarven courtyards== <br />
Dig large shafts [first dig the staircase to the desired depth, digging out the size you want the shaft to be on all layers. Channel the outer later, then install supports on the base floor. Link the support to a trigger, clear everyone out, destroy the remaining staircase and pull the trigger] then cover them in glass, creating an indoor but light area that will keep dwarves from being irritated and nauseated by the sun, also improving general happiness and allowing close proximity to caverns and magma.<br />
<br />
'''Difficulty:''' Medium, make sure not to mess up or you will lose your miners<br />
<br />
'''Usefulness:''' Medium. creates vertical circulation and brings light to lower levels.<br />
<br />
*Bonus: Punch a large shaft through a multi-level aquifer (hint: punch through the aquifer from below).<br />
*MegaDwarfBonus: Create a network of self-sufficient communities per shaft, allowing them to be sectioned off in case of disaster. (I plan on colonizing HFS eventually on this paradigm, creating a mining team of soldiers to extract, manufacture and ultimately use adamantine products without being connected to the main colony in order to take on the [[Demon|clowns]] while keeping the rest of the burrow safe.)<br />
<br />
==Dwarven disco ball==<br />
Why waste all those cut gems on things that only some selfish noble will enjoy? Create as large a wall-less sphere as you can, then cover it in Gem Windows of 3 different-colored gems to make it shine! The bigger, and more valuable gems involved (e.g., [[ruby|rubies]], [[sapphire]]s, and [[emerald]]s, or colored diamonds if you're really masochistic), the dwarfier.<br />
<br />
'''Difficulty:''' Constructing a sphere is very hard, especially the larger you make one. Gathering enough differently colored gems can also be very hard, depending on stone layers. Trading helps a lot. <br />
<br />
'''Usefulness:''' Negative. More value can be created by encrusting furniture, and Gem Windows lack quality.<br />
<br />
*Bonus: Alternating [[alunite]] and [[obsidian]] tiles to make a 'dance floor'.<br />
*MegaDwarfBonus: Use lava contained in glass for illumination.<br />
*UltraDwarfBonus: Caged "[[Elf|dancers]]".<br />
<br />
==Dwarven labor camp (aka Dwalag)==<br />
Create an aboveground walled fortress in a freezing climate with guard towers, barracks, housing, and armories. Dig a long ramp downward and add a large mining network below the surface. Make some small military squads to guard the camp. Designate the lower levels as workshops, and when migrants arrive, assign them to the mines. Give the workers minimal food and only water (no booze, booze is for the hypocritical decadence of Dwarkuta's leaders). Have them haul the stone and metal they mine back to the surface and ship the raw materials off to the Motherland. Import only food, booze, weapons, fuel, and other necessities.<br />
<br />
*Bonus: Build the giant digging machines. They don't actually have to dig anything.<br />
*Bonus: Go into the raws and rename the beverage of your choice to "Dwarven Vodka", and drink to the glory of the Motherland!<br />
*MegaBonus: Escape. Wait for a goblin siege, then get everyone underground and block the entrance. Let the goblins in. Wait a few months. The goblins are now the guards you must kill.<br />
<br />
Step 1. Secure the keys: Make improvised weapons. If you have obsidian at your disposal, make rock short swords.<br />
<br />
Step 2. Ascend from darkness: Get your dwarves out of the mines and into the camp.<br />
<br />
Step 3. Rain fire: Use your imagination. Try using magma, if possible.<br />
<br />
Step 4. Unleash the horde: Attack!<br />
<br />
Step 5. Skewer the winged beast: If the goblins brought a giant bat or other flying creature, kill it.<br />
<br />
*Bonus: Use a ballista.<br />
<br />
Step 6. Wield a fist of iron: Break open the armory and equip your rebels with armor and weapons.<br />
<br />
Step 7. Raise hell: Exactly what it says on the tin.<br />
<br />
Step 8. Freedom!<br />
<br />
*MegaDwarfBonus: In Adventure mode, try (and probably fail) to lead the prisoners to freedom.<br />
<br />
==Dwarven refrigerator==<br />
Dig down to the 3rd cavern layer and harvest as many [[nether-cap]]s as you can. Make them all into barrels! Nether caps have the unique property of being 10000° Urist, which is 32°F or 0°C. Now your dwarves can enjoy their favorite alcohol, cheese, and plump helmets chilled to perfection! If you've set your population cap very low in the INIT files, caverns aren't extremely dangerous, but you should still be on the lookout for nasties down there. Remember to wall off your entrance to the cavern once you're finished. <br />
<br />
'''Difficulty:''' Low to Medium<br />
<br />
'''Usefulness:''' Low. Booze stored inside will not perish due to heat if say, [[magma]] is dumped on it.<br />
<br />
Bonus: Also use nether-cap wood to build the walls, floor, ceiling, and door. <br />
<br />
Bonus: While we are at it make all your coffins out of it. 'Cryogenically' freeze those corpses!<br />
<br />
==Dwarven machine gun==<br />
Build a high fire rate, minecart firing machine gun. Must be fully automatic, capable of reloading itself, and should not jam due to minecarts being disrupted by collisions or derailments.<br />
<br />
'''Difficulty:''' Medium to high, depending on fire rate, reload downtime, and whether or not minecarts are filled with [[magma]].<br />
<br />
'''Usefulness:''' High. A sophisticated minecart trap can keep out even the most persistent invaders.<br />
<br />
*Bonus: Automatically reload minecarts with [[magma]].<br />
*MegaDwarfBonus: Integrate the trap with a dwarfputer so that it can automatically send minecarts to where they are needed most.<br />
<br />
==Emergency destruct stairs==<br />
A tall column of stairs plunging all the way down into the underdark, with a one-tile wide area of thin destructible floor all around it. In case of subterranean invasion, a thrown switch drops a stone O straight down, ringing the staircase and neatly severing all inter-level connections at a blow. Does with one lever and one support what would take dozens of bridges or hundreds of retracting grates.<br />
<br />
'''Difficulty:''' Harder than it sounds.<br />
<br />
'''Usefulness:''' Sometimes... sometimes they fly.<br />
<br />
==Execution tower==<br />
Just a tall tower to chuck your captives to their deaths. <br />
<br />
'''Difficulty:''' Easy.<br />
<br />
'''Usefulness:''' Lets you dispose of prisoners, and claim expensive silk, meltable iron, and (eventually) useful bones. Also highly amusing.<br />
<br />
*MegaDwarfBonus: Send prisoners straight to hell. May make retrieving items difficult, however.<br />
<br />
==Flak==<br />
If flying enemies circumventing your walls and causing mayhem inside your fortress is a problem, don't use marksdwarves, just make some flak! Simply cover a series of drawbridges in rocks, and when fliers come by pull the lever. <br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Usefulness:''' Low, contrary to the description, marksdwarves are more accurate, versatile, and just better. However, if you manage to hit something with this there's a large chance of it getting stunned and crashing to the ground. <br />
<br />
*Bonus: Use minecarts and pressure plates to make it fully automatic.<br />
*SuperBonus: Make it closer to real world flak by using burning lignite bins.<br />
*EfficiencyBonus: Use goblins as ammo<br />
*AlternateBonus: Instead of drawbridges and stone, use jets of water to stun flyers, and then release the dogs. Alternatively, burn them in midair with lava. <br />
*FunBonus: Use the above method with lava, except use the lava as a propellent to throw the circus at the local crow population. <br />
*AmokBonus: Use all of the above to emulate what happens when you drift into American airspace. <br />
<br />
==Flamethrower bunker==<br />
If your fortress happens to be visited by a [[dragon]], capture it in a [[cage trap]], then release it into a sealed bunker with [[fortification]]s around the edge. When invaders arrive, watch them get roasted.<br />
<br />
'''Difficulty:''' Low, but requires a fair bit of luck - a dragon (or fire-breathing forgotten beast) needs to survive worldgen, then it needs to attack your fortress (instead of a giant/minotaur/ettin/cyclops or other megabeast), and finally it needs to make it to your cage trap without being killed by something else.<br />
<br />
'''Usefulness:''' Medium. [[Dragonfire]] can kill almost anything, but will be blocked by a [[shield]] greater than 99% of the time. Adding a combustible floor (such as a paved [[lignite]] [[road]]) will significantly increase lethality for shield-toting targets. Also, any protective bridges in front of the fortifications may melt under sustained fire, leaving you with a bunker that ''nobody'' can safely approach; ensuring the bridge center tile isn't near the fire, or building the bridges (and mechanisms) from [[ash]], dragon [[soap]], [[divine metal|divine]]{{version|0.43.03}} [[metal]] (or [[slade]]) will make them immune to the fire. Additionally, a skilled enemy archer can easily kill your dragon with a lucky shot, if line-of-sight access is available.<br />
<br />
*Bonus: Capture a fire-breathing [[titan]] or [[forgotten beast]] and use it.<br />
*MegaDwarfBonus: Release the denizens of the hidden fun stuff and use them.<br />
<br />
==Flood the world==<br />
'''Difficulty:''' High danger. Will kill your frame rate unless you sink the world below water level (river or ocean).<br />
<br />
'''Usefulness:''' Will prevent any sieges, at least. Or anything else, save for the occasional invasion of sociopathic [[giant sponge]].<br />
<br />
*Bonus: Use magma, just like [[Main:Boatmurdered|Boatmurdered]].<br />
*MegaDwarfBonus: Use trained fish to kill off all creatures not of your colony.<br />
*MegaArmokBonus: Mod the game and do both.<br />
<br />
==Gladiator arena==<br />
{{main|Live training}}<br />
Station some soldiers at the bottom of a shallow [[Activity_zone#Pit/Pond|pit]] and dump your captives in. You can also use dangerous animals instead of soldiers. For extra points, put the prisoners in cages connected to ramps underneath the arena floor. One lever will open both the cage and a hatch above the ramp. Variant: build prisoner cages inside the arena, link to a lever outside the arena, lock the soldiers in, and then open the cages. Keep in mind that you can't actually make your dwarves "watch" the battles like an actual gladiator arena, as civilians will flee in fear at the sight of non-restrained hostile creatures, even if they're in a pit and not actively attacking them.<br />
<br />
'''Difficulty:''' Low, but time consuming. Some danger depending on the relative skill of your soldiers and the danger of the captive. (If the prisoners have weapons, you can remove them by using {{k|d}}-{{k|b}}-{{k|d}} to dump the cage and its contents, then looking at and undumping the cages themselves with {{k|k}}-{{k|d}}).<br />
<br />
'''Usefulness:''' Low to High, depending on how long your soldiers can draw out the execution. Equipping your soldiers with wooden training weapons can greatly increase the fun (and/or [[Fun]] if their armor isn't as good as you thought).<br />
<br />
*Bonus: Losers get incinerated by Magma. <br />
*DwarfBonus: Winners also get incinerated by Magma.<br />
*MegaDwarfBonus: Use your arena as a "trial by fire" for migrants.<br />
<br />
==Grazer reanimation facility==<br />
Just as stables, but without grass, and on a reanimating biome. Pasture every grazer in a separate box, and build [[cage trap]]s to recapture the animal after it joins [[undead|the Dark Side]]. Make sure to forbid the area after you finish setting things up, because you don't want your dwarves getting <s>killed</s> caught instead.<br />
<br />
'''Difficulty:''' Low. You always get some grazing animals to start with.<br />
<br />
'''Usefulness:''' You get a decent supply of zombies to use in your [[trap design|cunning traps]]. Depending on your style of play, this may prove to be worth the effort.<br />
<br />
* DwarfBonus: Use war [[elephant]]s, or any other giant [[:Category:DF2014:Grazer|grazing animal]] you <s>bought</s> seized from elves.<br />
** MegaDwarfBonus: Use [[giant elephant]]s.<br />
*** BoatMurderedBonus: Release them all simultaneously to challenge your militia/play out a [[fun|!fun!]] scenario for your fort. <br />
* MenagerieBonus: Create a zoo using only undead grazers.<br />
** DwarvenMenagerieBonus: Combine this with the [[DF2014:Stupid_dwarf_trick#Zombie_thunderdome|Zombie Thunderdome]] and have a rotation of undead cows fighting in the arena only to be re-caged when they try to leave.<br />
*** ChampionBonus: Give each grazer rooming in the zoo according to their kills, with the champion having the most luxurious room.<br />
**** AltarBonus: Turn the champion's room into an [[DF2014:Stupid_dwarf_trick#Altar_of_Armok|Altar of Armok]].<br />
**** FreedomBonus: Let the champion and higher-ranking zombies roam freely in their rooms, having to be re-captured for each battle.<br />
***** !FreedomBonus!: Release the champion into your fort. <br />
* HolyGrailBonus: Use white [[bunny|bunnies]].<br />
<br />
==Greenhouse==<br />
A [[farming|greenhouse]] is just a farm with the ceiling channeled out from above. This lets you grow outdoor plants without venturing above ground. For maximum style, build the greenhouse above ground and cover it with a glass roof to keep your farmers safe.<br />
<br />
'''Difficulty:''' Low. <br />
<br />
'''Usefulness:''' Medium. Surface plants can be grown at any time of the year, and some are more useful than those available underground - for example, [[sun berry|sun berries]] can be brewed into valuable [[Sunshine]], and [[whip vine]]s can be milled into superior quality flour. Having greater food and booze diversity can also keep your dwarves happier.<br />
<br />
*Bonus: Give it a glass floor to allow surface plants even lower down.<br />
**DwarfBonus: Utilize [[obsidian|volcanic glass]].<br />
<br />
==Hammer of [[main:armok|Armok]]==<br />
A gigantic hammer made out of pure steel and/or valuables looming over your fortress entrance ready to smite those foolish enough to lay a siege on you. Also gives you a psychological advantage over the traders who unload their goods under it. Attach to a lever-linked support for quick-smiting.<br />
<br />
'''Difficulty:''' Low. Depends on size and materials, though. Make it a gold hammer menacing with adamantine spikes, if you're going for high quality.<br />
<br />
'''Usefulness:''' Low-medium. 10x10 size is minimum for practical effectiveness. 30x30 attached to a handle extending from your entrance actually works against sieges.<br />
<br />
* Bonus: Cover it with blood.<br />
* MegaDwarfBonus: Make it hollow and fill it with Magma<br />
* ArmoksMachineHammerBonus: Set up an automated system that allows you to reset it quickly. Obsidianizers and the magma sea will be your friends here.<br />
<br />
==Human Fortress==<br />
Instead of digging a fortress, build above-ground houses. Create walls to keep the nasties out. The only thing you may have underground are mines and stockpiles. Create a huge stone fort for your nobles.<br />
<br />
'''Difficulty:''' High. Building stuff will cost you resources instead of gaining them and flyers can be a real pain. Keep several Marksdwarfs handy!<br />
<br />
'''Usefulness:''' N/A. (No cave adaptation)<br />
<br />
*Bonus: Pave the roads between houses.<br />
*HumanBonus: Dig a moat around your castle.<br />
*MegaHumanBonus: Fill the moat with lava.<br />
*MegaHumanBonusPlus: Designate multiple dumping spots into the lava moat.<br />
*SurfaceDwellerBonus: Get the stone for your constructions entirely from open-pit quarries, i.e. by c[h]annelling instead of [d]igging.<br />
*MegaSurfaceDwellerBonus: Never use picks at all, all stone and metal must come from caravans or embark.<br />
*WhereTheBeardedLadiesAtBonus: Enforce as many <s>pointless</s> quaint human quirks as feasible, for instance: nominating officials per wealth/popularity/relationships instead of merit and suitedness, coddling Nobles, burrowing farmers, miners, brewers, craftsdwarves and other backbones of society into the most tattered ridings, enforcing a specific religion upon the populace, and so forth.<br />
<br />
==Ice tower==<br />
<br />
Building a huge tower is easy. To make things more [[fun]], make one out of some exotic material, like [[glass]], [[ice]], [[gold]], or [[soap]]. <br />
<br />
'''Difficulty:''' Low. You need to be on a freezing map to pull off an ice tower. <br />
<br />
'''Usefulness:''' Depends entirely on you.<br />
<br />
* BabelBonus: Use [[DFHack]]'s <code>infiniteSky</code> and build to the heavens themselves.<br />
<br />
==Journey to the Center of the Earth==<br />
<br />
Construct a sturdy vessel hanging over the top of a magma pipe or volcano, outfitted with everything your intrepid crew might need for their journey of exploration - food, booze, sleeping quarters and a bridge are a must, but depending on the amount of effort it can include other items such as a recreation deck, water reservoir and trade depot for dealing with the natives. When all is ready, lock the explorers inside and send them on their way. Bonus points if you can detach it from inside so you can use it in Adventure mode later.<br />
<br />
'''Difficulty:''' Moderate to High, depending on the size of the ship. For bonus points, carve the entire thing out of existing rock overhanging a magma pipe and engrave it with messages. Burrows help to get the whole crew inside at the same time.<br />
<br />
'''Usefulness:''' [[Cave-in|Negative]]. For some reason, no explorers have returned. Of course, if you select only the [[Nobles|Best and Brightest]] for the ship's crew...<br />
<br />
*Bonus: Drop the vessel into a deep cavern<br />
*SuperBonus: Make the outer walls, roof and ground floor completely out of glass, so that the explorers can watch everything around them.<br />
*VampireBonus: Send a vampire with the crew!<br />
*MegaDwarfBonus: Drop the vessel into a halfway-empty adamantine vein<br />
*YouHorribleEvilDwarfBonus: Drop the vessel into the [[Hidden Fun Stuff]]!<br />
*YouHorribleInsaneDwarfBonus: Drop the vessel into a glowing chasm.<br />
*OhMyArmokBonus: When you arrive to the bottom of the magma sea, excavate and then create a new community under it!<br />
**OhMyF****ingArmokBonus: Send supplies every year!<br />
**IsThatEvenPossibleBonus: Send a piece of an aquifer down there to provide water! (Mine around a water-producing tile, build the ship around it, then send it!) <br />
**≡MegaDwarfBonus≡: create a high enough tower and drop it into the magma sea to connect the surface and the undersea community!<br />
***☼MegaDwarfBonus☼: create ''two'' towers and use one to send water down there!<br />
<br />
==Single-lever emergency lockdown (LEL)==<br />
<br />
The only real requirement is that you need a fort based around a central stairwell. All you need to do is leave space for and eventually build the same number of bridges (that raise!) as your stairway is tall on each side of your stairwell on every level, and then link them all to the same lever. Friends get through all your best traps and champions? Simply pull the lever, and they're trapped in the central stairwell forever! Remember to roof off the entrance if your fort is situated on flat land otherwise the bonuses become much less useful. Also important is to ensure that you either wall off access or include sealable bridges or doors (linked to the same lever of course) for any inter-level paths that bypass the main stairwell, like vertical axles running out of centralised power generators.<br />
<br />
3*3 stairwell setup:<br />
<br />
{{diagram|1=<br />
O[#6ff]╞[#6ff]═[#6ff]╡O<br />
[#6ff]╥XXX[#6ff]╥<br />
[#6ff]║XXX[#6ff]║<br />
[#6ff]╨XXX[#6ff]╨<br />
O[#6ff]╞[#6ff]═[#6ff]╡O<br />
}}<br />
<br />
<br />
'''Difficulty:''' Medium to High, depending on whether you use the MegaDwarfBonus below or not and how much you spread your fortress over the layers - although more spread means more usefulness. Extremely time-consuming, and requires architects, masons, and mechanics, as well as a lot of mechanisms (2 per bridge, ~4 bridges per level)<br />
<br />
'''Usefulness:''' Medium to High, also depending on whether you use the Bonuses. With all bonuses applied it becomes a guaranteed last resort way of destroying the toughest enemies with minimal dwarven casualties; without the bonuses it's still a damn sight better than letting temporarily victorious enemies run freely about your fortress.<br />
<br />
*DwarfBonus: Connect your cistern to the stairwell (remember to put a floodgate in too). Once the impossible-to-defeat enemies are safely trapped inside, Pull lever number 2 and watch them slowly, slowly, drown (VERY IMPORTANT: have the level of the cistern input at at least the same height as the level of the stairwell, else there won't be enough pressure to properly flood the stairwell, meaning nasties WILL survive).<br />
*MegaDwarfBonus: Connect your MAGMA cistern to the stairwell. Laugh maniacally. (Remember to build your bridges and floodgates out of magma-safe material or a lot of !!FUN!! will be had)<br />
*MegaArmokEntombmentBonus: Do both and cast your enemies in obsidian and boil the survivors in steam as a semi-permanent testament to their foolhardiness. This also means that you will have stairs cut out of lovely obsidian once your miners are finished making your stairwell usable again.<br />
*MegaArmokEntombmentEXTREME+Bonus: "Forget" to pull the lockdown lever before you pull lever number 2.<br />
*MegaArmokEntombment<s>'''Bait&Switch'''</s>Diplomatic+Bonus: Set the highest level up on another switch, with a particularly <s>'''demanding and annoying noble'''</s> skilled diplomatic representative is waiting at the very bottom to <s>'''lure'''</s> invite them all down for a nice meal on <s>'''his flesh'''</s> the stockpile of food and booze that's keep him ever so happy. Then you can wait for the entire army to flow into the stairwell before flipping the switches. Don't forget to carve a statue out of the block of the noble! What noble doesn't want their grand <s>'''sacrificial defense'''</s> grand diplomatic skills to be immortalized in volcanic glass!!!<br />
**UltraArmokBonus: Defeat all your invasions this way, and build a temple to Armok full of the once noble, now obsidian statues, only the highest of quality (and value) memorial slabs.<br />
<br />
==Magma Lock System==<br />
This system is a little more complicated than the LEL system described above, and requires that you space out all of your floors so that there's a 'plumbing floor' between each level. From there you set up tons and tons of magma proof floodgates and hatches. Each 'area' you wish to be self-contained from one another needs at least a 3x2 hallway separating it from the other areas. 4 of these will contain flood gates, and the other two must remain bare. Above one of the two bare points you need to have a hollowed out space, and connecting into it from one side you need to have a hatch leading to your water plumbing system, to the other, a hatch to your lava plumbing system. You need two levers for controlling this, one lever is connected to all of the lower floodgates, the other to the upper floodgates. Pull the first hatch to lock in the flood gates just in case, the second to the upper flood gates to begin pouring in water and magma and have them make obsidian filling the entire hallway, sterilizing it of literally anything that could have contaminated it. You do this instead of hatches so they'll drop in properly and mix with no risk of only one side or the other of the hallway turning to obsidian and resulting in a dangerous leak. Throw the first switch again to open up the floodgates and begin mining to access the old chambers again. Whatever was invading your fortress, whether plague, necromancer, clowns, or forgotten beast, will be safely locked away, and unable to break back out whether or not it possesses building destroyer or not. Then you just have to wait for your miners to dig their way out. You can simply avoid the chambers that still have FUN inside, and any the purity of magma and obsidian will have utterly obliterated any traces of contaminants between containment zones.<br />
<br />
'''Difficulty''': Medium to High. While not dealing with anything overtly hostile, this process more or less demands that you plan your fortress from the start for this specific system and deal with lots and lots of moving parts, mechanisms, and similar, plus the power necessary to pump magma and water into this network in a timely manner.. If you screw up part of it then it's very easy to end up with your entire fortress flooded with water or magma. Build it on small and give it a test run then expand it once you've gotten the process working for a single chamber, such as the chamber leading to your cavern layer.<br />
<br />
'''Usefulness''': High. Depending on how you prepare things (See the bonuses below) the necessary set up for all of this will result in a network of magma and water pipes in every single level of your fortress, powering forges, wells, baths, showers, and defenses of all sorts. Then when things are at their worst, throw a switch and barring one or two (or many depending on how many dwarves are transitioning between containment areas) horribly swift deaths, your entire fortress is safe from any possible threats. You can also prepare chambers ahead of time for other activities and use this to trap enemies in them for later usage.<br />
<br />
*DwarfBonus: Put a stockpile of food, drink, and pickaxes in each containment area.<br />
*MegaDwarfBonus: Put a lever in every zone connected just to their own, so your dwarves can heroically seal off an entire section by themselves if necessary.<br />
*UltraDwarfBonus: Extend the hallways, and make the water half of them use grates and constant water falls to give good thoughts while traversing between zones. Change up your levers to shut off the water for when digging begins again.<br />
<br />
==Maze==<br />
<br />
A maze of twisty little passages, all alike. [[Trap]]s and dangerous animals are essential. You can have a retracting bridge drop invaders in, or just have a labyrinth as a back door. <br />
<br />
'''Difficulty:''' It's a lot of mining. Having a bridge drop invaders inside is more difficult, but more useful. You can also use the free maze-generating program Daedalus, available [http://www.astrolog.org/labyrnth/daedalus.htm here] if you're too lazy to come up with your own.<br />
<br />
'''Usefulness:''' It makes a nice element of fortress defense, and you can dump your prisoners inside it. Also makes a great place to explore in [[adventure mode]].<br />
<br />
*Bonus: Generate a world with large mountain [[cave]]s. Instead of using the labyrinth as your backdoor, use it as your fortress.<br />
*Filodorima: Release a live caged [[minotaur]] into the maze.<br />
*MegaBonus: Make it three-dimensional and [http://gwydir.demon.co.uk/jo/maze/design/index.htm#uni unicursal].<br />
*MemorialBonus: Capture the Goblin King and make him fight the Minotaur.<br />
<br />
==Magma chamber==<br />
'''Difficulty:''' Dangerous as any magma project. <br />
<br />
'''Usefulness:''' It's like a drowning chamber, but any non-iron items carried by the victim will be destroyed. Depending on your style of play, this may be a good thing.<br />
<br />
==Magma cannon==<br />
[http://www.bay12forums.com/smf/index.php?topic=33837 It can be done!] It uses a row of pumps to pressurize the magma in a chamber with only one exit. When the floodgate opens, the magma flies out a short distance. <br />
<br />
'''Difficulty:''' Very high. You need [[metal]] (or [[glass]]) [[screw pump]]s to make it work, [[magma-safe]] floodgates and mechanisms, plus a big above-ground construction. <br />
<br />
'''Usefulness:''' Marginal. But very cool.<br />
<br />
==Magma access early==<br />
ASAP from embark, dig down to the magma<br><br />
make 2 magma proof pumps<br><br />
make a small (5x5?) room that you can pump magma into and out of<br><br />
make a stockpile for only iron & steel minecarts in the room<br><br />
make enough minecarts to fill the room<br><br />
Once room is full of minecarts, seal room and pump full of magma<br><br />
then pump magma out<br><br />
delete stockpile<br><br />
make a new stockpile near your forge/smelt/glass/kiln area<br><br />
haul minecarts by hand (or magma proof wheelbarrow)<br><br />
use tracks and stops to dump 4 deep magma into shallow pits<br><br />
2 minecart loads per pit <br><br />
<br />
'''Difficulty:''' Low. <br><br />
'''Usefulness:''' Very High. <br><br />
*Bonus: !!Magma Economy By Autumn!!<br />
<br />
==Magma highway==<br />
Magma moves across the map annoyingly slowly, due to its thickness and lack of pressure. But a tunnel several Z-levels high, with magma entering at the top, will flow much faster because the magma's '''falling''' in, not flowing in, and can expand on either Z-level before falling down.<br />
<br />
'''Difficulty:''' Medium. Not hard to make, but cutting open a multi-Z magmafall is [[fun]].<br />
<br />
'''Usefulness:''' Medium.<br />
<br />
==Magma mausoleum==<br />
This trick involves dripping water on to the middle of a magma pool until you have a column of obsidian, then channeling down into the obsidian ''more than'' one Z level, and putting a burial receptacle there. This probably won't work in magma tubes or Volcanos since the created obsidian would fall into the bottomless pit. The trick is getting the water to fall onto the magma in a controlled manner. <br />
<br />
'''Difficulty:''' High. Requires certain resources from the start, plus lots of setup. And your dwarves tend to erupt into dwarf steam occasionally.<br />
<br />
'''Usefulness:''' None, since an obsidian lined room with exactly the same furniture somewhere else will please your nobles just as much.<br />
<br />
*Bonus: Put the coffin at least 20 floors down.<br />
*MegaBonus: Build it in a volcano if possible, and put the coffin at the very bottom of the map<br />
<br />
==Magma sea colony==<br />
<br />
If you cast obsidian around the edges of the magma sea, it is possible to pump out the magma and build a colony in the empty space. Once the colony is built, you can destroy the obsidian walls and refill the magma sea. Note: you cannot cast obsidian on the bottom layer of the magma sea, so building a colony on this layer is nearly, but not quite, impossible (see below).<br />
<br />
'''Difficulty:''' High. You need to get water down to each edge of the magma sea, and you need a pump stack to get rid of the magma.<br />
<br />
'''Usefulness:''' None.<br />
<br />
*☼MegaDwarfBonus☼: Build your colony on the floor of the magma sea. This will require draining the sea to the next-to-bottom layer as described above, then dumping enormous amounts of water into the bottom layer to crowd out the magma while simultaneously draining the magma from holes poked in the magma sea floor. Constructions can be built at the border between the water and the magma. See [http://www.bay12forums.com/smf/index.php?topic=128226.0 This forum post] for full, detailed instructions.<br />
* Bonus: Obsidianize the entire magma sea, leaving a single spot to use as a source for pumps. Then proceed to carve your new fortress subsection out of this bounty.<br />
<br />
'''Difficulty:''' Insane. The project will take at least ten years of dwarf time and claim many lives.<br />
<br />
'''Usefulness:''' Low. You can finally get the last bit of adamantine when you drain the magma sea, and the magma sea floor has a cool twinkly effect.<br />
<br />
==<s>Magma</s> Lava sprinkler==<br />
Build a twisting <s>magma</s> lava aqueduct above the entrance to your fortress. Leave a few thin (diagonal) holes in it, so that lava can seep out of it. When invaders arrive, pump magma into the sprinkler. Diagonal holes will limit the rate at which the fluid flows out of them, ensuring a nice steady lava rain rather than a big wave.<br />
<br />
'''Difficulty:''' High. Similar to magma canon, except with a bit more engineering, but less pumps and smaller reservoir needed (due to less magma being required for the same effect).<br />
<br />
'''Usefulness:''' Medium. Like magma cannon it can obliterate a siege, but this time you can have a bit more control over how it happens. Lava rain doesn't depend on ground structure (your entrance doesn't need to be in a valley for it to work well) and leaves less magma to evaporate.<br />
<br />
*Bonus: Cover the holes with floodgates or hatches and keep the lavaduct filled with lava rather than filling it only when using it.<br />
*Bonus+1: Build the lavaduct in such a way that it starts raining on the outermost part of the area first, then goes inwards, to ensure that invaders who start burning can't escape.<br />
<br />
==Mass cage recycling system==<br />
{{main|Mass pitting}}<br />
Build a [[mass pitting]] system to recycle your cage trap cages quickly.<br />
<br />
'''Difficulty:''' Very easy. Requires basic digging and very little time.<br />
<br />
'''Usefulness:''' Very. Keeps you from having to build cages before releasing monsters from them. With six hatches you can safely empty out 48 cages very quickly. You can build lots of cage traps without having to worry about emptying each cage individually. <br />
<br />
*Bonus: Cover the floor of your pit with cage traps, creating a neverending cycle and giving your dwarves something to do during the long harsh summer when going outside is overly taxing on their stomachs.<br />
*ConcentrationCampBonus: Combine with Pit of Doom below.<br />
<br />
==Mega/Water drowning trap-thing==<br />
{{main|Drowning chamber}}<br />
This is basically a channel above some pressurized water with a short tunnel leading to a door. The door needs to be connected to a lever somewhere in a safe part of the fortress. Position the door facing the main stairs into your fortress (for multiple stairs use multiple traps). When enemies come down the stairs, pull the lever and make them drown. (It helps to seal off the rooms).<br />
<br />
'''Difficulty:''' Medium. Needs flowing water under pressure and levers.<br />
<br />
'''Usefulness:''' Medium. Depends on the size of your fortress/defences/amount of attackers. Works well with fire creatures to create a sauna.<br />
<br />
==Monumental statue==<br />
'''Difficulty:''' Depends on how big you want the statue to be. If you are feeling really masochistic, cast it out of obsidian using magma and water.<br />
<br />
'''Usefulness:''' None.<br />
<br />
*Bonus: Make the statue hollow and have dwarves live inside it.<br />
*BestWayToGetRidOfStoneBonus: Make one for every dead dwarf.<br />
**UberTombBonus: Use the statue as a tomb and put their coffins in it.<br />
*Dwarfbonus: Give the statue magma eyes.<br />
**HellNo,DwarfsYesBonus: Combine the magma eyes idea with the magma cannon idea above and place the statue just behind (and above) the entrance to your fortress.<br />
<br />
==Moses effect==<br />
With enough pumps, you can pull water out of a square faster than it flows in. This can create a reverse waterfall, or a dry spot in the middle of a flowing river. The effect is like Moses parting the Red Sea.<br />
<br />
'''Difficulty:''' Surprisingly easy. <br />
<br />
'''Usefulness:''' You can use this trick to create a waterfall or drowning chamber. It is also important if you want to pass through an [[Aquifer]], although that is far more difficult. The same trick can be used in lieu of a drawbridge, although its practicality as compared to the drawbridge is highly questionable.<br />
<br />
*Bonus: Use the Moses effect to make doors from water, which are opened/closed using a lever.<br />
*TechBonus: Automatize the doors so that they open (only!) when a dwarf is near.<br />
<br />
==Never-ending shower==<br />
{{main|Waterfall}}<br />
Don't you get angry when your dwarves carry enough grime on them to dirty the entire fortress? And how they get infected because of that griminess? Suffer no more! With the Never Ending Shower (NES for short), dwarves will be able to stay (relatively) clean without having to take the time to run for a bath or dirtying your drinking water!<br />
<br />
It is easy to understand: use the same instructions as in the Artificial Waterfall, but make it so that the waterfall is somewhere where the dwarves will be going through almost daily--a central stairway works well. It cleans them and gives them happy [[thought]]s for the same price!<br />
<br />
'''Difficulty:''' Moderate to high. You do have to make sure that dwarves don't try anything funny, and create a drain to draw the dirty water out.<br />
<br />
'''Usefulness:''' Incredibly high. Reduces risk of infection and keeps your dwarves happy.<br />
<br />
*Bonus: Use an aquifer to get clean water AND drain dirty water.<br />
*Bonus: Use levers to control the NES.<br />
*SuperBonus: Make it work as a trap!<br />
*SuperDuperBonus: Make it work as a trap AND as a recovery system!<br />
*ArmokBonus: Make it so that magma can be poured down, too!<br />
<br />
==Nuclear Fallout Bunker==<br />
Build a mini fortress with everything your dwarves could need deep underground. Stock it with enough food, drinks, and materials to last your small band of survivors for years or alternatively make it self-sufficient with its own food production. Lastly, add a bridge that allows you to seal off the bunker from the rest of the world. <br />
<br />
'''Difficulty:''' Easy-Medium depending on the relative luxury of the bunker and how many dwarves you intend to shelter from the apocalypse.<br />
<br />
'''Usefulness:''' High. If your fort is threatened by some particularly nasty disaster (be it zombie goblin horde or Bronze Colossus) simply rush your best and brightest dwarves down to the Nuclear Fallout Bunker and raise the bridge, sealing it off from the rest of the world.<br />
*MutallyAssuredDestructionBonus: Have a self-destruct lever in the bunker that is pulled once everyone is safely inside.<br />
<br />
==Obsidian factory==<br />
{{main|Obsidian farming}}<br />
You need one reservoir of water, and one of magma. Mix, cool, mine, and repeat as necessary.<br />
<br />
'''Difficulty:''' Medium. <br />
<br />
'''Usefulness:''' Obsidian is 50% more valuable than [[flux]] and 3 times as valuable as ordinary stone, making it ideal for your [[mason]]s and [[stone crafter]]s. Done properly, it can also serve as a magma chamber, a drowning chamber and even an obsidianizing chamber that can kill any creature that gets in (except [[ghost]]s and possibly [[vermin]]).<br />
<br />
* MegaDwarfBonus: Make the system fully automated using [[computing]] principles.<br />
<br />
==Pit o' doom==<br />
Combine with an Execution Tower for maximum z-level executions! Traps which menace with spikes are a must.<br />
<br />
'''Difficulty:''' Low. You want it nice and deep though.<br />
<br />
'''Usefulness:''' Dispose of prisoners, execute nobles, gruesome fatal injuries, laugh maniacally. If high enough, you may be able to recover [[bone]]s from creatures your dwarves refuse to [[butcher]].<br />
<br />
* Bonus: Link the spikes to a lever so you can proceed to make swiss cheese of whatever didn't die from the fall.<br />
<br />
==Pixel art stockpiles==<br />
Arrange several stockpiles of similar items of different colors (gems work well for this) so the different colors make some sort of picture. Don't forget to set "max bins" to 0 on all the stockpiles so you can actually see the items!<br />
<br />
It's probably also a good idea to forbid the items once they're in place, to prevent them from being moved later (and allow you to remove the stockpiles if you want.)<br />
<br />
'''Difficulty:''' Medium; only tricky parts are (potentially) finding enough items of different colors, and keeping track of which colors are where before the hauling is done.<br />
<br />
'''Usefulness:''' Negative<br />
<br />
==Pressure washer==<br />
A huge tower with floodgates at the bottom on one side. When opened, the pressurized water fires out and pushes anything in the way of the flow away. Depending on size, can be surprisingly powerful. You can see an example tower [http://mkv25.net/dfma/map-7485-griffonwind here.]<br />
<br />
'''Difficulty:''' Medium, construction technique takes some consideration. <br />
<br />
'''Usefulness:''' Medium-High. Tested in version 0.28.181.40d with 50 recruits standing in front of it when the floodgates opened, killed 46 of them, including ones not pushed into the pit.<br />
<br />
* Bonus: Fill it with Magma instead (though Magma doesn't pressurize).<br />
<br />
==Quantum Blizzard Cannon==<br />
<br />
Do you need to kill something? Is atom-smashing no longer a viable option? Do you wish to bring glory to Armok? Do not fear, the QBC is here! By creating individual stops to fill minecarts with projectiles of your choosing, then loading up to 12 filled minecarts into a final “Launcher” minecart (using a stop designated to fill the "launcher" with minecarts), you can effectively fire as many items as you would like at your foe using a standard minecart shotgun. It is also possible to fill this with fluids, to great effect (and risk of crashing the game). This can often have interesting effects because hitting a goblin with 996 bars of lead at extreme speeds is not good for the squishy bits. The cannon gains its name from its creator. <br />
<br />
''' Difficulty:''' excessive, lots of time in menus and loading per shot, but really ((Fun))<br />
<br />
''' Usefulness:''' medium to low. The same trick can be used to move large amounts of items via minecart, but ultimately the QBC is excessive for even the HFS.<br />
<br />
==Redesign the fortress==<br />
And when we say "redesign", we mean completely replanning and rebuilding the entire fortress, from scratch. Ever thought about a cool thing that you could add to your fortress, but can't because a critical area(such as the dining room, general-purpose stockpile, central workshop area etc.) are in the way? Did you start the fortress by building the most critical areas in the first available spot? Well, now is a good time to get rid of that! For added effects, put the sleeping areas especially close to the booze stockpile so that dwarves are always happy!<br />
<br />
'''Difficulty:''' Varies depending on the size of the fortress.<br />
<br />
'''Usefulness:''' Varies depending on how you carry it out, a.k.a. the efficiency of the new organization.<br />
<br />
==Rehabilitation centre==<br />
Had any problems with dwarves charging brainlessly towards the enemy, getting slaughtered, and then starting a tantrum spiral that will destroy your fortress? Turn your prison into a luxurious room full of things that make dwarves happy. Add artifact furniture, beds, a booze stockpile, chains made of gold (or anything valuable,) a waterfall, creatures in cages, etc. Hopefully they will return to society as a happy, productive dwarf.<br />
<br />
'''Difficulty:''' Low-Medium. Acquiring valuable items and setting up the waterfall can be annoying sometimes. Also you need guards to actually put them in jail. And it can be a real pain when those ungrateful sobs destroy the nice furniture you give them.<br />
<br />
'''Usefulness:''' High. A tantrum spiral can quickly turn a productive fort of 200+ dwarves into a rioting fortress inhabited by a bunch of insane, miserable dwarves who spend their time punching people and breaking furniture. Don't let it happen to you.<br />
<br />
* MegaDwarfBonus: Points for making every other dwarf drink water and sleep on cheap beds.<br />
<br />
==Road of the damned==<br />
Create a giant channel filled with spike traps, 10 tiles wide and going all the way from your fort to the map edge. Pave it over with crystal glass so traders can get that foreboding feeling that'll make them seal the deal without bargaining too hard!<br />
<br />
'''Difficulty:''' Low-mid, depending on the rarity of crystal glass.<br />
<br />
'''Usefulness:'''Low. The same as a normal road.<br />
<br />
* Bonus: Spike a goblin on every trap!<br />
* Megabonus: Spike traders who annoy you on the traps!<br />
<br />
==Roof of the world==<br />
Sick of having your dwarves vomit all the time when they go out to retrieve loot or lumber? Despair no more! Build an almost-infinitely tall tower, and then put a floor on the highest level, spanning the entire map. For extra kicks, make a mechanism that will crash the entire thing upon the heads of the one goblin horde that manages to get through all your other deathtraps.<br />
<br />
'''Difficulty:''' Medium. Very grueling.<br />
<br />
'''Usefulness:''' Low, but potentially fortress-saving. (see above)<br />
<br />
==Sectorized world==<br />
Divide the world edges into multiple sectors and then gate access to each one separately. This allows you to protect your fortress from sieges whilst keeping access to most of the outside world and allowing most traders into and out of the fortress (those unfortunate enough to enter the world from the same direction as the siegers may be screwed, of course). For bonus points, build separate gateable access routes for each sector. For further bonus points, design your fortress so that you can simultaneously allow access to traders ''at the same time'' as siegers are exposed to your defensive mechanisms.<br />
<br />
'''Difficulty:''' Low, unless you allow separate access routes for each sector in which case high. <br />
<br />
'''Usefulness:''' Moderate, increasing with each bonus you fill. Mostly for those who want to build the best possible defenses. Can also double as a means of easily trapping wild animals.<br />
<br />
==Self-contained vampire-based factory==<br />
Take advantage of the independence of vampires by building a self-contained factory. The best industries are those that require no special raw materials-- a factory containing both a magma glass furnace and a sand tile, for instance, would work well, as would a clay industry, but if you're feeling ambitious, consider building a vampire into your [[giant cave spider|GCS]] [[silk farm]]-- if you happen to have scored an [[undead]] GCS, your vampire won't even spook! You can treat your factory as a piggy bank to be broken into as needed, or for perfect fire-and-forget action, build a dropping [[User:Vasiln/Undump|undump]] into the factory, and the vampire will deliver the output to your front door.<br />
<br />
'''Difficulty:''' The only hard part is getting yourself a [[vampire]]. <br />
<br />
'''Usefulness:''' Depends on how many green glass blocks you plan on using.<br />
<br />
==Sapient zoo==<br />
Start by creating a [[zoo]] containing at least one of every [INTELLIGENT] and [CAN_SPEAK] creature<br />
including [[humans]], [[elves]], [[goblin]]s and [[kobold]]s.<br />
<br />
*Bonus: include a berserk dwarf in cage<br />
<br />
'''Difficulty:''' Easy for some, Hard for others<br />
<br />
'''Usefulness:''' None, really, a place for dwarves to throw a [[party]].<br />
<br />
==Self-destruct lever==<br />
A mechanism that, for example, could flood your fort with magma, or release a trapped megabeast. For bonus points, build the whole fort on a single [[support]]. <br />
<br />
'''Difficulty:''' Very high. Extremely fun. <br />
<br />
'''Usefulness:''' Could serve as kind of a last revenge on a goblin siege, but also highly amusing. If done properly it can make reclaim easier.<br />
<br />
* DorfBonus: Make it have a timer before your fortress self-destructs. You can do this with a water channel, or if you're particularly technical, make a [[Computing|seven segment display]].<br />
** For bonus Dwarfy-ness, make the timer be the depth number of the magma or water that will actually trigger your fortress' destruction.<br />
* Bonus: Build your fortress high above ground, connect the fortress to a roof through just one support and have the system, when activated, drop the whole construction into the magma sea, destroying the whole thing permanently.<br />
* FunBonus: use the lever to drop the fortress off a pillar while simultaneously opening the [[hidden fun stuff]], preferably in a whole lot of places.<br />
*ExtraFunBonus: do as may of these bonuses as you please (as long as they still function together) AND unleash a whole lot of dwarves throwing tantrums near the lever when you wish to set the fun things off.<br />
<br />
==Shark catcher==<br />
Capture of [[Bull shark|sharks]] or [[Carp|other]], [[Sturgeon|dangerous fish]] achieved by making an artificial bay, filling it with [[Cage trap|cage traps]], opening the floodgate to the sea or river and some sort of drainage system, likely pumps and/or floodgates.<br />
<br />
'''Difficulty''': Low to Medium as drowning while setting up is very possible with bad planning.<br />
<br />
'''Usefulness''': Low, purely aesthetic, but very cool to have a shark infested moat (Potentially kills invaders).<br />
<br />
==Silk farming==<br />
{{main|Silk farming}}<br />
Capture a web-slinger (generally a [[giant cave spider]]) and build a farm to efficiently harvest its [[silk]].<br />
<br />
'''Difficulty''': Low to Medium; the hardest part is generally catching the web-spinner.<br />
<br />
'''Usefulness''': Medium to High. Provides an endless supply of potentially-valuable [[silk]] cloth and rapidly [[cross-training|cross-trains]] [[weaver]]s.<br />
<br />
==Steamed vegetables==<br />
Make a pot and drop <s>elves</s> vegetables in from about three levels up. This makes it so the vegetables do not <s>run</s> get overcooked. Proceed to bask the vegetables in [[steam]].<br />
<br />
'''Difficulty''': Medium. Can be annoying to boil some water.<br />
<br />
'''Usefulness''': Great way to make friends with the merchants.<br />
<br />
*MegaDwarfBonus: Add <s>goblins</s> seasoning.<br />
*ArmokDoubleBonus: Use [[magma mist]].<br />
*DwarfBonus: feed any vegetables you did not steam to your dear friends, the [[Demon|clowns]].<br />
<br />
==Swimming pool==<br />
{{main|Swimming#Learning/Teaching swimming|l1=Swimming § Learning/Teaching swimming}}<br />
It's a reservoir that fills to 4/7 exactly. Station soldiers inside, lock them in, and fill. This way they gain [[swimming]] skill. <br />
<br />
'''Difficulty:''' Low. It's just a pair of reservoirs. <br />
<br />
'''Usefulness:''' The swimming skill is only slightly useful. This is most useful if the entrance to your fort has narrow walkways/moats surrounded by water, and you station your soldiers there. It does help gain attributes though. Though if you utilize a '''H'''ydraulic '''E'''levation and '''L'''owering '''P'''latform, this is a priceless necessity.<br />
<br />
==Swimming track==<br />
{{main|Swimming#Minecart_training|l1=Swimming § Minecart_training}}<br />
<br />
[[Image:Swim track 0.png|thumb|right|250px|A large swimming track]]<br />
<br />
A [[minecart]] ride that trains [[swimming]] safely and automatically.<br />
<br />
'''Difficulty:''' Medium. Minecart tracks can be fiddly, and adding a non-traversable depth of water makes any mistakes more difficult to fix. <br />
<br />
'''Usefulness:''' Medium. The swimming skill is only slightly useful, but it does provide [[cross-training]] for attribute gains.<br />
<br />
==Tower of Death-Struction==<br />
<br />
Have you ever wondered, "What would it take to make my [[Siege|friends]] all [[Gravity|fall]] at once into a pit of [[Trap|fun times]] while also not risking failure?" Elementary, my aspiring architect -- [[Fun|THE TOWER OF DEATH-STRUCTION]]!<br />
<br />
Step 1: Build a tower with a [[bridge]], to allow for non-lethal access to the fortress. Build the tower roughly 25-30 blocks high, though higher towers tend to result in roughly equivalent amounts of [[Fun]]. The access bridge should be linked to a lever, to close it like a standard gate.<br />
<br />
Step 2: Buid a thinner tower 20 blocks away, for maximum bridge length. Any number of middle towers can be constructed, though one is recommended.<br />
<br />
Step 3: Build another tower, one that can be ascended by [[Goblins|curious friends]]. Fill it with cage traps, to thin out the number of [[Troll|friends]] to take up space on the bridge.<br />
<br />
Step 4: Build two bridges on either side of the skybridge, to trap attackers on the skybridge.<br />
<br />
Step 5: Hook up the skybridges to one lever, and the trap bridge to another.<br />
<br />
Once this is done, just wait for a [[Siege|surprise party]] to be thrown for you. Close the access bridge, forcing the [[Goblins|visitors]] to path onto it. Trap them, and when the time looks right...<br />
<br />
'''Pull the lever, Kronk!'''<br />
<br />
'''Difficulty:''' Moderate to hard. If all of your dwarves have cave adaptation, the construction might take a lot longer to complete. As well, the cost of floors and traps alone will mean that just acquiring the materials will need it's own [[Stupid Dwarf Trick]].<br />
<br />
'''Usefulness:''' Low to high, depending on how well you use it. If you forget to open the access gate, you might find your dwarves trapped inside the tower, or even worse, they may run up to the bridge to fight and meet a [[Gravity|bad time]]. Also, the goblin corpses piling up in the spike pit might cause extra [[Miasma|fun]] depending on how regularly you take care of it. If done correctly, this tower might become the most efficient and effective defense against all problems that one could possibly ask for.<br />
<br />
*Bonus: Build enough middle towers to build a bridge path long enough to trap an entire siege and drop them onto spikes below.<br />
*SuperBonus: Build the towers above a river.<br />
*MegaDwarfBonus: Build the towers above a lava pit.<br />
*SuperMegaDwarfBonus: Build the towers above [[Eerie Glowing Pit|a ticket straight to]] [[HFS|the circus]].<br />
*ArmokBonus: Build the towers out of [[Slade]] (Note: This should be impossible, so if you do it...))<br />
*SuperMegaUltraHardcoreDwarvenMasterpieceArtifactBonus: Build the fortress at the top of the tower that the goblins have to try to get to.<br />
<br />
==Underground forest==<br />
{{main|Tree farming}}<br />
Break into an underground cavern, make some muddy floors over a big area and wait.<br />
<br />
'''Difficulty:''' Medium - need to dig out a suitably large area, then find a way of introducing water to the area and subsequently draining or evaporating it.<br />
<br />
'''Usefulness:''' Depends on size (bigger is better) as well as proximity to wood stockpiles. A tree farm outside the caverns can grow trees from all 3 layers, and you'll never have to worry about hostile creatures threatening your wood cutters.<br />
<br />
==Underground perpetual motion power plant==<br />
Combine with a use for the power and you either have an awesome setup, or a ticking time bomb.<br />
<br />
'''Difficulty:''' High. Maintaining the correct water level is annoying difficult at times. Note: Incredibly easy with an aquifer.<br />
<br />
'''Usefulness:''' Depends on size of plant and what it's connected to. Also useful as a puzzle for adventurers.<br />
<br />
==Underwater statue room==<br />
A simple room filled with statues that just also happens to be flooded. Simply dig a room near to a water source smooth and engrave the walls and floors then fill with statues. Dig a tunnel to the water source and a separate escape route. seal both off with floodgates pull the levers in the right order and bam! underwater statue room. For added effect make the meeting room a room directly above with a glass floor.<br />
<br />
'''Difficulty:''' Low. <br />
<br />
'''Usefulness:''' Absolutely positively none.<br />
<br />
*Bonus: Build it on area with trees and shrubs; make walls from ice or use windows; fill it with fish and merfolk; now you'll get a big aquarium<br />
*Note: It doesn't count if you accidentally flood your fortress and wind up with one of these. It does count if one of your nobles has an unfortunate accident in their sculpture garden.<br />
<br />
==U.R.I.S.T. artificial intelligence==<br />
Basically, a dwarf in a bunker that controls your fortress. Being that there are no supercomputers in DF at the moment, we'll have to use the closest substitute, a dwarf. Seal your dwarf in a room full of levers that activate various floodgates, bridges, doors, hatch covers, traps, etc. Make sure this room has no exits or entrances, but it needs a luxurious bedroom and dining area, and you must include a chute for dropping in <s>food</s> biomass and <s>alcohol</s> coolant fluid. Profile the levers so that they can only be used by the A.I. dwarf. <br />
<br />
It would be a good idea to make the system into two rooms. The food/drink/bed room and the lever room. Should you need to add more levers, you can lock the A.I. dwarf outside the lever room and have your mechanics set up more levers without interacting with or releasing the A.I.<br />
<br />
You can make the lodging room suited for the particular dwarf by adding furniture made from their favorite materials, and smoothing and engraving everything. Use quantum stockpiling to give them 10+ years of food and drink. Make sure the A.I. is unable to communicate with other dwarves. His/her mood must not be affected by the deaths of the walking meat-bags who tried to befriend him/her. <br />
<br />
In order to ensure that your A.I. doesn't find sleep interfering with crucial lever pulling, you might consider incorporating an alarm clock. If a goblin siege turns up on your doorstep, a single external lever to dump 7/7 of water on the sleeping A.I. might well save your fortress (and is so much cooler than having backup levers in your meeting hall).<br />
<br />
You must also make a snazzy/lame acronym name for your AI, here are some examples: <br />
*A.R.M.O.K. - '''A'''ll-'''R'''eaching '''M'''achine '''O'''f '''K'''illing<br />
*A.S.S. - '''A'''lmost-autonomous '''S'''ystems '''S'''elector<br />
*C.A.T. - '''C'''reepy '''A'''utonomous '''T'''echnology<br />
*D.E.E.P.E.R. - '''D'''warf of '''E'''ngineering the '''E'''ldritch and '''P'''ractical '''E'''xploitation of '''R'''esources''<br />
*D.I.E.D. - '''D'''edicated '''I'''rrigation and '''E'''verything else '''D'''warf(s)<br />
*D.O.M.E.S. - '''D'''warf '''O'''perated '''M'''echanics and '''E'''ngineering '''S'''ystem<br />
*D.O.R.F. - '''D'''oes '''O'''rders '''R'''ather '''F'''ast<br />
*D.O.S. - '''D'''warf '''O'''perating '''S'''ystem <br />
*D.W.A.R.F. - '''D'''rains '''W'''ater '''A'''nd '''R'''ecruits '''F'''armers<br />
*G.L.A.D.O.S. - '''G'''enetic '''L'''ifeform '''A'''nd '''D'''warf '''O'''perating '''S'''ystem<br />
*H.A.L. - '''H'''airy '''A'''lternate '''L'''ifeform<br />
*M.A.G.M.A. - '''M'''assively '''A'''lcoholic '''G'''ear-'''M'''achine '''A'''ssembly<br />
*N.O.B.L.E. - '''N'''arcissistic '''O'''bnoxious '''B'''oastful '''L'''aughable '''E'''xcrement<br />
*P.O.T.A.T.O. - '''P'''ossibly '''O'''rganic '''T'''echnically '''A'''live '''T'''rash '''O'''mitted<br />
*U.R.I.S.T. - '''U'''nderground '''R'''easonably '''I'''ntelligent '''S'''ettlement '''T'''echnologist<br />
*V.A.C.A.T.E.D. - '''V'''ampire '''A'''ssisted '''C'''omputerized '''A'''ssembly '''T'''errorizes '''E'''xtra-'''D'''warves<br />
*V.O.D.A.P.H.O.N.E. - '''V'''ampire '''O'''perated '''D'''efence '''A'''pparatus, '''P'''erpetrating '''H'''arm '''O'''f '''N'''efarious '''E'''ntities (See Bonus for more information)<br />
<!-- Feel free to add your own AI names --><br />
<br />
'''Difficulty:''' Medium. Setting up all the levers and lodgings can be a micromanagement hassle. Further research is required as to how well the A.I. will fit into a dwarven economy.<br />
<br />
'''Usefulness:''' High. Having a dwarf dedicated to pulling levers will ensure that they are pulled on time. Additionally, you will have a constantly-ecstatic dwarf who is virtually invulnerable to all threats. Should your fortress be slaughtered by invaders or drowned by flooding or tantrum spiraled, your fortress will be preserved until more migrants arrive, or the AI runs out of food.<br />
<br />
Bonus: Make the A.I. dwarf a vampire. Vampires don't need food, alcohol, or sleep and cannot age, which makes them perfect for the job. As an added bonus, keeping a vampire in this way will make your fortress completely indestructible, as sealing him in will prevent the possibility of the vampire of being killed in combat or from a syndrome, while keeping the vampire from making friends he will inevitably outlive will prevent him from going insane. (It also ensures that the bloodsucker won't use any of your dwarves as a midnight snack.) NOTE: Vampires may still go insane without any blood. Might be worth considering adding on a 3rd "feeding chamber" where you assign an unfortunate victim to sleep whenever the vampire gets hungry.<br />
<br />
===D.O.S.T.N.G.O.S.P.===<br />
<br />
Dwarven Organic Switch Toggle, Neutered Gastrectomied Overpersistent Sober Prisoner. Goblins have several advantages over dwarves in the lever pulling department: they live forever, do not breed or tantrum, and need not eat, drink, or sleep. Seal one or more goblins in your supercomputer complex, and use their predictable pathing in combination with instantly lockable doors and pressure plates to make dwarven lever pulling a thing of an older, less advanced era.<br />
<br />
Also known by several product names:<br />
*G.O.B.L.I.N.A.T.O.R. - '''G'''oblin '''O'''perated '''B'''astion of '''L'''ogic to '''I'''nfalliably '''N'''eutralize '''A'''ntiquated '''T'''ypes of '''O'''perational '''R'''egimes<br />
*N.G.O.K.A.N.G. - '''N'''efarious '''G'''oblin '''O'''f '''K'''illing '''A'''nd '''N'''eedless '''G'''riping<br />
*S.T.O.Z.U. - '''S'''ecret '''T'''echnological '''O'''perative who '''Z'''aps '''U'''nruly Nobles<br />
<br />
'''Difficulty:''' Medium. While goblin pressure plate runners require more space than dwarven lever pullers, once their room is set up, it's done, and easily copied for the next one. With only one goblin, you'll need a pressure plate for every possible combination of lever states, but it's easy to add more goblins instead.<br />
<br />
'''Usefulness:''' High. Instant response time (<50 ticks is possible) can make lever worries a thing of the past. The D.O.S.T.N.G.O.S.P. requires absolutely no maintenance once set up. Unlike with the U.R.I.S.Ts of the previous generation, modern POW-based computing is never held hostage to eating, drinking, or breaks. Stay tuned for the next-generation C.A.C.A.M.E.!<br />
<br />
==Vomitorium==<br />
[[Image:Vomit_Trail.png|thumb|right|Vomitoria: preventing cave adaptation since [[23a:Vomit|23a]].]]<br />
<br />
Prevents [[cave adaptation]]. It's like the greenhouse, only instead of a farm, it's a [[meeting hall]] or [[barracks]]. Since you can't build [[table]]s or [[bed]]s outside, build the room and [[channel]] down to it. Variant: above-ground statue garden or zoo.<br />
<br />
'''Difficulty:''' Low. <br />
<br />
'''Usefulness:''' Low. Make sure to wall the pit in, or it will become very [[fun]] once [[goblin]] archers become involved.<br />
<br />
Bonus: Make an ACTUAL Vomitorium for this - Build a [[meeting hall]] with a [[grate]]d floor. Let [[cave adaptation]] set in, then open the place up for the most extravagant and lavish of parties every 3~4 years! Those will be some Armok grade hangovers though....<br />
<br />
==Water tower==<br />
This functions much like real life: Lifting water above ground level creates pressure, allowing buried pipes to deliver water to any elevation below the top of the tower. This is smarter, faster, and cheaper than a map-spanning raised aqueduct. A pump stack at the river, raising water into a sealed, pressurized U-bend, can deliver large volumes of water to whatever level you want, very quickly.<br />
<br />
'''Difficulty:''' Medium. No harder than any other pump stack to design, but high pressure can amplify minor errors into abandon-worthy disasters. You could conceivably divert the river into your fort. Be sure to make an off-switch.<br />
<br />
'''Usefulness:''' Medium. Once the pump stack is operating, you no longer need to be anywhere near your water source.<br />
<br />
==Watervator==<br />
By creating a vertical "'''H'''ydraulic '''E'''levation and '''L'''owering '''P'''latform" chamber, or HELP (so named for the cries of the passenger dwarf) with lever controlled water levels, you can move a dwarf up several z-levels without any stairs. All it takes is the dwarf's ability to swim up to the surface of the water to breathe.<br />
<br />
'''Difficulty:''' Medium. Moderate possibility of Fun by way of flooding your fortress. Any dwarves that can't swim will instead experience Fun when using the Watervator. The actual construction time and resource usage is very low. Using the Watervator often leads to unhappy thoughts about drowning<br />
<br />
'''Usefulness:''' Low to Medium. The Watervator requires manual micromanaging, while stairs do not. On the other hand, it can be used to create a pathway that most <s>Dwarves</s> enemies will simply be unable to use. Those that can would still be doing so at great risk of drowning or falling to their death. It is recommend that with the exception of the entrance you use stairs.<br />
<br />
*Bonus: Utilize vampires (who can't drown).<br />
*MegaDwarfBonus: Utilize trained fish.<br />
*MegaDwarfBonus: Engineer it so that it performs a full cycle on one activation of a pressure plate and include that pressure plate as a part of the patrol route, then create a reverse Watervator and also include it as a part of same patrol route, so that your militia automatically uses it to get in and out the fortress.<br />
<br />
==Werewolf clock==<br />
The changing of the werewolf is the most reliable indicator of the passing of seasons. For precisely one day per full moon, he will go berserk and trigger standard pressure plates.<br />
<br />
'''Difficulty:''' You will get a were sooner or later. Getting him pitted in the right spot without havoc is the hard part.<br />
<br />
'''Usefulness:''' Low.<br />
<br />
*Bonus: Make the werewolf do most of the work himself.<br />
<br />
==Zombie thunderdome==<br />
Embark in a [[surroundings#Evil|reanimating]] biome in the current version (preferably savage as well), find or dig a deep pit, and dump any unused (non-dorf) corpses and butchery products into it. They will animate and begin to walk around, providing you with the endless entertainment afforded by watching horse hair walk. Make sure the pit is deep enough not to scare your dwarves!<br />
<br />
'''Difficulty:''' Low. <br />
<br />
'''Usefulness:''' Medium. Keeping your fort safe from the threat of animated beak dog beaks is worth any price. However, [[DF2012:Defense guide|there may be better things]] [[DF2012:Mega construction|to do with your time]].<br />
<br />
*Bonus: Set up a series of [[bridge|defenses]] that drop invaders into the pit.<br />
*DwarfBonus: Set up a series of bridges and walls that flings invaders into the pit.<br />
*MegaDwarfBonus: Drop a Megabeast into the pit and watch it do battle with multiple layers of undead.<br />
*CavernFunBonus: Channel the bottom into a cavern and let your zombies hunt [[forgotten beast|the wonderful creatures there]].<br />
**BonusFunBonus: Let them hunt [[Demon|Clowns]] as well.<br />
*ZombieDwarfBonus: Ignore the suggestion above and dump dwarven corpses in anyway.<br />
<br />
==Zombie shooting gallery==<br />
<br />
In a reanimating biome, build a holding room for your undead, wall it off with fortifications. In the adjacent (accessible) area, build an archery range and order your archery squads to train there. Your marksdwarves will go to their scheduled archery training and whenever a zombie is raised, they'll switch focus from the boring old archery target and instead shoot down the undead. Once the zombies are dead, they'll return to regular shooting practice until the corpses rise again. The raised corpses cannot attack through fortifications and thus cause no unhappy thoughts from seeing them, but will spook haulers trying to collect errant socks from the shooting range.<br />
<br />
A viable (if finicky) alternative to a reanimating biome could be a [[necromancer]]. This has the benefit of being more controllable, but comes with the threat of [[intelligent undead]] and their abilities. Most would be relatively harmless or a minor inconvenience, but some are potentially lethal to your dwarves. Whether or not this is a downside depends on how many corpses you have available to restock the gallery.<br />
<br />
'''Difficulty:''' Low. The difficulty lies in finding a source of permanent undead, the actual construction is trivial.<br />
<br />
'''Usefulness:''' Medium. This setup significantly increases the skill gain from bolts used by training dwarves, since every bolt shot at a zombie counts as combat action, giving much more experience. The scheme works without any supervision once set up.<br />
<br />
{{Category|Design}}<br />
[[ru:Stupid dwarf trick]]<br />
<!--<br />
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'''Difficulty:''' <br />
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One (1) blank line between last line of prev subsection and next sub-section title.<br />
--></div>Valoshttp://dwarffortresswiki.org/index.php?title=User:Valos/Adventurecraft&diff=258318User:Valos/Adventurecraft2021-07-14T00:11:58Z<p>Valos: </p>
<hr />
<div>{{mod}}<br />
{{Modification<br />
| name = Adventurecraft<br />
| version = 47.02 - 47.05 1.996<br />
| df version = 0.47.05<br />
| last update = 7/13/2021<br />
| download = http://www.bay12forums.com/smf/index.php?topic=153036.0<br />
}}<br />
<br />
Adventurecraft, yet another Wanderer's Friend derivative, is an adventure-mode-focused mod that adds reactions, in addition to material changes and creature changes, much of it geared toward fleshing out the options provided to adventurers. Various features have been added to it over time, not all geared toward crafting.<br />
<br />
Existed in unreleased form since the DF2012 days, with the first release being not long before .42.01 was released. Features and changes listed are thus specific to the most recent version, assuming this page remains up-to-date (don't count on it), derived from the forum post.<br />
<br />
== Features ==<br />
<br />
=== Fun Material Tweaks ===<br />
<br />
* Different tiers of materials. Look for a + or ++ in the material name. 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.<br />
* Several stones have been buffed to not be vastly inferior to bone. Look for the material tier designation. Chert is second only to obsidian in sharpness.<br />
* 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.<br />
* 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 (or be spoiled in the appendices). Not all of the beasts added to the mod have usable hearts. Or, you can use the relevant megabeast heart (or equivalent for things that lack hearts) to unlock secrets of The Beyond...<br />
* 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.<br />
<br />
=== Creature Tweaks ===<br />
<br />
* Joint definitions have been 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.<br />
* Neck-snapping. While mundane damage to the upper spine doesn't always have any effect, putting a joint lock on it definitely will, unless the creature is stupidly huge.<br />
* Venomous creatures yield venom glands 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. In addition, giant spiders have silk glands that can be spun into thread.<br />
* Joint edits have been applied to generated creatures. Normal joints tend to be more common than breakable necks.<br />
* Sinews can now be obtained from butchering most creatures, and used as a source of thread.<br />
* Because DF2015 broke cannibal adventurers, intelligent semi-megabeasts/megabeasts are currently non-sentient. To make up for this, they gain natural skills. Megabeasts additionally grow at a more consistent rate, with the net result being that most beasts grow slower, while dragons grow faster. Bronze colossi gain a unique material instead of bronze, and dragons have an extra surprise in store.<br />
* Extremely small creatures have been tweaked slightly to make them a bit more likely to be successfully butchered, and non-giant birds properly yield feathers that can be used for crafts or decoration.<br />
* A few new interactions can be used by most playable creatures. Almost every playable creature has an interaction to bypass restrictions on crafting or eating body materials from intelligent creatures, allowing you to mark a target beforehand. Elves additionally have an interaction for producing a material used by their civilization, for producing feywood.<br />
* Megabeast and semi-megabeast hearts can also be crafted into essences that grant basic spells. Each forms one of five opposing pairs themed around contrasting sphere, different yet similiar sister spheres, or other thematic contrasts.<br />
<br />
=== New Creatures ===<br />
<br />
* At the suggestion of Jackie, messed around with making centaurs, and moreover made their body less of a "humanoid with 4 legs" thing used in vanilla. They show up in good biomes and can join civs. An evil critter, based on the kamaitachi, has also been added as another source of civ fodder for evil regions.<br />
* A couple added mythical creatures were added to make up for making centaurs real. Also added descriptions and spheres, to make their use in art more interesting.<br />
* 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.<br />
* 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. Its wood will make for effective blunt weapons, but poor edged weapons. Think twice before you try lighting one on fire!<br />
* Two H.P. Lovecraft references via the mi-go and shoggoth. Mi-gos have a delightfully alien body structure, while shoggoths are acidic blobs. Hint: pulp all the things.<br />
* Eternal things. Basically chitinous worms that can grow rather large given time, faster than dragons but not quite as huge.<br />
* Manticores. Overgrown lions with bat wings and scorpion tails. All the Fun of both potion-yield megabeasts and venomous critters.<br />
* Four lesser beasts that can form lairs, as a step down from semi-megabeasts. These act like night creature hunters, making lairs in various places. Dire wolves, dire bears, feral ogres, and sanguine dragons are all based off of some existing creature in some way, with qualities to make them different challenges in combat.<br />
* Some raw-defined recreations of the classic pre-DF2010 demons. These are used as fallback for some things that may require demons to exist, and tend to be used instead of said generated demons where necessary. Fiery abominations are recreations of spirits of fire, tweaked to float on a djinn-like cloud of cinders and made tougher than flame-bodied critters normally are (so punching one to death is a much tougher feat). Froglike abominations are a recreation of frog demons, given a more grotesque gorilla-like body and a nasty plague inflicted via bites and tongue-lashing. Tendriled abominations are the tentacle demons, reworked into a scaly form with its tentacles instead of arms, lashing out with acidic secretions that can also provoke a neurotoxic effect.<br />
* The good old giant desert scorpion has been preserved in this mod ever since its removal, kept up to date and tweaked according to the needs of the mod. As a bonus, its venom has a proper neurotoxic effect instead of relying solely on necrosis.<br />
<br />
=== Plant Tweaks ===<br />
<br />
* 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, and extract-bearing plants.<br />
* 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.<br />
* In addition to more potent alchemical concoctions, more mundane medicine can be made from certain plant sources (best as the system permits, and noting that the game lacks what would normally be the best options for that). The effects are much more minor than what golden salve or processed muck root can do, but it can help in a pinch.<br />
* Brewable plants can be made into delicious booze. If it isn't brewable by picking the plant itself (assuming it's in season), try brewing fruit instead.<br />
* Bread is now a thing. The relevant plants can be ground into flour and used as such.<br />
* Bamboo, cattails, and cloudberries have been given useful growths. This works in adventure mode, but due to the plants being grass they can't be picked in fort mode.<br />
<br />
=== Civilization Tweaks ===<br />
<br />
* All of the main races are playable in Adventurer Mode, whether as civ members or as outsiders.<br />
* 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.<br />
* Humans and goblins have been given slings and sewing needles, for the hell of it.<br />
* 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 has 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.<br />
* Goblins need food and water, so remember that.<br />
* Underground animal people have been given a surface-dwelling equivalent, allowing for occasional instances of them being playable as entity members, instead of outsiders. They spread out as tribes in small villages, potentially either allying or coming to blows with the major civilizations.<br />
* A few extra profession types can be selected as backgrounds in adventure mode, like poets, criminals, pilgrims etc. Generally if it's not available via that entity's permitted jobs, fits that civilization, and gives bonus skills when chosen, it's been added.<br />
<br />
=== New uses for existing items (and changes) ===<br />
<br />
* Mortars and pestles are used for plant processing and alchemy. A pair can be crafted from stone.<br />
* A few reactions use blunt small rocks for hammering instead of just knapping.<br />
* If you get a hold of a full log, a battle axe can be used to split it into usable branches.<br />
* Stone axes have been changed to allow metal versions to show up in human and goblin sites.<br />
* Helves have been given the same weapon uses as staves in older versions of this mod, and renamed to staves to reflect this.<br />
* Cooking tools have additional use in a few reactions, allowing you to use cauldrons in place of cooking pots if you find one.<br />
<br />
=== New Items ===<br />
<br />
* Needles, required for sewing. In addition to wood you can carve them from bone, tooth, nail, hoof, or horn.<br />
* Clubs, as a crude mace-equivalent as suggested by Kallin.<br />
* Caesti and katars, unarmed weapons suggested and worked on by Jackie.<br />
* Simple lockbows, originally implemented in Kobold Kamp as suggested by Flint.<br />
* Spear-throwers and javelins, made with help from ZM5. Closer to actual hand-thrown javelins than the more realistic atlatl, but still allows use of a spear-thrower for gameplay reasons.<br />
* 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.<br />
* Gunpowder weaponry, in the form of fire lances and hand cannons. The ingredients can be crafted by various means, including methods accessible to adventurers, allowing crude powder and shot to be produced.<br />
* Gambesons, made from cloth. Obviously fragile unless using megabeast haircloth or silk.<br />
* Cooking pots, for making certain items, most notably for brewing.<br />
* Animal glue, which the recent combat changes have made useful.<br />
* Eight raw-defined instruments that can be crafted, supplementing the generated instruments that can't be crafted in adventure mode.<br />
* Feywood catalysts can be found at elven sites, or produced via magic accessible to elves in adventure mode. If you obtain one, a reaction exists to grow the improved feywood elves can use for weapons and armor.<br />
<br />
=== Dismantling Items ===<br />
<br />
* Boulders and logs can be split into small rocks and pieces of wood, respectively.<br />
* Crude cloth can be unraveled if needed.<br />
* Cloth items can be cut apart for cloth, leather items can be cut apart, any other stone item can be salvaged for a rock, and metal items can be broken down for metal. Note that nothing's stopping you from being a lunatic and trying to dismantle the end result into itself, which will eventually waste it.<br />
<br />
== Bugs and Issues ==<br />
<br />
* No gauntlets due to the gauntlet bug. The workaround I originally devised tends to break more things than it fixes.<br />
* Just like whips, civs will generate metal slings because derp. Outsiders will also have access to metal staves, clubs, and caesti, all of which were balanced around the assumption that they'd only ever be made out of much lighter materials.<br />
* 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.<br />
* The amount of usable leather, bone, etc can be increased by lopping off limbs. For bone, there are reaction bugs and balance issues behind why Adventurecraft has set crafting to consume full stacks, instead of vanilla's use of single units from a stack.<br />
* 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.<br />
* Goblin and kobold adventurers will find their home to be an immense hassle to leave, as dark forts and caves block fast travel even if the inhabitants are friendly.<br />
* Nothing's stopping you from being a lunatic and trying to dismantle cloth, tanned hides, or metal bars. This will eventually waste it due to the odds not being 100%. <br />
* Thread, cloth, bars, and sheets obtained from towns instead of player-made are a nigh-endless source of crafting material, due to reactions set to only produce and use product dimensions of 1.<br />
<br />
== Appendix A, Full list of new reactions ==<br />
<br />
=== Basic Reactions ===<br />
<br />
* Tan a raw hide, raw scales, or raw chitin. Produces tanned leather/scale/chitin.<br />
* Dry and spin sinew into thread.<br />
* Spin hair, wool, or silk glands into thread.<br />
* Process thread-bearing plant into thread.<br />
* Weave cloth. Uses hair/wool, plant-based, or silk thread.<br />
* Make glue. Uses raw hide, raw scales, bone, skull, horn, or hoof. Requires a cooking item.<br />
* Craft charcoal. Uses a log, requires a cooking pot.<br />
* Craft ash. Uses a log, requires a cooking pot.<br />
* Repair cloth item. Uses cloth and thread, requires a needle.<br />
* Repair feather item. Uses feathers and thread.<br />
* Repair leather/scale/chitin item. Uses any of said materials plus thread, requires a needle.<br />
* Repair wood/bone/stone item. Uses animal glue, requires a sharp object.<br />
* Split wooden log into branches. Also requires a sharp object. Ignore the absurdity.<br />
* Split large stone into small rocks. Also requires a blunt small rock.<br />
* Unravel cloth into thread.<br />
* Dismantle cloth item. Requires a sharp object.<br />
* Dismantle leather/scale/chitin item. Requires a sharp object.<br />
* Dismantle stone item. Requires a blunt small rock.<br />
* Dismantle metal item. Requires a blunt small rock.<br />
<br />
=== Tools ===<br />
<br />
* Carve wooden sewing needle. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn needle. Uses any of said materials, requires a sharp object.<br />
* Carve wooden stave. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone stave. Uses bones, and requires a sharp object.<br />
* Carve bone/shell axe. Uses either material plus a stave, requires a sharp object.<br />
* Craft stone axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mortar and pestle. Uses 2 blunt small rocks, and requires a third.<br />
* Craft stone cooking pot. Uses any small rock, and requires a blunt small rock.<br />
* Carve wooden gun barrel. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone gun barrel. Uses bones, and requires a sharp object.<br />
<br />
=== Ammunition ===<br />
<br />
* Craft sling stones. Uses a blunt small rock, and requires a second.<br />
* Carve wooden arrows. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn arrows. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone arrows. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden bolts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bolts. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone bolts. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden javelins. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn javelins. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone javelins. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden darts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn darts. Uses any of said materials, requires a sharp object.<br />
* Craft stone powder and shot. Uses any small rock and gunpowder, requires a blunt small rock.<br />
<br />
=== Weapons (Wood/Leather/Misc) ===<br />
<br />
* Carve wooden dagger. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden pike. Uses two wooden branches, and requires a sharp object.<br />
* Carve wooden club. Uses a wooden branch, and requires a sharp object.<br />
* Craft wooden maul. Uses a log plus a stave, and requires a sharp object.<br />
* Craft leather/scale whip. Uses leather/scale, and requires a sharp object.<br />
* Craft leather/scale/chitin caestus. Uses any of said materials, and requires a sharp object.<br />
* Craft wooden bow. Uses a stave and thread, requires a sharp object.<br />
* Craft simple wooden lockbow. Uses two branches and thread, requires a sharp object.<br />
* Carve wooden blowgun. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear-thrower. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale sling. Uses leather, and requires a sharp object.<br />
* Craft cloth sling. Uses cloth, and requires a sharp object.<br />
* Craft fire lance. Uses a spear and a gun barrel.<br />
* Craft hand cannon. Uses a durable metal gun barrel and a log.<br />
<br />
=== Weapons (Bone) ===<br />
<br />
* Craft bone/shell/tooth/horn dagger. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn spear. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn pike. Uses any of said materials plus two staves, requires a sharp object.<br />
* Carve bone/shell battle axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell great axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn short sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn long sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn two-handed sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone club. Uses bones, and requires a sharp object.<br />
* Craft bone/shell maul. Uses either material plus a log and a stave, requires a sharp object.<br />
* Craft skull maul. Uses a skull plus a log and a stave, requires a sharp object.<br />
* Craft bone/tooth/nail/hoof/horn katar. Uses any of said materials, and requires a sharp object.<br />
* Craft bone bow. Uses bones and thread, requires a sharp object.<br />
* Craft simple bone lockbow. Uses bones, a stave, and thread, requires a sharp object.<br />
* Carve bone spear-thrower. Uses bones, and requires a sharp object.<br />
* Carve bone blowgun. Uses bones, and requires a sharp object.<br />
<br />
=== Weapons (Stone) ===<br />
<br />
* Knap stone dagger. Uses any small rock, and requires a blunt small rock.<br />
* Craft stone spear. Uses a sharp rock and a stave. No need to cut the stave to size.<br />
* Craft stone pike. Uses a sharp rock and two staves. No need to cut the staves to size.<br />
* Craft stone battle axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone great axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone short sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone long sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone two-handed sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mace. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone war hammer. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone maul. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
<br />
=== Armor (Bone) ===<br />
<br />
* Craft bone/shell buckler. Uses either material, and requires a sharp object.<br />
* Craft bone/shell shield. Uses either material, and requires a sharp object.<br />
* Craft bone/shell helm. Uses either material, and requires a sharp object.<br />
* Craft skull helm. Uses a skull, and requires a sharp object.<br />
* Craft bone/shell armor. Uses either material and requires a sharp object.<br />
* Craft bone/shell leggings. Uses either material, and requires a sharp object.<br />
* Craft bone greaves. Uses bones, and requires a sharp object.<br />
<br />
=== Shields/Armor (Leather/Scale/Chitin) ===<br />
<br />
* Craft leather/scale/chitin buckler. Uses any of said materials, and requires a sharp object.<br />
* Craft leather/scale/chitin shield. Uses any of said materials, and requires a sharp object.<br />
* Sew leather/scale/chitin cap. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin helm. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin armor. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin leggings. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin low boots. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin high boots. Uses any of said materials plus thread, requires a needle.<br />
<br />
=== Clothing (Leather) ===<br />
<br />
* Sew leather/scale backpack. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale waterskin. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale quiver. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale hood. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale mask. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale cloak. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale tunic. Uses leather/scale and thread, requires a needle.<br />
* Make leather/scale loincloth. Uses leather/scale.<br />
* Sew leather/scale trousers. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale skirt. Uses leather/scale and thread, requires a needle.<br />
* Craft leather/scale footwraps. Uses leather, and requires a sharp object.<br />
* Sew leather/scale sandals. Uses leather/scale and thread, requires a needle.<br />
* Craft leather/scale earring. Uses leather/scale.<br />
* Craft leather/scale amulet. Uses leather/scale.<br />
* Craft leather/scale bracelet. Uses leather/scale.<br />
* Decorate object with leather/scale. Uses leather/scale and thread, requires a needle.<br />
<br />
=== Clothing (Cloth) ===<br />
<br />
* Sew cloth backpack. Uses cloth and thread, requires a needle.<br />
* Sew cloth quiver. Uses cloth and thread, requires a needle.<br />
* Sew cloth cap. Uses cloth and thread, requires a needle.<br />
* Sew cloth hood. Uses cloth and thread, requires a needle.<br />
* Sew cloth mask. Uses cloth and thread, requires a needle.<br />
* Sew cloth gambeson. Uses cloth and thread, requires a needle.<br />
* Sew cloth cloak. Uses cloth and thread, requires a needle.<br />
* Sew cloth tunic. Uses cloth and thread, requires a needle.<br />
* Make cloth loincloth. Uses cloth.<br />
* Sew cloth trousers. Uses cloth and thread, requires a needle.<br />
* Sew cloth skirt. Uses cloth and thread, requires a needle.<br />
* Craft cloth footwraps. Uses cloth, and requires a sharp object.<br />
* Sew cloth socks. Uses cloth and thread, requires a needle.<br />
* Sew cloth sandals. Uses cloth and thread, requires a needle.<br />
* Craft cloth earring. Uses leather/scale.<br />
* Craft cloth amulet. Uses leather/scale.<br />
* Craft cloth bracelet. Uses leather/scale.<br />
* Decorate object with cloth. Uses cloth and thread, requires a needle.<br />
* Weave feather hood. Uses feathers and thread.<br />
* Weave feather cloak. Uses feathers and thread.<br />
* Weave feather tunic. Uses feathers and thread.<br />
* Weave feather skirt. Uses feathers and thread.<br />
* Weave feather earring. Uses feathers and thread.<br />
* Weave feather amulet. Uses feathers and thread.<br />
* Weave feather bracelet. Uses feathers and thread.<br />
* Decorate object with feathers. Uses feathers and thread.<br />
<br />
=== Shields/Crafts (Wood) ===<br />
<br />
* Carve wooden buckler. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden shield. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden crutch. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cup. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden minecart. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden figurine. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden ring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden earring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden scepter. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden amulet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden bracelet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden crown. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cabochan. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden mask. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden sandals. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden dice. Uses a wooden branch, and requires a sharp object.<br />
* Decorate object with wood. Uses a wooden branch, and requires a sharp object.<br />
<br />
=== Crafts (Bone/Shell/Tooth/Horn) ===<br />
<br />
* Carve bone crutch. Uses bones, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn goblet. Uses any of said materials, and requires a sharp object.<br />
* Carve skull goblet. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn figurine. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn ring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn earring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn scepter. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn amulet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn bracelet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn crown. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn cabochan. Uses any of said materials, and requires a sharp object.<br />
* Craft skull totem. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell mask. Uses either of said materials, and requires a sharp object.<br />
* Craft skull mask. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn dice. Uses any of said materials, and requires a sharp object.<br />
* Decorate object with bone/shell/tooth/nail/hoof/horn. Uses said materials, requires a sharp object.<br />
<br />
=== Crafts (Stone) ===<br />
<br />
* Craft stone mug. Uses a blunt small rock, and requires a second.<br />
* Craft stone figurine. Uses a blunt small rock, and requires a second.<br />
* Craft stone ring. Uses a blunt small rock, and requires a second.<br />
* Craft stone earring. Uses a blunt small rock, and requires a second.<br />
* Craft stone scepter. Uses a blunt small rock, and requires a second.<br />
* Craft stone amulet. Uses a blunt small rock, and requires a second.<br />
* Craft stone bracelet. Uses a blunt small rock, and requires a second.<br />
* Craft stone crown. Uses a blunt small rock, and requires a second.<br />
* Craft stone cabochon. Uses a blunt small rock, and requires a second.<br />
* Decorate object with stone. Uses a blunt small rock, and requires a second.<br />
<br />
=== Cooking and Alchemy ===<br />
<br />
* Mill plant into flour. Uses valid plant, requires a mortar and pestle.<br />
* Bake bread. Uses flour, requires a cooking pot.<br />
* Brew alcohol from plant. Uses valid plant, requires a cooking pot and an empty waterskin.<br />
* Brew alcohol from fruit. Uses valid plant growth, requires a cooking pot and an empty waterskin.<br />
* Craft astringent tincture. Uses three leaves from berry-bearing plants, requires a mortar and pestle.<br />
* Extract from plant. Uses extractable plant, requires a mortar and pestle plus an empty waterskin.<br />
* Refine venom into toxin. Uses a venom sac, requires a mortar and pestle plus an empty waterskin.<br />
* Craft saltpeter. Uses a millable or threshable plant and ash, requires a cooking pot.<br />
* Craft crude gunpowder. Uses saltpeter and charcoal/coal, requires a mortar and pestle.<br />
* Craft feywood log. Uses a branch and a feywood catalyst.<br />
* Extract from (semi)megabeast heart, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from generated creature heart, requires a mortar and pestle plus an empty waterskin.<br />
* Create magical essence from (semi)megabeast heart, shoggoth core, treant wood, or mountain bronze, Also uses a scroll, requires a mortar and pestle plus an empty waterskin.<br />
<br />
=== Paper/Parchment Crafting ===<br />
<br />
* Press pulpable plant into paper. Uses a valid plant, requires a mortar and pestle.<br />
* Dry skin into parchment. Uses a raw hide, and requires a sharp object.<br />
* Carve wooden scroll rollers. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone scroll rollers. Uses bone, and requires a sharp object.<br />
* Assemble a scroll. Uses a sheet and a scroll roller.<br />
* Craft a quire. Uses a sheet.<br />
<br />
=== Instrument Pieces ===<br />
<br />
* Carve wooden bagpipe pipes. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bagpipe pipes. Uses any of said materials, and requires a sharp object.<br />
* Sew leather bagpipe bag. Uses leather and thread, requires a needle.<br />
* Craft instrument strings. Uses string.<br />
* Carve wooden lyre body. Uses a wooden log, and requires a sharp object.<br />
* Carve bone/shell lyre body. Uses either material and requires a sharp object.<br />
* Carve wooden guitar body. Uses a wooden log, and requires a sharp object.<br />
* Carve skull guitar body. Uses a skull, and requires a sharp object.<br />
* Carve wooden guitar neck. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone guitar neck. Uses bone, and requires a sharp object.<br />
* Carve wooden harp body. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden drum body. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone drum body. Uses bone, and requires a sharp object.<br />
* Craft leather drum head. Uses leather.<br />
<br />
=== Instruments ===<br />
<br />
* Carve wooden simple flute. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone simple flute. Uses bone, and requires a sharp object.<br />
* Carve wooden instrument musical horn. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn musical horn. Uses any of said materials, and requires a sharp object.<br />
* Assemble bagpipes. Requires a bagpipe bag and instrument pipes.<br />
* Assemble lyre. Requires a lyre body and strings.<br />
* Assemble guitar. Requires a guitar body, a guitar neck, and strings.<br />
* Assemble harp. Requires a harp body and strings.<br />
* Assemble drum. Requires a drum body and drum head.<br />
* Carve wooden bell. Uses a wooden log, and requires a sharp object.<br />
<br />
== Appendix B, List of forging reactions (at carpenter's workshop): ==<br />
<br />
=== Metalworking (Basic Tools) ===<br />
<br />
* Craft makeshift forge. Uses 10 small rocks.<br />
* Repair metal item. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal axe. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mortar and pestle. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cooking pot. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Ammunition) ===<br />
<br />
* Craft metal sling bullets. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal arrows. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal bolts. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal javelins. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal darts. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal powder and shot. Uses metal, gunpowder, and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Weapons) ===<br />
<br />
* Craft metal dagger. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal spear. Uses metal, a stave, and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pike. Uses metal, a stave, and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal battle axe. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal great axe. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal short sword. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal long sword. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal two-handed sword. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mace. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal war hammer. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal maul. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal caestus. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal katar. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Shields/Armor) ===<br />
<br />
* Craft metal buckler. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal shield. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal helmet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cap. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal breastplate. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail shirt. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal greaves. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail leggings. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal low boots. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal high boots. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Furniture) ===<br />
<br />
* Craft metal throne. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal table. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal chest. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabinet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal door. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal barrel. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bucket. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal sarcophagus. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal hatch cover. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal grate. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bin. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal stepladder. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bookcase. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal splint. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pedestal. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal animal trap. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Crafts) ===<br />
<br />
* Craft metal crutch. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal goblet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal minecart. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal figurine. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal ring. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal earring. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal scepter. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal amulet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bracelet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal crown. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabochan. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mask. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Decorate object with metal. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Instruments) ===<br />
<br />
* Craft metal bagpipe pipes. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal instrument strings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal lyre body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar neck. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal harp body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal drum body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal simple flute. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal musical horn. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bell. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
== Appendix C, List of more useful stones ==<br />
<br />
* Andesite<br />
* Basalt<br />
* Chert (in-between other sharp stones and obsidian)<br />
* Dacite<br />
* Diorite<br />
* Native aluminum (same as aluminum)<br />
* Native copper (same as copper)<br />
* Native gold (same as gold)<br />
* Native platinum (same as platinum)<br />
* Native silver (same as silver)<br />
* Obsidian (deliciously sharp and deadly)<br />
* Quartzite<br />
* Phyllite<br />
* Raw adamantine (same as adamantine)<br />
* Rhyolite<br />
* Shale<br />
* Slade (good luck obtaining that one!)<br />
* Slate<br />
<br />
== Appendix D, List of monsters with improved body materials ==<br />
<br />
=== Tier 1 ===<br />
<br />
* Alligator (and variants)<br />
* Anaconda (and variants)<br />
* Armadillo (and variants)<br />
* Black bear (and variants)<br />
* Blind cave bear<br />
* Blind cave ogre<br />
* Cave crocodile<br />
* Cave dragon<br />
* Coelacanth<br />
* Elephant (and variants)<br />
* Emu (and variants)<br />
* Giant cave spider<br />
* Giant desert scorpion (re-added due to Toady removing them ;w;)<br />
* Mantis (normal version is a non-butcherable vermin)<br />
* Squid (normal version is a non-butcherable vermin)<br />
* Great white shark<br />
* Grizzly bear (and variants)<br />
* Hippo (and variants)<br />
* Magma crab<br />
* Ogre<br />
* Orca (and variants)<br />
* Ostrich (and variants)<br />
* Polar bear (and variants)<br />
* Rhinoceros (and variants)<br />
* Saltwater crocodile (and variants)<br />
* Sea monster<br />
* Sea serpent<br />
* Troll<br />
* Voracious cave crawler<br />
* Walrus (and variants)<br />
* Wild boar (and variants)<br />
* Cyclops<br />
* Ettin<br />
* Giant<br />
* Minotaur<br />
* Gargoyle<br />
* Mi-go<br />
* Dire bear<br />
* Feral ogre<br />
* Sanguine dragon<br />
<br />
=== Tier 2 ===<br />
<br />
* All generated monsters (titans, demons, etc)<br />
* Dragon<br />
* Hydra<br />
* Roc<br />
* Eternal thing<br />
* Manticore<br />
* Treant (wood)<br />
<br />
== Appendix E, List of monsters that yield venom sacs ==<br />
<br />
* Adder (variants, normal version is too small to yield any)<br />
* Giant bark scorpion (normal version is a non-butcherable vermin)<br />
* Black mamba (variants, normal version is too small to yield any)<br />
* Giant brown recluse spider (normal version is a non-butcherable vermin, recluse spider men are currently unusable)<br />
* Bushmaster (and variants)<br />
* Copperhead snake (variants, normal version is too small to yield any)<br />
* Giant desert scorpion<br />
* Giant cave spider<br />
* Gila monsters (and variants)<br />
* Helmet snake<br />
* King cobra (and variants, king cobra men are currently unusable)<br />
* Platypus (variants, normal version is too small to yield any)<br />
* Rattlesnake (and variants, rattlesnake men are currently unusable)<br />
* Serpent man<br />
* Manticore<br />
<br />
== Appendix F, List of plant and misc craftable extracts ==<br />
<br />
=== Notable plant extracts ===<br />
<br />
* Astringent tincture. Generally if it yields berries, its leaves are likely usable for alchemy. Very minor reduction in bleeding, infection, and some impact on open wounds.<br />
* Dwarven syrup. Delicious but does nothing.<br />
* Gnomeblight. Still only deadly to gnomes.<br />
* Golden salve. Stops bleeding and other ailments, potent non-nerve healing.<br />
* Marshmend, from muck root. Stops bleeding and eases pain.<br />
* Whiplash, from whip vine. Boost agility and speed some, side effects of dizziness and nausea.<br />
* Barbed haze, from sliver barb. Assorted stat boost, penalties, and other Fun.<br />
<br />
=== Megabeast and semi-megabeast hearts ===<br />
<br />
* Aetherbreath, from mi-gos. Grants immunity to suffocation.<br />
* Draconic fury, from dragons. Boosts willpower, inspires martial trances.<br />
* Giant's might, from giants. Boosts strength.<br />
* Insight, from ettins. Boosts assorted mental stats.<br />
* Relentlessness, from minotaurs. Grants immunity to stunning, exertion, and pain.<br />
* Renewal, from hydras. Powerful, but brief, regeneration with regrowth of limbs.<br />
* Stoneskin, from gargoyles. Hardens you against attacks.<br />
* Swiftness, from rocs. Boost agility, increases speed somewhat.<br />
* True seeing, from cyclops. Grants extravision and creature-sensing.<br />
* Trickery, from manticores. Sharply boosts various social stats.<br />
<br />
=== Other ===<br />
<br />
* Failed extract. If a generated titan/demon/etc doesn't have a valid poison (or has poison blood instead), this will be the result. Does nothing.<br />
* Shoggoth slime, readily obtained from shoggoths (obviously). Causes localized pain, blistering, bleeding, and necrosis. Drinking it is exactly as stupid an idea as you'd expect it to be.<br />
* Cursed dragonblood, from sanguine dragons. Dangerous to drink, but has some minor situational benefits.<br />
<br />
== Appendix G, List of plants made harvestable in the mod ==<br />
<br />
* Alfalfa, available most of summer into early winter. Edible raw.<br />
* Arrow bamboo, available all year. Source of branches.<br />
* Asparagus, available only early in spring. Edible raw.<br />
* Barley, available all summer and autumn. Source of flour and alcohol.<br />
* Beet, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Bloated tuber, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Blood amaranth, available most of summer into early winter. Edible, source of flour/alcohol.<br />
* Buckwheat, available most of summer into early winter. Source of flour and alcohol.<br />
* Cabbage, available midspring into midsummer. Edible raw.<br />
* Carrot, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cassava, available midspring into midsummer. Source of alcohol.<br />
* Cattail, available later spring into early summer. Source of flour, thread, and paper.<br />
* Cave wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Celery, available midspring into midsummer. Edible raw.<br />
* Chicory, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cloudberry, available in winter. Edible raw, source of alcohol.<br />
* Cotton, available most of summer into early winter. Source of thread and paper.<br />
* Finger millet, available all summer and autumn. Source of flour and alcohol.<br />
* Fisher berry, available most of summer. Edible raw, source of alcohol.<br />
* Flax, available most of summer into early winter. Source of thread, paper, and flour.<br />
* Fonio, available all summer and autumn. Source of flour and alcohol.<br />
* Foxtail millet, available all summer and autumn. Source of flour and alcohol.<br />
* Garden cress, available midspring into midsummer. Edible raw.<br />
* Golden bamboo, available all year. Source of branches.<br />
* Hard wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Hedge bamboo, available all year. Source of branches.<br />
* Hemp, available all summer and autumn. Source of thread, paper, and flour.<br />
* Jute, available most of summer into early winter. Source of thread and paper.<br />
* Kaniwa, available most of summer into early winter. Source of flour and alcohol.<br />
* Kenaf, available most of summer into early winter. Source of thread and paper.<br />
* Kobold bulb, available midautumn and all winter. Source of extract.<br />
* Leek, available midspring into midsummer. Edible raw.<br />
* Lettuce, available midspring into midsummer. Edible raw.<br />
* Long yam, available midspring into midsummer. Edible raw.<br />
* Longland grass, available all summer and autumn. Source of flour and alcohol.<br />
* Maize, available most of summer into early winter. Source of flour and alcohol.<br />
* Muck root, available midspring into midsummer. Edible raw, source of extract and alcohol.<br />
* Oat, available all summer and autumn. Source of flour and alcohol.<br />
* Papyrus sedge, available most of summer into early winter. Source of paper.<br />
* Parsnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Pearl millet, available all summer and autumn. Source of flour and alcohol.<br />
* Pendant amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Pig tail, available most of summer-early winter. Source of thread, paper, flour, and alcohol.<br />
* Prickle berry, available most of summer. Edible raw, source of alcohol.<br />
* Plump helmet, available all year. Edible raw, source of alcohol.<br />
* Potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Purple amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Quinoa, available most of summer into early winter. Source of flour and alcohol.<br />
* Radish, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Ramie, available most of summer into early winter. Source of thread and paper.<br />
* Rat weed, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Rhubarb, available midspring into midsummer. Edible raw.<br />
* Rice, available most of summer into early winter. Source of flour and alcohol.<br />
* Rope reed, available most of summer-early winter. Source of thread, paper, and alcohol.<br />
* Rye, available all summer and autumn. Source of flour and alcohol.<br />
* Single-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sliver barb, available all winter. Source of extract and alcohol.<br />
* Soft wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sorghum, available most of summer into early winter. Source of flour and alcohol.<br />
* Spelt, available all summer and autumn. Source of flour and alcohol.<br />
* Sun berry, available most of summer. Edible raw, source of alcohol.<br />
* Sweet pod, available midspring into midsummer. Source of exract and alcohol.<br />
* Sweet potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Teff, available all summer and autumn. Source of flour and alcohol.<br />
* Turnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Two-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Whip vine, available midspring into midsummer. Source of flour, extract, and alcohol.<br />
* White millet, available all summer and autumn. Source of flour and alcohol.<br />
* Valley herb, available most of spring. Source of extract.<br />
<br />
== Appendix H, List of obtainable magic: ==<br />
<br />
* Animal magic, opposed to nature magic. Marks a targeted animal as being able to speak and be recruited. Associated with animals, chaos, and hunting. Can be obtained from minotaurs and mi-gos, secondary sources include rocs and manticores.<br />
* Blight magic, opposed to healing magic. Inflicts a debilitating, sickening plague on a target creature when used. Fellow blight mages, healing mages, and those currently immunized by healing magic cannot be targeted with it. Can cause victims to go berserk and spread the sickness if they survive long enough. Associated with blight, disease, and misery. Can be obtained from manticores, shoggoths are a secondary source, can also be obtained as a major curse (with additional side effects).<br />
* Clairvoyance magic, opposed to infernal magic. Grants extravision and creature-sensing to a targeted creature when used, along with boosting agility and sensory-type mental attributes. Associated with inspiration, truth, and wisdom. Can be obtained from eternal things, ettins are a secondary source.<br />
* Fire magic, opposed to wind. Flings a fireball at a target creature when used, fellow fire mages cannot be targeted with it. Associated with fire, the sun, and volcanoes. Can be obtained from dragons and bronze colossi, secondary sources include giants and hydras.<br />
* Healing magic, opposed to blight magic. Mends bleeding and tissue damage on a target creature when used. Also temporarily immunizes the target against blight magic. Associated with healing, mercy, and rebirth. Can be obtained from hydras, treants are a secondary source.<br />
* Infernal magic, opposed to clairvoyance magic. Summons a random demonic creature when used, which will always be one of the raw-defined demons instead of a generated one, which will attack any living thing except the caster. Inflicts stigmata and personality changes on the user, repeated use will build up side effects until blood loss becomes lethal, and each use has a chance of rendering the caster permanently mute. Associated with lies, nightmares, and thralldom. Can be obtained from shoggoths, mi-gos are a secondary source, can also be obtained as a major curse (with additional side effects).<br />
* Nature magic, opposed to animal magic. Summons a random natural predatory animal when used. Associated with nature, plants, and trees. Can be obtained from treants and ettins, cyclopes and eternal things are a secondary source.<br />
* Protective magic, opposed to war magic. Grants high damage resistance to a target creature when used. Associated with courage, discipline, and longevity. Can be obtained from gargoyles, bronze colossi are a secondary source.<br />
* War magic, opposed to protective magic. Inflicts a berserk rage on the caster when used, with appropriate status buffs. Associated with war, victory, and murder. Can be obtained from giants, dragons are a secondary source, can also be obtained as a major curse (with additional side effects.<br />
* Wind magic, opposed to fire magic. Sends multiple target creatures flying away with high force when used, requires targets to be fairly close. Associated with storms, thunder, and wind. Can be obtained from rocs and cyclopes, minotaurs and gargoyles are a secondary source.</div>Valoshttp://dwarffortresswiki.org/index.php?title=User:Valos/Adventurecraft&diff=257685User:Valos/Adventurecraft2021-04-03T12:59:59Z<p>Valos: </p>
<hr />
<div>{{mod}}<br />
{{Modification<br />
| name = Adventurecraft<br />
| version = 47.02 - 47.05 1.995<br />
| df version = 0.47.05<br />
| last update = 4/3/2021<br />
| download = http://www.bay12forums.com/smf/index.php?topic=153036.0<br />
}}<br />
<br />
Adventurecraft, yet another Wanderer's Friend derivative, is an adventure-mode-focused mod that adds reactions, in addition to material changes and creature changes, much of it geared toward fleshing out the options provided to adventurers. Various features have been added to it over time, not all geared toward crafting.<br />
<br />
Existed in unreleased form since the DF2012 days, with the first release being not long before .42.01 was released. Features and changes listed are thus specific to the most recent version, assuming this page remains up-to-date (don't count on it), derived from the forum post.<br />
<br />
== Features ==<br />
<br />
=== Fun Material Tweaks ===<br />
<br />
* Different tiers of materials. Look for a + or ++ in the material name. 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.<br />
* Several stones have been buffed to not be vastly inferior to bone. Look for the material tier designation. Chert is second only to obsidian in sharpness.<br />
* 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.<br />
* 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 (or be spoiled in the appendices). Not all of the beasts added to the mod have usable hearts. Or, you can use the relevant megabeast heart (or equivalent for things that lack hearts) to unlock secrets of The Beyond...<br />
* 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.<br />
<br />
=== Creature Tweaks ===<br />
<br />
* Joint definitions have been 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.<br />
* Neck-snapping. While mundane damage to the upper spine doesn't always have any effect, putting a joint lock on it definitely will, unless the creature is stupidly huge.<br />
* Venomous creatures yield venom glands 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. In addition, giant spiders have silk glands that can be spun into thread.<br />
* Joint edits have been applied to generated creatures. Normal joints tend to be more common than breakable necks.<br />
* Sinews can now be obtained from butchering most creatures, and used as a source of thread.<br />
* Because DF2015 broke cannibal adventurers, intelligent semi-megabeasts/megabeasts are currently non-sentient. To make up for this, they gain natural skills. Megabeasts additionally grow at a more consistent rate, with the net result being that most beasts grow slower, while dragons grow faster. Bronze colossi gain a unique material instead of bronze, and dragons have an extra surprise in store.<br />
* Extremely small creatures have been tweaked slightly to make them a bit more likely to be successfully butchered, and non-giant birds properly yield feathers that can be used for crafts or decoration.<br />
* A few new interactions can be used by most playable creatures. Almost every playable creature has an interaction to bypass restrictions on crafting or eating body materials from intelligent creatures, allowing you to mark a target beforehand. Elves additionally have an interaction for producing a material used by their civilization, for producing feywood.<br />
* Megabeast and semi-megabeast hearts can also be crafted into essences that grant basic spells. Each forms one of five opposing pairs themed around contrasting sphere, different yet similiar sister spheres, or other thematic contrasts.<br />
<br />
=== New Creatures ===<br />
<br />
* At the suggestion of Jackie, messed around with making centaurs, and moreover made their body less of a "humanoid with 4 legs" thing used in vanilla. They show up in good biomes and can join civs. An evil critter, based on the kamaitachi, has also been added as another source of civ fodder for evil regions.<br />
* A couple added mythical creatures were added to make up for making centaurs real. Also added descriptions and spheres, to make their use in art more interesting.<br />
* 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.<br />
* 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. Its wood will make for effective blunt weapons, but poor edged weapons. Think twice before you try lighting one on fire!<br />
* Two H.P. Lovecraft references via the mi-go and shoggoth. Mi-gos have a delightfully alien body structure, while shoggoths are acidic blobs. Hint: pulp all the things.<br />
* Eternal things. Basically chitinous worms that can grow rather large given time, faster than dragons but not quite as huge.<br />
* Manticores. Overgrown lions with bat wings and scorpion tails. All the Fun of both potion-yield megabeasts and venomous critters.<br />
* Four lesser beasts that can form lairs, as a step down from semi-megabeasts. These act like night creature hunters, making lairs in various places. Dire wolves, dire bears, feral ogres, and sanguine dragons are all based off of some existing creature in some way, with qualities to make them different challenges in combat.<br />
* Some raw-defined recreations of the classic pre-DF2010 demons. These are used as fallback for some things that may require demons to exist, and tend to be used instead of said generated demons where necessary. Fiery abominations are recreations of spirits of fire, tweaked to float on a djinn-like cloud of cinders and made tougher than flame-bodied critters normally are (so punching one to death is a much tougher feat). Froglike abominations are a recreation of frog demons, given a more grotesque gorilla-like body and a nasty plague inflicted via bites and tongue-lashing. Tendriled abominations are the tentacle demons, reworked into a scaly form with its tentacles instead of arms, lashing out with acidic secretions that can also provoke a neurotoxic effect.<br />
* The good old giant desert scorpion has been preserved in this mod ever since its removal, kept up to date and tweaked according to the needs of the mod. As a bonus, its venom has a proper neurotoxic effect instead of relying solely on necrosis.<br />
<br />
=== Plant Tweaks ===<br />
<br />
* 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, and extract-bearing plants.<br />
* 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.<br />
* In addition to more potent alchemical concoctions, more mundane medicine can be made from certain plant sources (best as the system permits, and noting that the game lacks what would normally be the best options for that). The effects are much more minor than what golden salve or processed muck root can do, but it can help in a pinch.<br />
* Brewable plants can be made into delicious booze. If it isn't brewable by picking the plant itself (assuming it's in season), try brewing fruit instead.<br />
* Bread is now a thing. The relevant plants can be ground into flour and used as such.<br />
* Bamboo, cattails, and cloudberries have been given useful growths. This works in adventure mode, but due to the plants being grass they can't be picked in fort mode.<br />
<br />
=== Civilization Tweaks ===<br />
<br />
* All of the main races are playable in Adventurer Mode, whether as civ members or as outsiders.<br />
* 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.<br />
* Humans and goblins have been given slings and sewing needles, for the hell of it.<br />
* 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 has 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.<br />
* Goblins need food and water, so remember that.<br />
* Underground animal people have been given a surface-dwelling equivalent, allowing for occasional instances of them being playable as entity members, instead of outsiders. They spread out as tribes in small villages, potentially either allying or coming to blows with the major civilizations.<br />
* A few extra profession types can be selected as backgrounds in adventure mode, like poets, criminals, pilgrims etc. Generally if it's not available via that entity's permitted jobs, fits that civilization, and gives bonus skills when chosen, it's been added.<br />
<br />
=== New uses for existing items (and changes) ===<br />
<br />
* Mortars and pestles are used for plant processing and alchemy. A pair can be crafted from stone.<br />
* A few reactions use blunt small rocks for hammering instead of just knapping.<br />
* If you get a hold of a full log, a battle axe can be used to split it into usable branches.<br />
* Stone axes have been changed to allow metal versions to show up in human and goblin sites.<br />
* Helves have been given the same weapon uses as staves in older versions of this mod, and renamed to staves to reflect this.<br />
* Cooking tools have additional use in a few reactions, allowing you to use cauldrons in place of cooking pots if you find one.<br />
<br />
=== New Items ===<br />
<br />
* Needles, required for sewing. In addition to wood you can carve them from bone, tooth, nail, hoof, or horn.<br />
* Clubs, as a crude mace-equivalent as suggested by Kallin.<br />
* Caesti and katars, unarmed weapons suggested and worked on by Jackie.<br />
* Simple lockbows, originally implemented in Kobold Kamp as suggested by Flint.<br />
* Spear-throwers and javelins, made with help from ZM5. Closer to actual hand-thrown javelins than the more realistic atlatl, but still allows use of a spear-thrower for gameplay reasons.<br />
* 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.<br />
* Gunpowder weaponry, in the form of fire lances and hand cannons. The ingredients can be crafted by various means, including methods accessible to adventurers, allowing crude powder and shot to be produced.<br />
* Gambesons, made from cloth. Obviously fragile unless using megabeast haircloth or silk.<br />
* Cooking pots, for making certain items, most notably for brewing.<br />
* Animal glue, which the recent combat changes have made useful.<br />
* Eight raw-defined instruments that can be crafted, supplementing the generated instruments that can't be crafted in adventure mode.<br />
* Feywood catalysts can be found at elven sites, or produced via magic accessible to elves in adventure mode. If you obtain one, a reaction exists to grow the improved feywood elves can use for weapons and armor.<br />
<br />
=== Dismantling Items ===<br />
<br />
* Boulders and logs can be split into small rocks and pieces of wood, respectively.<br />
* Crude cloth can be unraveled if needed.<br />
* Cloth items can be cut apart for cloth, leather items can be cut apart, any other stone item can be salvaged for a rock, and metal items can be broken down for metal. Note that nothing's stopping you from being a lunatic and trying to dismantle the end result into itself, which will eventually waste it.<br />
<br />
== Bugs and Issues ==<br />
<br />
* No gauntlets due to the gauntlet bug. The workaround I originally devised tends to break more things than it fixes.<br />
* Just like whips, civs will generate metal slings because derp. Outsiders will also have access to metal staves, clubs, and caesti, all of which were balanced around the assumption that they'd only ever be made out of much lighter materials.<br />
* 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.<br />
* The amount of usable leather, bone, etc can be increased by lopping off limbs. For bone, there are reaction bugs and balance issues behind why Adventurecraft has set crafting to consume full stacks, instead of vanilla's use of single units from a stack.<br />
* 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.<br />
* Goblin and kobold adventurers will find their home to be an immense hassle to leave, as dark forts and caves block fast travel even if the inhabitants are friendly.<br />
* Nothing's stopping you from being a lunatic and trying to dismantle cloth, tanned hides, or metal bars. This will eventually waste it due to the odds not being 100%. <br />
* Thread, cloth, bars, and sheets obtained from towns instead of player-made are a nigh-endless source of crafting material, due to reactions set to only produce and use product dimensions of 1.<br />
<br />
== Appendix A, Full list of new reactions ==<br />
<br />
=== Basic Reactions ===<br />
<br />
* Tan a raw hide, raw scales, or raw chitin. Produces tanned leather/scale/chitin.<br />
* Dry and spin sinew into thread.<br />
* Spin hair, wool, or silk glands into thread.<br />
* Process thread-bearing plant into thread.<br />
* Weave cloth. Uses hair/wool, plant-based, or silk thread.<br />
* Make glue. Uses raw hide, raw scales, bone, skull, horn, or hoof. Requires a cooking item.<br />
* Craft charcoal. Uses a log, requires a cooking pot.<br />
* Craft ash. Uses a log, requires a cooking pot.<br />
* Repair cloth item. Uses cloth and thread, requires a needle.<br />
* Repair feather item. Uses feathers and thread.<br />
* Repair leather/scale/chitin item. Uses any of said materials plus thread, requires a needle.<br />
* Repair wood/bone/stone item. Uses animal glue, requires a sharp object.<br />
* Split wooden log into branches. Also requires a sharp object. Ignore the absurdity.<br />
* Split large stone into small rocks. Also requires a blunt small rock.<br />
* Unravel cloth into thread.<br />
* Dismantle cloth item. Requires a sharp object.<br />
* Dismantle leather/scale/chitin item. Requires a sharp object.<br />
* Dismantle stone item. Requires a blunt small rock.<br />
* Dismantle metal item. Requires a blunt small rock.<br />
<br />
=== Tools ===<br />
<br />
* Carve wooden sewing needle. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn needle. Uses any of said materials, requires a sharp object.<br />
* Carve wooden stave. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone stave. Uses bones, and requires a sharp object.<br />
* Carve bone/shell axe. Uses either material plus a stave, requires a sharp object.<br />
* Craft stone axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mortar and pestle. Uses 2 blunt small rocks, and requires a third.<br />
* Craft stone cooking pot. Uses any small rock, and requires a blunt small rock.<br />
* Carve wooden gun barrel. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone gun barrel. Uses bones, and requires a sharp object.<br />
<br />
=== Ammunition ===<br />
<br />
* Craft sling stones. Uses a blunt small rock, and requires a second.<br />
* Carve wooden arrows. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn arrows. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone arrows. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden bolts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bolts. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone bolts. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden javelins. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn javelins. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone javelins. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden darts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn darts. Uses any of said materials, requires a sharp object.<br />
* Craft stone powder and shot. Uses any small rock and gunpowder, requires a blunt small rock.<br />
<br />
=== Weapons (Wood/Leather/Misc) ===<br />
<br />
* Carve wooden dagger. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden pike. Uses two wooden branches, and requires a sharp object.<br />
* Carve wooden club. Uses a wooden branch, and requires a sharp object.<br />
* Craft wooden maul. Uses a log plus a stave, and requires a sharp object.<br />
* Craft leather/scale whip. Uses leather/scale, and requires a sharp object.<br />
* Craft leather/scale/chitin caestus. Uses any of said materials, and requires a sharp object.<br />
* Craft wooden bow. Uses a stave and thread, requires a sharp object.<br />
* Craft simple wooden lockbow. Uses two branches and thread, requires a sharp object.<br />
* Carve wooden blowgun. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear-thrower. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale sling. Uses leather, and requires a sharp object.<br />
* Craft cloth sling. Uses cloth, and requires a sharp object.<br />
* Craft fire lance. Uses a spear and a gun barrel.<br />
* Craft hand cannon. Uses a durable metal gun barrel and a log.<br />
<br />
=== Weapons (Bone) ===<br />
<br />
* Craft bone/shell/tooth/horn dagger. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn spear. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn pike. Uses any of said materials plus two staves, requires a sharp object.<br />
* Carve bone/shell battle axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell great axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn short sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn long sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn two-handed sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone club. Uses bones, and requires a sharp object.<br />
* Craft bone/shell maul. Uses either material plus a log and a stave, requires a sharp object.<br />
* Craft skull maul. Uses a skull plus a log and a stave, requires a sharp object.<br />
* Craft bone/tooth/nail/hoof/horn katar. Uses any of said materials, and requires a sharp object.<br />
* Craft bone bow. Uses bones and thread, requires a sharp object.<br />
* Craft simple bone lockbow. Uses bones, a stave, and thread, requires a sharp object.<br />
* Carve bone spear-thrower. Uses bones, and requires a sharp object.<br />
* Carve bone blowgun. Uses bones, and requires a sharp object.<br />
<br />
=== Weapons (Stone) ===<br />
<br />
* Knap stone dagger. Uses any small rock, and requires a blunt small rock.<br />
* Craft stone spear. Uses a sharp rock and a stave. No need to cut the stave to size.<br />
* Craft stone pike. Uses a sharp rock and two staves. No need to cut the staves to size.<br />
* Craft stone battle axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone great axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone short sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone long sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone two-handed sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mace. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone war hammer. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone maul. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
<br />
=== Armor (Bone) ===<br />
<br />
* Craft bone/shell buckler. Uses either material, and requires a sharp object.<br />
* Craft bone/shell shield. Uses either material, and requires a sharp object.<br />
* Craft bone/shell helm. Uses either material, and requires a sharp object.<br />
* Craft skull helm. Uses a skull, and requires a sharp object.<br />
* Craft bone/shell armor. Uses either material and requires a sharp object.<br />
* Craft bone/shell leggings. Uses either material, and requires a sharp object.<br />
* Craft bone greaves. Uses bones, and requires a sharp object.<br />
<br />
=== Shields/Armor (Leather/Scale/Chitin) ===<br />
<br />
* Craft leather/scale/chitin buckler. Uses any of said materials, and requires a sharp object.<br />
* Craft leather/scale/chitin shield. Uses any of said materials, and requires a sharp object.<br />
* Sew leather/scale/chitin cap. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin helm. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin armor. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin leggings. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin low boots. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin high boots. Uses any of said materials plus thread, requires a needle.<br />
<br />
=== Clothing (Leather) ===<br />
<br />
* Sew leather/scale backpack. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale waterskin. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale quiver. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale hood. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale mask. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale cloak. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale tunic. Uses leather/scale and thread, requires a needle.<br />
* Make leather/scale loincloth. Uses leather/scale.<br />
* Sew leather/scale trousers. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale skirt. Uses leather/scale and thread, requires a needle.<br />
* Craft leather/scale footwraps. Uses leather, and requires a sharp object.<br />
* Sew leather/scale sandals. Uses leather/scale and thread, requires a needle.<br />
* Craft leather/scale earring. Uses leather/scale.<br />
* Craft leather/scale amulet. Uses leather/scale.<br />
* Craft leather/scale bracelet. Uses leather/scale.<br />
* Decorate object with leather/scale. Uses leather/scale and thread, requires a needle.<br />
<br />
=== Clothing (Cloth) ===<br />
<br />
* Sew cloth backpack. Uses cloth and thread, requires a needle.<br />
* Sew cloth quiver. Uses cloth and thread, requires a needle.<br />
* Sew cloth cap. Uses cloth and thread, requires a needle.<br />
* Sew cloth hood. Uses cloth and thread, requires a needle.<br />
* Sew cloth mask. Uses cloth and thread, requires a needle.<br />
* Sew cloth gambeson. Uses cloth and thread, requires a needle.<br />
* Sew cloth cloak. Uses cloth and thread, requires a needle.<br />
* Sew cloth tunic. Uses cloth and thread, requires a needle.<br />
* Make cloth loincloth. Uses cloth.<br />
* Sew cloth trousers. Uses cloth and thread, requires a needle.<br />
* Sew cloth skirt. Uses cloth and thread, requires a needle.<br />
* Craft cloth footwraps. Uses cloth, and requires a sharp object.<br />
* Sew cloth socks. Uses cloth and thread, requires a needle.<br />
* Sew cloth sandals. Uses cloth and thread, requires a needle.<br />
* Craft cloth earring. Uses leather/scale.<br />
* Craft cloth amulet. Uses leather/scale.<br />
* Craft cloth bracelet. Uses leather/scale.<br />
* Decorate object with cloth. Uses cloth and thread, requires a needle.<br />
* Weave feather hood. Uses feathers and thread.<br />
* Weave feather cloak. Uses feathers and thread.<br />
* Weave feather tunic. Uses feathers and thread.<br />
* Weave feather skirt. Uses feathers and thread.<br />
* Weave feather earring. Uses feathers and thread.<br />
* Weave feather amulet. Uses feathers and thread.<br />
* Weave feather bracelet. Uses feathers and thread.<br />
* Decorate object with feathers. Uses feathers and thread.<br />
<br />
=== Shields/Crafts (Wood) ===<br />
<br />
* Carve wooden buckler. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden shield. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden crutch. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cup. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden minecart. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden figurine. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden ring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden earring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden scepter. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden amulet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden bracelet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden crown. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cabochan. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden mask. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden sandals. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden dice. Uses a wooden branch, and requires a sharp object.<br />
* Decorate object with wood. Uses a wooden branch, and requires a sharp object.<br />
<br />
=== Crafts (Bone/Shell/Tooth/Horn) ===<br />
<br />
* Carve bone crutch. Uses bones, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn goblet. Uses any of said materials, and requires a sharp object.<br />
* Carve skull goblet. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn figurine. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn ring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn earring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn scepter. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn amulet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn bracelet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn crown. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn cabochan. Uses any of said materials, and requires a sharp object.<br />
* Craft skull totem. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell mask. Uses either of said materials, and requires a sharp object.<br />
* Craft skull mask. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn dice. Uses any of said materials, and requires a sharp object.<br />
* Decorate object with bone/shell/tooth/nail/hoof/horn. Uses said materials, requires a sharp object.<br />
<br />
=== Crafts (Stone) ===<br />
<br />
* Craft stone mug. Uses a blunt small rock, and requires a second.<br />
* Craft stone figurine. Uses a blunt small rock, and requires a second.<br />
* Craft stone ring. Uses a blunt small rock, and requires a second.<br />
* Craft stone earring. Uses a blunt small rock, and requires a second.<br />
* Craft stone scepter. Uses a blunt small rock, and requires a second.<br />
* Craft stone amulet. Uses a blunt small rock, and requires a second.<br />
* Craft stone bracelet. Uses a blunt small rock, and requires a second.<br />
* Craft stone crown. Uses a blunt small rock, and requires a second.<br />
* Craft stone cabochon. Uses a blunt small rock, and requires a second.<br />
* Decorate object with stone. Uses a blunt small rock, and requires a second.<br />
<br />
=== Cooking and Alchemy ===<br />
<br />
* Mill plant into flour. Uses valid plant, requires a mortar and pestle.<br />
* Bake bread. Uses flour, requires a cooking pot.<br />
* Brew alcohol from plant. Uses valid plant, requires a cooking pot and an empty waterskin.<br />
* Brew alcohol from fruit. Uses valid plant growth, requires a cooking pot and an empty waterskin.<br />
* Craft astringent tincture. Uses three leaves from berry-bearing plants, requires a mortar and pestle.<br />
* Extract from plant. Uses extractable plant, requires a mortar and pestle plus an empty waterskin.<br />
* Refine venom into toxin. Uses a venom sac, requires a mortar and pestle plus an empty waterskin.<br />
* Craft saltpeter. Uses a millable or threshable plant and ash, requires a cooking pot.<br />
* Craft crude gunpowder. Uses saltpeter and charcoal/coal, requires a mortar and pestle.<br />
* Craft feywood log. Uses a branch and a feywood catalyst.<br />
* Extract from (semi)megabeast heart, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from generated creature heart, requires a mortar and pestle plus an empty waterskin.<br />
* Create magical essence from (semi)megabeast heart, shoggoth core, treant wood, or mountain bronze, Also uses a scroll, requires a mortar and pestle plus an empty waterskin.<br />
<br />
=== Paper/Parchment Crafting ===<br />
<br />
* Press pulpable plant into paper. Uses a valid plant, requires a mortar and pestle.<br />
* Dry skin into parchment. Uses a raw hide, and requires a sharp object.<br />
* Carve wooden scroll rollers. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone scroll rollers. Uses bone, and requires a sharp object.<br />
* Assemble a scroll. Uses a sheet and a scroll roller.<br />
* Craft a quire. Uses a sheet.<br />
<br />
=== Instrument Pieces ===<br />
<br />
* Carve wooden bagpipe pipes. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bagpipe pipes. Uses any of said materials, and requires a sharp object.<br />
* Sew leather bagpipe bag. Uses leather and thread, requires a needle.<br />
* Craft instrument strings. Uses string.<br />
* Carve wooden lyre body. Uses a wooden log, and requires a sharp object.<br />
* Carve bone/shell lyre body. Uses either material and requires a sharp object.<br />
* Carve wooden guitar body. Uses a wooden log, and requires a sharp object.<br />
* Carve skull guitar body. Uses a skull, and requires a sharp object.<br />
* Carve wooden guitar neck. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone guitar neck. Uses bone, and requires a sharp object.<br />
* Carve wooden harp body. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden drum body. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone drum body. Uses bone, and requires a sharp object.<br />
* Craft leather drum head. Uses leather.<br />
<br />
=== Instruments ===<br />
<br />
* Carve wooden simple flute. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone simple flute. Uses bone, and requires a sharp object.<br />
* Carve wooden instrument musical horn. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn musical horn. Uses any of said materials, and requires a sharp object.<br />
* Assemble bagpipes. Requires a bagpipe bag and instrument pipes.<br />
* Assemble lyre. Requires a lyre body and strings.<br />
* Assemble guitar. Requires a guitar body, a guitar neck, and strings.<br />
* Assemble harp. Requires a harp body and strings.<br />
* Assemble drum. Requires a drum body and drum head.<br />
* Carve wooden bell. Uses a wooden log, and requires a sharp object.<br />
<br />
== Appendix B, List of forging reactions (at carpenter's workshop): ==<br />
<br />
=== Metalworking (Basic Tools) ===<br />
<br />
* Craft makeshift forge. Uses 10 small rocks.<br />
* Repair metal item. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal axe. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mortar and pestle. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cooking pot. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Ammunition) ===<br />
<br />
* Craft metal sling bullets. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal arrows. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal bolts. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal javelins. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal darts. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal powder and shot. Uses metal, gunpowder, and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Weapons) ===<br />
<br />
* Craft metal dagger. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal spear. Uses metal, a stave, and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pike. Uses metal, a stave, and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal battle axe. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal great axe. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal short sword. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal long sword. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal two-handed sword. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mace. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal war hammer. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal maul. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal caestus. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal katar. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Shields/Armor) ===<br />
<br />
* Craft metal buckler. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal shield. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal helmet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cap. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal breastplate. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail shirt. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal greaves. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail leggings. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal low boots. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal high boots. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Furniture) ===<br />
<br />
* Craft metal throne. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal table. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal chest. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabinet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal door. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal barrel. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bucket. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal sarcophagus. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal hatch cover. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal grate. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bin. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal stepladder. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bookcase. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal splint. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pedestal. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal animal trap. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Crafts) ===<br />
<br />
* Craft metal crutch. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal goblet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal minecart. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal figurine. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal ring. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal earring. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal scepter. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal amulet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bracelet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal crown. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabochan. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mask. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Decorate object with metal. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Instruments) ===<br />
<br />
* Craft metal bagpipe pipes. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal instrument strings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal lyre body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar neck. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal harp body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal drum body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal simple flute. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal musical horn. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bell. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
== Appendix C, List of more useful stones ==<br />
<br />
* Andesite<br />
* Basalt<br />
* Chert (in-between other sharp stones and obsidian)<br />
* Dacite<br />
* Diorite<br />
* Native aluminum (same as aluminum)<br />
* Native copper (same as copper)<br />
* Native gold (same as gold)<br />
* Native platinum (same as platinum)<br />
* Native silver (same as silver)<br />
* Obsidian (deliciously sharp and deadly)<br />
* Quartzite<br />
* Phyllite<br />
* Raw adamantine (same as adamantine)<br />
* Rhyolite<br />
* Shale<br />
* Slade (good luck obtaining that one!)<br />
* Slate<br />
<br />
== Appendix D, List of monsters with improved body materials ==<br />
<br />
=== Tier 1 ===<br />
<br />
* Alligator (and variants)<br />
* Anaconda (and variants)<br />
* Armadillo (and variants)<br />
* Black bear (and variants)<br />
* Blind cave bear<br />
* Blind cave ogre<br />
* Cave crocodile<br />
* Cave dragon<br />
* Coelacanth<br />
* Elephant (and variants)<br />
* Emu (and variants)<br />
* Giant cave spider<br />
* Giant desert scorpion (re-added due to Toady removing them ;w;)<br />
* Mantis (normal version is a non-butcherable vermin)<br />
* Squid (normal version is a non-butcherable vermin)<br />
* Great white shark<br />
* Grizzly bear (and variants)<br />
* Hippo (and variants)<br />
* Magma crab<br />
* Ogre<br />
* Orca (and variants)<br />
* Ostrich (and variants)<br />
* Polar bear (and variants)<br />
* Rhinoceros (and variants)<br />
* Saltwater crocodile (and variants)<br />
* Sea monster<br />
* Sea serpent<br />
* Troll<br />
* Voracious cave crawler<br />
* Walrus (and variants)<br />
* Wild boar (and variants)<br />
* Cyclops<br />
* Ettin<br />
* Giant<br />
* Minotaur<br />
* Gargoyle<br />
* Mi-go<br />
* Dire bear<br />
* Feral ogre<br />
* Sanguine dragon<br />
<br />
=== Tier 2 ===<br />
<br />
* All generated monsters (titans, demons, etc)<br />
* Dragon<br />
* Hydra<br />
* Roc<br />
* Eternal thing<br />
* Manticore<br />
* Treant (wood)<br />
<br />
== Appendix E, List of monsters that yield venom sacs ==<br />
<br />
* Adder (variants, normal version is too small to yield any)<br />
* Giant bark scorpion (normal version is a non-butcherable vermin)<br />
* Black mamba (variants, normal version is too small to yield any)<br />
* Giant brown recluse spider (normal version is a non-butcherable vermin, recluse spider men are currently unusable)<br />
* Bushmaster (and variants)<br />
* Copperhead snake (variants, normal version is too small to yield any)<br />
* Giant desert scorpion<br />
* Giant cave spider<br />
* Gila monsters (and variants)<br />
* Helmet snake<br />
* King cobra (and variants, king cobra men are currently unusable)<br />
* Platypus (variants, normal version is too small to yield any)<br />
* Rattlesnake (and variants, rattlesnake men are currently unusable)<br />
* Serpent man<br />
* Manticore<br />
<br />
== Appendix F, List of plant and misc craftable extracts ==<br />
<br />
=== Notable plant extracts ===<br />
<br />
* Astringent tincture. Generally if it yields berries, its leaves are likely usable for alchemy. Very minor reduction in bleeding, infection, and some impact on open wounds.<br />
* Dwarven syrup. Delicious but does nothing.<br />
* Gnomeblight. Still only deadly to gnomes.<br />
* Golden salve. Stops bleeding and other ailments, potent non-nerve healing.<br />
* Marshmend, from muck root. Stops bleeding and eases pain.<br />
* Whiplash, from whip vine. Boost agility and speed some, side effects of dizziness and nausea.<br />
* Barbed haze, from sliver barb. Assorted stat boost, penalties, and other Fun.<br />
<br />
=== Megabeast and semi-megabeast hearts ===<br />
<br />
* Aetherbreath, from mi-gos. Grants immunity to suffocation.<br />
* Draconic fury, from dragons. Boosts willpower, inspires martial trances.<br />
* Giant's might, from giants. Boosts strength.<br />
* Insight, from ettins. Boosts assorted mental stats.<br />
* Relentlessness, from minotaurs. Grants immunity to stunning, exertion, and pain.<br />
* Renewal, from hydras. Powerful, but brief, regeneration with regrowth of limbs.<br />
* Stoneskin, from gargoyles. Hardens you against attacks.<br />
* Swiftness, from rocs. Boost agility, increases speed somewhat.<br />
* True seeing, from cyclops. Grants extravision and creature-sensing.<br />
* Trickery, from manticores. Sharply boosts various social stats.<br />
<br />
=== Other ===<br />
<br />
* Failed extract. If a generated titan/demon/etc doesn't have a valid poison (or has poison blood instead), this will be the result. Does nothing.<br />
* Shoggoth slime, readily obtained from shoggoths (obviously). Causes localized pain, blistering, bleeding, and necrosis. Drinking it is exactly as stupid an idea as you'd expect it to be.<br />
* Cursed dragonblood, from sanguine dragons. Dangerous to drink, but has some minor situational benefits.<br />
<br />
== Appendix G, List of plants made harvestable in the mod ==<br />
<br />
* Alfalfa, available most of summer into early winter. Edible raw.<br />
* Arrow bamboo, available all year. Source of branches.<br />
* Asparagus, available only early in spring. Edible raw.<br />
* Barley, available all summer and autumn. Source of flour and alcohol.<br />
* Beet, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Bloated tuber, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Blood amaranth, available most of summer into early winter. Edible, source of flour/alcohol.<br />
* Buckwheat, available most of summer into early winter. Source of flour and alcohol.<br />
* Cabbage, available midspring into midsummer. Edible raw.<br />
* Carrot, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cassava, available midspring into midsummer. Source of alcohol.<br />
* Cattail, available later spring into early summer. Source of flour, thread, and paper.<br />
* Cave wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Celery, available midspring into midsummer. Edible raw.<br />
* Chicory, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cloudberry, available in winter. Edible raw, source of alcohol.<br />
* Cotton, available most of summer into early winter. Source of thread and paper.<br />
* Finger millet, available all summer and autumn. Source of flour and alcohol.<br />
* Fisher berry, available most of summer. Edible raw, source of alcohol.<br />
* Flax, available most of summer into early winter. Source of thread, paper, and flour.<br />
* Fonio, available all summer and autumn. Source of flour and alcohol.<br />
* Foxtail millet, available all summer and autumn. Source of flour and alcohol.<br />
* Garden cress, available midspring into midsummer. Edible raw.<br />
* Golden bamboo, available all year. Source of branches.<br />
* Hard wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Hedge bamboo, available all year. Source of branches.<br />
* Hemp, available all summer and autumn. Source of thread, paper, and flour.<br />
* Jute, available most of summer into early winter. Source of thread and paper.<br />
* Kaniwa, available most of summer into early winter. Source of flour and alcohol.<br />
* Kenaf, available most of summer into early winter. Source of thread and paper.<br />
* Kobold bulb, available midautumn and all winter. Source of extract.<br />
* Leek, available midspring into midsummer. Edible raw.<br />
* Lettuce, available midspring into midsummer. Edible raw.<br />
* Long yam, available midspring into midsummer. Edible raw.<br />
* Longland grass, available all summer and autumn. Source of flour and alcohol.<br />
* Maize, available most of summer into early winter. Source of flour and alcohol.<br />
* Muck root, available midspring into midsummer. Edible raw, source of extract and alcohol.<br />
* Oat, available all summer and autumn. Source of flour and alcohol.<br />
* Papyrus sedge, available most of summer into early winter. Source of paper.<br />
* Parsnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Pearl millet, available all summer and autumn. Source of flour and alcohol.<br />
* Pendant amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Pig tail, available most of summer-early winter. Source of thread, paper, flour, and alcohol.<br />
* Prickle berry, available most of summer. Edible raw, source of alcohol.<br />
* Plump helmet, available all year. Edible raw, source of alcohol.<br />
* Potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Purple amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Quinoa, available most of summer into early winter. Source of flour and alcohol.<br />
* Radish, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Ramie, available most of summer into early winter. Source of thread and paper.<br />
* Rat weed, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Rhubarb, available midspring into midsummer. Edible raw.<br />
* Rice, available most of summer into early winter. Source of flour and alcohol.<br />
* Rope reed, available most of summer-early winter. Source of thread, paper, and alcohol.<br />
* Rye, available all summer and autumn. Source of flour and alcohol.<br />
* Single-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sliver barb, available all winter. Source of extract and alcohol.<br />
* Soft wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sorghum, available most of summer into early winter. Source of flour and alcohol.<br />
* Spelt, available all summer and autumn. Source of flour and alcohol.<br />
* Sun berry, available most of summer. Edible raw, source of alcohol.<br />
* Sweet pod, available midspring into midsummer. Source of exract and alcohol.<br />
* Sweet potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Teff, available all summer and autumn. Source of flour and alcohol.<br />
* Turnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Two-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Whip vine, available midspring into midsummer. Source of flour, extract, and alcohol.<br />
* White millet, available all summer and autumn. Source of flour and alcohol.<br />
* Valley herb, available most of spring. Source of extract.<br />
<br />
== Appendix H, List of obtainable magic: ==<br />
<br />
* Animal magic, opposed to nature magic. Marks a targeted animal as being able to speak and be recruited. Associated with animals, chaos, and hunting. Can be obtained from minotaurs and mi-gos, secondary sources include rocs and manticores.<br />
* Blight magic, opposed to healing magic. Inflicts a debilitating, sickening plague on a target creature when used. Fellow blight mages, healing mages, and those currently immunized by healing magic cannot be targeted with it. Can cause victims to go berserk and spread the sickness if they survive long enough. Associated with blight, disease, and misery. Can be obtained from manticores, shoggoths are a secondary source, can also be obtained as a major curse (with additional side effects).<br />
* Clairvoyance magic, opposed to infernal magic. Grants extravision and creature-sensing to a targeted creature when used, along with boosting agility and sensory-type mental attributes. Associated with inspiration, truth, and wisdom. Can be obtained from eternal things, ettins are a secondary source.<br />
* Fire magic, opposed to wind. Flings a fireball at a target creature when used, fellow fire mages cannot be targeted with it. Associated with fire, the sun, and volcanoes. Can be obtained from dragons and bronze colossi, secondary sources include giants and hydras.<br />
* Healing magic, opposed to blight magic. Mends bleeding and tissue damage on a target creature when used. Also temporarily immunizes the target against blight magic. Associated with healing, mercy, and rebirth. Can be obtained from hydras, treants are a secondary source.<br />
* Infernal magic, opposed to clairvoyance magic. Summons a random demonic creature when used, which will always be one of the raw-defined demons instead of a generated one, which will attack any living thing except the caster. Inflicts stigmata and personality changes on the user, repeated use will build up side effects until blood loss becomes lethal, and each use has a chance of rendering the caster permanently mute. Associated with lies, nightmares, and thralldom. Can be obtained from shoggoths, mi-gos are a secondary source, can also be obtained as a major curse (with additional side effects).<br />
* Nature magic, opposed to animal magic. Summons a random natural predatory animal when used. Associated with nature, plants, and trees. Can be obtained from treants and ettins, cyclopes and eternal things are a secondary source.<br />
* Protective magic, opposed to war magic. Grants high damage resistance to a target creature when used. Associated with courage, discipline, and longevity. Can be obtained from gargoyles, bronze colossi are a secondary source.<br />
* War magic, opposed to protective magic. Inflicts a berserk rage on the caster when used, with appropriate status buffs. Associated with war, victory, and murder. Can be obtained from giants, dragons are a secondary source, can also be obtained as a major curse (with additional side effects.<br />
* Wind magic, opposed to fire magic. Sends multiple target creatures flying away with high force when used, requires targets to be fairly close. Associated with storms, thunder, and wind. Can be obtained from rocs and cyclopes, minotaurs and gargoyles are a secondary source.</div>Valoshttp://dwarffortresswiki.org/index.php?title=User:Valos/Adventurecraft&diff=256646User:Valos/Adventurecraft2021-02-11T21:40:09Z<p>Valos: </p>
<hr />
<div>{{mod}}<br />
{{Modification<br />
| name = Adventurecraft<br />
| version = 47.02 - 47.05 1.994<br />
| df version = 0.47.05<br />
| last update = 2/11/2021<br />
| download = http://www.bay12forums.com/smf/index.php?topic=153036.0<br />
}}<br />
<br />
Adventurecraft, yet another Wanderer's Friend derivative, is an adventure-mode-focused mod that adds reactions, in addition to material changes and creature changes, much of it geared toward fleshing out the options provided to adventurers. Various features have been added to it over time, not all geared toward crafting.<br />
<br />
Existed in unreleased form since the DF2012 days, with the first release being not long before .42.01 was released. Features and changes listed are thus specific to the most recent version, assuming this page remains up-to-date (don't count on it), derived from the forum post.<br />
<br />
== Features ==<br />
<br />
=== Fun Material Tweaks ===<br />
<br />
* Different tiers of materials. Look for a + or ++ in the material name. 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.<br />
* Several stones have been buffed to not be vastly inferior to bone. Look for the material tier designation. Chert is second only to obsidian in sharpness.<br />
* 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.<br />
* 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 (or be spoiled in the appendices). Not all of the beasts added to the mod have usable hearts. Or, you can use the relevant megabeast heart (or equivalent for things that lack hearts) to unlock secrets of The Beyond...<br />
* 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.<br />
<br />
=== Creature Tweaks ===<br />
<br />
* Joint definitions have been 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.<br />
* Neck-snapping. While mundane damage to the upper spine doesn't always have any effect, putting a joint lock on it definitely will, unless the creature is stupidly huge.<br />
* Venomous creatures yield venom glands 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. In addition, giant spiders have silk glands that can be spun into thread.<br />
* Joint edits have been applied to generated creatures. Normal joints tend to be more common than breakable necks.<br />
* Sinews can now be obtained from butchering most creatures, and used as a source of thread.<br />
* Because DF2015 broke cannibal adventurers, intelligent semi-megabeasts/megabeasts are currently non-sentient. To make up for this, they gain natural skills. Megabeasts additionally grow at a more consistent rate, with the net result being that most beasts grow slower, while dragons grow faster. Bronze colossi gain a unique material instead of bronze, and dragons have an extra surprise in store.<br />
* Extremely small creatures have been tweaked slightly to make them a bit more likely to be successfully butchered, and non-giant birds properly yield feathers that can be used for crafts or decoration.<br />
* A few new interactions can be used by most playable creatures. Almost every playable creature has an interaction to bypass restrictions on crafting or eating body materials from intelligent creatures, allowing you to mark a target beforehand. Elves additionally have an interaction for producing a material used by their civilization, for producing feywood.<br />
* Megabeast and semi-megabeast hearts can also be crafted into essences that grant basic spells. Each forms one of five opposing pairs themed around contrasting sphere, different yet similiar sister spheres, or other thematic contrasts.<br />
<br />
=== New Creatures ===<br />
<br />
* At the suggestion of Jackie, messed around with making centaurs, and moreover made their body less of a "humanoid with 4 legs" thing used in vanilla. They show up in good biomes and can join civs. An evil critter, based on the kamaitachi, has also been added as another source of civ fodder for evil regions.<br />
* A couple added mythical creatures were added to make up for making centaurs real. Also added descriptions and spheres, to make their use in art more interesting.<br />
* 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.<br />
* 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. Its wood will make for effective blunt weapons, but poor edged weapons. Think twice before you try lighting one on fire!<br />
* Two H.P. Lovecraft references via the mi-go and shoggoth. Mi-gos have a delightfully alien body structure, while shoggoths are acidic blobs. Hint: pulp all the things.<br />
* Eternal things. Basically chitinous worms that can grow rather large given time, faster than dragons but not quite as huge.<br />
* Manticores. Overgrown lions with bat wings and scorpion tails. All the Fun of both potion-yield megabeasts and venomous critters.<br />
* Four lesser beasts that can form lairs, as a step down from semi-megabeasts. These act like night creature hunters, making lairs in various places. Dire wolves, dire bears, feral ogres, and sanguine dragons are all based off of some existing creature in some way, with qualities to make them different challenges in combat.<br />
* Some raw-defined recreations of the classic pre-DF2010 demons. These are used as fallback for some things that may require demons to exist, and tend to be used instead of said generated demons where necessary. Fiery abominations are recreations of spirits of fire, tweaked to float on a djinn-like cloud of cinders and made tougher than flame-bodied critters normally are (so punching one to death is a much tougher feat). Froglike abominations are a recreation of frog demons, given a more grotesque gorilla-like body and a nasty plague inflicted via bites and tongue-lashing. Tendriled abominations are the tentacle demons, reworked into a scaly form with its tentacles instead of arms, lashing out with acidic secretions that can also provoke a neurotoxic effect.<br />
* The good old giant desert scorpion has been preserved in this mod ever since its removal, kept up to date and tweaked according to the needs of the mod. As a bonus, its venom has a proper neurotoxic effect instead of relying solely on necrosis.<br />
<br />
=== Plant Tweaks ===<br />
<br />
* 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, and extract-bearing plants.<br />
* 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.<br />
* In addition to more potent alchemical concoctions, more mundane medicine can be made from certain plant sources (best as the system permits, and noting that the game lacks what would normally be the best options for that). The effects are much more minor than what golden salve or processed muck root can do, but it can help in a pinch.<br />
* Brewable plants can be made into delicious booze. If it isn't brewable by picking the plant itself (assuming it's in season), try brewing fruit instead.<br />
* Bread is now a thing. The relevant plants can be ground into flour and used as such.<br />
* Bamboo, cattails, and cloudberries have been given useful growths. This works in adventure mode, but due to the plants being grass they can't be picked in fort mode.<br />
<br />
=== Civilization Tweaks ===<br />
<br />
* All of the main races are playable in Adventurer Mode, whether as civ members or as outsiders.<br />
* 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.<br />
* Humans and goblins have been given slings and sewing needles, for the hell of it.<br />
* 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 has 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.<br />
* Goblins need food and water, so remember that.<br />
* Underground animal people have been given a surface-dwelling equivalent, allowing for occasional instances of them being playable as entity members, instead of outsiders. They spread out as tribes in small villages, potentially either allying or coming to blows with the major civilizations.<br />
* A few extra profession types can be selected as backgrounds in adventure mode, like poets, criminals, pilgrims etc. Generally if it's not available via that entity's permitted jobs, fits that civilization, and gives bonus skills when chosen, it's been added.<br />
<br />
=== New uses for existing items (and changes) ===<br />
<br />
* Mortars and pestles are used for plant processing and alchemy. A pair can be crafted from stone.<br />
* A few reactions use blunt small rocks for hammering instead of just knapping.<br />
* If you get a hold of a full log, a battle axe can be used to split it into usable branches.<br />
* Stone axes have been changed to allow metal versions to show up in human and goblin sites.<br />
* Helves have been given the same weapon uses as staves in older versions of this mod, and renamed to staves to reflect this.<br />
* Cooking tools have additional use in a few reactions, allowing you to use cauldrons in place of cooking pots if you find one.<br />
<br />
=== New Items ===<br />
<br />
* Needles, required for sewing. In addition to wood you can carve them from bone, tooth, nail, hoof, or horn.<br />
* Clubs, as a crude mace-equivalent as suggested by Kallin.<br />
* Caesti and katars, unarmed weapons suggested and worked on by Jackie.<br />
* Simple lockbows, originally implemented in Kobold Kamp as suggested by Flint.<br />
* Spear-throwers and javelins, made with help from ZM5. Closer to actual hand-thrown javelins than the more realistic atlatl, but still allows use of a spear-thrower for gameplay reasons.<br />
* 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.<br />
* Gunpowder weaponry, in the form of fire lances and hand cannons. The ingredients can be crafted by various means, including methods accessible to adventurers, allowing crude powder and shot to be produced.<br />
* Gambesons, made from cloth. Obviously fragile unless using megabeast haircloth or silk.<br />
* Cooking pots, for making certain items, most notably for brewing.<br />
* Animal glue, which the recent combat changes have made useful.<br />
* Eight raw-defined instruments that can be crafted, supplementing the generated instruments that can't be crafted in adventure mode.<br />
* Feywood catalysts can be found at elven sites, or produced via magic accessible to elves in adventure mode. If you obtain one, a reaction exists to grow the improved feywood elves can use for weapons and armor.<br />
<br />
=== Dismantling Items ===<br />
<br />
* Boulders and logs can be split into small rocks and pieces of wood, respectively.<br />
* Crude cloth can be unraveled if needed.<br />
* Cloth items can be cut apart for cloth, leather items can be cut apart, any other stone item can be salvaged for a rock, and metal items can be broken down for metal. Note that nothing's stopping you from being a lunatic and trying to dismantle the end result into itself, which will eventually waste it.<br />
<br />
== Bugs and Issues ==<br />
<br />
* No gauntlets due to the gauntlet bug. The workaround I originally devised tends to break more things than it fixes.<br />
* Just like whips, civs will generate metal slings because derp. Outsiders will also have access to metal staves, clubs, and caesti, all of which were balanced around the assumption that they'd only ever be made out of much lighter materials.<br />
* 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.<br />
* The amount of usable leather, bone, etc can be increased by lopping off limbs. For bone, there are reaction bugs and balance issues behind why Adventurecraft has set crafting to consume full stacks, instead of vanilla's use of single units from a stack.<br />
* 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.<br />
* Goblin and kobold adventurers will find their home to be an immense hassle to leave, as dark forts and caves block fast travel even if the inhabitants are friendly.<br />
* Nothing's stopping you from being a lunatic and trying to dismantle cloth, tanned hides, or metal bars. This will eventually waste it due to the odds not being 100%. <br />
* Thread, cloth, bars, and sheets obtained from towns instead of player-made are a nigh-endless source of crafting material, due to reactions set to only produce and use product dimensions of 1.<br />
<br />
== Appendix A, Full list of new reactions ==<br />
<br />
=== Basic Reactions ===<br />
<br />
* Tan a raw hide, raw scales, or raw chitin. Produces tanned leather/scale/chitin.<br />
* Dry and spin sinew into thread.<br />
* Spin hair, wool, or silk glands into thread.<br />
* Process thread-bearing plant into thread.<br />
* Weave cloth. Uses hair/wool, plant-based, or silk thread.<br />
* Make glue. Uses raw hide, raw scales, bone, skull, horn, or hoof. Requires a cooking item.<br />
* Craft charcoal. Uses a log, requires a cooking pot.<br />
* Craft ash. Uses a log, requires a cooking pot.<br />
* Repair cloth item. Uses cloth and thread, requires a needle.<br />
* Repair feather item. Uses feathers and thread.<br />
* Repair leather/scale/chitin item. Uses any of said materials plus thread, requires a needle.<br />
* Repair wood/bone/stone item. Uses animal glue, requires a sharp object.<br />
* Split wooden log into branches. Also requires a sharp object. Ignore the absurdity.<br />
* Split large stone into small rocks. Also requires a blunt small rock.<br />
* Unravel cloth into thread.<br />
* Dismantle cloth item. Requires a sharp object.<br />
* Dismantle leather/scale/chitin item. Requires a sharp object.<br />
* Dismantle stone item. Requires a blunt small rock.<br />
* Dismantle metal item. Requires a blunt small rock.<br />
<br />
=== Tools ===<br />
<br />
* Carve wooden sewing needle. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn needle. Uses any of said materials, requires a sharp object.<br />
* Carve wooden stave. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone stave. Uses bones, and requires a sharp object.<br />
* Carve bone/shell axe. Uses either material plus a stave, requires a sharp object.<br />
* Craft stone axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mortar and pestle. Uses 2 blunt small rocks, and requires a third.<br />
* Craft stone cooking pot. Uses any small rock, and requires a blunt small rock.<br />
* Carve wooden gun barrel. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone gun barrel. Uses bones, and requires a sharp object.<br />
<br />
=== Ammunition ===<br />
<br />
* Craft sling stones. Uses a blunt small rock, and requires a second.<br />
* Carve wooden arrows. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn arrows. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone arrows. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden bolts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bolts. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone bolts. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden javelins. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn javelins. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone javelins. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden darts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn darts. Uses any of said materials, requires a sharp object.<br />
* Craft stone powder and shot. Uses any small rock and gunpowder, requires a blunt small rock.<br />
<br />
=== Weapons (Wood/Leather/Misc) ===<br />
<br />
* Carve wooden dagger. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden pike. Uses two wooden branches, and requires a sharp object.<br />
* Carve wooden club. Uses a wooden branch, and requires a sharp object.<br />
* Craft wooden maul. Uses a log plus a stave, and requires a sharp object.<br />
* Craft leather/scale whip. Uses leather/scale, and requires a sharp object.<br />
* Craft leather/scale/chitin caestus. Uses any of said materials, and requires a sharp object.<br />
* Craft wooden bow. Uses a stave and thread, requires a sharp object.<br />
* Craft simple wooden lockbow. Uses two branches and thread, requires a sharp object.<br />
* Carve wooden blowgun. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear-thrower. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale sling. Uses leather, and requires a sharp object.<br />
* Craft cloth sling. Uses cloth, and requires a sharp object.<br />
* Craft fire lance. Uses a spear and a gun barrel.<br />
* Craft hand cannon. Uses a durable metal gun barrel and a log.<br />
<br />
=== Weapons (Bone) ===<br />
<br />
* Craft bone/shell/tooth/horn dagger. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn spear. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn pike. Uses any of said materials plus two staves, requires a sharp object.<br />
* Carve bone/shell battle axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell great axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn short sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn long sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn two-handed sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone club. Uses bones, and requires a sharp object.<br />
* Craft bone/shell maul. Uses either material plus a log and a stave, requires a sharp object.<br />
* Craft skull maul. Uses a skull plus a log and a stave, requires a sharp object.<br />
* Craft bone/tooth/nail/hoof/horn katar. Uses any of said materials, and requires a sharp object.<br />
* Craft bone bow. Uses bones and thread, requires a sharp object.<br />
* Craft simple bone lockbow. Uses bones, a stave, and thread, requires a sharp object.<br />
* Carve bone spear-thrower. Uses bones, and requires a sharp object.<br />
* Carve bone blowgun. Uses bones, and requires a sharp object.<br />
<br />
=== Weapons (Stone) ===<br />
<br />
* Knap stone dagger. Uses any small rock, and requires a blunt small rock.<br />
* Craft stone spear. Uses a sharp rock and a stave. No need to cut the stave to size.<br />
* Craft stone pike. Uses a sharp rock and two staves. No need to cut the staves to size.<br />
* Craft stone battle axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone great axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone short sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone long sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone two-handed sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mace. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone war hammer. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone maul. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
<br />
=== Armor (Bone) ===<br />
<br />
* Craft bone/shell buckler. Uses either material, and requires a sharp object.<br />
* Craft bone/shell shield. Uses either material, and requires a sharp object.<br />
* Craft bone/shell helm. Uses either material, and requires a sharp object.<br />
* Craft skull helm. Uses a skull, and requires a sharp object.<br />
* Craft bone/shell armor. Uses either material and requires a sharp object.<br />
* Craft bone/shell leggings. Uses either material, and requires a sharp object.<br />
* Craft bone greaves. Uses bones, and requires a sharp object.<br />
<br />
=== Shields/Armor (Leather/Scale/Chitin) ===<br />
<br />
* Craft leather/scale/chitin buckler. Uses any of said materials, and requires a sharp object.<br />
* Craft leather/scale/chitin shield. Uses any of said materials, and requires a sharp object.<br />
* Sew leather/scale/chitin cap. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin helm. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin armor. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin leggings. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin low boots. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin high boots. Uses any of said materials plus thread, requires a needle.<br />
<br />
=== Clothing (Leather) ===<br />
<br />
* Sew leather/scale backpack. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale waterskin. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale quiver. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale hood. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale mask. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale cloak. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale tunic. Uses leather/scale and thread, requires a needle.<br />
* Make leather/scale loincloth. Uses leather/scale.<br />
* Sew leather/scale trousers. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale skirt. Uses leather/scale and thread, requires a needle.<br />
* Craft leather/scale footwraps. Uses leather, and requires a sharp object.<br />
* Sew leather/scale sandals. Uses leather/scale and thread, requires a needle.<br />
* Craft leather/scale earring. Uses leather/scale.<br />
* Craft leather/scale amulet. Uses leather/scale.<br />
* Craft leather/scale bracelet. Uses leather/scale.<br />
* Decorate object with leather/scale. Uses leather/scale and thread, requires a needle.<br />
<br />
=== Clothing (Cloth) ===<br />
<br />
* Sew cloth backpack. Uses cloth and thread, requires a needle.<br />
* Sew cloth quiver. Uses cloth and thread, requires a needle.<br />
* Sew cloth cap. Uses cloth and thread, requires a needle.<br />
* Sew cloth hood. Uses cloth and thread, requires a needle.<br />
* Sew cloth mask. Uses cloth and thread, requires a needle.<br />
* Sew cloth gambeson. Uses cloth and thread, requires a needle.<br />
* Sew cloth cloak. Uses cloth and thread, requires a needle.<br />
* Sew cloth tunic. Uses cloth and thread, requires a needle.<br />
* Make cloth loincloth. Uses cloth.<br />
* Sew cloth trousers. Uses cloth and thread, requires a needle.<br />
* Sew cloth skirt. Uses cloth and thread, requires a needle.<br />
* Craft cloth footwraps. Uses cloth, and requires a sharp object.<br />
* Sew cloth socks. Uses cloth and thread, requires a needle.<br />
* Sew cloth sandals. Uses cloth and thread, requires a needle.<br />
* Craft cloth earring. Uses leather/scale.<br />
* Craft cloth amulet. Uses leather/scale.<br />
* Craft cloth bracelet. Uses leather/scale.<br />
* Decorate object with cloth. Uses cloth and thread, requires a needle.<br />
* Weave feather hood. Uses feathers and thread.<br />
* Weave feather cloak. Uses feathers and thread.<br />
* Weave feather tunic. Uses feathers and thread.<br />
* Weave feather skirt. Uses feathers and thread.<br />
* Weave feather earring. Uses feathers and thread.<br />
* Weave feather amulet. Uses feathers and thread.<br />
* Weave feather bracelet. Uses feathers and thread.<br />
* Decorate object with feathers. Uses feathers and thread.<br />
<br />
=== Shields/Crafts (Wood) ===<br />
<br />
* Carve wooden buckler. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden shield. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden crutch. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cup. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden minecart. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden figurine. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden ring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden earring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden scepter. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden amulet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden bracelet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden crown. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cabochan. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden mask. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden sandals. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden dice. Uses a wooden branch, and requires a sharp object.<br />
* Decorate object with wood. Uses a wooden branch, and requires a sharp object.<br />
<br />
=== Crafts (Bone/Shell/Tooth/Horn) ===<br />
<br />
* Carve bone crutch. Uses bones, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn goblet. Uses any of said materials, and requires a sharp object.<br />
* Carve skull goblet. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn figurine. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn ring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn earring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn scepter. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn amulet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn bracelet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn crown. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn cabochan. Uses any of said materials, and requires a sharp object.<br />
* Craft skull totem. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell mask. Uses either of said materials, and requires a sharp object.<br />
* Craft skull mask. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn dice. Uses any of said materials, and requires a sharp object.<br />
* Decorate object with bone/shell/tooth/nail/hoof/horn. Uses said materials, requires a sharp object.<br />
<br />
=== Crafts (Stone) ===<br />
<br />
* Craft stone mug. Uses a blunt small rock, and requires a second.<br />
* Craft stone figurine. Uses a blunt small rock, and requires a second.<br />
* Craft stone ring. Uses a blunt small rock, and requires a second.<br />
* Craft stone earring. Uses a blunt small rock, and requires a second.<br />
* Craft stone scepter. Uses a blunt small rock, and requires a second.<br />
* Craft stone amulet. Uses a blunt small rock, and requires a second.<br />
* Craft stone bracelet. Uses a blunt small rock, and requires a second.<br />
* Craft stone crown. Uses a blunt small rock, and requires a second.<br />
* Craft stone cabochon. Uses a blunt small rock, and requires a second.<br />
* Decorate object with stone. Uses a blunt small rock, and requires a second.<br />
<br />
=== Cooking and Alchemy ===<br />
<br />
* Mill plant into flour. Uses valid plant, requires a mortar and pestle.<br />
* Bake bread. Uses flour, requires a cooking pot.<br />
* Brew alcohol from plant. Uses valid plant, requires a cooking pot and an empty waterskin.<br />
* Brew alcohol from fruit. Uses valid plant growth, requires a cooking pot and an empty waterskin.<br />
* Craft astringent tincture. Uses three leaves from berry-bearing plants, requires a mortar and pestle.<br />
* Extract from plant. Uses extractable plant, requires a mortar and pestle plus an empty waterskin.<br />
* Refine venom into toxin. Uses a venom sac, requires a mortar and pestle plus an empty waterskin.<br />
* Craft saltpeter. Uses a millable or threshable plant and ash, requires a cooking pot.<br />
* Craft crude gunpowder. Uses saltpeter and charcoal/coal, requires a mortar and pestle.<br />
* Craft feywood log. Uses a branch and a feywood catalyst.<br />
* Extract from (semi)megabeast heart, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from generated creature heart, requires a mortar and pestle plus an empty waterskin.<br />
* Create magical essence from (semi)megabeast heart, shoggoth core, treant wood, or mountain bronze, Also uses a scroll, requires a mortar and pestle plus an empty waterskin.<br />
<br />
=== Paper/Parchment Crafting ===<br />
<br />
* Press pulpable plant into paper. Uses a valid plant, requires a mortar and pestle.<br />
* Dry skin into parchment. Uses a raw hide, and requires a sharp object.<br />
* Carve wooden scroll rollers. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone scroll rollers. Uses bone, and requires a sharp object.<br />
* Assemble a scroll. Uses a sheet and a scroll roller.<br />
* Craft a quire. Uses a sheet.<br />
<br />
=== Instrument Pieces ===<br />
<br />
* Carve wooden bagpipe pipes. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bagpipe pipes. Uses any of said materials, and requires a sharp object.<br />
* Sew leather bagpipe bag. Uses leather and thread, requires a needle.<br />
* Craft instrument strings. Uses string.<br />
* Carve wooden lyre body. Uses a wooden log, and requires a sharp object.<br />
* Carve bone/shell lyre body. Uses either material and requires a sharp object.<br />
* Carve wooden guitar body. Uses a wooden log, and requires a sharp object.<br />
* Carve skull guitar body. Uses a skull, and requires a sharp object.<br />
* Carve wooden guitar neck. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone guitar neck. Uses bone, and requires a sharp object.<br />
* Carve wooden harp body. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden drum body. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone drum body. Uses bone, and requires a sharp object.<br />
* Craft leather drum head. Uses leather.<br />
<br />
=== Instruments ===<br />
<br />
* Carve wooden simple flute. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone simple flute. Uses bone, and requires a sharp object.<br />
* Carve wooden instrument musical horn. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn musical horn. Uses any of said materials, and requires a sharp object.<br />
* Assemble bagpipes. Requires a bagpipe bag and instrument pipes.<br />
* Assemble lyre. Requires a lyre body and strings.<br />
* Assemble guitar. Requires a guitar body, a guitar neck, and strings.<br />
* Assemble harp. Requires a harp body and strings.<br />
* Assemble drum. Requires a drum body and drum head.<br />
* Carve wooden bell. Uses a wooden log, and requires a sharp object.<br />
<br />
== Appendix B, List of forging reactions (at carpenter's workshop): ==<br />
<br />
=== Metalworking (Basic Tools) ===<br />
<br />
* Craft makeshift forge. Uses 10 small rocks.<br />
* Repair metal item. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal axe. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mortar and pestle. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cooking pot. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Ammunition) ===<br />
<br />
* Craft metal sling bullets. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal arrows. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal bolts. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal javelins. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal darts. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal powder and shot. Uses metal, gunpowder, and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Weapons) ===<br />
<br />
* Craft metal dagger. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal spear. Uses metal, a stave, and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pike. Uses metal, a stave, and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal battle axe. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal great axe. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal short sword. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal long sword. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal two-handed sword. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mace. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal war hammer. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal maul. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal caestus. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal katar. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Shields/Armor) ===<br />
<br />
* Craft metal buckler. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal shield. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal helmet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cap. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal breastplate. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail shirt. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal greaves. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail leggings. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal low boots. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal high boots. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Furniture) ===<br />
<br />
* Craft metal throne. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal table. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal chest. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabinet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal door. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal barrel. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bucket. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal sarcophagus. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal hatch cover. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal grate. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bin. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal stepladder. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bookcase. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal splint. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pedestal. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal animal trap. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Crafts) ===<br />
<br />
* Craft metal crutch. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal goblet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal minecart. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal figurine. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal ring. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal earring. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal scepter. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal amulet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bracelet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal crown. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabochan. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mask. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Decorate object with metal. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Instruments) ===<br />
<br />
* Craft metal bagpipe pipes. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal instrument strings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal lyre body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar neck. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal harp body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal drum body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal simple flute. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal musical horn. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bell. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
== Appendix C, List of more useful stones ==<br />
<br />
* Andesite<br />
* Basalt<br />
* Chert (in-between other sharp stones and obsidian)<br />
* Dacite<br />
* Diorite<br />
* Native aluminum (same as aluminum)<br />
* Native copper (same as copper)<br />
* Native gold (same as gold)<br />
* Native platinum (same as platinum)<br />
* Native silver (same as silver)<br />
* Obsidian (deliciously sharp and deadly)<br />
* Quartzite<br />
* Phyllite<br />
* Raw adamantine (same as adamantine)<br />
* Rhyolite<br />
* Shale<br />
* Slade (good luck obtaining that one!)<br />
* Slate<br />
<br />
== Appendix D, List of monsters with improved body materials ==<br />
<br />
=== Tier 1 ===<br />
<br />
* Alligator (and variants)<br />
* Anaconda (and variants)<br />
* Armadillo (and variants)<br />
* Black bear (and variants)<br />
* Blind cave bear<br />
* Blind cave ogre<br />
* Cave crocodile<br />
* Cave dragon<br />
* Coelacanth<br />
* Elephant (and variants)<br />
* Emu (and variants)<br />
* Giant cave spider<br />
* Giant desert scorpion (re-added due to Toady removing them ;w;)<br />
* Mantis (normal version is a non-butcherable vermin)<br />
* Squid (normal version is a non-butcherable vermin)<br />
* Great white shark<br />
* Grizzly bear (and variants)<br />
* Hippo (and variants)<br />
* Magma crab<br />
* Ogre<br />
* Orca (and variants)<br />
* Ostrich (and variants)<br />
* Polar bear (and variants)<br />
* Rhinoceros (and variants)<br />
* Saltwater crocodile (and variants)<br />
* Sea monster<br />
* Sea serpent<br />
* Troll<br />
* Voracious cave crawler<br />
* Walrus (and variants)<br />
* Wild boar (and variants)<br />
* Cyclops<br />
* Ettin<br />
* Giant<br />
* Minotaur<br />
* Gargoyle<br />
* Mi-go<br />
* Dire bear<br />
* Feral ogre<br />
* Sanguine dragon<br />
<br />
=== Tier 2 ===<br />
<br />
* All generated monsters (titans, demons, etc)<br />
* Dragon<br />
* Hydra<br />
* Roc<br />
* Eternal thing<br />
* Manticore<br />
* Treant (wood)<br />
<br />
== Appendix E, List of monsters that yield venom sacs ==<br />
<br />
* Adder (variants, normal version is too small to yield any)<br />
* Giant bark scorpion (normal version is a non-butcherable vermin)<br />
* Black mamba (variants, normal version is too small to yield any)<br />
* Giant brown recluse spider (normal version is a non-butcherable vermin, recluse spider men are currently unusable)<br />
* Bushmaster (and variants)<br />
* Copperhead snake (variants, normal version is too small to yield any)<br />
* Giant desert scorpion<br />
* Giant cave spider<br />
* Gila monsters (and variants)<br />
* Helmet snake<br />
* King cobra (and variants, king cobra men are currently unusable)<br />
* Platypus (variants, normal version is too small to yield any)<br />
* Rattlesnake (and variants, rattlesnake men are currently unusable)<br />
* Serpent man<br />
* Manticore<br />
<br />
== Appendix F, List of plant and misc craftable extracts ==<br />
<br />
=== Notable plant extracts ===<br />
<br />
* Astringent tincture. Generally if it yields berries, its leaves are likely usable for alchemy. Very minor reduction in bleeding, infection, and some impact on open wounds.<br />
* Dwarven syrup. Delicious but does nothing.<br />
* Gnomeblight. Still only deadly to gnomes.<br />
* Golden salve. Stops bleeding and other ailments, potent non-nerve healing.<br />
* Marshmend, from muck root. Stops bleeding and eases pain.<br />
* Whiplash, from whip vine. Boost agility and speed some, side effects of dizziness and nausea.<br />
* Barbed haze, from sliver barb. Assorted stat boost, penalties, and other Fun.<br />
<br />
=== Megabeast and semi-megabeast hearts ===<br />
<br />
* Aetherbreath, from mi-gos. Grants immunity to suffocation.<br />
* Draconic fury, from dragons. Boosts willpower, inspires martial trances.<br />
* Giant's might, from giants. Boosts strength.<br />
* Insight, from ettins. Boosts assorted mental stats.<br />
* Relentlessness, from minotaurs. Grants immunity to stunning, exertion, and pain.<br />
* Renewal, from hydras. Powerful, but brief, regeneration with regrowth of limbs.<br />
* Stoneskin, from gargoyles. Hardens you against attacks.<br />
* Swiftness, from rocs. Boost agility, increases speed somewhat.<br />
* True seeing, from cyclops. Grants extravision and creature-sensing.<br />
* Trickery, from manticores. Sharply boosts various social stats.<br />
<br />
=== Other ===<br />
<br />
* Failed extract. If a generated titan/demon/etc doesn't have a valid poison (or has poison blood instead), this will be the result. Does nothing.<br />
* Shoggoth slime, readily obtained from shoggoths (obviously). Causes localized pain, blistering, bleeding, and necrosis. Drinking it is exactly as stupid an idea as you'd expect it to be.<br />
* Cursed dragonblood, from sanguine dragons. Dangerous to drink, but has some minor situational benefits.<br />
<br />
== Appendix G, List of plants made harvestable in the mod ==<br />
<br />
* Alfalfa, available most of summer into early winter. Edible raw.<br />
* Arrow bamboo, available all year. Source of branches.<br />
* Asparagus, available only early in spring. Edible raw.<br />
* Barley, available all summer and autumn. Source of flour and alcohol.<br />
* Beet, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Bloated tuber, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Blood amaranth, available most of summer into early winter. Edible, source of flour/alcohol.<br />
* Buckwheat, available most of summer into early winter. Source of flour and alcohol.<br />
* Cabbage, available midspring into midsummer. Edible raw.<br />
* Carrot, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cassava, available midspring into midsummer. Source of alcohol.<br />
* Cattail, available later spring into early summer. Source of flour, thread, and paper.<br />
* Cave wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Celery, available midspring into midsummer. Edible raw.<br />
* Chicory, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cloudberry, available in winter. Edible raw, source of alcohol.<br />
* Cotton, available most of summer into early winter. Source of thread and paper.<br />
* Finger millet, available all summer and autumn. Source of flour and alcohol.<br />
* Fisher berry, available most of summer. Edible raw, source of alcohol.<br />
* Flax, available most of summer into early winter. Source of thread, paper, and flour.<br />
* Fonio, available all summer and autumn. Source of flour and alcohol.<br />
* Foxtail millet, available all summer and autumn. Source of flour and alcohol.<br />
* Garden cress, available midspring into midsummer. Edible raw.<br />
* Golden bamboo, available all year. Source of branches.<br />
* Hard wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Hedge bamboo, available all year. Source of branches.<br />
* Hemp, available all summer and autumn. Source of thread, paper, and flour.<br />
* Jute, available most of summer into early winter. Source of thread and paper.<br />
* Kaniwa, available most of summer into early winter. Source of flour and alcohol.<br />
* Kenaf, available most of summer into early winter. Source of thread and paper.<br />
* Kobold bulb, available midautumn and all winter. Source of extract.<br />
* Leek, available midspring into midsummer. Edible raw.<br />
* Lettuce, available midspring into midsummer. Edible raw.<br />
* Long yam, available midspring into midsummer. Edible raw.<br />
* Longland grass, available all summer and autumn. Source of flour and alcohol.<br />
* Maize, available most of summer into early winter. Source of flour and alcohol.<br />
* Muck root, available midspring into midsummer. Edible raw, source of extract and alcohol.<br />
* Oat, available all summer and autumn. Source of flour and alcohol.<br />
* Papyrus sedge, available most of summer into early winter. Source of paper.<br />
* Parsnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Pearl millet, available all summer and autumn. Source of flour and alcohol.<br />
* Pendant amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Pig tail, available most of summer-early winter. Source of thread, paper, flour, and alcohol.<br />
* Prickle berry, available most of summer. Edible raw, source of alcohol.<br />
* Plump helmet, available all year. Edible raw, source of alcohol.<br />
* Potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Purple amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Quinoa, available most of summer into early winter. Source of flour and alcohol.<br />
* Radish, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Ramie, available most of summer into early winter. Source of thread and paper.<br />
* Rat weed, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Rhubarb, available midspring into midsummer. Edible raw.<br />
* Rice, available most of summer into early winter. Source of flour and alcohol.<br />
* Rope reed, available most of summer-early winter. Source of thread, paper, and alcohol.<br />
* Rye, available all summer and autumn. Source of flour and alcohol.<br />
* Single-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sliver barb, available all winter. Source of extract and alcohol.<br />
* Soft wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sorghum, available most of summer into early winter. Source of flour and alcohol.<br />
* Spelt, available all summer and autumn. Source of flour and alcohol.<br />
* Sun berry, available most of summer. Edible raw, source of alcohol.<br />
* Sweet pod, available midspring into midsummer. Source of exract and alcohol.<br />
* Sweet potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Teff, available all summer and autumn. Source of flour and alcohol.<br />
* Turnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Two-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Whip vine, available midspring into midsummer. Source of flour, extract, and alcohol.<br />
* White millet, available all summer and autumn. Source of flour and alcohol.<br />
* Valley herb, available most of spring. Source of extract.<br />
<br />
== Appendix H, List of obtainable magic: ==<br />
<br />
* Animal magic, opposed to nature magic. Marks a targeted animal as being able to speak and be recruited. Associated with animals, chaos, and hunting. Can be obtained from minotaurs and mi-gos, secondary sources include rocs and manticores.<br />
* Blight magic, opposed to healing magic. Inflicts a debilitating, sickening plague on a target creature when used. Fellow blight mages, healing mages, and those currently immunized by healing magic cannot be targeted with it. Can cause victims to go berserk and spread the sickness if they survive long enough. Associated with blight, disease, and misery. Can be obtained from manticores, shoggoths are a secondary source, can also be obtained as a major curse (with additional side effects).<br />
* Clairvoyance magic, opposed to infernal magic. Grants extravision and creature-sensing to a targeted creature when used, along with boosting agility and sensory-type mental attributes. Associated with inspiration, truth, and wisdom. Can be obtained from eternal things, ettins are a secondary source.<br />
* Fire magic, opposed to wind. Flings a fireball at a target creature when used, fellow fire mages cannot be targeted with it. Associated with fire, the sun, and volcanoes. Can be obtained from dragons and bronze colossi, secondary sources include giants and hydras.<br />
* Healing magic, opposed to blight magic. Mends bleeding and tissue damage on a target creature when used. Also temporarily immunizes the target against blight magic. Associated with healing, mercy, and rebirth. Can be obtained from hydras, treants are a secondary source.<br />
* Infernal magic, opposed to clairvoyance magic. Summons a random demonic creature when used, which will always be one of the raw-defined demons instead of a generated one, which will attack any living thing except the caster. Inflicts stigmata and personality changes on the user, repeated use will build up side effects until blood loss becomes lethal, and each use has a chance of rendering the caster permanently mute. Associated with lies, nightmares, and thralldom. Can be obtained from shoggoths, mi-gos are a secondary source, can also be obtained as a major curse (with additional side effects).<br />
* Nature magic, opposed to animal magic. Summons a random natural predatory animal when used. Associated with nature, plants, and trees. Can be obtained from treants and ettins, cyclopes and eternal things are a secondary source.<br />
* Protective magic, opposed to war magic. Grants high damage resistance to a target creature when used. Associated with courage, discipline, and longevity. Can be obtained from gargoyles, bronze colossi are a secondary source.<br />
* War magic, opposed to protective magic. Inflicts a berserk rage on the caster when used, with appropriate status buffs. Associated with war, victory, and murder. Can be obtained from giants, dragons are a secondary source, can also be obtained as a major curse (with additional side effects.<br />
* Wind magic, opposed to fire magic. Sends multiple target creatures flying away with high force when used, requires targets to be fairly close. Associated with storms, thunder, and wind. Can be obtained from rocs and cyclopes, minotaurs and gargoyles are a secondary source.</div>Valoshttp://dwarffortresswiki.org/index.php?title=Diamond&diff=256607Diamond2021-02-09T12:29:35Z<p>Valos: </p>
<hr />
<div>{{av}}<br />
{{catbox}}<br />
Diamonds are particularly precious, carbon-based [[gems]] that are generally found in [[gabbro]] [[cv:Stone layers|layers]]. The rarer diamond types are the most valuable gems in ''Dwarf Fortress'', along with the [[star sapphire]] and the [[star ruby]].<br />
== List of diamonds ==<br />
{{Gem table head}}<br />
{{Gem table row|rarity=Semi-Precious|name=[[light yellow diamond]]|value=30|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}<span style="display:none">7:1</span>|fwhere=[[Kimberlite]]|fhow=Small clusters}}<br />
{{Gem table row|rarity=Precious|name=[[faint yellow diamond]]|value=40|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}}<span style="display:none">6:0</span>|fwhere=[[Kimberlite]]|fhow=Small clusters}}<br />
{{Gem table row|rarity=Rare|name=[[black diamond]]|value=60|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}}<span style="display:none">0:1</span>|fwhere=[[Faint yellow diamond]]|fhow=Single gem}}<br />
{{Gem table row|rarity=Rare|name=[[blue diamond]]|value=60|color={{Raw Tile|☼|1:7:0}}{{Raw Tile|♦|1:0}}<span style="display:none">1:0</span>|fwhere=[[Faint yellow diamond]]|fhow=Single gem}}<br />
{{Gem table row|rarity=Rare|name=[[clear diamond]]|value=60|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}<span style="display:none">7:1</span>|fwhere=[[Faint yellow diamond]]|fhow=Single gem}}<br />
{{Gem table row|rarity=Rare|name=[[green diamond]]|value=60|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}}<span style="display:none">2:0</span>|fwhere=[[Faint yellow diamond]]|fhow=Single gem}}<br />
{{Gem table row|rarity=Rare|name=[[red diamond]]|value=60|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}}<span style="display:none">4:0</span>|fwhere=[[Faint yellow diamond]]|fhow=Single gem}}<br />
{{Gem table row|rarity=Rare|name=[[yellow diamond]]|value=60|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}}<span style="display:none">6:1</span>|fwhere=[[Faint yellow diamond]]|fhow=Single gem}}<br />
|}<br />
<br />
For a complete list of gems, see [[Gem]]s.<br />
<br />
==In real life==<br />
<br />
Historically, diamonds were ranked among the five cardinal gems. The others included [[amethyst]] (no longer as valued due to New World deposits), [[emerald]], [[ruby]], and [[sapphire]]. Its value has increased beyond that of the other precious gems since the 19th Century, most famously as a result of advertising campaigns.<br />
<br />
[[File:diamonds_many_colors.jpg|thumb|300px|center|Diamonds of many colors.]]<br />
<br />
{{Translation<br />
| dwarven = doren<br />
| elvish = akera<br />
| goblin = tusnung<br />
| human = palath<br />
}}<br />
<br />
{{diamonds}}<br />
{{Category|Diamond| }}<br />
{{disambig}}<br />
[[ru:Diamond]]</div>Valoshttp://dwarffortresswiki.org/index.php?title=Amethyst&diff=256606Amethyst2021-02-09T12:25:49Z<p>Valos: </p>
<hr />
<div>{{quality|superior}}{{gemlookup/0}}{{av}}<br />
<br />
'''Amethyst''' is a somewhat-valuable purple quartz [[gem|crystal]] found everywhere as small clusters. It also has the distinction of being dropped by [[amethyst man|amethyst men]] upon death.<br />
<br />
==In real life==<br />
<br />
The most famous and precious quartz variety, colored by significant gamma radiation exposure. Originally named for its believed magical sobering qualities (Gr. ''amethystos'', "one that does not get drunk"). This clearly does not work in ''Dwarf Fortress'' (or in real life). Historically it was also much rarer in the Old World until large deposits were discovered in Brazil. Before this it was ranked among the cardinal gems along with [[diamond]], [[emerald]], [[ruby]], and [[sapphire]].<br />
<br />
<gallery><br />
File:Amethyst.jpg|Amethyst Ring<br />
File:Amethyst_2.jpg|Amethyst Crystals<br />
File:Amethyst_3.jpg|Raw Amethyst<br />
File:Amethyst_4.jpg|Polished Amethyst<br />
</gallery><br />
<br />
{{Translation<br />
| dwarven = alron<br />
| elvish = fece<br />
| goblin = exost<br />
| human = zebna<br />
}}<br />
<br />
{{gamedata}}<br />
{{gems}}</div>Valoshttp://dwarffortresswiki.org/index.php?title=User:Valos/Adventurecraft&diff=256590User:Valos/Adventurecraft2021-02-07T07:29:08Z<p>Valos: </p>
<hr />
<div>{{mod}}<br />
{{Modification<br />
| name = Adventurecraft<br />
| version = 47.02 - 47.05 1.993<br />
| df version = 0.47.05<br />
| last update = 2/7/2021<br />
| download = http://www.bay12forums.com/smf/index.php?topic=153036.0<br />
}}<br />
<br />
Adventurecraft, yet another Wanderer's Friend derivative, is an adventure-mode-focused mod that adds reactions, in addition to material changes and creature changes, much of it geared toward fleshing out the options provided to adventurers. Various features have been added to it over time, not all geared toward crafting.<br />
<br />
Existed in unreleased form since the DF2012 days, with the first release being not long before .42.01 was released. Features and changes listed are thus specific to the most recent version, assuming this page remains up-to-date (don't count on it), derived from the forum post.<br />
<br />
== Features ==<br />
<br />
=== Fun Material Tweaks ===<br />
<br />
* Different tiers of materials. Look for a + or ++ in the material name. 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.<br />
* Several stones have been buffed to not be vastly inferior to bone. Look for the material tier designation. Chert is second only to obsidian in sharpness.<br />
* 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.<br />
* 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 (or be spoiled in the appendices). Not all of the beasts added to the mod have usable hearts. Or, you can use the relevant megabeast heart (or equivalent for things that lack hearts) to unlock secrets of The Beyond...<br />
* 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.<br />
<br />
=== Creature Tweaks ===<br />
<br />
* Joint definitions have been 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.<br />
* Neck-snapping. While mundane damage to the upper spine doesn't always have any effect, putting a joint lock on it definitely will, unless the creature is stupidly huge.<br />
* Venomous creatures yield venom glands 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. In addition, giant spiders have silk glands that can be spun into thread.<br />
* Joint edits have been applied to generated creatures. Normal joints tend to be more common than breakable necks.<br />
* Sinews can now be obtained from butchering most creatures, and used as a source of thread.<br />
* Because DF2015 broke cannibal adventurers, intelligent semi-megabeasts/megabeasts are currently non-sentient. To make up for this, they gain natural skills. Megabeasts additionally grow at a more consistent rate, with the net result being that most beasts grow slower, while dragons grow faster. Bronze colossi gain a unique material instead of bronze, and dragons have an extra surprise in store.<br />
* Extremely small creatures have been tweaked slightly to make them a bit more likely to be successfully butchered, and non-giant birds properly yield feathers that can be used for crafts or decoration.<br />
* A few new interactions can be used by most playable creatures. Almost every playable creature has an interaction to bypass restrictions on crafting or eating body materials from intelligent creatures, allowing you to mark a target beforehand. Elves additionally have an interaction for producing a material used by their civilization, for producing feywood.<br />
* Megabeast and semi-megabeast hearts can also be crafted into essences that grant basic spells. Each forms one of five opposing pairs themed around contrasting sphere, different yet similiar sister spheres, or other thematic contrasts.<br />
<br />
=== New Creatures ===<br />
<br />
* At the suggestion of Jackie, messed around with making centaurs, and moreover made their body less of a "humanoid with 4 legs" thing used in vanilla. They show up in good biomes and can join civs. An evil critter, based on the kamaitachi, has also been added as another source of civ fodder for evil regions.<br />
* A couple added mythical creatures were added to make up for making centaurs real. Also added descriptions and spheres, to make their use in art more interesting.<br />
* 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.<br />
* 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. Its wood will make for effective blunt weapons, but poor edged weapons. Think twice before you try lighting one on fire!<br />
* Two H.P. Lovecraft references via the mi-go and shoggoth. Mi-gos have a delightfully alien body structure, while shoggoths are acidic blobs. Hint: pulp all the things.<br />
* Eternal things. Basically chitinous worms that can grow rather large given time, faster than dragons but not quite as huge.<br />
* Manticores. Overgrown lions with bat wings and scorpion tails. All the Fun of both potion-yield megabeasts and venomous critters.<br />
* Four lesser beasts that can form lairs, as a step down from semi-megabeasts. These act like night creature hunters, making lairs in various places. Dire wolves, dire bears, feral ogres, and sanguine dragons are all based off of some existing creature in some way, with qualities to make them different challenges in combat.<br />
* Some raw-defined recreations of the classic pre-DF2010 demons. These are used as fallback for some things that may require demons to exist, and tend to be used instead of said generated demons where necessary. Fiery abominations are recreations of spirits of fire, tweaked to float on a djinn-like cloud of cinders and made tougher than flame-bodied critters normally are (so punching one to death is a much tougher feat). Froglike abominations are a recreation of frog demons, given a more grotesque gorilla-like body and a nasty plague inflicted via bites and tongue-lashing. Tendriled abominations are the tentacle demons, reworked into a scaly form with its tentacles instead of arms, lashing out with acidic secretions that can also provoke a neurotoxic effect.<br />
* The good old giant desert scorpion has been preserved in this mod ever since its removal, kept up to date and tweaked according to the needs of the mod. As a bonus, its venom has a proper neurotoxic effect instead of relying solely on necrosis.<br />
<br />
=== Plant Tweaks ===<br />
<br />
* 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, and extract-bearing plants.<br />
* 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.<br />
* In addition to more potent alchemical concoctions, more mundane medicine can be made from certain plant sources (best as the system permits, and noting that the game lacks what would normally be the best options for that). The effects are much more minor than what golden salve or processed muck root can do, but it can help in a pinch.<br />
* Brewable plants can be made into delicious booze. If it isn't brewable by picking the plant itself (assuming it's in season), try brewing fruit instead.<br />
* Bread is now a thing. The relevant plants can be ground into flour and used as such.<br />
* Bamboo, cattails, and cloudberries have been given useful growths. This works in adventure mode, but due to the plants being grass they can't be picked in fort mode.<br />
<br />
=== Civilization Tweaks ===<br />
<br />
* All of the main races are playable in Adventurer Mode, whether as civ members or as outsiders.<br />
* 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.<br />
* Humans and goblins have been given slings and sewing needles, for the hell of it.<br />
* 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 has 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.<br />
* Goblins need food and water, so remember that.<br />
* Underground animal people have been given a surface-dwelling equivalent, allowing for occasional instances of them being playable as entity members, instead of outsiders. They spread out as tribes in small villages, potentially either allying or coming to blows with the major civilizations.<br />
* A few extra profession types can be selected as backgrounds in adventure mode, like poets, criminals, pilgrims etc. Generally if it's not available via that entity's permitted jobs, fits that civilization, and gives bonus skills when chosen, it's been added.<br />
<br />
=== New uses for existing items (and changes) ===<br />
<br />
* Mortars and pestles are used for plant processing and alchemy. A pair can be crafted from stone.<br />
* A few reactions use blunt small rocks for hammering instead of just knapping.<br />
* If you get a hold of a full log, a battle axe can be used to split it into usable branches.<br />
* Stone axes have been changed to allow metal versions to show up in human and goblin sites.<br />
* Helves have been given the same weapon uses as staves in older versions of this mod, and renamed to staves to reflect this.<br />
* Cooking tools have additional use in a few reactions, allowing you to use cauldrons in place of cooking pots if you find one.<br />
<br />
=== New Items ===<br />
<br />
* Needles, required for sewing. In addition to wood you can carve them from bone, tooth, nail, hoof, or horn.<br />
* Clubs, as a crude mace-equivalent as suggested by Kallin.<br />
* Caesti and katars, unarmed weapons suggested and worked on by Jackie.<br />
* Simple lockbows, originally implemented in Kobold Kamp as suggested by Flint.<br />
* Spear-throwers and javelins, made with help from ZM5. Closer to actual hand-thrown javelins than the more realistic atlatl, but still allows use of a spear-thrower for gameplay reasons.<br />
* 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.<br />
* Gunpowder weaponry, in the form of fire lances and hand cannons. The ingredients can be crafted by various means, including methods accessible to adventurers, allowing crude powder and shot to be produced.<br />
* Gambesons, made from cloth. Obviously fragile unless using megabeast haircloth or silk.<br />
* Cooking pots, for making certain items, most notably for brewing.<br />
* Animal glue, which the recent combat changes have made useful.<br />
* Eight raw-defined instruments that can be crafted, supplementing the generated instruments that can't be crafted in adventure mode.<br />
* Feywood catalysts can be found at elven sites, or produced via magic accessible to elves in adventure mode. If you obtain one, a reaction exists to grow the improved feywood elves can use for weapons and armor.<br />
<br />
=== Dismantling Items ===<br />
<br />
* Boulders and logs can be split into small rocks and pieces of wood, respectively.<br />
* Crude cloth can be unraveled if needed.<br />
* Cloth items can be cut apart for cloth, leather items can be cut apart, any other stone item can be salvaged for a rock, and metal items can be broken down for metal. Note that nothing's stopping you from being a lunatic and trying to dismantle the end result into itself, which will eventually waste it.<br />
<br />
== Bugs and Issues ==<br />
<br />
* No gauntlets due to the gauntlet bug. The workaround I originally devised tends to break more things than it fixes.<br />
* Just like whips, civs will generate metal slings because derp. Outsiders will also have access to metal staves, clubs, and caesti, all of which were balanced around the assumption that they'd only ever be made out of much lighter materials.<br />
* 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.<br />
* The amount of usable leather, bone, etc can be increased by lopping off limbs. For bone, there are reaction bugs and balance issues behind why Adventurecraft has set crafting to consume full stacks, instead of vanilla's use of single units from a stack.<br />
* 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.<br />
* Goblin and kobold adventurers will find their home to be an immense hassle to leave, as dark forts and caves block fast travel even if the inhabitants are friendly.<br />
* Nothing's stopping you from being a lunatic and trying to dismantle cloth, tanned hides, or metal bars. This will eventually waste it due to the odds not being 100%. <br />
* Thread, cloth, bars, and sheets obtained from towns instead of player-made are a nigh-endless source of crafting material, due to reactions set to only produce and use product dimensions of 1.<br />
<br />
== Appendix A, Full list of new reactions ==<br />
<br />
=== Basic Reactions ===<br />
<br />
* Tan a raw hide, raw scales, or raw chitin. Produces tanned leather/scale/chitin.<br />
* Dry and spin sinew into thread.<br />
* Spin hair, wool, or silk glands into thread.<br />
* Process thread-bearing plant into thread.<br />
* Weave cloth. Uses hair/wool, plant-based, or silk thread.<br />
* Make glue. Uses raw hide, raw scales, bone, skull, horn, or hoof. Requires a cooking item.<br />
* Craft charcoal. Uses a log, requires a cooking pot.<br />
* Craft ash. Uses a log, requires a cooking pot.<br />
* Repair cloth item. Uses cloth and thread, requires a needle.<br />
* Repair feather item. Uses feathers and thread.<br />
* Repair leather/scale/chitin item. Uses any of said materials plus thread, requires a needle.<br />
* Repair wood/bone/stone item. Uses animal glue, requires a sharp object.<br />
* Split wooden log into branches. Also requires a sharp object. Ignore the absurdity.<br />
* Split large stone into small rocks. Also requires a blunt small rock.<br />
* Unravel cloth into thread.<br />
* Dismantle cloth item. Requires a sharp object.<br />
* Dismantle leather/scale/chitin item. Requires a sharp object.<br />
* Dismantle stone item. Requires a blunt small rock.<br />
* Dismantle metal item. Requires a blunt small rock.<br />
<br />
=== Tools ===<br />
<br />
* Carve wooden sewing needle. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn needle. Uses any of said materials, requires a sharp object.<br />
* Carve wooden stave. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone stave. Uses bones, and requires a sharp object.<br />
* Carve bone/shell axe. Uses either material plus a stave, requires a sharp object.<br />
* Craft stone axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mortar and pestle. Uses 2 blunt small rocks, and requires a third.<br />
* Craft stone cooking pot. Uses any small rock, and requires a blunt small rock.<br />
* Carve wooden gun barrel. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone gun barrel. Uses bones, and requires a sharp object.<br />
<br />
=== Ammunition ===<br />
<br />
* Craft sling stones. Uses a blunt small rock, and requires a second.<br />
* Carve wooden arrows. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn arrows. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone arrows. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden bolts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bolts. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone bolts. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden javelins. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn javelins. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone javelins. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden darts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn darts. Uses any of said materials, requires a sharp object.<br />
* Craft stone powder and shot. Uses any small rock and gunpowder, requires a blunt small rock.<br />
<br />
=== Weapons (Wood/Leather/Misc) ===<br />
<br />
* Carve wooden dagger. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden pike. Uses two wooden branches, and requires a sharp object.<br />
* Carve wooden club. Uses a wooden branch, and requires a sharp object.<br />
* Craft wooden maul. Uses a log plus a stave, and requires a sharp object.<br />
* Craft leather/scale whip. Uses leather/scale, and requires a sharp object.<br />
* Craft leather/scale/chitin caestus. Uses any of said materials, and requires a sharp object.<br />
* Craft wooden bow. Uses a stave and thread, requires a sharp object.<br />
* Craft simple wooden lockbow. Uses two branches and thread, requires a sharp object.<br />
* Carve wooden blowgun. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear-thrower. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale sling. Uses leather, and requires a sharp object.<br />
* Craft cloth sling. Uses cloth, and requires a sharp object.<br />
* Craft fire lance. Uses a spear and a gun barrel.<br />
* Craft hand cannon. Uses a durable metal gun barrel and a log.<br />
<br />
=== Weapons (Bone) ===<br />
<br />
* Craft bone/shell/tooth/horn dagger. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn spear. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn pike. Uses any of said materials plus two staves, requires a sharp object.<br />
* Carve bone/shell battle axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell great axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn short sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn long sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn two-handed sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone club. Uses bones, and requires a sharp object.<br />
* Craft bone/shell maul. Uses either material plus a log and a stave, requires a sharp object.<br />
* Craft skull maul. Uses a skull plus a log and a stave, requires a sharp object.<br />
* Craft bone/tooth/nail/hoof/horn katar. Uses any of said materials, and requires a sharp object.<br />
* Craft bone bow. Uses bones and thread, requires a sharp object.<br />
* Craft simple bone lockbow. Uses bones, a stave, and thread, requires a sharp object.<br />
* Carve bone spear-thrower. Uses bones, and requires a sharp object.<br />
* Carve bone blowgun. Uses bones, and requires a sharp object.<br />
<br />
=== Weapons (Stone) ===<br />
<br />
* Knap stone dagger. Uses any small rock, and requires a blunt small rock.<br />
* Craft stone spear. Uses a sharp rock and a stave. No need to cut the stave to size.<br />
* Craft stone pike. Uses a sharp rock and two staves. No need to cut the staves to size.<br />
* Craft stone battle axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone great axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone short sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone long sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone two-handed sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mace. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone war hammer. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone maul. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
<br />
=== Armor (Bone) ===<br />
<br />
* Craft bone/shell buckler. Uses either material, and requires a sharp object.<br />
* Craft bone/shell shield. Uses either material, and requires a sharp object.<br />
* Craft bone/shell helm. Uses either material, and requires a sharp object.<br />
* Craft skull helm. Uses a skull, and requires a sharp object.<br />
* Craft bone/shell armor. Uses either material and requires a sharp object.<br />
* Craft bone/shell leggings. Uses either material, and requires a sharp object.<br />
* Craft bone greaves. Uses bones, and requires a sharp object.<br />
<br />
=== Shields/Armor (Leather/Scale/Chitin) ===<br />
<br />
* Craft leather/scale/chitin buckler. Uses any of said materials, and requires a sharp object.<br />
* Craft leather/scale/chitin shield. Uses any of said materials, and requires a sharp object.<br />
* Sew leather/scale/chitin cap. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin helm. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin armor. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin leggings. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin low boots. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin high boots. Uses any of said materials plus thread, requires a needle.<br />
<br />
=== Clothing (Leather) ===<br />
<br />
* Sew leather/scale backpack. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale waterskin. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale quiver. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale hood. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale mask. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale cloak. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale tunic. Uses leather/scale and thread, requires a needle.<br />
* Make leather/scale loincloth. Uses leather/scale.<br />
* Sew leather/scale trousers. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale skirt. Uses leather/scale and thread, requires a needle.<br />
* Craft leather/scale footwraps. Uses leather, and requires a sharp object.<br />
* Sew leather/scale sandals. Uses leather/scale and thread, requires a needle.<br />
* Craft leather/scale earring. Uses leather/scale.<br />
* Craft leather/scale amulet. Uses leather/scale.<br />
* Craft leather/scale bracelet. Uses leather/scale.<br />
* Decorate object with leather/scale. Uses leather/scale and thread, requires a needle.<br />
<br />
=== Clothing (Cloth) ===<br />
<br />
* Sew cloth backpack. Uses cloth and thread, requires a needle.<br />
* Sew cloth quiver. Uses cloth and thread, requires a needle.<br />
* Sew cloth cap. Uses cloth and thread, requires a needle.<br />
* Sew cloth hood. Uses cloth and thread, requires a needle.<br />
* Sew cloth mask. Uses cloth and thread, requires a needle.<br />
* Sew cloth gambeson. Uses cloth and thread, requires a needle.<br />
* Sew cloth cloak. Uses cloth and thread, requires a needle.<br />
* Sew cloth tunic. Uses cloth and thread, requires a needle.<br />
* Make cloth loincloth. Uses cloth.<br />
* Sew cloth trousers. Uses cloth and thread, requires a needle.<br />
* Sew cloth skirt. Uses cloth and thread, requires a needle.<br />
* Craft cloth footwraps. Uses cloth, and requires a sharp object.<br />
* Sew cloth socks. Uses cloth and thread, requires a needle.<br />
* Sew cloth sandals. Uses cloth and thread, requires a needle.<br />
* Craft cloth earring. Uses leather/scale.<br />
* Craft cloth amulet. Uses leather/scale.<br />
* Craft cloth bracelet. Uses leather/scale.<br />
* Decorate object with cloth. Uses cloth and thread, requires a needle.<br />
* Weave feather hood. Uses feathers and thread.<br />
* Weave feather cloak. Uses feathers and thread.<br />
* Weave feather tunic. Uses feathers and thread.<br />
* Weave feather skirt. Uses feathers and thread.<br />
* Weave feather earring. Uses feathers and thread.<br />
* Weave feather amulet. Uses feathers and thread.<br />
* Weave feather bracelet. Uses feathers and thread.<br />
* Decorate object with feathers. Uses feathers and thread.<br />
<br />
=== Shields/Crafts (Wood) ===<br />
<br />
* Carve wooden buckler. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden shield. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden crutch. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cup. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden minecart. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden figurine. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden ring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden earring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden scepter. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden amulet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden bracelet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden crown. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cabochan. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden mask. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden sandals. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden dice. Uses a wooden branch, and requires a sharp object.<br />
* Decorate object with wood. Uses a wooden branch, and requires a sharp object.<br />
<br />
=== Crafts (Bone/Shell/Tooth/Horn) ===<br />
<br />
* Carve bone crutch. Uses bones, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn goblet. Uses any of said materials, and requires a sharp object.<br />
* Carve skull goblet. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn figurine. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn ring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn earring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn scepter. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn amulet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn bracelet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn crown. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn cabochan. Uses any of said materials, and requires a sharp object.<br />
* Craft skull totem. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell mask. Uses either of said materials, and requires a sharp object.<br />
* Craft skull mask. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn dice. Uses any of said materials, and requires a sharp object.<br />
* Decorate object with bone/shell/tooth/nail/hoof/horn. Uses said materials, requires a sharp object.<br />
<br />
=== Crafts (Stone) ===<br />
<br />
* Craft stone mug. Uses a blunt small rock, and requires a second.<br />
* Craft stone figurine. Uses a blunt small rock, and requires a second.<br />
* Craft stone ring. Uses a blunt small rock, and requires a second.<br />
* Craft stone earring. Uses a blunt small rock, and requires a second.<br />
* Craft stone scepter. Uses a blunt small rock, and requires a second.<br />
* Craft stone amulet. Uses a blunt small rock, and requires a second.<br />
* Craft stone bracelet. Uses a blunt small rock, and requires a second.<br />
* Craft stone crown. Uses a blunt small rock, and requires a second.<br />
* Craft stone cabochon. Uses a blunt small rock, and requires a second.<br />
* Decorate object with stone. Uses a blunt small rock, and requires a second.<br />
<br />
=== Cooking and Alchemy ===<br />
<br />
* Mill plant into flour. Uses valid plant, requires a mortar and pestle.<br />
* Bake bread. Uses flour, requires a cooking pot.<br />
* Brew alcohol from plant. Uses valid plant, requires a cooking pot and an empty waterskin.<br />
* Brew alcohol from fruit. Uses valid plant growth, requires a cooking pot and an empty waterskin.<br />
* Craft astringent tincture. Uses three leaves from berry-bearing plants, requires a mortar and pestle.<br />
* Extract from plant. Uses extractable plant, requires a mortar and pestle plus an empty waterskin.<br />
* Refine venom into toxin. Uses a venom sac, requires a mortar and pestle plus an empty waterskin.<br />
* Craft saltpeter. Uses a millable or threshable plant and ash, requires a cooking pot.<br />
* Craft crude gunpowder. Uses saltpeter and charcoal/coal, requires a mortar and pestle.<br />
* Craft feywood log. Uses a branch and a feywood catalyst.<br />
* Extract from (semi)megabeast heart, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from generated creature heart, requires a mortar and pestle plus an empty waterskin.<br />
* Create magical essence from (semi)megabeast heart, shoggoth core, treant wood, or mountain bronze, Also uses a scroll, requires a mortar and pestle plus an empty waterskin.<br />
<br />
=== Paper/Parchment Crafting ===<br />
<br />
* Press pulpable plant into paper. Uses a valid plant, requires a mortar and pestle.<br />
* Dry skin into parchment. Uses a raw hide, and requires a sharp object.<br />
* Carve wooden scroll rollers. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone scroll rollers. Uses bone, and requires a sharp object.<br />
* Assemble a scroll. Uses a sheet and a scroll roller.<br />
* Craft a quire. Uses a sheet.<br />
<br />
=== Instrument Pieces ===<br />
<br />
* Carve wooden bagpipe pipes. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bagpipe pipes. Uses any of said materials, and requires a sharp object.<br />
* Sew leather bagpipe bag. Uses leather and thread, requires a needle.<br />
* Craft instrument strings. Uses string.<br />
* Carve wooden lyre body. Uses a wooden log, and requires a sharp object.<br />
* Carve bone/shell lyre body. Uses either material and requires a sharp object.<br />
* Carve wooden guitar body. Uses a wooden log, and requires a sharp object.<br />
* Carve skull guitar body. Uses a skull, and requires a sharp object.<br />
* Carve wooden guitar neck. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone guitar neck. Uses bone, and requires a sharp object.<br />
* Carve wooden harp body. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden drum body. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone drum body. Uses bone, and requires a sharp object.<br />
* Craft leather drum head. Uses leather.<br />
<br />
=== Instruments ===<br />
<br />
* Carve wooden simple flute. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone simple flute. Uses bone, and requires a sharp object.<br />
* Carve wooden instrument musical horn. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn musical horn. Uses any of said materials, and requires a sharp object.<br />
* Assemble bagpipes. Requires a bagpipe bag and instrument pipes.<br />
* Assemble lyre. Requires a lyre body and strings.<br />
* Assemble guitar. Requires a guitar body, a guitar neck, and strings.<br />
* Assemble harp. Requires a harp body and strings.<br />
* Assemble drum. Requires a drum body and drum head.<br />
* Carve wooden bell. Uses a wooden log, and requires a sharp object.<br />
<br />
== Appendix B, List of forging reactions (at carpenter's workshop): ==<br />
<br />
=== Metalworking (Basic Tools) ===<br />
<br />
* Craft makeshift forge. Uses 10 small rocks.<br />
* Repair metal item. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal axe. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mortar and pestle. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cooking pot. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Ammunition) ===<br />
<br />
* Craft metal sling bullets. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal arrows. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal bolts. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal javelins. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal darts. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal powder and shot. Uses metal, gunpowder, and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Weapons) ===<br />
<br />
* Craft metal dagger. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal spear. Uses metal, a stave, and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pike. Uses metal, a stave, and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal battle axe. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal great axe. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal short sword. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal long sword. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal two-handed sword. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mace. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal war hammer. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal maul. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal caestus. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal katar. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Shields/Armor) ===<br />
<br />
* Craft metal buckler. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal shield. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal helmet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cap. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal breastplate. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail shirt. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal greaves. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail leggings. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal low boots. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal high boots. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Furniture) ===<br />
<br />
* Craft metal throne. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal table. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal chest. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabinet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal door. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal barrel. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bucket. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal sarcophagus. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal hatch cover. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal grate. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bin. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal stepladder. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bookcase. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal splint. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pedestal. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal animal trap. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Crafts) ===<br />
<br />
* Craft metal crutch. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal goblet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal minecart. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal figurine. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal ring. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal earring. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal scepter. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal amulet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bracelet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal crown. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabochan. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mask. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Decorate object with metal. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Instruments) ===<br />
<br />
* Craft metal bagpipe pipes. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal instrument strings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal lyre body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar neck. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal harp body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal drum body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal simple flute. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal musical horn. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bell. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
== Appendix C, List of more useful stones ==<br />
<br />
* Andesite<br />
* Basalt<br />
* Chert (in-between other sharp stones and obsidian)<br />
* Dacite<br />
* Diorite<br />
* Native aluminum (same as aluminum)<br />
* Native copper (same as copper)<br />
* Native gold (same as gold)<br />
* Native platinum (same as platinum)<br />
* Native silver (same as silver)<br />
* Obsidian (deliciously sharp and deadly)<br />
* Quartzite<br />
* Phyllite<br />
* Raw adamantine (same as adamantine)<br />
* Rhyolite<br />
* Shale<br />
* Slade (good luck obtaining that one!)<br />
* Slate<br />
<br />
== Appendix D, List of monsters with improved body materials ==<br />
<br />
=== Tier 1 ===<br />
<br />
* Alligator (and variants)<br />
* Anaconda (and variants)<br />
* Armadillo (and variants)<br />
* Black bear (and variants)<br />
* Blind cave bear<br />
* Blind cave ogre<br />
* Cave crocodile<br />
* Cave dragon<br />
* Coelacanth<br />
* Elephant (and variants)<br />
* Emu (and variants)<br />
* Giant cave spider<br />
* Giant desert scorpion (re-added due to Toady removing them ;w;)<br />
* Mantis (normal version is a non-butcherable vermin)<br />
* Squid (normal version is a non-butcherable vermin)<br />
* Great white shark<br />
* Grizzly bear (and variants)<br />
* Hippo (and variants)<br />
* Magma crab<br />
* Ogre<br />
* Orca (and variants)<br />
* Ostrich (and variants)<br />
* Polar bear (and variants)<br />
* Rhinoceros (and variants)<br />
* Saltwater crocodile (and variants)<br />
* Sea monster<br />
* Sea serpent<br />
* Troll<br />
* Voracious cave crawler<br />
* Walrus (and variants)<br />
* Wild boar (and variants)<br />
* Cyclops<br />
* Ettin<br />
* Giant<br />
* Minotaur<br />
* Gargoyle<br />
* Mi-go<br />
* Dire bear<br />
* Feral ogre<br />
* Sanguine dragon<br />
<br />
=== Tier 2 ===<br />
<br />
* All generated monsters (titans, demons, etc)<br />
* Dragon<br />
* Hydra<br />
* Roc<br />
* Eternal thing<br />
* Manticore<br />
* Treant (wood)<br />
<br />
== Appendix E, List of monsters that yield venom sacs ==<br />
<br />
* Adder (variants, normal version is too small to yield any)<br />
* Giant bark scorpion (normal version is a non-butcherable vermin)<br />
* Black mamba (variants, normal version is too small to yield any)<br />
* Giant brown recluse spider (normal version is a non-butcherable vermin, recluse spider men are currently unusable)<br />
* Bushmaster (and variants)<br />
* Copperhead snake (variants, normal version is too small to yield any)<br />
* Giant desert scorpion<br />
* Giant cave spider<br />
* Gila monsters (and variants)<br />
* Helmet snake<br />
* King cobra (and variants, king cobra men are currently unusable)<br />
* Platypus (variants, normal version is too small to yield any)<br />
* Rattlesnake (and variants, rattlesnake men are currently unusable)<br />
* Serpent man<br />
* Manticore<br />
<br />
== Appendix F, List of plant and misc craftable extracts ==<br />
<br />
=== Notable plant extracts ===<br />
<br />
* Astringent tincture. Generally if it yields berries, its leaves are likely usable for alchemy. Very minor reduction in bleeding, infection, and some impact on open wounds.<br />
* Dwarven syrup. Delicious but does nothing.<br />
* Gnomeblight. Still only deadly to gnomes.<br />
* Golden salve. Stops bleeding and other ailments, potent non-nerve healing.<br />
* Marshmend, from muck root. Stops bleeding and eases pain.<br />
* Whiplash, from whip vine. Boost agility and speed some, side effects of dizziness and nausea.<br />
* Barbed haze, from sliver barb. Assorted stat boost, penalties, and other Fun.<br />
<br />
=== Megabeast and semi-megabeast hearts ===<br />
<br />
* Aetherbreath, from mi-gos. Grants immunity to suffocation.<br />
* Draconic fury, from dragons. Boosts willpower, inspires martial trances.<br />
* Giant's might, from giants. Boosts strength.<br />
* Insight, from ettins. Boosts assorted mental stats.<br />
* Relentlessness, from minotaurs. Grants immunity to stunning, exertion, and pain.<br />
* Renewal, from hydras. Powerful, but brief, regeneration with regrowth of limbs.<br />
* Stoneskin, from gargoyles. Hardens you against attacks.<br />
* Swiftness, from rocs. Boost agility, increases speed somewhat.<br />
* True seeing, from cyclops. Grants extravision and creature-sensing.<br />
* Trickery, from manticores. Sharply boosts various social stats.<br />
<br />
=== Other ===<br />
<br />
* Failed extract. If a generated titan/demon/etc doesn't have a valid poison (or has poison blood instead), this will be the result. Does nothing.<br />
* Shoggoth slime, readily obtained from shoggoths (obviously). Causes localized pain, blistering, bleeding, and necrosis. Drinking it is exactly as stupid an idea as you'd expect it to be.<br />
* Cursed dragonblood, from sanguine dragons. Dangerous to drink, but has some minor situational benefits.<br />
<br />
== Appendix G, List of plants made harvestable in the mod ==<br />
<br />
* Alfalfa, available most of summer into early winter. Edible raw.<br />
* Arrow bamboo, available all year. Source of branches.<br />
* Asparagus, available only early in spring. Edible raw.<br />
* Barley, available all summer and autumn. Source of flour and alcohol.<br />
* Beet, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Bloated tuber, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Blood amaranth, available most of summer into early winter. Edible, source of flour/alcohol.<br />
* Buckwheat, available most of summer into early winter. Source of flour and alcohol.<br />
* Cabbage, available midspring into midsummer. Edible raw.<br />
* Carrot, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cassava, available midspring into midsummer. Source of alcohol.<br />
* Cattail, available later spring into early summer. Source of flour, thread, and paper.<br />
* Cave wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Celery, available midspring into midsummer. Edible raw.<br />
* Chicory, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cloudberry, available in winter. Edible raw, source of alcohol.<br />
* Cotton, available most of summer into early winter. Source of thread and paper.<br />
* Finger millet, available all summer and autumn. Source of flour and alcohol.<br />
* Fisher berry, available most of summer. Edible raw, source of alcohol.<br />
* Flax, available most of summer into early winter. Source of thread, paper, and flour.<br />
* Fonio, available all summer and autumn. Source of flour and alcohol.<br />
* Foxtail millet, available all summer and autumn. Source of flour and alcohol.<br />
* Garden cress, available midspring into midsummer. Edible raw.<br />
* Golden bamboo, available all year. Source of branches.<br />
* Hard wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Hedge bamboo, available all year. Source of branches.<br />
* Hemp, available all summer and autumn. Source of thread, paper, and flour.<br />
* Jute, available most of summer into early winter. Source of thread and paper.<br />
* Kaniwa, available most of summer into early winter. Source of flour and alcohol.<br />
* Kenaf, available most of summer into early winter. Source of thread and paper.<br />
* Kobold bulb, available midautumn and all winter. Source of extract.<br />
* Leek, available midspring into midsummer. Edible raw.<br />
* Lettuce, available midspring into midsummer. Edible raw.<br />
* Long yam, available midspring into midsummer. Edible raw.<br />
* Longland grass, available all summer and autumn. Source of flour and alcohol.<br />
* Maize, available most of summer into early winter. Source of flour and alcohol.<br />
* Muck root, available midspring into midsummer. Edible raw, source of extract and alcohol.<br />
* Oat, available all summer and autumn. Source of flour and alcohol.<br />
* Papyrus sedge, available most of summer into early winter. Source of paper.<br />
* Parsnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Pearl millet, available all summer and autumn. Source of flour and alcohol.<br />
* Pendant amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Pig tail, available most of summer-early winter. Source of thread, paper, flour, and alcohol.<br />
* Prickle berry, available most of summer. Edible raw, source of alcohol.<br />
* Plump helmet, available all year. Edible raw, source of alcohol.<br />
* Potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Purple amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Quinoa, available most of summer into early winter. Source of flour and alcohol.<br />
* Radish, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Ramie, available most of summer into early winter. Source of thread and paper.<br />
* Rat weed, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Rhubarb, available midspring into midsummer. Edible raw.<br />
* Rice, available most of summer into early winter. Source of flour and alcohol.<br />
* Rope reed, available most of summer-early winter. Source of thread, paper, and alcohol.<br />
* Rye, available all summer and autumn. Source of flour and alcohol.<br />
* Single-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sliver barb, available all winter. Source of extract and alcohol.<br />
* Soft wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sorghum, available most of summer into early winter. Source of flour and alcohol.<br />
* Spelt, available all summer and autumn. Source of flour and alcohol.<br />
* Sun berry, available most of summer. Edible raw, source of alcohol.<br />
* Sweet pod, available midspring into midsummer. Source of exract and alcohol.<br />
* Sweet potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Teff, available all summer and autumn. Source of flour and alcohol.<br />
* Turnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Two-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Whip vine, available midspring into midsummer. Source of flour, extract, and alcohol.<br />
* White millet, available all summer and autumn. Source of flour and alcohol.<br />
* Valley herb, available most of spring. Source of extract.<br />
<br />
== Appendix H, List of obtainable magic: ==<br />
<br />
* Animal magic, opposed to nature magic. Marks a targeted animal as being able to speak and be recruited. Associated with animals, chaos, and hunting. Can be obtained from minotaurs and mi-gos, secondary sources include rocs and manticores.<br />
* Blight magic, opposed to healing magic. Inflicts a debilitating, sickening plague on a target creature when used. Fellow blight mages, healing mages, and those currently immunized by healing magic cannot be targeted with it. Can cause victims to go berserk and spread the sickness if they survive long enough. Associated with blight, disease, and misery. Can be obtained from manticores, shoggoths are a secondary source, can also be obtained as a major curse (with additional side effects).<br />
* Clairvoyance magic, opposed to infernal magic. Grants extravision and creature-sensing to a targeted creature when used, along with boosting agility and sensory-type mental attributes. Associated with inspiration, truth, and wisdom. Can be obtained from eternal things, ettins are a secondary source.<br />
* Fire magic, opposed to wind. Flings a fireball at a target creature when used, fellow fire mages cannot be targeted with it. Associated with fire, the sun, and volcanoes. Can be obtained from dragons and bronze colossi, secondary sources include giants and hydras.<br />
* Healing magic, opposed to blight magic. Mends bleeding and tissue damage on a target creature when used. Also temporarily immunizes the target against blight magic. Associated with healing, mercy, and rebirth. Can be obtained from hydras, treants are a secondary source.<br />
* Infernal magic, opposed to clairvoyance magic. Summons a random demonic creature when used, which will always be one of the raw-defined demons instead of a generated one, which will attack any living thing except the caster. Inflicts stigmata and personality changes on the user, repeated use will build up side effects until blood loss becomes lethal, and each use has a chance of rendering the caster permanently mute. Associated with lies, nightmares, and thralldom. Can be obtained from shoggoths, mi-gos are a secondary source, can also be obtained as a major curse (with additional side effects).<br />
* Nature magic, opposed to animal magic. Summons a random natural predatory animal when used. Associated with nature, plants, and trees. Can be obtained from treants and ettins, cyclopes and eternal things are a secondary source.<br />
* Protective magic, opposed to war magic. Grants high damage resistance to a target creature when used. Associated with courage, discipline, and longevity. Can be obtained from gargoyles, bronze colossi are a secondary source.<br />
* War magic, opposed to protective magic. Inflicts a berserk rage on the caster when used, with appropriate status buffs. Associated with war, victory, and murder. Can be obtained from giants, dragons are a secondary source, can also be obtained as a major curse (with additional side effects.<br />
* Wind magic, opposed to fire magic. Sends multiple target creatures flying away with high force when used, requires targets to be fairly close. Associated with storms, thunder, and wind. Can be obtained from rocs and cyclopes, minotaurs and gargoyles are a secondary source.</div>Valoshttp://dwarffortresswiki.org/index.php?title=User:Valos/Adventurecraft&diff=256529User:Valos/Adventurecraft2021-02-03T04:56:24Z<p>Valos: </p>
<hr />
<div>{{mod}}<br />
{{Modification<br />
| name = Adventurecraft<br />
| version = 47.02 - 47.05 1.992<br />
| df version = 0.47.05<br />
| last update = 2/2/2021<br />
| download = http://www.bay12forums.com/smf/index.php?topic=153036.0<br />
}}<br />
<br />
Adventurecraft, yet another Wanderer's Friend derivative, is an adventure-mode-focused mod that adds reactions, in addition to material changes and creature changes, much of it geared toward fleshing out the options provided to adventurers. Various features have been added to it over time, not all geared toward crafting.<br />
<br />
Existed in unreleased form since the DF2012 days, with the first release being not long before .42.01 was released. Features and changes listed are thus specific to the most recent version, assuming this page remains up-to-date (don't count on it), derived from the forum post.<br />
<br />
== Features ==<br />
<br />
=== Fun Material Tweaks ===<br />
<br />
* Different tiers of materials. Look for a + or ++ in the material name. 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.<br />
* Several stones have been buffed to not be vastly inferior to bone. Look for the material tier designation. Chert is second only to obsidian in sharpness.<br />
* 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.<br />
* 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 (or be spoiled in the appendices). Not all of the beasts added to the mod have usable hearts. Or, you can use the relevant megabeast heart (or equivalent for things that lack hearts) to unlock secrets of The Beyond...<br />
* 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.<br />
<br />
=== Creature Tweaks ===<br />
<br />
* Joint definitions have been 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.<br />
* Neck-snapping. While mundane damage to the upper spine doesn't always have any effect, putting a joint lock on it definitely will, unless the creature is stupidly huge.<br />
* 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.<br />
* Joint edits have been applied to generated creatures. Normal joints tend to be more common than breakable necks.<br />
* Sinews can now be obtained from butchering most creatures, and used as a source of thread.<br />
* Because DF2015 broke cannibal adventurers, intelligent semi-megabeasts/megabeasts are currently non-sentient. To make up for this, they gain natural skills. Megabeasts additionally grow at a more consistent rate, with the net result being that most beasts grow slower, while dragons grow faster. Bronze colossi gain a unique material instead of bronze, and dragons have an extra surprise in store.<br />
* Extremely small creatures have been tweaked slightly to make them a bit more likely to be successfully butchered, and non-giant birds properly yield feathers that can be used for crafts or decoration.<br />
<br />
=== New Creatures ===<br />
<br />
* At the suggestion of Jackie, messed around with making centaurs, and moreover made their body less of a "humanoid with 4 legs" thing used in vanilla. They show up in good biomes and can join civs. An evil critter, based on the kamaitachi, has also been added as another source of civ fodder for evil regions.<br />
* A couple added mythical creatures were added to make up for making centaurs real. Also added descriptions and spheres, to make their use in art more interesting.<br />
* 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.<br />
* 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. Its wood will make for effective blunt weapons, but poor edged weapons. Think twice before you try lighting one on fire!<br />
* Two H.P. Lovecraft references via the mi-go and shoggoth. Mi-gos have a delightfully alien body structure, while shoggoths are acidic blobs. Hint: pulp all the things.<br />
* Eternal things. Basically chitinous worms that can grow rather large given time, faster than dragons but not quite as huge.<br />
* Manticores. Overgrown lions with bat wings and scorpion tails. All the Fun of both potion-yield megabeasts and venomous critters.<br />
* Four lesser beasts that can form lairs, as a step down from semi-megabeasts. These act like night creature hunters, making lairs in various places. Dire wolves, dire bears, feral ogres, and sanguine dragons are all based off of some existing creature in some way, with qualities to make them different challenges in combat.<br />
* Some raw-defined recreations of the classic pre-DF2010 demons. These are used as fallback for some things that may require demons to exist, and tend to be used instead of said generated demons where necessary. Fiery abominations are recreations of spirits of fire, tweaked to float on a djinn-like cloud of cinders and made tougher than flame-bodied critters normally are (so punching one to death is a much tougher feat). Froglike abominations are a recreation of frog demons, given a more grotesque gorilla-like body and a nasty plague inflicted via bites and tongue-lashing. Tendriled abominations are the tentacle demons, reworked into a scaly form with its tentacles instead of arms, lashing out with acidic secretions that can also provoke a neurotoxic effect.<br />
* The good old giant desert scorpion has been preserved in this mod ever since its removal, kept up to date and tweaked according to the needs of the mod. As a bonus, its venom has a proper neurotoxic effect instead of relying solely on necrosis.<br />
<br />
=== Plant Tweaks ===<br />
<br />
* 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, and extract-bearing plants.<br />
* 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.<br />
* In addition to more potent alchemical concoctions, more mundane medicine can be made from certain plant sources (best as the system permits, and noting that the game lacks what would normally be the best options for that). The effects are much more minor than what golden salve or processed muck root can do, but it can help in a pinch.<br />
* Brewable plants can be made into delicious booze. If it isn't brewable by picking the plant itself (assuming it's in season), try brewing fruit instead.<br />
* Bread is now a thing. The relevant plants can be ground into flour and used as such.<br />
* Bamboo, cattails, and cloudberries have been given useful growths. This works in adventure mode, but due to the plants being grass they can't be picked in fort mode.<br />
<br />
=== Civilization Tweaks ===<br />
<br />
* All of the main races are playable in Adventurer Mode, whether as civ members or as outsiders.<br />
* 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.<br />
* Humans and goblins have been given slings and sewing needles, for the hell of it.<br />
* 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 has 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.<br />
* Goblins need food and water, so remember that.<br />
* Underground animal people have been given a surface-dwelling equivalent, allowing for occasional instances of them being playable as entity members, instead of outsiders. They spread out as tribes in small villages, potentially either allying or coming to blows with the major civilizations.<br />
* A few extra profession types can be selected as backgrounds in adventure mode, like poets, criminals, pilgrims etc. Generally if it's not available via that entity's permitted jobs, fits that civilization, and gives bonus skills when chosen, it's been added.<br />
<br />
=== New uses for existing items (and changes) ===<br />
<br />
* Mortars and pestles are used for plant processing and alchemy. A pair can be crafted from stone.<br />
* A few reactions use blunt small rocks for hammering instead of just knapping.<br />
* If you get a hold of a full log, a battle axe can be used to split it into usable branches.<br />
* Stone axes have been changed to allow metal versions to show up in human and goblin sites.<br />
* Helves have been given the same weapon uses as staves in older versions of this mod, and renamed to staves to reflect this.<br />
* Cooking tools have additional use in a few reactions, allowing you to use cauldrons in place of cooking pots if you find one.<br />
<br />
=== New Items ===<br />
<br />
* Needles, required for sewing. In addition to wood you can carve them from bone, tooth, nail, hoof, or horn.<br />
* Clubs, as a crude mace-equivalent as suggested by Kallin.<br />
* Caesti and katars, unarmed weapons suggested and worked on by Jackie.<br />
* Simple lockbows, originally implemented in Kobold Kamp as suggested by Flint.<br />
* Spear-throwers and javelins, made with help from ZM5. Closer to actual hand-thrown javelins than the more realistic atlatl, but still allows use of a spear-thrower for gameplay reasons.<br />
* 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.<br />
* Gunpowder weaponry, in the form of fire lances and hand cannons. The ingredients can be crafted by various means, including methods accessible to adventurers, allowing crude powder and shot to be produced.<br />
* Gambesons, made from cloth. Obviously fragile unless using megabeast haircloth or silk.<br />
* Cooking pots, for making certain items, most notably for brewing.<br />
* Animal glue, which the recent combat changes have made useful.<br />
* Eight raw-defined instruments that can be crafted, supplementing the generated instruments that can't be crafted in adventure mode.<br />
* Feywood catalysts can be found at elven sites, or produced via magic accessible to elves in adventure mode. If you obtain one, a reaction exists to grow the improved feywood elves can use for weapons and armor.<br />
<br />
=== Dismantling Items ===<br />
<br />
* Boulders and logs can be split into small rocks and pieces of wood, respectively.<br />
* Crude cloth can be unraveled if needed.<br />
* Cloth items can be cut apart for cloth, leather items can be cut apart, any other stone item can be salvaged for a rock, and metal items can be broken down for metal. Note that nothing's stopping you from being a lunatic and trying to dismantle the end result into itself, which will eventually waste it.<br />
<br />
== Bugs and Issues ==<br />
<br />
* No gauntlets due to the gauntlet bug. The workaround I originally devised tends to break more things than it fixes.<br />
* Just like whips, civs will generate metal slings because derp. Outsiders will also have access to metal staves, clubs, and caesti, all of which were balanced around the assumption that they'd only ever be made out of much lighter materials.<br />
* 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.<br />
* The amount of usable leather, bone, etc can be increased by lopping off limbs. For bone, there are reaction bugs and balance issues behind why Adventurecraft has set crafting to consume full stacks, instead of vanilla's use of single units from a stack.<br />
* 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.<br />
* Goblin and kobold adventurers will find their home to be an immense hassle to leave, as dark forts and caves block fast travel even if the inhabitants are friendly.<br />
* Nothing's stopping you from being a lunatic and trying to dismantle cloth, tanned hides, or metal bars. This will eventually waste it due to the odds not being 100%. <br />
* Thread, cloth, bars, and sheets obtained from towns instead of player-made are a nigh-endless source of crafting material, due to reactions set to only produce and use product dimensions of 1.<br />
<br />
== Appendix A, Full list of new reactions ==<br />
<br />
=== Basic Reactions ===<br />
<br />
* Tan a raw hide, raw scales, or raw chitin. Produces tanned leather/scale/chitin.<br />
* Dry and spin sinew into thread.<br />
* Spin hair or wool into thread.<br />
* Process thread-bearing plant into thread.<br />
* Weave cloth. Uses hair/wool, plant-based, or silk thread.<br />
* Make glue. Uses raw hide, raw scales, bone, skull, horn, or hoof. Requires a cooking item.<br />
* Craft charcoal. Uses a log, requires a cooking pot.<br />
* Craft ash. Uses a log, requires a cooking pot.<br />
* Repair cloth item. Uses cloth and thread, requires a needle.<br />
* Repair feather item. Uses feathers and thread.<br />
* Repair leather/scale/chitin item. Uses any of said materials plus thread, requires a needle.<br />
* Repair wood/bone/stone item. Uses animal glue, requires a sharp object.<br />
* Split wooden log into branches. Also requires a sharp object. Ignore the absurdity.<br />
* Split large stone into small rocks. Also requires a blunt small rock.<br />
* Unravel cloth into thread.<br />
* Dismantle cloth item. Requires a sharp object.<br />
* Dismantle leather/scale/chitin item. Requires a sharp object.<br />
* Dismantle stone item. Requires a blunt small rock.<br />
* Dismantle metal item. Requires a blunt small rock.<br />
<br />
=== Tools ===<br />
<br />
* Carve wooden sewing needle. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn needle. Uses any of said materials, requires a sharp object.<br />
* Carve wooden stave. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone stave. Uses bones, and requires a sharp object.<br />
* Carve bone/shell axe. Uses either material plus a stave, requires a sharp object.<br />
* Craft stone axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mortar and pestle. Uses 2 blunt small rocks, and requires a third.<br />
* Craft stone cooking pot. Uses any small rock, and requires a blunt small rock.<br />
* Carve wooden gun barrel. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone gun barrel. Uses bones, and requires a sharp object.<br />
<br />
=== Ammunition ===<br />
<br />
* Craft sling stones. Uses a blunt small rock, and requires a second.<br />
* Carve wooden arrows. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn arrows. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone arrows. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden bolts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bolts. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone bolts. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden javelins. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn javelins. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone javelins. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden darts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn darts. Uses any of said materials, requires a sharp object.<br />
* Craft stone powder and shot. Uses any small rock and gunpowder, requires a blunt small rock.<br />
<br />
=== Weapons (Wood/Leather/Misc) ===<br />
<br />
* Carve wooden dagger. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden pike. Uses two wooden branches, and requires a sharp object.<br />
* Carve wooden club. Uses a wooden branch, and requires a sharp object.<br />
* Craft wooden maul. Uses a log plus a stave, and requires a sharp object.<br />
* Craft leather/scale whip. Uses leather/scale, and requires a sharp object.<br />
* Craft leather/scale/chitin caestus. Uses any of said materials, and requires a sharp object.<br />
* Craft wooden bow. Uses a stave and thread, requires a sharp object.<br />
* Craft simple wooden lockbow. Uses two branches and thread, requires a sharp object.<br />
* Carve wooden blowgun. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear-thrower. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale sling. Uses leather, and requires a sharp object.<br />
* Craft cloth sling. Uses cloth, and requires a sharp object.<br />
* Craft fire lance. Uses a spear and a gun barrel.<br />
* Craft hand cannon. Uses a durable metal gun barrel and a log.<br />
<br />
=== Weapons (Bone) ===<br />
<br />
* Craft bone/shell/tooth/horn dagger. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn spear. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn pike. Uses any of said materials plus two staves, requires a sharp object.<br />
* Carve bone/shell battle axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell great axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn short sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn long sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn two-handed sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone club. Uses bones, and requires a sharp object.<br />
* Craft bone/shell maul. Uses either material plus a log and a stave, requires a sharp object.<br />
* Craft skull maul. Uses a skull plus a log and a stave, requires a sharp object.<br />
* Craft bone/tooth/nail/hoof/horn katar. Uses any of said materials, and requires a sharp object.<br />
* Craft bone bow. Uses bones and thread, requires a sharp object.<br />
* Craft simple bone lockbow. Uses bones, a stave, and thread, requires a sharp object.<br />
* Carve bone spear-thrower. Uses bones, and requires a sharp object.<br />
* Carve bone blowgun. Uses bones, and requires a sharp object.<br />
<br />
=== Weapons (Stone) ===<br />
<br />
* Knap stone dagger. Uses any small rock, and requires a blunt small rock.<br />
* Craft stone spear. Uses a sharp rock and a stave. No need to cut the stave to size.<br />
* Craft stone pike. Uses a sharp rock and two staves. No need to cut the staves to size.<br />
* Craft stone battle axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone great axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone short sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone long sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone two-handed sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mace. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone war hammer. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone maul. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
<br />
=== Armor (Bone) ===<br />
<br />
* Craft bone/shell buckler. Uses either material, and requires a sharp object.<br />
* Craft bone/shell shield. Uses either material, and requires a sharp object.<br />
* Craft bone/shell helm. Uses either material, and requires a sharp object.<br />
* Craft skull helm. Uses a skull, and requires a sharp object.<br />
* Craft bone/shell armor. Uses either material and requires a sharp object.<br />
* Craft bone/shell leggings. Uses either material, and requires a sharp object.<br />
* Craft bone greaves. Uses bones, and requires a sharp object.<br />
<br />
=== Shields/Armor (Leather/Scale/Chitin) ===<br />
<br />
* Craft leather/scale/chitin buckler. Uses any of said materials, and requires a sharp object.<br />
* Craft leather/scale/chitin shield. Uses any of said materials, and requires a sharp object.<br />
* Sew leather/scale/chitin cap. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin helm. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin armor. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin leggings. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin low boots. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin high boots. Uses any of said materials plus thread, requires a needle.<br />
<br />
=== Clothing (Leather) ===<br />
<br />
* Sew leather/scale backpack. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale waterskin. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale quiver. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale hood. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale mask. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale cloak. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale tunic. Uses leather/scale and thread, requires a needle.<br />
* Make leather/scale loincloth. Uses leather/scale.<br />
* Sew leather/scale trousers. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale skirt. Uses leather/scale and thread, requires a needle.<br />
* Craft leather/scale footwraps. Uses leather, and requires a sharp object.<br />
* Sew leather/scale sandals. Uses leather/scale and thread, requires a needle.<br />
* Craft leather/scale earring. Uses leather/scale.<br />
* Craft leather/scale amulet. Uses leather/scale.<br />
* Craft leather/scale bracelet. Uses leather/scale.<br />
* Decorate object with leather/scale. Uses leather/scale and thread, requires a needle.<br />
<br />
=== Clothing (Cloth) ===<br />
<br />
* Sew cloth backpack. Uses cloth and thread, requires a needle.<br />
* Sew cloth quiver. Uses cloth and thread, requires a needle.<br />
* Sew cloth cap. Uses cloth and thread, requires a needle.<br />
* Sew cloth hood. Uses cloth and thread, requires a needle.<br />
* Sew cloth mask. Uses cloth and thread, requires a needle.<br />
* Sew cloth gambeson. Uses cloth and thread, requires a needle.<br />
* Sew cloth cloak. Uses cloth and thread, requires a needle.<br />
* Sew cloth tunic. Uses cloth and thread, requires a needle.<br />
* Make cloth loincloth. Uses cloth.<br />
* Sew cloth trousers. Uses cloth and thread, requires a needle.<br />
* Sew cloth skirt. Uses cloth and thread, requires a needle.<br />
* Craft cloth footwraps. Uses cloth, and requires a sharp object.<br />
* Sew cloth socks. Uses cloth and thread, requires a needle.<br />
* Sew cloth sandals. Uses cloth and thread, requires a needle.<br />
* Craft cloth earring. Uses leather/scale.<br />
* Craft cloth amulet. Uses leather/scale.<br />
* Craft cloth bracelet. Uses leather/scale.<br />
* Decorate object with cloth. Uses cloth and thread, requires a needle.<br />
* Weave feather hood. Uses feathers and thread.<br />
* Weave feather cloak. Uses feathers and thread.<br />
* Weave feather tunic. Uses feathers and thread.<br />
* Weave feather skirt. Uses feathers and thread.<br />
* Weave feather earring. Uses feathers and thread.<br />
* Weave feather amulet. Uses feathers and thread.<br />
* Weave feather bracelet. Uses feathers and thread.<br />
* Decorate object with feathers. Uses feathers and thread.<br />
<br />
=== Shields/Crafts (Wood) ===<br />
<br />
* Carve wooden buckler. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden shield. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden crutch. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cup. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden minecart. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden figurine. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden ring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden earring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden scepter. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden amulet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden bracelet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden crown. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cabochan. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden mask. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden sandals. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden dice. Uses a wooden branch, and requires a sharp object.<br />
* Decorate object with wood. Uses a wooden branch, and requires a sharp object.<br />
<br />
=== Crafts (Bone/Shell/Tooth/Horn) ===<br />
<br />
* Carve bone crutch. Uses bones, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn goblet. Uses any of said materials, and requires a sharp object.<br />
* Carve skull goblet. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn figurine. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn ring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn earring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn scepter. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn amulet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn bracelet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn crown. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn cabochan. Uses any of said materials, and requires a sharp object.<br />
* Craft skull totem. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell mask. Uses either of said materials, and requires a sharp object.<br />
* Craft skull mask. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn dice. Uses any of said materials, and requires a sharp object.<br />
* Decorate object with bone/shell/tooth/nail/hoof/horn. Uses said materials, requires a sharp object.<br />
<br />
=== Crafts (Stone) ===<br />
<br />
* Craft stone mug. Uses a blunt small rock, and requires a second.<br />
* Craft stone figurine. Uses a blunt small rock, and requires a second.<br />
* Craft stone ring. Uses a blunt small rock, and requires a second.<br />
* Craft stone earring. Uses a blunt small rock, and requires a second.<br />
* Craft stone scepter. Uses a blunt small rock, and requires a second.<br />
* Craft stone amulet. Uses a blunt small rock, and requires a second.<br />
* Craft stone bracelet. Uses a blunt small rock, and requires a second.<br />
* Craft stone crown. Uses a blunt small rock, and requires a second.<br />
* Craft stone cabochon. Uses a blunt small rock, and requires a second.<br />
* Decorate object with stone. Uses a blunt small rock, and requires a second.<br />
<br />
=== Cooking and Alchemy ===<br />
<br />
* Mill plant into flour. Uses valid plant, requires a mortar and pestle.<br />
* Bake bread. Uses flour, requires a cooking pot.<br />
* Brew alcohol from plant. Uses valid plant, requires a cooking pot and an empty waterskin.<br />
* Brew alcohol from fruit. Uses valid plant growth, requires a cooking pot and an empty waterskin.<br />
* Craft astringent tincture. Uses three leaves from berry-bearing plants, requires a mortar and pestle.<br />
* Extract from plant. Uses extractable plant, requires a mortar and pestle plus an empty waterskin.<br />
* Refine venom into toxin. Uses a venom sac, requires a mortar and pestle plus an empty waterskin.<br />
* Craft saltpeter. Uses a millable or threshable plant and ash, requires a cooking pot.<br />
* Craft crude gunpowder. Uses saltpeter and charcoal/coal, requires a mortar and pestle.<br />
* Craft feywood log. Uses a branch and a feywood catalyst.<br />
* Extract from (semi)megabeast heart, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from generated creature heart, requires a mortar and pestle plus an empty waterskin.<br />
* Create magical essence from (semi)megabeast heart, shoggoth core, treant wood, or mountain bronze, Also uses a scroll, requires a mortar and pestle plus an empty waterskin.<br />
<br />
=== Paper/Parchment Crafting ===<br />
<br />
* Press pulpable plant into paper. Uses a valid plant, requires a mortar and pestle.<br />
* Dry skin into parchment. Uses a raw hide, and requires a sharp object.<br />
* Carve wooden scroll rollers. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone scroll rollers. Uses bone, and requires a sharp object.<br />
* Assemble a scroll. Uses a sheet and a scroll roller.<br />
* Craft a quire. Uses a sheet.<br />
<br />
=== Instrument Pieces ===<br />
<br />
* Carve wooden bagpipe pipes. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bagpipe pipes. Uses any of said materials, and requires a sharp object.<br />
* Sew leather bagpipe bag. Uses leather and thread, requires a needle.<br />
* Craft instrument strings. Uses string.<br />
* Carve wooden lyre body. Uses a wooden log, and requires a sharp object.<br />
* Carve bone/shell lyre body. Uses either material and requires a sharp object.<br />
* Carve wooden guitar body. Uses a wooden log, and requires a sharp object.<br />
* Carve skull guitar body. Uses a skull, and requires a sharp object.<br />
* Carve wooden guitar neck. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone guitar neck. Uses bone, and requires a sharp object.<br />
* Carve wooden harp body. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden drum body. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone drum body. Uses bone, and requires a sharp object.<br />
* Craft leather drum head. Uses leather.<br />
<br />
=== Instruments ===<br />
<br />
* Carve wooden simple flute. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone simple flute. Uses bone, and requires a sharp object.<br />
* Carve wooden instrument musical horn. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn musical horn. Uses any of said materials, and requires a sharp object.<br />
* Assemble bagpipes. Requires a bagpipe bag and instrument pipes.<br />
* Assemble lyre. Requires a lyre body and strings.<br />
* Assemble guitar. Requires a guitar body, a guitar neck, and strings.<br />
* Assemble harp. Requires a harp body and strings.<br />
* Assemble drum. Requires a drum body and drum head.<br />
* Carve wooden bell. Uses a wooden log, and requires a sharp object.<br />
<br />
== Appendix B, List of forging reactions (at carpenter's workshop): ==<br />
<br />
=== Metalworking (Basic Tools) ===<br />
<br />
* Craft makeshift forge. Uses 10 small rocks.<br />
* Repair metal item. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal axe. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mortar and pestle. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cooking pot. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Ammunition) ===<br />
<br />
* Craft metal sling bullets. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal arrows. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal bolts. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal javelins. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal darts. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal powder and shot. Uses metal, gunpowder, and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Weapons) ===<br />
<br />
* Craft metal dagger. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal spear. Uses metal, a stave, and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pike. Uses metal, a stave, and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal battle axe. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal great axe. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal short sword. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal long sword. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal two-handed sword. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mace. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal war hammer. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal maul. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal caestus. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal katar. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Shields/Armor) ===<br />
<br />
* Craft metal buckler. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal shield. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal helmet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cap. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal breastplate. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail shirt. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal greaves. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail leggings. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal low boots. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal high boots. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Furniture) ===<br />
<br />
* Craft metal throne. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal table. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal chest. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabinet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal door. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal barrel. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bucket. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal sarcophagus. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal hatch cover. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal grate. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bin. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal stepladder. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bookcase. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal splint. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pedestal. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal animal trap. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Crafts) ===<br />
<br />
* Craft metal crutch. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal goblet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal minecart. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal figurine. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal ring. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal earring. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal scepter. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal amulet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bracelet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal crown. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabochan. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mask. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Decorate object with metal. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Instruments) ===<br />
<br />
* Craft metal bagpipe pipes. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal instrument strings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal lyre body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar neck. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal harp body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal drum body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal simple flute. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal musical horn. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bell. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
== Appendix C, List of more useful stones ==<br />
<br />
* Andesite<br />
* Basalt<br />
* Chert (in-between other sharp stones and obsidian)<br />
* Dacite<br />
* Diorite<br />
* Native aluminum (same as aluminum)<br />
* Native copper (same as copper)<br />
* Native gold (same as gold)<br />
* Native platinum (same as platinum)<br />
* Native silver (same as silver)<br />
* Obsidian (deliciously sharp and deadly)<br />
* Quartzite<br />
* Phyllite<br />
* Raw adamantine (same as adamantine)<br />
* Rhyolite<br />
* Shale<br />
* Slade (good luck obtaining that one!)<br />
* Slate<br />
<br />
== Appendix D, List of monsters with improved body materials ==<br />
<br />
=== Tier 1 ===<br />
<br />
* Alligator (and variants, alligator men are currently unusable)<br />
* Anaconda (and variants, anaconda men are currently unusable)<br />
* Armadillo (and variants, armadillo men are currently unusable)<br />
* Black bear (and variants, black bear men are currently unusable)<br />
* Blind cave bear<br />
* Blind cave ogre (currently unusable)<br />
* Cave crocodile<br />
* Cave dragon<br />
* Coelacanth<br />
* Elephant (and variants, elephant men are currently unusable)<br />
* Emu (and variants, emu men are currently unusable)<br />
* Giant cave spider<br />
* Giant desert scorpion (re-added due to Toady removing them ;w;)<br />
* Giant Mantis (normal version is a non-butcherable vermin, mantis men are currently unusable)<br />
* Gigantic squid (normal version is a non-butcherable vermin, squid men are currently unusable)<br />
* Great white shark<br />
* Grizzly bear (and variants, grizzly bear men are currently unusable)<br />
* Hippo (and variants, hippo men are currently unusable)<br />
* Ogre<br />
* Orca (and variants, orca men are currently unusable)<br />
* Ostrich (and variants, ostrich men are currently unusable)<br />
* Polar bear (and variants, polar bear men are currently unusable)<br />
* Rhinoceros (and variants, rhinoceros men are currently unusable)<br />
* Saltwater crocodile (and variants, saltwater crocodile men are currently unusable)<br />
* Sea monster<br />
* Sea serpent<br />
* Troll<br />
* Voracious cave crawler<br />
* Walrus (and variants, walrus men are currently unusable)<br />
* Wild boar (and variants, wild boar men are currently unusable)<br />
* Cyclops<br />
* Ettin<br />
* Giant<br />
* Minotaur<br />
* Gargoyle<br />
* Mi-go<br />
* Dire bear<br />
* Feral ogre<br />
* Sanguine dragon<br />
<br />
=== Tier 2 ===<br />
<br />
* All generated monsters (titans, demons, etc)<br />
* Dragon<br />
* Hydra<br />
* Roc<br />
* Eternal thing<br />
* Manticore<br />
* Treant (wood)<br />
<br />
== Appendix E, List of monsters that yield venom sacs ==<br />
<br />
* Giant adder (normal version is too small to butcher, adder men are currently unusable)<br />
* Giant bark scorpion (normal version is a non-butcherable vermin, bark scorpion men are currently unusable)<br />
* Black mamba (and variants, black mamba men are currently unusable)<br />
* Giant brown recluse spider (normal version is a non-butcherable vermin, recluse spider men are currently unusable)<br />
* Bushmaster (and variants, bushmaster men are currently unusable)<br />
* Giant copperhead snake (normal version is too small to butcher, copperhead snake men are currently unusable)<br />
* Giant desert scorpion<br />
* Giant cave spider<br />
* Gila monsters (and variants, gila monster men are currently unusable)<br />
* Helmet snake<br />
* King cobra (and variants, king cobra men are currently unusable)<br />
* Platypus (and variants, platypus men are currently unusable)<br />
* Rattlesnake (and variants, rattlesnake men are currently unusable)<br />
* Serpent man (currently unusable)<br />
* Manticore<br />
<br />
== Appendix F, List of plant and misc craftable extracts ==<br />
<br />
=== Notable plant extracts ===<br />
<br />
* Astringent tincture. Generally if it yields berries, its leaves are likely usable for alchemy. Very minor reduction in bleeding, infection, and some impact on open wounds.<br />
* Dwarven syrup. Delicious but does nothing.<br />
* Gnomeblight. Still only deadly to gnomes.<br />
* Golden salve. Stops bleeding and other ailments, potent non-nerve healing.<br />
* Marshmend, from muck root. Stops bleeding and eases pain.<br />
* Whiplash, from whip vine. Boost agility and speed some, side effects of dizziness and nausea.<br />
* Barbed haze, from sliver barb. Assorted stat boost, penalties, and other Fun.<br />
<br />
=== Megabeast and semi-megabeast hearts ===<br />
<br />
* Aetherbreath, from mi-gos. Grants immunity to suffocation.<br />
* Draconic fury, from dragons. Boosts willpower, inspires martial trances.<br />
* Giant's might, from giants. Boosts strength.<br />
* Insight, from ettins. Boosts assorted mental stats.<br />
* Relentlessness, from minotaurs. Grants immunity to stunning, exertion, and pain.<br />
* Renewal, from hydras. Powerful, but brief, regeneration with regrowth of limbs.<br />
* Stoneskin, from gargoyles. Hardens you against attacks.<br />
* Swiftness, from rocs. Boost agility, increases speed somewhat.<br />
* True seeing, from cyclops. Grants extravision and creature-sensing.<br />
* Trickery, from manticores. Sharply boosts various social stats.<br />
<br />
=== Other ===<br />
<br />
* Failed extract. If a generated titan/demon/etc doesn't have a valid poison (or has poison blood instead), this will be the result. Does nothing.<br />
* Shoggoth slime, readily obtained from shoggoths (obviously). Causes localized pain, blistering, bleeding, and necrosis. Drinking it is exactly as stupid an idea as you'd expect it to be.<br />
* Cursed dragonblood, from sanguine dragons. Dangerous to drink, but has some minor situational benefits.<br />
<br />
== Appendix G, List of plants made harvestable in the mod ==<br />
<br />
* Alfalfa, available most of summer into early winter. Edible raw.<br />
* Arrow bamboo, available all year. Source of branches.<br />
* Asparagus, available only early in spring. Edible raw.<br />
* Barley, available all summer and autumn. Source of flour and alcohol.<br />
* Beet, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Bloated tuber, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Blood amaranth, available most of summer into early winter. Edible, source of flour/alcohol.<br />
* Buckwheat, available most of summer into early winter. Source of flour and alcohol.<br />
* Cabbage, available midspring into midsummer. Edible raw.<br />
* Carrot, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cassava, available midspring into midsummer. Source of alcohol.<br />
* Cattail, available later spring into early summer. Source of flour, thread, and paper.<br />
* Cave wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Celery, available midspring into midsummer. Edible raw.<br />
* Chicory, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cloudberry, available in winter. Edible raw, source of alcohol.<br />
* Cotton, available most of summer into early winter. Source of thread and paper.<br />
* Finger millet, available all summer and autumn. Source of flour and alcohol.<br />
* Fisher berry, available most of summer. Edible raw, source of alcohol.<br />
* Flax, available most of summer into early winter. Source of thread, paper, and flour.<br />
* Fonio, available all summer and autumn. Source of flour and alcohol.<br />
* Foxtail millet, available all summer and autumn. Source of flour and alcohol.<br />
* Garden cress, available midspring into midsummer. Edible raw.<br />
* Golden bamboo, available all year. Source of branches.<br />
* Hard wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Hedge bamboo, available all year. Source of branches.<br />
* Hemp, available all summer and autumn. Source of thread, paper, and flour.<br />
* Jute, available most of summer into early winter. Source of thread and paper.<br />
* Kaniwa, available most of summer into early winter. Source of flour and alcohol.<br />
* Kenaf, available most of summer into early winter. Source of thread and paper.<br />
* Kobold bulb, available midautumn and all winter. Source of extract.<br />
* Leek, available midspring into midsummer. Edible raw.<br />
* Lettuce, available midspring into midsummer. Edible raw.<br />
* Long yam, available midspring into midsummer. Edible raw.<br />
* Longland grass, available all summer and autumn. Source of flour and alcohol.<br />
* Maize, available most of summer into early winter. Source of flour and alcohol.<br />
* Muck root, available midspring into midsummer. Edible raw, source of extract and alcohol.<br />
* Oat, available all summer and autumn. Source of flour and alcohol.<br />
* Papyrus sedge, available most of summer into early winter. Source of paper.<br />
* Parsnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Pearl millet, available all summer and autumn. Source of flour and alcohol.<br />
* Pendant amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Pig tail, available most of summer-early winter. Source of thread, paper, flour, and alcohol.<br />
* Prickle berry, available most of summer. Edible raw, source of alcohol.<br />
* Plump helmet, available all year. Edible raw, source of alcohol.<br />
* Potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Purple amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Quinoa, available most of summer into early winter. Source of flour and alcohol.<br />
* Radish, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Ramie, available most of summer into early winter. Source of thread and paper.<br />
* Rat weed, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Rhubarb, available midspring into midsummer. Edible raw.<br />
* Rice, available most of summer into early winter. Source of flour and alcohol.<br />
* Rope reed, available most of summer-early winter. Source of thread, paper, and alcohol.<br />
* Rye, available all summer and autumn. Source of flour and alcohol.<br />
* Single-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sliver barb, available all winter. Source of extract and alcohol.<br />
* Soft wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sorghum, available most of summer into early winter. Source of flour and alcohol.<br />
* Spelt, available all summer and autumn. Source of flour and alcohol.<br />
* Sun berry, available most of summer. Edible raw, source of alcohol.<br />
* Sweet pod, available midspring into midsummer. Source of exract and alcohol.<br />
* Sweet potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Teff, available all summer and autumn. Source of flour and alcohol.<br />
* Turnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Two-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Whip vine, available midspring into midsummer. Source of flour, extract, and alcohol.<br />
* White millet, available all summer and autumn. Source of flour and alcohol.<br />
* Valley herb, available most of spring. Source of extract.<br />
<br />
== Appendix H, List of obtainable magic: ==<br />
<br />
* Animal magic, opposed to nature magic. Marks a targeted animal as being able to speak and be recruited. Associated with animals, chaos, and hunting. Can be obtained from minotaurs and mi-gos, secondary sources include rocs and manticores.<br />
* Blight magic, opposed to healing magic. Inflicts a debilitating, sickening plague on a target creature when used. Fellow blight mages, healing mages, and those currently immunized by healing magic cannot be targeted with it. Can cause victims to go berserk and spread the sickness if they survive long enough. Associated with blight, disease, and misery. Can be obtained from manticores, shoggoths are a secondary source, can also be obtained as a major curse (with additional side effects).<br />
* Clairvoyance magic, opposed to infernal magic. Grants extravision and creature-sensing to a targeted creature when used, along with boosting agility and sensory-type mental attributes. Associated with inspiration, truth, and wisdom. Can be obtained from eternal things, ettins are a secondary source.<br />
* Fire magic, opposed to wind. Flings a fireball at a target creature when used, fellow fire mages cannot be targeted with it. Associated with fire, the sun, and volcanoes. Can be obtained from dragons and bronze colossi, secondary sources include giants and hydras.<br />
* Healing magic, opposed to blight magic. Mends bleeding and tissue damage on a target creature when used. Also temporarily immunizes the target against blight magic. Associated with healing, mercy, and rebirth. Can be obtained from hydras, treants are a secondary source.<br />
* Infernal magic, opposed to clairvoyance magic. Summons a random demonic creature when used, which will always be one of the raw-defined demons instead of a generated one, which will attack any living thing except the caster. Inflicts stigmata and personality changes on the user, repeated use will build up side effects until blood loss becomes lethal, and each use has a chance of rendering the caster permanently mute. Associated with lies, nightmares, and thralldom. Can be obtained from shoggoths, mi-gos are a secondary source, can also be obtained as a major curse (with additional side effects).<br />
* Nature magic, opposed to animal magic. Summons a random natural predatory animal when used. Associated with nature, plants, and trees. Can be obtained from treants and ettins, cyclopes and eternal things are a secondary source.<br />
* Protective magic, opposed to war magic. Grants high damage resistance to a target creature when used. Associated with courage, discipline, and longevity. Can be obtained from gargoyles, bronze colossi are a secondary source.<br />
* War magic, opposed to protective magic. Inflicts a berserk rage on the caster when used, with appropriate status buffs. Associated with war, victory, and murder. Can be obtained from giants, dragons are a secondary source, can also be obtained as a major curse (with additional side effects.<br />
* Wind magic, opposed to fire magic. Sends multiple target creatures flying away with high force when used, requires targets to be fairly close. Associated with storms, thunder, and wind. Can be obtained from rocs and cyclopes, minotaurs and gargoyles are a secondary source.</div>Valoshttp://dwarffortresswiki.org/index.php?title=User:Valos/Adventurecraft&diff=256526User:Valos/Adventurecraft2021-02-01T23:56:42Z<p>Valos: </p>
<hr />
<div>{{mod}}<br />
{{Modification<br />
| name = Adventurecraft<br />
| version = 47.02 - 47.05 1.991<br />
| df version = 0.47.05<br />
| last update = 2/1/2021<br />
| download = http://www.bay12forums.com/smf/index.php?topic=153036.0<br />
}}<br />
<br />
Adventurecraft, yet another Wanderer's Friend derivative, is an adventure-mode-focused mod that adds reactions, in addition to material changes and creature changes, much of it geared toward fleshing out the options provided to adventurers. Various features have been added to it over time, not all geared toward crafting.<br />
<br />
Existed in unreleased form since the DF2012 days, with the first release being not long before .42.01 was released. Features and changes listed are thus specific to the most recent version, assuming this page remains up-to-date (don't count on it), derived from the forum post.<br />
<br />
== Features ==<br />
<br />
=== Fun Material Tweaks ===<br />
<br />
* Different tiers of materials. Look for a + or ++ in the material name. 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.<br />
* Several stones have been buffed to not be vastly inferior to bone. Look for the material tier designation. Chert is second only to obsidian in sharpness.<br />
* 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.<br />
* 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 (or be spoiled in the appendices). Not all of the beasts added to the mod have usable hearts. Or, you can use the relevant megabeast heart (or equivalent for things that lack hearts) to unlock secrets of The Beyond...<br />
* 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.<br />
<br />
=== Creature Tweaks ===<br />
<br />
* Joint definitions have been 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.<br />
* Neck-snapping. While mundane damage to the upper spine doesn't always have any effect, putting a joint lock on it definitely will, unless the creature is stupidly huge.<br />
* 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.<br />
* Joint edits have been applied to generated creatures. Normal joints tend to be more common than breakable necks.<br />
* Sinews can now be obtained from butchering most creatures, and used as a source of thread.<br />
* Because DF2015 broke cannibal adventurers, intelligent semi-megabeasts/megabeasts are currently non-sentient. To make up for this, they gain natural skills. Megabeasts additionally grow at a more consistent rate, with the net result being that most beasts grow slower, while dragons grow faster. Bronze colossi gain a unique material instead of bronze, and dragons have an extra surprise in store.<br />
* Extremely small creatures have been tweaked slightly to make them a bit more likely to be successfully butchered, and non-giant birds properly yield feathers that can be used for crafts or decoration.<br />
<br />
=== New Creatures ===<br />
<br />
* At the suggestion of Jackie, messed around with making centaurs, and moreover made their body less of a "humanoid with 4 legs" thing used in vanilla. They show up in good biomes and can join civs. An evil critter, based on the kamaitachi, has also been added as another source of civ fodder for evil regions.<br />
* A couple added mythical creatures were added to make up for making centaurs real. Also added descriptions and spheres, to make their use in art more interesting.<br />
* 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.<br />
* 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. Its wood will make for effective blunt weapons, but poor edged weapons. Think twice before you try lighting one on fire!<br />
* Two H.P. Lovecraft references via the mi-go and shoggoth. Mi-gos have a delightfully alien body structure, while shoggoths are acidic blobs. Hint: pulp all the things.<br />
* Eternal things. Basically chitinous worms that can grow rather large given time, faster than dragons but not quite as huge.<br />
* Manticores. Overgrown lions with bat wings and scorpion tails. All the Fun of both potion-yield megabeasts and venomous critters.<br />
* Four lesser beasts that can form lairs, as a step down from semi-megabeasts. These act like night creature hunters, making lairs in various places. Dire wolves, dire bears, feral ogres, and sanguine dragons are all based off of some existing creature in some way, with qualities to make them different challenges in combat.<br />
* Some raw-defined recreations of the classic pre-DF2010 demons. These are used as fallback for some things that may require demons to exist, and tend to be used instead of said generated demons where necessary. Fiery abominations are recreations of spirits of fire, tweaked to float on a djinn-like cloud of cinders and made tougher than flame-bodied critters normally are (so punching one to death is a much tougher feat). Froglike abominations are a recreation of frog demons, given a more grotesque gorilla-like body and a nasty plague inflicted via bites and tongue-lashing. Tendriled abominations are the tentacle demons, reworked into a scaly form with its tentacles instead of arms, lashing out with acidic secretions that can also provoke a neurotoxic effect.<br />
* The good old giant desert scorpion has been preserved in this mod ever since its removal, kept up to date and tweaked according to the needs of the mod. As a bonus, its venom has a proper neurotoxic effect instead of relying solely on necrosis.<br />
<br />
=== Plant Tweaks ===<br />
<br />
* 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, and extract-bearing plants.<br />
* 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.<br />
* In addition to more potent alchemical concoctions, more mundane medicine can be made from certain plant sources (best as the system permits, and noting that the game lacks what would normally be the best options for that). The effects are much more minor than what golden salve or processed muck root can do, but it can help in a pinch.<br />
* Brewable plants can be made into delicious booze. If it isn't brewable by picking the plant itself (assuming it's in season), try brewing fruit instead.<br />
* Bread is now a thing. The relevant plants can be ground into flour and used as such.<br />
* Bamboo, cattails, and cloudberries have been given useful growths. This works in adventure mode, but due to the plants being grass they can't be picked in fort mode.<br />
<br />
=== Civilization Tweaks ===<br />
<br />
* All of the main races are playable in Adventurer Mode, whether as civ members or as outsiders.<br />
* 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.<br />
* Humans and goblins have been given slings and sewing needles, for the hell of it.<br />
* 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 has 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.<br />
* Goblins need food and water, so remember that.<br />
* Underground animal people have been given a surface-dwelling equivalent, allowing for occasional instances of them being playable as entity members, instead of outsiders. They spread out as tribes in small villages, potentially either allying or coming to blows with the major civilizations.<br />
* A few extra profession types can be selected as backgrounds in adventure mode, like poets, criminals, pilgrims etc. Generally if it's not available via that entity's permitted jobs, fits that civilization, and gives bonus skills when chosen, it's been added.<br />
<br />
=== New uses for existing items (and changes) ===<br />
<br />
* Mortars and pestles are used for plant processing and alchemy. A pair can be crafted from stone.<br />
* A few reactions use blunt small rocks for hammering instead of just knapping.<br />
* If you get a hold of a full log, a battle axe can be used to split it into usable branches.<br />
* Stone axes have been changed to allow metal versions to show up in human and goblin sites.<br />
* Helves have been given the same weapon uses as staves in older versions of this mod, and renamed to staves to reflect this.<br />
* Cooking tools have additional use in a few reactions, allowing you to use cauldrons in place of cooking pots if you find one.<br />
<br />
=== New Items ===<br />
<br />
* Needles, required for sewing. In addition to wood you can carve them from bone, tooth, nail, hoof, or horn.<br />
* Clubs, as a crude mace-equivalent as suggested by Kallin.<br />
* Caesti and katars, unarmed weapons suggested and worked on by Jackie.<br />
* Simple lockbows, originally implemented in Kobold Kamp as suggested by Flint.<br />
* Spear-throwers and javelins, made with help from ZM5. Closer to actual hand-thrown javelins than the more realistic atlatl, but still allows use of a spear-thrower for gameplay reasons.<br />
* 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.<br />
* Gunpowder weaponry, in the form of fire lances and hand cannons. The ingredients can be crafted by various means, including methods accessible to adventurers, allowing crude powder and shot to be produced.<br />
* Gambesons, made from cloth. Obviously fragile unless using megabeast haircloth or silk.<br />
* Cooking pots, for making certain items, most notably for brewing.<br />
* Animal glue, which the recent combat changes have made useful.<br />
* Eight raw-defined instruments that can be crafted, supplementing the generated instruments that can't be crafted in adventure mode.<br />
* Feywood catalysts can be found at elven sites, or produced via magic accessible to elves in adventure mode. If you obtain one, a reaction exists to grow the improved feywood elves can use for weapons and armor.<br />
<br />
=== Dismantling Items ===<br />
<br />
* Boulders and logs can be split into small rocks and pieces of wood, respectively.<br />
* Crude cloth can be unraveled if needed.<br />
* Cloth items can be cut apart for cloth, leather items can be cut apart, any other stone item can be salvaged for a rock, and metal items can be broken down for metal. Note that nothing's stopping you from being a lunatic and trying to dismantle the end result into itself, which will eventually waste it.<br />
<br />
== Bugs and Issues ==<br />
<br />
* No gauntlets due to the gauntlet bug. The workaround I originally devised tends to break more things than it fixes.<br />
* Just like whips, civs will generate metal slings because derp. Outsiders will also have access to metal staves, clubs, and caesti, all of which were balanced around the assumption that they'd only ever be made out of much lighter materials.<br />
* 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.<br />
* The amount of usable leather, bone, etc can be increased by lopping off limbs. For bone, there are reaction bugs and balance issues behind why Adventurecraft has set crafting to consume full stacks, instead of vanilla's use of single units from a stack.<br />
* 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.<br />
* Goblin and kobold adventurers will find their home to be an immense hassle to leave, as dark forts and caves block fast travel even if the inhabitants are friendly.<br />
* Nothing's stopping you from being a lunatic and trying to dismantle cloth, tanned hides, or metal bars. This will eventually waste it due to the odds not being 100%. <br />
* Thread, cloth, bars, and sheets obtained from towns instead of player-made are a nigh-endless source of crafting material, due to reactions set to only produce and use product dimensions of 1.<br />
<br />
== Appendix A, Full list of new reactions ==<br />
<br />
=== Basic Reactions ===<br />
<br />
* Tan a raw hide, raw scales, or raw chitin. Produces tanned leather/scale/chitin.<br />
* Dry and spin sinew into thread.<br />
* Spin hair or wool into thread.<br />
* Process thread-bearing plant into thread.<br />
* Weave cloth. Uses hair/wool, plant-based, or silk thread.<br />
* Make glue. Uses raw hide, raw scales, bone, skull, horn, or hoof. Requires a cooking item.<br />
* Craft charcoal. Uses a log, requires a cooking pot.<br />
* Craft ash. Uses a log, requires a cooking pot.<br />
* Repair cloth item. Uses cloth and thread, requires a needle.<br />
* Repair feather item. Uses feathers and thread.<br />
* Repair leather/scale/chitin item. Uses any of said materials plus thread, requires a needle.<br />
* Repair wood/bone/stone item. Uses animal glue, requires a sharp object.<br />
* Split wooden log into branches. Also requires a sharp object. Ignore the absurdity.<br />
* Split large stone into small rocks. Also requires a blunt small rock.<br />
* Unravel cloth into thread.<br />
* Dismantle cloth item. Requires a sharp object.<br />
* Dismantle leather/scale/chitin item. Requires a sharp object.<br />
* Dismantle stone item. Requires a blunt small rock.<br />
* Dismantle metal item. Requires a blunt small rock.<br />
<br />
=== Tools ===<br />
<br />
* Carve wooden sewing needle. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn needle. Uses any of said materials, requires a sharp object.<br />
* Carve wooden stave. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone stave. Uses bones, and requires a sharp object.<br />
* Carve bone/shell axe. Uses either material plus a stave, requires a sharp object.<br />
* Craft stone axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mortar and pestle. Uses 2 blunt small rocks, and requires a third.<br />
* Craft stone cooking pot. Uses any small rock, and requires a blunt small rock.<br />
* Carve wooden gun barrel. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone gun barrel. Uses bones, and requires a sharp object.<br />
<br />
=== Ammunition ===<br />
<br />
* Craft sling stones. Uses a blunt small rock, and requires a second.<br />
* Carve wooden arrows. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn arrows. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone arrows. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden bolts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bolts. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone bolts. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden javelins. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn javelins. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone javelins. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden darts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn darts. Uses any of said materials, requires a sharp object.<br />
* Craft stone powder and shot. Uses any small rock and gunpowder, requires a blunt small rock.<br />
<br />
=== Weapons (Wood/Leather/Misc) ===<br />
<br />
* Carve wooden dagger. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden pike. Uses two wooden branches, and requires a sharp object.<br />
* Carve wooden club. Uses a wooden branch, and requires a sharp object.<br />
* Craft wooden maul. Uses a log plus a stave, and requires a sharp object.<br />
* Craft leather/scale whip. Uses leather/scale, and requires a sharp object.<br />
* Craft leather/scale/chitin caestus. Uses any of said materials, and requires a sharp object.<br />
* Craft wooden bow. Uses a stave and thread, requires a sharp object.<br />
* Craft simple wooden lockbow. Uses two branches and thread, requires a sharp object.<br />
* Carve wooden blowgun. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear-thrower. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale sling. Uses leather, and requires a sharp object.<br />
* Craft cloth sling. Uses cloth, and requires a sharp object.<br />
* Craft fire lance. Uses a spear and a gun barrel.<br />
* Craft hand cannon. Uses a durable metal gun barrel and a log.<br />
<br />
=== Weapons (Bone) ===<br />
<br />
* Craft bone/shell/tooth/horn dagger. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn spear. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn pike. Uses any of said materials plus two staves, requires a sharp object.<br />
* Carve bone/shell battle axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell great axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn short sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn long sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn two-handed sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone club. Uses bones, and requires a sharp object.<br />
* Craft bone/shell maul. Uses either material plus a log and a stave, requires a sharp object.<br />
* Craft skull maul. Uses a skull plus a log and a stave, requires a sharp object.<br />
* Craft bone/tooth/nail/hoof/horn katar. Uses any of said materials, and requires a sharp object.<br />
* Craft bone bow. Uses bones and thread, requires a sharp object.<br />
* Craft simple bone lockbow. Uses bones, a stave, and thread, requires a sharp object.<br />
* Carve bone spear-thrower. Uses bones, and requires a sharp object.<br />
* Carve bone blowgun. Uses bones, and requires a sharp object.<br />
<br />
=== Weapons (Stone) ===<br />
<br />
* Knap stone dagger. Uses any small rock, and requires a blunt small rock.<br />
* Craft stone spear. Uses a sharp rock and a stave. No need to cut the stave to size.<br />
* Craft stone pike. Uses a sharp rock and two staves. No need to cut the staves to size.<br />
* Craft stone battle axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone great axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone short sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone long sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone two-handed sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mace. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone war hammer. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone maul. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
<br />
=== Armor (Bone) ===<br />
<br />
* Craft bone/shell buckler. Uses either material, and requires a sharp object.<br />
* Craft bone/shell shield. Uses either material, and requires a sharp object.<br />
* Craft bone/shell helm. Uses either material, and requires a sharp object.<br />
* Craft skull helm. Uses a skull, and requires a sharp object.<br />
* Craft bone/shell armor. Uses either material and requires a sharp object.<br />
* Craft bone/shell leggings. Uses either material, and requires a sharp object.<br />
* Craft bone greaves. Uses bones, and requires a sharp object.<br />
<br />
=== Shields/Armor (Leather/Scale/Chitin) ===<br />
<br />
* Craft leather/scale/chitin buckler. Uses any of said materials, and requires a sharp object.<br />
* Craft leather/scale/chitin shield. Uses any of said materials, and requires a sharp object.<br />
* Sew leather/scale/chitin cap. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin helm. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin armor. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin leggings. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin low boots. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin high boots. Uses any of said materials plus thread, requires a needle.<br />
<br />
=== Clothing (Leather) ===<br />
<br />
* Sew leather/scale backpack. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale waterskin. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale quiver. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale hood. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale mask. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale cloak. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale tunic. Uses leather/scale and thread, requires a needle.<br />
* Make leather/scale loincloth. Uses leather/scale.<br />
* Sew leather/scale trousers. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale skirt. Uses leather/scale and thread, requires a needle.<br />
* Craft leather/scale footwraps. Uses leather, and requires a sharp object.<br />
* Sew leather/scale sandals. Uses leather/scale and thread, requires a needle.<br />
* Craft leather/scale earring. Uses leather/scale.<br />
* Craft leather/scale amulet. Uses leather/scale.<br />
* Craft leather/scale bracelet. Uses leather/scale.<br />
* Decorate object with leather/scale. Uses leather/scale and thread, requires a needle.<br />
<br />
=== Clothing (Cloth) ===<br />
<br />
* Sew cloth backpack. Uses cloth and thread, requires a needle.<br />
* Sew cloth quiver. Uses cloth and thread, requires a needle.<br />
* Sew cloth cap. Uses cloth and thread, requires a needle.<br />
* Sew cloth hood. Uses cloth and thread, requires a needle.<br />
* Sew cloth mask. Uses cloth and thread, requires a needle.<br />
* Sew cloth gambeson. Uses cloth and thread, requires a needle.<br />
* Sew cloth cloak. Uses cloth and thread, requires a needle.<br />
* Sew cloth tunic. Uses cloth and thread, requires a needle.<br />
* Make cloth loincloth. Uses cloth.<br />
* Sew cloth trousers. Uses cloth and thread, requires a needle.<br />
* Sew cloth skirt. Uses cloth and thread, requires a needle.<br />
* Craft cloth footwraps. Uses cloth, and requires a sharp object.<br />
* Sew cloth socks. Uses cloth and thread, requires a needle.<br />
* Sew cloth sandals. Uses cloth and thread, requires a needle.<br />
* Craft cloth earring. Uses leather/scale.<br />
* Craft cloth amulet. Uses leather/scale.<br />
* Craft cloth bracelet. Uses leather/scale.<br />
* Decorate object with cloth. Uses cloth and thread, requires a needle.<br />
* Weave feather hood. Uses feathers and thread.<br />
* Weave feather cloak. Uses feathers and thread.<br />
* Weave feather tunic. Uses feathers and thread.<br />
* Weave feather skirt. Uses feathers and thread.<br />
* Weave feather earring. Uses feathers and thread.<br />
* Weave feather amulet. Uses feathers and thread.<br />
* Weave feather bracelet. Uses feathers and thread.<br />
* Decorate object with feathers. Uses feathers and thread.<br />
<br />
=== Shields/Crafts (Wood) ===<br />
<br />
* Carve wooden buckler. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden shield. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden crutch. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cup. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden minecart. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden figurine. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden ring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden earring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden scepter. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden amulet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden bracelet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden crown. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cabochan. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden mask. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden sandals. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden dice. Uses a wooden branch, and requires a sharp object.<br />
* Decorate object with wood. Uses a wooden branch, and requires a sharp object.<br />
<br />
=== Crafts (Bone/Shell/Tooth/Horn) ===<br />
<br />
* Carve bone crutch. Uses bones, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn goblet. Uses any of said materials, and requires a sharp object.<br />
* Carve skull goblet. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn figurine. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn ring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn earring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn scepter. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn amulet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn bracelet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn crown. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn cabochan. Uses any of said materials, and requires a sharp object.<br />
* Craft skull totem. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell mask. Uses either of said materials, and requires a sharp object.<br />
* Craft skull mask. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn dice. Uses any of said materials, and requires a sharp object.<br />
* Decorate object with bone/shell/tooth/nail/hoof/horn. Uses said materials, requires a sharp object.<br />
<br />
=== Crafts (Stone) ===<br />
<br />
* Craft stone mug. Uses a blunt small rock, and requires a second.<br />
* Craft stone figurine. Uses a blunt small rock, and requires a second.<br />
* Craft stone ring. Uses a blunt small rock, and requires a second.<br />
* Craft stone earring. Uses a blunt small rock, and requires a second.<br />
* Craft stone scepter. Uses a blunt small rock, and requires a second.<br />
* Craft stone amulet. Uses a blunt small rock, and requires a second.<br />
* Craft stone bracelet. Uses a blunt small rock, and requires a second.<br />
* Craft stone crown. Uses a blunt small rock, and requires a second.<br />
* Craft stone cabochon. Uses a blunt small rock, and requires a second.<br />
* Decorate object with stone. Uses a blunt small rock, and requires a second.<br />
<br />
=== Cooking and Alchemy ===<br />
<br />
* Mill plant into flour. Uses valid plant, requires a mortar and pestle.<br />
* Bake bread. Uses flour, requires a cooking pot.<br />
* Brew alcohol from plant. Uses valid plant, requires a cooking pot and an empty waterskin.<br />
* Brew alcohol from fruit. Uses valid plant growth, requires a cooking pot and an empty waterskin.<br />
* Craft astringent tincture. Uses three leaves from berry-bearing plants, requires a mortar and pestle.<br />
* Extract from plant. Uses extractable plant, requires a mortar and pestle plus an empty waterskin.<br />
* Refine venom into toxin. Uses a venom sac, requires a mortar and pestle plus an empty waterskin.<br />
* Craft saltpeter. Uses a millable or threshable plant and ash, requires a cooking pot.<br />
* Craft crude gunpowder. Uses saltpeter and charcoal/coal, requires a mortar and pestle.<br />
* Craft feywood log. Uses a branch and a feywood catalyst.<br />
* Extract from (semi)megabeast heart, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from generated creature heart, requires a mortar and pestle plus an empty waterskin.<br />
* Create magical essence from (semi)megabeast heart, shoggoth core, treant wood, or mountain bronze, Also uses a scroll, requires a mortar and pestle plus an empty waterskin.<br />
<br />
=== Paper/Parchment Crafting ===<br />
<br />
* Press pulpable plant into paper. Uses a valid plant, requires a mortar and pestle.<br />
* Dry skin into parchment. Uses a raw hide, and requires a sharp object.<br />
* Carve wooden scroll rollers. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone scroll rollers. Uses bone, and requires a sharp object.<br />
* Assemble a scroll. Uses a sheet and a scroll roller.<br />
* Craft a quire. Uses a sheet.<br />
<br />
=== Instrument Pieces ===<br />
<br />
* Carve wooden bagpipe pipes. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bagpipe pipes. Uses any of said materials, and requires a sharp object.<br />
* Sew leather bagpipe bag. Uses leather and thread, requires a needle.<br />
* Craft instrument strings. Uses string.<br />
* Carve wooden lyre body. Uses a wooden log, and requires a sharp object.<br />
* Carve bone/shell lyre body. Uses either material and requires a sharp object.<br />
* Carve wooden guitar body. Uses a wooden log, and requires a sharp object.<br />
* Carve skull guitar body. Uses a skull, and requires a sharp object.<br />
* Carve wooden guitar neck. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone guitar neck. Uses bone, and requires a sharp object.<br />
* Carve wooden harp body. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden drum body. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone drum body. Uses bone, and requires a sharp object.<br />
* Craft leather drum head. Uses leather.<br />
<br />
=== Instruments ===<br />
<br />
* Carve wooden simple flute. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone simple flute. Uses bone, and requires a sharp object.<br />
* Carve wooden instrument musical horn. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn musical horn. Uses any of said materials, and requires a sharp object.<br />
* Assemble bagpipes. Requires a bagpipe bag and instrument pipes.<br />
* Assemble lyre. Requires a lyre body and strings.<br />
* Assemble guitar. Requires a guitar body, a guitar neck, and strings.<br />
* Assemble harp. Requires a harp body and strings.<br />
* Assemble drum. Requires a drum body and drum head.<br />
* Carve wooden bell. Uses a wooden log, and requires a sharp object.<br />
<br />
== Appendix B, List of forging reactions (at carpenter's workshop): ==<br />
<br />
=== Metalworking (Basic Tools) ===<br />
<br />
* Craft makeshift forge. Uses 10 small rocks.<br />
* Repair metal item. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal axe. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mortar and pestle. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cooking pot. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Ammunition) ===<br />
<br />
* Craft metal sling bullets. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal arrows. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal bolts. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal javelins. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal darts. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal powder and shot. Uses metal, gunpowder, and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Weapons) ===<br />
<br />
* Craft metal dagger. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal spear. Uses metal, a stave, and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pike. Uses metal, a stave, and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal battle axe. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal great axe. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal short sword. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal long sword. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal two-handed sword. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mace. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal war hammer. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal maul. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal caestus. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal katar. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Shields/Armor) ===<br />
<br />
* Craft metal buckler. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal shield. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal helmet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cap. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal breastplate. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail shirt. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal greaves. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail leggings. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal low boots. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal high boots. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Furniture) ===<br />
<br />
* Craft metal throne. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal table. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal chest. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabinet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal door. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal barrel. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bucket. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal sarcophagus. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal hatch cover. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal grate. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bin. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal stepladder. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bookcase. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal splint. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pedestal. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal animal trap. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Crafts) ===<br />
<br />
* Craft metal crutch. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal goblet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal minecart. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal figurine. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal ring. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal earring. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal scepter. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal amulet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bracelet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal crown. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabochan. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mask. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Decorate object with metal. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Instruments) ===<br />
<br />
* Craft metal bagpipe pipes. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal instrument strings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal lyre body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar neck. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal harp body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal drum body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal simple flute. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal musical horn. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bell. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
== Appendix C, List of more useful stones ==<br />
<br />
* Andesite<br />
* Basalt<br />
* Chert (in-between other sharp stones and obsidian)<br />
* Dacite<br />
* Diorite<br />
* Native aluminum (same as aluminum)<br />
* Native copper (same as copper)<br />
* Native gold (same as gold)<br />
* Native platinum (same as platinum)<br />
* Native silver (same as silver)<br />
* Obsidian (deliciously sharp and deadly)<br />
* Quartzite<br />
* Phyllite<br />
* Raw adamantine (same as adamantine)<br />
* Rhyolite<br />
* Shale<br />
* Slade (good luck obtaining that one!)<br />
* Slate<br />
<br />
== Appendix D, List of monsters with improved body materials ==<br />
<br />
=== Tier 1 ===<br />
<br />
* Alligator (and variants, alligator men are currently unusable)<br />
* Anaconda (and variants, anaconda men are currently unusable)<br />
* Armadillo (and variants, armadillo men are currently unusable)<br />
* Black bear (and variants, black bear men are currently unusable)<br />
* Blind cave bear<br />
* Blind cave ogre (currently unusable)<br />
* Cave crocodile<br />
* Cave dragon<br />
* Coelacanth<br />
* Elephant (and variants, elephant men are currently unusable)<br />
* Emu (and variants, emu men are currently unusable)<br />
* Giant cave spider<br />
* Giant desert scorpion (re-added due to Toady removing them ;w;)<br />
* Giant Mantis (normal version is a non-butcherable vermin, mantis men are currently unusable)<br />
* Gigantic squid (normal version is a non-butcherable vermin, squid men are currently unusable)<br />
* Great white shark<br />
* Grizzly bear (and variants, grizzly bear men are currently unusable)<br />
* Hippo (and variants, hippo men are currently unusable)<br />
* Ogre<br />
* Orca (and variants, orca men are currently unusable)<br />
* Ostrich (and variants, ostrich men are currently unusable)<br />
* Polar bear (and variants, polar bear men are currently unusable)<br />
* Rhinoceros (and variants, rhinoceros men are currently unusable)<br />
* Saltwater crocodile (and variants, saltwater crocodile men are currently unusable)<br />
* Sea monster<br />
* Sea serpent<br />
* Troll<br />
* Voracious cave crawler<br />
* Walrus (and variants, walrus men are currently unusable)<br />
* Wild boar (and variants, wild boar men are currently unusable)<br />
* Cyclops<br />
* Ettin<br />
* Giant<br />
* Minotaur<br />
* Gargoyle<br />
* Mi-go<br />
* Dire bear<br />
* Feral ogre<br />
* Sanguine dragon<br />
<br />
=== Tier 2 ===<br />
<br />
* All generated monsters (titans, demons, etc)<br />
* Dragon<br />
* Hydra<br />
* Roc<br />
* Eternal thing<br />
* Manticore<br />
* Treant (wood)<br />
<br />
== Appendix E, List of monsters that yield venom sacs ==<br />
<br />
* Giant adder (normal version is too small to butcher, adder men are currently unusable)<br />
* Giant bark scorpion (normal version is a non-butcherable vermin, bark scorpion men are currently unusable)<br />
* Black mamba (and variants, black mamba men are currently unusable)<br />
* Giant brown recluse spider (normal version is a non-butcherable vermin, recluse spider men are currently unusable)<br />
* Bushmaster (and variants, bushmaster men are currently unusable)<br />
* Giant copperhead snake (normal version is too small to butcher, copperhead snake men are currently unusable)<br />
* Giant desert scorpion<br />
* Giant cave spider<br />
* Gila monsters (and variants, gila monster men are currently unusable)<br />
* Helmet snake<br />
* King cobra (and variants, king cobra men are currently unusable)<br />
* Platypus (and variants, platypus men are currently unusable)<br />
* Rattlesnake (and variants, rattlesnake men are currently unusable)<br />
* Serpent man (currently unusable)<br />
* Manticore<br />
<br />
== Appendix F, List of plant and misc craftable extracts ==<br />
<br />
=== Notable plant extracts ===<br />
<br />
* Astringent tincture. Generally if it yields berries, its leaves are likely usable for alchemy. Very minor reduction in bleeding, infection, and some impact on open wounds.<br />
* Dwarven syrup. Delicious but does nothing.<br />
* Gnomeblight. Still only deadly to gnomes.<br />
* Golden salve. Stops bleeding and other ailments, potent non-nerve healing.<br />
* Marshmend, from muck root. Stops bleeding and eases pain.<br />
* Whiplash, from whip vine. Boost agility and speed some, side effects of dizziness and nausea.<br />
* Barbed haze, from sliver barb. Assorted stat boost, penalties, and other Fun.<br />
<br />
=== Megabeast and semi-megabeast hearts ===<br />
<br />
* Aetherbreath, from mi-gos. Grants immunity to suffocation.<br />
* Draconic fury, from dragons. Boosts willpower, inspires martial trances.<br />
* Giant's might, from giants. Boosts strength.<br />
* Insight, from ettins. Boosts assorted mental stats.<br />
* Relentlessness, from minotaurs. Grants immunity to stunning, exertion, and pain.<br />
* Renewal, from hydras. Powerful, but brief, regeneration with regrowth of limbs.<br />
* Stoneskin, from gargoyles. Hardens you against attacks.<br />
* Swiftness, from rocs. Boost agility, increases speed somewhat.<br />
* True seeing, from cyclops. Grants extravision and creature-sensing.<br />
* Trickery, from manticores. Sharply boosts various social stats.<br />
<br />
=== Other ===<br />
<br />
* Failed extract. If a generated titan/demon/etc doesn't have a valid poison (or has poison blood instead), this will be the result. Does nothing.<br />
* Shoggoth slime, readily obtained from shoggoths (obviously). Causes localized pain, blistering, bleeding, and necrosis. Drinking it is exactly as stupid an idea as you'd expect it to be.<br />
* Cursed dragonblood, from sanguine dragons. Dangerous to drink, but has some minor situational benefits.<br />
<br />
== Appendix G, List of plants made harvestable in the mod ==<br />
<br />
* Alfalfa, available most of summer into early winter. Edible raw.<br />
* Arrow bamboo, available all year. Source of branches.<br />
* Asparagus, available only early in spring. Edible raw.<br />
* Barley, available all summer and autumn. Source of flour and alcohol.<br />
* Beet, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Bloated tuber, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Blood amaranth, available most of summer into early winter. Edible, source of flour/alcohol.<br />
* Buckwheat, available most of summer into early winter. Source of flour and alcohol.<br />
* Cabbage, available midspring into midsummer. Edible raw.<br />
* Carrot, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cassava, available midspring into midsummer. Source of alcohol.<br />
* Cattail, available later spring into early summer. Source of flour, thread, and paper.<br />
* Cave wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Celery, available midspring into midsummer. Edible raw.<br />
* Chicory, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cloudberry, available in winter. Edible raw, source of alcohol.<br />
* Cotton, available most of summer into early winter. Source of thread and paper.<br />
* Finger millet, available all summer and autumn. Source of flour and alcohol.<br />
* Fisher berry, available most of summer. Edible raw, source of alcohol.<br />
* Flax, available most of summer into early winter. Source of thread, paper, and flour.<br />
* Fonio, available all summer and autumn. Source of flour and alcohol.<br />
* Foxtail millet, available all summer and autumn. Source of flour and alcohol.<br />
* Garden cress, available midspring into midsummer. Edible raw.<br />
* Golden bamboo, available all year. Source of branches.<br />
* Hard wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Hedge bamboo, available all year. Source of branches.<br />
* Hemp, available all summer and autumn. Source of thread, paper, and flour.<br />
* Jute, available most of summer into early winter. Source of thread and paper.<br />
* Kaniwa, available most of summer into early winter. Source of flour and alcohol.<br />
* Kenaf, available most of summer into early winter. Source of thread and paper.<br />
* Kobold bulb, available midautumn and all winter. Source of extract.<br />
* Leek, available midspring into midsummer. Edible raw.<br />
* Lettuce, available midspring into midsummer. Edible raw.<br />
* Long yam, available midspring into midsummer. Edible raw.<br />
* Longland grass, available all summer and autumn. Source of flour and alcohol.<br />
* Maize, available most of summer into early winter. Source of flour and alcohol.<br />
* Muck root, available midspring into midsummer. Edible raw, source of extract and alcohol.<br />
* Oat, available all summer and autumn. Source of flour and alcohol.<br />
* Papyrus sedge, available most of summer into early winter. Source of paper.<br />
* Parsnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Pearl millet, available all summer and autumn. Source of flour and alcohol.<br />
* Pendant amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Pig tail, available most of summer-early winter. Source of thread, paper, flour, and alcohol.<br />
* Prickle berry, available most of summer. Edible raw, source of alcohol.<br />
* Plump helmet, available all year. Edible raw, source of alcohol.<br />
* Potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Purple amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Quinoa, available most of summer into early winter. Source of flour and alcohol.<br />
* Radish, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Ramie, available most of summer into early winter. Source of thread and paper.<br />
* Rat weed, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Rhubarb, available midspring into midsummer. Edible raw.<br />
* Rice, available most of summer into early winter. Source of flour and alcohol.<br />
* Rope reed, available most of summer-early winter. Source of thread, paper, and alcohol.<br />
* Rye, available all summer and autumn. Source of flour and alcohol.<br />
* Single-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sliver barb, available all winter. Source of extract and alcohol.<br />
* Soft wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sorghum, available most of summer into early winter. Source of flour and alcohol.<br />
* Spelt, available all summer and autumn. Source of flour and alcohol.<br />
* Sun berry, available most of summer. Edible raw, source of alcohol.<br />
* Sweet pod, available midspring into midsummer. Source of exract and alcohol.<br />
* Sweet potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Teff, available all summer and autumn. Source of flour and alcohol.<br />
* Turnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Two-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Whip vine, available midspring into midsummer. Source of flour, extract, and alcohol.<br />
* White millet, available all summer and autumn. Source of flour and alcohol.<br />
* Valley herb, available most of spring. Source of extract.<br />
<br />
== Appendix H, List of obtainable magic: ==<br />
<br />
* Animal magic, opposed to nature magic. Marks a targeted animal as being able to speak and be recruited. Associated with animals, chaos, and hunting. Can be obtained from minotaurs and mi-gos, secondary sources include rocs and manticores.<br />
* Blight magic, opposed to healing magic. Inflicts a debilitating, sickening plague on a target creature when used. Fellow blight mages, healing mages, and those currently immunized by healing magic cannot be targeted with it. Can cause victims to go berserk and spread the sickness if they survive long enough. Associated with blight, disease, and misery. Can be obtained from manticores, shoggoths are a secondary source, can also be obtained as a major curse (with additional side effects).<br />
* Clairvoyance magic, opposed to infernal magic. Grants extravision and creature-sensing to a targeted creature when used, along with boosting agility and sensory-type mental attributes. Associated with inspiration, truth, and wisdom. Can be obtained from eternal things, ettins are a secondary source.<br />
* Fire magic, opposed to wind. Flings a fireball at a target creature when used, fellow fire mages cannot be targeted with it. Associated with fire, the sun, and volcanoes. Can be obtained from dragons and bronze colossi, secondary sources include giants and hydras.<br />
* Healing magic, opposed to blight magic. Mends bleeding and tissue damage on a target creature when used. Also temporarily immunizes the target against blight magic. Associated with healing, mercy, and rebirth. Can be obtained from hydras, treants are a secondary source.<br />
* Infernal magic, opposed to clairvoyance magic. Summons a random demonic creature when used, which will always be one of the raw-defined demons instead of a generated one, which will attack any living thing except the caster. Inflicts stigmata and personality changes on the user, repeated use will build up side effects until blood loss becomes lethal, and each use has a chance of rendering the caster permanently mute. Associated with lies, nightmares, and thralldom. Can be obtained from shoggoths, mi-gos are a secondary source, can also be obtained as a major curse (with additional side effects).<br />
* Nature magic, opposed to animal magic. Summons a random natural predatory animal when used. Associated with nature, plants, and trees. Can be obtained from treants and ettins, cyclopes and eternal things are a secondary source.<br />
* Protective magic, opposed to war magic. Grants high damage resistance to a target creature when used. Associated with courage, discipline, and longevity. Can be obtained from gargoyles, bronze colossi are a secondary source.<br />
* War magic, opposed to protective magic. Inflicts a berserk rage on the caster when used, with appropriate status buffs. Associated with war, victory, and murder. Can be obtained from giants, dragons are a secondary source, can also be obtained as a major curse (with additional side effects.<br />
* Wind magic, opposed to fire magic. Sends multiple target creatures flying away with high force when used, requires targets to be fairly close. Associated with storms, thunder, and wind. Can be obtained from rocs and cyclopes, minotaurs and gargoyles are a secondary source.</div>Valoshttp://dwarffortresswiki.org/index.php?title=User:Valos/Adventurecraft&diff=256492User:Valos/Adventurecraft2021-01-30T19:42:24Z<p>Valos: </p>
<hr />
<div>{{mod}}<br />
{{Modification<br />
| name = Adventurecraft<br />
| version = 47.02 - 47.05 1.99<br />
| df version = 0.47.05<br />
| last update = 1/30/2021<br />
| download = http://www.bay12forums.com/smf/index.php?topic=153036.0<br />
}}<br />
<br />
Adventurecraft, yet another Wanderer's Friend derivative, is an adventure-mode-focused mod that adds reactions, in addition to material changes and creature changes, much of it geared toward fleshing out the options provided to adventurers. Various features have been added to it over time, not all geared toward crafting.<br />
<br />
Existed in unreleased form since the DF2012 days, with the first release being not long before .42.01 was released. Features and changes listed are thus specific to the most recent version, assuming this page remains up-to-date (don't count on it), derived from the forum post.<br />
<br />
== Features ==<br />
<br />
=== Fun Material Tweaks ===<br />
<br />
* Different tiers of materials. Look for a + or ++ in the material name. 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.<br />
* Several stones have been buffed to not be vastly inferior to bone. Look for the material tier designation. Chert is second only to obsidian in sharpness.<br />
* 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.<br />
* 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 (or be spoiled in the appendices). Not all of the beasts added to the mod have usable hearts. Or, you can use the relevant megabeast heart (or equivalent for things that lack hearts) to unlock secrets of The Beyond...<br />
* 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.<br />
<br />
=== Creature Tweaks ===<br />
<br />
* Joint definitions have been 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.<br />
* Neck-snapping. While mundane damage to the upper spine doesn't always have any effect, putting a joint lock on it definitely will, unless the creature is stupidly huge.<br />
* 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.<br />
* Joint edits have been applied to generated creatures. Normal joints tend to be more common than breakable necks.<br />
* Sinews can now be obtained from butchering most creatures, and used as a source of thread.<br />
* Because DF2015 broke cannibal adventurers, intelligent semi-megabeasts/megabeasts are currently non-sentient. To make up for this, they gain natural skills. Megabeasts additionally grow at a more consistent rate, with the net result being that most beasts grow slower, while dragons grow faster. Bronze colossi gain a unique material instead of bronze, and dragons have an extra surprise in store.<br />
* Extremely small creatures have been tweaked slightly to make them a bit more likely to be successfully butchered, and non-giant birds properly yield feathers that can be used for decoration.<br />
<br />
=== New Creatures ===<br />
<br />
* At the suggestion of Jackie, messed around with making centaurs, and moreover made their body less of a "humanoid with 4 legs" thing used in vanilla. They show up in good biomes and can join civs. An evil critter, based on the kamaitachi, has also been added as another source of civ fodder for evil regions.<br />
* A couple added mythical creatures were added to make up for making centaurs real. Also added descriptions and spheres, to make their use in art more interesting.<br />
* 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.<br />
* 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. Its wood will make for effective blunt weapons, but poor edged weapons. Think twice before you try lighting one on fire!<br />
* Two H.P. Lovecraft references via the mi-go and shoggoth. Mi-gos have a delightfully alien body structure, while shoggoths are acidic blobs. Hint: pulp all the things.<br />
* Eternal things. Basically chitinous worms that can grow rather large given time, faster than dragons but not quite as huge.<br />
* Manticores. Overgrown lions with bat wings and scorpion tails. All the Fun of both potion-yield megabeasts and venomous critters.<br />
* Four lesser beasts that can form lairs, as a step down from semi-megabeasts. These act like night creature hunters, making lairs in various places. Dire wolves, dire bears, feral ogres, and sanguine dragons are all based off of some existing creature in some way, with qualities to make them different challenges in combat.<br />
* Some raw-defined recreations of the classic pre-DF2010 demons. These are used as fallback for some things that may require demons to exist, and tend to be used instead of said generated demons where necessary. Fiery abominations are recreations of spirits of fire, tweaked to float on a djinn-like cloud of cinders and made tougher than flame-bodied critters normally are (so punching one to death is a much tougher feat). Froglike abominations are a recreation of frog demons, given a more grotesque gorilla-like body and a nasty plague inflicted via bites and tongue-lashing. Tendriled abominations are the tentacle demons, reworked into a scaly form with its tentacles instead of arms, lashing out with acidic secretions that can also provoke a neurotoxic effect.<br />
* The good old giant desert scorpion has been preserved in this mod ever since its removal, kept up to date and tweaked according to the needs of the mod. As a bonus, its venom has a proper neurotoxic effect instead of relying solely on necrosis.<br />
<br />
=== Plant Tweaks ===<br />
<br />
* 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, and extract-bearing plants.<br />
* 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.<br />
* In addition to more potent alchemical concoctions, more mundane medicine can be made from certain plant sources (best as the system permits, and noting that the game lacks what would normally be the best options for that). The effects are much more minor than what golden salve or processed muck root can do, but it can help in a pinch.<br />
* Brewable plants can be made into delicious booze. If it isn't brewable by picking the plant itself (assuming it's in season), try brewing fruit instead.<br />
* Bread is now a thing. The relevant plants can be ground into flour and used as such.<br />
* Bamboo, cattails, and cloudberries have been given useful growths. This works in adventure mode, but due to the plants being grass they can't be picked in fort mode.<br />
<br />
=== Civilization Tweaks ===<br />
<br />
* All of the main races are playable in Adventurer Mode, whether as civ members or as outsiders.<br />
* 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.<br />
* Humans and goblins have been given slings and sewing needles, for the hell of it.<br />
* 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 has 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.<br />
* Goblins need food and water, so remember that.<br />
* Underground animal people have been given a surface-dwelling equivalent, allowing for occasional instances of them being playable as entity members, instead of outsiders. They spread out as tribes in small villages, potentially either allying or coming to blows with the major civilizations.<br />
* A few extra profession types can be selected as backgrounds in adventure mode, like poets, criminals, pilgrims etc. Generally if it's not available via that entity's permitted jobs, fits that civilization, and gives bonus skills when chosen, it's been added.<br />
<br />
=== New uses for existing items (and changes) ===<br />
<br />
* Mortars and pestles are used for plant processing and alchemy. A pair can be crafted from stone.<br />
* A few reactions use blunt small rocks for hammering instead of just knapping.<br />
* If you get a hold of a full log, a battle axe can be used to split it into usable branches.<br />
* Stone axes have been changed to allow metal versions to show up in human and goblin sites.<br />
* Helves have been given the same weapon uses as staves in older versions of this mod, and renamed to staves to reflect this.<br />
* Cooking tools have additional use in a few reactions, allowing you to use cauldrons in place of cooking pots if you find one.<br />
<br />
=== New Items ===<br />
<br />
* Needles, required for sewing. In addition to wood you can carve them from bone, tooth, nail, hoof, or horn.<br />
* Clubs, as a crude mace-equivalent as suggested by Kallin.<br />
* Caesti and katars, unarmed weapons suggested and worked on by Jackie.<br />
* Simple lockbows, originally implemented in Kobold Kamp as suggested by Flint.<br />
* Spear-throwers and javelins, made with help from ZM5. Closer to actual hand-thrown javelins than the more realistic atlatl, but still allows use of a spear-thrower for gameplay reasons.<br />
* 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.<br />
* Gunpowder weaponry, in the form of fire lances and hand cannons. The ingredients can be crafted by various means, including methods accessible to adventurers, allowing crude powder and shot to be produced.<br />
* Gambesons, made from cloth. Obviously fragile unless using megabeast haircloth or silk.<br />
* Cooking pots, for making certain items, most notably for brewing.<br />
* Animal glue, which the recent combat changes have made useful.<br />
* Eight raw-defined instruments that can be crafted, supplementing the generated instruments that can't be crafted in adventure mode.<br />
* Feywood catalysts can be found at elven sites, or produced via magic accessible to elves in adventure mode. If you obtain one, a reaction exists to grow the improved feywood elves can use for weapons and armor.<br />
<br />
=== Dismantling Items ===<br />
<br />
* Boulders and logs can be split into small rocks and pieces of wood, respectively.<br />
* Crude cloth can be unraveled if needed.<br />
* Cloth items can be cut apart for cloth, leather items can be cut apart, any other stone item can be salvaged for a rock, and metal items can be broken down for metal. Note that nothing's stopping you from being a lunatic and trying to dismantle the end result into itself, which will eventually waste it.<br />
<br />
== Bugs and Issues ==<br />
<br />
* No gauntlets due to the gauntlet bug. The workaround I originally devised tends to break more things than it fixes.<br />
* Just like whips, civs will generate metal slings because derp. Outsiders will also have access to metal staves, clubs, and caesti, all of which were balanced around the assumption that they'd only ever be made out of much lighter materials.<br />
* 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.<br />
* The amount of usable leather, bone, etc can be increased by lopping off limbs. For bone, there are reaction bugs and balance issues behind why Adventurecraft has set crafting to consume full stacks, instead of vanilla's use of single units from a stack.<br />
* 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.<br />
* Goblin and kobold adventurers will find their home to be an immense hassle to leave, as dark forts and caves block fast travel even if the inhabitants are friendly.<br />
* Nothing's stopping you from being a lunatic and trying to dismantle cloth, tanned hides, or metal bars. This will eventually waste it due to the odds not being 100%. <br />
* Thread, cloth, bars, and sheets obtained from towns instead of player-made are a nigh-endless source of crafting material, due to reactions set to only produce and use product dimensions of 1.<br />
<br />
== Appendix A, Full list of new reactions ==<br />
<br />
=== Basic Reactions ===<br />
<br />
* Tan a raw hide, raw scales, or raw chitin. Produces tanned leather/scale/chitin.<br />
* Dry and spin sinew into thread.<br />
* Spin hair or wool into thread.<br />
* Process thread-bearing plant into thread.<br />
* Weave cloth. Uses hair/wool, plant-based, or silk thread.<br />
* Make glue. Uses raw hide, raw scales, bone, skull, horn, or hoof. Requires a cooking item.<br />
* Craft charcoal. Uses a log, requires a cooking pot.<br />
* Craft ash. Uses a log, requires a cooking pot.<br />
* Repair cloth item. Uses cloth and thread, requires a needle.<br />
* Repair leather/scale/chitin item. Uses any of said materials plus thread, requires a needle.<br />
* Repair wood/bone/stone item. Uses animal glue, requires a sharp object.<br />
<br />
=== Tools ===<br />
<br />
* Carve wooden sewing needle. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn needle. Uses any of said materials, requires a sharp object.<br />
* Carve wooden stave. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone stave. Uses bones, and requires a sharp object.<br />
* Carve bone/shell axe. Uses either material plus a stave, requires a sharp object.<br />
* Craft stone axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mortar and pestle. Uses 2 blunt small rocks, and requires a third.<br />
* Craft stone cooking pot. Uses any small rock, and requires a blunt small rock.<br />
* Carve wooden gun barrel. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone gun barrel. Uses bones, and requires a sharp object.<br />
<br />
=== Ammunition ===<br />
<br />
* Craft sling stones. Uses a blunt small rock, and requires a second.<br />
* Carve wooden arrows. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn arrows. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone arrows. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden bolts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bolts. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone bolts. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden javelins. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn javelins. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone javelins. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden darts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn darts. Uses any of said materials, requires a sharp object.<br />
* Craft stone powder and shot. Uses any small rock and gunpowder, requires a blunt small rock.<br />
<br />
=== Weapons (Wood/Leather/Misc) ===<br />
<br />
* Carve wooden dagger. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden pike. Uses two wooden branches, and requires a sharp object.<br />
* Carve wooden club. Uses a wooden branch, and requires a sharp object.<br />
* Craft wooden maul. Uses a log plus a stave, and requires a sharp object.<br />
* Craft leather/scale whip. Uses leather/scale, and requires a sharp object.<br />
* Craft leather/scale/chitin caestus. Uses any of said materials, and requires a sharp object.<br />
* Craft wooden bow. Uses a stave and thread, requires a sharp object.<br />
* Craft simple wooden lockbow. Uses two branches and thread, requires a sharp object.<br />
* Carve wooden blowgun. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear-thrower. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale sling. Uses leather, and requires a sharp object.<br />
* Craft cloth sling. Uses cloth, and requires a sharp object.<br />
* Craft fire lance. Uses a spear and a gun barrel.<br />
* Craft hand cannon. Uses a durable metal gun barrel and a log.<br />
<br />
=== Weapons (Bone) ===<br />
<br />
* Craft bone/shell/tooth/horn dagger. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn spear. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn pike. Uses any of said materials plus two staves, requires a sharp object.<br />
* Carve bone/shell battle axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell great axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn short sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn long sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn two-handed sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone club. Uses bones, and requires a sharp object.<br />
* Craft bone/shell maul. Uses either material plus a log and a stave, requires a sharp object.<br />
* Craft skull maul. Uses a skull plus a log and a stave, requires a sharp object.<br />
* Craft bone/tooth/nail/hoof/horn katar. Uses any of said materials, and requires a sharp object.<br />
* Craft bone bow. Uses bones and thread, requires a sharp object.<br />
* Craft simple bone lockbow. Uses bones, a stave, and thread, requires a sharp object.<br />
* Carve bone spear-thrower. Uses bones, and requires a sharp object.<br />
* Carve bone blowgun. Uses bones, and requires a sharp object.<br />
<br />
=== Weapons (Stone) ===<br />
<br />
* Knap stone dagger. Uses any small rock, and requires a blunt small rock.<br />
* Craft stone spear. Uses a sharp rock and a stave. No need to cut the stave to size.<br />
* Craft stone pike. Uses a sharp rock and two staves. No need to cut the staves to size.<br />
* Craft stone battle axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone great axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone short sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone long sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone two-handed sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mace. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone war hammer. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone maul. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
<br />
=== Armor (Bone) ===<br />
<br />
* Craft bone/shell buckler. Uses either material, and requires a sharp object.<br />
* Craft bone/shell shield. Uses either material, and requires a sharp object.<br />
* Craft bone/shell helm. Uses either material, and requires a sharp object.<br />
* Craft skull helm. Uses a skull, and requires a sharp object.<br />
* Craft bone/shell armor. Uses either material and requires a sharp object.<br />
* Craft bone/shell leggings. Uses either material, and requires a sharp object.<br />
* Craft bone greaves. Uses bones, and requires a sharp object.<br />
<br />
=== Shields/Armor (Leather/Scale/Chitin) ===<br />
<br />
* Craft leather/scale/chitin buckler. Uses any of said materials, and requires a sharp object.<br />
* Craft leather/scale/chitin shield. Uses any of said materials, and requires a sharp object.<br />
* Sew leather/scale/chitin cap. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin helm. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin armor. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin leggings. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin low boots. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin high boots. Uses any of said materials plus thread, requires a needle.<br />
<br />
=== Clothing (Leather) ===<br />
<br />
* Sew leather/scale backpack. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale waterskin. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale quiver. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale hood. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale mask. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale cloak. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale tunic. Uses leather/scale and thread, requires a needle.<br />
* Make leather/scale loincloth. Uses leather/scale.<br />
* Sew leather/scale trousers. Uses leather/scale and thread, requires a needle.<br />
* Craft leather/scale footwraps. Uses leather, and requires a sharp object.<br />
* Sew leather/scale sandals. Uses leather/scale and thread, requires a needle.<br />
* Craft leather/scale earring. Uses leather/scale.<br />
* Craft leather/scale amulet. Uses leather/scale.<br />
* Craft leather/scale bracelet. Uses leather/scale.<br />
* Decorate object with leather/scale. Uses leather/scale and thread, requires a needle.<br />
<br />
=== Clothing (Cloth) ===<br />
<br />
* Sew cloth backpack. Uses cloth and thread, requires a needle.<br />
* Sew cloth quiver. Uses cloth and thread, requires a needle.<br />
* Sew cloth cap. Uses cloth and thread, requires a needle.<br />
* Sew cloth hood. Uses cloth and thread, requires a needle.<br />
* Sew cloth mask. Uses cloth and thread, requires a needle.<br />
* Sew cloth gambeson. Uses cloth and thread, requires a needle.<br />
* Sew cloth cloak. Uses cloth and thread, requires a needle.<br />
* Sew cloth tunic. Uses cloth and thread, requires a needle.<br />
* Make cloth loincloth. Uses cloth.<br />
* Sew cloth trousers. Uses cloth and thread, requires a needle.<br />
* Craft cloth footwraps. Uses cloth, and requires a sharp object.<br />
* Sew cloth socks. Uses cloth and thread, requires a needle.<br />
* Sew cloth sandals. Uses cloth and thread, requires a needle.<br />
* Craft cloth earring. Uses leather/scale.<br />
* Craft cloth amulet. Uses leather/scale.<br />
* Craft cloth bracelet. Uses leather/scale.<br />
* Decorate object with cloth. Uses cloth and thread, requires a needle.<br />
* Weave feather hood. Uses feathers and thread.<br />
* Weave feather cloak. Uses feathers and thread.<br />
* Weave feather tunic. Uses feathers and thread.<br />
* Weave feather earring. Uses feathers and thread.<br />
* Weave feather amulet. Uses feathers and thread.<br />
* Weave feather bracelet. Uses feathers and thread.<br />
* Decorate object with feathers. Uses feathers and thread.<br />
<br />
=== Shields/Crafts (Wood) ===<br />
<br />
* Carve wooden buckler. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden shield. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden crutch. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cup. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden minecart. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden figurine. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden ring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden earring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden scepter. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden amulet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden bracelet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden crown. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cabochan. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden mask. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden sandals. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden dice. Uses a wooden branch, and requires a sharp object.<br />
* Decorate object with wood. Uses a wooden branch, and requires a sharp object.<br />
<br />
=== Crafts (Bone/Shell/Tooth/Horn) ===<br />
<br />
* Carve bone crutch. Uses bones, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn goblet. Uses any of said materials, and requires a sharp object.<br />
* Carve skull goblet. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn figurine. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn ring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn earring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn scepter. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn amulet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn bracelet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn crown. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn cabochan. Uses any of said materials, and requires a sharp object.<br />
* Craft skull totem. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell mask. Uses either of said materials, and requires a sharp object.<br />
* Craft skull mask. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn dice. Uses any of said materials, and requires a sharp object.<br />
* Decorate object with bone/shell/tooth/nail/hoof/horn. Uses said materials, requires a sharp object.<br />
<br />
=== Crafts (Stone) ===<br />
<br />
* Craft stone mug. Uses a blunt small rock, and requires a second.<br />
* Craft stone figurine. Uses a blunt small rock, and requires a second.<br />
* Craft stone ring. Uses a blunt small rock, and requires a second.<br />
* Craft stone earring. Uses a blunt small rock, and requires a second.<br />
* Craft stone scepter. Uses a blunt small rock, and requires a second.<br />
* Craft stone amulet. Uses a blunt small rock, and requires a second.<br />
* Craft stone bracelet. Uses a blunt small rock, and requires a second.<br />
* Craft stone crown. Uses a blunt small rock, and requires a second.<br />
* Craft stone cabochon. Uses a blunt small rock, and requires a second.<br />
* Decorate object with stone. Uses a blunt small rock, and requires a second.<br />
<br />
=== Item Dismantling ===<br />
<br />
* Split wooden log into branches. Also requires a sharp object. Ignore the absurdity.<br />
* Split large stone into small rocks. Also requires a blunt small rock.<br />
* Unravel cloth into thread.<br />
* Dismantle cloth item. Requires a sharp object.<br />
* Dismantle leather/scale/chitin item. Requires a sharp object.<br />
* Dismantle stone item. Requires a blunt small rock.<br />
* Dismantle metal item. Requires a blunt small rock.<br />
<br />
=== Cooking and Alchemy ===<br />
<br />
* Mill plant into flour. Uses valid plant, requires a mortar and pestle.<br />
* Bake bread. Uses flour, requires a cooking pot.<br />
* Brew alcohol from plant. Uses valid plant, requires a cooking pot and an empty waterskin.<br />
* Brew alcohol from fruit. Uses valid plant growth, requires a cooking pot and an empty waterskin.<br />
* Craft astringent tincture. Uses three leaves from berry-bearing plants, requires a mortar and pestle.<br />
* Extract from plant. Uses extractable plant, requires a mortar and pestle plus an empty waterskin.<br />
* Refine venom into toxin. Uses a venom sac, requires a mortar and pestle plus an empty waterskin.<br />
* Craft saltpeter. Uses a millable or threshable plant and ash, requires a cooking pot.<br />
* Craft crude gunpowder. Uses saltpeter and charcoal/coal, requires a mortar and pestle.<br />
* Craft feywood log. Uses a branch and a feywood catalyst.<br />
* Extract from (semi)megabeast heart, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from generated creature heart, requires a mortar and pestle plus an empty waterskin.<br />
* Create magical essence from (semi)megabeast heart, shoggoth core, treant wood, or mountain bronze, Also uses a scroll, requires a mortar and pestle plus an empty waterskin.<br />
<br />
=== Paper/Parchment Crafting ===<br />
<br />
* Press pulpable plant into paper. Uses a valid plant, requires a mortar and pestle.<br />
* Dry skin into parchment. Uses a raw hide, and requires a sharp object.<br />
* Carve wooden scroll rollers. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone scroll rollers. Uses bone, and requires a sharp object.<br />
* Assemble a scroll. Uses a sheet and a scroll roller.<br />
* Craft a quire. Uses a sheet.<br />
<br />
=== Instrument Pieces ===<br />
<br />
* Carve wooden bagpipe pipes. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bagpipe pipes. Uses any of said materials, and requires a sharp object.<br />
* Sew leather bagpipe bag. Uses leather and thread, requires a needle.<br />
* Craft instrument strings. Uses string.<br />
* Carve wooden lyre body. Uses a wooden log, and requires a sharp object.<br />
* Carve bone/shell lyre body. Uses either material and requires a sharp object.<br />
* Carve wooden guitar body. Uses a wooden log, and requires a sharp object.<br />
* Carve skull guitar body. Uses a skull, and requires a sharp object.<br />
* Carve wooden guitar neck. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone guitar neck. Uses bone, and requires a sharp object.<br />
* Carve wooden harp body. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden drum body. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone drum body. Uses bone, and requires a sharp object.<br />
* Craft leather drum head. Uses leather.<br />
<br />
=== Instruments ===<br />
<br />
* Carve wooden simple flute. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone simple flute. Uses bone, and requires a sharp object.<br />
* Carve wooden instrument musical horn. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn musical horn. Uses any of said materials, and requires a sharp object.<br />
* Assemble bagpipes. Requires a bagpipe bag and instrument pipes.<br />
* Assemble lyre. Requires a lyre body and strings.<br />
* Assemble guitar. Requires a guitar body, a guitar neck, and strings.<br />
* Assemble harp. Requires a harp body and strings.<br />
* Assemble drum. Requires a drum body and drum head.<br />
* Carve wooden bell. Uses a wooden log, and requires a sharp object.<br />
<br />
== Appendix B, List of forging reactions (at carpenter's workshop): ==<br />
<br />
=== Metalworking (Basic Tools) ===<br />
<br />
* Craft makeshift forge. Uses 10 small rocks.<br />
* Repair metal item. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal axe. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mortar and pestle. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cooking pot. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Ammunition) ===<br />
<br />
* Craft metal sling bullets. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal arrows. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal bolts. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal javelins. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal darts. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal powder and shot. Uses metal, gunpowder, and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Weapons) ===<br />
<br />
* Craft metal dagger. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal spear. Uses metal, a stave, and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pike. Uses metal, a stave, and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal battle axe. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal great axe. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal short sword. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal long sword. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal two-handed sword. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mace. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal war hammer. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal maul. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal caestus. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal katar. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Shields/Armor) ===<br />
<br />
* Craft metal buckler. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal shield. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal helmet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cap. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal breastplate. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail shirt. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal greaves. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail leggings. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal low boots. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal high boots. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Furniture) ===<br />
<br />
* Craft metal throne. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal table. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal chest. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabinet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal door. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal barrel. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bucket. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal sarcophagus. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal hatch cover. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal grate. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bin. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal stepladder. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bookcase. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal splint. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pedestal. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal animal trap. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Crafts) ===<br />
<br />
* Craft metal crutch. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal goblet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal minecart. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal figurine. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal ring. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal earring. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal scepter. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal amulet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bracelet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal crown. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabochan. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mask. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Decorate object with metal. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Instruments) ===<br />
<br />
* Craft metal bagpipe pipes. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal instrument strings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal lyre body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar neck. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal harp body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal drum body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal simple flute. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal musical horn. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bell. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
== Appendix C, List of more useful stones ==<br />
<br />
* Andesite<br />
* Basalt<br />
* Chert (in-between other sharp stones and obsidian)<br />
* Dacite<br />
* Diorite<br />
* Native aluminum (same as aluminum)<br />
* Native copper (same as copper)<br />
* Native gold (same as gold)<br />
* Native platinum (same as platinum)<br />
* Native silver (same as silver)<br />
* Obsidian (deliciously sharp and deadly)<br />
* Quartzite<br />
* Phyllite<br />
* Raw adamantine (same as adamantine)<br />
* Rhyolite<br />
* Shale<br />
* Slade (good luck obtaining that one!)<br />
* Slate<br />
<br />
== Appendix D, List of monsters with improved body materials ==<br />
<br />
=== Tier 1 ===<br />
<br />
* Alligator (and variants, alligator men are currently unusable)<br />
* Anaconda (and variants, anaconda men are currently unusable)<br />
* Armadillo (and variants, armadillo men are currently unusable)<br />
* Black bear (and variants, black bear men are currently unusable)<br />
* Blind cave bear<br />
* Blind cave ogre (currently unusable)<br />
* Cave crocodile<br />
* Cave dragon<br />
* Coelacanth<br />
* Elephant (and variants, elephant men are currently unusable)<br />
* Giant cave spider<br />
* Giant desert scorpion (re-added due to Toady removing them ;w;)<br />
* Giant Mantis (normal version is a non-butcherable vermin, mantis men are currently unusable)<br />
* Gigantic squid (normal version is a non-butcherable vermin, squid men are currently unusable)<br />
* Great white shark<br />
* Grizzly bear (and variants, grizzly bear men are currently unusable)<br />
* Hippo (and variants, hippo men are currently unusable)<br />
* Ogre<br />
* Orca (and variants, orca men are currently unusable)<br />
* Polar bear (and variants, polar bear men are currently unusable)<br />
* Rhinoceros (and variants, rhinoceros men are currently unusable)<br />
* Saltwater crocodile (and variants, saltwater crocodile men are currently unusable)<br />
* Sea monster<br />
* Sea serpent<br />
* Troll<br />
* Voracious cave crawler<br />
* Walrus (and variants, walrus men are currently unusable)<br />
* Wild boar (and variants, wild boar men are currently unusable)<br />
* Cyclops<br />
* Ettin<br />
* Giant<br />
* Minotaur<br />
* Gargoyle<br />
* Mi-go<br />
* Dire bear<br />
* Feral ogre<br />
* Sanguine dragon<br />
<br />
=== Tier 2 ===<br />
<br />
* All generated monsters (titans, demons, etc)<br />
* Dragon<br />
* Hydra<br />
* Roc<br />
* Eternal thing<br />
* Manticore<br />
* Treant (wood)<br />
<br />
== Appendix E, List of monsters that yield venom sacs ==<br />
<br />
* Giant adder (normal version is too small to butcher, adder men are currently unusable)<br />
* Giant bark scorpion (normal version is a non-butcherable vermin, bark scorpion men are currently unusable)<br />
* Black mamba (and variants, black mamba men are currently unusable)<br />
* Giant brown recluse spider (normal version is a non-butcherable vermin, recluse spider men are currently unusable)<br />
* Bushmaster (and variants, bushmaster men are currently unusable)<br />
* Giant copperhead snake (normal version is too small to butcher, copperhead snake men are currently unusable)<br />
* Giant desert scorpion<br />
* Giant cave spider<br />
* Gila monsters (and variants, gila monster men are currently unusable)<br />
* Helmet snake<br />
* King cobra (and variants, king cobra men are currently unusable)<br />
* Platypus (and variants, platypus men are currently unusable)<br />
* Rattlesnake (and variants, rattlesnake men are currently unusable)<br />
* Serpent man (currently unusable)<br />
* Manticore<br />
<br />
== Appendix F, List of plant and misc craftable extracts ==<br />
<br />
=== Notable plant extracts ===<br />
<br />
* Astringent tincture. Generally if it yields berries, its leaves are likely usable for alchemy. Very minor reduction in bleeding, infection, and some impact on open wounds.<br />
* Dwarven syrup. Delicious but does nothing.<br />
* Gnomeblight. Still only deadly to gnomes.<br />
* Golden salve. Stops bleeding and other ailments, potent non-nerve healing.<br />
* Marshmend, from muck root. Stops bleeding and eases pain.<br />
* Whiplash, from whip vine. Boost agility and speed some, side effects of dizziness and nausea.<br />
* Barbed haze, from sliver barb. Assorted stat boost, penalties, and other Fun.<br />
<br />
=== Megabeast and semi-megabeast hearts ===<br />
<br />
* Aetherbreath, from mi-gos. Grants immunity to suffocation.<br />
* Draconic fury, from dragons. Boosts willpower, inspires martial trances.<br />
* Giant's might, from giants. Boosts strength.<br />
* Insight, from ettins. Boosts assorted mental stats.<br />
* Relentlessness, from minotaurs. Grants immunity to stunning, exertion, and pain.<br />
* Renewal, from hydras. Powerful, but brief, regeneration with regrowth of limbs.<br />
* Stoneskin, from gargoyles. Hardens you against attacks.<br />
* Swiftness, from rocs. Boost agility, increases speed somewhat.<br />
* True seeing, from cyclops. Grants extravision and creature-sensing.<br />
* Trickery, from manticores. Sharply boosts various social stats.<br />
<br />
=== Other ===<br />
<br />
* Failed extract. If a generated titan/demon/etc doesn't have a valid poison (or has poison blood instead), this will be the result. Does nothing.<br />
* Shoggoth slime, readily obtained from shoggoths (obviously). Causes localized pain, blistering, bleeding, and necrosis. Drinking it is exactly as stupid an idea as you'd expect it to be.<br />
* Cursed dragonblood, from sanguine dragons. Dangerous to drink, but has some minor situational benefits.<br />
<br />
== Appendix G, List of plants made harvestable in the mod ==<br />
<br />
* Alfalfa, available most of summer into early winter. Edible raw.<br />
* Arrow bamboo, available all year. Source of branches.<br />
* Asparagus, available only early in spring. Edible raw.<br />
* Barley, available all summer and autumn. Source of flour and alcohol.<br />
* Beet, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Bloated tuber, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Blood amaranth, available most of summer into early winter. Edible, source of flour/alcohol.<br />
* Buckwheat, available most of summer into early winter. Source of flour and alcohol.<br />
* Cabbage, available midspring into midsummer. Edible raw.<br />
* Carrot, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cassava, available midspring into midsummer. Source of alcohol.<br />
* Cattail, available later spring into early summer. Source of flour, thread, and paper.<br />
* Cave wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Celery, available midspring into midsummer. Edible raw.<br />
* Chicory, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cloudberry, available in winter. Edible raw, source of alcohol.<br />
* Cotton, available most of summer into early winter. Source of thread and paper.<br />
* Finger millet, available all summer and autumn. Source of flour and alcohol.<br />
* Fisher berry, available most of summer. Edible raw, source of alcohol.<br />
* Flax, available most of summer into early winter. Source of thread, paper, and flour.<br />
* Fonio, available all summer and autumn. Source of flour and alcohol.<br />
* Foxtail millet, available all summer and autumn. Source of flour and alcohol.<br />
* Garden cress, available midspring into midsummer. Edible raw.<br />
* Golden bamboo, available all year. Source of branches.<br />
* Hard wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Hedge bamboo, available all year. Source of branches.<br />
* Hemp, available all summer and autumn. Source of thread, paper, and flour.<br />
* Jute, available most of summer into early winter. Source of thread and paper.<br />
* Kaniwa, available most of summer into early winter. Source of flour and alcohol.<br />
* Kenaf, available most of summer into early winter. Source of thread and paper.<br />
* Kobold bulb, available midautumn and all winter. Source of extract.<br />
* Leek, available midspring into midsummer. Edible raw.<br />
* Lettuce, available midspring into midsummer. Edible raw.<br />
* Long yam, available midspring into midsummer. Edible raw.<br />
* Longland grass, available all summer and autumn. Source of flour and alcohol.<br />
* Maize, available most of summer into early winter. Source of flour and alcohol.<br />
* Muck root, available midspring into midsummer. Edible raw, source of extract and alcohol.<br />
* Oat, available all summer and autumn. Source of flour and alcohol.<br />
* Papyrus sedge, available most of summer into early winter. Source of paper.<br />
* Parsnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Pearl millet, available all summer and autumn. Source of flour and alcohol.<br />
* Pendant amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Pig tail, available most of summer-early winter. Source of thread, paper, flour, and alcohol.<br />
* Prickle berry, available most of summer. Edible raw, source of alcohol.<br />
* Plump helmet, available all year. Edible raw, source of alcohol.<br />
* Potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Purple amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Quinoa, available most of summer into early winter. Source of flour and alcohol.<br />
* Radish, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Ramie, available most of summer into early winter. Source of thread and paper.<br />
* Rat weed, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Rhubarb, available midspring into midsummer. Edible raw.<br />
* Rice, available most of summer into early winter. Source of flour and alcohol.<br />
* Rope reed, available most of summer-early winter. Source of thread, paper, and alcohol.<br />
* Rye, available all summer and autumn. Source of flour and alcohol.<br />
* Single-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sliver barb, available all winter. Source of extract and alcohol.<br />
* Soft wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sorghum, available most of summer into early winter. Source of flour and alcohol.<br />
* Spelt, available all summer and autumn. Source of flour and alcohol.<br />
* Sun berry, available most of summer. Edible raw, source of alcohol.<br />
* Sweet pod, available midspring into midsummer. Source of exract and alcohol.<br />
* Sweet potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Teff, available all summer and autumn. Source of flour and alcohol.<br />
* Turnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Two-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Whip vine, available midspring into midsummer. Source of flour, extract, and alcohol.<br />
* White millet, available all summer and autumn. Source of flour and alcohol.<br />
* Valley herb, available most of spring. Source of extract.<br />
<br />
== Appendix H, List of obtainable magic: ==<br />
<br />
* Animal magic, opposed to nature magic. Marks a targeted animal as being able to speak and be recruited. Associated with animals, chaos, and hunting. Can be obtained from minotaurs and mi-gos, secondary sources include rocs and manticores.<br />
* Blight magic, opposed to healing magic. Inflicts a debilitating, sickening plague on a target creature when used. Fellow blight mages, healing mages, and those currently immunized by healing magic cannot be targeted with it. Can cause victims to go berserk and spread the sickness if they survive long enough. Associated with blight, disease, and misery. Can be obtained from manticores, shoggoths are a secondary source, can also be obtained as a major curse (with additional side effects).<br />
* Clairvoyance magic, opposed to infernal magic. Grants extravision and creature-sensing to a targeted creature when used, along with boosting agility and sensory-type mental attributes. Associated with inspiration, truth, and wisdom. Can be obtained from eternal things, ettins are a secondary source.<br />
* Fire magic, opposed to wind. Flings a fireball at a target creature when used, fellow fire mages cannot be targeted with it. Associated with fire, the sun, and volcanoes. Can be obtained from dragons and bronze colossi, secondary sources include giants and hydras.<br />
* Healing magic, opposed to blight magic. Mends bleeding and tissue damage on a target creature when used. Also temporarily immunizes the target against blight magic. Associated with healing, mercy, and rebirth. Can be obtained from hydras, treants are a secondary source.<br />
* Infernal magic, opposed to clairvoyance magic. Summons a random demonic creature when used, which will always be one of the raw-defined demons instead of a generated one, which will attack any living thing except the caster. Inflicts stigmata and personality changes on the user, repeated use will build up side effects until blood loss becomes lethal, and each use has a chance of rendering the caster permanently mute. Associated with lies, nightmares, and thralldom. Can be obtained from shoggoths, mi-gos are a secondary source, can also be obtained as a major curse (with additional side effects).<br />
* Nature magic, opposed to animal magic. Summons a random natural predatory animal when used. Associated with nature, plants, and trees. Can be obtained from treants and ettins, cyclopes and eternal things are a secondary source.<br />
* Protective magic, opposed to war magic. Grants high damage resistance to a target creature when used. Associated with courage, discipline, and longevity. Can be obtained from gargoyles, bronze colossi are a secondary source.<br />
* War magic, opposed to protective magic. Inflicts a berserk rage on the caster when used, with appropriate status buffs. Associated with war, victory, and murder. Can be obtained from giants, dragons are a secondary source, can also be obtained as a major curse (with additional side effects.<br />
* Wind magic, opposed to fire magic. Sends multiple target creatures flying away with high force when used, requires targets to be fairly close. Associated with storms, thunder, and wind. Can be obtained from rocs and cyclopes, minotaurs and gargoyles are a secondary source.</div>Valoshttp://dwarffortresswiki.org/index.php?title=User:Valos/Kobold_Kamp&diff=256462User:Valos/Kobold Kamp2021-01-29T01:57:50Z<p>Valos: </p>
<hr />
<div>{{mod}}<br />
{{Modification<br />
| name = Kobold Kamp<br />
| version = 47.02 - 05 1.3<br />
| df version = 0.47.05<br />
| last update = 1/28/2021<br />
| download = http://www.bay12forums.com/smf/index.php?topic=156989.0<br />
}}<br />
<br />
Yet another variant of Kobold Camp, taking a halfway approach to the advanced vanilla kobolds, and the surface-dwelling variant most versions of Kobold Camp go for. Information copied from the relevant forum post.<br />
<br />
== Important Pointer ==<br />
<br />
* Not all stones are usable for stone weapons. Double-check the stone screen for a quick rundown and what you can use.<br />
<br />
== Features ==<br />
<br />
* Playable kobolds, obviously. They've also been changed back to old-school live birth instead of laying eggs, as nest-box reproduction is a tad buggy when you try to make citizens use them. Since bones will be a useful source of crafting material, they've been changed from bone-carnivores to normal carnivores. They grow up quickly, and utterances have been supplemented with intelligence to avoid glorious bugs. Also? Kobold-flavored profession names. Also also, FLEEQUICK is an annoying token for citizens to have.<br />
<br />
* Basic utility positions have been added. The chieftain is a basic leadership position plus broker, warmasters command the military along with serving as a champion, war leaders are your militia captains, shamans grant health plus bookkeeping, while overseers function as managers. Obviously, they lack any concept of law enforcement.<br />
<br />
* Kobolds have an expanded list of weapons, clothing, and armor. Picks and axes have reduced size requirements so they can actually use them, and their lack of footwear has been accounted for. All of their weapons/tools are available in wood, stone, or other materials. They also have access to the usual leather, bone, and shell armor, plus wooden bucklers. There are tweaked versions of normal armors to disallow metal versions, and to make salvaging work smoother (see below). Also added a simple form of lockbow (historically, a crossbow triggered by a simple piece of wood instead of a proper trigger mechanism) for hunters to migrate with. Finally, kobolds have access to wooden spikes and wooden rams (unique in being a blunt trap component) via the carpenter's workshop.<br />
<br />
* Ability to make wooden weapons, stone ammo, weapons and ammo using gems, and even bone or shell for certain weapons. This also takes place at the crafter's workshop.<br />
<br />
* Kobolds have been given access to fishing and (for flavor) gem cutting/setting. Added ability to brew drinks from plants if they are gathered, which is about the only use carnivores have for them. They also can weave otherwise-useless hair thread into usable cloth, and can brew a fermented milk drink. They also have limited access to additional animals in addition to the standard venomous creatures.<br />
<br />
* In exchange, the kobolds have lost access to smelting and 90% of metalworking ability. All those shiny rocks are best used for stone crafts, weapons, and arrows. Native copper and native silver can be processed for use in weaponry, and the salvage workshop (see below) lets you make use of metal taken from enemies, but otherwise kobolds have to rely on cruder equipment.<br />
<br />
* Several types of stone have been tweaked to work half-decently compared to wood, and native metals like copper can be used to get better results. Some small workarounds allow for stone ammunition to stockpile correctly. This appears to have no effect on worldgen, and would only cause notable fortress-mode bugs if kobolds could still smelt (i.e. smelting stone furniture).<br />
<br />
* Kobolds have a new workshop called the salvage workshop, which is used for turning several types of armor into versions kobolds can actually wear. This allows you to benefit from loot taken from invaders, and is your only source of metal armor. Salvaging armor similar to what kobolds use natively works 100% of the time, but salvaging entirely foreign armor has a 20% chance of failure.<br />
<br />
* Ability to dismantle any unusable cloth or leather goods for raw materials. All foreign armor and clothing made of said materials can be selected for dismantling. In addition, you can dismantle metal weapons and (foreign) metal armor and make weapons out of the bars. Dismantling has a chance of failure.<br />
<br />
* Item thief logic has been inverted, even after the caravan bug was fixed. Use of "scouts" for normal civilizations, along with adjustments to progress triggers, give kobolds a bit more breathing room. You're gonna need it, because...<br />
<br />
* ALL of the other 4 civilizations will be hostile to you, be prepared to take on the world with little outside help. Your only metalworking is largely dependent upon looting better-equipped enemies, and don't forget that kobolds are the smallest of the 5 main civilizations as well.<br />
<br />
* No access to plants (without gathering) plus inability to eat plants mean you have to carefully consider where to settle. Without crops you need fish, game, or livestock. Without plant fiber you need leather, yarn, or silk.<br />
<br />
== Known bugs and issues ==<br />
<br />
* No ability to salvage gauntlets. This is due to the infamous gauntlet bug, interfering with any custom reaction that outputs glove-type items. Any output would be generic "ambidextrous" gauntlets instead of left/right versions, and these generic versions can't be worn.<br />
<br />
* Not all of the modded-in reactions can use the "product details" option that allows producing only a specific item. Currently only wood and bone items allow it. For stone arrows or other added reactions you'll have to control desired material the old-fashioned way, using nearest or linked stockpiles.<br />
<br />
* Minor: Knapped stones will appear on the available materials list for finished goods, furniture, and weapon stockpiles, as well as in military uniform material selection. These materials only show up when crafting stone or gem ammuniton, or for embark/trade native metal goods, due to workarounds needed to allow stone ammo to stockpile, and due to more severe bugs that occur if I used a different workaround.<br />
<br />
* Choosing "play now" will bypass the normal lack of access to metalsmithing due to the hardcoded skill assignment to the starting seven. Who even picks "play now" anyway?<br />
<br />
== Appendix A, Full List of New Reactions, By Workshop ==<br />
<br />
=== Carpenter's Workshop ===<br />
<br />
* Make menacing wooden spike from wood. Done to avoid allowing metal spikes.<br />
* Make swinging wooden ram from wood. Done to avoid allowing metal rams.<br />
<br />
=== Clothier's Workshop ===<br />
<br />
* Make quiver using cloth.<br />
<br />
=== Craftsman's Workshop ===<br />
<br />
* Submenu for making arrows and bolts from sharpenable stones, or sharpenable rough gems.<br />
* Submenu for making bars from native copper/silver, and limited metal weaponcrafting.<br />
* Submenu for making bone picks and shell axes.<br />
* Submenu for making axes, swords, spears, or daggers from wood.<br />
* Submenu for making axes, swords, spears, or daggers from sharpenable rough gems.<br />
<br />
=== Farmer's Workshop ===<br />
<br />
* Weave non-wool hair into haircloth.<br />
<br />
=== Salvage Workshop ===<br />
<br />
* Submenu for refitting enemy armor/clothing that has a native equivalent.<br />
* Submenu for attempting to refit enemy armor/clothing with no native equivalent.<br />
* Submenu for scrapping enemy headwear into cloth or leather.<br />
* Submenu for scrapping enemy bodywear into cloth or leather.<br />
* Submenu for scrapping enemy handwear into cloth or leather.<br />
* Submenu for scrapping enemy legwear into cloth or leather.<br />
* Submenu for scrapping enemy footwear into cloth or leather.<br />
* Submenu for scrapping metal weapons (excluding worked native metal) into bars.<br />
* Submenu for scrapping enemy metal armor into bars.<br />
<br />
=== Still ===<br />
<br />
* Brew fermented milk drink.<br />
<br />
== Appendix B, List of Sharpenable Stone/Gems ==<br />
<br />
=== Stone ===<br />
<br />
* Andesite<br />
* Basalt<br />
* Chert<br />
* Dacite<br />
* Ilmenite<br />
* Jet<br />
* Microcline<br />
* Native Copper (must be processed first)<br />
* Native Silver (must be processed first)<br />
* Obsidian<br />
* Petrified Wood<br />
* Quartizite<br />
* Raw Adamantine (must be processed first)<br />
* Rhyolite<br />
* Slate<br />
* Tetrahedrite<br />
<br />
=== Gems ===<br />
<br />
* All forms of Agate<br />
* All forms of Chalcedony<br />
* All forms of Jade<br />
* All forms of Jasper<br />
* All forms of Opal<br />
* All forms of Quartz<br />
* Onyx</div>Valoshttp://dwarffortresswiki.org/index.php?title=User:Valos/Adventurecraft&diff=256461User:Valos/Adventurecraft2021-01-29T01:35:36Z<p>Valos: </p>
<hr />
<div>{{mod}}<br />
{{Modification<br />
| name = Adventurecraft<br />
| version = 47.02 - 47.05 1.98<br />
| df version = 0.47.05<br />
| last update = 1/28/2021<br />
| download = http://www.bay12forums.com/smf/index.php?topic=153036.0<br />
}}<br />
<br />
Adventurecraft, yet another Wanderer's Friend derivative, is an adventure-mode-focused mod that adds reactions, in addition to material changes and creature changes, much of it geared toward fleshing out the options provided to adventurers. Various features have been added to it over time, not all geared toward crafting.<br />
<br />
Existed in unreleased form since the DF2012 days, with the first release being not long before .42.01 was released. Features and changes listed are thus specific to the most recent version, assuming this page remains up-to-date (don't count on it), derived from the forum post.<br />
<br />
== Features ==<br />
<br />
=== Fun Material Tweaks ===<br />
<br />
* Different tiers of materials. Look for a + or ++ in the material name. 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.<br />
* Several stones have been buffed to not be vastly inferior to bone. Look for the material tier designation. Chert is second only to obsidian in sharpness.<br />
* 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.<br />
* 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 (or be spoiled in the appendices). Not all of the beasts added to the mod have usable hearts. Or, you can use the relevant megabeast heart (or equivalent for things that lack hearts) to unlock secrets of The Beyond...<br />
* 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.<br />
<br />
=== Creature Tweaks ===<br />
<br />
* Joint definitions have been 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.<br />
* Neck-snapping. While mundane damage to the upper spine doesn't always have any effect, putting a joint lock on it definitely will, unless the creature is stupidly huge.<br />
* 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.<br />
* Joint edits have been applied to generated creatures. Normal joints tend to be more common than breakable necks.<br />
* Sinews can now be obtained from butchering most creatures, and used as a source of thread.<br />
* Because DF2015 broke cannibal adventurers, intelligent semi-megabeasts/megabeasts are currently non-sentient. To make up for this, they gain natural skills. Megabeasts additionally grow at a more consistent rate, with the net result being that most beasts grow slower, while dragons grow faster. Bronze colossi gain a unique material instead of bronze, and dragons have an extra surprise in store.<br />
* Extremely small creatures have been tweaked slightly to make them a bit more likely to be successfully butchered, and non-giant birds properly yield feathers that can be used for decoration.<br />
<br />
=== New Creatures ===<br />
<br />
* At the suggestion of Jackie, messed around with making centaurs, and moreover made their body less of a "humanoid with 4 legs" thing used in vanilla. They show up in good biomes and can join civs. An evil critter, based on the kamaitachi, has also been added as another source of civ fodder for evil regions.<br />
* A couple added mythical creatures were added to make up for making centaurs real. Also added descriptions and spheres, to make their use in art more interesting.<br />
* 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.<br />
* 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. Its wood will make for effective blunt weapons, but poor edged weapons. Think twice before you try lighting one on fire!<br />
* Two H.P. Lovecraft references via the mi-go and shoggoth. Mi-gos have a delightfully alien body structure, while shoggoths are acidic blobs. Hint: pulp all the things.<br />
* Eternal things. Basically chitinous worms that can grow rather large given time, faster than dragons but not quite as huge.<br />
* Manticores. Overgrown lions with bat wings and scorpion tails. All the Fun of both potion-yield megabeasts and venomous critters.<br />
* Four lesser beasts that can form lairs, as a step down from semi-megabeasts. These act like night creature hunters, making lairs in various places. Dire wolves, dire bears, feral ogres, and sanguine dragons are all based off of some existing creature in some way, with qualities to make them different challenges in combat.<br />
* Some raw-defined recreations of the classic pre-DF2010 demons. These are used as fallback for some things that may require demons to exist, and tend to be used instead of said generated demons where necessary. Fiery abominations are recreations of spirits of fire, tweaked to float on a djinn-like cloud of cinders and made tougher than flame-bodied critters normally are (so punching one to death is a much tougher feat). Froglike abominations are a recreation of frog demons, given a more grotesque gorilla-like body and a nasty plague inflicted via bites and tongue-lashing. Tendriled abominations are the tentacle demons, reworked into a scaly form with its tentacles instead of arms, lashing out with acidic secretions that can also provoke a neurotoxic effect.<br />
* The good old giant desert scorpion has been preserved in this mod ever since its removal, kept up to date and tweaked according to the needs of the mod. As a bonus, its venom has a proper neurotoxic effect instead of relying solely on necrosis.<br />
<br />
=== Plant Tweaks ===<br />
<br />
* 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, and extract-bearing plants.<br />
* 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.<br />
* In addition to more potent alchemical concoctions, more mundane medicine can be made from certain plant sources (best as the system permits, and noting that the game lacks what would normally be the best options for that). The effects are much more minor than what golden salve or processed muck root can do, but it can help in a pinch.<br />
* Brewable plants can be made into delicious booze. If it isn't brewable by picking the plant itself (assuming it's in season), try brewing fruit instead.<br />
* Bread is now a thing. The relevant plants can be ground into flour and used as such.<br />
* Bamboo, cattails, and cloudberries have been given useful growths. This works in adventure mode, but due to the plants being grass they can't be picked in fort mode.<br />
<br />
=== Civilization Tweaks ===<br />
<br />
* All of the main races are playable in Adventurer Mode, whether as civ members or as outsiders.<br />
* 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.<br />
* Humans and goblins have been given slings and sewing needles, for the hell of it.<br />
* 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 has 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.<br />
* Goblins need food and water, so remember that.<br />
* Underground animal people have been given a surface-dwelling equivalent, allowing for occasional instances of them being playable as entity members, instead of outsiders. They spread out as tribes in small villages, potentially either allying or coming to blows with the major civilizations.<br />
* A few extra profession types can be selected as backgrounds in adventure mode, like poets, criminals, pilgrims etc. Generally if it's not available via that entity's permitted jobs, fits that civilization, and gives bonus skills when chosen, it's been added.<br />
<br />
=== New uses for existing items (and changes) ===<br />
<br />
* Mortars and pestles are used for plant processing and alchemy. A pair can be crafted from stone.<br />
* A few reactions use blunt small rocks for hammering instead of just knapping.<br />
* If you get a hold of a full log, a battle axe can be used to split it into usable branches.<br />
* Stone axes have been changed to allow metal versions to show up in human and goblin sites.<br />
* Helves have been given the same weapon uses as staves in older versions of this mod, and renamed to staves to reflect this.<br />
* Cooking tools have additional use in a few reactions, allowing you to use cauldrons in place of cooking pots if you find one.<br />
<br />
=== New Items ===<br />
<br />
* Needles, required for sewing. In addition to wood you can carve them from bone, tooth, nail, hoof, or horn.<br />
* Clubs, as a crude mace-equivalent as suggested by Kallin.<br />
* Caesti and katars, unarmed weapons suggested and worked on by Jackie.<br />
* Simple lockbows, originally implemented in Kobold Kamp as suggested by Flint.<br />
* Spear-throwers and javelins, made with help from ZM5. Closer to actual hand-thrown javelins than the more realistic atlatl, but still allows use of a spear-thrower for gameplay reasons.<br />
* 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.<br />
* Gunpowder weaponry, in the form of fire lances and hand cannons. The ingredients can be crafted by various means, including methods accessible to adventurers, allowing crude powder and shot to be produced.<br />
* Gambesons, made from cloth. Obviously fragile unless using megabeast haircloth or silk.<br />
* Cooking pots, for making certain items, most notably for brewing.<br />
* Animal glue, which the recent combat changes have made useful.<br />
* Eight raw-defined instruments that can be crafted, supplementing the generated instruments that can't be crafted in adventure mode.<br />
* Feywood catalysts can be found at elven sites, or produced via magic accessible to elves in adventure mode. If you obtain one, a reaction exists to grow the improved feywood elves can use for weapons and armor.<br />
<br />
=== Dismantling Items ===<br />
<br />
* Boulders and logs can be split into small rocks and pieces of wood, respectively.<br />
* Crude cloth can be unraveled if needed.<br />
* Cloth items can be cut apart for cloth, leather items can be cut apart, any other stone item can be salvaged for a rock, and metal items can be broken down for metal. Note that nothing's stopping you from being a lunatic and trying to dismantle the end result into itself, which will eventually waste it.<br />
<br />
== Bugs and Issues ==<br />
<br />
* No gauntlets due to the gauntlet bug. The workaround I originally devised tends to break more things than it fixes.<br />
* Just like whips, civs will generate metal slings because derp. Outsiders will also have access to metal staves, clubs, and caesti, all of which were balanced around the assumption that they'd only ever be made out of much lighter materials.<br />
* 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.<br />
* The amount of usable leather, bone, etc can be increased by lopping off limbs. For bone, there are reaction bugs and balance issues behind why Adventurecraft has set crafting to consume full stacks, instead of vanilla's use of single units from a stack.<br />
* 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.<br />
* Goblin and kobold adventurers will find their home to be an immense hassle to leave, as dark forts and caves block fast travel even if the inhabitants are friendly.<br />
* Nothing's stopping you from being a lunatic and trying to dismantle cloth, tanned hides, or metal bars. This will eventually waste it due to the odds not being 100%. <br />
* Thread, cloth, bars, and sheets obtained from towns instead of player-made are a nigh-endless source of crafting material, due to reactions set to only produce and use product dimensions of 1.<br />
<br />
== Appendix A, Full list of new reactions ==<br />
<br />
=== Basic Reactions ===<br />
<br />
* Tan a raw hide, raw scales, or raw chitin. Produces tanned leather/scale/chitin.<br />
* Dry and spin sinew into thread.<br />
* Spin hair or wool into thread.<br />
* Process thread-bearing plant into thread.<br />
* Weave cloth. Uses hair/wool, plant-based, or silk thread.<br />
* Make glue. Uses raw hide, raw scales, bone, skull, horn, or hoof. Requires a cooking item.<br />
* Craft charcoal. Uses a log, requires a cooking pot.<br />
* Craft ash. Uses a log, requires a cooking pot.<br />
* Repair cloth item. Uses cloth and thread, requires a needle.<br />
* Repair leather/scale/chitin item. Uses any of said materials plus thread, requires a needle.<br />
* Repair wood/bone/stone item. Uses animal glue, requires a sharp object.<br />
<br />
=== Tools ===<br />
<br />
* Carve wooden sewing needle. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn needle. Uses any of said materials, requires a sharp object.<br />
* Carve wooden stave. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone stave. Uses bones, and requires a sharp object.<br />
* Carve bone/shell axe. Uses either material plus a stave, requires a sharp object.<br />
* Craft stone axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mortar and pestle. Uses 2 blunt small rocks, and requires a third.<br />
* Craft stone cooking pot. Uses any small rock, and requires a blunt small rock.<br />
* Carve wooden gun barrel. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone gun barrel. Uses bones, and requires a sharp object.<br />
<br />
=== Ammunition ===<br />
<br />
* Craft sling stones. Uses a blunt small rock, and requires a second.<br />
* Carve wooden arrows. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn arrows. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone arrows. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden bolts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bolts. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone bolts. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden javelins. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn javelins. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone javelins. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden darts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn darts. Uses any of said materials, requires a sharp object.<br />
* Craft stone powder and shot. Uses any small rock and gunpowder, requires a blunt small rock.<br />
<br />
=== Weapons (Wood/Leather/Misc) ===<br />
<br />
* Carve wooden dagger. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden pike. Uses two wooden branches, and requires a sharp object.<br />
* Carve wooden club. Uses a wooden branch, and requires a sharp object.<br />
* Craft wooden maul. Uses a log plus a stave, and requires a sharp object.<br />
* Craft leather/scale whip. Uses leather/scale, and requires a sharp object.<br />
* Craft leather/scale/chitin caestus. Uses any of said materials, and requires a sharp object.<br />
* Craft wooden bow. Uses a stave and thread, requires a sharp object.<br />
* Craft simple wooden lockbow. Uses two branches and thread, requires a sharp object.<br />
* Carve wooden blowgun. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear-thrower. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale sling. Uses leather, and requires a sharp object.<br />
* Craft cloth sling. Uses cloth, and requires a sharp object.<br />
* Craft fire lance. Uses a spear and a gun barrel.<br />
* Craft hand cannon. Uses a durable metal gun barrel and a log.<br />
<br />
=== Weapons (Bone) ===<br />
<br />
* Craft bone/shell/tooth/horn dagger. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn spear. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn pike. Uses any of said materials plus two staves, requires a sharp object.<br />
* Carve bone/shell battle axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell great axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn short sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn long sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn two-handed sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone club. Uses bones, and requires a sharp object.<br />
* Craft bone/shell maul. Uses either material plus a log and a stave, requires a sharp object.<br />
* Craft skull maul. Uses a skull plus a log and a stave, requires a sharp object.<br />
* Craft bone/tooth/nail/hoof/horn katar. Uses any of said materials, and requires a sharp object.<br />
* Craft bone bow. Uses bones and thread, requires a sharp object.<br />
* Craft simple bone lockbow. Uses bones, a stave, and thread, requires a sharp object.<br />
* Carve bone spear-thrower. Uses bones, and requires a sharp object.<br />
* Carve bone blowgun. Uses bones, and requires a sharp object.<br />
<br />
=== Weapons (Stone) ===<br />
<br />
* Knap stone dagger. Uses any small rock, and requires a blunt small rock.<br />
* Craft stone spear. Uses a sharp rock and a stave. No need to cut the stave to size.<br />
* Craft stone pike. Uses a sharp rock and two staves. No need to cut the staves to size.<br />
* Craft stone battle axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone great axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone short sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone long sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone two-handed sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mace. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone war hammer. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone maul. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
<br />
=== Armor (Bone) ===<br />
<br />
* Craft bone/shell buckler. Uses either material, and requires a sharp object.<br />
* Craft bone/shell shield. Uses either material, and requires a sharp object.<br />
* Craft bone/shell helm. Uses either material, and requires a sharp object.<br />
* Craft skull helm. Uses a skull, and requires a sharp object.<br />
* Craft bone/shell armor. Uses either material and requires a sharp object.<br />
* Craft bone/shell leggings. Uses either material, and requires a sharp object.<br />
* Craft bone greaves. Uses bones, and requires a sharp object.<br />
<br />
=== Shields/Armor (Leather/Scale/Chitin) ===<br />
<br />
* Craft leather/scale/chitin buckler. Uses any of said materials, and requires a sharp object.<br />
* Craft leather/scale/chitin shield. Uses any of said materials, and requires a sharp object.<br />
* Sew leather/scale/chitin cap. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin helm. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin armor. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin leggings. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin low boots. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin high boots. Uses any of said materials plus thread, requires a needle.<br />
<br />
=== Clothing (Leather) ===<br />
<br />
* Sew leather/scale backpack. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale waterskin. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale quiver. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale hood. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale mask. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale cloak. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale tunic. Uses leather/scale and thread, requires a needle.<br />
* Make leather/scale loincloth. Uses leather/scale.<br />
* Sew leather/scale trousers. Uses leather/scale and thread, requires a needle.<br />
* Craft leather/scale footwraps. Uses leather, and requires a sharp object.<br />
* Sew leather/scale sandals. Uses leather/scale and thread, requires a needle.<br />
* Decorate object with leather/scale. Uses leather/scale and thread, requires a needle.<br />
<br />
=== Clothing (Cloth) ===<br />
<br />
* Sew cloth backpack. Uses cloth and thread, requires a needle.<br />
* Sew cloth quiver. Uses cloth and thread, requires a needle.<br />
* Sew cloth cap. Uses cloth and thread, requires a needle.<br />
* Sew cloth hood. Uses cloth and thread, requires a needle.<br />
* Sew cloth mask. Uses cloth and thread, requires a needle.<br />
* Sew cloth gambeson. Uses cloth and thread, requires a needle.<br />
* Sew cloth cloak. Uses cloth and thread, requires a needle.<br />
* Sew cloth tunic. Uses cloth and thread, requires a needle.<br />
* Make cloth loincloth. Uses cloth.<br />
* Sew cloth trousers. Uses cloth and thread, requires a needle.<br />
* Craft cloth footwraps. Uses cloth, and requires a sharp object.<br />
* Sew cloth socks. Uses cloth and thread, requires a needle.<br />
* Sew cloth sandals. Uses cloth and thread, requires a needle.<br />
* Decorate object with cloth. Uses cloth and thread, requires a needle.<br />
<br />
=== Shields/Crafts (Wood) ===<br />
<br />
* Carve wooden buckler. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden shield. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden crutch. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cup. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden minecart. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden figurine. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden ring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden earring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden scepter. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden amulet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden bracelet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden crown. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cabochan. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden mask. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden sandals. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden dice. Uses a wooden branch, and requires a sharp object.<br />
* Decorate object with wood. Uses a wooden branch, and requires a sharp object.<br />
<br />
=== Crafts (Bone/Shell/Tooth/Horn) ===<br />
<br />
* Carve bone crutch. Uses bones, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn goblet. Uses any of said materials, and requires a sharp object.<br />
* Carve skull goblet. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn figurine. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn ring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn earring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn scepter. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn amulet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn bracelet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn crown. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn cabochan. Uses any of said materials, and requires a sharp object.<br />
* Craft skull totem. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell mask. Uses either of said materials, and requires a sharp object.<br />
* Craft skull mask. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn dice. Uses any of said materials, and requires a sharp object.<br />
* Decorate object with bone/shell/tooth/nail/hoof/horn. Uses said materials, requires a sharp object.<br />
<br />
=== Crafts (Stone) ===<br />
<br />
* Craft stone mug. Uses a blunt small rock, and requires a second.<br />
* Craft stone figurine. Uses a blunt small rock, and requires a second.<br />
* Craft stone ring. Uses a blunt small rock, and requires a second.<br />
* Craft stone earring. Uses a blunt small rock, and requires a second.<br />
* Craft stone scepter. Uses a blunt small rock, and requires a second.<br />
* Craft stone amulet. Uses a blunt small rock, and requires a second.<br />
* Craft stone bracelet. Uses a blunt small rock, and requires a second.<br />
* Craft stone crown. Uses a blunt small rock, and requires a second.<br />
* Craft stone cabochon. Uses a blunt small rock, and requires a second.<br />
* Decorate object with stone. Uses a blunt small rock, and requires a second.<br />
<br />
=== Item Dismantling ===<br />
<br />
* Split wooden log into branches. Also requires a sharp object. Ignore the absurdity.<br />
* Split large stone into small rocks. Also requires a blunt small rock.<br />
* Unravel cloth into thread.<br />
* Dismantle cloth item. Requires a sharp object.<br />
* Dismantle leather/scale/chitin item. Requires a sharp object.<br />
* Dismantle stone item. Requires a blunt small rock.<br />
* Dismantle metal item. Requires a blunt small rock.<br />
<br />
=== Cooking and Alchemy ===<br />
<br />
* Mill plant into flour. Uses valid plant, requires a mortar and pestle.<br />
* Bake bread. Uses flour, requires a cooking pot.<br />
* Brew alcohol from plant. Uses valid plant, requires a cooking pot and an empty waterskin.<br />
* Brew alcohol from fruit. Uses valid plant growth, requires a cooking pot and an empty waterskin.<br />
* Craft astringent tincture. Uses three leaves from berry-bearing plants, requires a mortar and pestle.<br />
* Extract from plant. Uses extractable plant, requires a mortar and pestle plus an empty waterskin.<br />
* Refine venom into toxin. Uses a venom sac, requires a mortar and pestle plus an empty waterskin.<br />
* Craft saltpeter. Uses a millable or threshable plant and ash, requires a cooking pot.<br />
* Craft crude gunpowder. Uses saltpeter and charcoal/coal, requires a mortar and pestle.<br />
* Craft feywood log. Uses a branch and a feywood catalyst.<br />
* Extract from (semi)megabeast heart, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from generated creature heart, requires a mortar and pestle plus an empty waterskin.<br />
* Create magical essence from (semi)megabeast heart, shoggoth core, treant wood, or mountain bronze, Also uses a scroll, requires a mortar and pestle plus an empty waterskin.<br />
<br />
=== Paper/Parchment Crafting ===<br />
<br />
* Press pulpable plant into paper. Uses a valid plant, requires a mortar and pestle.<br />
* Dry skin into parchment. Uses a raw hide, and requires a sharp object.<br />
* Carve wooden scroll rollers. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone scroll rollers. Uses bone, and requires a sharp object.<br />
* Assemble a scroll. Uses a sheet and a scroll roller.<br />
* Craft a quire. Uses a sheet.<br />
<br />
=== Instrument Pieces ===<br />
<br />
* Carve wooden bagpipe pipes. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bagpipe pipes. Uses any of said materials, and requires a sharp object.<br />
* Sew leather bagpipe bag. Uses leather and thread, requires a needle.<br />
* Craft instrument strings. Uses string.<br />
* Carve wooden lyre body. Uses a wooden log, and requires a sharp object.<br />
* Carve bone/shell lyre body. Uses either material and requires a sharp object.<br />
* Carve wooden guitar body. Uses a wooden log, and requires a sharp object.<br />
* Carve skull guitar body. Uses a skull, and requires a sharp object.<br />
* Carve wooden guitar neck. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone guitar neck. Uses bone, and requires a sharp object.<br />
* Carve wooden harp body. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden drum body. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone drum body. Uses bone, and requires a sharp object.<br />
* Craft leather drum head. Uses leather.<br />
<br />
=== Instruments ===<br />
<br />
* Carve wooden simple flute. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone simple flute. Uses bone, and requires a sharp object.<br />
* Carve wooden instrument musical horn. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn musical horn. Uses any of said materials, and requires a sharp object.<br />
* Assemble bagpipes. Requires a bagpipe bag and instrument pipes.<br />
* Assemble lyre. Requires a lyre body and strings.<br />
* Assemble guitar. Requires a guitar body, a guitar neck, and strings.<br />
* Assemble harp. Requires a harp body and strings.<br />
* Assemble drum. Requires a drum body and drum head.<br />
* Carve wooden bell. Uses a wooden log, and requires a sharp object.<br />
<br />
== Appendix B, List of forging reactions (at carpenter's workshop): ==<br />
<br />
=== Metalworking (Basic Tools) ===<br />
<br />
* Craft makeshift forge. Uses 10 small rocks.<br />
* Repair metal item. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal axe. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mortar and pestle. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cooking pot. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Ammunition) ===<br />
<br />
* Craft metal sling bullets. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal arrows. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal bolts. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal javelins. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal darts. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal powder and shot. Uses metal, gunpowder, and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Weapons) ===<br />
<br />
* Craft metal dagger. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal spear. Uses metal, a stave, and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pike. Uses metal, a stave, and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal battle axe. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal great axe. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal short sword. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal long sword. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal two-handed sword. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mace. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal war hammer. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal maul. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal caestus. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal katar. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Shields/Armor) ===<br />
<br />
* Craft metal buckler. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal shield. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal helmet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cap. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal breastplate. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail shirt. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal greaves. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail leggings. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal low boots. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal high boots. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Furniture) ===<br />
<br />
* Craft metal throne. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal table. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal chest. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabinet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal door. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal barrel. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bucket. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal sarcophagus. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal hatch cover. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal grate. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bin. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal stepladder. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bookcase. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal splint. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pedestal. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal animal trap. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Crafts) ===<br />
<br />
* Craft metal crutch. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal goblet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal minecart. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal figurine. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal ring. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal earring. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal scepter. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal amulet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bracelet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal crown. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabochan. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mask. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Decorate object with metal. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Instruments) ===<br />
<br />
* Craft metal bagpipe pipes. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal instrument strings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal lyre body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar neck. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal harp body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal drum body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal simple flute. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal musical horn. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bell. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
== Appendix C, List of more useful stones ==<br />
<br />
* Andesite<br />
* Basalt<br />
* Chert (in-between other sharp stones and obsidian)<br />
* Dacite<br />
* Diorite<br />
* Native aluminum (same as aluminum)<br />
* Native copper (same as copper)<br />
* Native gold (same as gold)<br />
* Native platinum (same as platinum)<br />
* Native silver (same as silver)<br />
* Obsidian (deliciously sharp and deadly)<br />
* Quartzite<br />
* Phyllite<br />
* Raw adamantine (same as adamantine)<br />
* Rhyolite<br />
* Shale<br />
* Slade (good luck obtaining that one!)<br />
* Slate<br />
<br />
== Appendix D, List of monsters with improved body materials ==<br />
<br />
=== Tier 1 ===<br />
<br />
* Alligator (and variants, alligator men are currently unusable)<br />
* Anaconda (and variants, anaconda men are currently unusable)<br />
* Armadillo (and variants, armadillo men are currently unusable)<br />
* Black bear (and variants, black bear men are currently unusable)<br />
* Blind cave bear<br />
* Blind cave ogre (currently unusable)<br />
* Cave crocodile<br />
* Cave dragon<br />
* Coelacanth<br />
* Elephant (and variants, elephant men are currently unusable)<br />
* Giant cave spider<br />
* Giant desert scorpion (re-added due to Toady removing them ;w;)<br />
* Giant Mantis (normal version is a non-butcherable vermin, mantis men are currently unusable)<br />
* Gigantic squid (normal version is a non-butcherable vermin, squid men are currently unusable)<br />
* Great white shark<br />
* Grizzly bear (and variants, grizzly bear men are currently unusable)<br />
* Hippo (and variants, hippo men are currently unusable)<br />
* Ogre<br />
* Orca (and variants, orca men are currently unusable)<br />
* Polar bear (and variants, polar bear men are currently unusable)<br />
* Rhinoceros (and variants, rhinoceros men are currently unusable)<br />
* Saltwater crocodile (and variants, saltwater crocodile men are currently unusable)<br />
* Sea monster<br />
* Sea serpent<br />
* Troll<br />
* Voracious cave crawler<br />
* Walrus (and variants, walrus men are currently unusable)<br />
* Wild boar (and variants, wild boar men are currently unusable)<br />
* Cyclops<br />
* Ettin<br />
* Giant<br />
* Minotaur<br />
* Gargoyle<br />
* Mi-go<br />
* Dire bear<br />
* Feral ogre<br />
* Sanguine dragon<br />
<br />
=== Tier 2 ===<br />
<br />
* All generated monsters (titans, demons, etc)<br />
* Dragon<br />
* Hydra<br />
* Roc<br />
* Eternal thing<br />
* Manticore<br />
* Treant (wood)<br />
<br />
== Appendix E, List of monsters that yield venom sacs ==<br />
<br />
* Giant adder (normal version is too small to butcher, adder men are currently unusable)<br />
* Giant bark scorpion (normal version is a non-butcherable vermin, bark scorpion men are currently unusable)<br />
* Black mamba (and variants, black mamba men are currently unusable)<br />
* Giant brown recluse spider (normal version is a non-butcherable vermin, recluse spider men are currently unusable)<br />
* Bushmaster (and variants, bushmaster men are currently unusable)<br />
* Giant copperhead snake (normal version is too small to butcher, copperhead snake men are currently unusable)<br />
* Giant desert scorpion<br />
* Giant cave spider<br />
* Gila monsters (and variants, gila monster men are currently unusable)<br />
* Helmet snake<br />
* King cobra (and variants, king cobra men are currently unusable)<br />
* Platypus (and variants, platypus men are currently unusable)<br />
* Rattlesnake (and variants, rattlesnake men are currently unusable)<br />
* Serpent man (currently unusable)<br />
* Manticore<br />
<br />
== Appendix F, List of plant and misc craftable extracts ==<br />
<br />
=== Notable plant extracts ===<br />
<br />
* Astringent tincture. Generally if it yields berries, its leaves are likely usable for alchemy. Very minor reduction in bleeding, infection, and some impact on open wounds.<br />
* Dwarven syrup. Delicious but does nothing.<br />
* Gnomeblight. Still only deadly to gnomes.<br />
* Golden salve. Stops bleeding and other ailments, potent non-nerve healing.<br />
* Marshmend, from muck root. Stops bleeding and eases pain.<br />
* Whiplash, from whip vine. Boost agility and speed some, side effects of dizziness and nausea.<br />
* Barbed haze, from sliver barb. Assorted stat boost, penalties, and other Fun.<br />
<br />
=== Megabeast and semi-megabeast hearts ===<br />
<br />
* Aetherbreath, from mi-gos. Grants immunity to suffocation.<br />
* Draconic fury, from dragons. Boosts willpower, inspires martial trances.<br />
* Giant's might, from giants. Boosts strength.<br />
* Insight, from ettins. Boosts assorted mental stats.<br />
* Relentlessness, from minotaurs. Grants immunity to stunning, exertion, and pain.<br />
* Renewal, from hydras. Powerful, but brief, regeneration with regrowth of limbs.<br />
* Stoneskin, from gargoyles. Hardens you against attacks.<br />
* Swiftness, from rocs. Boost agility, increases speed somewhat.<br />
* True seeing, from cyclops. Grants extravision and creature-sensing.<br />
* Trickery, from manticores. Sharply boosts various social stats.<br />
<br />
=== Other ===<br />
<br />
* Failed extract. If a generated titan/demon/etc doesn't have a valid poison (or has poison blood instead), this will be the result. Does nothing.<br />
* Shoggoth slime, readily obtained from shoggoths (obviously). Causes localized pain, blistering, bleeding, and necrosis. Drinking it is exactly as stupid an idea as you'd expect it to be.<br />
* Cursed dragonblood, from sanguine dragons. Dangerous to drink, but has some minor situational benefits.<br />
<br />
== Appendix G, List of plants made harvestable in the mod ==<br />
<br />
* Alfalfa, available most of summer into early winter. Edible raw.<br />
* Arrow bamboo, available all year. Source of branches.<br />
* Asparagus, available only early in spring. Edible raw.<br />
* Barley, available all summer and autumn. Source of flour and alcohol.<br />
* Beet, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Bloated tuber, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Blood amaranth, available most of summer into early winter. Edible, source of flour/alcohol.<br />
* Buckwheat, available most of summer into early winter. Source of flour and alcohol.<br />
* Cabbage, available midspring into midsummer. Edible raw.<br />
* Carrot, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cassava, available midspring into midsummer. Source of alcohol.<br />
* Cattail, available later spring into early summer. Source of flour, thread, and paper.<br />
* Cave wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Celery, available midspring into midsummer. Edible raw.<br />
* Chicory, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cloudberry, available in winter. Edible raw, source of alcohol.<br />
* Cotton, available most of summer into early winter. Source of thread and paper.<br />
* Finger millet, available all summer and autumn. Source of flour and alcohol.<br />
* Fisher berry, available most of summer. Edible raw, source of alcohol.<br />
* Flax, available most of summer into early winter. Source of thread, paper, and flour.<br />
* Fonio, available all summer and autumn. Source of flour and alcohol.<br />
* Foxtail millet, available all summer and autumn. Source of flour and alcohol.<br />
* Garden cress, available midspring into midsummer. Edible raw.<br />
* Golden bamboo, available all year. Source of branches.<br />
* Hard wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Hedge bamboo, available all year. Source of branches.<br />
* Hemp, available all summer and autumn. Source of thread, paper, and flour.<br />
* Jute, available most of summer into early winter. Source of thread and paper.<br />
* Kaniwa, available most of summer into early winter. Source of flour and alcohol.<br />
* Kenaf, available most of summer into early winter. Source of thread and paper.<br />
* Kobold bulb, available midautumn and all winter. Source of extract.<br />
* Leek, available midspring into midsummer. Edible raw.<br />
* Lettuce, available midspring into midsummer. Edible raw.<br />
* Long yam, available midspring into midsummer. Edible raw.<br />
* Longland grass, available all summer and autumn. Source of flour and alcohol.<br />
* Maize, available most of summer into early winter. Source of flour and alcohol.<br />
* Muck root, available midspring into midsummer. Edible raw, source of extract and alcohol.<br />
* Oat, available all summer and autumn. Source of flour and alcohol.<br />
* Papyrus sedge, available most of summer into early winter. Source of paper.<br />
* Parsnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Pearl millet, available all summer and autumn. Source of flour and alcohol.<br />
* Pendant amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Pig tail, available most of summer-early winter. Source of thread, paper, flour, and alcohol.<br />
* Prickle berry, available most of summer. Edible raw, source of alcohol.<br />
* Plump helmet, available all year. Edible raw, source of alcohol.<br />
* Potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Purple amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Quinoa, available most of summer into early winter. Source of flour and alcohol.<br />
* Radish, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Ramie, available most of summer into early winter. Source of thread and paper.<br />
* Rat weed, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Rhubarb, available midspring into midsummer. Edible raw.<br />
* Rice, available most of summer into early winter. Source of flour and alcohol.<br />
* Rope reed, available most of summer-early winter. Source of thread, paper, and alcohol.<br />
* Rye, available all summer and autumn. Source of flour and alcohol.<br />
* Single-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sliver barb, available all winter. Source of extract and alcohol.<br />
* Soft wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sorghum, available most of summer into early winter. Source of flour and alcohol.<br />
* Spelt, available all summer and autumn. Source of flour and alcohol.<br />
* Sun berry, available most of summer. Edible raw, source of alcohol.<br />
* Sweet pod, available midspring into midsummer. Source of exract and alcohol.<br />
* Sweet potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Teff, available all summer and autumn. Source of flour and alcohol.<br />
* Turnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Two-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Whip vine, available midspring into midsummer. Source of flour, extract, and alcohol.<br />
* White millet, available all summer and autumn. Source of flour and alcohol.<br />
* Valley herb, available most of spring. Source of extract.<br />
<br />
== Appendix H, List of obtainable magic: ==<br />
<br />
* Animal magic, opposed to nature magic. Marks a targeted animal as being able to speak and be recruited. Associated with animals, chaos, and hunting. Can be obtained from minotaurs and mi-gos, secondary sources include rocs and manticores.<br />
* Blight magic, opposed to healing magic. Inflicts a debilitating, sickening plague on a target creature when used. Fellow blight mages, healing mages, and those currently immunized by healing magic cannot be targeted with it. Can cause victims to go berserk and spread the sickness if they survive long enough. Associated with blight, disease, and misery. Can be obtained from manticores, shoggoths are a secondary source, can also be obtained as a major curse (with additional side effects).<br />
* Clairvoyance magic, opposed to infernal magic. Grants extravision and creature-sensing to a targeted creature when used, along with boosting agility and sensory-type mental attributes. Associated with inspiration, truth, and wisdom. Can be obtained from eternal things, ettins are a secondary source.<br />
* Fire magic, opposed to wind. Flings a fireball at a target creature when used, fellow fire mages cannot be targeted with it. Associated with fire, the sun, and volcanoes. Can be obtained from dragons and bronze colossi, secondary sources include giants and hydras.<br />
* Healing magic, opposed to blight magic. Mends bleeding and tissue damage on a target creature when used. Also temporarily immunizes the target against blight magic. Associated with healing, mercy, and rebirth. Can be obtained from hydras, treants are a secondary source.<br />
* Infernal magic, opposed to clairvoyance magic. Summons a random demonic creature when used, which will always be one of the raw-defined demons instead of a generated one, which will attack any living thing except the caster. Inflicts stigmata and personality changes on the user, repeated use will build up side effects until blood loss becomes lethal, and each use has a chance of rendering the caster permanently mute. Associated with lies, nightmares, and thralldom. Can be obtained from shoggoths, mi-gos are a secondary source, can also be obtained as a major curse (with additional side effects).<br />
* Nature magic, opposed to animal magic. Summons a random natural predatory animal when used. Associated with nature, plants, and trees. Can be obtained from treants and ettins, cyclopes and eternal things are a secondary source.<br />
* Protective magic, opposed to war magic. Grants high damage resistance to a target creature when used. Associated with courage, discipline, and longevity. Can be obtained from gargoyles, bronze colossi are a secondary source.<br />
* War magic, opposed to protective magic. Inflicts a berserk rage on the caster when used, with appropriate status buffs. Associated with war, victory, and murder. Can be obtained from giants, dragons are a secondary source, can also be obtained as a major curse (with additional side effects.<br />
* Wind magic, opposed to fire magic. Sends multiple target creatures flying away with high force when used, requires targets to be fairly close. Associated with storms, thunder, and wind. Can be obtained from rocs and cyclopes, minotaurs and gargoyles are a secondary source.</div>Valoshttp://dwarffortresswiki.org/index.php?title=User:Valos/Adventurecraft&diff=256428User:Valos/Adventurecraft2021-01-26T01:58:08Z<p>Valos: Note that outsiders cannot in fact spawn with wooden weapons in vanilla, making the previous edit in error. You're no longer forced to start with weapons however, so I can afford to remove the workaround that line was referring to now.</p>
<hr />
<div>{{mod}}<br />
{{Modification<br />
| name = Adventurecraft<br />
| version = 47.02 - 47.04 1.97<br />
| df version = 0.47.04<br />
| last update = 1/25/2021<br />
| download = http://www.bay12forums.com/smf/index.php?topic=153036.0<br />
}}<br />
<br />
Adventurecraft, yet another Wanderer's Friend derivative, is an adventure-mode-focused mod that adds reactions, in addition to material changes and creature changes, much of it geared toward fleshing out the options provided to adventurers. Various features have been added to it over time, not all geared toward crafting.<br />
<br />
Existed in unreleased form since the DF2012 days, with the first release being not long before .42.01 was released. Features and changes listed are thus specific to the most recent version, assuming this page remains up-to-date (don't count on it), derived from the forum post.<br />
<br />
== Features ==<br />
<br />
=== Fun Material Tweaks ===<br />
<br />
* Different tiers of materials. Look for a + or ++ in the material name. 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.<br />
* Several stones have been buffed to not be vastly inferior to bone. Look for the material tier designation. Chert is second only to obsidian in sharpness.<br />
* 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.<br />
* 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 (or be spoiled in the appendices). Not all of the beasts added to the mod have usable hearts. Or, you can use the relevant megabeast heart (or equivalent for things that lack hearts) to unlock secrets of The Beyond...<br />
* 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.<br />
<br />
=== Creature Tweaks ===<br />
<br />
* Joint definitions have been 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.<br />
* Neck-snapping. While mundane damage to the upper spine doesn't always have any effect, putting a joint lock on it definitely will, unless the creature is stupidly huge.<br />
* 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.<br />
* Joint edits have been applied to generated creatures. Normal joints tend to be more common than breakable necks.<br />
* Thread can be made from catgut. No, not just literal cat gut catgut. This proved simpler than adding harvestable sinews.<br />
* Because DF2015 broke cannibal adventurers, intelligent semi-megabeasts/megabeasts are currently non-sentient. To make up for this, they gain natural skills. Megabeasts additionally grow at a more consistent rate, with the net result being that most beasts grow slower, while dragons grow faster. Bronze colossi gain a unique materual instead of bronze, and dragons have an extra surprise in store.<br />
<br />
=== New Creatures ===<br />
<br />
* At the suggestion of Jackie, messed around with making centaurs, and moreover made their body less of a "humanoid with 4 legs" thing used in vanilla. They show up in good biomes and can join civs. An evil critter, based on the kamaitachi, has also been added as another source of civ fodder for evil regions.<br />
* A couple added mythical creatures were added to make up for making centaurs real. Also added descriptions and spheres, to make their use in art more interesting.<br />
* 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.<br />
* 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. Its wood will make for effective blunt weapons, but poor edged weapons. Think twice before you try lighting one on fire!<br />
* Two H.P. Lovecraft references via the mi-go and shoggoth. Mi-gos have a delightfully alien body structure, while shoggoths are acidic blobs. Hint: pulp all the things.<br />
* Eternal things. Basically chitinous worms that can grow rather large given time, faster than dragons but not quite as huge.<br />
* Manticores. Overgrown lions with bat wings and scorpion tails. All the Fun of both potion-yield megabeasts and venomous critters.<br />
* Four lesser beasts that can form lairs, as a step down from semi-megabeasts. These act like night creature hunters, making lairs in various places. Dire wolves, dire bears, feral ogres, and sanguine dragons are all based off of some existing creature in some way, with qualities to make them different challenges in combat.<br />
* Some raw-defined recreations of the classic pre-DF2010 demons. These are used as fallback for some things that may require demons to exist, and tend to be used instead of said generated demons where necessary. Fiery abominations are recreations of spirits of fire, tweaked to float on a djinn-like cloud of cinders and made tougher than flame-bodied critters normally are (so punching one to death is a much tougher feat). Froglike abominations are a recreation of frog demons, given a more grotesque gorilla-like body and a nasty plague inflicted via bites and tongue-lashing. Tendriled abominations are the tentacle demons, reworked into a scaly form with its tentacles instead of arms, lashing out with acidic secretions that can also provoke a neurotoxic effect.<br />
* The good old giant desert scorpion has been preserved in this mod ever since its removal, kept up to date and tweaked according to the needs of the mod. As a bonus, its venom has a proper neurotoxic effect instead of relying solely on necrosis.<br />
<br />
=== Plant Tweaks ===<br />
<br />
* 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, and extract-bearing plants.<br />
* 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.<br />
* In addition to more potent alchemical concoctions, more mundane medicine can be made from certain plant sources (best as the system permits, and noting that the game lacks what would normally be the best options for that). The effects are much more minor than what golden salve or processed muck root can do, but it can help in a pinch.<br />
* Brewable plants can be made into delicious booze. If it isn't brewable by picking the plant itself (assuming it's in season), try brewing fruit instead.<br />
* Bread is now a thing. The relevant plants can be ground into flour and used as such.<br />
* Bamboo, cattails, and cloudberries have been given useful growths. This works in adventure mode, but due to the plants being grass they can't be picked in fort mode.<br />
<br />
=== Civilization Tweaks ===<br />
<br />
* All of the main races are playable in Adventurer Mode, whether as civ members or as outsiders.<br />
* 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.<br />
* Humans and goblins have been given slings and sewing needles, for the hell of it.<br />
* 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 has 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.<br />
* Goblins need food and water, so remember that.<br />
* Other civilizations will treat kobold adventurers, even outsiders, like the skulking vermin that they are.<br />
* Underground animal people have been given a surface-dwelling equivalent, allowing for occasional instances of them being playable as entity members, instead of outsiders. They spread out as tribes in small villages, potentially either allying or coming to blows with the major civilizations.<br />
* A few extra profession types can be selected as backgrounds in adventure mode, like poets, criminals, pilgrims etc. Generally if it's not available via that entity's permitted jobs, fits that civilization, and gives bonus skills when chosen, it's been added.<br />
<br />
=== New uses for existing items (and changes) ===<br />
<br />
* Mortars and pestles are used for plant processing and alchemy. A pair can be crafted from stone.<br />
* A few reactions use blunt small rocks for hammering instead of just knapping.<br />
* If you get a hold of a full log, a battle axe can be used to split it into usable branches.<br />
* Stone axes have been changed to allow metal versions to show up in human and goblin sites.<br />
* Helves have been given the same weapon uses as staves in older versions of this mod, and renamed to staves to reflect this.<br />
* Cooking tools have additional use in a few reactions, allowing you to use cauldrons in place of cooking pots if you find one.<br />
<br />
=== New Items ===<br />
<br />
* Needles, required for sewing. In addition to wood you can carve them from bone, tooth, nail, hoof, or horn.<br />
* Clubs, as a crude mace-equivalent as suggested by Kallin.<br />
* Caesti and katars, unarmed weapons suggested and worked on by Jackie.<br />
* Simple lockbows, originally implemented in Kobold Kamp as suggested by Flint.<br />
* Spear-throwers and javelins, made with help from ZM5. Closer to actual hand-thrown javelins than the more realistic atlatl, but still allows use of a spear-thrower for gameplay reasons.<br />
* 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.<br />
* Gunpowder weaponry, in the form of fire lances and hand cannons. The ingredients can be crafted by various means, including methods accessible to adventurers, allowing crude powder and shot to be produced.<br />
* Gambesons, made from cloth. Obviously fragile unless using megabeast haircloth or silk.<br />
* Cooking pots, for making certain items, most notably for brewing.<br />
* Animal glue, which the recent combat changes have made useful.<br />
* Eight raw-defined instruments that can be crafted, supplementing the generated instruments that can't be crafted in adventure mode.<br />
* Feywood catalysts can be found at elven sites, or produced via magic accessible to elves in adventure mode. If you obtain one, a reaction exists to grow the improved feywood elves can use for weapons and armor.<br />
<br />
=== Dismantling Items ===<br />
<br />
* Boulders and logs can be split into small rocks and pieces of wood, respectively.<br />
* Crude cloth can be unraveled if needed.<br />
* Cloth items can be cut apart for cloth, leather items can be cut apart, any other stone item can be salvaged for a rock, and metal items can be broken down for metal. Note that nothing's stopping you from being a lunatic and trying to dismantle the end result into itself, which will eventually waste it.<br />
<br />
== Bugs and Issues ==<br />
<br />
* No gauntlets due to the gauntlet bug. The workaround I originally devised tends to break more things than it fixes.<br />
* Just like whips, civs will generate metal slings because derp. Outsiders will also have access to metal staves, clubs, and caesti, all of which were balanced around the assumption that they'd only ever be made out of much lighter materials.<br />
* 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.<br />
* The amount of usable leather, bone, etc can be increased by lopping off limbs. For bone, there are reaction bugs and balance issues behind why Adventurecraft has set crafting to consume full stacks, instead of vanilla's use of single units from a stack.<br />
* 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.<br />
* Goblin and kobold adventurers will find their home to be an immense hassle to leave, as dark forts and caves block fast travel even if the inhabitants are friendly.<br />
* Nothing's stopping you from being a lunatic and trying to dismantle cloth, tanned hides, or metal bars. This will eventually waste it due to the odds not being 100%. <br />
* Thread, cloth, bars, and sheets obtained from towns instead of player-made are a nigh-endless source of crafting material, due to reactions set to only produce and use product dimensions of 1.<br />
<br />
== Appendix A, Full list of new reactions ==<br />
<br />
=== Basic Reactions ===<br />
<br />
* Tan a raw hide, raw scales, or raw chitin. Produces tanned leather/scale/chitin.<br />
* Dry and spin gut into catgut thread.<br />
* Spin hair or wool into thread.<br />
* Process thread-bearing plant into thread.<br />
* Weave cloth. Uses hair/wool, plant-based, or silk thread.<br />
* Make glue. Uses raw hide, raw scales, bone, skull, horn, or hoof. Requires a cooking item.<br />
* Craft charcoal. Uses a log, requires a cooking pot.<br />
* Craft ash. Uses a log, requires a cooking pot.<br />
* Repair cloth item. Uses cloth and thread, requires a needle.<br />
* Repair leather/scale/chitin item. Uses any of said materials plus thread, requires a needle.<br />
* Repair wood/bone/stone item. Uses animal glue, requires a sharp object.<br />
<br />
=== Tools ===<br />
<br />
* Carve wooden sewing needle. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn needle. Uses any of said materials, requires a sharp object.<br />
* Carve wooden stave. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone stave. Uses bones, and requires a sharp object.<br />
* Carve bone/shell axe. Uses either material plus a stave, requires a sharp object.<br />
* Craft stone axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mortar and pestle. Uses 2 blunt small rocks, and requires a third.<br />
* Craft stone cooking pot. Uses any small rock, and requires a blunt small rock.<br />
* Carve wooden gun barrel. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone gun barrel. Uses bones, and requires a sharp object.<br />
<br />
=== Ammunition ===<br />
<br />
* Craft sling stones. Uses a blunt small rock, and requires a second.<br />
* Carve wooden arrows. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn arrows. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone arrows. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden bolts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bolts. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone bolts. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden javelins. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn javelins. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone javelins. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden darts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn darts. Uses any of said materials, requires a sharp object.<br />
* Craft stone powder and shot. Uses any small rock and gunpowder, requires a blunt small rock.<br />
<br />
=== Weapons (Wood/Leather/Misc) ===<br />
<br />
* Carve wooden dagger. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden pike. Uses two wooden branches, and requires a sharp object.<br />
* Carve wooden club. Uses a wooden branch, and requires a sharp object.<br />
* Craft wooden maul. Uses a log plus a stave, and requires a sharp object.<br />
* Craft leather/scale whip. Uses leather/scale, and requires a sharp object.<br />
* Craft leather/scale/chitin caestus. Uses any of said materials, and requires a sharp object.<br />
* Craft wooden bow. Uses a stave and thread, requires a sharp object.<br />
* Craft simple wooden lockbow. Uses two branches and thread, requires a sharp object.<br />
* Carve wooden blowgun. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear-thrower. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale sling. Uses leather, and requires a sharp object.<br />
* Craft cloth sling. Uses cloth, and requires a sharp object.<br />
* Craft fire lance. Uses a spear and a gun barrel.<br />
* Craft hand cannon. Uses a durable metal gun barrel and a log.<br />
<br />
=== Weapons (Bone) ===<br />
<br />
* Craft bone/shell/tooth/horn dagger. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn spear. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn pike. Uses any of said materials plus two staves, requires a sharp object.<br />
* Carve bone/shell battle axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell great axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn short sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn long sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn two-handed sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone club. Uses bones, and requires a sharp object.<br />
* Craft bone/shell maul. Uses either material plus a log and a stave, requires a sharp object.<br />
* Craft skull maul. Uses a skull plus a log and a stave, requires a sharp object.<br />
* Craft bone/tooth/nail/hoof/horn katar. Uses any of said materials, and requires a sharp object.<br />
* Craft bone bow. Uses bones and thread, requires a sharp object.<br />
* Craft simple bone lockbow. Uses bones, a stave, and thread, requires a sharp object.<br />
* Carve bone spear-thrower. Uses bones, and requires a sharp object.<br />
* Carve bone blowgun. Uses bones, and requires a sharp object.<br />
<br />
=== Weapons (Stone) ===<br />
<br />
* Knap stone dagger. Uses any small rock, and requires a blunt small rock.<br />
* Craft stone spear. Uses a sharp rock and a stave. No need to cut the stave to size.<br />
* Craft stone pike. Uses a sharp rock and two staves. No need to cut the staves to size.<br />
* Craft stone battle axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone great axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone short sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone long sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone two-handed sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mace. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone war hammer. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone maul. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
<br />
=== Armor (Bone) ===<br />
<br />
* Craft bone/shell buckler. Uses either material, and requires a sharp object.<br />
* Craft bone/shell shield. Uses either material, and requires a sharp object.<br />
* Craft bone/shell helm. Uses either material, and requires a sharp object.<br />
* Craft skull helm. Uses a skull, and requires a sharp object.<br />
* Craft bone/shell armor. Uses either material and requires a sharp object.<br />
* Craft bone/shell leggings. Uses either material, and requires a sharp object.<br />
* Craft bone greaves. Uses bones, and requires a sharp object.<br />
<br />
=== Shields/Armor (Leather/Scale/Chitin) ===<br />
<br />
* Craft leather/scale/chitin buckler. Uses any of said materials, and requires a sharp object.<br />
* Craft leather/scale/chitin shield. Uses any of said materials, and requires a sharp object.<br />
* Sew leather/scale/chitin cap. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin helm. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin armor. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin leggings. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin low boots. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin high boots. Uses any of said materials plus thread, requires a needle.<br />
<br />
=== Clothing (Leather) ===<br />
<br />
* Sew leather/scale backpack. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale waterskin. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale quiver. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale hood. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale mask. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale cloak. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale tunic. Uses leather/scale and thread, requires a needle.<br />
* Make leather/scale loincloth. Uses leather/scale.<br />
* Sew leather/scale trousers. Uses leather/scale and thread, requires a needle.<br />
* Craft leather/scale footwraps. Uses leather, and requires a sharp object.<br />
* Sew leather/scale sandals. Uses leather/scale and thread, requires a needle.<br />
* Decorate object with leather/scale. Uses leather/scale and thread, requires a needle.<br />
<br />
=== Clothing (Cloth) ===<br />
<br />
* Sew cloth backpack. Uses cloth and thread, requires a needle.<br />
* Sew cloth quiver. Uses cloth and thread, requires a needle.<br />
* Sew cloth cap. Uses cloth and thread, requires a needle.<br />
* Sew cloth hood. Uses cloth and thread, requires a needle.<br />
* Sew cloth mask. Uses cloth and thread, requires a needle.<br />
* Sew cloth gambeson. Uses cloth and thread, requires a needle.<br />
* Sew cloth cloak. Uses cloth and thread, requires a needle.<br />
* Sew cloth tunic. Uses cloth and thread, requires a needle.<br />
* Make cloth loincloth. Uses cloth.<br />
* Sew cloth trousers. Uses cloth and thread, requires a needle.<br />
* Craft cloth footwraps. Uses cloth, and requires a sharp object.<br />
* Sew cloth socks. Uses cloth and thread, requires a needle.<br />
* Sew cloth sandals. Uses cloth and thread, requires a needle.<br />
* Decorate object with cloth. Uses cloth and thread, requires a needle.<br />
<br />
=== Shields/Crafts (Wood) ===<br />
<br />
* Carve wooden buckler. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden shield. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden crutch. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cup. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden minecart. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden figurine. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden ring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden earring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden scepter. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden amulet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden bracelet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden crown. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cabochan. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden mask. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden sandals. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden dice. Uses a wooden branch, and requires a sharp object.<br />
* Decorate object with wood. Uses a wooden branch, and requires a sharp object.<br />
<br />
=== Crafts (Bone/Shell/Tooth/Horn) ===<br />
<br />
* Carve bone crutch. Uses bones, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn goblet. Uses any of said materials, and requires a sharp object.<br />
* Carve skull goblet. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn figurine. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn ring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn earring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn scepter. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn amulet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn bracelet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn crown. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn cabochan. Uses any of said materials, and requires a sharp object.<br />
* Craft skull totem. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell mask. Uses either of said materials, and requires a sharp object.<br />
* Craft skull mask. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn dice. Uses any of said materials, and requires a sharp object.<br />
* Decorate object with bone/shell/tooth/nail/hoof/horn. Uses said materials, requires a sharp object.<br />
<br />
=== Crafts (Stone) ===<br />
<br />
* Craft stone mug. Uses a blunt small rock, and requires a second.<br />
* Craft stone figurine. Uses a blunt small rock, and requires a second.<br />
* Craft stone ring. Uses a blunt small rock, and requires a second.<br />
* Craft stone earring. Uses a blunt small rock, and requires a second.<br />
* Craft stone scepter. Uses a blunt small rock, and requires a second.<br />
* Craft stone amulet. Uses a blunt small rock, and requires a second.<br />
* Craft stone bracelet. Uses a blunt small rock, and requires a second.<br />
* Craft stone crown. Uses a blunt small rock, and requires a second.<br />
* Craft stone cabochon. Uses a blunt small rock, and requires a second.<br />
* Decorate object with stone. Uses a blunt small rock, and requires a second.<br />
<br />
=== Item Dismantling ===<br />
<br />
* Split wooden log into branches. Also requires a sharp object. Ignore the absurdity.<br />
* Split large stone into small rocks. Also requires a blunt small rock.<br />
* Unravel cloth into thread.<br />
* Dismantle cloth item. Requires a sharp object.<br />
* Dismantle leather/scale/chitin item. Requires a sharp object.<br />
* Dismantle stone item. Requires a blunt small rock.<br />
* Dismantle metal item. Requires a blunt small rock.<br />
<br />
=== Cooking and Alchemy ===<br />
<br />
* Mill plant into flour. Uses valid plant, requires a mortar and pestle.<br />
* Bake bread. Uses flour, requires a cooking pot.<br />
* Brew alcohol from plant. Uses valid plant, requires a cooking pot and an empty waterskin.<br />
* Brew alcohol from fruit. Uses valid plant growth, requires a cooking pot and an empty waterskin.<br />
* Craft astringent tincture. Uses three leaves from berry-bearing plants, requires a mortar and pestle.<br />
* Extract from plant. Uses extractable plant, requires a mortar and pestle plus an empty waterskin.<br />
* Refine venom into toxin. Uses a venom sac, requires a mortar and pestle plus an empty waterskin.<br />
* Craft saltpeter. Uses a millable or threshable plant and ash, requires a cooking pot.<br />
* Craft crude gunpowder. Uses saltpeter and charcoal/coal, requires a mortar and pestle.<br />
* Craft feywood log. Uses a branch and a feywood catalyst.<br />
* Extract from (semi)megabeast heart, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from generated creature heart, requires a mortar and pestle plus an empty waterskin.<br />
* Create magical essence from (semi)megabeast heart, shoggoth core, treant wood, or mountain bronze, Also uses a scroll, requires a mortar and pestle plus an empty waterskin.<br />
<br />
=== Paper/Parchment Crafting ===<br />
<br />
* Press pulpable plant into paper. Uses a valid plant, requires a mortar and pestle.<br />
* Dry skin into parchment. Uses a raw hide, and requires a sharp object.<br />
* Carve wooden scroll rollers. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone scroll rollers. Uses bone, and requires a sharp object.<br />
* Assemble a scroll. Uses a sheet and a scroll roller.<br />
* Craft a quire. Uses a sheet.<br />
<br />
=== Instrument Pieces ===<br />
<br />
* Carve wooden bagpipe pipes. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bagpipe pipes. Uses any of said materials, and requires a sharp object.<br />
* Sew leather bagpipe bag. Uses leather and thread, requires a needle.<br />
* Craft instrument strings. Uses string.<br />
* Carve wooden lyre body. Uses a wooden log, and requires a sharp object.<br />
* Carve bone/shell lyre body. Uses either material and requires a sharp object.<br />
* Carve wooden guitar body. Uses a wooden log, and requires a sharp object.<br />
* Carve skull guitar body. Uses a skull, and requires a sharp object.<br />
* Carve wooden guitar neck. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone guitar neck. Uses bone, and requires a sharp object.<br />
* Carve wooden harp body. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden drum body. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone drum body. Uses bone, and requires a sharp object.<br />
* Craft leather drum head. Uses leather.<br />
<br />
=== Instruments ===<br />
<br />
* Carve wooden simple flute. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone simple flute. Uses bone, and requires a sharp object.<br />
* Carve wooden instrument musical horn. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn musical horn. Uses any of said materials, and requires a sharp object.<br />
* Assemble bagpipes. Requires a bagpipe bag and instrument pipes.<br />
* Assemble lyre. Requires a lyre body and strings.<br />
* Assemble guitar. Requires a guitar body, a guitar neck, and strings.<br />
* Assemble harp. Requires a harp body and strings.<br />
* Assemble drum. Requires a drum body and drum head.<br />
* Carve wooden bell. Uses a wooden log, and requires a sharp object.<br />
<br />
== Appendix B, List of forging reactions (at carpenter's workshop): ==<br />
<br />
=== Metalworking (Basic Tools) ===<br />
<br />
* Craft makeshift forge. Uses 10 small rocks.<br />
* Repair metal item. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal axe. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mortar and pestle. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cooking pot. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Ammunition) ===<br />
<br />
* Craft metal sling bullets. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal arrows. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal bolts. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal javelins. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal darts. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal powder and shot. Uses metal, gunpowder, and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Weapons) ===<br />
<br />
* Craft metal dagger. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal spear. Uses metal, a stave, and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pike. Uses metal, a stave, and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal battle axe. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal great axe. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal short sword. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal long sword. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal two-handed sword. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mace. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal war hammer. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal maul. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal caestus. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal katar. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Shields/Armor) ===<br />
<br />
* Craft metal buckler. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal shield. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal helmet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cap. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal breastplate. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail shirt. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal greaves. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail leggings. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal low boots. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal high boots. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Furniture) ===<br />
<br />
* Craft metal throne. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal table. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal chest. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabinet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal door. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal barrel. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bucket. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal sarcophagus. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal hatch cover. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal grate. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bin. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal stepladder. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bookcase. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal splint. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pedestal. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal animal trap. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Crafts) ===<br />
<br />
* Craft metal crutch. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal goblet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal minecart. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal figurine. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal ring. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal earring. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal scepter. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal amulet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bracelet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal crown. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabochan. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mask. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Decorate object with metal. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Instruments) ===<br />
<br />
* Craft metal bagpipe pipes. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal instrument strings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal lyre body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar neck. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal harp body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal drum body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal simple flute. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal musical horn. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bell. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
== Appendix C, List of more useful stones ==<br />
<br />
* Andesite<br />
* Basalt<br />
* Chert (in-between other sharp stones and obsidian)<br />
* Dacite<br />
* Diorite<br />
* Native aluminum (same as aluminum)<br />
* Native copper (same as copper)<br />
* Native gold (same as gold)<br />
* Native platinum (same as platinum)<br />
* Native silver (same as silver)<br />
* Obsidian (deliciously sharp and deadly)<br />
* Quartzite<br />
* Phyllite<br />
* Raw adamantine (same as adamantine)<br />
* Rhyolite<br />
* Shale<br />
* Slade (good luck obtaining that one!)<br />
* Slate<br />
<br />
== Appendix D, List of monsters with improved body materials ==<br />
<br />
=== Tier 1 ===<br />
<br />
* Alligator (and variants, alligator men are currently unusable)<br />
* Anaconda (and variants, anaconda men are currently unusable)<br />
* Armadillo (and variants, armadillo men are currently unusable)<br />
* Black bear (and variants, black bear men are currently unusable)<br />
* Blind cave bear<br />
* Blind cave ogre (currently unusable)<br />
* Cave crocodile<br />
* Cave dragon<br />
* Coelacanth<br />
* Elephant (and variants, elephant men are currently unusable)<br />
* Giant cave spider<br />
* Giant desert scorpion (re-added due to Toady removing them ;w;)<br />
* Giant Mantis (normal version is a non-butcherable vermin, mantis men are currently unusable)<br />
* Gigantic squid (normal version is a non-butcherable vermin, squid men are currently unusable)<br />
* Great white shark<br />
* Grizzly bear (and variants, grizzly bear men are currently unusable)<br />
* Hippo (and variants, hippo men are currently unusable)<br />
* Ogre<br />
* Orca (and variants, orca men are currently unusable)<br />
* Polar bear (and variants, polar bear men are currently unusable)<br />
* Rhinoceros (and variants, rhinoceros men are currently unusable)<br />
* Saltwater crocodile (and variants, saltwater crocodile men are currently unusable)<br />
* Sea monster<br />
* Sea serpent<br />
* Troll<br />
* Voracious cave crawler<br />
* Walrus (and variants, walrus men are currently unusable)<br />
* Wild boar (and variants, wild boar men are currently unusable)<br />
* Cyclops<br />
* Ettin<br />
* Giant<br />
* Minotaur<br />
* Gargoyle<br />
* Mi-go<br />
* Dire bear<br />
* Feral ogre<br />
* Sanguine dragon<br />
<br />
=== Tier 2 ===<br />
<br />
* All generated monsters (titans, demons, etc)<br />
* Dragon<br />
* Hydra<br />
* Roc<br />
* Eternal thing<br />
* Manticore<br />
* Treant (wood)<br />
<br />
== Appendix E, List of monsters that yield venom sacs ==<br />
<br />
* Giant adder (normal version is too small to butcher, adder men are currently unusable)<br />
* Giant bark scorpion (normal version is a non-butcherable vermin, bark scorpion men are currently unusable)<br />
* Black mamba (and variants, black mamba men are currently unusable)<br />
* Giant brown recluse spider (normal version is a non-butcherable vermin, recluse spider men are currently unusable)<br />
* Bushmaster (and variants, bushmaster men are currently unusable)<br />
* Giant copperhead snake (normal version is too small to butcher, copperhead snake men are currently unusable)<br />
* Giant desert scorpion<br />
* Giant cave spider<br />
* Gila monsters (and variants, gila monster men are currently unusable)<br />
* Helmet snake<br />
* King cobra (and variants, king cobra men are currently unusable)<br />
* Platypus (and variants, platypus men are currently unusable)<br />
* Rattlesnake (and variants, rattlesnake men are currently unusable)<br />
* Serpent man (currently unusable)<br />
* Manticore<br />
<br />
== Appendix F, List of plant and misc craftable extracts ==<br />
<br />
=== Notable plant extracts ===<br />
<br />
* Astringent tincture. Generally if it yields berries, its leaves are likely usable for alchemy. Very minor reduction in bleeding, infection, and some impact on open wounds.<br />
* Dwarven syrup. Delicious but does nothing.<br />
* Gnomeblight. Still only deadly to gnomes.<br />
* Golden salve. Stops bleeding and other ailments, potent non-nerve healing.<br />
* Marshmend, from muck root. Stops bleeding and eases pain.<br />
* Whiplash, from whip vine. Boost agility and speed some, side effects of dizziness and nausea.<br />
* Barbed haze, from sliver barb. Assorted stat boost, penalties, and other Fun.<br />
<br />
=== Megabeast and semi-megabeast hearts ===<br />
<br />
* Aetherbreath, from mi-gos. Grants immunity to suffocation.<br />
* Draconic fury, from dragons. Boosts willpower, inspires martial trances.<br />
* Giant's might, from giants. Boosts strength.<br />
* Insight, from ettins. Boosts assorted mental stats.<br />
* Relentlessness, from minotaurs. Grants immunity to stunning, exertion, and pain.<br />
* Renewal, from hydras. Powerful, but brief, regeneration with regrowth of limbs.<br />
* Stoneskin, from gargoyles. Hardens you against attacks.<br />
* Swiftness, from rocs. Boost agility, increases speed somewhat.<br />
* True seeing, from cyclops. Grants extravision and creature-sensing.<br />
* Trickery, from manticores. Sharply boosts various social stats.<br />
<br />
=== Other ===<br />
<br />
* Failed extract. If a generated titan/demon/etc doesn't have a valid poison (or has poison blood instead), this will be the result. Does nothing.<br />
* Shoggoth slime, readily obtained from shoggoths (obviously). Causes localized pain, blistering, bleeding, and necrosis. Drinking it is exactly as stupid an idea as you'd expect it to be.<br />
* Cursed dragonblood, from sanguine dragons. Dangerous to drink, but has some minor situational benefits.<br />
<br />
== Appendix G, List of plants made harvestable in the mod ==<br />
<br />
* Alfalfa, available most of summer into early winter. Edible raw.<br />
* Arrow bamboo, available all year. Source of branches.<br />
* Asparagus, available only early in spring. Edible raw.<br />
* Barley, available all summer and autumn. Source of flour and alcohol.<br />
* Beet, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Bloated tuber, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Blood amaranth, available most of summer into early winter. Edible, source of flour/alcohol.<br />
* Buckwheat, available most of summer into early winter. Source of flour and alcohol.<br />
* Cabbage, available midspring into midsummer. Edible raw.<br />
* Carrot, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cassava, available midspring into midsummer. Source of alcohol.<br />
* Cattail, available later spring into early summer. Source of flour, thread, and paper.<br />
* Cave wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Celery, available midspring into midsummer. Edible raw.<br />
* Chicory, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cloudberry, available in winter. Edible raw, source of alcohol.<br />
* Cotton, available most of summer into early winter. Source of thread and paper.<br />
* Finger millet, available all summer and autumn. Source of flour and alcohol.<br />
* Fisher berry, available most of summer. Edible raw, source of alcohol.<br />
* Flax, available most of summer into early winter. Source of thread, paper, and flour.<br />
* Fonio, available all summer and autumn. Source of flour and alcohol.<br />
* Foxtail millet, available all summer and autumn. Source of flour and alcohol.<br />
* Garden cress, available midspring into midsummer. Edible raw.<br />
* Golden bamboo, available all year. Source of branches.<br />
* Hard wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Hedge bamboo, available all year. Source of branches.<br />
* Hemp, available all summer and autumn. Source of thread, paper, and flour.<br />
* Jute, available most of summer into early winter. Source of thread and paper.<br />
* Kaniwa, available most of summer into early winter. Source of flour and alcohol.<br />
* Kenaf, available most of summer into early winter. Source of thread and paper.<br />
* Kobold bulb, available midautumn and all winter. Source of extract.<br />
* Leek, available midspring into midsummer. Edible raw.<br />
* Lettuce, available midspring into midsummer. Edible raw.<br />
* Long yam, available midspring into midsummer. Edible raw.<br />
* Longland grass, available all summer and autumn. Source of flour and alcohol.<br />
* Maize, available most of summer into early winter. Source of flour and alcohol.<br />
* Muck root, available midspring into midsummer. Edible raw, source of extract and alcohol.<br />
* Oat, available all summer and autumn. Source of flour and alcohol.<br />
* Papyrus sedge, available most of summer into early winter. Source of paper.<br />
* Parsnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Pearl millet, available all summer and autumn. Source of flour and alcohol.<br />
* Pendant amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Pig tail, available most of summer-early winter. Source of thread, paper, flour, and alcohol.<br />
* Prickle berry, available most of summer. Edible raw, source of alcohol.<br />
* Plump helmet, available all year. Edible raw, source of alcohol.<br />
* Potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Purple amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Quinoa, available most of summer into early winter. Source of flour and alcohol.<br />
* Radish, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Ramie, available most of summer into early winter. Source of thread and paper.<br />
* Rat weed, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Rhubarb, available midspring into midsummer. Edible raw.<br />
* Rice, available most of summer into early winter. Source of flour and alcohol.<br />
* Rope reed, available most of summer-early winter. Source of thread, paper, and alcohol.<br />
* Rye, available all summer and autumn. Source of flour and alcohol.<br />
* Single-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sliver barb, available all winter. Source of extract and alcohol.<br />
* Soft wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sorghum, available most of summer into early winter. Source of flour and alcohol.<br />
* Spelt, available all summer and autumn. Source of flour and alcohol.<br />
* Sun berry, available most of summer. Edible raw, source of alcohol.<br />
* Sweet pod, available midspring into midsummer. Source of exract and alcohol.<br />
* Sweet potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Teff, available all summer and autumn. Source of flour and alcohol.<br />
* Turnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Two-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Whip vine, available midspring into midsummer. Source of flour, extract, and alcohol.<br />
* White millet, available all summer and autumn. Source of flour and alcohol.<br />
* Valley herb, available most of spring. Source of extract.<br />
<br />
== Appendix H, List of obtainable magic: ==<br />
<br />
* Animal magic, opposed to nature magic. Marks a targeted animal as being able to speak and be recruited. Associated with animals, chaos, and hunting. Can be obtained from minotaurs and mi-gos, secondary sources include rocs and manticores.<br />
* Blight magic, opposed to healing magic. Inflicts a debilitating, sickening plague on a target creature when used. Fellow blight mages, healing mages, and those currently immunized by healing magic cannot be targeted with it. Can cause victims to go berserk and spread the sickness if they survive long enough. Associated with blight, disease, and misery. Can be obtained from manticores, shoggoths are a secondary source, can also be obtained as a major curse (with additional side effects).<br />
* Clairvoyance magic, opposed to infernal magic. Grants extravision and creature-sensing to a targeted creature when used, along with boosting agility and sensory-type mental attributes. Associated with inspiration, truth, and wisdom. Can be obtained from eternal things, ettins are a secondary source.<br />
* Fire magic, opposed to wind. Flings a fireball at a target creature when used, fellow fire mages cannot be targeted with it. Associated with fire, the sun, and volcanoes. Can be obtained from dragons and bronze colossi, secondary sources include giants and hydras.<br />
* Healing magic, opposed to blight magic. Mends bleeding and tissue damage on a target creature when used. Also temporarily immunizes the target against blight magic. Associated with healing, mercy, and rebirth. Can be obtained from hydras, treants are a secondary source.<br />
* Infernal magic, opposed to clairvoyance magic. Summons a random demonic creature when used, which will always be one of the raw-defined demons instead of a generated one, which will attack any living thing except the caster. Inflicts stigmata and personality changes on the user, repeated use will build up side effects until blood loss becomes lethal, and each use has a chance of rendering the caster permanently mute. Associated with lies, nightmares, and thralldom. Can be obtained from shoggoths, mi-gos are a secondary source, can also be obtained as a major curse (with additional side effects).<br />
* Nature magic, opposed to animal magic. Summons a random natural predatory animal when used. Associated with nature, plants, and trees. Can be obtained from treants and ettins, cyclopes and eternal things are a secondary source.<br />
* Protective magic, opposed to war magic. Grants high damage resistance to a target creature when used. Associated with courage, discipline, and longevity. Can be obtained from gargoyles, bronze colossi are a secondary source.<br />
* War magic, opposed to protective magic. Inflicts a berserk rage on the caster when used, with appropriate status buffs. Associated with war, victory, and murder. Can be obtained from giants, dragons are a secondary source, can also be obtained as a major curse (with additional side effects.<br />
* Wind magic, opposed to fire magic. Sends multiple target creatures flying away with high force when used, requires targets to be fairly close. Associated with storms, thunder, and wind. Can be obtained from rocs and cyclopes, minotaurs and gargoyles are a secondary source.</div>Valoshttp://dwarffortresswiki.org/index.php?title=User:Valos/Adventurecraft&diff=256417User:Valos/Adventurecraft2021-01-24T02:55:52Z<p>Valos: This time I made sure to port over the text from this page to the mod's readme file, to stop accidentally reintroducing typos that might've been preserved in the readme. Whoops.</p>
<hr />
<div>{{mod}}<br />
{{Modification<br />
| name = Adventurecraft<br />
| version = 47.02 - 47.04 1.96<br />
| df version = 0.47.04<br />
| last update = 1/23/2021<br />
| download = http://www.bay12forums.com/smf/index.php?topic=153036.0<br />
}}<br />
<br />
Adventurecraft, yet another Wanderer's Friend derivative, is an adventure-mode-focused mod that adds reactions, in addition to material changes and creature changes, much of it geared toward fleshing out the options provided to adventurers. Various features have been added to it over time, not all geared toward crafting.<br />
<br />
Existed in unreleased form since the DF2012 days, with the first release being not long before .42.01 was released. Features and changes listed are thus specific to the most recent version, assuming this page remains up-to-date (don't count on it), derived from the forum post.<br />
<br />
== Features ==<br />
<br />
=== Fun Material Tweaks ===<br />
<br />
* Different tiers of materials. Look for a + or ++ in the material name. 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.<br />
* Several stones have been buffed to not be vastly inferior to bone. Look for the material tier designation. Chert is second only to obsidian in sharpness.<br />
* 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.<br />
* 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 (or be spoiled in the appendices). Not all of the beasts added to the mod have usable hearts. Or, you can use the relevant megabeast heart (or equivalent for things that lack hearts) to unlock secrets of The Beyond...<br />
* 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.<br />
<br />
=== Creature Tweaks ===<br />
<br />
* Joint definitions have been 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.<br />
* Neck-snapping. While mundane damage to the upper spine doesn't always have any effect, putting a joint lock on it definitely will, unless the creature is stupidly huge.<br />
* 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.<br />
* Joint edits have been applied to generated creatures. Normal joints tend to be more common than breakable necks.<br />
* Thread can be made from catgut. No, not just literal cat gut catgut. This proved simpler than adding harvestable sinews.<br />
* Because DF2015 broke cannibal adventurers, intelligent semi-megabeasts/megabeasts are currently non-sentient. To make up for this, they gain natural skills.<br />
<br />
=== New Creatures ===<br />
<br />
* At the suggestion of Jackie, messed around with making centaurs, and moreover made their body less of a "humanoid with 4 legs" thing used in vanilla. They show up in good biomes and can join civs. An evil critter, based on the kamaitachi, has also been added as another source of civ fodder for evil regions.<br />
* A couple added mythical creatures were added to make up for making centaurs real. Also added descriptions and spheres, to make their use in art more interesting.<br />
* 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.<br />
* 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. Its wood will make for effective blunt weapons, but poor edged weapons. Think twice before you try lighting one on fire!<br />
* Two H.P. Lovecraft references via the mi-go and shoggoth. Mi-gos have a delightfully alien body structure, while shoggoths are acidic blobs. Hint: pulp all the things.<br />
* Eternal things. Basically chitinous worms that can grow rather large given time, faster than dragons but not quite as huge.<br />
* Manticores. Overgrown lions with bat wings and scorpion tails. All the Fun of both potion-yield megabeasts and venomous critters.<br />
* Four lesser beasts that can form lairs, as a step down from semi-megabeasts. These act like night creature hunters, making lairs in various places. Dire wolves, dire bears, feral ogres, and sanguine dragons are all based off of some existing creature in some way, with qualities to make them different challenges in combat.<br />
* Some raw-defined recreations of the classic pre-DF2010 demons. These are used as fallback for some things that may require demons to exist, and tend to be used instead of said generated demons where necessary. Fiery abominations are recreations of spirits of fire, tweaked to float on a djinn-like cloud of cinders and made tougher than flame-bodied critters normally are (so punching one to death is a much tougher feat). Froglike abominations are a recreation of frog demons, given a more grotesque gorilla-like body and a nasty plague inflicted via bites and tongue-lashing. Tendriled abominations are the tentacle demons, reworked into a scaly form with its tentacles instead of arms, lashing out with acidic secretions that can also provoke a neurotoxic effect.<br />
* The good old giant desert scorpion has been preserved in this mod ever since its removal, kept up to date and tweaked according to the needs of the mod. As a bonus, its venom has a proper neurotoxic effect instead of relying solely on necrosis.<br />
<br />
=== Plant Tweaks ===<br />
<br />
* 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, and extract-bearing plants.<br />
* 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.<br />
* In addition to more potent alchemical concoctions, more mundane medicine can be made from certain plant sources (best as the system permits, and noting that the game lacks what would normally be the best options for that). The effects are much more minor than what golden salve or processed muck root can do, but it can help in a pinch.<br />
* Brewable plants can be made into delicious booze. If it isn't brewable by picking the plant itself (assuming it's in season), try brewing fruit instead.<br />
* Bread is now a thing. The relevant plants can be ground into flour and used as such.<br />
* Bamboo, cattails, and cloudberries have been given useful growths. This works in adventure mode, but due to the plants being grass they can't be picked in fort mode.<br />
<br />
=== Civilization Tweaks ===<br />
<br />
* All of the main races are playable in Adventurer Mode, whether as civ members or as outsiders.<br />
* 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.<br />
* Humans and goblins have been given slings and sewing needles, for the hell of it.<br />
* 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 has 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.<br />
* Goblins need food and water, so remember that.<br />
* Outsiders can start off with wooden weaponry, to encourage actually upgrading your gear.<br />
* Underground animal people have been given a surface-dwelling equivalent, allowing for occasional instances of them being playable as entity members, instead of outsiders. They spread out as tribes in small villages, potentially either allying or coming to blows with the major civilizations.<br />
* A few extra profession types can be selected as backgrounds in adventure mode, like poets, criminals, pilgrims etc. Generally if it's not available via that entity's permitted jobs, fits that civilization, and gives bonus skills when chosen, it's been added.<br />
<br />
=== New uses for existing items (and changes) ===<br />
<br />
* Mortars and pestles are used for plant processing and alchemy. A pair can be crafted from stone.<br />
* A few reactions use blunt small rocks for hammering instead of just knapping.<br />
* If you get a hold of a full log, a battle axe can be used to split it into usable branches.<br />
* Stone axes have been changed to allow metal versions to show up in human and goblin sites.<br />
* Helves have been given the same weapon uses as staves in older versions of this mod, and renamed to staves to reflect this.<br />
* Cooking tools have additional use in a few reactions, allowing you to use cauldrons in place of cooking pots if you find one.<br />
<br />
=== New Items ===<br />
<br />
* Needles, required for sewing. In addition to wood you can carve them from bone, tooth, nail, hoof, or horn.<br />
* Clubs, as a crude mace-equivalent as suggested by Kallin.<br />
* Caesti and katars, unarmed weapons suggested and worked on by Jackie.<br />
* Simple lockbows, originally implemented in Kobold Kamp as suggested by Flint.<br />
* Spear-throwers and javelins, made with help from ZM5. Closer to actual hand-thrown javelins than the more realistic atlatl, but still allows use of a spear-thrower for gameplay reasons.<br />
* 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.<br />
* Gunpowder weaponry, in the form of fire lances and hand cannons. The ingredients can be crafted by various means, including methods accessible to adventurers, allowing crude powder and shot to be produced.<br />
* Gambesons, made from cloth. Obviously fragile unless using megabeast haircloth or silk.<br />
* Cooking pots, for making certain items, most notably for brewing.<br />
* Animal glue, which the recent combat changes have made useful.<br />
* Eight raw-defined instruments that can be crafted, supplementing the generated instruments that can't be crafted in adventure mode.<br />
<br />
=== Dismantling Items ===<br />
<br />
* Boulders and logs can be split into small rocks and pieces of wood, respectively.<br />
* Crude cloth can be unraveled if needed.<br />
* Cloth items can be cut apart for cloth, leather items can be cut apart, any other stone item can be salvaged for a rock, and metal items can be broken down for metal. Note that nothing's stopping you from being a lunatic and trying to dismantle the end result into itself, which will eventually waste it.<br />
<br />
== Bugs and Issues ==<br />
<br />
* No gauntlets due to the gauntlet bug. The workaround I originally devised tends to break more things than it fixes.<br />
* Just like whips, civs will generate metal slings because derp. Outsiders will also have access to metal staves, clubs, and caesti, all of which were balanced around the assumption that they'd only ever be made out of much lighter materials.<br />
* 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.<br />
* The amount of usable leather, bone, etc can be increased by lopping off limbs. For bone, there are reaction bugs and balance issues behind why Adventurecraft has set crafting to consume full stacks, instead of vanilla's use of single units for a stack.<br />
* 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.<br />
* Goblin and kobold adventurers will find their home to be an immense pain in the ass to leave, as dark forts and caves block fast travel even if the inhabitants are friendly.<br />
* Nothing's stopping you from being a lunatic and trying to dismantle cloth, tanned hides, or metal bars. This will eventually waste it due to the odds not being 100%. <br />
* Thread, cloth, bars, and sheets obtained from towns instead of player-made are a nigh-endless source of crafting material, due to reactions set to only produce and use product dimensions of 1.<br />
* The addition of faked wood for outsider weapons adds an unusable material to the forge in fortress mode.<br />
<br />
== Appendix A, Full list of new reactions ==<br />
<br />
=== Basic Reactions ===<br />
<br />
* Tan a raw hide, raw scales, or raw chitin. Produces tanned leather/scale/chitin.<br />
* Dry and spin gut into catgut thread.<br />
* Spin hair or wool into thread.<br />
* Process thread-bearing plant into thread.<br />
* Weave cloth. Uses hair/wool, plant-based, or silk thread.<br />
* Make glue. Uses raw hide, raw scales, bone, skull, horn, or hoof. Requires a cooking item.<br />
* Repair cloth item. Uses cloth and thread, requires a needle.<br />
* Repair leather/scale/chitin item. Uses any of said materials plus thread, requires a needle.<br />
* Repair wood/bone/stone item. Uses animal glue, requires a sharp object.<br />
<br />
=== Tools ===<br />
<br />
* Carve wooden sewing needle. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn needle. Uses any of said materials, requires a sharp object.<br />
* Carve wooden stave. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone stave. Uses bones, and requires a sharp object.<br />
* Carve bone/shell axe. Uses either material plus a stave, requires a sharp object.<br />
* Craft stone axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mortar and pestle. Uses 2 blunt small rocks, and requires a third.<br />
* Craft stone cooking pot. Uses any small rock, and requires a blunt small rock.<br />
* Carve wooden gun barrel. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone gun barrel. Uses bones, and requires a sharp object.<br />
<br />
=== Ammunition ===<br />
<br />
* Craft sling stones. Uses a blunt small rock, and requires a second.<br />
* Carve wooden arrows. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn arrows. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone arrows. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden bolts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bolts. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone bolts. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden javelins. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn javelins. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone javelins. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden darts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn darts. Uses any of said materials, requires a sharp object.<br />
* Craft stone powder and shot. Uses any small rock and gunpowder, requires a blunt small rock.<br />
<br />
=== Weapons (Wood/Leather/Misc) ===<br />
<br />
* Carve wooden dagger. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden pike. Uses two wooden branches, and requires a sharp object.<br />
* Carve wooden club. Uses a wooden branch, and requires a sharp object.<br />
* Craft wooden maul. Uses a log plus a stave, and requires a sharp object.<br />
* Craft leather/scale whip. Uses leather/scale, and requires a sharp object.<br />
* Craft leather/scale/chitin caestus. Uses any of said materials, and requires a sharp object.<br />
* Craft wooden bow. Uses a stave and thread, requires a sharp object.<br />
* Craft simple wooden lockbow. Uses two branches and thread, requires a sharp object.<br />
* Carve wooden blowgun. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear-thrower. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale sling. Uses leather, and requires a sharp object.<br />
* Craft cloth sling. Uses cloth, and requires a sharp object.<br />
* Craft fire lance. Uses a spear and a gun barrel.<br />
* Craft hand cannon. Uses a durable metal gun barrel and a log.<br />
<br />
=== Weapons (Bone) ===<br />
<br />
* Craft bone/shell/tooth/horn dagger. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn spear. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn pike. Uses any of said materials plus two staves, requires a sharp object.<br />
* Carve bone/shell battle axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell great axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn short sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn long sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn two-handed sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone club. Uses bones, and requires a sharp object.<br />
* Craft bone/shell maul. Uses either material plus a log and a stave, requires a sharp object.<br />
* Craft skull maul. Uses a skull plus a log and a stave, requires a sharp object.<br />
* Craft bone/tooth/nail/hoof/horn katar. Uses any of said materials, and requires a sharp object.<br />
* Craft bone bow. Uses bones and thread, requires a sharp object.<br />
* Craft simple bone lockbow. Uses bones, a stave, and thread, requires a sharp object.<br />
* Carve bone spear-thrower. Uses bones, and requires a sharp object.<br />
* Carve bone blowgun. Uses bones, and requires a sharp object.<br />
<br />
=== Weapons (Stone) ===<br />
<br />
* Knap stone dagger. Uses any small rock, and requires a blunt small rock.<br />
* Craft stone spear. Uses a sharp rock and a stave. No need to cut the stave to size.<br />
* Craft stone pike. Uses a sharp rock and two staves. No need to cut the staves to size.<br />
* Craft stone battle axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone great axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone short sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone long sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone two-handed sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mace. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone war hammer. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone maul. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
<br />
=== Armor (Bone) ===<br />
<br />
* Craft bone/shell buckler. Uses either material, and requires a sharp object.<br />
* Craft bone/shell shield. Uses either material, and requires a sharp object.<br />
* Craft bone/shell helm. Uses either material, and requires a sharp object.<br />
* Craft skull helm. Uses a skull, and requires a sharp object.<br />
* Craft bone/shell armor. Uses either material and requires a sharp object.<br />
* Craft bone/shell leggings. Uses either material, and requires a sharp object.<br />
* Craft bone greaves. Uses bones, and requires a sharp object.<br />
<br />
=== Shields/Armor (Leather/Scale/Chitin) ===<br />
<br />
* Craft leather/scale/chitin buckler. Uses any of said materials, and requires a sharp object.<br />
* Craft leather/scale/chitin shield. Uses any of said materials, and requires a sharp object.<br />
* Sew leather/scale/chitin cap. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin helm. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin armor. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin leggings. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin low boots. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin high boots. Uses any of said materials plus thread, requires a needle.<br />
<br />
=== Clothing (Leather) ===<br />
<br />
* Sew leather/scale backpack. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale waterskin. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale quiver. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale hood. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale mask. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale cloak. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale tunic. Uses leather/scale and thread, requires a needle.<br />
* Make leather/scale loincloth. Uses leather/scale.<br />
* Sew leather/scale trousers. Uses leather/scale and thread, requires a needle.<br />
* Craft leather/scale footwraps. Uses leather, and requires a sharp object.<br />
* Sew leather/scale sandals. Uses leather/scale and thread, requires a needle.<br />
* Decorate object with leather/scale. Uses leather/scale and thread, requires a needle.<br />
<br />
=== Clothing (Cloth) ===<br />
<br />
* Sew cloth backpack. Uses cloth and thread, requires a needle.<br />
* Sew cloth quiver. Uses cloth and thread, requires a needle.<br />
* Sew cloth cap. Uses cloth and thread, requires a needle.<br />
* Sew cloth hood. Uses cloth and thread, requires a needle.<br />
* Sew cloth mask. Uses cloth and thread, requires a needle.<br />
* Sew cloth gambeson. Uses cloth and thread, requires a needle.<br />
* Sew cloth cloak. Uses cloth and thread, requires a needle.<br />
* Sew cloth tunic. Uses cloth and thread, requires a needle.<br />
* Make cloth loincloth. Uses cloth.<br />
* Sew cloth trousers. Uses cloth and thread, requires a needle.<br />
* Craft cloth footwraps. Uses cloth, and requires a sharp object.<br />
* Sew cloth socks. Uses cloth and thread, requires a needle.<br />
* Sew cloth sandals. Uses cloth and thread, requires a needle.<br />
* Decorate object with cloth. Uses cloth and thread, requires a needle.<br />
<br />
=== Shields/Crafts (Wood) ===<br />
<br />
* Carve wooden buckler. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden shield. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden crutch. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cup. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden minecart. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden figurine. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden ring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden earring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden scepter. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden amulet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden bracelet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden crown. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cabochan. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden mask. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden sandals. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden dice. Uses a wooden branch, and requires a sharp object.<br />
* Decorate object with wood. Uses a wooden branch, and requires a sharp object.<br />
<br />
=== Crafts (Bone/Shell/Tooth/Horn) ===<br />
<br />
* Carve bone crutch. Uses bones, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn goblet. Uses any of said materials, and requires a sharp object.<br />
* Carve skull goblet. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn figurine. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn ring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn earring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn scepter. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn amulet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn bracelet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn crown. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn cabochan. Uses any of said materials, and requires a sharp object.<br />
* Craft skull totem. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell mask. Uses either of said materials, and requires a sharp object.<br />
* Craft skull mask. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn dice. Uses any of said materials, and requires a sharp object.<br />
* Decorate object with bone/shell/tooth/nail/hoof/horn. Uses said materials, requires a sharp object.<br />
<br />
=== Crafts (Stone) ===<br />
<br />
* Craft stone mug. Uses a blunt small rock, and requires a second.<br />
* Craft stone figurine. Uses a blunt small rock, and requires a second.<br />
* Craft stone ring. Uses a blunt small rock, and requires a second.<br />
* Craft stone earring. Uses a blunt small rock, and requires a second.<br />
* Craft stone scepter. Uses a blunt small rock, and requires a second.<br />
* Craft stone amulet. Uses a blunt small rock, and requires a second.<br />
* Craft stone bracelet. Uses a blunt small rock, and requires a second.<br />
* Craft stone crown. Uses a blunt small rock, and requires a second.<br />
* Craft stone cabochon. Uses a blunt small rock, and requires a second.<br />
* Decorate object with stone. Uses a blunt small rock, and requires a second.<br />
<br />
=== Item Dismantling ===<br />
<br />
* Split wooden log into branches. Also requires a sharp object. Ignore the absurdity.<br />
* Split large stone into small rocks. Also requires a blunt small rock.<br />
* Unravel cloth into thread.<br />
* Dismantle cloth item. Requires a sharp object.<br />
* Dismantle leather/scale/chitin item. Requires a sharp object.<br />
* Dismantle stone item. Requires a blunt small rock.<br />
* Dismantle metal item. Requires a blunt small rock.<br />
<br />
=== Cooking and Alchemy ===<br />
<br />
* Mill plant into flour. Uses valid plant, requires a mortar and pestle.<br />
* Bake bread. Uses flour, requires a cooking pot.<br />
* Brew alcohol from plant. Uses valid plant, requires a cooking pot and an empty waterskin.<br />
* Brew alcohol from fruit. Uses valid plant growth, requires a cooking pot and an empty waterskin.<br />
* Craft astringent tincture. Uses three leaves from berry-bearing plants, requires a mortar and pestle.<br />
* Extract from plant. Uses extractable plant, requires a mortar and pestle plus an empty waterskin.<br />
* Refine venom into toxin. Uses a venom sac, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from (semi)megabeast heart, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from generated creature heart, requires a mortar and pestle plus an empty waterskin.<br />
* Create magical essence from (semi)megabeast heart, shoggoth core, treant wood, or mountain bronze, Also uses a scroll, requires a mortar and pestle plus an empty waterskin.<br />
* Craft charcoal. Uses a log, requires a cooking pot.<br />
* Craft ash. Uses a log, requires a cooking pot.<br />
* Craft saltpeter. Uses a millable or threshable plant and ash, requires a cooking pot.<br />
* Craft crude gunpowder. Uses saltpeter and charcoal/coal, requires a mortar and pestle.<br />
<br />
=== Paper/Parchment Crafting ===<br />
<br />
* Press pulpable plant into paper. Uses a valid plant, requires a mortar and pestle.<br />
* Dry skin into parchment. Uses a raw hide, and requires a sharp object.<br />
* Carve wooden scroll rollers. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone scroll rollers. Uses bone, and requires a sharp object.<br />
* Assemble a scroll. Uses a sheet and a scroll roller.<br />
* Craft a quire. Uses a sheet.<br />
<br />
=== Instrument Pieces ===<br />
<br />
* Carve wooden bagpipe pipes. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bagpipe pipes. Uses any of said materials, and requires a sharp object.<br />
* Sew leather bagpipe bag. Uses leather and thread, requires a needle.<br />
* Craft instrument strings. Uses string.<br />
* Carve wooden lyre body. Uses a wooden log, and requires a sharp object.<br />
* Carve bone/shell lyre body. Uses either material and requires a sharp object.<br />
* Carve wooden guitar body. Uses a wooden log, and requires a sharp object.<br />
* Carve skull guitar body. Uses a skull, and requires a sharp object.<br />
* Carve wooden guitar neck. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone guitar neck. Uses bone, and requires a sharp object.<br />
* Carve wooden harp body. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden drum body. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone drum body. Uses bone, and requires a sharp object.<br />
* Craft leather drum head. Uses leather.<br />
<br />
=== Instruments ===<br />
<br />
* Carve wooden simple flute. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone simple flute. Uses bone, and requires a sharp object.<br />
* Carve wooden instrument musical horn. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn musical horn. Uses any of said materials, and requires a sharp object.<br />
* Assemble bagpipes. Requires a bagpipe bag and instrument pipes.<br />
* Assemble lyre. Requires a lyre body and strings.<br />
* Assemble guitar. Requires a guitar body, a guitar neck, and strings.<br />
* Assemble harp. Requires a harp body and strings.<br />
* Assemble drum. Requires a drum body and drum head.<br />
* Carve wooden bell. Uses a wooden log, and requires a sharp object.<br />
<br />
== Appendix B, List of forging reactions (at carpenter's workshop): ==<br />
<br />
=== Metalworking (Basic Tools) ===<br />
<br />
* Craft makeshift forge. Uses 10 small rocks.<br />
* Repair metal item. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal axe. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mortar and pestle. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cooking pot. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Ammunition) ===<br />
<br />
* Craft metal sling bullets. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal arrows. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal bolts. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal javelins. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal darts. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal powder and shot. Uses metal, gunpowder, and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Weapons) ===<br />
<br />
* Craft metal dagger. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal spear. Uses metal, a stave, and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pike. Uses metal, a stave, and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal battle axe. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal great axe. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal short sword. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal long sword. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal two-handed sword. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mace. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal war hammer. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal maul. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal caestus. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal katar. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Shields/Armor) ===<br />
<br />
* Craft metal buckler. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal shield. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal helmet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cap. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal breastplate. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail shirt. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal greaves. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail leggings. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal low boots. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal high boots. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Furniture) ===<br />
<br />
* Craft metal throne. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal table. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal chest. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabinet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal door. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal barrel. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bucket. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal sarcophagus. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal hatch cover. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal grate. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bin. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal stepladder. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bookcase. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal splint. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pedestal. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal animal trap. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Crafts) ===<br />
<br />
* Craft metal crutch. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal goblet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal minecart. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal figurine. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal ring. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal earring. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal scepter. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal amulet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bracelet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal crown. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabochan. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mask. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Decorate object with metal. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Instruments) ===<br />
<br />
* Craft metal bagpipe pipes. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal instrument strings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal lyre body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar neck. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal harp body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal drum body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal simple flute. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal musical horn. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bell. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
== Appendix C, List of more useful stones ==<br />
<br />
* Andesite<br />
* Basalt<br />
* Chert (in-between other sharp stones and obsidian)<br />
* Dacite<br />
* Diorite<br />
* Native aluminum (same as aluminum)<br />
* Native copper (same as copper)<br />
* Native gold (same as gold)<br />
* Native platinum (same as platinum)<br />
* Native silver (same as silver)<br />
* Obsidian (deliciously sharp and deadly)<br />
* Quartzite<br />
* Phyllite<br />
* Raw adamantine (same as adamantine)<br />
* Rhyolite<br />
* Shale<br />
* Slade (good luck obtaining that one!)<br />
* Slate<br />
<br />
== Appendix D, List of monsters with improved body materials ==<br />
<br />
=== Tier 1 ===<br />
<br />
* Alligator (and variants, alligator men are currently unusable)<br />
* Anaconda (and variants, anaconda men are currently unusable)<br />
* Armadillo (and variants, armadillo men are currently unusable)<br />
* Black bear (and variants, black bear men are currently unusable)<br />
* Blind cave bear<br />
* Blind cave ogre (currently unusable)<br />
* Cave crocodile<br />
* Cave dragon<br />
* Coelacanth<br />
* Elephant (and variants, elephant men are currently unusable)<br />
* Giant cave spider<br />
* Giant desert scorpion (re-added due to Toady removing them ;w;)<br />
* Giant Mantis (normal version is a non-butcherable vermin, mantis men are currently unusable)<br />
* Gigantic squid (normal version is a non-butcherable vermin, squid men are currently unusable)<br />
* Great white shark<br />
* Grizzly bear (and variants, grizzly bear men are currently unusable)<br />
* Hippo (and variants, hippo men are currently unusable)<br />
* Ogre<br />
* Orca (and variants, orca men are currently unusable)<br />
* Polar bear (and variants, polar bear men are currently unusable)<br />
* Rhinoceros (and variants, rhinoceros men are currently unusable)<br />
* Saltwater crocodile (and variants, saltwater crocodile men are currently unusable)<br />
* Sea monster<br />
* Sea serpent<br />
* Troll<br />
* Voracious cave crawler<br />
* Walrus (and variants, walrus men are currently unusable)<br />
* Wild boar (and variants, wild boar men are currently unusable)<br />
* Cyclops<br />
* Ettin<br />
* Giant<br />
* Minotaur<br />
* Gargoyle<br />
* Mi-go<br />
* Dire bear<br />
* Feral ogre<br />
* Sanguine dragon<br />
<br />
=== Tier 2 ===<br />
<br />
* All generated monsters (titans, demons, etc)<br />
* Dragon<br />
* Hydra<br />
* Roc<br />
* Eternal thing<br />
* Manticore<br />
* Treant (wood)<br />
<br />
== Appendix E, List of monsters that yield venom sacs ==<br />
<br />
* Giant adder (normal version is too small to butcher, adder men are currently unusable)<br />
* Giant bark scorpion (normal version is a non-butcherable vermin, bark scorpion men are currently unusable)<br />
* Black mamba (and variants, black mamba men are currently unusable)<br />
* Giant brown recluse spider (normal version is a non-butcherable vermin, recluse spider men are currently unusable)<br />
* Bushmaster (and variants, bushmaster men are currently unusable)<br />
* Giant copperhead snake (normal version is too small to butcher, copperhead snake men are currently unusable)<br />
* Giant desert scorpion<br />
* Giant cave spider<br />
* Gila monsters (and variants, gila monster men are currently unusable)<br />
* Helmet snake<br />
* King cobra (and variants, king cobra men are currently unusable)<br />
* Platypus (and variants, platypus men are currently unusable)<br />
* Rattlesnake (and variants, rattlesnake men are currently unusable)<br />
* Serpent man (currently unusable)<br />
* Manticore<br />
<br />
== Appendix F, List of plant and misc craftable extracts ==<br />
<br />
=== Notable plant extracts ===<br />
<br />
* Astringent tincture. Generally if it yields berries, its leaves are likely usable for alchemy. Very minor reduction in bleeding, infection, and some impact on open wounds.<br />
* Dwarven syrup. Delicious but does nothing.<br />
* Gnomeblight. Still only deadly to gnomes.<br />
* Golden salve. Stops bleeding and other ailments, potent non-nerve healing.<br />
* Marshmend, from muck root. Stops bleeding and eases pain.<br />
* Whiplash, from whip vine. Boost agility and speed some, side effects of dizziness and nausea.<br />
* Barbed haze, from sliver barb. Assorted stat boost, penalties, and other Fun.<br />
<br />
=== Megabeast and Semi-megabeast hearts ===<br />
<br />
* Aetherbreath, from mi-gos. Grants immunity to suffocation.<br />
* Draconic fury, from dragons. Boosts willpower, inspires martial trances.<br />
* Giant's might, from giants. Boosts strength.<br />
* Insight, from ettins. Boosts assorted mental stats.<br />
* Relentlessness, from minotaurs. Grants immunity to stunning, exertion, and pain.<br />
* Renewal, from hydras. Powerful, but brief, regeneration with regrowth of limbs.<br />
* Stoneskin, from gargoyles. Hardens you against attacks.<br />
* Swiftness, from rocs. Boost agility, increases speed somewhat.<br />
* True seeing, from cyclops. Grants extravision and creature-sensing.<br />
* Trickery, from manticores. Sharply boosts various social stats.<br />
<br />
=== Other ===<br />
<br />
* Failed extract. If a generated titan/demon/etc doesn't have a valid poison (or has poison blood instead), this will be the result. Does nothing.<br />
* Shoggoth slime, readily obtained from shoggoths (obviously). Causes localized pain, blistering, bleeding, and necrosis. Drinking it is exactly as stupid an idea as you'd expect it to be.<br />
* Cursed dragonblood, from sanguine dragons. Dangerous to drink, but has some minor situational benefits.<br />
<br />
== Appendix G, List of plants made harvestable in the mod ==<br />
<br />
* Alfalfa, available most of summer into early winter. Edible raw.<br />
* Arrow bamboo, available all year. Source of branches.<br />
* Asparagus, available only early in spring. Edible raw.<br />
* Barley, available all summer and autumn. Source of flour and alcohol.<br />
* Beet, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Bloated tuber, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Blood amaranth, available most of summer into early winter. Edible, source of flour/alcohol.<br />
* Buckwheat, available most of summer into early winter. Source of flour and alcohol.<br />
* Cabbage, available midspring into midsummer. Edible raw.<br />
* Carrot, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cassava, available midspring into midsummer. Source of alcohol.<br />
* Cattail, available later spring into early summer. Source of flour, thread, and paper.<br />
* Cave wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Celery, available midspring into midsummer. Edible raw.<br />
* Chicory, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cloudberry, available in winter. Edible raw, source of alcohol.<br />
* Cotton, available most of summer into early winter. Source of thread and paper.<br />
* Finger millet, available all summer and autumn. Source of flour and alcohol.<br />
* Fisher berry, available most of summer. Edible raw, source of alcohol.<br />
* Flax, available most of summer into early winter. Source of thread, paper, and flour.<br />
* Fonio, available all summer and autumn. Source of flour and alcohol.<br />
* Foxtail millet, available all summer and autumn. Source of flour and alcohol.<br />
* Garden cress, available midspring into midsummer. Edible raw.<br />
* Golden bamboo, available all year. Source of branches.<br />
* Hard wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Hedge bamboo, available all year. Source of branches.<br />
* Hemp, available all summer and autumn. Source of thread, paper, and flour.<br />
* Jute, available most of summer into early winter. Source of thread and paper.<br />
* Kaniwa, available most of summer into early winter. Source of flour and alcohol.<br />
* Kenaf, available most of summer into early winter. Source of thread and paper.<br />
* Kobold bulb, available midautumn and all winter. Source of extract.<br />
* Leek, available midspring into midsummer. Edible raw.<br />
* Lettuce, available midspring into midsummer. Edible raw.<br />
* Long yam, available midspring into midsummer. Edible raw.<br />
* Longland grass, available all summer and autumn. Source of flour and alcohol.<br />
* Maize, available most of summer into early winter. Source of flour and alcohol.<br />
* Muck root, available midspring into midsummer. Edible raw, source of extract and alcohol.<br />
* Oat, available all summer and autumn. Source of flour and alcohol.<br />
* Papyrus sedge, available most of summer into early winter. Source of paper.<br />
* Parsnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Pearl millet, available all summer and autumn. Source of flour and alcohol.<br />
* Pendant amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Pig tail, available most of summer-early winter. Source of thread, paper, flour, and alcohol.<br />
* Prickle berry, available most of summer. Edible raw, source of alcohol.<br />
* Plump helmet, available all year. Edible raw, source of alcohol.<br />
* Potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Purple amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Quinoa, available most of summer into early winter. Source of flour and alcohol.<br />
* Radish, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Ramie, available most of summer into early winter. Source of thread and paper.<br />
* Rat weed, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Rhubarb, available midspring into midsummer. Edible raw.<br />
* Rice, available most of summer into early winter. Source of flour and alcohol.<br />
* Rope reed, available most of summer-early winter. Source of thread, paper, and alcohol.<br />
* Rye, available all summer and autumn. Source of flour and alcohol.<br />
* Single-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sliver barb, available all winter. Source of extract and alcohol.<br />
* Soft wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sorghum, available most of summer into early winter. Source of flour and alcohol.<br />
* Spelt, available all summer and autumn. Source of flour and alcohol.<br />
* Sun berry, available most of summer. Edible raw, source of alcohol.<br />
* Sweet pod, available midspring into midsummer. Source of exract and alcohol.<br />
* Sweet potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Teff, available all summer and autumn. Source of flour and alcohol.<br />
* Turnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Two-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Whip vine, available midspring into midsummer. Source of flour, extract, and alcohol.<br />
* White millet, available all summer and autumn. Source of flour and alcohol.<br />
* Valley herb, available most of spring. Source of extract.<br />
<br />
== Appendix H, List of obtainable magic: ==<br />
<br />
* Animal magic, opposed to nature magic. Marks a targeted animal as being able to speak and be recruited. Associated with animals, chaos, and hunting. Can be obtained from minotaurs and mi-gos, secondary sources include rocs and manticores.<br />
* Blight magic, opposed to healing magic. Inflicts a debilitating, sickening plague on a target creature when used. Fellow blight mages, healing mages, and those currently immunized by healing magic cannot be targeted with it. Can cause victims to go berserk and spread the sickness if they survive long enough. Associated with blight, disease, and misery. Can be obtained from manticores, shoggoths are a secondary source, can also be obtained as a major curse (with additional side effects).<br />
* Clairvoyance magic, opposed to infernal magic. Grants extravision and creature-sensing to a targeted creature when used, along with boosting agility and sensory-type mental attributes. Associated with inspiration, truth, and wisdom. Can be obtained from eternal things, ettins are a secondary source.<br />
* Fire magic, opposed to wind. Flings a fireball at a target creature when used, fellow fire mages cannot be targeted with it. Associated with fire, the sun, and volcanoes. Can be obtained from dragons and bronze colossi, secondary sources include giants and hydras.<br />
* Healing magic, opposed to blight magic. Mends bleeding and tissue damage on a target creature when used. Also temporarily immunizes the target against blight magic. Associated with healing, mercy, and rebirth. Can be obtained from hydras, treants are a secondary source.<br />
* Infernal magic, opposed to clairvoyance magic. Summons a random demonic creature when used, which will always be one of the raw-defined demons instead of a generated one, which will attack any living thing except the caster. Inflicts stigmata and personality changes on the user, repeated use will build up side effects until blood loss becomes lethal, and each use has a chance of rendering the caster permanently mute. Associated with lies, nightmares, and thralldom. Can be obtained from shoggoths, mi-gos are a secondary source, can also be obtained as a major curse (with additional side effects).<br />
* Nature magic, opposed to animal magic. Summons a random natural predatory animal when used. Associated with nature, plants, and trees. Can be obtained from treants and ettins, cyclopes and eternal things are a secondary source.<br />
* Protective magic, opposed to war magic. Grants high damage resistance to a target creature when used. Associated with courage, discipline, and longevity. Can be obtained from gargoyles, bronze colossi are a secondary source.<br />
* War magic, opposed to protective magic. Inflicts a berserk rage on the caster when used, with appropriate status buffs. Associated with war, victory, and murder. Can be obtained from giants, dragons are a secondary source, can also be obtained as a major curse (with additional side effects.<br />
* Wind magic, opposed to fire magic. Sends multiple target creatures flying away with high force when used, requires targets to be fairly close. Associated with storms, thunder, and wind. Can be obtained from rocs and cyclopes, minotaurs and gargoyles are a secondary source.</div>Valoshttp://dwarffortresswiki.org/index.php?title=User:Valos/Adventurecraft&diff=256392User:Valos/Adventurecraft2021-01-19T07:45:34Z<p>Valos: </p>
<hr />
<div>{{mod}}<br />
{{Modification<br />
| name = Adventurecraft<br />
| version = 47.02 - 47.04 1.95<br />
| df version = 0.47.04<br />
| last update = 1/19/2021<br />
| download = http://www.bay12forums.com/smf/index.php?topic=153036.0<br />
}}<br />
<br />
Adventurecraft, yet another Wanderer's Friend derivative, is an adventure-mode-focused mod that adds reactions, in addition to material changes and creature changes, much of it geared toward fleshing out the options provided to adventurers. Various features have been added to it over time, not all geared toward crafting.<br />
<br />
Existed in unreleased form since the DF2012 days, with the first release being not long before .42.01 was released. Features and changes listed are thus specific to the most recent version, assuming this page remains up-to-date (don't count on it), derived from the forum post.<br />
<br />
== Features ==<br />
<br />
=== Fun Material Tweaks ===<br />
<br />
* Different tiers of materials. Look for a + or ++ in the material name. 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.<br />
* Several stones have been buffed to not be vastly inferior to bone. Look for the material tier designation. Chert is second only to obsidian in sharpness.<br />
* 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.<br />
* 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 (or be spoiled in the appendices). Not all of the beasts added to the mod have usable hearts. Or, you can use the relevant megabeast heart (or equivalent for things that lack hearts) to unlock secrets of The Beyond...<br />
* 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.<br />
<br />
=== Creature Tweaks ===<br />
<br />
* Joint definitions have been 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.<br />
* Neck-snapping. While mundane damage to the upper spine doesn't always have any effect, putting a joint lock on it definitely will, unless the creature is stupidly huge.<br />
* 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.<br />
* Joint edits have been applied to generated creatures. Normal joints tend to be more common than breakable necks.<br />
* Thread can be made from catgut. No, not just literal cat gut catgut. This proved simpler than adding harvestable sinews.<br />
* Because DF2015 broke cannibal adventurers, intelligent semi-megabeasts/megabeasts are currently non-sentient. To make up for this, they gain natural skills.<br />
<br />
=== New Creatures ===<br />
<br />
* At the suggestion of Jackie, messed around with making centaurs, and moreover made their body less of a "humanoid with 4 legs" thing used in vanilla. They show up in good biomes and can join civs. An evil critter, based on the kamaitachi, has also been added as another source of civ fodder for evil regions.<br />
* A couple added mythical creatures were added to make up for making centaurs real. Also added descriptions and spheres, to make their use in art more interesting.<br />
* 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.<br />
* 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. Its wood will make for effective blunt weapons, but poor edged weapons. Think twice before you try lighting one on fire!<br />
* Two H.P. Lovecraft references via the mi-go and shoggoth. Mi-gos have a delightfully alien body structure, while shoggoths are acidic blobs. Hint: pulp all the things.<br />
* Eternal things. Basically chitinous worms that can grow rather large given time, faster than dragons but not quite as huge.<br />
* Manticores. Overgrown lions with bat wings and scorpion tails. All the Fun of both potion-yield megabeasts and venomous critters.<br />
* Four lesser beasts that can form lairs, as a step down from semi-megabeasts. These act like night creature hunters, making lairs in various places. Dire wolves, dire bears, feral ogres, and sanguine dragons are all based off of some existing creature in some way, with qualities to make them different challenges in combat.<br />
* Some raw-defined recreations of the classic pre-DF2010 demons. These are used as fallback for some things that may require demons to exist, and tend to be used instead of said generated demons where necessary. Fiery abominations are recreations of spirits of fire, tweaked to float on a djinn-like cloud of cinders and made tougher than flame-bodied critters normally are (so punching one to death is a much tougher feat). Froglike abominations are a recreation of frog demons, given a more grotesque gorilla-like body and a nasty plague inflicted via bites and tongue-lashing. Tendriled abominations are the tentacle demons, reworked into a scaly form with its tentacles instead of arms, lashing out with acidic secretions that can also provoke a neurotoxic effect.<br />
<br />
=== Plant Tweaks ===<br />
<br />
* 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, and extract-bearing plants.<br />
* 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.<br />
* In addition to more potent alchemical concoctions, more mundane medicine can be made from certain plant sources (best as the system permits, and noting that the game lacks what would normally be the best options for that). The effects are much more minor than what golden salve or processed muck root can do, but it can help in a pinch.<br />
* Brewable plants can be made into delicious booze. If it isn't brewable by picking the plant itself (assuming it's in season), try brewing fruit instead.<br />
* Bread is now a thing. The relevant plants can be ground into flour and used as such.<br />
* Bamboo, cattails, and cloudberries have been given useful growths. This works in adventure mode, but due to the plants being grass they can't be picked in fort mode.<br />
<br />
=== Civilization Tweaks ===<br />
<br />
* All of the main races are playable in Adventurer Mode, whether as civ members or as outsiders.<br />
* 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.<br />
* Humans and goblins have been given slings and sewing needles, for the hell of it.<br />
* 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 has 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.<br />
* Goblins need food and water, so remember that.<br />
* Outsiders can start off with wooden weaponry, to encourage actually upgrading your gear.<br />
* Underground animal people have been given a surface-dwelling equivalent, allowing for occasional instances of them being playable as entity members, instead of outsiders. They spread out as tribes in small villages, potentially allying with or coming to blows with the major civilizations.<br />
<br />
=== New uses for existing items (and changes) ===<br />
<br />
* Mortars and pestles are used for plant processing and alchemy. A pair can be crafted from stone.<br />
* A few reactions use blunt small rocks for hammering instead of just knapping.<br />
* If you get a hold of full logs, a battle axe can be used to split it into usable branches.<br />
* Stone axes have been changed to allow metal versions to show up in human and goblin sites.<br />
* Helves have been given the same weapon uses as staves in older versions of this mod, and renamed to staves to reflect this.<br />
<br />
=== New Items ===<br />
<br />
* Needles, required for sewing. In addition to wood you can carve them from bone, tooth, nail, hoof, or horn.<br />
* Clubs, as a crude mace-equivalent as suggested by Kallin.<br />
* Caesti and katars, unarmed weapons suggested and worked on by Jackie.<br />
* Simple lockbows, originally implemented in Kobold Kamp as suggested by Flint.<br />
* Spear-throwers and javelins, made with help from ZM5. Closer to actual hand-thrown javelins than the more realistic atlatl, but still allows use of a spear-thrower for gameplay reasons.<br />
* 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.<br />
* Gunpowder weaponry, in the form of fire lances and hand cannons. The ingredients can be crafted by various means, including methods accessible to adventurers, allowing crude powder and shot to be produced.<br />
* Gambesons, made from cloth. Obviously fragile unless using megabeast haircloth or silk.<br />
* Cooking pots, for making certain items, most notably for brewing.<br />
* Animal glue, which the recent combat changes have made useful.<br />
* Eight raw-defined instruments that can be crafted, supplementing the generated instruments that can't be crafted in adventure mode.<br />
<br />
=== Dismantling Items ===<br />
<br />
* Boulders and logs can be split into small rocks and pieces of wood, respectively.<br />
* Crude cloth can be unraveled if needed.<br />
* Cloth items can be cut apart for cloth, leather items can be cut apart, and metal items can be broken down for metal. Note that nothing's stopping you from being a lunatic and trying to dismantle the end result into itself, which will eventually waste it.<br />
<br />
== Bugs and Issues ==<br />
<br />
* No gauntlets due to the gauntlet bug. The workaround I originally devised tends to break more things than it fixes.<br />
* Just like whips, civs will generate metal slings because derp. Outsiders will also have access to metal staves, clubs, and caesti, all of which were balanced around the assumption that they'd only ever be made out of much lighter materials.<br />
* 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.<br />
* The amount of usable leather, bone, etc can be increased by lopping off limbs. For bone, there are reaction bugs and balance issues behind why Adventurecraft has set crafting to consume full stacks, instead of vanilla's use of single units for a stack.<br />
* 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.<br />
* Goblin and kobold adventurers will find their home to be an immense pain in the ass to leave, as dark forts and caves block fast travel even if the inhabitants are friendly.<br />
* Nothing's stopping you from being a lunatic and trying to dismantle cloth, tanned hides, or metal bars. This will eventually waste it due to the odds not being 100%. <br />
* Thread, cloth, bars, and sheets obtained from towns instead of player-made are a nigh-endless source of crafting material, due to reactions set to only produce and use product dimensions of 1.<br />
* The addition of faked wood for outsider weapons adds an unusable material to the forge in fortress mode.<br />
<br />
== Appendix A, Full list of new reactions ==<br />
<br />
=== Basic Reactions ===<br />
<br />
* Tan a raw hide, raw scales, or raw chitin. Produces tanned leather/scale/chitin.<br />
* Dry and spin gut into catgut thread.<br />
* Spin hair or wool into thread.<br />
* Process thread-bearing plant into thread.<br />
* Weave cloth. Uses hair/wool, plant-based, or silk thread.<br />
* Make glue. Uses raw hide, raw scales, bone, skull, horn, or hoof. Requires a cooking item.<br />
* Repair cloth item. Uses cloth and thread, requires a needle.<br />
* Repair leather/scale/chitin item. Uses any of said materials plus thread, requires a needle.<br />
* Repair wood/bone/stone item. Uses animal glue, requires a sharp object.<br />
<br />
=== Tools ===<br />
<br />
* Carve wooden sewing needle. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn needle. Uses any of said materials, requires a sharp object.<br />
* Carve wooden stave. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone stave. Uses bones, and requires a sharp object.<br />
* Carve bone/shell axe. Uses either material plus a stave, requires a sharp object.<br />
* Craft stone axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mortar and pestle. Uses 2 blunt small rocks, and requires a third.<br />
* Craft stone cooking pot. Uses any small rock, and requires a blunt small rock.<br />
* Carve wooden gun barrel. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone gun barrel. Uses bones, and requires a sharp object.<br />
<br />
=== Ammunition ===<br />
<br />
* Craft sling stones. Uses a blunt small rock, and requires a second.<br />
* Carve wooden arrows. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn arrows. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone arrows. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden bolts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bolts. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone bolts. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden javelins. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn javelins. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone javelins. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden darts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn darts. Uses any of said materials, requires a sharp object.<br />
* Craft stone powder and shot. Uses any small rock and gunpowder, requires a blunt small rock.<br />
<br />
=== Weapons (Wood/Leather/Misc) ===<br />
<br />
* Carve wooden dagger. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden pike. Uses two wooden branches, and requires a sharp object.<br />
* Carve wooden club. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale whip. Uses leather/scale, and requires a sharp object.<br />
* Craft leather/scale/chitin caestus. Uses any of said materials, and requires a sharp object.<br />
* Craft wooden bow. Uses a stave and thread, requires a sharp object.<br />
* Craft simple wooden lockbow. Uses two branches and thread, requires a sharp object.<br />
* Carve wooden blowgun. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear-thrower. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale sling. Uses leather, and requires a sharp object.<br />
* Craft cloth sling. Uses cloth, and requires a sharp object.<br />
* Craft fire lance. Uses a spear and a gun barrel.<br />
* Craft hand cannon. Uses a durable metal gun barrel and a log.<br />
<br />
=== Weapons (Bone) ===<br />
<br />
* Craft bone/shell/tooth/horn dagger. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn spear. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn pike. Uses any of said materials plus two staves, requires a sharp object.<br />
* Carve bone/shell battle axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell great axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn short sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn long sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn two-handed sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone club. Uses bones, and requires a sharp object.<br />
* Craft bone/tooth/nail/hoof/horn katar. Uses any of said materials, and requires a sharp object.<br />
* Craft bone bow. Uses bones and thread, requires a sharp object.<br />
* Craft simple bone lockbow. Uses bones, a stave, and thread, requires a sharp object.<br />
* Carve bone spear-thrower. Uses bones, and requires a sharp object.<br />
* Carve bone blowgun. Uses bones, and requires a sharp object.<br />
<br />
=== Weapons (Stone) ===<br />
<br />
* Knap stone dagger. Uses any small rock, and requires a blunt small rock.<br />
* Craft stone spear. Uses a sharp rock and a stave. No need to cut the stave to size.<br />
* Craft stone pike. Uses a sharp rock and two staves. No need to cut the staves to size.<br />
* Craft stone battle axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone great axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone short sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone long sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone two-handed sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mace. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone war hammer. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone maul. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
<br />
=== Armor (Bone) ===<br />
<br />
* Craft bone/shell buckler. Uses either material, and requires a sharp object.<br />
* Craft bone/shell shield. Uses either material, and requires a sharp object.<br />
* Craft bone/shell helm. Uses either material, and requires a sharp object.<br />
* Craft skull helm. Uses a skull, and requires a sharp object.<br />
* Craft bone/shell armor. Uses either material and requires a sharp object.<br />
* Craft bone/shell leggings. Uses either material, and requires a sharp object.<br />
* Craft bone greaves. Uses bones, and requires a sharp object.<br />
<br />
=== Shields/Armor (Leather/Scale/Chitin) ===<br />
<br />
* Craft leather/scale/chitin buckler. Uses any of said materials, and requires a sharp object.<br />
* Craft leather/scale/chitin shield. Uses any of said materials, and requires a sharp object.<br />
* Sew leather/scale/chitin cap. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin helm. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin armor. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin leggings. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin low boots. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin high boots. Uses any of said materials plus thread, requires a needle.<br />
<br />
=== Clothing (Leather) ===<br />
<br />
* Sew leather/scale backpack. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale waterskin. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale quiver. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale hood. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale mask. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale cloak. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale tunic. Uses leather/scale and thread, requires a needle.<br />
* Make leather/scale loincloth. Uses leather/scale.<br />
* Sew leather/scale trousers. Uses leather/scale and thread, requires a needle.<br />
* Craft leather/scale footwraps. Uses leather, and requires a sharp object.<br />
* Sew leather/scale sandals. Uses leather/scale and thread, requires a needle.<br />
* Decorate object with leather/scale. Uses leather/scale and thread, requires a needle.<br />
<br />
=== Clothing (Cloth) ===<br />
<br />
* Sew cloth backpack. Uses cloth and thread, requires a needle.<br />
* Sew cloth quiver. Uses cloth and thread, requires a needle.<br />
* Sew cloth cap. Uses cloth and thread, requires a needle.<br />
* Sew cloth hood. Uses cloth and thread, requires a needle.<br />
* Sew cloth mask. Uses cloth and thread, requires a needle.<br />
* Sew cloth gambeson. Uses cloth and thread, requires a needle.<br />
* Sew cloth cloak. Uses cloth and thread, requires a needle.<br />
* Sew cloth tunic. Uses cloth and thread, requires a needle.<br />
* Make cloth loincloth. Uses cloth.<br />
* Sew cloth trousers. Uses cloth and thread, requires a needle.<br />
* Craft cloth footwraps. Uses cloth, and requires a sharp object.<br />
* Sew cloth socks. Uses cloth and thread, requires a needle.<br />
* Sew cloth sandals. Uses cloth and thread, requires a needle.<br />
* Decorate object with cloth. Uses cloth and thread, requires a needle.<br />
<br />
=== Shields/Crafts (Wood) ===<br />
<br />
* Carve wooden buckler. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden shield. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden crutch. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cup. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden minecart. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden figurine. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden ring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden earring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden scepter. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden amulet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden bracelet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden crown. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cabochan. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden mask. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden sandals. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden dice. Uses a wooden branch, and requires a sharp object.<br />
* Decorate object with wood. Uses a wooden branch, and requires a sharp object.<br />
<br />
=== Crafts (Bone/Shell/Tooth/Horn) ===<br />
<br />
* Carve bone crutch. Uses bones, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn goblet. Uses any of said materials, and requires a sharp object.<br />
* Carve skull goblet. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn figurine. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn ring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn earring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn scepter. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn amulet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn bracelet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn crown. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn cabochan. Uses any of said materials, and requires a sharp object.<br />
* Craft skull totem. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell mask. Uses either of said materials, and requires a sharp object.<br />
* Craft skull mask. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn dice. Uses any of said materials, and requires a sharp object.<br />
* Decorate object with bone/shell/tooth/nail/hoof/horn. Uses said materials, requires a sharp object.<br />
<br />
=== Crafts (Stone) ===<br />
<br />
* Craft stone mug. Uses a blunt small rock, and requires a second.<br />
* Craft stone figurine. Uses a blunt small rock, and requires a second.<br />
* Craft stone ring. Uses a blunt small rock, and requires a second.<br />
* Craft stone earring. Uses a blunt small rock, and requires a second.<br />
* Craft stone scepter. Uses a blunt small rock, and requires a second.<br />
* Craft stone amulet. Uses a blunt small rock, and requires a second.<br />
* Craft stone bracelet. Uses a blunt small rock, and requires a second.<br />
* Craft stone crown. Uses a blunt small rock, and requires a second.<br />
* Craft stone cabochon. Uses a blunt small rock, and requires a second.<br />
* Decorate object with stone. Uses a blunt small rock, and requires a second.<br />
<br />
=== Item Dismantling ===<br />
<br />
* Split wooden log into branches. Also requires a sharp object. Ignore the absurdity.<br />
* Split large stone into small rocks. Also requires a blunt small rock.<br />
* Unravel cloth into thread.<br />
* Dismantle cloth item. Requires a sharp object.<br />
* Dismantle leather/scale/chitin item. Requires a sharp object.<br />
* Dismantle stone item. Requires a blunt small rock.<br />
* Dismantle metal item. Requires a blunt small rock.<br />
<br />
=== Cooking and Alchemy ===<br />
<br />
* Mill plant into flour. Uses valid plant, requires a mortar and pestle.<br />
* Bake bread. Uses flour, requires a cooking pot.<br />
* Brew alcohol from plant. Uses valid plant, requires a cooking pot and an empty waterskin.<br />
* Brew alcohol from fruit. Uses valid plant growth, requires a cooking pot and an empty waterskin.<br />
* Craft astringent tincture. Uses three leaves from berry-bearing plants, requires a mortar and pestle.<br />
* Extract from plant. Uses extractable plant, requires a mortar and pestle plus an empty waterskin.<br />
* Refine venom into toxin. Uses a venom sac, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from (semi)megabeast heart, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from generated creature heart, requires a mortar and pestle plus an empty waterskin.<br />
* Create magical essence from (semi)megabeast heart, shoggoth core, treant wood, or mountain bronze, Also uses a scroll, requires a mortar and pestle plus an empty waterskin.<br />
* Craft charcoal. Uses a log, requires a cooking pot.<br />
* Craft ash. Uses a log, requires a cooking pot.<br />
* Craft saltpeter. Uses a millable or threshable plant and ash, requires a cooking pot.<br />
* Craft crude gunpowder. Uses saltpeter and charcoal/coal, requires a mortar and pestle.<br />
<br />
=== Paper/Parchment Crafting ===<br />
<br />
* Press pulpable plant into paper. Uses a valid plant, requires a mortar and pestle.<br />
* Dry skin into parchment. Uses a raw hide, and requires a sharp object.<br />
* Carve wooden scroll rollers. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone scroll rollers. Uses bone, and requires a sharp object.<br />
* Assemble a scroll. Uses a sheet and a scroll roller.<br />
* Craft a quire. Uses a sheet.<br />
<br />
=== Instrument Pieces ===<br />
<br />
* Carve wooden bagpipe pipes. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bagpipe pipes. Uses any of said materials, and requires a sharp object.<br />
* Sew leather bagpipe bag. Uses leather and thread, requires a needle.<br />
* Craft instrument strings. Uses string.<br />
* Carve wooden lyre body. Uses a wooden log, and requires a sharp object.<br />
* Carve bone/shell lyre body. Uses either material and requires a sharp object.<br />
* Carve wooden guitar body. Uses a wooden log, and requires a sharp object.<br />
* Carve skull guitar body. Uses a skull, and requires a sharp object.<br />
* Carve wooden guitar neck. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone guitar neck. Uses bone, and requires a sharp object.<br />
* Carve wooden harp body. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden drum body. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone drum body. Uses bone, and requires a sharp object.<br />
* Craft leather drum head. Uses leather.<br />
<br />
=== Instruments ===<br />
<br />
* Carve wooden simple flute. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone simple flute. Uses bone, and requires a sharp object.<br />
* Carve wooden instrument musical horn. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn musical horn. Uses any of said materials, and requires a sharp object.<br />
* Assemble bagpipes. Requires a bagpipe bag and instrument pipes.<br />
* Assemble lyre. Requires a lyre body and strings.<br />
* Assemble guitar. Requires a guitar body, a guitar neck, and strings.<br />
* Assemble harp. Requires a harp body and strings.<br />
* Assemble drum. Requires a drum body and drum head.<br />
* Carve wooden bell. Uses a wooden log, and requires a sharp object.<br />
<br />
== Appendix B, List of forging reactions (at carpenter's workshop): ==<br />
<br />
=== Metalworking (Basic Tools) ===<br />
<br />
* Craft makeshift forge. Uses 10 small rocks.<br />
* Repair metal item. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal axe. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mortar and pestle. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cooking pot. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Ammunition) ===<br />
<br />
* Craft metal sling bullets. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal arrows. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal bolts. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal javelins. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal darts. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal powder and shot. Uses metal, gunpowder, and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Weapons) ===<br />
<br />
* Craft metal dagger. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal spear. Uses metal, a stave, and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pike. Uses metal, a stave, and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal battle axe. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal great axe. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal short sword. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal long sword. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal two-handed sword. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mace. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal war hammer. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal maul. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal caestus. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal katar. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Shields/Armor) ===<br />
<br />
* Craft metal buckler. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal shield. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal helmet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cap. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal breastplate. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail shirt. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal greaves. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail leggings. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal low boots. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal high boots. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Furniture) ===<br />
<br />
* Craft metal throne. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal table. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal chest. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabinet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal door. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal barrel. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bucket. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal sarcophagus. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal hatch cover. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal grate. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bin. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal stepladder. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bookcase. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal splint. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pedestal. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal animal trap. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Crafts) ===<br />
<br />
* Craft metal crutch. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal goblet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal minecart. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal figurine. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal ring. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal earring. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal scepter. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal amulet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bracelet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal crown. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabochan. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mask. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Decorate object with metal. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Instruments) ===<br />
<br />
* Craft metal bagpipe pipes. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal instrument strings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal lyre body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar neck. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal harp body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal drum body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal simple flute. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal musical horn. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bell. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
== Appendix C, List of more useful stones ==<br />
<br />
* Andesite<br />
* Basalt<br />
* Chert (in-between other sharp stones and obsidian)<br />
* Dacite<br />
* Diorite<br />
* Native aluminum (same as aluminum)<br />
* Native copper (same as copper)<br />
* Native gold (same as gold)<br />
* Native platinum (same as platinum)<br />
* Native silver (same as silver)<br />
* Obsidian (deliciously sharp and deadly)<br />
* Quartzite<br />
* Phyllite<br />
* Raw adamantine (same as adamantine)<br />
* Rhyolite<br />
* Shale<br />
* Slade (good luck obtaining that one!)<br />
* Slate<br />
<br />
== Appendix D, List of monsters with improved body materials ==<br />
<br />
=== Tier 1 ===<br />
<br />
* Alligator (and variants, alligator men are currently unusable)<br />
* Anaconda (and variants, anaconda men are currently unusable)<br />
* Armadillo (and variants, armadillo men are currently unusable)<br />
* Black bear (and variants, black bear men are currently unusable)<br />
* Blind cave bear<br />
* Blind cave ogre (currently unusable)<br />
* Cave crocodile<br />
* Cave dragon<br />
* Coelacanth<br />
* Elephant (and variants, elephant men are currently unusable)<br />
* Giant cave spider<br />
* Giant desert scorpion (re-added due to Toady removing them ;w;)<br />
* Giant Mantis (normal version is a non-butcherable vermin, mantis men are currently unusable)<br />
* Gigantic squid (normal version is a non-butcherable vermin, squid men are currently unusable)<br />
* Great white shark<br />
* Grizzly bear (and variants, grizzly bear men are currently unusable)<br />
* Hippo (and variants, hippo men are currently unusable)<br />
* Ogre<br />
* Orca (and variants, orca men are currently unusable)<br />
* Polar bear (and variants, polar bear men are currently unusable)<br />
* Rhinoceros (and variants, rhinoceros men are currently unusable)<br />
* Saltwater crocodile (and variants, saltwater crocodile men are currently unusable)<br />
* Sea monster<br />
* Sea serpent<br />
* Troll<br />
* Voracious cave crawler<br />
* Walrus (and variants, walrus men are currently unusable)<br />
* Wild boar (and variants, wild boar men are currently unusable)<br />
* Cyclops<br />
* Ettin<br />
* Giant<br />
* Minotaur<br />
* Gargoyle<br />
* Mi-go<br />
* Dire bear<br />
* Feral ogre<br />
* Lesser dragon<br />
<br />
=== Tier 2 ===<br />
<br />
* Dragon<br />
* Hydra<br />
* Roc<br />
* Eternal thing<br />
* Manticore<br />
* Treant (wood)<br />
<br />
== Appendix E, List of monsters that yield venom sacs ==<br />
<br />
* Giant adder (normal version is too small to butcher, adder men are currently unusable)<br />
* Giant bark scorpion (normal version is a non-butcherable vermin, bark scorpion men are currently unusable)<br />
* Black mamba (and variants, black mamba men are currently unusable)<br />
* Giant brown recluse spider (normal version is a non-butcherable vermin, recluse spider men are currently unusable)<br />
* Bushmaster (and variants, bushmaster men are currently unusable)<br />
* Giant copperhead snake (normal version is too small to butcher, copperhead snake men are currently unusable)<br />
* Giant desert scorpion<br />
* Giant cave spider<br />
* Gila monsters (and variants, gila monster men are currently unusable)<br />
* Helmet snake<br />
* King cobra (and variants, king cobra men are currently unusable)<br />
* Platypus (and variants, platypus men are currently unusable)<br />
* Rattlesnake (and variants, rattlesnake men are currently unusable)<br />
* Serpent man (currently unusable)<br />
* Manticore<br />
<br />
== Appendix F, List of plant and misc craftable extracts ==<br />
<br />
=== Notable plant extracts ===<br />
<br />
* Astringent tincture. Generally if it yields berries, its leaves are likely usable for alchemy. Very minor reduction in bleeding, infection, and some impact on open wounds.<br />
* Dwarven syrup. Delicious but does nothing.<br />
* Gnomeblight. Still only deadly to gnomes.<br />
* Golden salve. Stops bleeding and other ailments, potent non-nerve healing.<br />
* Marshmend, from muck root. Stops bleeding and eases pain.<br />
* Whiplash, from whip vine. Boost agility and speed some, side effects of dizziness and nausea.<br />
* Barbed haze, from sliver barb. Assorted stat boost, penalties, and other Fun.<br />
<br />
=== Megabeast and Semi-megabeast hearts ===<br />
<br />
* Aetherbreath, from mi-gos. Grants immunity to suffocation.<br />
* Draconic fury, from dragons. Boosts willpower, inspires martial trances.<br />
* Giant's might, from giants. Boosts strength.<br />
* Insight, from ettins. Boosts assorted mental stats.<br />
* Relentlessness, from minotaurs. Grants immunity to stunning, exertion, and pain.<br />
* Renewal, from hydras. Powerful, but brief, regeneration with regrowth of limbs.<br />
* Stoneskin, from gargoyles. Hardens you against attacks.<br />
* Swiftness, from rocs. Boost agility, increases speed somewhat.<br />
* True seeing, from cyclops. Grants extravision and creature-sensing.<br />
* Trickery, from manticores. Sharply boosts various social stats.<br />
<br />
=== Other ===<br />
<br />
* Failed extract. If a generated titan/demon/etc doesn't have a valid poison (or has poison blood instead), this will be the result. Does nothing.<br />
* Shoggoth slime, readily obtained from shoggoths (obviously). Causes localized pain, blistering, bleeding, and necrosis. Drinking it is exactly as stupid an idea as you'd expect it to be.<br />
* Cursed dragonblood, from sanguine dragons. Dangerous to drink, but has some minor situational benefits.<br />
<br />
== Appendix G, List of plants made harvestable in the mod ==<br />
<br />
* Alfalfa, available most of summer into early winter. Edible raw.<br />
* Arrow bamboo, available all year. Source of branches.<br />
* Asparagus, available only early in spring. Edible raw.<br />
* Barley, available all summer and autumn. Source of flour and alcohol.<br />
* Beet, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Bloated tuber, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Blood amaranth, available most of summer into early winter. Edible, source of flour/alcohol.<br />
* Buckwheat, available most of summer into early winter. Source of flour and alcohol.<br />
* Cabbage, available midspring into midsummer. Edible raw.<br />
* Carrot, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cassava, available midspring into midsummer. Source of alcohol.<br />
* Cattail, available later spring into early summer. Source of flour, thread, and paper.<br />
* Cave wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Celery, available midspring into midsummer. Edible raw.<br />
* Chicory, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cloudberry, available in winter. Edible raw, source of alcohol.<br />
* Cotton, available most of summer into early winter. Source of thread and paper.<br />
* Finger millet, available all summer and autumn. Source of flour and alcohol.<br />
* Fisher berry, available most of summer. Edible raw, source of alcohol.<br />
* Flax, available most of summer into early winter. Source of thread, paper, and flour.<br />
* Fonio, available all summer and autumn. Source of flour and alcohol.<br />
* Foxtail millet, available all summer and autumn. Source of flour and alcohol.<br />
* Garden cress, available midspring into midsummer. Edible raw.<br />
* Golden bamboo, available all year. Source of branches.<br />
* Hard wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Hedge bamboo, available all year. Source of branches.<br />
* Hemp, available all summer and autumn. Source of thread, paper, and flour.<br />
* Jute, available most of summer into early winter. Source of thread and paper.<br />
* Kaniwa, available most of summer into early winter. Source of flour and alcohol.<br />
* Kenaf, available most of summer into early winter. Source of thread and paper.<br />
* Kobold bulb, available midautumn and all winter. Source of extract.<br />
* Leek, available midspring into midsummer. Edible raw.<br />
* Lettuce, available midspring into midsummer. Edible raw.<br />
* Long yam, available midspring into midsummer. Edible raw.<br />
* Longland grass, available all summer and autumn. Source of flour and alcohol.<br />
* Maize, available most of summer into early winter. Source of flour and alcohol.<br />
* Muck root, available midspring into midsummer. Edible raw, source of extract and alcohol.<br />
* Oat, available all summer and autumn. Source of flour and alcohol.<br />
* Papyrus sedge, available most of summer into early winter. Source of paper.<br />
* Parsnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Pearl millet, available all summer and autumn. Source of flour and alcohol.<br />
* Pendant amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Pig tail, available most of summer-early winter. Source of thread, paper, flour, and alcohol.<br />
* Prickle berry, available most of summer. Edible raw, source of alcohol.<br />
* Plump helmet, available all year. Edible raw, source of alcohol.<br />
* Potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Purple amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Quinoa, available most of summer into early winter. Source of flour and alcohol.<br />
* Radish, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Ramie, available most of summer into early winter. Source of thread and paper.<br />
* Rat weed, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Rhubarb, available midspring into midsummer. Edible raw.<br />
* Rice, available most of summer into early winter. Source of flour and alcohol.<br />
* Rope reed, available most of summer-early winter. Source of thread, paper, and alcohol.<br />
* Rye, available all summer and autumn. Source of flour and alcohol.<br />
* Single-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sliver barb, available all winter. Source of extract and alcohol.<br />
* Soft wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sorghum, available most of summer into early winter. Source of flour and alcohol.<br />
* Spelt, available all summer and autumn. Source of flour and alcohol.<br />
* Sun berry, available most of summer. Edible raw, source of alcohol.<br />
* Sweet pod, available midspring into midsummer. Source of exract and alcohol.<br />
* Sweet potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Teff, available all summer and autumn. Source of flour and alcohol.<br />
* Turnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Two-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Whip vine, available midspring into midsummer. Source of flour, extract, and alcohol.<br />
* White millet, available all summer and autumn. Source of flour and alcohol.<br />
* Valley herb, available most of spring. Source of extract.<br />
<br />
== Appendix H, List of obtainable magic: ==<br />
<br />
* Animal magic, opposed to nature magic. Transforms the user into a random giant animal when used. Associated with animals, chaos, and hunting. Can be obtained from minotaurs.<br />
* Blight magic, opposed to healing magic. Inflicts a debilitating, sickening plague on a target creature when used. Fellow blight mages, healing mages, and those currently immunized by healing magic cannot be targeted with it. Can cause victims to go berserk and spread the sickness if they survive long enough. Associated with blight, disease, and misery. Can be obtained from shoggoths.<br />
* Clairvoyance magic, opposed to infernal magic. Grants extravision and creature-sensing to a targeted creature when used, along with boosting agility and sensory-type mental attributes. Associated with inspiration, light, and wisdom. Can be obtained from eternal things and cyclopes.<br />
* Fire magic, opposed to wind. Flings a fireball at a target creature when used, fellow fire mages cannot be targeted with it. Associated with fire, the sun, and volcanoes. Can be obtained from dragons.<br />
* Healing magic, opposed to blight magic. Mends bleeding and tissue damage on a target creature when used. Also temporarily immunizes the target against blight magic. Associated with healing, mercy, and rebirth. Can be obtained from hydras.<br />
* Infernal magic, opposed to clairvoyance magic. Summons a random demonic creature when used, which will always be one of the raw-defined demons instead of a generated one, which will attack any living thing except the caster. Inflicts stigmata and personality changes on the user, repeated use will build up side effects until blood loss becomes lethal, and each use has a chance of rendering the caster permanently mute. Associated with darkness, nightmares, and revenge. Can be obtained from mi-gos.<br />
* Nature magic, opposed to animal magic. Summons a random natural predatory animal when used. Associated with nature, plants, and trees. Can be obtained from treants and manticores.<br />
* Protective magic, opposed to war magic. Grants high damage resistance to a target creature when used. Associated with courage, discipline, and longevity. Can be obtained from gargoyles and bronze colossi.<br />
* War magic, opposed to protective magic. Inflicts a berserk rage on the caster when used, with appropriate status buffs. Associated with strength, victory, and war. Can be obtained from giants and ettins.<br />
* Wind magic, opposed to fire magic. Sends multiple target creatures flying away with high force when used, requires targets to be fairly close. Associated with storms, thunder, and wind. Can be obtained from rocs.</div>Valoshttp://dwarffortresswiki.org/index.php?title=User:Valos/Adventurecraft&diff=256389User:Valos/Adventurecraft2021-01-18T07:14:23Z<p>Valos: </p>
<hr />
<div>{{mod}}<br />
{{Modification<br />
| name = Adventurecraft<br />
| version = 47.02 - 47.04 1.94<br />
| df version = 0.47.04<br />
| last update = 1/18/2021<br />
| download = http://www.bay12forums.com/smf/index.php?topic=153036.0<br />
}}<br />
<br />
Adventurecraft, yet another Wanderer's Friend derivative, is an adventure-mode-focused mod that adds reactions, in addition to material changes and creature changes, much of it geared toward fleshing out the options provided to adventurers. Various features have been added to it over time, not all geared toward crafting.<br />
<br />
Existed in unreleased form since the DF2012 days, with the first release being not long before .42.01 was released. Features and changes listed are thus specific to the most recent version, assuming this page remains up-to-date (don't count on it), derived from the forum post.<br />
<br />
== Features ==<br />
<br />
=== Fun Material Tweaks ===<br />
<br />
* Different tiers of materials. Look for a + or ++ in the material name. 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.<br />
* Several stones have been buffed to not be vastly inferior to bone. Look for the material tier designation. Chert is second only to obsidian in sharpness.<br />
* 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.<br />
* 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 (or be spoiled in the appendices). Not all of the beasts added to the mod have usable hearts. Or, you can use the relevant megabeast heart (or equivalent for things that lack hearts) to unlock secrets of The Beyond...<br />
* 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.<br />
<br />
=== Creature Tweaks ===<br />
<br />
* Joint definitions have been 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.<br />
* Neck-snapping. While mundane damage to the upper spine doesn't always have any effect, putting a joint lock on it definitely will, unless the creature is stupidly huge.<br />
* 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.<br />
* Joint edits have been applied to generated creatures. Normal joints tend to be more common than breakable necks.<br />
* Thread can be made from catgut. No, not just literal cat gut catgut. This proved simpler than adding harvestable sinews.<br />
* Because DF2015 broke cannibal adventurers, intelligent semi-megabeasts/megabeasts are currently non-sentient. To make up for this, they gain natural skills.<br />
<br />
=== New Creatures ===<br />
<br />
* At the suggestion of Jackie, messed around with making centaurs, and moreover made their body less of a "humanoid with 4 legs" thing used in vanilla. They show up in good biomes and can join civs. An evil critter, based on the kamaitachi, has also been added as another source of civ fodder for evil regions.<br />
* A couple added mythical creatures were added to make up for making centaurs real. Also added descriptions and spheres, to make their use in art more interesting.<br />
* 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.<br />
* 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. Its wood will make for effective blunt weapons, but poor edged weapons. Think twice before you try lighting one on fire!<br />
* Two H.P. Lovecraft references via the mi-go and shoggoth. Mi-gos have a delightfully alien body structure, while shoggoths are acidic blobs. Hint: pulp all the things.<br />
* Eternal things. Basically chitinous worms that can grow rather large given time, faster than dragons but not quite as huge.<br />
* Manticores. Overgrown lions with bat wings and scorpion tails. All the Fun of both potion-yield megabeasts and venomous critters.<br />
* Four lesser beasts that can form lairs, as a step down from semi-megabeasts. These act like night creature hunters, making lairs in various places. Dire wolves, dire bears, feral ogres, and sanguine dragons are all based off of some existing creature in some way, with qualities to make them different challenges in combat.<br />
* Some raw-defined recreations of the classic pre-DF2010 demons. These are used as fallback for some things that may require demons to exist, and tend to be used instead of said generated demons where necessary. Fiery abominations are recreations of spirits of fire, tweaked to float on a djinn-like cloud of cinders and made tougher than flame-bodied critters normally are (so punching one to death is a much tougher feat). Froglike abominations are a recreation of frog demons, given a more grotesque gorilla-like body and a nasty plague inflicted via bites and tongue-lashing. Tendriled abominations are the tentacle demons, reworked into a scaly form with its tentacles instead of arms, lashing out with acidic secretions that can also provoke a neurotoxic effect.<br />
<br />
=== Plant Tweaks ===<br />
<br />
* 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, and extract-bearing plants.<br />
* 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.<br />
* In addition to more potent alchemical concoctions, more mundane medicine can be made from certain plant sources (best as the system permits, and noting that the game lacks what would normally be the best options for that). The effects are much more minor than what golden salve or processed muck root can do, but it can help in a pinch.<br />
* Brewable plants can be made into delicious booze. If it isn't brewable by picking the plant itself (assuming it's in season), try brewing fruit instead.<br />
* Bread is now a thing. The relevant plants can be ground into flour and used as such.<br />
* Bamboo, cattails, and cloudberries have been given useful growths. This works in adventure mode, but due to the plants being grass they can't be picked in fort mode.<br />
<br />
=== Civilization Tweaks ===<br />
<br />
* All of the main races are playable in Adventurer Mode, whether as civ members or as outsiders.<br />
* 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.<br />
* Humans and goblins have been given slings and sewing needles, for the hell of it.<br />
* 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 has 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.<br />
* Goblins need food and water, so remember that.<br />
* Outsiders can start off with wooden weaponry, to encourage actually upgrading your gear.<br />
* Underground animal people have been given a surface-dwelling equivalent, allowing for occasional instances of them being playable as entity members, instead of outsiders. They spread out as tribes in small villages, potentially allying with or coming to blows with the major civilizations.<br />
<br />
=== New uses for existing items (and changes) ===<br />
<br />
* Mortars and pestles are used for plant processing and alchemy. A pair can be crafted from stone.<br />
* A few reactions use blunt small rocks for hammering instead of just knapping.<br />
* If you get a hold of full logs, a battle axe can be used to split it into usable branches.<br />
* Stone axes have been changed to allow metal versions to show up in human and goblin sites.<br />
* Helves have been given the same weapon uses as staves in older versions of this mod, and renamed to staves to reflect this.<br />
<br />
=== New Items ===<br />
<br />
* Needles, required for sewing. In addition to wood you can carve them from bone, tooth, nail, hoof, or horn.<br />
* Clubs, as a crude mace-equivalent as suggested by Kallin.<br />
* Caesti and katars, unarmed weapons suggested and worked on by Jackie.<br />
* Simple lockbows, originally implemented in Kobold Kamp as suggested by Flint.<br />
* Spear-throwers and javelins, made with help from ZM5. Closer to actual hand-thrown javelins than the more realistic atlatl, but still allows use of a spear-thrower for gameplay reasons.<br />
* 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.<br />
* Gunpowder weaponry, in the form of fire lances and hand cannons. The ingredients can be crafted by various means, including methods accessible to adventurers, allowing crude powder and shot to be produced.<br />
* Gambesons, made from cloth. Obviously fragile unless using megabeast haircloth or silk.<br />
* Cooking pots, for making certain items, most notably for brewing.<br />
* Animal glue, which the recent combat changes have made useful.<br />
* Eight raw-defined instruments that can be crafted, supplementing the generated instruments that can't be crafted in adventure mode.<br />
<br />
=== Dismantling Items ===<br />
<br />
* Boulders and logs can be split into small rocks and pieces of wood, respectively.<br />
* Crude cloth can be unraveled if needed.<br />
* Cloth items can be cut apart for cloth, leather items can be cut apart, and metal items can be broken down for metal. Note that nothing's stopping you from being a lunatic and trying to dismantle the end result into itself, which will eventually waste it.<br />
<br />
== Bugs and Issues ==<br />
<br />
* No gauntlets due to the gauntlet bug. The workaround I originally devised tends to break more things than it fixes.<br />
* Just like whips, civs will generate metal slings because derp. Outsiders will also have access to metal staves, clubs, and caesti, all of which were balanced around the assumption that they'd only ever be made out of much lighter materials.<br />
* 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.<br />
* The amount of usable leather, bone, etc can be increased by lopping off limbs. For bone, there are reaction bugs and balance issues behind why Adventurecraft has set crafting to consume full stacks, instead of vanilla's use of single units for a stack.<br />
* 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.<br />
* Goblin and kobold adventurers will find their home to be an immense pain in the ass to leave, as dark forts and caves block fast travel even if the inhabitants are friendly.<br />
* Nothing's stopping you from being a lunatic and trying to dismantle cloth, tanned hides, or metal bars. This will eventually waste it due to the odds not being 100%. <br />
* Thread, cloth, bars, and sheets obtained from towns instead of player-made are a nigh-endless source of crafting material, due to reactions set to only produce and use product dimensions of 1.<br />
* The addition of faked wood for outsider weapons adds an unusable material to the forge in fortress mode.<br />
<br />
== Appendix A, Full list of new reactions ==<br />
<br />
=== Basic Reactions ===<br />
<br />
* Tan a raw hide, raw scales, or raw chitin. Produces tanned leather/scale/chitin.<br />
* Dry and spin gut into catgut thread.<br />
* Spin hair or wool into thread.<br />
* Process thread-bearing plant into thread.<br />
* Weave cloth. Uses hair/wool, plant-based, or silk thread.<br />
* Make glue. Uses raw hide, raw scales, bone, skull, horn, or hoof. Requires a cooking item.<br />
* Repair cloth item. Uses cloth and thread, requires a needle.<br />
* Repair leather/scale/chitin item. Uses any of said materials plus thread, requires a needle.<br />
* Repair wood/bone/stone item. Uses animal glue, requires a sharp object.<br />
<br />
=== Tools ===<br />
<br />
* Carve wooden sewing needle. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn needle. Uses any of said materials, requires a sharp object.<br />
* Carve wooden stave. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone stave. Uses bones, and requires a sharp object.<br />
* Carve bone/shell axe. Uses either material plus a stave, requires a sharp object.<br />
* Craft stone axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mortar and pestle. Uses 2 blunt small rocks, and requires a third.<br />
* Craft stone cooking pot. Uses any small rock, and requires a blunt small rock.<br />
* Carve wooden gun barrel. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone gun barrel. Uses bones, and requires a sharp object.<br />
<br />
=== Ammunition ===<br />
<br />
* Craft sling stones. Uses a blunt small rock, and requires a second.<br />
* Carve wooden arrows. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn arrows. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone arrows. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden bolts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bolts. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone bolts. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden javelins. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn javelins. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone javelins. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden darts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn darts. Uses any of said materials, requires a sharp object.<br />
* Craft stone powder and shot. Uses any small rock and gunpowder, requires a blunt small rock.<br />
<br />
=== Weapons (Wood/Leather/Misc) ===<br />
<br />
* Carve wooden dagger. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden pike. Uses two wooden branches, and requires a sharp object.<br />
* Carve wooden club. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale whip. Uses leather/scale, and requires a sharp object.<br />
* Craft leather/scale/chitin caestus. Uses any of said materials, and requires a sharp object.<br />
* Craft wooden bow. Uses a stave and thread, requires a sharp object.<br />
* Craft simple wooden lockbow. Uses two branches and thread, requires a sharp object.<br />
* Carve wooden blowgun. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear-thrower. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale sling. Uses leather, and requires a sharp object.<br />
* Craft cloth sling. Uses cloth, and requires a sharp object.<br />
* Craft fire lance. Uses a spear and a gun barrel.<br />
* Craft hand cannon. Uses a durable metal gun barrel and a log.<br />
<br />
=== Weapons (Bone) ===<br />
<br />
* Craft bone/shell/tooth/horn dagger. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn spear. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn pike. Uses any of said materials plus two staves, requires a sharp object.<br />
* Carve bone/shell battle axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell great axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn short sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn long sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn two-handed sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone club. Uses bones, and requires a sharp object.<br />
* Craft bone/tooth/nail/hoof/horn katar. Uses any of said materials, and requires a sharp object.<br />
* Craft bone bow. Uses bones and thread, requires a sharp object.<br />
* Craft simple bone lockbow. Uses bones, a stave, and thread, requires a sharp object.<br />
* Carve bone spear-thrower. Uses bones, and requires a sharp object.<br />
* Carve bone blowgun. Uses bones, and requires a sharp object.<br />
<br />
=== Weapons (Stone) ===<br />
<br />
* Knap stone dagger. Uses any small rock, and requires a blunt small rock.<br />
* Craft stone spear. Uses a sharp rock and a stave. No need to cut the stave to size.<br />
* Craft stone pike. Uses a sharp rock and two staves. No need to cut the staves to size.<br />
* Craft stone battle axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone great axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone short sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone long sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone two-handed sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mace. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone war hammer. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone maul. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
<br />
=== Armor (Bone) ===<br />
<br />
* Craft bone/shell buckler. Uses either material, and requires a sharp object.<br />
* Craft bone/shell shield. Uses either material, and requires a sharp object.<br />
* Craft bone/shell helm. Uses either material, and requires a sharp object.<br />
* Craft skull helm. Uses a skull, and requires a sharp object.<br />
* Craft bone/shell armor. Uses either material and requires a sharp object.<br />
* Craft bone/shell leggings. Uses either material, and requires a sharp object.<br />
* Craft bone greaves. Uses bones, and requires a sharp object.<br />
<br />
=== Shields/Armor (Leather/Scale/Chitin) ===<br />
<br />
* Craft leather/scale/chitin buckler. Uses any of said materials, and requires a sharp object.<br />
* Craft leather/scale/chitin shield. Uses any of said materials, and requires a sharp object.<br />
* Sew leather/scale/chitin cap. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin helm. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin armor. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin leggings. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin low boots. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin high boots. Uses any of said materials plus thread, requires a needle.<br />
<br />
=== Clothing (Leather) ===<br />
<br />
* Sew leather/scale backpack. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale waterskin. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale quiver. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale hood. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale mask. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale cloak. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale tunic. Uses leather/scale and thread, requires a needle.<br />
* Make leather/scale loincloth. Uses leather/scale.<br />
* Sew leather/scale trousers. Uses leather/scale and thread, requires a needle.<br />
* Craft leather/scale footwraps. Uses leather, and requires a sharp object.<br />
* Sew leather/scale sandals. Uses leather/scale and thread, requires a needle.<br />
* Decorate object with leather/scale. Uses leather/scale and thread, requires a needle.<br />
<br />
=== Clothing (Cloth) ===<br />
<br />
* Sew cloth backpack. Uses cloth and thread, requires a needle.<br />
* Sew cloth quiver. Uses cloth and thread, requires a needle.<br />
* Sew cloth cap. Uses cloth and thread, requires a needle.<br />
* Sew cloth hood. Uses cloth and thread, requires a needle.<br />
* Sew cloth mask. Uses cloth and thread, requires a needle.<br />
* Sew cloth gambeson. Uses cloth and thread, requires a needle.<br />
* Sew cloth cloak. Uses cloth and thread, requires a needle.<br />
* Sew cloth tunic. Uses cloth and thread, requires a needle.<br />
* Make cloth loincloth. Uses cloth.<br />
* Sew cloth trousers. Uses cloth and thread, requires a needle.<br />
* Craft cloth footwraps. Uses cloth, and requires a sharp object.<br />
* Sew cloth socks. Uses cloth and thread, requires a needle.<br />
* Sew cloth sandals. Uses cloth and thread, requires a needle.<br />
* Decorate object with cloth. Uses cloth and thread, requires a needle.<br />
<br />
=== Shields/Crafts (Wood) ===<br />
<br />
* Carve wooden buckler. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden shield. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden crutch. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cup. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden minecart. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden figurine. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden ring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden earring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden scepter. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden amulet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden bracelet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden crown. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cabochan. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden mask. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden sandals. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden dice. Uses a wooden branch, and requires a sharp object.<br />
* Decorate object with wood. Uses a wooden branch, and requires a sharp object.<br />
<br />
=== Crafts (Bone/Shell/Tooth/Horn) ===<br />
<br />
* Carve bone crutch. Uses bones, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn goblet. Uses any of said materials, and requires a sharp object.<br />
* Carve skull goblet. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn figurine. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn ring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn earring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn scepter. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn amulet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn bracelet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn crown. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn cabochan. Uses any of said materials, and requires a sharp object.<br />
* Craft skull totem. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell mask. Uses either of said materials, and requires a sharp object.<br />
* Craft skull mask. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn dice. Uses any of said materials, and requires a sharp object.<br />
* Decorate object with bone/shell/tooth/nail/hoof/horn. Uses said materials, requires a sharp object.<br />
<br />
=== Crafts (Stone) ===<br />
<br />
* Craft stone mug. Uses a blunt small rock, and requires a second.<br />
* Craft stone figurine. Uses a blunt small rock, and requires a second.<br />
* Craft stone ring. Uses a blunt small rock, and requires a second.<br />
* Craft stone earring. Uses a blunt small rock, and requires a second.<br />
* Craft stone scepter. Uses a blunt small rock, and requires a second.<br />
* Craft stone amulet. Uses a blunt small rock, and requires a second.<br />
* Craft stone bracelet. Uses a blunt small rock, and requires a second.<br />
* Craft stone crown. Uses a blunt small rock, and requires a second.<br />
* Craft stone cabochon. Uses a blunt small rock, and requires a second.<br />
* Decorate object with stone. Uses a blunt small rock, and requires a second.<br />
<br />
=== Item Dismantling ===<br />
<br />
* Split wooden log into branches. Also requires a sharp object. Ignore the absurdity.<br />
* Split large stone into small rocks. Also requires a blunt small rock.<br />
* Unravel cloth into thread.<br />
* Dismantle cloth item. Requires a sharp object.<br />
* Dismantle leather/scale/chitin item. Requires a sharp object.<br />
* Dismantle stone item. Requires a blunt small rock.<br />
* Dismantle metal item. Requires a blunt small rock.<br />
<br />
=== Cooking and Alchemy ===<br />
<br />
* Mill plant into flour. Uses valid plant, requires a mortar and pestle.<br />
* Bake bread. Uses flour, requires a cooking pot.<br />
* Brew alcohol from plant. Uses valid plant, requires a cooking pot and an empty waterskin.<br />
* Brew alcohol from fruit. Uses valid plant growth, requires a cooking pot and an empty waterskin.<br />
* Craft astringent tincture. Uses three leaves from berry-bearing plants, requires a mortar and pestle.<br />
* Extract from plant. Uses extractable plant, requires a mortar and pestle plus an empty waterskin.<br />
* Refine venom into toxin. Uses a venom sac, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from (semi)megabeast heart, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from generated creature heart, requires a mortar and pestle plus an empty waterskin.<br />
* Create magical essence from (semi)megabeast heart, shoggoth core, treant wood, or mountain bronze, Also uses a scroll, requires a mortar and pestle plus an empty waterskin.<br />
* Craft charcoal. Uses a log, requires a cooking pot.<br />
* Craft ash. Uses a log, requires a cooking pot.<br />
* Craft saltpeter. Uses a millable or threshable plant and ash, requires a cooking pot.<br />
* Craft crude gunpowder. Uses saltpeter and charcoal/coal, requires a mortar and pestle.<br />
<br />
=== Paper/Parchment Crafting ===<br />
<br />
* Press pulpable plant into paper. Uses a valid plant, requires a mortar and pestle.<br />
* Dry skin into parchment. Uses a raw hide, and requires a sharp object.<br />
* Carve wooden scroll rollers. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone scroll rollers. Uses bone, and requires a sharp object.<br />
* Assemble a scroll. Uses a sheet and a scroll roller.<br />
* Craft a quire. Uses a sheet.<br />
<br />
=== Instrument Pieces ===<br />
<br />
* Carve wooden bagpipe pipes. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bagpipe pipes. Uses any of said materials, and requires a sharp object.<br />
* Sew leather bagpipe bag. Uses leather and thread, requires a needle.<br />
* Craft instrument strings. Uses string.<br />
* Carve wooden lyre body. Uses a wooden log, and requires a sharp object.<br />
* Carve bone/shell lyre body. Uses either material and requires a sharp object.<br />
* Carve wooden guitar body. Uses a wooden log, and requires a sharp object.<br />
* Carve skull guitar body. Uses a skull, and requires a sharp object.<br />
* Carve wooden guitar neck. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone guitar neck. Uses bone, and requires a sharp object.<br />
* Carve wooden harp body. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden drum body. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone drum body. Uses bone, and requires a sharp object.<br />
* Craft leather drum head. Uses leather.<br />
<br />
=== Instruments ===<br />
<br />
* Carve wooden simple flute. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone simple flute. Uses bone, and requires a sharp object.<br />
* Carve wooden instrument musical horn. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn musical horn. Uses any of said materials, and requires a sharp object.<br />
* Assemble bagpipes. Requires a bagpipe bag and instrument pipes.<br />
* Assemble lyre. Requires a lyre body and strings.<br />
* Assemble guitar. Requires a guitar body, a guitar neck, and strings.<br />
* Assemble harp. Requires a harp body and strings.<br />
* Assemble drum. Requires a drum body and drum head.<br />
* Carve wooden bell. Uses a wooden log, and requires a sharp object.<br />
<br />
== Appendix B, List of forging reactions (at carpenter's workshop): ==<br />
<br />
=== Metalworking (Basic Tools) ===<br />
<br />
* Craft makeshift forge. Uses 10 small rocks.<br />
* Repair metal item. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal axe. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mortar and pestle. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cooking pot. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Ammunition) ===<br />
<br />
* Craft metal sling bullets. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal arrows. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal bolts. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal javelins. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal darts. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal powder and shot. Uses metal, gunpowder, and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Weapons) ===<br />
<br />
* Craft metal dagger. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal spear. Uses metal, a stave, and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pike. Uses metal, a stave, and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal battle axe. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal great axe. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal short sword. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal long sword. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal two-handed sword. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mace. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal war hammer. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal maul. Uses metal, a stave, and charcoal/coal, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal caestus. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal katar. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Shields/Armor) ===<br />
<br />
* Craft metal buckler. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal shield. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal helmet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cap. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal breastplate. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail shirt. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal greaves. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail leggings. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal low boots. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal high boots. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Furniture) ===<br />
<br />
* Craft metal throne. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal table. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal chest. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabinet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal door. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal barrel. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bucket. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal sarcophagus. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal hatch cover. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal grate. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bin. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal stepladder. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bookcase. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal splint. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pedestal. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal animal trap. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Crafts) ===<br />
<br />
* Craft metal crutch. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal goblet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal minecart. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal figurine. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal ring. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal earring. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal scepter. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal amulet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bracelet. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal crown. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabochan. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mask. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
* Decorate object with metal. Uses metal and charcoal/coal, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Instruments) ===<br />
<br />
* Craft metal bagpipe pipes. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal instrument strings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal lyre body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar neck. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal harp body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal drum body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal simple flute. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal musical horn. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bell. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
== Appendix C, List of more useful stones ==<br />
<br />
* Andesite<br />
* Basalt<br />
* Chert (in-between other sharp stones and obsidian)<br />
* Dacite<br />
* Diorite<br />
* Native aluminum (same as aluminum)<br />
* Native copper (same as copper)<br />
* Native gold (same as gold)<br />
* Native platinum (same as platinum)<br />
* Native silver (same as silver)<br />
* Obsidian (deliciously sharp and deadly)<br />
* Quartzite<br />
* Phyllite<br />
* Raw adamantine (same as adamantine)<br />
* Rhyolite<br />
* Shale<br />
* Slade (good luck obtaining that one!)<br />
* Slate<br />
<br />
== Appendix D, List of monsters with improved body materials ==<br />
<br />
=== Tier 1 ===<br />
<br />
* Alligator (and variants, alligator men are currently unusable)<br />
* Anaconda (and variants, anaconda men are currently unusable)<br />
* Armadillo (and variants, armadillo men are currently unusable)<br />
* Black bear (and variants, black bear men are currently unusable)<br />
* Blind cave bear<br />
* Blind cave ogre (currently unusable)<br />
* Cave crocodile<br />
* Cave dragon<br />
* Coelacanth<br />
* Elephant (and variants, elephant men are currently unusable)<br />
* Giant cave spider<br />
* Giant desert scorpion (re-added due to Toady removing them ;w;)<br />
* Giant Mantis (normal version is a non-butcherable vermin, mantis men are currently unusable)<br />
* Gigantic squid (normal version is a non-butcherable vermin, squid men are currently unusable)<br />
* Great white shark<br />
* Grizzly bear (and variants, grizzly bear men are currently unusable)<br />
* Hippo (and variants, hippo men are currently unusable)<br />
* Ogre<br />
* Orca (and variants, orca men are currently unusable)<br />
* Polar bear (and variants, polar bear men are currently unusable)<br />
* Rhinoceros (and variants, rhinoceros men are currently unusable)<br />
* Saltwater crocodile (and variants, saltwater crocodile men are currently unusable)<br />
* Sea monster<br />
* Sea serpent<br />
* Troll<br />
* Voracious cave crawler<br />
* Walrus (and variants, walrus men are currently unusable)<br />
* Wild boar (and variants, wild boar men are currently unusable)<br />
* Cyclops<br />
* Ettin<br />
* Giant<br />
* Minotaur<br />
* Gargoyle<br />
* Mi-go<br />
* Dire bear<br />
* Feral ogre<br />
* Lesser dragon<br />
<br />
=== Tier 2 ===<br />
<br />
* Dragon<br />
* Hydra<br />
* Roc<br />
* Eternal thing<br />
* Manticore<br />
* Treant (wood)<br />
<br />
== Appendix E, List of monsters that yield venom sacs ==<br />
<br />
* Giant adder (normal version is too small to butcher, adder men are currently unusable)<br />
* Giant bark scorpion (normal version is a non-butcherable vermin, bark scorpion men are currently unusable)<br />
* Black mamba (and variants, black mamba men are currently unusable)<br />
* Giant brown recluse spider (normal version is a non-butcherable vermin, recluse spider men are currently unusable)<br />
* Bushmaster (and variants, bushmaster men are currently unusable)<br />
* Giant copperhead snake (normal version is too small to butcher, copperhead snake men are currently unusable)<br />
* Giant desert scorpion<br />
* Giant cave spider<br />
* Gila monsters (and variants, gila monster men are currently unusable)<br />
* Helmet snake<br />
* King cobra (and variants, king cobra men are currently unusable)<br />
* Platypus (and variants, platypus men are currently unusable)<br />
* Rattlesnake (and variants, rattlesnake men are currently unusable)<br />
* Serpent man (currently unusable)<br />
* Manticore<br />
<br />
== Appendix F, List of plant and misc craftable extracts ==<br />
<br />
=== Notable plant extracts ===<br />
<br />
* Astringent tincture. Generally if it yields berries, its leaves are likely usable for alchemy. Very minor reduction in bleeding, infection, and some impact on open wounds.<br />
* Dwarven syrup. Delicious but does nothing.<br />
* Gnomeblight. Still only deadly to gnomes.<br />
* Golden salve. Stops bleeding and other ailments, potent non-nerve healing.<br />
* Marshmend, from muck root. Stops bleeding and eases pain.<br />
* Whiplash, from whip vine. Boost agility and speed some, side effects of dizziness and nausea.<br />
* Barbed haze, from sliver barb. Assorted stat boost, penalties, and other Fun.<br />
<br />
=== Megabeast and Semi-megabeast hearts ===<br />
<br />
* Aetherbreath, from mi-gos. Grants immunity to suffocation.<br />
* Draconic fury, from dragons. Boosts willpower, inspires martial trances.<br />
* Giant's might, from giants. Boosts strength.<br />
* Insight, from ettins. Boosts assorted mental stats.<br />
* Relentlessness, from minotaurs. Grants immunity to stunning, exertion, and pain.<br />
* Renewal, from hydras. Powerful, but brief, regeneration with regrowth of limbs.<br />
* Stoneskin, from gargoyles. Hardens you against attacks.<br />
* Swiftness, from rocs. Boost agility, increases speed somewhat.<br />
* True seeing, from cyclops. Grants extravision and creature-sensing.<br />
* Trickery, from manticores. Sharply boosts various social stats.<br />
<br />
=== Other ===<br />
<br />
* Failed extract. If a generated titan/demon/etc doesn't have a valid poison (or has poison blood instead), this will be the result. Does nothing.<br />
* Shoggoth slime, readily obtained from shoggoths (obviously). Causes localized pain, blistering, bleeding, and necrosis. Drinking it is exactly as stupid an idea as you'd expect it to be.<br />
* Cursed dragonblood, from sanguine dragons. Dangerous to drink, but has some minor situational benefits.<br />
<br />
== Appendix G, List of plants made harvestable in the mod ==<br />
<br />
* Alfalfa, available most of summer into early winter. Edible raw.<br />
* Arrow bamboo, available all year. Source of branches.<br />
* Asparagus, available only early in spring. Edible raw.<br />
* Barley, available all summer and autumn. Source of flour and alcohol.<br />
* Beet, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Bloated tuber, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Blood amaranth, available most of summer into early winter. Edible, source of flour/alcohol.<br />
* Buckwheat, available most of summer into early winter. Source of flour and alcohol.<br />
* Cabbage, available midspring into midsummer. Edible raw.<br />
* Carrot, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cassava, available midspring into midsummer. Source of alcohol.<br />
* Cattail, available later spring into early summer. Source of flour, thread, and paper.<br />
* Cave wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Celery, available midspring into midsummer. Edible raw.<br />
* Chicory, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cloudberry, available in winter. Edible raw, source of alcohol.<br />
* Cotton, available most of summer into early winter. Source of thread and paper.<br />
* Finger millet, available all summer and autumn. Source of flour and alcohol.<br />
* Fisher berry, available most of summer. Edible raw, source of alcohol.<br />
* Flax, available most of summer into early winter. Source of thread, paper, and flour.<br />
* Fonio, available all summer and autumn. Source of flour and alcohol.<br />
* Foxtail millet, available all summer and autumn. Source of flour and alcohol.<br />
* Garden cress, available midspring into midsummer. Edible raw.<br />
* Golden bamboo, available all year. Source of branches.<br />
* Hard wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Hedge bamboo, available all year. Source of branches.<br />
* Hemp, available all summer and autumn. Source of thread, paper, and flour.<br />
* Jute, available most of summer into early winter. Source of thread and paper.<br />
* Kaniwa, available most of summer into early winter. Source of flour and alcohol.<br />
* Kenaf, available most of summer into early winter. Source of thread and paper.<br />
* Kobold bulb, available midautumn and all winter. Source of extract.<br />
* Leek, available midspring into midsummer. Edible raw.<br />
* Lettuce, available midspring into midsummer. Edible raw.<br />
* Long yam, available midspring into midsummer. Edible raw.<br />
* Longland grass, available all summer and autumn. Source of flour and alcohol.<br />
* Maize, available most of summer into early winter. Source of flour and alcohol.<br />
* Muck root, available midspring into midsummer. Edible raw, source of extract and alcohol.<br />
* Oat, available all summer and autumn. Source of flour and alcohol.<br />
* Papyrus sedge, available most of summer into early winter. Source of paper.<br />
* Parsnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Pearl millet, available all summer and autumn. Source of flour and alcohol.<br />
* Pendant amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Pig tail, available most of summer-early winter. Source of thread, paper, flour, and alcohol.<br />
* Prickle berry, available most of summer. Edible raw, source of alcohol.<br />
* Plump helmet, available all year. Edible raw, source of alcohol.<br />
* Potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Purple amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Quinoa, available most of summer into early winter. Source of flour and alcohol.<br />
* Radish, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Ramie, available most of summer into early winter. Source of thread and paper.<br />
* Rat weed, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Rhubarb, available midspring into midsummer. Edible raw.<br />
* Rice, available most of summer into early winter. Source of flour and alcohol.<br />
* Rope reed, available most of summer-early winter. Source of thread, paper, and alcohol.<br />
* Rye, available all summer and autumn. Source of flour and alcohol.<br />
* Single-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sliver barb, available all winter. Source of extract and alcohol.<br />
* Soft wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sorghum, available most of summer into early winter. Source of flour and alcohol.<br />
* Spelt, available all summer and autumn. Source of flour and alcohol.<br />
* Sun berry, available most of summer. Edible raw, source of alcohol.<br />
* Sweet pod, available midspring into midsummer. Source of exract and alcohol.<br />
* Sweet potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Teff, available all summer and autumn. Source of flour and alcohol.<br />
* Turnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Two-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Whip vine, available midspring into midsummer. Source of flour, extract, and alcohol.<br />
* White millet, available all summer and autumn. Source of flour and alcohol.<br />
* Valley herb, available most of spring. Source of extract.<br />
<br />
== Appendix H, List of obtainable magic: ==<br />
<br />
* Animal magic, opposed to nature magic. Transforms the user into a random giant animal when used. Associated with animals, chaos, and hunting. Can be obtained from minotaurs.<br />
* Blight magic, opposed to healing magic. Inflicts a debilitating, sickening plague on a target creature when used. Fellow blight mages, healing mages, and those currently immunized by healing magic cannot be targeted with it. Can cause victims to go berserk and spread the sickness if they survive long enough. Associated with blight, disease, and misery. Can be obtained from shoggoths.<br />
* Clairvoyance magic, opposed to infernal magic. Grants extravision and creature-sensing to a targeted creature when used, along with boosting agility and sensory-type mental attributes. Associated with inspiration, light, and wisdom. Can be obtained from eternal things and cyclopes.<br />
* Fire magic, opposed to wind. Flings a fireball at a target creature when used, fellow fire mages cannot be targeted with it. Associated with fire, the sun, and volcanoes. Can be obtained from dragons.<br />
* Healing magic, opposed to blight magic. Mends bleeding and tissue damage on a target creature when used. Also temporarily immunizes the target against blight magic. Associated with healing, mercy, and rebirth. Can be obtained from hydras.<br />
* Infernal magic, opposed to clairvoyance magic. Summons a random demonic creature when used, which will always be one of the raw-defined demons instead of a generated one, which will attack any living thing except the caster. Inflicts stigmata and personality changes on the user, repeated use will build up side effects until blood loss becomes lethal, and each use has a chance of rendering the caster permanently mute. Associated with darkness, nightmares, and revenge. Can be obtained from mi-gos.<br />
* Nature magic, opposed to animal magic. Summons a random natural predatory animal when used. Associated with nature, plants, and trees. Can be obtained from treants and manticores.<br />
* Protective magic, opposed to war magic. Grants high damage resistance to a target creature when used. Associated with courage, discipline, and longevity. Can be obtained from gargoyles and bronze colossi.<br />
* War magic, opposed to protective magic. Inflicts a berserk rage on the caster when used, with appropriate status buffs. Associated with strength, victory, and war. Can be obtained from giants and ettins.<br />
* Wind magic, opposed to fire magic. Sends multiple target creatures flying away with high force when used, requires targets to be fairly close. Associated with storms, thunder, and wind. Can be obtained from rocs.</div>Valoshttp://dwarffortresswiki.org/index.php?title=User:Valos/Adventurecraft&diff=251212User:Valos/Adventurecraft2020-03-05T01:52:01Z<p>Valos: </p>
<hr />
<div>{{mod}}<br />
{{Modification<br />
| name = Adventurecraft<br />
| version = 47.02 - 47.04 1.93<br />
| df version = 0.47.04<br />
| last update = 3/4/2020<br />
| download = http://www.bay12forums.com/smf/index.php?topic=153036.0<br />
}}<br />
<br />
Adventurecraft, yet another Wanderer's Friend derivative, is an adventure-mode-focused mod that adds reactions, in addition to material changes and creature changes, much of it geared toward fleshing out the options provided to adventurers. Various features have been added to it over time, not all geared toward crafting.<br />
<br />
Existed in unreleased form since the DF2012 days, with the first release being not long before .42.01 was released. Features and changes listed are thus specific to the most recent version, assuming this page remains up-to-date (don't count on it), derived from the forum post.<br />
<br />
== Features ==<br />
<br />
=== Fun Material Tweaks ===<br />
<br />
* Different tiers of materials. Look for a + or ++ in the material name. 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.<br />
* Several stones have been buffed to not be vastly inferior to bone. Look for the material tier designation. Chert is second only to obsidian in sharpness.<br />
* 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.<br />
* 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 (or be spoiled in the appendices). Not all of the beasts added to the mod have usable hearts. Or, you can use the relevant megabeast heart (or equivalent for things that lack hearts) to unlock secrets of The Beyond...<br />
* 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.<br />
<br />
=== Creature Tweaks ===<br />
<br />
* Joint definitions have been 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.<br />
* Neck-snapping. While mundane damage to the upper spine doesn't always have any effect, putting a joint lock on it definitely will, unless the creature is stupidly huge.<br />
* 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.<br />
* Joint edits have been applied to generated creatures. Normal joints tend to be more common than breakable necks.<br />
* Thread can be made from catgut. No, not just literal cat gut catgut. This proved simpler than adding harvestable sinews.<br />
* Because DF2015 broke cannibal adventurers, intelligent semi-megabeasts/megabeasts are currently non-sentient. To make up for this, they gain natural skills.<br />
<br />
=== New Creatures ===<br />
<br />
* At the suggestion of Jackie, messed around with making centaurs, and moreover made their body less of a "humanoid with 4 legs" thing used in vanilla. They show up in good biomes and can join civs. An evil critter, based on the kamaitachi, has also been added as another source of civ fodder for evil regions.<br />
* A couple added mythical creatures were added to make up for making centaurs real. Also added descriptions and spheres, to make their use in art more interesting.<br />
* 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.<br />
* 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. Its wood will make for effective blunt weapons, but poor edged weapons. Think twice before you try lighting one on fire!<br />
* Two H.P. Lovecraft references via the mi-go and shoggoth. Mi-gos have a delightfully alien body structure, while shoggoths are acidic blobs. Hint: pulp all the things.<br />
* Eternal things. Basically chitinous worms that can grow rather large given time, faster than dragons but not quite as huge.<br />
* Manticores. Overgrown lions with bat wings and scorpion tails. All the Fun of both potion-yield megabeasts and venomous critters.<br />
* Four lesser beasts that can form lairs, as a step down from semi-megabeasts. These act like night creature hunters, making lairs in various places. Dire wolves, dire bears, feral ogres, and sanguine dragons are all based off of some existing creature in some way, with qualities to make them different challenges in combat.<br />
* Some raw-defined recreations of the classic pre-DF2010 demons. These are used as fallback for some things that may require demons to exist, and tend to be used instead of said generated demons where necessary. Fiery abominations are recreations of spirits of fire, tweaked to float on a djinn-like cloud of cinders and made tougher than flame-bodied critters normally are (so punching one to death is a much tougher feat). Froglike abominations are a recreation of frog demons, given a more grotesque gorilla-like body and a nasty plague inflicted via bites and tongue-lashing. Tendriled abominations are the tentacle demons, reworked into a scaly form with its tentacles instead of arms, lashing out with acidic secretions that can also provoke a neurotoxic effect.<br />
<br />
=== Plant Tweaks ===<br />
<br />
* 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, and extract-bearing plants.<br />
* 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.<br />
* In addition to more potent alchemical concoctions, more mundane medicine can be made from certain plant sources (best as the system permits, and noting that the game lacks what would normally be the best options for that). The effects are much more minor than what golden salve or processed muck root can do, but it can help in a pinch.<br />
* Brewable plants can be made into delicious booze. If it isn't brewable by picking the plant itself (assuming it's in season), try brewing fruit instead.<br />
* Bread is now a thing. The relevant plants can be ground into flour and used as such.<br />
* Bamboo, cattails, and cloudberries have been given useful growths. This works in adventure mode, but due to the plants being grass they can't be picked in fort mode.<br />
<br />
=== Civilization Tweaks ===<br />
<br />
* All of the main races are playable in Adventurer Mode, whether as civ members or as outsiders.<br />
* 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.<br />
* Humans and goblins have been given slings and sewing needles, for the hell of it.<br />
* 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 has 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.<br />
* Goblins need food and water, so remember that.<br />
* Outsiders can start off with wooden weaponry, to encourage actually upgrading your gear.<br />
* Underground animal people have been given a surface-dwelling equivalent, allowing for occasional instances of them being playable as entity members, instead of outsiders. They spread out as tribes in small villages, potentially allying with or coming to blows with the major civilizations.<br />
<br />
=== New uses for existing items (and changes) ===<br />
<br />
* Mortars and pestles are used for plant processing and alchemy. A pair can be crafted from stone.<br />
* A few reactions use blunt small rocks for hammering instead of just knapping.<br />
* If you get a hold of full logs, a battle axe can be used to split it into usable branches.<br />
* Stone axes have been changed to allow metal versions to show up in human and goblin sites.<br />
* Helves have been given the same weapon uses as staves in older versions of this mod, and renamed to staves to reflect this.<br />
<br />
=== New Items ===<br />
<br />
* Needles, required for sewing. In addition to wood you can carve them from bone, tooth, nail, hoof, or horn.<br />
* Clubs, as a crude mace-equivalent as suggested by Kallin.<br />
* Caesti and katars, unarmed weapons suggested and worked on by Jackie.<br />
* Simple lockbows, originally implemented in Kobold Kamp as suggested by Flint.<br />
* Spear-throwers and javelins, made with help from ZM5. Closer to actual hand-thrown javelins than the more realistic atlatl, but still allows use of a spear-thrower for gameplay reasons.<br />
* 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.<br />
* Gambesons, made from cloth. Obviously fragile unless using megabeast haircloth or silk.<br />
* Cooking pots, for making certain items, most notably for brewing.<br />
* Animal glue, which the recent combat changes have made useful.<br />
* Eight raw-defined instruments that can be crafted, supplementing the generated instruments that can't be crafted in adventure mode.<br />
<br />
=== Dismantling Items ===<br />
<br />
* Boulders and logs can be split into small rocks and pieces of wood, respectively.<br />
* Crude cloth can be unraveled if needed.<br />
* Cloth items can be cut apart for cloth, leather items can be cut apart, and metal items can be broken down for metal. Note that nothing's stopping you from being a lunatic and trying to dismantle the end result into itself, which will eventually waste it.<br />
<br />
== Bugs and Issues ==<br />
<br />
* No gauntlets due to the gauntlet bug. The workaround I originally devised tends to break more things than it fixes.<br />
* Just like whips, civs will generate metal slings because derp. Outsiders will also have access to metal staves, clubs, and caesti, all of which were balanced around the assumption that they'd only ever be made out of much lighter materials.<br />
* 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.<br />
* The amount of usable leather, bone, etc can be increased by lopping off limbs. For bone, there are reaction bugs and balance issues behind why Adventurecraft has set crafting to consume full stacks, instead of vanilla's use of single units for a stack.<br />
* 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.<br />
* Goblin and kobold adventurers will find their home to be an immense pain in the ass to leave, as dark forts and caves block fast travel even if the inhabitants are friendly.<br />
* Nothing's stopping you from being a lunatic and trying to dismantle cloth, tanned hides, or metal bars. This will eventually waste it due to the odds not being 100%. <br />
* Thread, cloth, bars, and sheets obtained from towns instead of player-made are a nigh-endless source of crafting material, due to reactions set to only produce and use product dimensions of 1.<br />
* The addition of faked wood for outsider weapons adds an unusable material to the forge in fortress mode.<br />
<br />
== Appendix A, Full list of new reactions ==<br />
<br />
=== Basic Reactions ===<br />
<br />
* Tan a raw hide, raw scales, or raw chitin. Produces tanned leather/scale/chitin.<br />
* Dry and spin gut into catgut thread.<br />
* Spin hair or wool into thread.<br />
* Process thread-bearing plant into thread.<br />
* Weave cloth. Uses hair/wool, plant-based, or silk thread.<br />
* Make glue. Uses raw hide, raw scales, bone, skull, horn, or hoof. Requires a cooking item.<br />
* Repair cloth item. Uses cloth and thread, requires a needle.<br />
* Repair leather/scale/chitin item. Uses any of said materials plus thread, requires a needle.<br />
* Repair wood/bone/stone item. Uses animal glue, requires a sharp object.<br />
<br />
=== Tools ===<br />
<br />
* Carve wooden sewing needle. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn needle. Uses any of said materials, requires a sharp object.<br />
* Carve wooden stave. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone stave. Uses bones, and requires a sharp object.<br />
* Carve bone/shell axe. Uses either material plus a stave, requires a sharp object.<br />
* Craft stone axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mortar and pestle. Uses 2 blunt small rocks, and requires a third.<br />
* Craft stone cooking pot. Uses any small rock, and requires a blunt small rock.<br />
<br />
=== Ammunition ===<br />
<br />
* Craft sling stones. Uses a blunt small rock, and requires a second.<br />
* Carve wooden arrows. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn arrows. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone arrows. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden bolts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bolts. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone bolts. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden javelins. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn javelins. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone javelins. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden darts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn darts. Uses any of said materials, requires a sharp object.<br />
<br />
=== Weapons (Wood/Cloth/Leather) ===<br />
<br />
* Carve wooden dagger. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden pike. Uses two wooden branches, and requires a sharp object.<br />
* Carve wooden club. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale whip. Uses leather/scale, and requires a sharp object.<br />
* Craft leather/scale/chitin caestus. Uses any of said materials, and requires a sharp object.<br />
* Craft wooden bow. Uses a stave and thread, requires a sharp object.<br />
* Craft simple wooden lockbow. Uses two branches and thread, requires a sharp object.<br />
* Carve wooden blowgun. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear-thrower. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale sling. Uses leather, and requires a sharp object.<br />
* Craft cloth sling. Uses cloth, and requires a sharp object.<br />
<br />
=== Weapons (Bone) ===<br />
<br />
* Craft bone/shell/tooth/horn dagger. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn spear. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn pike. Uses any of said materials plus two staves, requires a sharp object.<br />
* Carve bone/shell battle axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell great axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn short sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn long sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn two-handed sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone club. Uses bones, and requires a sharp object.<br />
* Craft bone/tooth/nail/hoof/horn katar. Uses any of said materials, and requires a sharp object.<br />
* Craft bone bow. Uses bones and thread, requires a sharp object.<br />
* Craft simple bone lockbow. Uses bones, a stave, and thread, requires a sharp object.<br />
* Carve bone spear-thrower. Uses bones, and requires a sharp object.<br />
* Carve bone blowgun. Uses bones, and requires a sharp object.<br />
<br />
=== Weapons (Stone) ===<br />
<br />
* Knap stone dagger. Uses any small rock, and requires a blunt small rock.<br />
* Craft stone spear. Uses a sharp rock and a stave. No need to cut the stave to size.<br />
* Craft stone pike. Uses a sharp rock and two staves. No need to cut the staves to size.<br />
* Craft stone battle axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone great axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone short sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone long sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone two-handed sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mace. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone war hammer. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone maul. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
<br />
=== Armor (Bone) ===<br />
<br />
* Craft bone/shell buckler. Uses either material, and requires a sharp object.<br />
* Craft bone/shell shield. Uses either material, and requires a sharp object.<br />
* Craft bone/shell helm. Uses either material, and requires a sharp object.<br />
* Craft skull helm. Uses a skull, and requires a sharp object.<br />
* Craft bone/shell armor. Uses either material and requires a sharp object.<br />
* Craft bone/shell leggings. Uses either material, and requires a sharp object.<br />
* Craft bone greaves. Uses bones, and requires a sharp object.<br />
<br />
=== Shields/Armor (Leather/Scale/Chitin) ===<br />
<br />
* Craft leather/scale/chitin buckler. Uses any of said materials, and requires a sharp object.<br />
* Craft leather/scale/chitin shield. Uses any of said materials, and requires a sharp object.<br />
* Sew leather/scale/chitin cap. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin helm. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin armor. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin leggings. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin low boots. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin high boots. Uses any of said materials plus thread, requires a needle.<br />
<br />
=== Clothing (Leather) ===<br />
<br />
* Sew leather/scale backpack. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale waterskin. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale quiver. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale hood. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale mask. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale cloak. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale tunic. Uses leather/scale and thread, requires a needle.<br />
* Make leather/scale loincloth. Uses leather/scale.<br />
* Sew leather/scale trousers. Uses leather/scale and thread, requires a needle.<br />
* Craft leather/scale footwraps. Uses leather, and requires a sharp object.<br />
* Sew leather/scale sandals. Uses leather/scale and thread, requires a needle.<br />
* Decorate object with leather/scale. Uses leather/scale and thread, requires a needle.<br />
<br />
=== Clothing (Cloth) ===<br />
<br />
* Sew cloth backpack. Uses cloth and thread, requires a needle.<br />
* Sew cloth quiver. Uses cloth and thread, requires a needle.<br />
* Sew cloth cap. Uses cloth and thread, requires a needle.<br />
* Sew cloth hood. Uses cloth and thread, requires a needle.<br />
* Sew cloth mask. Uses cloth and thread, requires a needle.<br />
* Sew cloth gambeson. Uses cloth and thread, requires a needle.<br />
* Sew cloth cloak. Uses cloth and thread, requires a needle.<br />
* Sew cloth tunic. Uses cloth and thread, requires a needle.<br />
* Make cloth loincloth. Uses cloth.<br />
* Sew cloth trousers. Uses cloth and thread, requires a needle.<br />
* Craft cloth footwraps. Uses cloth, and requires a sharp object.<br />
* Sew cloth socks. Uses cloth and thread, requires a needle.<br />
* Sew cloth sandals. Uses cloth and thread, requires a needle.<br />
* Decorate object with cloth. Uses cloth and thread, requires a needle.<br />
<br />
=== Shields/Crafts (Wood) ===<br />
<br />
* Carve wooden buckler. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden shield. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden crutch. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cup. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden minecart. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden figurine. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden ring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden earring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden scepter. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden amulet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden bracelet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden crown. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cabochan. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden mask. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden sandals. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden dice. Uses a wooden branch, and requires a sharp object.<br />
* Decorate object with wood. Uses a wooden branch, and requires a sharp object.<br />
<br />
=== Crafts (Bone/Shell/Tooth/Horn) ===<br />
<br />
* Carve bone crutch. Uses bones, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn goblet. Uses any of said materials, and requires a sharp object.<br />
* Carve skull goblet. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn figurine. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn ring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn earring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn scepter. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn amulet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn bracelet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn crown. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn cabochan. Uses any of said materials, and requires a sharp object.<br />
* Craft skull totem. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell mask. Uses either of said materials, and requires a sharp object.<br />
* Craft skull mask. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn dice. Uses any of said materials, and requires a sharp object.<br />
* Decorate object with bone/shell/tooth/nail/hoof/horn. Uses said materials, requires a sharp object.<br />
<br />
=== Crafts (Stone) ===<br />
<br />
* Craft stone mug. Uses a blunt small rock, and requires a second.<br />
* Craft stone figurine. Uses a blunt small rock, and requires a second.<br />
* Craft stone ring. Uses a blunt small rock, and requires a second.<br />
* Craft stone earring. Uses a blunt small rock, and requires a second.<br />
* Craft stone scepter. Uses a blunt small rock, and requires a second.<br />
* Craft stone amulet. Uses a blunt small rock, and requires a second.<br />
* Craft stone bracelet. Uses a blunt small rock, and requires a second.<br />
* Craft stone crown. Uses a blunt small rock, and requires a second.<br />
* Craft stone cabochon. Uses a blunt small rock, and requires a second.<br />
* Decorate object with stone. Uses a blunt small rock, and requires a second.<br />
<br />
=== Item Dismantling ===<br />
<br />
* Split wooden log into branches. Also requires a sharp object. Ignore the absurdity.<br />
* Split large stone into small rocks. Also requires a blunt small rock.<br />
* Unravel cloth into thread.<br />
* Dismantle cloth item. Requires a sharp object.<br />
* Dismantle leather/scale/chitin item. Requires a sharp object.<br />
* Dismantle stone item. Requires a blunt small rock.<br />
* Dismantle metal item. Requires a blunt small rock.<br />
<br />
=== Cooking and Alchemy ===<br />
<br />
* Mill plant into flour. Uses valid plant, requires a mortar and pestle.<br />
* Bake bread. Uses flour, requires a cooking pot.<br />
* Brew alcohol from plant. Uses valid plant, requires a cooking pot and an empty waterskin.<br />
* Brew alcohol from fruit. Uses valid plant growth, requires a cooking pot and an empty waterskin.<br />
* Craft astringent tincture. Uses three leaves from berry-bearing plants, requires a mortar and pestle.<br />
* Extract from plant. Uses extractable plant, requires a mortar and pestle plus an empty waterskin.<br />
* Refine venom into toxin. Uses a venom sac, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from (semi)megabeast heart, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from generated creature heart, requires a mortar and pestle plus an empty waterskin.<br />
* Create magical essence from (semi)megabeast heart, shoggoth core, treant wood, or mountain bronze, Also uses a scroll, requires a mortar and pestle plus an empty waterskin.<br />
<br />
=== Paper/Parchment Crafting ===<br />
<br />
* Press pulpable plant into paper. Uses a valid plant, requires a mortar and pestle.<br />
* Dry skin into parchment. Uses a raw hide, and requires a sharp object.<br />
* Carve wooden scroll rollers. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone scroll rollers. Uses bone, and requires a sharp object.<br />
* Assemble a scroll. Uses a sheet and a scroll roller.<br />
* Craft a quire. Uses a sheet.<br />
<br />
=== Instrument Pieces ===<br />
<br />
* Carve wooden bagpipe pipes. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bagpipe pipes. Uses any of said materials, and requires a sharp object.<br />
* Sew leather bagpipe bag. Uses leather and thread, requires a needle.<br />
* Craft instrument strings. Uses string.<br />
* Carve wooden lyre body. Uses a wooden log, and requires a sharp object.<br />
* Carve bone/shell lyre body. Uses either material and requires a sharp object.<br />
* Carve wooden guitar body. Uses a wooden log, and requires a sharp object.<br />
* Carve skull guitar body. Uses a skull, and requires a sharp object.<br />
* Carve wooden guitar neck. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone guitar neck. Uses bone, and requires a sharp object.<br />
* Carve wooden harp body. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden drum body. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone drum body. Uses bone, and requires a sharp object.<br />
* Craft leather drum head. Uses leather.<br />
<br />
=== Instruments ===<br />
<br />
* Carve wooden simple flute. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone simple flute. Uses bone, and requires a sharp object.<br />
* Carve wooden instrument musical horn. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn musical horn. Uses any of said materials, and requires a sharp object.<br />
* Assemble bagpipes. Requires a bagpipe bag and instrument pipes.<br />
* Assemble lyre. Requires a lyre body and strings.<br />
* Assemble guitar. Requires a guitar body, a guitar neck, and strings.<br />
* Assemble harp. Requires a harp body and strings.<br />
* Assemble drum. Requires a drum body and drum head.<br />
* Carve wooden bell. Uses a wooden log, and requires a sharp object.<br />
<br />
== Appendix B, List of forging reactions (at carpenter's workshop): ==<br />
<br />
=== Metalworking (Basic Tools) ===<br />
<br />
* Craft makeshift forge. Uses 10 small rocks.<br />
* Repair metal item. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mortar and pestle. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cooking pot. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Ammunition) ===<br />
<br />
* Craft metal sling bullets. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal arrows. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal bolts. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal javelins. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal darts. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Weapons) ===<br />
<br />
* Craft metal dagger. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal spear. Uses metal, a stave, and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pike. Uses metal, a stave, and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal battle axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal great axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal short sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal long sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal two-handed sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mace. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal war hammer. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal maul. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal caestus. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal katar. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Shields/Armor) ===<br />
<br />
* Craft metal buckler. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal shield. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal helmet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cap. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal breastplate. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail shirt. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal greaves. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail leggings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal low boots. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal high boots. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Furniture) ===<br />
<br />
* Craft metal throne. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal table. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal chest. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabinet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal door. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal barrel. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bucket. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal sarcophagus. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal hatch cover. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal grate. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bin. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal stepladder. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bookcase. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal splint. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pedestal. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal animal trap. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Crafts) ===<br />
<br />
* Craft metal crutch. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal goblet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal minecart. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal figurine. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal ring. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal earring. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal scepter. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal amulet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bracelet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal crown. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabochan. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mask. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Decorate object with metal. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Instruments) ===<br />
<br />
* Craft metal bagpipe pipes. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal instrument strings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal lyre body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar neck. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal harp body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal drum body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal simple flute. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal musical horn. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bell. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
== Appendix C, List of more useful stones ==<br />
<br />
* Andesite<br />
* Basalt<br />
* Chert (in-between other sharp stones and obsidian)<br />
* Dacite<br />
* Diorite<br />
* Native aluminum (same as aluminum)<br />
* Native copper (same as copper)<br />
* Native gold (same as gold)<br />
* Native platinum (same as platinum)<br />
* Native silver (same as silver)<br />
* Obsidian (deliciously sharp and deadly)<br />
* Quartzite<br />
* Phyllite<br />
* Raw adamantine (same as adamantine)<br />
* Rhyolite<br />
* Shale<br />
* Slade (good luck obtaining that one!)<br />
* Slate<br />
<br />
== Appendix D, List of monsters with improved body materials ==<br />
<br />
=== Tier 1 ===<br />
<br />
* Alligator (and variants, alligator men are currently unusable)<br />
* Anaconda (and variants, anaconda men are currently unusable)<br />
* Armadillo (and variants, armadillo men are currently unusable)<br />
* Black bear (and variants, black bear men are currently unusable)<br />
* Blind cave bear<br />
* Blind cave ogre (currently unusable)<br />
* Cave crocodile<br />
* Cave dragon<br />
* Coelacanth<br />
* Elephant (and variants, elephant men are currently unusable)<br />
* Giant cave spider<br />
* Giant desert scorpion (re-added due to Toady removing them ;w;)<br />
* Giant Mantis (normal version is a non-butcherable vermin, mantis men are currently unusable)<br />
* Gigantic squid (normal version is a non-butcherable vermin, squid men are currently unusable)<br />
* Great white shark<br />
* Grizzly bear (and variants, grizzly bear men are currently unusable)<br />
* Hippo (and variants, hippo men are currently unusable)<br />
* Ogre<br />
* Orca (and variants, orca men are currently unusable)<br />
* Polar bear (and variants, polar bear men are currently unusable)<br />
* Rhinoceros (and variants, rhinoceros men are currently unusable)<br />
* Saltwater crocodile (and variants, saltwater crocodile men are currently unusable)<br />
* Sea monster<br />
* Sea serpent<br />
* Troll<br />
* Voracious cave crawler<br />
* Walrus (and variants, walrus men are currently unusable)<br />
* Wild boar (and variants, wild boar men are currently unusable)<br />
* Cyclops<br />
* Ettin<br />
* Giant<br />
* Minotaur<br />
* Gargoyle<br />
* Mi-go<br />
* Dire bear<br />
* Feral ogre<br />
* Lesser dragon<br />
<br />
=== Tier 2 ===<br />
<br />
* Dragon<br />
* Hydra<br />
* Roc<br />
* Eternal thing<br />
* Manticore<br />
* Treant (wood)<br />
<br />
== Appendix E, List of monsters that yield venom sacs ==<br />
<br />
* Giant adder (normal version is too small to butcher, adder men are currently unusable)<br />
* Giant bark scorpion (normal version is a non-butcherable vermin, bark scorpion men are currently unusable)<br />
* Black mamba (and variants, black mamba men are currently unusable)<br />
* Giant brown recluse spider (normal version is a non-butcherable vermin, recluse spider men are currently unusable)<br />
* Bushmaster (and variants, bushmaster men are currently unusable)<br />
* Giant copperhead snake (normal version is too small to butcher, copperhead snake men are currently unusable)<br />
* Giant desert scorpion<br />
* Giant cave spider<br />
* Gila monsters (and variants, gila monster men are currently unusable)<br />
* Helmet snake<br />
* King cobra (and variants, king cobra men are currently unusable)<br />
* Platypus (and variants, platypus men are currently unusable)<br />
* Rattlesnake (and variants, rattlesnake men are currently unusable)<br />
* Serpent man (currently unusable)<br />
* Manticore<br />
<br />
== Appendix F, List of plant and misc craftable extracts ==<br />
<br />
=== Notable plant extracts ===<br />
<br />
* Astringent tincture. Generally if it yields berries, its leaves are likely usable for alchemy. Very minor reduction in bleeding, infection, and some impact on open wounds.<br />
* Dwarven syrup. Delicious but does nothing.<br />
* Gnomeblight. Still only deadly to gnomes.<br />
* Golden salve. Stops bleeding and other ailments, potent non-nerve healing.<br />
* Marshmend, from muck root. Stops bleeding and eases pain.<br />
* Whiplash, from whip vine. Boost agility and speed some, side effects of dizziness and nausea.<br />
* Barbed haze, from sliver barb. Assorted stat boost, penalties, and other Fun.<br />
<br />
=== Megabeast and Semi-megabeast hearts ===<br />
<br />
* Aetherbreath, from mi-gos. Grants immunity to suffocation.<br />
* Draconic fury, from dragons. Boosts willpower, inspires martial trances.<br />
* Giant's might, from giants. Boosts strength.<br />
* Insight, from ettins. Boosts assorted mental stats.<br />
* Relentlessness, from minotaurs. Grants immunity to stunning, exertion, and pain.<br />
* Renewal, from hydras. Powerful, but brief, regeneration with regrowth of limbs.<br />
* Stoneskin, from gargoyles. Hardens you against attacks.<br />
* Swiftness, from rocs. Boost agility, increases speed somewhat.<br />
* True seeing, from cyclops. Grants extravision and creature-sensing.<br />
* Trickery, from manticores. Sharply boosts various social stats.<br />
<br />
=== Other ===<br />
<br />
* Failed extract. If a generated titan/demon/etc doesn't have a valid poison (or has poison blood instead), this will be the result. Does nothing.<br />
* Shoggoth slime, readily obtained from shoggoths (obviously). Causes localized pain, blistering, bleeding, and necrosis. Drinking it is exactly as stupid an idea as you'd expect it to be.<br />
* Cursed dragonblood, from sanguine dragons. Dangerous to drink, but has some minor situational benefits.<br />
<br />
== Appendix G, List of plants made harvestable in the mod ==<br />
<br />
* Alfalfa, available most of summer into early winter. Edible raw.<br />
* Arrow bamboo, available all year. Source of branches.<br />
* Asparagus, available only early in spring. Edible raw.<br />
* Barley, available all summer and autumn. Source of flour and alcohol.<br />
* Beet, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Bloated tuber, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Blood amaranth, available most of summer into early winter. Edible, source of flour/alcohol.<br />
* Buckwheat, available most of summer into early winter. Source of flour and alcohol.<br />
* Cabbage, available midspring into midsummer. Edible raw.<br />
* Carrot, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cassava, available midspring into midsummer. Source of alcohol.<br />
* Cattail, available later spring into early summer. Source of flour, thread, and paper.<br />
* Cave wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Celery, available midspring into midsummer. Edible raw.<br />
* Chicory, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cloudberry, available in winter. Edible raw, source of alcohol.<br />
* Cotton, available most of summer into early winter. Source of thread and paper.<br />
* Finger millet, available all summer and autumn. Source of flour and alcohol.<br />
* Fisher berry, available most of summer. Edible raw, source of alcohol.<br />
* Flax, available most of summer into early winter. Source of thread, paper, and flour.<br />
* Fonio, available all summer and autumn. Source of flour and alcohol.<br />
* Foxtail millet, available all summer and autumn. Source of flour and alcohol.<br />
* Garden cress, available midspring into midsummer. Edible raw.<br />
* Golden bamboo, available all year. Source of branches.<br />
* Hard wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Hedge bamboo, available all year. Source of branches.<br />
* Hemp, available all summer and autumn. Source of thread, paper, and flour.<br />
* Jute, available most of summer into early winter. Source of thread and paper.<br />
* Kaniwa, available most of summer into early winter. Source of flour and alcohol.<br />
* Kenaf, available most of summer into early winter. Source of thread and paper.<br />
* Kobold bulb, available midautumn and all winter. Source of extract.<br />
* Leek, available midspring into midsummer. Edible raw.<br />
* Lettuce, available midspring into midsummer. Edible raw.<br />
* Long yam, available midspring into midsummer. Edible raw.<br />
* Longland grass, available all summer and autumn. Source of flour and alcohol.<br />
* Maize, available most of summer into early winter. Source of flour and alcohol.<br />
* Muck root, available midspring into midsummer. Edible raw, source of extract and alcohol.<br />
* Oat, available all summer and autumn. Source of flour and alcohol.<br />
* Papyrus sedge, available most of summer into early winter. Source of paper.<br />
* Parsnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Pearl millet, available all summer and autumn. Source of flour and alcohol.<br />
* Pendant amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Pig tail, available most of summer-early winter. Source of thread, paper, flour, and alcohol.<br />
* Prickle berry, available most of summer. Edible raw, source of alcohol.<br />
* Plump helmet, available all year. Edible raw, source of alcohol.<br />
* Potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Purple amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Quinoa, available most of summer into early winter. Source of flour and alcohol.<br />
* Radish, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Ramie, available most of summer into early winter. Source of thread and paper.<br />
* Rat weed, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Rhubarb, available midspring into midsummer. Edible raw.<br />
* Rice, available most of summer into early winter. Source of flour and alcohol.<br />
* Rope reed, available most of summer-early winter. Source of thread, paper, and alcohol.<br />
* Rye, available all summer and autumn. Source of flour and alcohol.<br />
* Single-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sliver barb, available all winter. Source of extract and alcohol.<br />
* Soft wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sorghum, available most of summer into early winter. Source of flour and alcohol.<br />
* Spelt, available all summer and autumn. Source of flour and alcohol.<br />
* Sun berry, available most of summer. Edible raw, source of alcohol.<br />
* Sweet pod, available midspring into midsummer. Source of exract and alcohol.<br />
* Sweet potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Teff, available all summer and autumn. Source of flour and alcohol.<br />
* Turnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Two-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Whip vine, available midspring into midsummer. Source of flour, extract, and alcohol.<br />
* White millet, available all summer and autumn. Source of flour and alcohol.<br />
* Valley herb, available most of spring. Source of extract.<br />
<br />
== Appendix H, List of obtainable magic: ==<br />
<br />
* Animal magic, opposed to nature magic. Transforms the user into a random giant animal when used. Associated with animals, chaos, and hunting. Can be obtained from minotaurs.<br />
* Blight magic, opposed to healing magic. Inflicts a debilitating, sickening plague on a target creature when used. Fellow blight mages, healing mages, and those currently immunized by healing magic cannot be targeted with it. Can cause victims to go berserk and spread the sickness if they survive long enough. Associated with blight, disease, and misery. Can be obtained from shoggoths.<br />
* Clairvoyance magic, opposed to infernal magic. Grants extravision and creature-sensing to a targeted creature when used, along with boosting agility and sensory-type mental attributes. Associated with inspiration, light, and wisdom. Can be obtained from eternal things and cyclopes.<br />
* Fire magic, opposed to wind. Flings a fireball at a target creature when used, fellow fire mages cannot be targeted with it. Associated with fire, the sun, and volcanoes. Can be obtained from dragons.<br />
* Healing magic, opposed to blight magic. Mends bleeding and tissue damage on a target creature when used. Also temporarily immunizes the target against blight magic. Associated with healing, mercy, and rebirth. Can be obtained from hydras.<br />
* Infernal magic, opposed to clairvoyance magic. Summons a random demonic creature when used, which will always be one of the raw-defined demons instead of a generated one, which will attack any living thing except the caster. Inflicts stigmata and personality changes on the user, repeated use will build up side effects until blood loss becomes lethal, and each use has a chance of rendering the caster permanently mute. Associated with darkness, nightmares, and revenge. Can be obtained from mi-gos.<br />
* Nature magic, opposed to animal magic. Summons a random natural predatory animal when used. Associated with nature, plants, and trees. Can be obtained from treants and manticores.<br />
* Protective magic, opposed to war magic. Grants high damage resistance to a target creature when used. Associated with courage, discipline, and longevity. Can be obtained from gargoyles and bronze colossi.<br />
* War magic, opposed to protective magic. Inflicts a berserk rage on the caster when used, with appropriate status buffs. Associated with strength, victory, and war. Can be obtained from giants and ettins.<br />
* Wind magic, opposed to fire magic. Sends multiple target creatures flying away with high force when used, requires targets to be fairly close. Associated with storms, thunder, and wind. Can be obtained from rocs.</div>Valoshttp://dwarffortresswiki.org/index.php?title=User:Valos/Adventurecraft&diff=251067User:Valos/Adventurecraft2020-03-02T06:50:06Z<p>Valos: </p>
<hr />
<div>{{mod}}<br />
{{Modification<br />
| name = Adventurecraft<br />
| version = 47.02 - 47.04 1.92<br />
| df version = 0.47.04<br />
| last update = 3/2/2020<br />
| download = http://www.bay12forums.com/smf/index.php?topic=153036.0<br />
}}<br />
<br />
Adventurecraft, yet another Wanderer's Friend derivative, is an adventure-mode-focused mod that adds reactions, in addition to material changes and creature changes, much of it geared toward fleshing out the options provided to adventurers. Various features have been added to it over time, not all geared toward crafting.<br />
<br />
Existed in unreleased form since the DF2012 days, with the first release being not long before .42.01 was released. Features and changes listed are thus specific to the most recent version, assuming this page remains up-to-date (don't count on it), derived from the forum post.<br />
<br />
== Features ==<br />
<br />
=== Fun Material Tweaks ===<br />
<br />
* Different tiers of materials. Look for a + or ++ in the material name. 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.<br />
* Several stones have been buffed to not be vastly inferior to bone. Look for the material tier designation. Chert is second only to obsidian in sharpness.<br />
* 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.<br />
* 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 (or be spoiled in the appendices). Not all of the beasts added to the mod have usable hearts. Or, you can use the relevant megabeast heart (or equivalent for things that lack hearts) to unlock secrets of The Beyond...<br />
* 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.<br />
<br />
=== Creature Tweaks ===<br />
<br />
* Joint definitions have been 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.<br />
* Neck-snapping. While mundane damage to the upper spine doesn't always have any effect, putting a joint lock on it definitely will, unless the creature is stupidly huge.<br />
* 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.<br />
* Joint edits have been applied to generated creatures. Normal joints tend to be more common than breakable necks.<br />
* Thread can be made from catgut. No, not just literal cat gut catgut. This proved simpler than adding harvestable sinews.<br />
* Because DF2015 broke cannibal adventurers, intelligent semi-megabeasts/megabeasts are currently non-sentient. To make up for this, they gain natural skills.<br />
<br />
=== New Creatures ===<br />
<br />
* At the suggestion of Jackie, messed around with making centaurs, and moreover made their body less of a "humanoid with 4 legs" thing used in vanilla. They show up in good biomes and can join civs. An evil critter, based on the kamaitachi, has also been added as another source of civ fodder for evil regions.<br />
* A couple added mythical creatures were added to make up for making centaurs real. Also added descriptions and spheres, to make their use in art more interesting.<br />
* 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.<br />
* 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. Its wood will make for effective blunt weapons, but poor edged weapons. Think twice before you try lighting one on fire!<br />
* Two H.P. Lovecraft references via the mi-go and shoggoth. Mi-gos have a delightfully alien body structure, while shoggoths are acidic blobs. Hint: pulp all the things.<br />
* Eternal things. Basically chitinous worms that can grow rather large given time, faster than dragons but not quite as huge.<br />
* Manticores. Overgrown lions with bat wings and scorpion tails. All the Fun of both potion-yield megabeasts and venomous critters.<br />
* Four lesser beasts that can form lairs, as a step down from semi-megabeasts. These act like night creature hunters, making lairs in various places. Dire wolves, dire bears, feral ogres, and sanguine dragons are all based off of some existing creature in some way, with qualities to make them different challenges in combat.<br />
* Some raw-defined recreations of the classic pre-DF2010 demons. These are used as fallback for some things that may require demons to exist, and tend to be used instead of said generated demons where necessary. Fiery abominations are recreations of spirits of fire, tweaked to float on a djinn-like cloud of cinders and made tougher than flame-bodied critters normally are (so punching one to death is a much tougher feat). Froglike abominations are a recreation of frog demons, given a more grotesque gorilla-like body and a nasty plague inflicted via bites and tongue-lashing. Tendriled abominations are the tentacle demons, reworked into a scaly form with its tentacles instead of arms, lashing out with acidic secretions that can also provoke a neurotoxic effect.<br />
<br />
=== Plant Tweaks ===<br />
<br />
* 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, and extract-bearing plants.<br />
* 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.<br />
* In addition to more potent alchemical concoctions, more mundane medicine can be made from certain plant sources (best as the system permits, and noting that the game lacks what would normally be the best options for that). The effects are much more minor than what golden salve or processed muck root can do, but it can help in a pinch.<br />
* Brewable plants can be made into delicious booze. If it isn't brewable by picking the plant itself (assuming it's in season), try brewing fruit instead.<br />
* Bread is now a thing. The relevant plants can be ground into flour and used as such.<br />
* Bamboo, cattails, and cloudberries have been given useful growths. This works in adventure mode, but due to the plants being grass they can't be picked in fort mode.<br />
<br />
=== Civilization Tweaks ===<br />
<br />
* All of the main races are playable in Adventurer Mode, whether as civ members or as outsiders.<br />
* 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.<br />
* Humans and goblins have been given slings and sewing needles, for the hell of it.<br />
* 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 has 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.<br />
* Goblins need food and water, so remember that.<br />
* Outsiders can start off with wooden weaponry, to encourage actually upgrading your gear.<br />
* Underground animal people have been given a surface-dwelling equivalent, allowing for occasional instances of them being playable as entity members, instead of outsiders. They spread out as tribes in small villages, potentially allying with or coming to blows with the major civilizations.<br />
<br />
=== New uses for existing items (and changes) ===<br />
<br />
* Mortars and pestles are used for plant processing and alchemy. A pair can be crafted from stone.<br />
* A few reactions use blunt small rocks for hammering instead of just knapping.<br />
* If you get a hold of full logs, a battle axe can be used to split it into usable branches.<br />
* Stone axes have been changed to allow metal versions to show up in human and goblin sites.<br />
* Helves have been given the same weapon uses as staves in older versions of this mod, and renamed to staves to reflect this.<br />
<br />
=== New Items ===<br />
<br />
* Needles, required for sewing. In addition to wood you can carve them from bone, tooth, nail, hoof, or horn.<br />
* Clubs, as a crude mace-equivalent as suggested by Kallin.<br />
* Caesti and katars, unarmed weapons suggested and worked on by Jackie.<br />
* Simple lockbows, originally implemented in Kobold Kamp as suggested by Flint.<br />
* Spear-throwers and javelins, made with help from ZM5. Closer to actual hand-thrown javelins than the more realistic atlatl, but still allows use of a spear-thrower for gameplay reasons.<br />
* 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.<br />
* Gambesons, made from cloth. Obviously fragile unless using megabeast haircloth or silk.<br />
* Cooking pots, for making certain items, most notably for brewing.<br />
* Animal glue, which the recent combat changes have made useful.<br />
* Eight raw-defined instruments that can be crafted, supplementing the generated instruments that can't be crafted in adventure mode.<br />
<br />
=== Dismantling Items ===<br />
<br />
* Boulders and logs can be split into small rocks and pieces of wood, respectively.<br />
* Crude cloth can be unraveled if needed.<br />
* Cloth items can be cut apart for cloth, leather items can be cut apart, and metal items can be broken down for metal. Note that nothing's stopping you from being a lunatic and trying to dismantle the end result into itself, which will eventually waste it.<br />
<br />
== Bugs and Issues ==<br />
<br />
* No gauntlets due to the gauntlet bug. The workaround I originally devised tends to break more things than it fixes.<br />
* Just like whips, civs will generate metal slings because derp. Outsiders will also have access to metal staves, clubs, and caesti, all of which were balanced around the assumption that they'd only ever be made out of much lighter materials.<br />
* 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.<br />
* The amount of usable leather, bone, etc can be increased by lopping off limbs. For bone, there are reaction bugs and balance issues behind why Adventurecraft has set crafting to consume full stacks, instead of vanilla's use of single units for a stack.<br />
* 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.<br />
* Goblin and kobold adventurers will find their home to be an immense pain in the ass to leave, as dark forts and caves block fast travel even if the inhabitants are friendly.<br />
* Nothing's stopping you from being a lunatic and trying to dismantle cloth, tanned hides, or metal bars. This will eventually waste it due to the odds not being 100%. <br />
* Thread, cloth, bars, and sheets obtained from towns instead of player-made are a nigh-endless source of crafting material, due to reactions set to only produce and use product dimensions of 1.<br />
* The addition of faked wood for outsider weapons adds an unusable material to the forge in fortress mode.<br />
<br />
== Appendix A, Full list of new reactions ==<br />
<br />
=== Basic Reactions ===<br />
<br />
* Tan a raw hide, raw scales, or raw chitin. Produces tanned leather/scale/chitin.<br />
* Dry and spin gut into catgut thread.<br />
* Spin hair or wool into thread.<br />
* Process thread-bearing plant into thread.<br />
* Weave cloth. Uses hair/wool, plant-based, or silk thread.<br />
* Make glue. Uses raw hide, raw scales, bone, skull, horn, or hoof. Requires a cooking item.<br />
* Repair cloth item. Uses cloth and thread, requires a needle.<br />
* Repair leather/scale/chitin item. Uses any of said materials plus thread, requires a needle.<br />
* Repair wood/bone/stone item. Uses animal glue, requires a sharp object.<br />
<br />
=== Tools ===<br />
<br />
* Carve wooden sewing needle. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn needle. Uses any of said materials, requires a sharp object.<br />
* Carve wooden stave. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone stave. Uses bones, and requires a sharp object.<br />
* Carve bone/shell axe. Uses either material plus a stave, requires a sharp object.<br />
* Craft stone axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mortar and pestle. Uses 2 blunt small rocks, and requires a third.<br />
* Craft stone cooking pot. Uses any small rock, and requires a blunt small rock.<br />
<br />
=== Ammunition ===<br />
<br />
* Craft sling stones. Uses a blunt small rock, and requires a second.<br />
* Carve wooden arrows. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn arrows. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone arrows. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden bolts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bolts. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone bolts. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden javelins. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn javelins. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone javelins. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden darts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn darts. Uses any of said materials, requires a sharp object.<br />
<br />
=== Weapons (Wood/Cloth/Leather) ===<br />
<br />
* Carve wooden dagger. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden pike. Uses two wooden branches, and requires a sharp object.<br />
* Carve wooden club. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale whip. Uses leather/scale, and requires a sharp object.<br />
* Craft leather/scale/chitin caestus. Uses any of said materials, and requires a sharp object.<br />
* Craft wooden bow. Uses a stave and thread, requires a sharp object.<br />
* Craft simple wooden lockbow. Uses two branches and thread, requires a sharp object.<br />
* Carve wooden blowgun. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear-thrower. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale sling. Uses leather, and requires a sharp object.<br />
* Craft cloth sling. Uses cloth, and requires a sharp object.<br />
<br />
=== Weapons (Bone) ===<br />
<br />
* Craft bone/shell/tooth/horn dagger. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn spear. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn pike. Uses any of said materials plus two staves, requires a sharp object.<br />
* Carve bone/shell battle axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell great axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn short sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn long sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn two-handed sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone club. Uses bones, and requires a sharp object.<br />
* Craft bone/tooth/nail/hoof/horn katar. Uses any of said materials, and requires a sharp object.<br />
* Craft bone bow. Uses bones and thread, requires a sharp object.<br />
* Craft simple bone lockbow. Uses bones, a stave, and thread, requires a sharp object.<br />
* Carve bone spear-thrower. Uses bones, and requires a sharp object.<br />
* Carve bone blowgun. Uses bones, and requires a sharp object.<br />
<br />
=== Weapons (Stone) ===<br />
<br />
* Knap stone dagger. Uses any small rock, and requires a blunt small rock.<br />
* Craft stone spear. Uses a sharp rock and a stave. No need to cut the stave to size.<br />
* Craft stone pike. Uses a sharp rock and two staves. No need to cut the staves to size.<br />
* Craft stone battle axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone great axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone short sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone long sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone two-handed sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mace. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone war hammer. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone maul. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
<br />
=== Armor (Bone) ===<br />
<br />
* Craft bone/shell buckler. Uses either material, and requires a sharp object.<br />
* Craft bone/shell shield. Uses either material, and requires a sharp object.<br />
* Craft bone/shell helm. Uses either material, and requires a sharp object.<br />
* Craft skull helm. Uses a skull, and requires a sharp object.<br />
* Craft bone/shell armor. Uses either material and requires a sharp object.<br />
* Craft bone/shell leggings. Uses either material, and requires a sharp object.<br />
* Craft bone greaves. Uses bones, and requires a sharp object.<br />
<br />
=== Shields/Armor (Leather/Scale/Chitin) ===<br />
<br />
* Craft leather/scale/chitin buckler. Uses any of said materials, and requires a sharp object.<br />
* Craft leather/scale/chitin shield. Uses any of said materials, and requires a sharp object.<br />
* Sew leather/scale/chitin cap. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin helm. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin armor. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin leggings. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin low boots. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin high boots. Uses any of said materials plus thread, requires a needle.<br />
<br />
=== Clothing (Leather) ===<br />
<br />
* Sew leather/scale backpack. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale waterskin. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale quiver. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale hood. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale mask. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale cloak. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale tunic. Uses leather/scale and thread, requires a needle.<br />
* Make leather/scale loincloth. Uses leather/scale.<br />
* Sew leather/scale trousers. Uses leather/scale and thread, requires a needle.<br />
* Craft leather/scale footwraps. Uses leather, and requires a sharp object.<br />
* Sew leather/scale sandals. Uses leather/scale and thread, requires a needle.<br />
* Decorate object with leather/scale. Uses leather/scale and thread, requires a needle.<br />
<br />
=== Clothing (Cloth) ===<br />
<br />
* Sew cloth backpack. Uses cloth and thread, requires a needle.<br />
* Sew cloth quiver. Uses cloth and thread, requires a needle.<br />
* Sew cloth cap. Uses cloth and thread, requires a needle.<br />
* Sew cloth hood. Uses cloth and thread, requires a needle.<br />
* Sew cloth mask. Uses cloth and thread, requires a needle.<br />
* Sew cloth gambeson. Uses cloth and thread, requires a needle.<br />
* Sew cloth cloak. Uses cloth and thread, requires a needle.<br />
* Sew cloth tunic. Uses cloth and thread, requires a needle.<br />
* Make cloth loincloth. Uses cloth.<br />
* Sew cloth trousers. Uses cloth and thread, requires a needle.<br />
* Craft cloth footwraps. Uses cloth, and requires a sharp object.<br />
* Sew cloth socks. Uses cloth and thread, requires a needle.<br />
* Sew cloth sandals. Uses cloth and thread, requires a needle.<br />
* Decorate object with cloth. Uses cloth and thread, requires a needle.<br />
<br />
=== Shields/Crafts (Wood) ===<br />
<br />
* Carve wooden buckler. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden shield. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden crutch. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cup. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden minecart. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden figurine. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden ring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden earring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden scepter. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden amulet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden bracelet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden crown. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cabochan. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden mask. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden sandals. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden dice. Uses a wooden branch, and requires a sharp object.<br />
* Decorate object with wood. Uses a wooden branch, and requires a sharp object.<br />
<br />
=== Crafts (Bone/Shell/Tooth/Horn) ===<br />
<br />
* Carve bone crutch. Uses bones, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn goblet. Uses any of said materials, and requires a sharp object.<br />
* Carve skull goblet. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn figurine. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn ring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn earring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn scepter. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn amulet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn bracelet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn crown. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn cabochan. Uses any of said materials, and requires a sharp object.<br />
* Craft skull totem. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell mask. Uses either of said materials, and requires a sharp object.<br />
* Craft skull mask. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn dice. Uses any of said materials, and requires a sharp object.<br />
* Decorate object with bone/shell/tooth/nail/hoof/horn. Uses said materials, requires a sharp object.<br />
<br />
=== Crafts (Stone) ===<br />
<br />
* Craft stone mug. Uses a blunt small rock, and requires a second.<br />
* Craft stone figurine. Uses a blunt small rock, and requires a second.<br />
* Craft stone ring. Uses a blunt small rock, and requires a second.<br />
* Craft stone earring. Uses a blunt small rock, and requires a second.<br />
* Craft stone scepter. Uses a blunt small rock, and requires a second.<br />
* Craft stone amulet. Uses a blunt small rock, and requires a second.<br />
* Craft stone bracelet. Uses a blunt small rock, and requires a second.<br />
* Craft stone crown. Uses a blunt small rock, and requires a second.<br />
* Craft stone cabochon. Uses a blunt small rock, and requires a second.<br />
* Decorate object with stone. Uses a blunt small rock, and requires a second.<br />
<br />
=== Item Dismantling ===<br />
<br />
* Split wooden log into branches. Also requires a sharp object. Ignore the absurdity.<br />
* Split large stone into small rocks. Also requires a blunt small rock.<br />
* Unravel cloth into thread.<br />
* Dismantle cloth item. Requires a sharp object.<br />
* Dismantle leather/scale/chitin item. Requires a sharp object.<br />
* Dismantle stone item. Requires a blunt small rock.<br />
* Dismantle metal item. Requires a blunt small rock.<br />
<br />
=== Cooking and Alchemy ===<br />
<br />
* Mill plant into flour. Uses valid plant, requires a mortar and pestle.<br />
* Bake bread. Uses flour, requires a cooking pot.<br />
* Brew alcohol from plant. Uses valid plant, requires a cooking pot and an empty waterskin.<br />
* Brew alcohol from fruit. Uses valid plant growth, requires a cooking pot and an empty waterskin.<br />
* Craft astringent tincture. Uses three leaves from berry-bearing plants, requires a mortar and pestle.<br />
* Extract from plant. Uses extractable plant, requires a mortar and pestle plus an empty waterskin.<br />
* Refine venom into toxin. Uses a venom sac, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from (semi)megabeast heart, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from generated creature heart, requires a mortar and pestle plus an empty waterskin.<br />
* Create magical essence from (semi)megabeast heart, shoggoth core, treant wood, or mountain bronze, Also uses a scroll, requires a mortar and pestle plus an empty waterskin.<br />
<br />
=== Paper/Parchment Crafting ===<br />
<br />
* Press pulpable plant into paper. Uses a valid plant, requires a mortar and pestle.<br />
* Dry skin into parchment. Uses a raw hide, and requires a sharp object.<br />
* Carve wooden scroll rollers. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone scroll rollers. Uses bone, and requires a sharp object.<br />
* Assemble a scroll. Uses a sheet and a scroll roller.<br />
* Craft a quire. Uses a sheet.<br />
<br />
=== Instrument Pieces ===<br />
<br />
* Carve wooden bagpipe pipes. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bagpipe pipes. Uses any of said materials, and requires a sharp object.<br />
* Sew leather bagpipe bag. Uses leather and thread, requires a needle.<br />
* Craft instrument strings. Uses string.<br />
* Carve wooden lyre body. Uses a wooden log, and requires a sharp object.<br />
* Carve bone/shell lyre body. Uses either material and requires a sharp object.<br />
* Carve wooden guitar body. Uses a wooden log, and requires a sharp object.<br />
* Carve skull guitar body. Uses a skull, and requires a sharp object.<br />
* Carve wooden guitar neck. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone guitar neck. Uses bone, and requires a sharp object.<br />
* Carve wooden harp body. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden drum body. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone drum body. Uses bone, and requires a sharp object.<br />
* Craft leather drum head. Uses leather.<br />
<br />
=== Instruments ===<br />
<br />
* Carve wooden simple flute. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone simple flute. Uses bone, and requires a sharp object.<br />
* Carve wooden instrument musical horn. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn musical horn. Uses any of said materials, and requires a sharp object.<br />
* Assemble bagpipes. Requires a bagpipe bag and instrument pipes.<br />
* Assemble lyre. Requires a lyre body and strings.<br />
* Assemble guitar. Requires a guitar body, a guitar neck, and strings.<br />
* Assemble harp. Requires a harp body and strings.<br />
* Assemble drum. Requires a drum body and drum head.<br />
* Carve wooden bell. Uses a wooden log, and requires a sharp object.<br />
<br />
== Appendix B, List of forging reactions (at carpenter's workshop): ==<br />
<br />
=== Metalworking (Basic Tools) ===<br />
<br />
* Craft makeshift forge. Uses 10 small rocks.<br />
* Repair metal item. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mortar and pestle. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cooking pot. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Ammunition) ===<br />
<br />
* Craft metal sling bullets. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal arrows. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal bolts. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal javelins. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal darts. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Weapons) ===<br />
<br />
* Craft metal dagger. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal spear. Uses metal, a stave, and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pike. Uses metal, a stave, and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal battle axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal great axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal short sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal long sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal two-handed sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mace. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal war hammer. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal maul. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal caestus. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal katar. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Shields/Armor) ===<br />
<br />
* Craft metal buckler. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal shield. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal helmet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cap. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal breastplate. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail shirt. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal greaves. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail leggings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal low boots. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal high boots. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Furniture) ===<br />
<br />
* Craft metal throne. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal table. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal chest. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabinet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal door. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal barrel. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bucket. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal sarcophagus. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal hatch cover. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal grate. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bin. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal stepladder. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bookcase. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal splint. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pedestal. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal animal trap. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Crafts) ===<br />
<br />
* Craft metal crutch. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal goblet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal minecart. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal figurine. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal ring. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal earring. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal scepter. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal amulet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bracelet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal crown. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabochan. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mask. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Decorate object with metal. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Instruments) ===<br />
<br />
* Craft metal bagpipe pipes. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal instrument strings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal lyre body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar neck. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal harp body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal drum body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal simple flute. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal musical horn. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bell. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
== Appendix C, List of more useful stones ==<br />
<br />
* Andesite<br />
* Basalt<br />
* Chert (in-between other sharp stones and obsidian)<br />
* Dacite<br />
* Diorite<br />
* Native aluminum (same as aluminum)<br />
* Native copper (same as copper)<br />
* Native gold (same as gold)<br />
* Native platinum (same as platinum)<br />
* Native silver (same as silver)<br />
* Obsidian (deliciously sharp and deadly)<br />
* Quartzite<br />
* Phyllite<br />
* Raw adamantine (same as adamantine)<br />
* Rhyolite<br />
* Shale<br />
* Slade (good luck obtaining that one!)<br />
* Slate<br />
<br />
== Appendix D, List of monsters with improved body materials ==<br />
<br />
=== Tier 1 ===<br />
<br />
* Alligator (and variants, alligator men are currently unusable)<br />
* Anaconda (and variants, anaconda men are currently unusable)<br />
* Armadillo (and variants, armadillo men are currently unusable)<br />
* Black bear (and variants, black bear men are currently unusable)<br />
* Blind cave bear<br />
* Blind cave ogre (currently unusable)<br />
* Cave crocodile<br />
* Cave dragon<br />
* Coelacanth<br />
* Elephant (and variants, elephant men are currently unusable)<br />
* Giant cave spider<br />
* Giant desert scorpion (re-added due to Toady removing them ;w;)<br />
* Giant Mantis (normal version is a non-butcherable vermin, mantis men are currently unusable)<br />
* Gigantic squid (normal version is a non-butcherable vermin, squid men are currently unusable)<br />
* Great white shark<br />
* Grizzly bear (and variants, grizzly bear men are currently unusable)<br />
* Hippo (and variants, hippo men are currently unusable)<br />
* Ogre<br />
* Orca (and variants, orca men are currently unusable)<br />
* Polar bear (and variants, polar bear men are currently unusable)<br />
* Rhinoceros (and variants, rhinoceros men are currently unusable)<br />
* Saltwater crocodile (and variants, saltwater crocodile men are currently unusable)<br />
* Sea monster<br />
* Sea serpent<br />
* Troll<br />
* Voracious cave crawler<br />
* Walrus (and variants, walrus men are currently unusable)<br />
* Wild boar (and variants, wild boar men are currently unusable)<br />
* Cyclops<br />
* Ettin<br />
* Giant<br />
* Minotaur<br />
* Gargoyle<br />
* Mi-go<br />
* Dire bear<br />
* Feral ogre<br />
* Lesser dragon<br />
<br />
=== Tier 2 ===<br />
<br />
* Dragon<br />
* Hydra<br />
* Roc<br />
* Eternal thing<br />
* Manticore<br />
* Treant (wood)<br />
<br />
== Appendix E, List of monsters that yield venom sacs ==<br />
<br />
* Giant adder (normal version is too small to butcher, adder men are currently unusable)<br />
* Giant bark scorpion (normal version is a non-butcherable vermin, bark scorpion men are currently unusable)<br />
* Black mamba (and variants, black mamba men are currently unusable)<br />
* Giant brown recluse spider (normal version is a non-butcherable vermin, recluse spider men are currently unusable)<br />
* Bushmaster (and variants, bushmaster men are currently unusable)<br />
* Giant copperhead snake (normal version is too small to butcher, copperhead snake men are currently unusable)<br />
* Giant desert scorpion<br />
* Giant cave spider<br />
* Gila monsters (and variants, gila monster men are currently unusable)<br />
* Helmet snake<br />
* King cobra (and variants, king cobra men are currently unusable)<br />
* Platypus (and variants, platypus men are currently unusable)<br />
* Rattlesnake (and variants, rattlesnake men are currently unusable)<br />
* Serpent man (currently unusable)<br />
* Manticore<br />
<br />
== Appendix F, List of plant and misc craftable extracts ==<br />
<br />
=== Notable plant extracts ===<br />
<br />
* Astringent tincture. Generally if it yields berries, its leaves are likely usable for alchemy. Very minor reduction in bleeding, infection, and some impact on open wounds.<br />
* Dwarven syrup. Delicious but does nothing.<br />
* Gnomeblight. Still only deadly to gnomes.<br />
* Golden salve. Stops bleeding and other ailments, potent non-nerve healing.<br />
* Marshmend, from muck root. Stops bleeding and eases pain.<br />
* Whiplash, from whip vine. Boost agility and speed some, side effects of dizziness and nausea.<br />
* Barbed haze, from sliver barb. Assorted stat boost, penalties, and other Fun.<br />
<br />
=== Megabeast and Semi-megabeast hearts ===<br />
<br />
* Aetherbreath, from mi-gos. Grants immunity to suffocation.<br />
* Draconic fury, from dragons. Boosts willpower, inspires martial trances.<br />
* Giant's might, from giants. Boosts strength.<br />
* Insight, from ettins. Boosts assorted mental stats.<br />
* Relentlessness, from minotaurs. Grants immunity to stunning, exertion, and pain.<br />
* Renewal, from hydras. Powerful, but brief, regeneration with regrowth of limbs.<br />
* Stoneskin, from gargoyles. Hardens you against attacks.<br />
* Swiftness, from rocs. Boost agility, increases speed somewhat.<br />
* True seeing, from cyclops. Grants extravision and creature-sensing.<br />
* Trickery, from manticores. Sharply boosts various social stats.<br />
<br />
=== Other ===<br />
<br />
* Failed extract. If a generated titan/demon/etc doesn't have a valid poison (or has poison blood instead), this will be the result. Does nothing.<br />
* Shoggoth slime, readily obtained from shoggoths (obviously). Causes localized pain, blistering, bleeding, and necrosis. Drinking it is exactly as stupid an idea as you'd expect it to be.<br />
* Cursed dragonblood, from sanguine dragons. Dangerous to drink, but has some minor situational benefits.<br />
<br />
== Appendix G, List of plants made harvestable in the mod ==<br />
<br />
* Alfalfa, available most of summer into early winter. Edible raw.<br />
* Arrow bamboo, available all year. Source of branches.<br />
* Asparagus, available only early in spring. Edible raw.<br />
* Barley, available all summer and autumn. Source of flour and alcohol.<br />
* Beet, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Bloated tuber, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Blood amaranth, available most of summer into early winter. Edible, source of flour/alcohol.<br />
* Buckwheat, available most of summer into early winter. Source of flour and alcohol.<br />
* Cabbage, available midspring into midsummer. Edible raw.<br />
* Carrot, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cassava, available midspring into midsummer. Source of alcohol.<br />
* Cattail, available later spring into early summer. Source of flour, thread, and paper.<br />
* Cave wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Celery, available midspring into midsummer. Edible raw.<br />
* Chicory, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cloudberry, available in winter. Edible raw, source of alcohol.<br />
* Cotton, available most of summer into early winter. Source of thread and paper.<br />
* Finger millet, available all summer and autumn. Source of flour and alcohol.<br />
* Fisher berry, available most of summer. Edible raw, source of alcohol.<br />
* Flax, available most of summer into early winter. Source of thread, paper, and flour.<br />
* Fonio, available all summer and autumn. Source of flour and alcohol.<br />
* Foxtail millet, available all summer and autumn. Source of flour and alcohol.<br />
* Garden cress, available midspring into midsummer. Edible raw.<br />
* Golden bamboo, available all year. Source of branches.<br />
* Hard wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Hedge bamboo, available all year. Source of branches.<br />
* Hemp, available all summer and autumn. Source of thread, paper, and flour.<br />
* Jute, available most of summer into early winter. Source of thread and paper.<br />
* Kaniwa, available most of summer into early winter. Source of flour and alcohol.<br />
* Kenaf, available most of summer into early winter. Source of thread and paper.<br />
* Kobold bulb, available midautumn and all winter. Source of extract.<br />
* Leek, available midspring into midsummer. Edible raw.<br />
* Lettuce, available midspring into midsummer. Edible raw.<br />
* Long yam, available midspring into midsummer. Edible raw.<br />
* Longland grass, available all summer and autumn. Source of flour and alcohol.<br />
* Maize, available most of summer into early winter. Source of flour and alcohol.<br />
* Muck root, available midspring into midsummer. Edible raw, source of extract and alcohol.<br />
* Oat, available all summer and autumn. Source of flour and alcohol.<br />
* Papyrus sedge, available most of summer into early winter. Source of paper.<br />
* Parsnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Pearl millet, available all summer and autumn. Source of flour and alcohol.<br />
* Pendant amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Pig tail, available most of summer-early winter. Source of thread, paper, flour, and alcohol.<br />
* Prickle berry, available most of summer. Edible raw, source of alcohol.<br />
* Plump helmet, available all year. Edible raw, source of alcohol.<br />
* Potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Purple amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Quinoa, available most of summer into early winter. Source of flour and alcohol.<br />
* Radish, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Ramie, available most of summer into early winter. Source of thread and paper.<br />
* Rat weed, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Rhubarb, available midspring into midsummer. Edible raw.<br />
* Rice, available most of summer into early winter. Source of flour and alcohol.<br />
* Rope reed, available most of summer-early winter. Source of thread, paper, and alcohol.<br />
* Rye, available all summer and autumn. Source of flour and alcohol.<br />
* Single-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sliver barb, available all winter. Source of extract and alcohol.<br />
* Soft wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sorghum, available most of summer into early winter. Source of flour and alcohol.<br />
* Spelt, available all summer and autumn. Source of flour and alcohol.<br />
* Sun berry, available most of summer. Edible raw, source of alcohol.<br />
* Sweet pod, available midspring into midsummer. Source of exract and alcohol.<br />
* Sweet potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Teff, available all summer and autumn. Source of flour and alcohol.<br />
* Turnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Two-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Whip vine, available midspring into midsummer. Source of flour, extract, and alcohol.<br />
* White millet, available all summer and autumn. Source of flour and alcohol.<br />
* Valley herb, available most of spring. Source of extract.<br />
<br />
== Appendix H, List of obtainable magic: ==<br />
<br />
* Animal magic, opposed to nature magic. Transforms the user into a random giant animal when used. Associated with animals, chaos, and hunting. Can be obtained from minotaurs.<br />
* Blight magic, opposed to healing magic. Inflicts a debilitating, sickening plague on a target creature when used. Fellow blight mages, healing mages, and those currently immunized by healing magic cannot be targeted with it. Can cause victims to go berserk and spread the sickness if they survive long enough. Associated with blight, disease, and misery. Can be obtained from shoggoths.<br />
* Clairvoyance magic, opposed to infernal magic. Grants extravision and creature-sensing to a targeted creature when used, along with boosting agility and sensory-type mental attributes. Associated with inspiration, light, and wisdom. Can be obtained from eternal things and cyclopes.<br />
* Fire magic, opposed to wind. Flings a fireball at a target creature when used, fellow fire mages cannot be targeted with it. Associated with fire, the sun, and volcanoes. Can be obtained from dragons.<br />
* Healing magic, opposed to blight magic. Mends bleeding and tissue damage on a target creature when used. Also temporarily immunizes the target against blight magic. Associated with healing, mercy, and rebirth. Can be obtained from hydras.<br />
* Infernal magic, opposed to clairvoyance magic. Summons a random demonic creature when used, which will always be one of the raw-defined demons instead of a generated one, which will attack any living thing except the caster. Inflicts stigmata and personality changes on the user, repeated use will build up side effects until blood loss becomes lethal, and each use has a chance of rendering the caster permanently mute. Associated with darkness, nightmares, and revenge. Can be obtained from mi-gos.<br />
* Nature magic, opposed to animal magic. Summons a random natural predatory animal when used. Associated with nature, plants, and trees. Can be obtained from treants and manticores.<br />
* Protective magic, opposed to war magic. Grants high damage resistance to a target creature when used. Associated with courage, discipline, and longevity. Can be obtained from gargoyles and bronze colossi.<br />
* War magic, opposed to protective magic. Inflicts a berserk rage on the caster when used, with appropriate status buffs. Associated with strength, victory, and war. Can be obtained from giants and ettins.<br />
* Wind magic, opposed to fire magic. Sends multiple target creatures flying away with high force when used, requires targets to be fairly close. Associated with storms, thunder, and wind. Can be obtained from rocs.</div>Valoshttp://dwarffortresswiki.org/index.php?title=User:Valos/Kobold_Kamp&diff=251066User:Valos/Kobold Kamp2020-03-02T06:26:36Z<p>Valos: </p>
<hr />
<div>{{mod}}<br />
{{Modification<br />
| name = Kobold Kamp<br />
| version = 47.02 - 04 1.1<br />
| df version = 0.47.04<br />
| last update = 2/13/2020<br />
| download = http://www.bay12forums.com/smf/index.php?topic=156989.0<br />
}}<br />
<br />
Yet another variant of Kobold Camp, taking a halfway approach to the advanced vanilla kobolds, and the surface-dwelling variant most versions of Kobold Camp go for. Information copied from the relevant forum post.<br />
<br />
== Important Pointer ==<br />
<br />
* Not all stones are usable for stone weapons. Double-check the stone screen for a quick rundown and what you can use.<br />
<br />
== Features ==<br />
<br />
* Playable kobolds, obviously. They've also been changed back to old-school vivipary instead of laying eggs, as nest-box reproduction is a tad buggy when you try to make citizens use them. Since bones will be a useful source of crafting material, they've been changed from bone-carnivores to normal carnivores. They grow up quickly, and utterances have been supplemented with intelligence to avoid glorious bugs. Also? Kobold-flavored profession names. Also also, FLEEQUICK is an annoying token for citizens to have.<br />
<br />
* Basic utility positions have been added. The chieftain is a basic leadership position plus broker, warmasters command the military along with serving as a champion, war leaders are your militia captains, shamans grant health plus bookkeeping, while overseers function as managers. Obviously, they lack any concept of law enforcement.<br />
<br />
* Kobolds have an expanded list of weapons, clothing, and armor. Picks and axes have reduced size requirements so they can actually use them, and their lack of footwear has been accounted for. All of their weapons/tools are available in wood, stone, or other materials. They also have access to the usual leather, bone, and shell armor, plus wooden bucklers. There are tweaked versions of normal armors to disallow metal versions, and to make salvaging work smoother (see below). Also added a simple form of lockbow (historically, a crossbow triggered by a simple piece of wood instead of a proper trigger mechanism) for hunters to migrate with. Finally, kobolds have access to wooden spikes and wooden rams (unique in being a blunt trap component) via the carpenter's workshop.<br />
<br />
* Ability to make wooden weapons, stone ammo, weapons and ammo using gems, and even bone or shell for certain weapons. This also takes place at the crafter's workshop.<br />
<br />
* Kobolds have been given access to fishing and (for flavor) gem cutting/setting. Added ability to brew drinks from plants if they are gathered, which is about the only use carnivores have for them. They also can weave otherwise-useless hair thread into usable cloth, and can brew a fermented milk drink. They also have limited access to additional animals in addition to the standard venomous creatures.<br />
<br />
* In exchange, the kobolds have lost access to smelting and 90% of metalworking ability. All those shiny rocks are best used for stone crafts, weapons, and arrows. Native copper and native silver can be processed for use in weaponry, and the salvage workshop (see below) lets you make use of metal taken from enemies, but otherwise kobolds have to rely on cruder equipment.<br />
<br />
* Several types of stone have been tweaked to work half-decently compared to wood, and native metals like copper can be used to get better results. Some small workarounds allow for stone ammunition to stockpile correctly. This appears to have no effect on worldgen, and would only cause notable fortress-mode bugs if kobolds could still smelt (i.e. smelting stone furniture).<br />
<br />
* Kobolds have a new workshop called the salvage workshop, which is used for turning several types of armor into versions kobolds can actually wear. This allows you to benefit from loot taken from invaders, and is your only source of metal armor. Salvaging armor similar to what kobolds use natively works 100% of the time, but salvaging entirely foreign armor has a 20% chance of failure.<br />
<br />
* Ability to dismantle any unusable cloth or leather goods for raw materials. All foreign armor and clothing made of said materials can be selected for dismantling. In addition, you can dismantle metal weapons and (foreign) metal armor and make weapons out of the bars. Dismantling has a chance of failure.<br />
<br />
* Item thief logic has been inverted, even after the caravan bug was fixed. Use of "scouts" for normal civilizations, along with adjustments to progress triggers, give kobolds a bit more breathing room. You're gonna need it, because...<br />
<br />
* ALL of the other 4 civilizations will be hostile to you, be prepared to take on the world with little outside help. Your only metalworking is largely dependent upon looting better-equipped enemies, and don't forget that kobolds are the smallest of the 5 main civilizations as well.<br />
<br />
* No access to plants (without gathering) plus inability to eat plants mean you have to carefully consider where to settle. Without crops you need fish, game, or livestock. Without plant fiber you need leather, yarn, or silk.<br />
<br />
== Known bugs and issues ==<br />
<br />
* No ability to salvage gauntlets. This is due to the infamous gauntlet bug, interfering with any custom reaction that outputs glove-type items. Any output would be generic "ambidextrous" gauntlets instead of left/right versions, and these generic versions can't be worn.<br />
<br />
* Not all of the modded-in reactions can use the "product details" option that allows producing only a specific item. Currently only wood and bone items allow it. For stone arrows or other added reactions you'll have to control desired material the old-fashioned way, using nearest or linked stockpiles.<br />
<br />
* Minor: Knapped stones will appear on the available materials list for finished goods, furniture, and weapon stockpiles, as well as in military uniform material selection. These materials only show up when crafting stone or gem ammuniton, or for embark/trade native metal goods, due to workarounds needed to allow stone ammo to stockpile, and due to more severe bugs that occur if I used a different workaround.<br />
<br />
* Choosing "play now" will bypass the normal lack of access to metalsmithing due to the hardcoded skill assignment to the starting seven. Who even picks "play now" anyway?<br />
<br />
== Appendix A, Full List of New Reactions, By Workshop ==<br />
<br />
=== Carpenter's Workshop ===<br />
<br />
* Make menacing wooden spike from wood. Done to avoid allowing metal spikes.<br />
* Make swinging wooden ram from wood. Done to avoid allowing metal rams.<br />
<br />
=== Clothier's Workshop ===<br />
<br />
* Make quiver using cloth.<br />
<br />
=== Craftsman's Workshop ===<br />
<br />
* Submenu for making arrows and bolts from sharpenable stones, or sharpenable rough gems.<br />
* Submenu for making bars from native copper/silver, and limited metal weaponcrafting.<br />
* Submenu for making bone picks and shell axes.<br />
* Submenu for making axes, swords, spears, or daggers from wood.<br />
* Submenu for making axes, swords, spears, or daggers from sharpenable rough gems.<br />
<br />
=== Farmer's Workshop ===<br />
<br />
* Weave non-wool hair into haircloth.<br />
<br />
=== Salvage Workshop ===<br />
<br />
* Submenu for refitting enemy armor/clothing that has a native equivalent.<br />
* Submenu for attempting to refit enemy armor/clothing with no native equivalent.<br />
* Submenu for scrapping enemy headwear into cloth or leather.<br />
* Submenu for scrapping enemy bodywear into cloth or leather.<br />
* Submenu for scrapping enemy handwear into cloth or leather.<br />
* Submenu for scrapping enemy legwear into cloth or leather.<br />
* Submenu for scrapping enemy footwear into cloth or leather.<br />
* Submenu for scrapping metal weapons (excluding worked native metal) into bars.<br />
* Submenu for scrapping enemy metal armor into bars.<br />
<br />
=== Still ===<br />
<br />
* Brew fermented milk drink.<br />
<br />
== Appendix B, List of Sharpenable Stone/Gems ==<br />
<br />
=== Stone ===<br />
<br />
* Andesite<br />
* Basalt<br />
* Chert<br />
* Dacite<br />
* Ilmenite<br />
* Jet<br />
* Microcline<br />
* Native Copper (must be processed first)<br />
* Native Silver (must be processed first)<br />
* Obsidian<br />
* Petrified Wood<br />
* Quartizite<br />
* Raw Adamantine (must be processed first)<br />
* Rhyolite<br />
* Slate<br />
* Tetrahedrite<br />
<br />
=== Gems ===<br />
<br />
* All forms of Agate<br />
* All forms of Chalcedony<br />
* All forms of Jade<br />
* All forms of Jasper<br />
* All forms of Opal<br />
* All forms of Quartz<br />
* Onyx</div>Valoshttp://dwarffortresswiki.org/index.php?title=User:Valos/Adventurecraft&diff=251026User:Valos/Adventurecraft2020-03-01T05:57:49Z<p>Valos: </p>
<hr />
<div>{{mod}}<br />
{{Modification<br />
| name = Adventurecraft<br />
| version = 47.02 - 47.03 1.91<br />
| df version = 0.47.03<br />
| last update = 2/29/2020<br />
| download = http://www.bay12forums.com/smf/index.php?topic=153036.0<br />
}}<br />
<br />
Adventurecraft, yet another Wanderer's Friend derivative, is an adventure-mode-focused mod that adds reactions, in addition to material changes and creature changes, much of it geared toward fleshing out the options provided to adventurers. Various features have been added to it over time, not all geared toward crafting.<br />
<br />
Existed in unreleased form since the DF2012 days, with the first release being not long before .42.01 was released. Features and changes listed are thus specific to the most recent version, assuming this page remains up-to-date (don't count on it), derived from the forum post.<br />
<br />
== Features ==<br />
<br />
=== Fun Material Tweaks ===<br />
<br />
* Different tiers of materials. Look for a + or ++ in the material name. 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.<br />
* Several stones have been buffed to not be vastly inferior to bone. Look for the material tier designation. Chert is second only to obsidian in sharpness.<br />
* 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.<br />
* 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 (or be spoiled in the appendices). Not all of the beasts added to the mod have usable hearts. Or, you can use the relevant megabeast heart (or equivalent for things that lack hearts) to unlock secrets of The Beyond...<br />
* 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.<br />
<br />
=== Creature Tweaks ===<br />
<br />
* Joint definitions have been 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.<br />
* Neck-snapping. While mundane damage to the upper spine doesn't always have any effect, putting a joint lock on it definitely will, unless the creature is stupidly huge.<br />
* 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.<br />
* Joint edits have been applied to generated creatures. Normal joints tend to be more common than breakable necks.<br />
* Thread can be made from catgut. No, not just literal cat gut catgut. This proved simpler than adding harvestable sinews.<br />
* Because DF2015 broke cannibal adventurers, intelligent semi-megabeasts/megabeasts are currently non-sentient. To make up for this, they gain natural skills.<br />
<br />
=== New Creatures ===<br />
<br />
* At the suggestion of Jackie, messed around with making centaurs, and moreover made their body less of a "humanoid with 4 legs" thing used in vanilla. They show up in good biomes and can join civs. An evil critter, based on the kamaitachi, has also been added as another source of civ fodder for evil regions.<br />
* A couple added mythical creatures were added to make up for making centaurs real. Also added descriptions and spheres, to make their use in art more interesting.<br />
* 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.<br />
* 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. Its wood will make for effective blunt weapons, but poor edged weapons. Think twice before you try lighting one on fire!<br />
* Two H.P. Lovecraft references via the mi-go and shoggoth. Mi-gos have a delightfully alien body structure, while shoggoths are acidic blobs. Hint: pulp all the things.<br />
* Eternal things. Basically chitinous worms that can grow rather large given time, faster than dragons but not quite as huge.<br />
* Manticores. Overgrown lions with bat wings and scorpion tails. All the Fun of both potion-yield megabeasts and venomous critters.<br />
* Four lesser beasts that can form lairs, as a step down from semi-megabeasts. These act like night creature hunters, making lairs in various places. Dire wolves, dire bears, feral ogres, and sanguine dragons are all based off of some existing creature in some way, with qualities to make them different challenges in combat.<br />
* Some raw-defined recreations of the classic pre-DF2010 demons. These are used as fallback for some things that may require demons to exist, and tend to be used instead of said generated demons where necessary. Fiery abominations are recreations of spirits of fire, tweaked to float on a djinn-like cloud of cinders and made tougher than flame-bodied critters normally are (so punching one to death is a much tougher feat). Froglike abominations are a recreation of frog demons, given a more grotesque gorilla-like body and a nasty plague inflicted via bites and tongue-lashing. Tendriled abominations are the tentacle demons, reworked into a scaly form with its tentacles instead of arms, lashing out with acidic secretions that can also provoke a neurotoxic effect.<br />
<br />
=== Plant Tweaks ===<br />
<br />
* 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, and extract-bearing plants.<br />
* 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.<br />
* In addition to more potent alchemical concoctions, more mundane medicine can be made from certain plant sources (best as the system permits, and noting that the game lacks what would normally be the best options for that). The effects are much more minor than what golden salve or processed muck root can do, but it can help in a pinch.<br />
* Brewable plants can be made into delicious booze. If it isn't brewable by picking the plant itself (assuming it's in season), try brewing fruit instead.<br />
* Bread is now a thing. The relevant plants can be ground into flour and used as such.<br />
* Bamboo, cattails, and cloudberries have been given useful growths. This works in adventure mode, but due to the plants being grass they can't be picked in fort mode.<br />
<br />
=== Civilization Tweaks ===<br />
<br />
* All of the main races are playable in Adventurer Mode, whether as civ members or as outsiders.<br />
* 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.<br />
* Humans and goblins have been given slings and sewing needles, for the hell of it.<br />
* 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 has 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.<br />
* Goblins need food and water, so remember that.<br />
* Outsiders can start off with wooden weaponry, to encourage actually upgrading your gear.<br />
* Underground animal people have been given a surface-dwelling equivalent, allowing for occasional instances of them being playable as entity members, instead of outsiders. They spread out as tribes in small villages, potentially allying with or coming to blows with the major civilizations.<br />
<br />
=== New uses for existing items (and changes) ===<br />
<br />
* Mortars and pestles are used for plant processing and alchemy. A pair can be crafted from stone.<br />
* A few reactions use blunt small rocks for hammering instead of just knapping.<br />
* If you get a hold of full logs, a battle axe can be used to split it into usable branches.<br />
* Stone axes have been changed to allow metal versions to show up in human and goblin sites.<br />
* Helves have been given the same weapon uses as staves in older versions of this mod, and renamed to staves to reflect this.<br />
<br />
=== New Items ===<br />
<br />
* Needles, required for sewing. In addition to wood you can carve them from bone, tooth, nail, hoof, or horn.<br />
* Clubs, as a crude mace-equivalent as suggested by Kallin.<br />
* Caesti and katars, unarmed weapons suggested and worked on by Jackie.<br />
* Simple lockbows, originally implemented in Kobold Kamp as suggested by Flint.<br />
* Spear-throwers and javelins, made with help from ZM5. Closer to actual hand-thrown javelins than the more realistic atlatl, but still allows use of a spear-thrower for gameplay reasons.<br />
* 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.<br />
* Gambesons, made from cloth. Obviously fragile unless using megabeast haircloth or silk.<br />
* Cooking pots, for making certain items, most notably for brewing.<br />
* Animal glue, which the recent combat changes have made useful.<br />
* Eight raw-defined instruments that can be crafted, supplementing the generated instruments that can't be crafted in adventure mode.<br />
<br />
=== Dismantling Items ===<br />
<br />
* Boulders and logs can be split into small rocks and pieces of wood, respectively.<br />
* Crude cloth can be unraveled if needed.<br />
* Cloth items can be cut apart for cloth, leather items can be cut apart, and metal items can be broken down for metal. Note that nothing's stopping you from being a lunatic and trying to dismantle the end result into itself, which will eventually waste it.<br />
<br />
== Bugs and Issues ==<br />
<br />
* No gauntlets due to the gauntlet bug. The workaround I originally devised tends to break more things than it fixes.<br />
* Just like whips, civs will generate metal slings because derp. Outsiders will also have access to metal staves, clubs, and caesti, all of which were balanced around the assumption that they'd only ever be made out of much lighter materials.<br />
* 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.<br />
* The amount of usable leather, bone, etc can be increased by lopping off limbs. For bone, there are reaction bugs and balance issues behind why Adventurecraft has set crafting to consume full stacks, instead of vanilla's use of single units for a stack.<br />
* 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.<br />
* Goblin and kobold adventurers will find their home to be an immense pain in the ass to leave, as dark forts and caves block fast travel even if the inhabitants are friendly.<br />
* Nothing's stopping you from being a lunatic and trying to dismantle cloth, tanned hides, or metal bars. This will eventually waste it due to the odds not being 100%. <br />
* Thread, cloth, bars, and sheets obtained from towns instead of player-made are a nigh-endless source of crafting material, due to reactions set to only produce and use product dimensions of 1.<br />
* The addition of faked wood for outsider weapons adds an unusable material to the forge in fortress mode.<br />
<br />
== Appendix A, Full list of new reactions ==<br />
<br />
=== Basic Reactions ===<br />
<br />
* Tan a raw hide, raw scales, or raw chitin. Produces tanned leather/scale/chitin.<br />
* Dry and spin gut into catgut thread.<br />
* Spin hair or wool into thread.<br />
* Process thread-bearing plant into thread.<br />
* Weave cloth. Uses hair/wool, plant-based, or silk thread.<br />
* Make glue. Uses raw hide, raw scales, bone, skull, horn, or hoof. Requires a cooking item.<br />
* Repair cloth item. Uses cloth and thread, requires a needle.<br />
* Repair leather/scale/chitin item. Uses any of said materials plus thread, requires a needle.<br />
* Repair wood/bone/stone item. Uses animal glue, requires a sharp object.<br />
<br />
=== Tools ===<br />
<br />
* Carve wooden sewing needle. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn needle. Uses any of said materials, requires a sharp object.<br />
* Carve wooden stave. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone stave. Uses bones, and requires a sharp object.<br />
* Carve bone/shell axe. Uses either material plus a stave, requires a sharp object.<br />
* Craft stone axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mortar and pestle. Uses 2 blunt small rocks, and requires a third.<br />
* Craft stone cooking pot. Uses any small rock, and requires a blunt small rock.<br />
<br />
=== Ammunition ===<br />
<br />
* Craft sling stones. Uses a blunt small rock, and requires a second.<br />
* Carve wooden arrows. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn arrows. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone arrows. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden bolts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bolts. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone bolts. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden javelins. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn javelins. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone javelins. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden darts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn darts. Uses any of said materials, requires a sharp object.<br />
<br />
=== Weapons (Wood/Cloth/Leather) ===<br />
<br />
* Carve wooden dagger. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden pike. Uses two wooden branches, and requires a sharp object.<br />
* Carve wooden club. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale whip. Uses leather/scale, and requires a sharp object.<br />
* Craft leather/scale/chitin caestus. Uses any of said materials, and requires a sharp object.<br />
* Craft wooden bow. Uses a stave and thread, requires a sharp object.<br />
* Craft simple wooden lockbow. Uses two branches and thread, requires a sharp object.<br />
* Carve wooden blowgun. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear-thrower. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale sling. Uses leather, and requires a sharp object.<br />
* Craft cloth sling. Uses cloth, and requires a sharp object.<br />
<br />
=== Weapons (Bone) ===<br />
<br />
* Craft bone/shell/tooth/horn dagger. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn spear. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn pike. Uses any of said materials plus two staves, requires a sharp object.<br />
* Carve bone/shell battle axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell great axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn short sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn long sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn two-handed sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone club. Uses bones, and requires a sharp object.<br />
* Craft bone/tooth/nail/hoof/horn katar. Uses any of said materials, and requires a sharp object.<br />
* Craft bone bow. Uses bones and thread, requires a sharp object.<br />
* Craft simple bone lockbow. Uses bones, a stave, and thread, requires a sharp object.<br />
* Carve bone spear-thrower. Uses bones, and requires a sharp object.<br />
* Carve bone blowgun. Uses bones, and requires a sharp object.<br />
<br />
=== Weapons (Stone) ===<br />
<br />
* Knap stone dagger. Uses any small rock, and requires a blunt small rock.<br />
* Craft stone spear. Uses a sharp rock and a stave. No need to cut the stave to size.<br />
* Craft stone pike. Uses a sharp rock and two staves. No need to cut the staves to size.<br />
* Craft stone battle axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone great axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone short sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone long sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone two-handed sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mace. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone war hammer. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone maul. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
<br />
=== Armor (Bone) ===<br />
<br />
* Craft bone/shell buckler. Uses either material, and requires a sharp object.<br />
* Craft bone/shell shield. Uses either material, and requires a sharp object.<br />
* Craft bone/shell helm. Uses either material, and requires a sharp object.<br />
* Craft skull helm. Uses a skull, and requires a sharp object.<br />
* Craft bone/shell armor. Uses either material and requires a sharp object.<br />
* Craft bone/shell leggings. Uses either material, and requires a sharp object.<br />
* Craft bone greaves. Uses bones, and requires a sharp object.<br />
<br />
=== Shields/Armor (Leather/Scale/Chitin) ===<br />
<br />
* Craft leather/scale/chitin buckler. Uses any of said materials, and requires a sharp object.<br />
* Craft leather/scale/chitin shield. Uses any of said materials, and requires a sharp object.<br />
* Sew leather/scale/chitin cap. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin helm. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin armor. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin leggings. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin low boots. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin high boots. Uses any of said materials plus thread, requires a needle.<br />
<br />
=== Clothing (Leather) ===<br />
<br />
* Sew leather/scale backpack. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale waterskin. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale quiver. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale hood. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale mask. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale cloak. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale tunic. Uses leather/scale and thread, requires a needle.<br />
* Make leather/scale loincloth. Uses leather/scale.<br />
* Sew leather/scale trousers. Uses leather/scale and thread, requires a needle.<br />
* Craft leather/scale footwraps. Uses leather, and requires a sharp object.<br />
* Sew leather/scale sandals. Uses leather/scale and thread, requires a needle.<br />
* Decorate object with leather/scale. Uses leather/scale and thread, requires a needle.<br />
<br />
=== Clothing (Cloth) ===<br />
<br />
* Sew cloth backpack. Uses cloth and thread, requires a needle.<br />
* Sew cloth quiver. Uses cloth and thread, requires a needle.<br />
* Sew cloth cap. Uses cloth and thread, requires a needle.<br />
* Sew cloth hood. Uses cloth and thread, requires a needle.<br />
* Sew cloth mask. Uses cloth and thread, requires a needle.<br />
* Sew cloth gambeson. Uses cloth and thread, requires a needle.<br />
* Sew cloth cloak. Uses cloth and thread, requires a needle.<br />
* Sew cloth tunic. Uses cloth and thread, requires a needle.<br />
* Make cloth loincloth. Uses cloth.<br />
* Sew cloth trousers. Uses cloth and thread, requires a needle.<br />
* Craft cloth footwraps. Uses cloth, and requires a sharp object.<br />
* Sew cloth socks. Uses cloth and thread, requires a needle.<br />
* Sew cloth sandals. Uses cloth and thread, requires a needle.<br />
* Decorate object with cloth. Uses cloth and thread, requires a needle.<br />
<br />
=== Shields/Crafts (Wood) ===<br />
<br />
* Carve wooden buckler. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden shield. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden crutch. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cup. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden minecart. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden figurine. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden ring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden earring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden scepter. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden amulet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden bracelet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden crown. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cabochan. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden mask. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden sandals. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden dice. Uses a wooden branch, and requires a sharp object.<br />
* Decorate object with wood. Uses a wooden branch, and requires a sharp object.<br />
<br />
=== Crafts (Bone/Shell/Tooth/Horn) ===<br />
<br />
* Carve bone crutch. Uses bones, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn goblet. Uses any of said materials, and requires a sharp object.<br />
* Carve skull goblet. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn figurine. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn ring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn earring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn scepter. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn amulet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn bracelet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn crown. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn cabochan. Uses any of said materials, and requires a sharp object.<br />
* Craft skull totem. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell mask. Uses either of said materials, and requires a sharp object.<br />
* Craft skull mask. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn dice. Uses any of said materials, and requires a sharp object.<br />
* Decorate object with bone/shell/tooth/nail/hoof/horn. Uses said materials, requires a sharp object.<br />
<br />
=== Crafts (Stone) ===<br />
<br />
* Craft stone mug. Uses a blunt small rock, and requires a second.<br />
* Craft stone figurine. Uses a blunt small rock, and requires a second.<br />
* Craft stone ring. Uses a blunt small rock, and requires a second.<br />
* Craft stone earring. Uses a blunt small rock, and requires a second.<br />
* Craft stone scepter. Uses a blunt small rock, and requires a second.<br />
* Craft stone amulet. Uses a blunt small rock, and requires a second.<br />
* Craft stone bracelet. Uses a blunt small rock, and requires a second.<br />
* Craft stone crown. Uses a blunt small rock, and requires a second.<br />
* Craft stone cabochon. Uses a blunt small rock, and requires a second.<br />
* Decorate object with stone. Uses a blunt small rock, and requires a second.<br />
<br />
=== Item Dismantling ===<br />
<br />
* Split wooden log into branches. Also requires a sharp object. Ignore the absurdity.<br />
* Split large stone into small rocks. Also requires a blunt small rock.<br />
* Unravel cloth into thread.<br />
* Dismantle cloth item. Requires a sharp object.<br />
* Dismantle leather/scale/chitin item. Requires a sharp object.<br />
* Dismantle stone item. Requires a blunt small rock.<br />
* Dismantle metal item. Requires a blunt small rock.<br />
<br />
=== Cooking and Alchemy ===<br />
<br />
* Mill plant into flour. Uses valid plant, requires a mortar and pestle.<br />
* Bake bread. Uses flour, requires a cooking pot.<br />
* Brew alcohol from plant. Uses valid plant, requires a cooking pot and an empty waterskin.<br />
* Brew alcohol from fruit. Uses valid plant growth, requires a cooking pot and an empty waterskin.<br />
* Craft astringent tincture. Uses three leaves from berry-bearing plants, requires a mortar and pestle.<br />
* Extract from plant. Uses extractable plant, requires a mortar and pestle plus an empty waterskin.<br />
* Refine venom into toxin. Uses a venom sac, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from (semi)megabeast heart, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from generated creature heart, requires a mortar and pestle plus an empty waterskin.<br />
* Create magical essence from (semi)megabeast heart, shoggoth core, treant wood, or mountain bronze, Also uses a scroll, requires a mortar and pestle plus an empty waterskin.<br />
<br />
=== Paper/Parchment Crafting ===<br />
<br />
* Press pulpable plant into paper. Uses a valid plant, requires a mortar and pestle.<br />
* Dry skin into parchment. Uses a raw hide, and requires a sharp object.<br />
* Carve wooden scroll rollers. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone scroll rollers. Uses bone, and requires a sharp object.<br />
* Assemble a scroll. Uses a sheet and a scroll roller.<br />
* Craft a quire. Uses a sheet.<br />
<br />
=== Instrument Pieces ===<br />
<br />
* Carve wooden bagpipe pipes. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bagpipe pipes. Uses any of said materials, and requires a sharp object.<br />
* Sew leather bagpipe bag. Uses leather and thread, requires a needle.<br />
* Craft instrument strings. Uses string.<br />
* Carve wooden lyre body. Uses a wooden log, and requires a sharp object.<br />
* Carve bone/shell lyre body. Uses either material and requires a sharp object.<br />
* Carve wooden guitar body. Uses a wooden log, and requires a sharp object.<br />
* Carve skull guitar body. Uses a skull, and requires a sharp object.<br />
* Carve wooden guitar neck. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone guitar neck. Uses bone, and requires a sharp object.<br />
* Carve wooden harp body. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden drum body. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone drum body. Uses bone, and requires a sharp object.<br />
* Craft leather drum head. Uses leather.<br />
<br />
=== Instruments ===<br />
<br />
* Carve wooden simple flute. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone simple flute. Uses bone, and requires a sharp object.<br />
* Carve wooden instrument musical horn. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn musical horn. Uses any of said materials, and requires a sharp object.<br />
* Assemble bagpipes. Requires a bagpipe bag and instrument pipes.<br />
* Assemble lyre. Requires a lyre body and strings.<br />
* Assemble guitar. Requires a guitar body, a guitar neck, and strings.<br />
* Assemble harp. Requires a harp body and strings.<br />
* Assemble drum. Requires a drum body and drum head.<br />
* Carve wooden bell. Uses a wooden log, and requires a sharp object.<br />
<br />
== Appendix B, List of forging reactions (at carpenter's workshop): ==<br />
<br />
=== Metalworking (Basic Tools) ===<br />
<br />
* Craft makeshift forge. Uses 10 small rocks.<br />
* Repair metal item. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mortar and pestle. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cooking pot. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Ammunition) ===<br />
<br />
* Craft metal sling bullets. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal arrows. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal bolts. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal javelins. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal darts. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Weapons) ===<br />
<br />
* Craft metal dagger. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal spear. Uses metal, a stave, and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pike. Uses metal, a stave, and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal battle axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal great axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal short sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal long sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal two-handed sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mace. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal war hammer. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal maul. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal caestus. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal katar. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Shields/Armor) ===<br />
<br />
* Craft metal buckler. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal shield. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal helmet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cap. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal breastplate. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail shirt. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal greaves. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail leggings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal low boots. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal high boots. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Furniture) ===<br />
<br />
* Craft metal throne. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal table. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal chest. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabinet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal door. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal barrel. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bucket. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal sarcophagus. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal hatch cover. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal grate. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bin. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal stepladder. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bookcase. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal splint. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pedestal. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal animal trap. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Crafts) ===<br />
<br />
* Craft metal crutch. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal goblet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal minecart. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal figurine. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal ring. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal earring. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal scepter. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal amulet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bracelet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal crown. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabochan. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mask. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Decorate object with metal. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Instruments) ===<br />
<br />
* Craft metal bagpipe pipes. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal instrument strings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal lyre body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar neck. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal harp body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal drum body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal simple flute. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal musical horn. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bell. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
== Appendix C, List of more useful stones ==<br />
<br />
* Andesite<br />
* Basalt<br />
* Chert (in-between other sharp stones and obsidian)<br />
* Dacite<br />
* Diorite<br />
* Native aluminum (same as aluminum)<br />
* Native copper (same as copper)<br />
* Native gold (same as gold)<br />
* Native platinum (same as platinum)<br />
* Native silver (same as silver)<br />
* Obsidian (deliciously sharp and deadly)<br />
* Quartzite<br />
* Phyllite<br />
* Raw adamantine (same as adamantine)<br />
* Rhyolite<br />
* Shale<br />
* Slade (good luck obtaining that one!)<br />
* Slate<br />
<br />
== Appendix D, List of monsters with improved body materials ==<br />
<br />
=== Tier 1 ===<br />
<br />
* Alligator (and variants, alligator men are currently unusable)<br />
* Anaconda (and variants, anaconda men are currently unusable)<br />
* Armadillo (and variants, armadillo men are currently unusable)<br />
* Black bear (and variants, black bear men are currently unusable)<br />
* Blind cave bear<br />
* Blind cave ogre (currently unusable)<br />
* Cave crocodile<br />
* Cave dragon<br />
* Coelacanth<br />
* Elephant (and variants, elephant men are currently unusable)<br />
* Giant cave spider<br />
* Giant desert scorpion (re-added due to Toady removing them ;w;)<br />
* Giant Mantis (normal version is a non-butcherable vermin, mantis men are currently unusable)<br />
* Gigantic squid (normal version is a non-butcherable vermin, squid men are currently unusable)<br />
* Great white shark<br />
* Grizzly bear (and variants, grizzly bear men are currently unusable)<br />
* Hippo (and variants, hippo men are currently unusable)<br />
* Ogre<br />
* Orca (and variants, orca men are currently unusable)<br />
* Polar bear (and variants, polar bear men are currently unusable)<br />
* Rhinoceros (and variants, rhinoceros men are currently unusable)<br />
* Saltwater crocodile (and variants, saltwater crocodile men are currently unusable)<br />
* Sea monster<br />
* Sea serpent<br />
* Troll<br />
* Voracious cave crawler<br />
* Walrus (and variants, walrus men are currently unusable)<br />
* Wild boar (and variants, wild boar men are currently unusable)<br />
* Cyclops<br />
* Ettin<br />
* Giant<br />
* Minotaur<br />
* Gargoyle<br />
* Mi-go<br />
* Dire bear<br />
* Feral ogre<br />
* Lesser dragon<br />
<br />
=== Tier 2 ===<br />
<br />
* Dragon<br />
* Hydra<br />
* Roc<br />
* Eternal thing<br />
* Manticore<br />
* Treant (wood)<br />
<br />
== Appendix E, List of monsters that yield venom sacs ==<br />
<br />
* Giant adder (normal version is too small to butcher, adder men are currently unusable)<br />
* Giant bark scorpion (normal version is a non-butcherable vermin, bark scorpion men are currently unusable)<br />
* Black mamba (and variants, black mamba men are currently unusable)<br />
* Giant brown recluse spider (normal version is a non-butcherable vermin, recluse spider men are currently unusable)<br />
* Bushmaster (and variants, bushmaster men are currently unusable)<br />
* Giant copperhead snake (normal version is too small to butcher, copperhead snake men are currently unusable)<br />
* Giant desert scorpion<br />
* Giant cave spider<br />
* Gila monsters (and variants, gila monster men are currently unusable)<br />
* Helmet snake<br />
* King cobra (and variants, king cobra men are currently unusable)<br />
* Platypus (and variants, platypus men are currently unusable)<br />
* Rattlesnake (and variants, rattlesnake men are currently unusable)<br />
* Serpent man (currently unusable)<br />
* Manticore<br />
<br />
== Appendix F, List of plant and misc craftable extracts ==<br />
<br />
=== Notable plant extracts ===<br />
<br />
* Astringent tincture. Generally if it yields berries, its leaves are likely usable for alchemy. Very minor reduction in bleeding, infection, and some impact on open wounds.<br />
* Dwarven syrup. Delicious but does nothing.<br />
* Gnomeblight. Still only deadly to gnomes.<br />
* Golden salve. Stops bleeding and other ailments, potent non-nerve healing.<br />
* Marshmend, from muck root. Stops bleeding and eases pain.<br />
* Whiplash, from whip vine. Boost agility and speed some, side effects of dizziness and nausea.<br />
* Barbed haze, from sliver barb. Assorted stat boost, penalties, and other Fun.<br />
<br />
=== Megabeast and Semi-megabeast hearts ===<br />
<br />
* Aetherbreath, from mi-gos. Grants immunity to suffocation.<br />
* Draconic fury, from dragons. Boosts willpower, inspires martial trances.<br />
* Giant's might, from giants. Boosts strength.<br />
* Insight, from ettins. Boosts assorted mental stats.<br />
* Relentlessness, from minotaurs. Grants immunity to stunning, exertion, and pain.<br />
* Renewal, from hydras. Powerful, but brief, regeneration with regrowth of limbs.<br />
* Stoneskin, from gargoyles. Hardens you against attacks.<br />
* Swiftness, from rocs. Boost agility, increases speed somewhat.<br />
* True seeing, from cyclops. Grants extravision and creature-sensing.<br />
* Trickery, from manticores. Sharply boosts various social stats.<br />
<br />
=== Other ===<br />
<br />
* Failed extract. If a generated titan/demon/etc doesn't have a valid poison (or has poison blood instead), this will be the result. Does nothing.<br />
* Shoggoth slime, readily obtained from shoggoths (obviously). Causes localized pain, blistering, bleeding, and necrosis. Drinking it is exactly as stupid an idea as you'd expect it to be.<br />
* Cursed dragonblood, from sanguine dragons. Dangerous to drink, but has some minor situational benefits.<br />
<br />
== Appendix G, List of plants made harvestable in the mod ==<br />
<br />
* Alfalfa, available most of summer into early winter. Edible raw.<br />
* Arrow bamboo, available all year. Source of branches.<br />
* Asparagus, available only early in spring. Edible raw.<br />
* Barley, available all summer and autumn. Source of flour and alcohol.<br />
* Beet, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Bloated tuber, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Blood amaranth, available most of summer into early winter. Edible, source of flour/alcohol.<br />
* Buckwheat, available most of summer into early winter. Source of flour and alcohol.<br />
* Cabbage, available midspring into midsummer. Edible raw.<br />
* Carrot, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cassava, available midspring into midsummer. Source of alcohol.<br />
* Cattail, available later spring into early summer. Source of flour, thread, and paper.<br />
* Cave wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Celery, available midspring into midsummer. Edible raw.<br />
* Chicory, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cloudberry, available in winter. Edible raw, source of alcohol.<br />
* Cotton, available most of summer into early winter. Source of thread and paper.<br />
* Finger millet, available all summer and autumn. Source of flour and alcohol.<br />
* Fisher berry, available most of summer. Edible raw, source of alcohol.<br />
* Flax, available most of summer into early winter. Source of thread, paper, and flour.<br />
* Fonio, available all summer and autumn. Source of flour and alcohol.<br />
* Foxtail millet, available all summer and autumn. Source of flour and alcohol.<br />
* Garden cress, available midspring into midsummer. Edible raw.<br />
* Golden bamboo, available all year. Source of branches.<br />
* Hard wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Hedge bamboo, available all year. Source of branches.<br />
* Hemp, available all summer and autumn. Source of thread, paper, and flour.<br />
* Jute, available most of summer into early winter. Source of thread and paper.<br />
* Kaniwa, available most of summer into early winter. Source of flour and alcohol.<br />
* Kenaf, available most of summer into early winter. Source of thread and paper.<br />
* Kobold bulb, available midautumn and all winter. Source of extract.<br />
* Leek, available midspring into midsummer. Edible raw.<br />
* Lettuce, available midspring into midsummer. Edible raw.<br />
* Long yam, available midspring into midsummer. Edible raw.<br />
* Longland grass, available all summer and autumn. Source of flour and alcohol.<br />
* Maize, available most of summer into early winter. Source of flour and alcohol.<br />
* Muck root, available midspring into midsummer. Edible raw, source of extract and alcohol.<br />
* Oat, available all summer and autumn. Source of flour and alcohol.<br />
* Papyrus sedge, available most of summer into early winter. Source of paper.<br />
* Parsnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Pearl millet, available all summer and autumn. Source of flour and alcohol.<br />
* Pendant amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Pig tail, available most of summer-early winter. Source of thread, paper, flour, and alcohol.<br />
* Prickle berry, available most of summer. Edible raw, source of alcohol.<br />
* Plump helmet, available all year. Edible raw, source of alcohol.<br />
* Potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Purple amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Quinoa, available most of summer into early winter. Source of flour and alcohol.<br />
* Radish, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Ramie, available most of summer into early winter. Source of thread and paper.<br />
* Rat weed, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Rhubarb, available midspring into midsummer. Edible raw.<br />
* Rice, available most of summer into early winter. Source of flour and alcohol.<br />
* Rope reed, available most of summer-early winter. Source of thread, paper, and alcohol.<br />
* Rye, available all summer and autumn. Source of flour and alcohol.<br />
* Single-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sliver barb, available all winter. Source of extract and alcohol.<br />
* Soft wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sorghum, available most of summer into early winter. Source of flour and alcohol.<br />
* Spelt, available all summer and autumn. Source of flour and alcohol.<br />
* Sun berry, available most of summer. Edible raw, source of alcohol.<br />
* Sweet pod, available midspring into midsummer. Source of exract and alcohol.<br />
* Sweet potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Teff, available all summer and autumn. Source of flour and alcohol.<br />
* Turnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Two-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Whip vine, available midspring into midsummer. Source of flour, extract, and alcohol.<br />
* White millet, available all summer and autumn. Source of flour and alcohol.<br />
* Valley herb, available most of spring. Source of extract.<br />
<br />
== Appendix H, List of obtainable magic: ==<br />
<br />
* Animal magic, opposed to nature magic. Transforms the user into a random giant animal when used. Associated with animals, chaos, and hunting. Can be obtained from minotaurs.<br />
* Blight magic, opposed to healing magic. Inflicts a debilitating, sickening plague on a target creature when used. Fellow blight mages, healing mages, and those currently immunized by healing magic cannot be targeted with it. Can cause victims to go berserk and spread the sickness if they survive long enough. Associated with blight, disease, and misery. Can be obtained from shoggoths.<br />
* Clairvoyance magic, opposed to infernal magic. Grants extravision and creature-sensing to a targeted creature when used, along with boosting agility and sensory-type mental attributes. Associated with inspiration, light, and wisdom. Can be obtained from eternal things and cyclopes.<br />
* Fire magic, opposed to wind. Flings a fireball at a target creature when used, fellow fire mages cannot be targeted with it. Associated with fire, the sun, and volcanoes. Can be obtained from dragons.<br />
* Healing magic, opposed to blight magic. Mends bleeding and tissue damage on a target creature when used. Also temporarily immunizes the target against blight magic. Associated with healing, mercy, and rebirth. Can be obtained from hydras.<br />
* Infernal magic, opposed to clairvoyance magic. Summons a random demonic creature when used, which will always be one of the raw-defined demons instead of a generated one, which will attack any living thing except the caster. Inflicts stigmata and personality changes on the user, repeated use will build up side effects until blood loss becomes lethal, and each use has a chance of rendering the caster permanently mute. Associated with darkness, nightmares, and revenge. Can be obtained from mi-gos.<br />
* Nature magic, opposed to animal magic. Summons a random natural predatory animal when used. Associated with nature, plants, and trees. Can be obtained from treants and manticores.<br />
* Protective magic, opposed to war magic. Grants high damage resistance to a target creature when used. Associated with courage, discipline, and longevity. Can be obtained from gargoyles and bronze colossi.<br />
* War magic, opposed to protective magic. Inflicts a berserk rage on the caster when used, with appropriate status buffs. Associated with strength, victory, and war. Can be obtained from giants and ettins.<br />
* Wind magic, opposed to fire magic. Sends multiple target creatures flying away with high force when used, requires targets to be fairly close. Associated with storms, thunder, and wind. Can be obtained from rocs.</div>Valoshttp://dwarffortresswiki.org/index.php?title=User:Valos/Adventurecraft&diff=250917User:Valos/Adventurecraft2020-02-27T17:22:01Z<p>Valos: </p>
<hr />
<div>{{mod}}<br />
{{Modification<br />
| name = Adventurecraft<br />
| version = 47.02 - 47.03 1.9<br />
| df version = 0.47.03<br />
| last update = 2/27/2020<br />
| download = http://www.bay12forums.com/smf/index.php?topic=153036.0<br />
}}<br />
<br />
Adventurecraft, yet another Wanderer's Friend derivative, is an adventure-mode-focused mod that adds reactions, in addition to material changes and creature changes, much of it geared toward fleshing out the options provided to adventurers. Various features have been added to it over time, not all geared toward crafting.<br />
<br />
Existed in unreleased form since the DF2012 days, with the first release being not long before .42.01 was released. Features and changes listed are thus specific to the most recent version, assuming this page remains up-to-date (don't count on it), derived from the forum post.<br />
<br />
== Features ==<br />
<br />
=== Fun Material Tweaks ===<br />
<br />
* Different tiers of materials. Look for a + or ++ in the material name. 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.<br />
* Several stones have been buffed to not be vastly inferior to bone. Look for the material tier designation. Chert is second only to obsidian in sharpness.<br />
* 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.<br />
* 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 (or be spoiled in the appendices). Not all of the beasts added to the mod have usable hearts. Or, you can use the relevant megabeast heart (or equivalent for things that lack hearts) to unlock secrets of The Beyond...<br />
* 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.<br />
<br />
=== Creature Tweaks ===<br />
<br />
* Joint definitions have been 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.<br />
* Neck-snapping. While mundane damage to the upper spine doesn't always have any effect, putting a joint lock on it definitely will, unless the creature is stupidly huge.<br />
* 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.<br />
* Joint edits have been applied to generated creatures. Normal joints tend to be more common than breakable necks.<br />
* Thread can be made from catgut. No, not just literal cat gut catgut. This proved simpler than adding harvestable sinews.<br />
* Because DF2015 broke cannibal adventurers, intelligent semi-megabeasts/megabeasts are currently non-sentient. To make up for this, they gain natural skills.<br />
<br />
=== New Creatures ===<br />
<br />
* At the suggestion of Jackie, messed around with making centaurs, and moreover made their body less of a "humanoid with 4 legs" thing used in vanilla. They show up in good biomes and can join civs. An evil critter, based on the kamaitachi, has also been added as another source of civ fodder for evil regions.<br />
* A couple added mythical creatures were added to make up for making centaurs real. Also added descriptions and spheres, to make their use in art more interesting.<br />
* 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.<br />
* 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. Its wood will make for effective blunt weapons, but poor edged weapons. Think twice before you try lighting one on fire!<br />
* Two H.P. Lovecraft references via the mi-go and shoggoth. Mi-gos have a delightfully alien body structure, while shoggoths are acidic blobs. Hint: pulp all the things.<br />
* Eternal things. Basically chitinous worms that can grow rather large given time, faster than dragons but not quite as huge.<br />
* Manticores. Overgrown lions with bat wings and scorpion tails. All the Fun of both potion-yield megabeasts and venomous critters.<br />
* Four lesser beasts that can form lairs, as a step down from semi-megabeasts. These act like night creature hunters, making lairs in various places. Dire wolves, dire bears, feral ogres, and sanguine dragons are all based off of some existing creature in some way, with qualities to make them different challenges in combat.<br />
* Some raw-defined recreations of the classic pre-DF2010 demons. These are used as fallback for some things that may require demons to exist, and tend to be used instead of said generated demons where necessary. Fiery abominations are recreations of spirits of fire, tweaked to float on a djinn-like cloud of cinders and made tougher than flame-bodied critters normally are (so punching one to death is a much tougher feat). Froglike abominations are a recreation of frog demons, given a more grotesque gorilla-like body and a nasty plague inflicted via bites and tongue-lashing. Tendriled abominations are the tentacle demons, reworked into a scaly form with its tentacles instead of arms, lashing out with acidic secretions that can also provoke a neurotoxic effect.<br />
<br />
=== Plant Tweaks ===<br />
<br />
* 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, and extract-bearing plants.<br />
* 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.<br />
* In addition to more potent alchemical concoctions, more mundane medicine can be made from certain plant sources (best as the system permits, and noting that the game lacks what would normally be the best options for that). The effects are much more minor than what golden salve or processed muck root can do, but it can help in a pinch.<br />
* Brewable plants can be made into delicious booze. If it isn't brewable by picking the plant itself (assuming it's in season), try brewing fruit instead.<br />
* Bread is now a thing. The relevant plants can be ground into flour and used as such.<br />
* Bamboo, cattails, and cloudberries have been given useful growths. This works in adventure mode, but due to the plants being grass they can't be picked in fort mode.<br />
<br />
=== Civilization Tweaks ===<br />
<br />
* All of the main races are playable in Adventurer Mode, whether as civ members or as outsiders.<br />
* 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.<br />
* Humans and goblins have been given slings and sewing needles, for the hell of it.<br />
* 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 has 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.<br />
* Goblins need food and water, so remember that.<br />
* Outsiders can start off with wooden weaponry, to encourage actually upgrading your gear.<br />
* Underground animal people have been given a surface-dwelling equivalent, allowing for occasional instances of them being playable as entity members, instead of outsiders. They spread out as tribes in small villages, potentially allying with or coming to blows with the major civilizations.<br />
<br />
=== New uses for existing items (and changes) ===<br />
<br />
* Mortars and pestles are used for plant processing and alchemy. A pair can be crafted from stone.<br />
* A few reactions use blunt small rocks for hammering instead of just knapping.<br />
* If you get a hold of full logs, a battle axe can be used to split it into usable branches.<br />
* Stone axes have been changed to allow metal versions to show up in human and goblin sites.<br />
* Helves have been given the same weapon uses as staves in older versions of this mod, and renamed to staves to reflect this.<br />
<br />
=== New Items ===<br />
<br />
* Needles, required for sewing. In addition to wood you can carve them from bone, tooth, nail, hoof, or horn.<br />
* Clubs, as a crude mace-equivalent as suggested by Kallin.<br />
* Caesti and katars, unarmed weapons suggested and worked on by Jackie.<br />
* Simple lockbows, originally implemented in Kobold Kamp as suggested by Flint.<br />
* Spear-throwers and javelins, made with help from ZM5. Closer to actual hand-thrown javelins than the more realistic atlatl, but still allows use of a spear-thrower for gameplay reasons.<br />
* 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.<br />
* Gambesons, made from cloth. Obviously fragile unless using megabeast haircloth or silk.<br />
* Cooking pots, for making certain items, most notably for brewing.<br />
* Animal glue, which the recent combat changes have made useful.<br />
* Eight raw-defined instruments that can be crafted, supplementing the generated instruments that can't be crafted in adventure mode.<br />
<br />
=== Dismantling Items ===<br />
<br />
* Boulders and logs can be split into small rocks and pieces of wood, respectively.<br />
* Crude cloth can be unraveled if needed.<br />
* Cloth items can be cut apart for cloth, leather items can be cut apart, and metal items can be broken down for metal. Note that nothing's stopping you from being a lunatic and trying to dismantle the end result into itself, which will eventually waste it.<br />
<br />
== Bugs and Issues ==<br />
<br />
* No gauntlets due to the gauntlet bug. The workaround I originally devised tends to break more things than it fixes.<br />
* Just like whips, civs will generate metal slings because derp. Outsiders will also have access to metal staves, clubs, and caesti, all of which were balanced around the assumption that they'd only ever be made out of much lighter materials.<br />
* 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.<br />
* The amount of usable leather, bone, etc can be increased by lopping off limbs. For bone, there are reaction bugs and balance issues behind why Adventurecraft has set crafting to consume full stacks, instead of vanilla's use of single units for a stack.<br />
* 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.<br />
* Goblin and kobold adventurers will find their home to be an immense pain in the ass to leave, as dark forts and caves block fast travel even if the inhabitants are friendly.<br />
* Nothing's stopping you from being a lunatic and trying to dismantle cloth, tanned hides, or metal bars. This will eventually waste it due to the odds not being 100%. <br />
* Thread, cloth, bars, and sheets obtained from towns instead of player-made are a nigh-endless source of crafting material, due to reactions set to only produce and use product dimensions of 1.<br />
* The addition of faked wood for outsider weapons adds an unusable material to the forge in fortress mode.<br />
<br />
== Appendix A, Full list of new reactions ==<br />
<br />
=== Basic Reactions ===<br />
<br />
* Tan a raw hide, raw scales, or raw chitin. Produces tanned leather/scale/chitin.<br />
* Dry and spin gut into catgut thread.<br />
* Spin hair or wool into thread.<br />
* Process thread-bearing plant into thread.<br />
* Weave cloth. Uses hair/wool, plant-based, or silk thread.<br />
* Make glue. Uses raw hide, raw scales, bone, skull, horn, or hoof. Requires a cooking item.<br />
* Repair cloth item. Uses cloth and thread, requires a needle.<br />
* Repair leather/scale/chitin item. Uses any of said materials plus thread, requires a needle.<br />
* Repair wood/bone/stone item. Uses animal glue, requires a sharp object.<br />
<br />
=== Tools ===<br />
<br />
* Carve wooden sewing needle. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn needle. Uses any of said materials, requires a sharp object.<br />
* Carve wooden stave. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone stave. Uses bones, and requires a sharp object.<br />
* Carve bone/shell axe. Uses either material plus a stave, requires a sharp object.<br />
* Craft stone axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mortar and pestle. Uses 2 blunt small rocks, and requires a third.<br />
* Craft stone cooking pot. Uses any small rock, and requires a blunt small rock.<br />
<br />
=== Ammunition ===<br />
<br />
* Craft sling stones. Uses a blunt small rock, and requires a second.<br />
* Carve wooden arrows. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn arrows. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone arrows. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden bolts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bolts. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone bolts. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden javelins. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn javelins. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone javelins. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden darts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn darts. Uses any of said materials, requires a sharp object.<br />
<br />
=== Weapons (Wood/Cloth/Leather) ===<br />
<br />
* Carve wooden dagger. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden pike. Uses two wooden branches, and requires a sharp object.<br />
* Carve wooden club. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale whip. Uses leather/scale, and requires a sharp object.<br />
* Craft leather/scale/chitin caestus. Uses any of said materials, and requires a sharp object.<br />
* Craft wooden bow. Uses a stave and thread, requires a sharp object.<br />
* Craft simple wooden lockbow. Uses two branches and thread, requires a sharp object.<br />
* Carve wooden blowgun. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear-thrower. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale sling. Uses leather, and requires a sharp object.<br />
* Craft cloth sling. Uses cloth, and requires a sharp object.<br />
<br />
=== Weapons (Bone) ===<br />
<br />
* Craft bone/shell/tooth/horn dagger. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn spear. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn pike. Uses any of said materials plus two staves, requires a sharp object.<br />
* Carve bone/shell battle axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell great axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn short sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn long sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn two-handed sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone club. Uses bones, and requires a sharp object.<br />
* Craft bone/tooth/nail/hoof/horn katar. Uses any of said materials, and requires a sharp object.<br />
* Craft bone bow. Uses bones and thread, requires a sharp object.<br />
* Craft simple bone lockbow. Uses bones, a stave, and thread, requires a sharp object.<br />
* Carve bone spear-thrower. Uses bones, and requires a sharp object.<br />
* Carve bone blowgun. Uses bones, and requires a sharp object.<br />
<br />
=== Weapons (Stone) ===<br />
<br />
* Knap stone dagger. Uses any small rock, and requires a blunt small rock.<br />
* Craft stone spear. Uses a sharp rock and a stave. No need to cut the stave to size.<br />
* Craft stone pike. Uses a sharp rock and two staves. No need to cut the staves to size.<br />
* Craft stone battle axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone great axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone short sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone long sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone two-handed sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mace. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone war hammer. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone maul. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
<br />
=== Armor (Bone) ===<br />
<br />
* Craft bone/shell buckler. Uses either material, and requires a sharp object.<br />
* Craft bone/shell shield. Uses either material, and requires a sharp object.<br />
* Craft bone/shell helm. Uses either material, and requires a sharp object.<br />
* Craft skull helm. Uses a skull, and requires a sharp object.<br />
* Craft bone/shell armor. Uses either material and requires a sharp object.<br />
* Craft bone/shell leggings. Uses either material, and requires a sharp object.<br />
* Craft bone greaves. Uses bones, and requires a sharp object.<br />
<br />
=== Shields/Armor (Leather/Scale/Chitin) ===<br />
<br />
* Craft leather/scale/chitin buckler. Uses any of said materials, and requires a sharp object.<br />
* Craft leather/scale/chitin shield. Uses any of said materials, and requires a sharp object.<br />
* Sew leather/scale/chitin cap. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin helm. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin armor. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin leggings. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin low boots. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin high boots. Uses any of said materials plus thread, requires a needle.<br />
<br />
=== Clothing (Leather) ===<br />
<br />
* Sew leather/scale backpack. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale waterskin. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale quiver. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale hood. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale mask. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale cloak. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale tunic. Uses leather/scale and thread, requires a needle.<br />
* Make leather/scale loincloth. Uses leather/scale.<br />
* Sew leather/scale trousers. Uses leather/scale and thread, requires a needle.<br />
* Craft leather/scale footwraps. Uses leather, and requires a sharp object.<br />
* Sew leather/scale sandals. Uses leather/scale and thread, requires a needle.<br />
* Decorate object with leather/scale. Uses leather/scale and thread, requires a needle.<br />
<br />
=== Clothing (Cloth) ===<br />
<br />
* Sew cloth backpack. Uses cloth and thread, requires a needle.<br />
* Sew cloth quiver. Uses cloth and thread, requires a needle.<br />
* Sew cloth cap. Uses cloth and thread, requires a needle.<br />
* Sew cloth hood. Uses cloth and thread, requires a needle.<br />
* Sew cloth mask. Uses cloth and thread, requires a needle.<br />
* Sew cloth gambeson. Uses cloth and thread, requires a needle.<br />
* Sew cloth cloak. Uses cloth and thread, requires a needle.<br />
* Sew cloth tunic. Uses cloth and thread, requires a needle.<br />
* Make cloth loincloth. Uses cloth.<br />
* Sew cloth trousers. Uses cloth and thread, requires a needle.<br />
* Craft cloth footwraps. Uses cloth, and requires a sharp object.<br />
* Sew cloth socks. Uses cloth and thread, requires a needle.<br />
* Sew cloth sandals. Uses cloth and thread, requires a needle.<br />
* Decorate object with cloth. Uses cloth and thread, requires a needle.<br />
<br />
=== Shields/Crafts (Wood) ===<br />
<br />
* Carve wooden buckler. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden shield. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden crutch. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cup. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden minecart. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden figurine. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden ring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden earring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden scepter. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden amulet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden bracelet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden crown. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cabochan. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden mask. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden sandals. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden dice. Uses a wooden branch, and requires a sharp object.<br />
* Decorate object with wood. Uses a wooden branch, and requires a sharp object.<br />
<br />
=== Crafts (Bone/Shell/Tooth/Horn) ===<br />
<br />
* Carve bone crutch. Uses bones, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn goblet. Uses any of said materials, and requires a sharp object.<br />
* Carve skull goblet. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn figurine. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn ring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn earring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn scepter. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn amulet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn bracelet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn crown. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn cabochan. Uses any of said materials, and requires a sharp object.<br />
* Craft skull totem. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell mask. Uses either of said materials, and requires a sharp object.<br />
* Craft skull mask. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn dice. Uses any of said materials, and requires a sharp object.<br />
* Decorate object with bone/shell/tooth/nail/hoof/horn. Uses said materials, requires a sharp object.<br />
<br />
=== Crafts (Stone) ===<br />
<br />
* Craft stone mug. Uses a blunt small rock, and requires a second.<br />
* Craft stone figurine. Uses a blunt small rock, and requires a second.<br />
* Craft stone ring. Uses a blunt small rock, and requires a second.<br />
* Craft stone earring. Uses a blunt small rock, and requires a second.<br />
* Craft stone scepter. Uses a blunt small rock, and requires a second.<br />
* Craft stone amulet. Uses a blunt small rock, and requires a second.<br />
* Craft stone bracelet. Uses a blunt small rock, and requires a second.<br />
* Craft stone crown. Uses a blunt small rock, and requires a second.<br />
* Craft stone cabochon. Uses a blunt small rock, and requires a second.<br />
* Decorate object with stone. Uses a blunt small rock, and requires a second.<br />
<br />
=== Item Dismantling ===<br />
<br />
* Split wooden log into branches. Also requires a sharp object. Ignore the absurdity.<br />
* Split large stone into small rocks. Also requires a blunt small rock.<br />
* Unravel cloth into thread.<br />
* Dismantle cloth item. Requires a sharp object.<br />
* Dismantle leather/scale/chitin item. Requires a sharp object.<br />
* Dismantle stone item. Requires a blunt small rock.<br />
* Dismantle metal item. Requires a blunt small rock.<br />
<br />
=== Cooking and Alchemy ===<br />
<br />
* Mill plant into flour. Uses valid plant, requires a mortar and pestle.<br />
* Bake bread. Uses flour, requires a cooking pot.<br />
* Brew alcohol from plant. Uses valid plant, requires a cooking pot and an empty waterskin.<br />
* Brew alcohol from fruit. Uses valid plant growth, requires a cooking pot and an empty waterskin.<br />
* Craft astringent tincture. Uses three leaves from berry-bearing plants, requires a mortar and pestle.<br />
* Extract from plant. Uses extractable plant, requires a mortar and pestle plus an empty waterskin.<br />
* Refine venom into toxin. Uses a venom sac, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from (semi)megabeast heart, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from generated creature heart, requires a mortar and pestle plus an empty waterskin.<br />
* Create magical essence from (semi)megabeast heart, shoggoth core, treant wood, or mountain bronze, Also uses a scroll, requires a mortar and pestle plus an empty waterskin.<br />
<br />
=== Paper/Parchment Crafting ===<br />
<br />
* Press pulpable plant into paper. Uses a valid plant, requires a mortar and pestle.<br />
* Dry skin into parchment. Uses a raw hide, and requires a sharp object.<br />
* Carve wooden scroll rollers. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone scroll rollers. Uses bone, and requires a sharp object.<br />
* Assemble a scroll. Uses a sheet and a scroll roller.<br />
* Craft a quire. Uses a sheet.<br />
<br />
=== Instrument Pieces ===<br />
<br />
* Carve wooden bagpipe pipes. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bagpipe pipes. Uses any of said materials, and requires a sharp object.<br />
* Sew leather bagpipe bag. Uses leather and thread, requires a needle.<br />
* Craft instrument strings. Uses string.<br />
* Carve wooden lyre body. Uses a wooden log, and requires a sharp object.<br />
* Carve bone/shell lyre body. Uses either material and requires a sharp object.<br />
* Carve wooden guitar body. Uses a wooden log, and requires a sharp object.<br />
* Carve skull guitar body. Uses a skull, and requires a sharp object.<br />
* Carve wooden guitar neck. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone guitar neck. Uses bone, and requires a sharp object.<br />
* Carve wooden harp body. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden drum body. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone drum body. Uses bone, and requires a sharp object.<br />
* Craft leather drum head. Uses leather.<br />
<br />
=== Instruments ===<br />
<br />
* Carve wooden simple flute. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone simple flute. Uses bone, and requires a sharp object.<br />
* Carve wooden instrument musical horn. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn musical horn. Uses any of said materials, and requires a sharp object.<br />
* Assemble bagpipes. Requires a bagpipe bag and instrument pipes.<br />
* Assemble lyre. Requires a lyre body and strings.<br />
* Assemble guitar. Requires a guitar body, a guitar neck, and strings.<br />
* Assemble harp. Requires a harp body and strings.<br />
* Assemble drum. Requires a drum body and drum head.<br />
* Carve wooden bell. Uses a wooden log, and requires a sharp object.<br />
<br />
== Appendix B, List of forging reactions (at carpenter's workshop): ==<br />
<br />
=== Metalworking (Basic Tools) ===<br />
<br />
* Craft makeshift forge. Uses 10 small rocks.<br />
* Repair metal item. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mortar and pestle. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cooking pot. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Ammunition) ===<br />
<br />
* Craft metal sling bullets. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal arrows. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal bolts. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal javelins. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal darts. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Weapons) ===<br />
<br />
* Craft metal dagger. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal spear. Uses metal, a stave, and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pike. Uses metal, a stave, and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal battle axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal great axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal short sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal long sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal two-handed sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mace. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal war hammer. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal maul. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal caestus. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal katar. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Shields/Armor) ===<br />
<br />
* Craft metal buckler. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal shield. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal helmet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cap. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal breastplate. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail shirt. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal greaves. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail leggings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal low boots. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal high boots. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Furniture) ===<br />
<br />
* Craft metal throne. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal table. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal chest. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabinet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal door. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal barrel. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bucket. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal sarcophagus. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal hatch cover. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal grate. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bin. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal stepladder. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bookcase. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal splint. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pedestal. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal animal trap. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Crafts) ===<br />
<br />
* Craft metal crutch. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal goblet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal minecart. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal figurine. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal ring. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal earring. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal scepter. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal amulet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bracelet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal crown. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabochan. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mask. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Decorate object with metal. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Instruments) ===<br />
<br />
* Craft metal bagpipe pipes. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal instrument strings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal lyre body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar neck. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal harp body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal drum body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal simple flute. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal musical horn. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bell. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
== Appendix C, List of more useful stones ==<br />
<br />
* Andesite<br />
* Basalt<br />
* Chert (in-between other sharp stones and obsidian)<br />
* Dacite<br />
* Diorite<br />
* Native aluminum (same as aluminum)<br />
* Native copper (same as copper)<br />
* Native gold (same as gold)<br />
* Native platinum (same as platinum)<br />
* Native silver (same as silver)<br />
* Obsidian (deliciously sharp and deadly)<br />
* Quartzite<br />
* Phyllite<br />
* Raw adamantine (same as adamantine)<br />
* Rhyolite<br />
* Shale<br />
* Slade (good luck obtaining that one!)<br />
* Slate<br />
<br />
== Appendix D, List of monsters with improved body materials ==<br />
<br />
=== Tier 1 ===<br />
<br />
* Alligator (and variants, alligator men are currently unusable)<br />
* Anaconda (and variants, anaconda men are currently unusable)<br />
* Armadillo (and variants, armadillo men are currently unusable)<br />
* Black bear (and variants, black bear men are currently unusable)<br />
* Blind cave bear<br />
* Blind cave ogre (currently unusable)<br />
* Cave crocodile<br />
* Cave dragon<br />
* Coelacanth<br />
* Elephant (and variants, elephant men are currently unusable)<br />
* Giant cave spider<br />
* Giant desert scorpion (re-added due to Toady removing them ;w;)<br />
* Giant Mantis (normal version is a non-butcherable vermin, mantis men are currently unusable)<br />
* Gigantic squid (normal version is a non-butcherable vermin, squid men are currently unusable)<br />
* Great white shark<br />
* Grizzly bear (and variants, grizzly bear men are currently unusable)<br />
* Hippo (and variants, hippo men are currently unusable)<br />
* Ogre<br />
* Orca (and variants, orca men are currently unusable)<br />
* Polar bear (and variants, polar bear men are currently unusable)<br />
* Rhinoceros (and variants, rhinoceros men are currently unusable)<br />
* Saltwater crocodile (and variants, saltwater crocodile men are currently unusable)<br />
* Sea monster<br />
* Sea serpent<br />
* Troll<br />
* Voracious cave crawler<br />
* Walrus (and variants, walrus men are currently unusable)<br />
* Wild boar (and variants, wild boar men are currently unusable)<br />
* Cyclops<br />
* Ettin<br />
* Giant<br />
* Minotaur<br />
* Gargoyle<br />
* Mi-go<br />
* Dire bear<br />
* Feral ogre<br />
* Lesser dragon<br />
<br />
=== Tier 2 ===<br />
<br />
* Dragon<br />
* Hydra<br />
* Roc<br />
* Eternal thing<br />
* Manticore<br />
* Treant (wood)<br />
<br />
== Appendix E, List of monsters that yield venom sacs ==<br />
<br />
* Giant adder (normal version is too small to butcher, adder men are currently unusable)<br />
* Giant bark scorpion (normal version is a non-butcherable vermin, bark scorpion men are currently unusable)<br />
* Black mamba (and variants, black mamba men are currently unusable)<br />
* Giant brown recluse spider (normal version is a non-butcherable vermin, recluse spider men are currently unusable)<br />
* Bushmaster (and variants, bushmaster men are currently unusable)<br />
* Giant copperhead snake (normal version is too small to butcher, copperhead snake men are currently unusable)<br />
* Giant desert scorpion<br />
* Giant cave spider<br />
* Gila monsters (and variants, gila monster men are currently unusable)<br />
* Helmet snake<br />
* King cobra (and variants, king cobra men are currently unusable)<br />
* Platypus (and variants, platypus men are currently unusable)<br />
* Rattlesnake (and variants, rattlesnake men are currently unusable)<br />
* Serpent man (currently unusable)<br />
* Manticore<br />
<br />
== Appendix F, List of plant and misc craftable extracts ==<br />
<br />
=== Notable plant extracts ===<br />
<br />
* Astringent tincture. Generally if it yields berries, its leaves are likely usable for alchemy. Very minor reduction in bleeding, infection, and some impact on open wounds.<br />
* Dwarven syrup. Delicious but does nothing.<br />
* Gnomeblight. Still only deadly to gnomes.<br />
* Golden salve. Stops bleeding and other ailments, potent non-nerve healing.<br />
* Marshmend, from muck root. Stops bleeding and eases pain.<br />
* Whiplash, from whip vine. Boost agility and speed some, side effects of dizziness and nausea.<br />
* Barbed haze, from sliver barb. Assorted stat boost, penalties, and other Fun.<br />
<br />
=== Megabeast and Semi-megabeast hearts ===<br />
<br />
* Aetherbreath, from mi-gos. Grants immunity to suffocation.<br />
* Draconic fury, from dragons. Boosts willpower, inspires martial trances.<br />
* Giant's might, from giants. Boosts strength.<br />
* Insight, from ettins. Boosts assorted mental stats.<br />
* Relentlessness, from minotaurs. Grants immunity to stunning, exertion, and pain.<br />
* Renewal, from hydras. Powerful, but brief, regeneration with regrowth of limbs.<br />
* Stoneskin, from gargoyles. Hardens you against attacks.<br />
* Swiftness, from rocs. Boost agility, increases speed somewhat.<br />
* True seeing, from cyclops. Grants extravision and creature-sensing.<br />
* Trickery, from manticores. Sharply boosts various social stats.<br />
<br />
=== Other ===<br />
<br />
* Failed extract. If a generated titan/demon/etc doesn't have a valid poison (or has poison blood instead), this will be the result. Does nothing.<br />
* Shoggoth slime, readily obtained from shoggoths (obviously). Causes localized pain, blistering, bleeding, and necrosis. Drinking it is exactly as stupid an idea as you'd expect it to be.<br />
* Cursed dragonblood, from sanguine dragons. Dangerous to drink, but has some minor situational benefits.<br />
<br />
== Appendix G, List of plants made harvestable in the mod ==<br />
<br />
* Alfalfa, available most of summer into early winter. Edible raw.<br />
* Arrow bamboo, available all year. Source of branches.<br />
* Asparagus, available only early in spring. Edible raw.<br />
* Barley, available all summer and autumn. Source of flour and alcohol.<br />
* Beet, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Bloated tuber, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Blood amaranth, available most of summer into early winter. Edible, source of flour/alcohol.<br />
* Buckwheat, available most of summer into early winter. Source of flour and alcohol.<br />
* Cabbage, available midspring into midsummer. Edible raw.<br />
* Carrot, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cassava, available midspring into midsummer. Source of alcohol.<br />
* Cattail, available later spring into early summer. Source of flour, thread, and paper.<br />
* Cave wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Celery, available midspring into midsummer. Edible raw.<br />
* Chicory, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cloudberry, available in winter. Edible raw, source of alcohol.<br />
* Cotton, available most of summer into early winter. Source of thread and paper.<br />
* Finger millet, available all summer and autumn. Source of flour and alcohol.<br />
* Fisher berry, available most of summer. Edible raw, source of alcohol.<br />
* Flax, available most of summer into early winter. Source of thread, paper, and flour.<br />
* Fonio, available all summer and autumn. Source of flour and alcohol.<br />
* Foxtail millet, available all summer and autumn. Source of flour and alcohol.<br />
* Garden cress, available midspring into midsummer. Edible raw.<br />
* Golden bamboo, available all year. Source of branches.<br />
* Hard wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Hedge bamboo, available all year. Source of branches.<br />
* Hemp, available all summer and autumn. Source of thread, paper, and flour.<br />
* Jute, available most of summer into early winter. Source of thread and paper.<br />
* Kaniwa, available most of summer into early winter. Source of flour and alcohol.<br />
* Kenaf, available most of summer into early winter. Source of thread and paper.<br />
* Kobold bulb, available midautumn and all winter. Source of extract.<br />
* Leek, available midspring into midsummer. Edible raw.<br />
* Lettuce, available midspring into midsummer. Edible raw.<br />
* Long yam, available midspring into midsummer. Edible raw.<br />
* Longland grass, available all summer and autumn. Source of flour and alcohol.<br />
* Maize, available most of summer into early winter. Source of flour and alcohol.<br />
* Muck root, available midspring into midsummer. Edible raw, source of extract and alcohol.<br />
* Oat, available all summer and autumn. Source of flour and alcohol.<br />
* Papyrus sedge, available most of summer into early winter. Source of paper.<br />
* Parsnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Pearl millet, available all summer and autumn. Source of flour and alcohol.<br />
* Pendant amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Pig tail, available most of summer-early winter. Source of thread, paper, flour, and alcohol.<br />
* Prickle berry, available most of summer. Edible raw, source of alcohol.<br />
* Plump helmet, available all year. Edible raw, source of alcohol.<br />
* Potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Purple amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Quinoa, available most of summer into early winter. Source of flour and alcohol.<br />
* Radish, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Ramie, available most of summer into early winter. Source of thread and paper.<br />
* Rat weed, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Rhubarb, available midspring into midsummer. Edible raw.<br />
* Rice, available most of summer into early winter. Source of flour and alcohol.<br />
* Rope reed, available most of summer-early winter. Source of thread, paper, and alcohol.<br />
* Rye, available all summer and autumn. Source of flour and alcohol.<br />
* Single-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sliver barb, available all winter. Source of extract and alcohol.<br />
* Soft wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sorghum, available most of summer into early winter. Source of flour and alcohol.<br />
* Spelt, available all summer and autumn. Source of flour and alcohol.<br />
* Sun berry, available most of summer. Edible raw, source of alcohol.<br />
* Sweet pod, available midspring into midsummer. Source of exract and alcohol.<br />
* Sweet potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Teff, available all summer and autumn. Source of flour and alcohol.<br />
* Turnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Two-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Whip vine, available midspring into midsummer. Source of flour, extract, and alcohol.<br />
* White millet, available all summer and autumn. Source of flour and alcohol.<br />
* Valley herb, available most of spring. Source of extract.<br />
<br />
== Appendix H, List of obtainable magic: ==<br />
<br />
* Animal magic, opposed to nature magic. Transforms the user into a random giant animal when used. Associated with animals, chaos, and hunting. Can be obtained from minotaurs.<br />
* Blight magic, opposed to healing magic. Inflicts a debilitating, sickening plague on a target creature when used. Fellow blight mages, healing mages, and those currently immunized by healing magic cannot be targeted with it. Can cause victims to go berserk and spread the sickness if they survive long enough. Associated with blight, disease, and misery. Can be obtained from shoggoths.<br />
* Clairvoyance magic, opposed to infernal magic. Grants extravision and creature-sensing to a targeted creature when used, along with boosting agility and sensory-type mental attributes. Associated with inspiration, light, and wisdom. Can be obtained from eternal things and cyclopes.<br />
* Fire magic, opposed to wind. Flings a fireball at a target creature when used, fellow fire mages cannot be targeted with it. Associated with fire, the sun, and volcanoes. Can be obtained from dragons.<br />
* Healing magic, opposed to blight magic. Mends bleeding and tissue damage on a target creature when used. Also temporarily immunizes the target against blight magic. Associated with healing, mercy, and rebirth. Can be obtained from hydras.<br />
* Infernal magic, opposed to clairvoyance magic. Summons a random demonic creature when used, which will always be one of the raw-defined demons instead of a generated one, which will attack any living thing except the caster. Inflicts stigmata and personality changes on the user, repeated use will build up side effects until blood loss becomes lethal, and each use has a chance of rendering the caster permanently mute. Associated with darkness, nightmares, and revenge. Can be obtained from mi-gos.<br />
* Nature magic, opposed to animal magic. Summons a random natural predatory animal when used. Associated with nature, plants, and trees. Can be obtained from treants and manticores.<br />
* Protective magic, opposed to war magic. Grants high damage resistance to a target creature when used. Associated with courage, discipline, and longevity. Can be obtained from gargoyles and bronze colossi.<br />
* War magic, opposed to protective magic. Inflicts a berserk rage on the caster when used, with appropriate status buffs. Associated with strength, victory, and war. Can be obtained from giants and ettins.<br />
* Wind magic, opposed to fire magic. Sends multiple target creatures flying away with high force when used, requires targets to be fairly close. Associated with storms, thunder, and wind. Can be obtained from rocs.</div>Valoshttp://dwarffortresswiki.org/index.php?title=User:Valos/Adventurecraft&diff=250836User:Valos/Adventurecraft2020-02-25T18:52:42Z<p>Valos: </p>
<hr />
<div>{{mod}}<br />
{{Modification<br />
| name = Adventurecraft<br />
| version = 47.02 - 47.03 1.8<br />
| df version = 0.47.03<br />
| last update = 2/25/2020<br />
| download = http://www.bay12forums.com/smf/index.php?topic=153036.0<br />
}}<br />
<br />
Adventurecraft, yet another Wanderer's Friend derivative, is an adventure-mode-focused mod that adds reactions, in addition to material changes and creature changes, much of it geared toward fleshing out the options provided to adventurers. Various features have been added to it over time, not all geared toward crafting.<br />
<br />
Existed in unreleased form since the DF2012 days, with the first release being not long before .42.01 was released. Features and changes listed are thus specific to the most recent version, assuming this page remains up-to-date (don't count on it), derived from the forum post.<br />
<br />
== Features ==<br />
<br />
=== Fun Material Tweaks ===<br />
<br />
* Different tiers of materials. Look for a + or ++ in the material name. 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.<br />
* Several stones have been buffed to not be vastly inferior to bone. Look for the material tier designation. Chert is second only to obsidian in sharpness.<br />
* 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.<br />
* 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 (or be spoiled in the appendices). Not all of the beasts added to the mod have usable hearts. Or, you can use the relevant megabeast heart (or equivalent for things that lack hearts) to unlock secrets of The Beyond...<br />
* 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.<br />
<br />
=== Creature Tweaks ===<br />
<br />
* Joint definitions have been 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.<br />
* Neck-snapping. While mundane damage to the upper spine doesn't always have any effect, putting a joint lock on it definitely will, unless the creature is stupidly huge.<br />
* 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.<br />
* Joint edits have been applied to generated creatures. Normal joints tend to be more common than breakable necks.<br />
* Thread can be made from catgut. No, not just literal cat gut catgut. This proved simpler than adding harvestable sinews.<br />
* Because DF2015 broke cannibal adventurers, intelligent semi-megabeasts/megabeasts are currently non-sentient. To make up for this, they gain natural skills.<br />
<br />
=== New Creatures ===<br />
<br />
* At the suggestion of Jackie, messed around with making centaurs, and moreover made their body less of a "humanoid with 4 legs" thing used in vanilla. They show up in good biomes and can join civs. An evil critter, based on the kamaitachi, has also been added as another source of civ fodder for evil regions.<br />
* A couple added mythical creatures were added to make up for making centaurs real. Also added descriptions and spheres, to make their use in art more interesting.<br />
* 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.<br />
* 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. Its wood will make for effective blunt weapons, but poor edged weapons. Think twice before you try lighting one on fire!<br />
* Two H.P. Lovecraft references via the mi-go and shoggoth. Mi-gos have a delightfully alien body structure, while shoggoths are acidic blobs. Hint: pulp all the things.<br />
* Eternal things. Basically chitinous worms that can grow rather large given time, faster than dragons but not quite as huge.<br />
* Manticores. Overgrown lions with bat wings and scorpion tails. All the Fun of both potion-yield megabeasts and venomous critters.<br />
* Four lesser beasts that can form lairs, as a step down from semi-megabeasts. These act like night creature hunters, making lairs in various places. Dire wolves, dire bears, feral ogres, and sanguine dragons are all based off of some existing creature in some way, with qualities to make them different challenges in combat.<br />
* Some raw-defined recreations of the classic pre-DF2010 demons. These are used as fallback for some things that may require demons to exist, and tend to be used instead of said generated demons where necessary. Fiery abominations are recreations of spirits of fire, tweaked to float on a djinn-like cloud of cinders and made tougher than flame-bodied critters normally are (so punching one to death is a much tougher feat). Froglike abominations are a recreation of frog demons, given a more grotesque gorilla-like body and a nasty plague inflicted via bites and tongue-lashing. Tendriled abominations are the tentacle demons, reworked into a scaly form with its tentacles instead of arms, lashing out with acidic secretions that can also provoke a neurotoxic effect.<br />
<br />
=== Plant Tweaks ===<br />
<br />
* 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, and extract-bearing plants.<br />
* 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.<br />
* In addition to more potent alchemical concoctions, more mundane medicine can be made from certain plant sources (best as the system permits, and noting that the game lacks what would normally be the best options for that). The effects are much more minor than what golden salve or processed muck root can do, but it can help in a pinch.<br />
* Brewable plants can be made into delicious booze. If it isn't brewable by picking the plant itself (assuming it's in season), try brewing fruit instead.<br />
* Bread is now a thing. The relevant plants can be ground into flour and used as such.<br />
* Bamboo, cattails, and cloudberries have been given useful growths. This works in adventure mode, but due to the plants being grass they can't be picked in fort mode.<br />
<br />
=== Civilization Tweaks ===<br />
<br />
* All of the main races are playable in Adventurer Mode, whether as civ members or as outsiders.<br />
* 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.<br />
* Humans and goblins have been given slings and sewing needles, for the hell of it.<br />
* 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 has 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.<br />
* Goblins need food and water, so remember that.<br />
* Outsiders can start off with wooden weaponry, to encourage actually upgrading your gear.<br />
* Underground animal people have been given a surface-dwelling equivalent, allowing for occasional instances of them being playable as entity members, instead of outsiders. They spread out as tribes in small villages, potentially allying with or coming to blows with the major civilizations.<br />
<br />
=== New uses for existing items (and changes) ===<br />
<br />
* Mortars and pestles are used for plant processing and alchemy. A pair can be crafted from stone.<br />
* A few reactions use blunt small rocks for hammering instead of just knapping.<br />
* If you get a hold of full logs, a battle axe can be used to split it into usable branches.<br />
* Stone axes have been changed to allow metal versions to show up in human and goblin sites.<br />
* Helves have been given the same weapon uses as staves in older versions of this mod, and renamed to staves to reflect this.<br />
<br />
=== New Items ===<br />
<br />
* Needles, required for sewing. In addition to wood you can carve them from bone, tooth, nail, hoof, or horn.<br />
* Clubs, as a crude mace-equivalent as suggested by Kallin.<br />
* Caesti and katars, unarmed weapons suggested and worked on by Jackie.<br />
* Simple lockbows, originally implemented in Kobold Kamp as suggested by Flint.<br />
* Spear-throwers and javelins, made with help from ZM5. Closer to actual hand-thrown javelins than the more realistic atlatl, but still allows use of a spear-thrower for gameplay reasons.<br />
* 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.<br />
* Gambesons, made from cloth. Obviously fragile unless using megabeast haircloth or silk.<br />
* Cooking pots, for making certain items, most notably for brewing.<br />
* Animal glue, which the recent combat changes have made useful.<br />
* Eight raw-defined instruments that can be crafted, supplementing the generated instruments that can't be crafted in adventure mode.<br />
<br />
=== Dismantling Items ===<br />
<br />
* Boulders and logs can be split into small rocks and pieces of wood, respectively.<br />
* Crude cloth can be unraveled if needed.<br />
* Cloth items can be cut apart for cloth, leather items can be cut apart, and metal items can be broken down for metal. Note that nothing's stopping you from being a lunatic and trying to dismantle the end result into itself, which will eventually waste it.<br />
<br />
== Bugs and Issues ==<br />
<br />
* No gauntlets due to the gauntlet bug. The workaround I originally devised tends to break more things than it fixes.<br />
* Just like whips, civs will generate metal slings because derp. Outsiders will also have access to metal staves, clubs, and caesti, all of which were balanced around the assumption that they'd only ever be made out of much lighter materials.<br />
* 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.<br />
* The amount of usable leather, bone, etc can be increased by lopping off limbs. For bone, there are reaction bugs and balance issues behind why Adventurecraft has set crafting to consume full stacks, instead of vanilla's use of single units for a stack.<br />
* 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.<br />
* Goblin and kobold adventurers will find their home to be an immense pain in the ass to leave, as dark forts and caves block fast travel even if the inhabitants are friendly.<br />
* Nothing's stopping you from being a lunatic and trying to dismantle cloth, tanned hides, or metal bars. This will eventually waste it due to the odds not being 100%. <br />
* Thread, cloth, bars, and sheets obtained from towns instead of player-made are a nigh-endless source of crafting material, due to reactions set to only produce and use product dimensions of 1.<br />
* The addition of faked wood for outsider weapons adds an unusable material to the forge in fortress mode.<br />
<br />
== Appendix A, Full list of new reactions ==<br />
<br />
=== Basic Reactions ===<br />
<br />
* Tan a raw hide, raw scales, or raw chitin. Produces tanned leather/scale/chitin.<br />
* Dry and spin gut into catgut thread.<br />
* Spin hair or wool into thread.<br />
* Process thread-bearing plant into thread.<br />
* Weave cloth. Uses hair/wool, plant-based, or silk thread.<br />
* Make glue. Uses raw hide, raw scales, bone, skull, horn, or hoof. Requires a cooking item.<br />
* Repair cloth item. Uses cloth and thread, requires a needle.<br />
* Repair leather/scale/chitin item. Uses any of said materials plus thread, requires a needle.<br />
* Repair wood/bone/stone item. Uses animal glue, requires a sharp object.<br />
<br />
=== Tools ===<br />
<br />
* Carve wooden sewing needle. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn needle. Uses any of said materials, requires a sharp object.<br />
* Carve wooden stave. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone stave. Uses bones, and requires a sharp object.<br />
* Carve bone/shell axe. Uses either material plus a stave, requires a sharp object.<br />
* Craft stone axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mortar and pestle. Uses 2 blunt small rocks, and requires a third.<br />
* Craft stone cooking pot. Uses any small rock, and requires a blunt small rock.<br />
<br />
=== Ammunition ===<br />
<br />
* Craft sling stones. Uses a blunt small rock, and requires a second.<br />
* Carve wooden arrows. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn arrows. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone arrows. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden bolts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bolts. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone bolts. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden javelins. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn javelins. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone javelins. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden darts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn darts. Uses any of said materials, requires a sharp object.<br />
<br />
=== Weapons (Wood/Cloth/Leather) ===<br />
<br />
* Carve wooden dagger. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden pike. Uses two wooden branches, and requires a sharp object.<br />
* Carve wooden club. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale whip. Uses leather/scale, and requires a sharp object.<br />
* Craft leather/scale/chitin caestus. Uses any of said materials, and requires a sharp object.<br />
* Craft wooden bow. Uses a stave and thread, requires a sharp object.<br />
* Craft simple wooden lockbow. Uses two branches and thread, requires a sharp object.<br />
* Carve wooden blowgun. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear-thrower. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale sling. Uses leather, and requires a sharp object.<br />
* Craft cloth sling. Uses cloth, and requires a sharp object.<br />
<br />
=== Weapons (Bone) ===<br />
<br />
* Craft bone/shell/tooth/horn dagger. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn spear. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn pike. Uses any of said materials plus two staves, requires a sharp object.<br />
* Carve bone/shell battle axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell great axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn short sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn long sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn two-handed sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone club. Uses bones, and requires a sharp object.<br />
* Craft bone/tooth/nail/hoof/horn katar. Uses any of said materials, and requires a sharp object.<br />
* Craft bone bow. Uses bones and thread, requires a sharp object.<br />
* Craft simple bone lockbow. Uses bones, a stave, and thread, requires a sharp object.<br />
* Carve bone spear-thrower. Uses bones, and requires a sharp object.<br />
* Carve bone blowgun. Uses bones, and requires a sharp object.<br />
<br />
=== Weapons (Stone) ===<br />
<br />
* Knap stone dagger. Uses any small rock, and requires a blunt small rock.<br />
* Craft stone spear. Uses a sharp rock and a stave. No need to cut the stave to size.<br />
* Craft stone pike. Uses a sharp rock and two staves. No need to cut the staves to size.<br />
* Craft stone battle axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone great axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone short sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone long sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone two-handed sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mace. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone war hammer. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone maul. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
<br />
=== Armor (Bone) ===<br />
<br />
* Craft bone/shell buckler. Uses either material, and requires a sharp object.<br />
* Craft bone/shell shield. Uses either material, and requires a sharp object.<br />
* Craft bone/shell helm. Uses either material, and requires a sharp object.<br />
* Craft skull helm. Uses a skull, and requires a sharp object.<br />
* Craft bone/shell armor. Uses either material and requires a sharp object.<br />
* Craft bone/shell leggings. Uses either material, and requires a sharp object.<br />
* Craft bone greaves. Uses bones, and requires a sharp object.<br />
<br />
=== Shields/Armor (Leather/Scale/Chitin) ===<br />
<br />
* Craft leather/scale/chitin buckler. Uses any of said materials, and requires a sharp object.<br />
* Craft leather/scale/chitin shield. Uses any of said materials, and requires a sharp object.<br />
* Sew leather/scale/chitin cap. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin helm. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin armor. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin leggings. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin low boots. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin high boots. Uses any of said materials plus thread, requires a needle.<br />
<br />
=== Clothing (Leather) ===<br />
<br />
* Sew leather/scale backpack. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale waterskin. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale quiver. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale hood. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale mask. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale cloak. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale tunic. Uses leather/scale and thread, requires a needle.<br />
* Make leather/scale loincloth. Uses leather/scale.<br />
* Sew leather/scale trousers. Uses leather/scale and thread, requires a needle.<br />
* Craft leather/scale footwraps. Uses leather, and requires a sharp object.<br />
* Sew leather/scale sandals. Uses leather/scale and thread, requires a needle.<br />
* Decorate object with leather/scale. Uses leather/scale and thread, requires a needle.<br />
<br />
=== Clothing (Cloth) ===<br />
<br />
* Sew cloth backpack. Uses cloth and thread, requires a needle.<br />
* Sew cloth quiver. Uses cloth and thread, requires a needle.<br />
* Sew cloth cap. Uses cloth and thread, requires a needle.<br />
* Sew cloth hood. Uses cloth and thread, requires a needle.<br />
* Sew cloth mask. Uses cloth and thread, requires a needle.<br />
* Sew cloth gambeson. Uses cloth and thread, requires a needle.<br />
* Sew cloth cloak. Uses cloth and thread, requires a needle.<br />
* Sew cloth tunic. Uses cloth and thread, requires a needle.<br />
* Make cloth loincloth. Uses cloth.<br />
* Sew cloth trousers. Uses cloth and thread, requires a needle.<br />
* Craft cloth footwraps. Uses cloth, and requires a sharp object.<br />
* Sew cloth socks. Uses cloth and thread, requires a needle.<br />
* Sew cloth sandals. Uses cloth and thread, requires a needle.<br />
* Decorate object with cloth. Uses cloth and thread, requires a needle.<br />
<br />
=== Shields/Crafts (Wood) ===<br />
<br />
* Carve wooden buckler. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden shield. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden crutch. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cup. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden minecart. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden figurine. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden ring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden earring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden scepter. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden amulet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden bracelet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden crown. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cabochan. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden mask. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden sandals. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden dice. Uses a wooden branch, and requires a sharp object.<br />
* Decorate object with wood. Uses a wooden branch, and requires a sharp object.<br />
<br />
=== Crafts (Bone/Shell/Tooth/Horn) ===<br />
<br />
* Carve bone crutch. Uses bones, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn goblet. Uses any of said materials, and requires a sharp object.<br />
* Carve skull goblet. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn figurine. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn ring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn earring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn scepter. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn amulet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn bracelet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn crown. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn cabochan. Uses any of said materials, and requires a sharp object.<br />
* Craft skull totem. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell mask. Uses either of said materials, and requires a sharp object.<br />
* Craft skull mask. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn dice. Uses any of said materials, and requires a sharp object.<br />
* Decorate object with bone/shell/tooth/nail/hoof/horn. Uses said materials, requires a sharp object.<br />
<br />
=== Crafts (Stone) ===<br />
<br />
* Craft stone mug. Uses a blunt small rock, and requires a second.<br />
* Craft stone figurine. Uses a blunt small rock, and requires a second.<br />
* Craft stone ring. Uses a blunt small rock, and requires a second.<br />
* Craft stone earring. Uses a blunt small rock, and requires a second.<br />
* Craft stone scepter. Uses a blunt small rock, and requires a second.<br />
* Craft stone amulet. Uses a blunt small rock, and requires a second.<br />
* Craft stone bracelet. Uses a blunt small rock, and requires a second.<br />
* Craft stone crown. Uses a blunt small rock, and requires a second.<br />
* Craft stone cabochon. Uses a blunt small rock, and requires a second.<br />
* Decorate object with stone. Uses a blunt small rock, and requires a second.<br />
<br />
=== Item Dismantling ===<br />
<br />
* Split wooden log into branches. Also requires a sharp object. Ignore the absurdity.<br />
* Split large stone into small rocks. Also requires a blunt small rock.<br />
* Unravel cloth into thread.<br />
* Dismantle cloth item. Requires a sharp object.<br />
* Dismantle leather/scale/chitin item. Requires a sharp object.<br />
* Dismantle stone item. Requires a blunt small rock.<br />
* Dismantle metal item. Requires a blunt small rock.<br />
<br />
=== Cooking and Alchemy ===<br />
<br />
* Mill plant into flour. Uses valid plant, requires a mortar and pestle.<br />
* Bake bread. Uses flour, requires a cooking pot.<br />
* Brew alcohol from plant. Uses valid plant, requires a cooking pot and an empty waterskin.<br />
* Brew alcohol from fruit. Uses valid plant growth, requires a cooking pot and an empty waterskin.<br />
* Craft astringent tincture. Uses three leaves from berry-bearing plants, requires a mortar and pestle.<br />
* Extract from plant. Uses extractable plant, requires a mortar and pestle plus an empty waterskin.<br />
* Refine venom into toxin. Uses a venom sac, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from (semi)megabeast heart, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from generated creature heart, requires a mortar and pestle plus an empty waterskin.<br />
* Create magical essence from (semi)megabeast heart, shoggoth core, treant wood, or mountain bronze, Also uses a scroll, requires a mortar and pestle plus an empty waterskin.<br />
<br />
=== Paper/Parchment Crafting ===<br />
<br />
* Press pulpable plant into paper. Uses a valid plant, requires a mortar and pestle.<br />
* Dry skin into parchment. Uses a raw hide, and requires a sharp object.<br />
* Carve wooden scroll rollers. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone scroll rollers. Uses bone, and requires a sharp object.<br />
* Assemble a scroll. Uses a sheet and a scroll roller.<br />
* Craft a quire. Uses a sheet.<br />
<br />
=== Instrument Pieces ===<br />
<br />
* Carve wooden bagpipe pipes. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bagpipe pipes. Uses any of said materials, and requires a sharp object.<br />
* Sew leather bagpipe bag. Uses leather and thread, requires a needle.<br />
* Craft instrument strings. Uses string.<br />
* Carve wooden lyre body. Uses a wooden log, and requires a sharp object.<br />
* Carve bone/shell lyre body. Uses either material and requires a sharp object.<br />
* Carve wooden guitar body. Uses a wooden log, and requires a sharp object.<br />
* Carve skull guitar body. Uses a skull, and requires a sharp object.<br />
* Carve wooden guitar neck. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone guitar neck. Uses bone, and requires a sharp object.<br />
* Carve wooden harp body. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden drum body. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone drum body. Uses bone, and requires a sharp object.<br />
* Craft leather drum head. Uses leather.<br />
<br />
=== Instruments ===<br />
<br />
* Carve wooden simple flute. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone simple flute. Uses bone, and requires a sharp object.<br />
* Carve wooden instrument musical horn. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn musical horn. Uses any of said materials, and requires a sharp object.<br />
* Assemble bagpipes. Requires a bagpipe bag and instrument pipes.<br />
* Assemble lyre. Requires a lyre body and strings.<br />
* Assemble guitar. Requires a guitar body, a guitar neck, and strings.<br />
* Assemble harp. Requires a harp body and strings.<br />
* Assemble drum. Requires a drum body and drum head.<br />
* Carve wooden bell. Uses a wooden log, and requires a sharp object.<br />
<br />
== Appendix B, List of forging reactions (at carpenter's workshop): ==<br />
<br />
=== Metalworking (Basic Tools) ===<br />
<br />
* Craft makeshift forge. Uses 10 small rocks.<br />
* Repair metal item. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mortar and pestle. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cooking pot. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Ammunition) ===<br />
<br />
* Craft metal sling bullets. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal arrows. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal bolts. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal javelins. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal darts. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Weapons) ===<br />
<br />
* Craft metal dagger. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal spear. Uses metal, a stave, and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pike. Uses metal, a stave, and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal battle axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal great axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal short sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal long sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal two-handed sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mace. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal war hammer. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal maul. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal caestus. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal katar. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Shields/Armor) ===<br />
<br />
* Craft metal buckler. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal shield. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal helmet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cap. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal breastplate. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail shirt. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal greaves. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail leggings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal low boots. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal high boots. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Furniture) ===<br />
<br />
* Craft metal throne. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal table. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal chest. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabinet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal door. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal barrel. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bucket. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal sarcophagus. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal hatch cover. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal grate. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bin. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal stepladder. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bookcase. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal splint. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pedestal. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal animal trap. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Crafts) ===<br />
<br />
* Craft metal crutch. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal goblet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal minecart. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal figurine. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal ring. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal earring. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal scepter. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal amulet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bracelet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal crown. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabochan. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mask. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Decorate object with metal. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Instruments) ===<br />
<br />
* Craft metal bagpipe pipes. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal instrument strings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal lyre body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar neck. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal harp body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal drum body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal simple flute. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal musical horn. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bell. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
== Appendix C, List of more useful stones ==<br />
<br />
* Andesite<br />
* Basalt<br />
* Chert (in-between other sharp stones and obsidian)<br />
* Dacite<br />
* Diorite<br />
* Native aluminum (same as aluminum)<br />
* Native copper (same as copper)<br />
* Native gold (same as gold)<br />
* Native platinum (same as platinum)<br />
* Native silver (same as silver)<br />
* Obsidian (deliciously sharp and deadly)<br />
* Quartzite<br />
* Phyllite<br />
* Raw adamantine (same as adamantine)<br />
* Rhyolite<br />
* Shale<br />
* Slade (good luck obtaining that one!)<br />
* Slate<br />
<br />
== Appendix D, List of monsters with improved body materials ==<br />
<br />
=== Tier 1 ===<br />
<br />
* Alligator (and variants, alligator men are currently unusable)<br />
* Anaconda (and variants, anaconda men are currently unusable)<br />
* Armadillo (and variants, armadillo men are currently unusable)<br />
* Black bear (and variants, black bear men are currently unusable)<br />
* Blind cave bear<br />
* Blind cave ogre (currently unusable)<br />
* Cave crocodile<br />
* Cave dragon<br />
* Coelacanth<br />
* Elephant (and variants, elephant men are currently unusable)<br />
* Giant cave spider<br />
* Giant desert scorpion (re-added due to Toady removing them ;w;)<br />
* Giant Mantis (normal version is a non-butcherable vermin, mantis men are currently unusable)<br />
* Gigantic squid (normal version is a non-butcherable vermin, squid men are currently unusable)<br />
* Great white shark<br />
* Grizzly bear (and variants, grizzly bear men are currently unusable)<br />
* Hippo (and variants, hippo men are currently unusable)<br />
* Ogre<br />
* Orca (and variants, orca men are currently unusable)<br />
* Polar bear (and variants, polar bear men are currently unusable)<br />
* Rhinoceros (and variants, rhinoceros men are currently unusable)<br />
* Saltwater crocodile (and variants, saltwater crocodile men are currently unusable)<br />
* Sea monster<br />
* Sea serpent<br />
* Troll<br />
* Voracious cave crawler<br />
* Walrus (and variants, walrus men are currently unusable)<br />
* Wild boar (and variants, wild boar men are currently unusable)<br />
* Cyclops<br />
* Ettin<br />
* Giant<br />
* Minotaur<br />
* Gargoyle<br />
* Mi-go<br />
* Dire bear<br />
* Feral ogre<br />
* Lesser dragon<br />
<br />
=== Tier 2 ===<br />
<br />
* Dragon<br />
* Hydra<br />
* Roc<br />
* Eternal thing<br />
* Manticore<br />
* Treant (wood)<br />
<br />
== Appendix E, List of monsters that yield venom sacs ==<br />
<br />
* Giant adder (normal version is too small to butcher, adder men are currently unusable)<br />
* Giant bark scorpion (normal version is a non-butcherable vermin, bark scorpion men are currently unusable)<br />
* Black mamba (and variants, black mamba men are currently unusable)<br />
* Giant brown recluse spider (normal version is a non-butcherable vermin, recluse spider men are currently unusable)<br />
* Bushmaster (and variants, bushmaster men are currently unusable)<br />
* Giant copperhead snake (normal version is too small to butcher, copperhead snake men are currently unusable)<br />
* Giant desert scorpion<br />
* Giant cave spider<br />
* Gila monsters (and variants, gila monster men are currently unusable)<br />
* Helmet snake<br />
* King cobra (and variants, king cobra men are currently unusable)<br />
* Platypus (and variants, platypus men are currently unusable)<br />
* Rattlesnake (and variants, rattlesnake men are currently unusable)<br />
* Serpent man (currently unusable)<br />
* Manticore<br />
<br />
== Appendix F, List of plant and misc craftable extracts ==<br />
<br />
=== Notable plant extracts ===<br />
<br />
* Astringent tincture. Generally if it yields berries, its leaves are likely usable for alchemy. Very minor reduction in bleeding, infection, and some impact on open wounds.<br />
* Dwarven syrup. Delicious but does nothing.<br />
* Gnomeblight. Still only deadly to gnomes.<br />
* Golden salve. Stops bleeding and other ailments, potent non-nerve healing.<br />
* Marshmend, from muck root. Stops bleeding and eases pain.<br />
* Whiplash, from whip vine. Boost agility and speed some, side effects of dizziness and nausea.<br />
* Barbed haze, from sliver barb. Assorted stat boost, penalties, and other Fun.<br />
<br />
=== Megabeast and Semi-megabeast hearts ===<br />
<br />
* Aetherbreath, from mi-gos. Grants immunity to suffocation.<br />
* Draconic fury, from dragons. Boosts willpower, inspires martial trances.<br />
* Giant's might, from giants. Boosts strength.<br />
* Insight, from ettins. Boosts assorted mental stats.<br />
* Relentlessness, from minotaurs. Grants immunity to stunning, exertion, and pain.<br />
* Renewal, from hydras. Powerful, but brief, regeneration with regrowth of limbs.<br />
* Stoneskin, from gargoyles. Hardens you against attacks.<br />
* Swiftness, from rocs. Boost agility, increases speed somewhat.<br />
* True seeing, from cyclops. Grants extravision and creature-sensing.<br />
* Trickery, from manticores. Sharply boosts various social stats.<br />
<br />
=== Other ===<br />
<br />
* Failed extract. If a generated titan/demon/etc doesn't have a valid poison (or has poison blood instead), this will be the result. Does nothing.<br />
* Shoggoth slime, readily obtained from shoggoths (obviously). Causes localized pain, blistering, bleeding, and necrosis. Drinking it is exactly as stupid an idea as you'd expect it to be.<br />
* Cursed dragonblood, from sanguine dragons. Dangerous to drink, but has some minor situational benefits.<br />
<br />
== Appendix G, List of plants made harvestable in the mod ==<br />
<br />
* Alfalfa, available most of summer into early winter. Edible raw.<br />
* Arrow bamboo, available all year. Source of branches.<br />
* Asparagus, available only early in spring. Edible raw.<br />
* Barley, available all summer and autumn. Source of flour and alcohol.<br />
* Beet, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Bloated tuber, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Blood amaranth, available most of summer into early winter. Edible, source of flour/alcohol.<br />
* Buckwheat, available most of summer into early winter. Source of flour and alcohol.<br />
* Cabbage, available midspring into midsummer. Edible raw.<br />
* Carrot, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cassava, available midspring into midsummer. Source of alcohol.<br />
* Cattail, available later spring into early summer. Source of flour, thread, and paper.<br />
* Cave wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Celery, available midspring into midsummer. Edible raw.<br />
* Chicory, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cloudberry, available in winter. Edible raw, source of alcohol.<br />
* Cotton, available most of summer into early winter. Source of thread and paper.<br />
* Finger millet, available all summer and autumn. Source of flour and alcohol.<br />
* Fisher berry, available most of summer. Edible raw, source of alcohol.<br />
* Flax, available most of summer into early winter. Source of thread, paper, and flour.<br />
* Fonio, available all summer and autumn. Source of flour and alcohol.<br />
* Foxtail millet, available all summer and autumn. Source of flour and alcohol.<br />
* Garden cress, available midspring into midsummer. Edible raw.<br />
* Golden bamboo, available all year. Source of branches.<br />
* Hard wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Hedge bamboo, available all year. Source of branches.<br />
* Hemp, available all summer and autumn. Source of thread, paper, and flour.<br />
* Jute, available most of summer into early winter. Source of thread and paper.<br />
* Kaniwa, available most of summer into early winter. Source of flour and alcohol.<br />
* Kenaf, available most of summer into early winter. Source of thread and paper.<br />
* Kobold bulb, available midautumn and all winter. Source of extract.<br />
* Leek, available midspring into midsummer. Edible raw.<br />
* Lettuce, available midspring into midsummer. Edible raw.<br />
* Long yam, available midspring into midsummer. Edible raw.<br />
* Longland grass, available all summer and autumn. Source of flour and alcohol.<br />
* Maize, available most of summer into early winter. Source of flour and alcohol.<br />
* Muck root, available midspring into midsummer. Edible raw, source of extract and alcohol.<br />
* Oat, available all summer and autumn. Source of flour and alcohol.<br />
* Papyrus sedge, available most of summer into early winter. Source of paper.<br />
* Parsnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Pearl millet, available all summer and autumn. Source of flour and alcohol.<br />
* Pendant amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Pig tail, available most of summer-early winter. Source of thread, paper, flour, and alcohol.<br />
* Prickle berry, available most of summer. Edible raw, source of alcohol.<br />
* Plump helmet, available all year. Edible raw, source of alcohol.<br />
* Potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Purple amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Quinoa, available most of summer into early winter. Source of flour and alcohol.<br />
* Radish, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Ramie, available most of summer into early winter. Source of thread and paper.<br />
* Rat weed, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Rhubarb, available midspring into midsummer. Edible raw.<br />
* Rice, available most of summer into early winter. Source of flour and alcohol.<br />
* Rope reed, available most of summer-early winter. Source of thread, paper, and alcohol.<br />
* Rye, available all summer and autumn. Source of flour and alcohol.<br />
* Single-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sliver barb, available all winter. Source of extract and alcohol.<br />
* Soft wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sorghum, available most of summer into early winter. Source of flour and alcohol.<br />
* Spelt, available all summer and autumn. Source of flour and alcohol.<br />
* Sun berry, available most of summer. Edible raw, source of alcohol.<br />
* Sweet pod, available midspring into midsummer. Source of exract and alcohol.<br />
* Sweet potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Teff, available all summer and autumn. Source of flour and alcohol.<br />
* Turnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Two-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Whip vine, available midspring into midsummer. Source of flour, extract, and alcohol.<br />
* White millet, available all summer and autumn. Source of flour and alcohol.<br />
* Valley herb, available most of spring. Source of extract.<br />
<br />
== Appendix H, List of obtainable magic: ==<br />
<br />
* Animal magic, opposed to nature magic. Transforms the user into a random giant animal when used. Associated with animals, chaos, and hunting. Can be obtained from minotaurs.<br />
* Blight magic, opposed to healing magic. Inflicts a debilitating, sickening plague on a target creature when used. Fellow blight mages, healing mages, and those currently immunized by healing magic cannot be targeted with it. Can cause victims to go berserk and spread the sickness if they survive long enough. Associated with blight, disease, and misery. Can be obtained from shoggoths.<br />
* Clairvoyance magic, opposed to infernal magic. Grants extravision and creature-sensing to a targeted creature when used, along with boosting agility and sensory-type mental attributes. Associated with inspiration, light, and wisdom. Can be obtained from eternal things and cyclopes.<br />
* Fire magic, opposed to wind. Flings a fireball at a target creature when used, fellow fire mages cannot be targeted with it. Associated with fire, the sun, and volcanoes. Can be obtained from dragons.<br />
* Healing magic, opposed to blight magic. Mends bleeding and tissue damage on a target creature when used. Also temporarily immunizes the target against blight magic. Associated with healing, mercy, and rebirth. Can be obtained from hydras.<br />
* Infernal magic, opposed to clairvoyance magic. Summons a random demonic creature when used, which will always be one of the raw-defined demons instead of a generated one, which will attack any living thing except the caster. Inflicts stigmata and personality changes on the user, repeated use will build up side effects until blood loss becomes lethal, and each use has a chance of rendering the caster permanently mute. Associated with darkness, nightmares, and revenge. Can be obtained from mi-gos.<br />
* Nature magic, opposed to animal magic. Summons a random natural predatory animal when used. Associated with nature, plants, and trees. Can be obtained from treants and manticores.<br />
* Protective magic, opposed to war magic. Grants high damage resistance to a target creature when used. Associated with courage, discipline, and longevity. Can be obtained from gargoyles and bronze colossi.<br />
* War magic, opposed to protective magic. Inflicts a berserk rage on the caster when used, with appropriate status buffs. Associated with strength, victory, and war. Can be obtained from giants and ettins.<br />
* Wind magic, opposed to fire magic. Sends multiple target creatures flying away with high force when used, requires targets to be fairly close. Associated with storms, thunder, and wind. Can be obtained from rocs.</div>Valoshttp://dwarffortresswiki.org/index.php?title=User:Valos/Adventurecraft&diff=250801User:Valos/Adventurecraft2020-02-23T18:36:00Z<p>Valos: </p>
<hr />
<div>{{mod}}<br />
{{Modification<br />
| name = Adventurecraft<br />
| version = 47.02 - 47.03 1.7<br />
| df version = 0.47.03<br />
| last update = 2/23/2020<br />
| download = http://www.bay12forums.com/smf/index.php?topic=153036.0<br />
}}<br />
<br />
Adventurecraft, yet another Wanderer's Friend derivative, is an adventure-mode-focused mod that adds reactions, in addition to material changes and creature changes, much of it geared toward fleshing out the options provided to adventurers. Various features have been added to it over time, not all geared toward crafting.<br />
<br />
Existed in unreleased form since the DF2012 days, with the first release being not long before .42.01 was released. Features and changes listed are thus specific to the most recent version, assuming this page remains up-to-date (don't count on it), derived from the forum post.<br />
<br />
== Features ==<br />
<br />
=== Fun Material Tweaks ===<br />
<br />
* Different tiers of materials. Look for a + or ++ in the material name. 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.<br />
* Several stones have been buffed to not be vastly inferior to bone. Look for the material tier designation. Chert is second only to obsidian in sharpness.<br />
* 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.<br />
* 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 (or be spoiled in the appendices). Not all of the beasts added to the mod have usable hearts. Or, you can use the relevant megabeast heart (or equivalent for things that lack hearts) to unlock secrets of The Beyond...<br />
* 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.<br />
<br />
=== Creature Tweaks ===<br />
<br />
* Joint definitions have been 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.<br />
* Neck-snapping. While mundane damage to the upper spine doesn't always have any effect, putting a joint lock on it definitely will, unless the creature is stupidly huge.<br />
* 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.<br />
* Joint edits have been applied to generated creatures. Normal joints tend to be more common than breakable necks.<br />
* Thread can be made from catgut. No, not just literal cat gut catgut. This proved simpler than adding harvestable sinews.<br />
* Because DF2015 broke cannibal adventurers, intelligent semi-megabeasts/megabeasts are currently non-sentient. To make up for this, they gain natural skills.<br />
<br />
=== New Creatures ===<br />
<br />
* At the suggestion of Jackie, messed around with making centaurs, and moreover made their body less of a "humanoid with 4 legs" thing used in vanilla. They show up in good biomes and can join civs. An evil critter, based on the kamaitachi, has also been added as another source of civ fodder for evil regions.<br />
* A couple added mythical creatures were added to make up for making centaurs real. Also added descriptions and spheres, to make their use in art more interesting.<br />
* 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.<br />
* 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. Its wood will make for effective blunt weapons, but poor edged weapons. Think twice before you try lighting one on fire!<br />
* Two H.P. Lovecraft references via the mi-go and shoggoth. Mi-gos have a delightfully alien body structure, while shoggoths are acidic blobs. Hint: pulp all the things.<br />
* Eternal things. Basically chitinous worms that can grow rather large given time, faster than dragons but not quite as huge.<br />
* Manticores. Overgrown lions with bat wings and scorpion tails. All the Fun of both potion-yield megabeasts and venomous critters.<br />
* Four lesser beasts that can form lairs, as a step down from semi-megabeasts. These act like night creature hunters, making lairs in various places. Dire wolves, dire bears, feral ogres, and sanguine dragons are all based off of some existing creature in some way, with qualities to make them different challenges in combat.<br />
* Some raw-defined recreations of the classic pre-DF2010 demons. These are used as fallback for some things that may require demons to exist, and tend to be used instead of said generated demons where necessary. Fiery abominations are recreations of spirits of fire, tweaked to float on a djinn-like cloud of cinders and made tougher than flame-bodied critters normally are (so punching one to death is a much tougher feat). Froglike abominations are a recreation of frog demons, given a more grotesque gorilla-like body and a nasty plague inflicted via bites and tongue-lashing. Tendriled abominations are the tentacle demons, reworked into a scaly form with its tentacles instead of arms, lashing out with acidic secretions that can also provoke a neurotoxic effect.<br />
<br />
=== Plant Tweaks ===<br />
<br />
* 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, and extract-bearing plants.<br />
* 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.<br />
* In addition to more potent alchemical concoctions, more mundane medicine can be made from certain plant sources (best as the system permits, and noting that the game lacks what would normally be the best options for that). The effects are much more minor than what golden salve or processed muck root can do, but it can help in a pinch.<br />
* Brewable plants can be made into delicious booze. If it isn't brewable by picking the plant itself (assuming it's in season), try brewing fruit instead.<br />
* Bread is now a thing. The relevant plants can be ground into flour and used as such.<br />
* Bamboo, cattails, and cloudberries have been given useful growths. This works in adventure mode, but due to the plants being grass they can't be picked in fort mode.<br />
<br />
=== Civilization Tweaks ===<br />
<br />
* All of the main races are playable in Adventurer Mode, whether as civ members or as outsiders.<br />
* 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.<br />
* Humans and goblins have been given slings and sewing needles, for the hell of it.<br />
* 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 has 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.<br />
* Goblins need food and water, so remember that.<br />
* Outsiders can start off with wooden weaponry, to encourage actually upgrading your gear.<br />
* Underground animal people have been given a surface-dwelling equivalent, allowing for occasional instances of them being playable as entity members, instead of outsiders. They spread out as tribes in small villages, potentially allying with or coming to blows with the major civilizations.<br />
<br />
=== New uses for existing items (and changes) ===<br />
<br />
* Mortars and pestles are used for plant processing and alchemy. A pair can be crafted from stone.<br />
* A few reactions use blunt small rocks for hammering instead of just knapping.<br />
* If you get a hold of full logs, a battle axe can be used to split it into usable branches.<br />
* Stone axes have been changed to allow metal versions to show up in human and goblin sites.<br />
* Helves have been given the same weapon uses as staves in older versions of this mod, and renamed to staves to reflect this.<br />
<br />
=== New Items ===<br />
<br />
* Needles, required for sewing. In addition to wood you can carve them from bone, tooth, nail, hoof, or horn.<br />
* Clubs, as a crude mace-equivalent as suggested by Kallin.<br />
* Caesti and katars, unarmed weapons suggested and worked on by Jackie.<br />
* Simple lockbows, originally implemented in Kobold Kamp as suggested by Flint.<br />
* Spear-throwers and javelins, made with help from ZM5. Closer to actual hand-thrown javelins than the more realistic atlatl, but still allows use of a spear-thrower for gameplay reasons.<br />
* 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.<br />
* Gambesons, made from cloth. Obviously fragile unless using megabeast haircloth or silk.<br />
* Cooking pots, for making certain items, most notably for brewing.<br />
* Animal glue, which the recent combat changes have made useful.<br />
* Eight raw-defined instruments that can be crafted, supplementing the generated instruments that can't be crafted in adventure mode.<br />
<br />
=== Dismantling Items ===<br />
<br />
* Boulders and logs can be split into small rocks and pieces of wood, respectively.<br />
* Crude cloth can be unraveled if needed.<br />
* Cloth items can be cut apart for cloth, leather items can be cut apart, and metal items can be broken down for metal. Note that nothing's stopping you from being a lunatic and trying to dismantle the end result into itself, which will eventually waste it.<br />
<br />
== Bugs and Issues ==<br />
<br />
* No gauntlets due to the gauntlet bug. The workaround I originally devised tends to break more things than it fixes.<br />
* Just like whips, civs will generate metal slings because derp. Outsiders will also have access to metal staves, clubs, and caesti, all of which were balanced around the assumption that they'd only ever be made out of much lighter materials.<br />
* 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.<br />
* The amount of usable leather, bone, etc can be increased by lopping off limbs. For bone, there are reaction bugs and balance issues behind why Adventurecraft has set crafting to consume full stacks, instead of vanilla's use of single units for a stack.<br />
* 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.<br />
* Goblin and kobold adventurers will find their home to be an immense pain in the ass to leave, as dark forts and caves block fast travel even if the inhabitants are friendly.<br />
* Nothing's stopping you from being a lunatic and trying to dismantle cloth, tanned hides, or metal bars. This will eventually waste it due to the odds not being 100%. <br />
* Thread, cloth, bars, and sheets obtained from towns instead of player-made are a nigh-endless source of crafting material, due to reactions set to only produce and use product dimensions of 1.<br />
* The addition of faked wood for outsider weapons adds an unusable material to the forge in fortress mode.<br />
<br />
== Appendix A, Full list of new reactions ==<br />
<br />
=== Basic Reactions ===<br />
<br />
* Tan a raw hide, raw scales, or raw chitin. Produces tanned leather/scale/chitin.<br />
* Dry and spin gut into catgut thread.<br />
* Spin hair or wool into thread.<br />
* Process thread-bearing plant into thread.<br />
* Weave cloth. Uses hair/wool, plant-based, or silk thread.<br />
* Make glue. Uses raw hide, raw scales, bone, skull, horn, or hoof. Requires a cooking item.<br />
* Repair cloth item. Uses cloth and thread, requires a needle.<br />
* Repair leather/scale/chitin item. Uses any of said materials plus thread, requires a needle.<br />
* Repair wood/bone/stone item. Uses animal glue, requires a sharp object.<br />
<br />
=== Tools ===<br />
<br />
* Carve wooden sewing needle. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn needle. Uses any of said materials, requires a sharp object.<br />
* Carve wooden stave. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone stave. Uses bones, and requires a sharp object.<br />
* Carve bone/shell axe. Uses either material plus a stave, requires a sharp object.<br />
* Craft stone axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mortar and pestle. Uses 2 blunt small rocks, and requires a third.<br />
* Craft stone cooking pot. Uses any small rock, and requires a blunt small rock.<br />
<br />
=== Ammunition ===<br />
<br />
* Craft sling stones. Uses a blunt small rock, and requires a second.<br />
* Carve wooden arrows. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn arrows. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone arrows. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden bolts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bolts. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone bolts. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden javelins. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn javelins. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone javelins. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden darts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn darts. Uses any of said materials, requires a sharp object.<br />
<br />
=== Weapons (Wood/Cloth/Leather) ===<br />
<br />
* Carve wooden dagger. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden pike. Uses two wooden branches, and requires a sharp object.<br />
* Carve wooden club. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale whip. Uses leather/scale, and requires a sharp object.<br />
* Craft leather/scale/chitin caestus. Uses any of said materials, and requires a sharp object.<br />
* Craft wooden bow. Uses a stave and thread, requires a sharp object.<br />
* Craft simple wooden lockbow. Uses two branches and thread, requires a sharp object.<br />
* Carve wooden blowgun. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear-thrower. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale sling. Uses leather, and requires a sharp object.<br />
* Craft cloth sling. Uses cloth, and requires a sharp object.<br />
<br />
=== Weapons (Bone) ===<br />
<br />
* Craft bone/shell/tooth/horn dagger. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn spear. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn pike. Uses any of said materials plus two staves, requires a sharp object.<br />
* Carve bone/shell battle axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell great axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn short sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn long sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn two-handed sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone club. Uses bones, and requires a sharp object.<br />
* Craft bone/tooth/nail/hoof/horn katar. Uses any of said materials, and requires a sharp object.<br />
* Craft bone bow. Uses bones and thread, requires a sharp object.<br />
* Craft simple bone lockbow. Uses bones, a stave, and thread, requires a sharp object.<br />
* Carve bone spear-thrower. Uses bones, and requires a sharp object.<br />
* Carve bone blowgun. Uses bones, and requires a sharp object.<br />
<br />
=== Weapons (Stone) ===<br />
<br />
* Knap stone dagger. Uses any small rock, and requires a blunt small rock.<br />
* Craft stone spear. Uses a sharp rock and a stave. No need to cut the stave to size.<br />
* Craft stone pike. Uses a sharp rock and two staves. No need to cut the staves to size.<br />
* Craft stone battle axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone great axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone short sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone long sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone two-handed sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mace. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone war hammer. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone maul. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
<br />
=== Armor (Bone) ===<br />
<br />
* Craft bone/shell buckler. Uses either material, and requires a sharp object.<br />
* Craft bone/shell shield. Uses either material, and requires a sharp object.<br />
* Craft bone/shell helm. Uses either material, and requires a sharp object.<br />
* Craft skull helm. Uses a skull, and requires a sharp object.<br />
* Craft bone/shell armor. Uses either material and requires a sharp object.<br />
* Craft bone/shell leggings. Uses either material, and requires a sharp object.<br />
* Craft bone greaves. Uses bones, and requires a sharp object.<br />
<br />
=== Shields/Armor (Leather/Scale/Chitin) ===<br />
<br />
* Craft leather/scale/chitin buckler. Uses any of said materials, and requires a sharp object.<br />
* Craft leather/scale/chitin shield. Uses any of said materials, and requires a sharp object.<br />
* Sew leather/scale/chitin cap. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin helm. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin armor. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin leggings. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin low boots. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin high boots. Uses any of said materials plus thread, requires a needle.<br />
<br />
=== Clothing (Leather) ===<br />
<br />
* Sew leather/scale backpack. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale waterskin. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale quiver. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale hood. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale mask. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale cloak. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale tunic. Uses leather/scale and thread, requires a needle.<br />
* Make leather/scale loincloth. Uses leather/scale.<br />
* Sew leather/scale trousers. Uses leather/scale and thread, requires a needle.<br />
* Craft leather/scale footwraps. Uses leather, and requires a sharp object.<br />
* Sew leather/scale sandals. Uses leather/scale and thread, requires a needle.<br />
* Decorate object with leather/scale. Uses leather/scale and thread, requires a needle.<br />
<br />
=== Clothing (Cloth) ===<br />
<br />
* Sew cloth backpack. Uses cloth and thread, requires a needle.<br />
* Sew cloth quiver. Uses cloth and thread, requires a needle.<br />
* Sew cloth cap. Uses cloth and thread, requires a needle.<br />
* Sew cloth hood. Uses cloth and thread, requires a needle.<br />
* Sew cloth mask. Uses cloth and thread, requires a needle.<br />
* Sew cloth gambeson. Uses cloth and thread, requires a needle.<br />
* Sew cloth cloak. Uses cloth and thread, requires a needle.<br />
* Sew cloth tunic. Uses cloth and thread, requires a needle.<br />
* Make cloth loincloth. Uses cloth.<br />
* Sew cloth trousers. Uses cloth and thread, requires a needle.<br />
* Craft cloth footwraps. Uses cloth, and requires a sharp object.<br />
* Sew cloth socks. Uses cloth and thread, requires a needle.<br />
* Sew cloth sandals. Uses cloth and thread, requires a needle.<br />
* Decorate object with cloth. Uses cloth and thread, requires a needle.<br />
<br />
=== Shields/Crafts (Wood) ===<br />
<br />
* Carve wooden buckler. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden shield. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden crutch. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cup. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden minecart. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden figurine. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden ring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden earring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden scepter. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden amulet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden bracelet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden crown. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cabochan. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden mask. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden sandals. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden dice. Uses a wooden branch, and requires a sharp object.<br />
* Decorate object with wood. Uses a wooden branch, and requires a sharp object.<br />
<br />
=== Crafts (Bone/Shell/Tooth/Horn) ===<br />
<br />
* Carve bone crutch. Uses bones, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn goblet. Uses any of said materials, and requires a sharp object.<br />
* Carve skull goblet. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn figurine. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn ring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn earring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn scepter. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn amulet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn bracelet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn crown. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn cabochan. Uses any of said materials, and requires a sharp object.<br />
* Craft skull totem. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell mask. Uses either of said materials, and requires a sharp object.<br />
* Craft skull mask. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn dice. Uses any of said materials, and requires a sharp object.<br />
* Decorate object with bone/shell/tooth/nail/hoof/horn. Uses said materials, requires a sharp object.<br />
<br />
=== Crafts (Stone) ===<br />
<br />
* Craft stone mug. Uses a blunt small rock, and requires a second.<br />
* Craft stone figurine. Uses a blunt small rock, and requires a second.<br />
* Craft stone ring. Uses a blunt small rock, and requires a second.<br />
* Craft stone earring. Uses a blunt small rock, and requires a second.<br />
* Craft stone scepter. Uses a blunt small rock, and requires a second.<br />
* Craft stone amulet. Uses a blunt small rock, and requires a second.<br />
* Craft stone bracelet. Uses a blunt small rock, and requires a second.<br />
* Craft stone crown. Uses a blunt small rock, and requires a second.<br />
* Craft stone cabochon. Uses a blunt small rock, and requires a second.<br />
* Decorate object with stone. Uses a blunt small rock, and requires a second.<br />
<br />
=== Item Dismantling ===<br />
<br />
* Split wooden log into branches. Also requires a sharp object. Ignore the absurdity.<br />
* Split large stone into small rocks. Also requires a blunt small rock.<br />
* Unravel cloth into thread.<br />
* Dismantle cloth item. Requires a sharp object.<br />
* Dismantle leather/scale/chitin item. Requires a sharp object.<br />
* Dismantle stone item. Requires a blunt small rock.<br />
* Dismantle metal item. Requires a blunt small rock.<br />
<br />
=== Cooking and Alchemy ===<br />
<br />
* Mill plant into flour. Uses valid plant, requires a mortar and pestle.<br />
* Bake bread. Uses flour, requires a cooking pot.<br />
* Brew alcohol from plant. Uses valid plant, requires a cooking pot and an empty waterskin.<br />
* Brew alcohol from fruit. Uses valid plant growth, requires a cooking pot and an empty waterskin.<br />
* Craft astringent tincture. Uses three leaves from berry-bearing plants, requires a mortar and pestle.<br />
* Extract from plant. Uses extractable plant, requires a mortar and pestle plus an empty waterskin.<br />
* Refine venom into toxin. Uses a venom sac, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from (semi)megabeast heart, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from generated creature heart, requires a mortar and pestle plus an empty waterskin.<br />
* Create magical essence from (semi)megabeast heart, shoggoth core, treant wood, or mountain bronze, Also uses a scroll, requires a mortar and pestle plus an empty waterskin.<br />
<br />
=== Paper/Parchment Crafting ===<br />
<br />
* Press pulpable plant into paper. Uses a valid plant, requires a mortar and pestle.<br />
* Dry skin into parchment. Uses a raw hide, and requires a sharp object.<br />
* Carve wooden scroll rollers. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone scroll rollers. Uses bone, and requires a sharp object.<br />
* Assemble a scroll. Uses a sheet and a scroll roller.<br />
* Craft a quire. Uses a sheet.<br />
<br />
=== Instrument Pieces ===<br />
<br />
* Carve wooden bagpipe pipes. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bagpipe pipes. Uses any of said materials, and requires a sharp object.<br />
* Sew leather bagpipe bag. Uses leather and thread, requires a needle.<br />
* Craft instrument strings. Uses string.<br />
* Carve wooden lyre body. Uses a wooden log, and requires a sharp object.<br />
* Carve bone/shell lyre body. Uses either material and requires a sharp object.<br />
* Carve wooden guitar body. Uses a wooden log, and requires a sharp object.<br />
* Carve skull guitar body. Uses a skull, and requires a sharp object.<br />
* Carve wooden guitar neck. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone guitar neck. Uses bone, and requires a sharp object.<br />
* Carve wooden harp body. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden drum body. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone drum body. Uses bone, and requires a sharp object.<br />
* Craft leather drum head. Uses leather.<br />
<br />
=== Instruments ===<br />
<br />
* Carve wooden simple flute. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone simple flute. Uses bone, and requires a sharp object.<br />
* Carve wooden instrument musical horn. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn musical horn. Uses any of said materials, and requires a sharp object.<br />
* Assemble bagpipes. Requires a bagpipe bag and instrument pipes.<br />
* Assemble lyre. Requires a lyre body and strings.<br />
* Assemble guitar. Requires a guitar body, a guitar neck, and strings.<br />
* Assemble harp. Requires a harp body and strings.<br />
* Assemble drum. Requires a drum body and drum head.<br />
* Carve wooden bell. Uses a wooden log, and requires a sharp object.<br />
<br />
== Appendix B, List of forging reactions (at carpenter's workshop): ==<br />
<br />
=== Metalworking (Basic Tools) ===<br />
<br />
* Craft makeshift forge. Uses 10 small rocks.<br />
* Repair metal item. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mortar and pestle. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cooking pot. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Ammunition) ===<br />
<br />
* Craft metal sling bullets. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal arrows. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal bolts. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal javelins. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal darts. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Weapons) ===<br />
<br />
* Craft metal dagger. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal spear. Uses metal, a stave, and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pike. Uses metal, a stave, and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal battle axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal great axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal short sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal long sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal two-handed sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mace. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal war hammer. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal maul. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal caestus. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal katar. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Shields/Armor) ===<br />
<br />
* Craft metal buckler. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal shield. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal helmet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cap. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal breastplate. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail shirt. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal greaves. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail leggings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal low boots. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal high boots. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Furniture) ===<br />
<br />
* Craft metal throne. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal table. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal chest. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabinet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal door. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal barrel. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bucket. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal sarcophagus. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal hatch cover. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal grate. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bin. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal stepladder. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bookcase. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal splint. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pedestal. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal animal trap. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Crafts) ===<br />
<br />
* Craft metal crutch. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal goblet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal minecart. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal figurine. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal ring. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal earring. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal scepter. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal amulet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bracelet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal crown. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabochan. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mask. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Decorate object with metal. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Instruments) ===<br />
<br />
* Craft metal bagpipe pipes. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal instrument strings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal lyre body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar neck. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal harp body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal drum body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal simple flute. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal musical horn. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bell. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
== Appendix C, List of more useful stones ==<br />
<br />
* Andesite<br />
* Basalt<br />
* Chert (in-between other sharp stones and obsidian)<br />
* Dacite<br />
* Diorite<br />
* Native aluminum (same as aluminum)<br />
* Native copper (same as copper)<br />
* Native gold (same as gold)<br />
* Native platinum (same as platinum)<br />
* Native silver (same as silver)<br />
* Obsidian (deliciously sharp and deadly)<br />
* Quartzite<br />
* Phyllite<br />
* Raw adamantine (same as adamantine)<br />
* Rhyolite<br />
* Shale<br />
* Slade (good luck obtaining that one!)<br />
* Slate<br />
<br />
== Appendix D, List of monsters with improved body materials ==<br />
<br />
=== Tier 1 ===<br />
<br />
* Alligator (and variants, alligator men are currently unusable)<br />
* Anaconda (and variants, anaconda men are currently unusable)<br />
* Armadillo (and variants, armadillo men are currently unusable)<br />
* Black bear (and variants, black bear men are currently unusable)<br />
* Blind cave bear<br />
* Blind cave ogre (currently unusable)<br />
* Cave crocodile<br />
* Cave dragon<br />
* Coelacanth<br />
* Elephant (and variants, elephant men are currently unusable)<br />
* Giant cave spider<br />
* Giant desert scorpion (re-added due to Toady removing them ;w;)<br />
* Giant Mantis (normal version is a non-butcherable vermin, mantis men are currently unusable)<br />
* Gigantic squid (normal version is a non-butcherable vermin, squid men are currently unusable)<br />
* Great white shark<br />
* Grizzly bear (and variants, grizzly bear men are currently unusable)<br />
* Hippo (and variants, hippo men are currently unusable)<br />
* Ogre<br />
* Orca (and variants, orca men are currently unusable)<br />
* Polar bear (and variants, polar bear men are currently unusable)<br />
* Rhinoceros (and variants, rhinoceros men are currently unusable)<br />
* Saltwater crocodile (and variants, saltwater crocodile men are currently unusable)<br />
* Sea monster<br />
* Sea serpent<br />
* Troll<br />
* Voracious cave crawler<br />
* Walrus (and variants, walrus men are currently unusable)<br />
* Wild boar (and variants, wild boar men are currently unusable)<br />
* Cyclops<br />
* Ettin<br />
* Giant<br />
* Minotaur<br />
* Gargoyle<br />
* Mi-go<br />
* Dire bear<br />
* Feral ogre<br />
* Lesser dragon<br />
<br />
=== Tier 2 ===<br />
<br />
* Dragon<br />
* Hydra<br />
* Roc<br />
* Eternal thing<br />
* Manticore<br />
* Treant (wood)<br />
<br />
== Appendix E, List of monsters that yield venom sacs ==<br />
<br />
* Giant adder (normal version is too small to butcher, adder men are currently unusable)<br />
* Giant bark scorpion (normal version is a non-butcherable vermin, bark scorpion men are currently unusable)<br />
* Black mamba (and variants, black mamba men are currently unusable)<br />
* Giant brown recluse spider (normal version is a non-butcherable vermin, recluse spider men are currently unusable)<br />
* Bushmaster (and variants, bushmaster men are currently unusable)<br />
* Giant copperhead snake (normal version is too small to butcher, copperhead snake men are currently unusable)<br />
* Giant desert scorpion<br />
* Giant cave spider<br />
* Gila monsters (and variants, gila monster men are currently unusable)<br />
* Helmet snake<br />
* King cobra (and variants, king cobra men are currently unusable)<br />
* Platypus (and variants, platypus men are currently unusable)<br />
* Rattlesnake (and variants, rattlesnake men are currently unusable)<br />
* Serpent man (currently unusable)<br />
* Manticore<br />
<br />
== Appendix F, List of plant and misc craftable extracts ==<br />
<br />
=== Notable plant extracts ===<br />
<br />
* Astringent tincture. Generally if it yields berries, its leaves are likely usable for alchemy. Very minor reduction in bleeding, infection, and some impact on open wounds.<br />
* Dwarven syrup. Delicious but does nothing.<br />
* Gnomeblight. Still only deadly to gnomes.<br />
* Golden salve. Stops bleeding and other ailments, potent non-nerve healing.<br />
* Marshmend, from muck root. Stops bleeding and eases pain.<br />
* Whiplash, from whip vine. Boost agility and speed some, side effects of dizziness and nausea.<br />
* Barbed haze, from sliver barb. Assorted stat boost, penalties, and other Fun.<br />
<br />
=== Megabeast and Semi-megabeast hearts ===<br />
<br />
* Aetherbreath, from mi-gos. Grants immunity to suffocation.<br />
* Draconic fury, from dragons. Boosts willpower, inspires martial trances.<br />
* Giant's might, from giants. Boosts strength.<br />
* Insight, from ettins. Boosts assorted mental stats.<br />
* Relentlessness, from minotaurs. Grants immunity to stunning, exertion, and pain.<br />
* Renewal, from hydras. Powerful, but brief, regeneration with regrowth of limbs.<br />
* Stoneskin, from gargoyles. Hardens you against attacks.<br />
* Swiftness, from rocs. Boost agility, increases speed somewhat.<br />
* True seeing, from cyclops. Grants extravision and creature-sensing.<br />
* Trickery, from manticores. Sharply boosts various social stats.<br />
<br />
=== Other ===<br />
<br />
* Failed extract. If a generated titan/demon/etc doesn't have a valid poison (or has poison blood instead), this will be the result. Does nothing.<br />
* Shoggoth slime, readily obtained from shoggoths (obviously). Causes localized pain, blistering, bleeding, and necrosis. Drinking it is exactly as stupid an idea as you'd expect it to be.<br />
* Cursed dragonblood, from sanguine dragons. Dangerous to drink, but has some minor situational benefits.<br />
<br />
== Appendix G, List of plants made harvestable in the mod ==<br />
<br />
* Alfalfa, available most of summer into early winter. Edible raw.<br />
* Arrow bamboo, available all year. Source of branches.<br />
* Asparagus, available only early in spring. Edible raw.<br />
* Barley, available all summer and autumn. Source of flour and alcohol.<br />
* Beet, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Bloated tuber, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Blood amaranth, available most of summer into early winter. Edible, source of flour/alcohol.<br />
* Buckwheat, available most of summer into early winter. Source of flour and alcohol.<br />
* Cabbage, available midspring into midsummer. Edible raw.<br />
* Carrot, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cassava, available midspring into midsummer. Source of alcohol.<br />
* Cattail, available later spring into early summer. Source of flour, thread, and paper.<br />
* Cave wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Celery, available midspring into midsummer. Edible raw.<br />
* Chicory, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cloudberry, available in winter. Edible raw, source of alcohol.<br />
* Cotton, available most of summer into early winter. Source of thread and paper.<br />
* Finger millet, available all summer and autumn. Source of flour and alcohol.<br />
* Fisher berry, available most of summer. Edible raw, source of alcohol.<br />
* Flax, available most of summer into early winter. Source of thread, paper, and flour.<br />
* Fonio, available all summer and autumn. Source of flour and alcohol.<br />
* Foxtail millet, available all summer and autumn. Source of flour and alcohol.<br />
* Garden cress, available midspring into midsummer. Edible raw.<br />
* Golden bamboo, available all year. Source of branches.<br />
* Hard wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Hedge bamboo, available all year. Source of branches.<br />
* Hemp, available all summer and autumn. Source of thread, paper, and flour.<br />
* Jute, available most of summer into early winter. Source of thread and paper.<br />
* Kaniwa, available most of summer into early winter. Source of flour and alcohol.<br />
* Kenaf, available most of summer into early winter. Source of thread and paper.<br />
* Kobold bulb, available midautumn and all winter. Source of extract.<br />
* Leek, available midspring into midsummer. Edible raw.<br />
* Lettuce, available midspring into midsummer. Edible raw.<br />
* Long yam, available midspring into midsummer. Edible raw.<br />
* Longland grass, available all summer and autumn. Source of flour and alcohol.<br />
* Maize, available most of summer into early winter. Source of flour and alcohol.<br />
* Muck root, available midspring into midsummer. Edible raw, source of extract and alcohol.<br />
* Oat, available all summer and autumn. Source of flour and alcohol.<br />
* Papyrus sedge, available most of summer into early winter. Source of paper.<br />
* Parsnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Pearl millet, available all summer and autumn. Source of flour and alcohol.<br />
* Pendant amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Pig tail, available most of summer-early winter. Source of thread, paper, flour, and alcohol.<br />
* Prickle berry, available most of summer. Edible raw, source of alcohol.<br />
* Plump helmet, available all year. Edible raw, source of alcohol.<br />
* Potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Purple amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Quinoa, available most of summer into early winter. Source of flour and alcohol.<br />
* Radish, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Ramie, available most of summer into early winter. Source of thread and paper.<br />
* Rat weed, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Rhubarb, available midspring into midsummer. Edible raw.<br />
* Rice, available most of summer into early winter. Source of flour and alcohol.<br />
* Rope reed, available most of summer-early winter. Source of thread, paper, and alcohol.<br />
* Rye, available all summer and autumn. Source of flour and alcohol.<br />
* Single-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sliver barb, available all winter. Source of extract and alcohol.<br />
* Soft wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sorghum, available most of summer into early winter. Source of flour and alcohol.<br />
* Spelt, available all summer and autumn. Source of flour and alcohol.<br />
* Sun berry, available most of summer. Edible raw, source of alcohol.<br />
* Sweet pod, available midspring into midsummer. Source of exract and alcohol.<br />
* Sweet potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Teff, available all summer and autumn. Source of flour and alcohol.<br />
* Turnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Two-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Whip vine, available midspring into midsummer. Source of flour, extract, and alcohol.<br />
* White millet, available all summer and autumn. Source of flour and alcohol.<br />
* Valley herb, available most of spring. Source of extract.<br />
<br />
== Appendix H, List of obtainable magic: ==<br />
<br />
* Animal magic, opposed to nature magic. Transforms the user into a random giant animal when used. Associated with animals, chaos, and hunting. Can be obtained from minotaurs.<br />
* Blight magic, opposed to healing magic. Inflicts a debilitating, sickening plague on a target creature when used. Fellow blight mages, healing mages, and those currently immunized by healing magic cannot be targeted with it. Can cause victims to go berserk and spread the sickness if they survive long enough. Associated with blight, disease, and misery. Can be obtained from shoggoths.<br />
* Clairvoyance magic, opposed to infernal magic. Grants extravision and creature-sensing to a targeted creature when used, along with boosting agility and sensory-type mental attributes. Associated with inspiration, light, and wisdom. Can be obtained from eternal things and cyclopes.<br />
* Fire magic, opposed to wind. Flings a fireball at a target creature when used, fellow fire mages cannot be targeted with it. Associated with fire, the sun, and volcanoes. Can be obtained from dragons.<br />
* Healing magic, opposed to blight magic. Mends bleeding and tissue damage on a target creature when used. Also temporarily immunizes the target against blight magic. Associated with healing, mercy, and rebirth. Can be obtained from hydras.<br />
* Infernal magic, opposed to clairvoyance magic. Summons a random demonic creature when used, which will always be one of the raw-defined demons instead of a generated one, which will attack any living thing except the caster. Inflicts stigmata and personality changes on the user, repeated use will build up side effects until blood loss becomes lethal, and each use has a chance of rendering the caster permanently mute. Associated with darkness, nightmares, and revenge. Can be obtained from mi-gos.<br />
* Nature magic, opposed to animal magic. Summons a random natural predatory animal when used. Associated with nature, plants, and trees. Can be obtained from treants and manticores.<br />
* Protective magic, opposed to war magic. Grants high damage resistance to a target creature when used. Associated with courage, discipline, and longevity. Can be obtained from gargoyles and bronze colossi.<br />
* War magic, opposed to protective magic. Inflicts a berserk rage on the caster when used, with appropriate status buffs. Associated with strength, victory, and war. Can be obtained from giants and ettins.<br />
* Wind magic, opposed to fire magic. Sends multiple target creatures flying away with high force when used, requires targets to be fairly close. Associated with storms, thunder, and wind. Can be obtained from rocs.</div>Valoshttp://dwarffortresswiki.org/index.php?title=Giant_snail&diff=250774Giant snail2020-02-23T03:43:03Z<p>Valos: Relevant medieval meme</p>
<hr />
<div>{{Quality|Superior|23:19, 26 November 2013 (UTC)}}<br />
{{Creaturelookup/0<br />
|contrib=no<br />
|meat=28-67<br />
|fat=10-18<br />
|heart=2<br />
|intestine=13-15<br />
|eye=2<br />
|brain=4-5<br />
|shell=21-26<br />
|skin=hide<br />
|wiki=no<br />
}}<br />
{{av}}<br />
{{creaturedesc}}<br />
<br />
'''Giant snails''' are predictably quite slow, as large as a [[grizzly bear]] and generally harmless. They are a good source of meat, fat, and especially [[shell]]s (mostly for [[artifact]] requirements) in a pinch. They can cripple and may kill an unarmored dwarf with their [[push]] attacks, though, so you might want to send basic militia or a marksdwarf to [[hunter|hunt]] it. Giant snails can be tamed, but they are genderless and will not breed.<br />
<br />
Like standard [[snail]]s, giant snails can be found in every non-freezing savage [[biome]]. They may occasionally appear as [[mount]]s during a [[siege]], but only [[elf|fools]] would ride into battle on something as slow and relatively harmless as a giant snail.<br />
<br />
Some dwarves [[Preferences|like]] giant snails for their ''shells''.<br />
<br />
{{D for Dwarf}}<br />
[[File:Medieval_illumination_snail_meme.jpg|thumb|300px|center|This is an image of a giant snail and a human. The giant snail is striking a menacing pose. The human looks terrified.]]<br />
<br />
Humans are known to decorate their codices with images of this fearsome creature, indicating that this beast may have once been among the [[King_of_beasts|kings of beasts]] in the distant past.<br />
<br />
{{gamedata}}<br />
{{Creatures}}</div>Valoshttp://dwarffortresswiki.org/index.php?title=File:Medieval_illumination_snail_meme.jpg&diff=250773File:Medieval illumination snail meme.jpg2020-02-23T03:32:59Z<p>Valos: Example of the humorous trend among medieval manuscripts involving giant snails, making for a fitting example image.</p>
<hr />
<div>== Summary ==<br />
Example of the humorous trend among medieval manuscripts involving giant snails, making for a fitting example image.<br />
== Licensing ==<br />
{{PD-art}}</div>Valoshttp://dwarffortresswiki.org/index.php?title=User:Valos/Adventurecraft&diff=250694User:Valos/Adventurecraft2020-02-20T02:06:03Z<p>Valos: </p>
<hr />
<div>{{mod}}<br />
{{Modification<br />
| name = Adventurecraft<br />
| version = 47.02 - 47.03 1.6<br />
| df version = 0.47.03<br />
| last update = 2/19/2020<br />
| download = http://www.bay12forums.com/smf/index.php?topic=153036.0<br />
}}<br />
<br />
Adventurecraft, yet another Wanderer's Friend derivative, is an adventure-mode-focused mod that adds reactions, in addition to material changes and creature changes, much of it geared toward fleshing out the options provided to adventurers. Various features have been added to it over time, not all geared toward crafting.<br />
<br />
Existed in unreleased form since the DF2012 days, with the first release being not long before .42.01 was released. Features and changes listed are thus specific to the most recent version, assuming this page remains up-to-date (don't count on it), derived from the forum post.<br />
<br />
== Features ==<br />
<br />
=== Fun Material Tweaks ===<br />
<br />
* Different tiers of materials. Look for a + or ++ in the material name. 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.<br />
* Several stones have been buffed to not be vastly inferior to bone. Look for the material tier designation. Chert is second only to obsidian in sharpness.<br />
* 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.<br />
* 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 (or be spoiled in the appendices). Not all of the beasts added to the mod have usable hearts. Or, you can use the relevant megabeast heart (or equivalent for things that lack hearts) to unlock secrets of The Beyond...<br />
* 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.<br />
<br />
=== Creature Tweaks ===<br />
<br />
* Joint definitions have been 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.<br />
* Neck-snapping. While mundane damage to the upper spine doesn't always have any effect, putting a joint lock on it definitely will, unless the creature is stupidly huge.<br />
* 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.<br />
* Joint edits have been applied to generated creatures. Normal joints tend to be more common than breakable necks.<br />
* Thread can be made from catgut. No, not just literal cat gut catgut. This proved simpler than adding harvestable sinews.<br />
* Because DF2015 broke cannibal adventurers, intelligent semi-megabeasts/megabeasts are currently non-sentient. To make up for this, they gain natural skills.<br />
<br />
=== New Creatures ===<br />
<br />
* At the suggestion of Jackie, messed around with making centaurs, and moreover made their body less of a "humanoid with 4 legs" thing used in vanilla. They show up in good biomes and can join civs. An evil critter, based on the kamaitachi, has also been added as another source of civ fodder for evil regions.<br />
* A couple added mythical creatures were added to make up for making centaurs real. Also added descriptions and spheres, to make their use in art more interesting.<br />
* 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.<br />
* 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. Its wood will make for effective blunt weapons, but poor edged weapons. Think twice before you try lighting one on fire!<br />
* Two H.P. Lovecraft references via the mi-go and shoggoth. Mi-gos have a delightfully alien body structure, while shoggoths are acidic blobs. Hint: pulp all the things.<br />
* Eternal things. Basically chitinous worms that can grow rather large given time, faster than dragons but not quite as huge.<br />
* Manticores. Overgrown lions with bat wings and scorpion tails. All the Fun of both potion-yield megabeasts and venomous critters.<br />
* Four lesser beasts that can form lairs, as a step down from semi-megabeasts. These act like night creature hunters, making lairs in various places. Dire wolves, dire bears, feral ogres, and sanguine dragons are all based off of some existing creature in some way, with qualities to make them different challenges in combat.<br />
* Some raw-defined recreations of the classic pre-DF2010 demons. These are used as fallback for some things that may require demons to exist, and tend to be used instead of said generated demons where necessary. Fiery abominations are recreations of spirits of fire, tweaked to float on a djinn-like cloud of cinders and made tougher than flame-bodied critters normally are (so punching one to death is a much tougher feat). Froglike abominations are a recreation of frog demons, given a more grotesque gorilla-like body and a nasty plague inflicted via bites and tongue-lashing. Tendriled abominations are the tentacle demons, reworked into a scaly form with its tentacles instead of arms, lashing out with acidic secretions that can also provoke a neurotoxic effect.<br />
<br />
=== Plant Tweaks ===<br />
<br />
* 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, and extract-bearing plants.<br />
* 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.<br />
* In addition to more potent alchemical concoctions, more mundane medicine can be made from certain plant sources (best as the system permits, and noting that the game lacks what would normally be the best options for that). The effects are much more minor than what golden salve or processed muck root can do, but it can help in a pinch.<br />
* Brewable plants can be made into delicious booze. If it isn't brewable by picking the plant itself (assuming it's in season), try brewing fruit instead.<br />
* Bread is now a thing. The relevant plants can be ground into flour and used as such.<br />
* Bamboo, cattails, and cloudberries have been given useful growths. This works in adventure mode, but due to the plants being grass they can't be picked in fort mode.<br />
<br />
=== Civilization Tweaks ===<br />
<br />
* All of the main races are playable in Adventurer Mode, whether as civ members or as outsiders.<br />
* 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.<br />
* Humans and goblins have been given slings and sewing needles, for the hell of it.<br />
* 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 has 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.<br />
* Goblins need food and water, so remember that.<br />
* Outsiders can start off with wooden weaponry, to encourage actually upgrading your gear.<br />
* Underground animal people have been given a surface-dwelling equivalent, allowing for occasional instances of them being playable as entity members, instead of outsiders. They spread out as tribes in small villages, potentially allying with or coming to blows with the major civilizations.<br />
<br />
=== New uses for existing items (and changes) ===<br />
<br />
* Mortars and pestles are used for plant processing and alchemy. A pair can be crafted from stone.<br />
* A few reactions use blunt small rocks for hammering instead of just knapping.<br />
* If you get a hold of full logs, a battle axe can be used to split it into usable branches.<br />
* Stone axes have been changed to allow metal versions to show up in human and goblin sites.<br />
* Helves have been given the same weapon uses as staves in older versions of this mod, and renamed to staves to reflect this.<br />
<br />
=== New Items ===<br />
<br />
* Needles, required for sewing. In addition to wood you can carve them from bone, tooth, nail, hoof, or horn.<br />
* Clubs, as a crude mace-equivalent as suggested by Kallin.<br />
* Caesti and katars, unarmed weapons suggested and worked on by Jackie.<br />
* Simple lockbows, originally implemented in Kobold Kamp as suggested by Flint.<br />
* Spear-throwers and javelins, made with help from ZM5. Closer to actual hand-thrown javelins than the more realistic atlatl, but still allows use of a spear-thrower for gameplay reasons.<br />
* 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.<br />
* Gambesons, made from cloth. Obviously fragile unless using megabeast haircloth or silk.<br />
* Cooking pots, for making certain items, most notably for brewing.<br />
* Animal glue, which the recent combat changes have made useful.<br />
* Eight raw-defined instruments that can be crafted, supplementing the generated instruments that can't be crafted in adventure mode.<br />
<br />
=== Dismantling Items ===<br />
<br />
* Boulders and logs can be split into small rocks and pieces of wood, respectively.<br />
* Crude cloth can be unraveled if needed.<br />
* Cloth items can be cut apart for cloth, leather items can be cut apart, and metal items can be broken down for metal. Note that nothing's stopping you from being a lunatic and trying to dismantle the end result into itself, which will eventually waste it.<br />
<br />
== Bugs and Issues ==<br />
<br />
* No gauntlets due to the gauntlet bug. The workaround I originally devised tends to break more things than it fixes.<br />
* Just like whips, civs will generate metal slings because derp. Outsiders will also have access to metal staves, clubs, and caesti, all of which were balanced around the assumption that they'd only ever be made out of much lighter materials.<br />
* 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.<br />
* The amount of usable leather, bone, etc can be increased by lopping off limbs. For bone, there are reaction bugs and balance issues behind why Adventurecraft has set crafting to consume full stacks, instead of vanilla's use of single units for a stack.<br />
* 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.<br />
* Goblin and kobold adventurers will find their home to be an immense pain in the ass to leave, as dark forts and caves block fast travel even if the inhabitants are friendly.<br />
* Nothing's stopping you from being a lunatic and trying to dismantle cloth, tanned hides, or metal bars. This will eventually waste it due to the odds not being 100%. <br />
* Thread, cloth, bars, and sheets obtained from towns instead of player-made are a nigh-endless source of crafting material, due to reactions set to only produce and use product dimensions of 1.<br />
* The addition of faked wood for outsider weapons adds an unusable material to the forge in fortress mode.<br />
<br />
== Appendix A, Full list of new reactions ==<br />
<br />
=== Basic Reactions ===<br />
<br />
* Tan a raw hide, raw scales, or raw chitin. Produces tanned leather/scale/chitin.<br />
* Dry and spin gut into catgut thread.<br />
* Spin hair or wool into thread.<br />
* Process thread-bearing plant into thread.<br />
* Weave cloth. Uses hair/wool, plant-based, or silk thread.<br />
* Make glue. Uses raw hide, raw scales, bone, skull, horn, or hoof. Requires a cooking item.<br />
* Repair cloth item. Uses cloth and thread, requires a needle.<br />
* Repair leather/scale/chitin item. Uses any of said materials plus thread, requires a needle.<br />
* Repair wood/bone/stone item. Uses animal glue, requires a sharp object.<br />
<br />
=== Tools ===<br />
<br />
* Carve wooden sewing needle. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn needle. Uses any of said materials, requires a sharp object.<br />
* Carve wooden stave. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone stave. Uses bones, and requires a sharp object.<br />
* Carve bone/shell axe. Uses either material plus a stave, requires a sharp object.<br />
* Craft stone axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mortar and pestle. Uses 2 blunt small rocks, and requires a third.<br />
* Craft stone cooking pot. Uses any small rock, and requires a blunt small rock.<br />
<br />
=== Ammunition ===<br />
<br />
* Craft sling stones. Uses a blunt small rock, and requires a second.<br />
* Carve wooden arrows. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn arrows. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone arrows. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden bolts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bolts. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone bolts. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden javelins. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn javelins. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone javelins. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden darts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn darts. Uses any of said materials, requires a sharp object.<br />
<br />
=== Weapons (Wood/Cloth/Leather) ===<br />
<br />
* Carve wooden dagger. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden pike. Uses two wooden branches, and requires a sharp object.<br />
* Carve wooden club. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale whip. Uses leather/scale, and requires a sharp object.<br />
* Craft leather/scale/chitin caestus. Uses any of said materials, and requires a sharp object.<br />
* Craft wooden bow. Uses a stave and thread, requires a sharp object.<br />
* Craft simple wooden lockbow. Uses two branches and thread, requires a sharp object.<br />
* Carve wooden blowgun. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear-thrower. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale sling. Uses leather, and requires a sharp object.<br />
* Craft cloth sling. Uses cloth, and requires a sharp object.<br />
<br />
=== Weapons (Bone) ===<br />
<br />
* Craft bone/shell/tooth/horn dagger. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn spear. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn pike. Uses any of said materials plus two staves, requires a sharp object.<br />
* Carve bone/shell battle axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell great axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn short sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn long sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn two-handed sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone club. Uses bones, and requires a sharp object.<br />
* Craft bone/tooth/nail/hoof/horn katar. Uses any of said materials, and requires a sharp object.<br />
* Craft bone bow. Uses bones and thread, requires a sharp object.<br />
* Craft simple bone lockbow. Uses bones, a stave, and thread, requires a sharp object.<br />
* Carve bone spear-thrower. Uses bones, and requires a sharp object.<br />
* Carve bone blowgun. Uses bones, and requires a sharp object.<br />
<br />
=== Weapons (Stone) ===<br />
<br />
* Knap stone dagger. Uses any small rock, and requires a blunt small rock.<br />
* Craft stone spear. Uses a sharp rock and a stave. No need to cut the stave to size.<br />
* Craft stone pike. Uses a sharp rock and two staves. No need to cut the staves to size.<br />
* Craft stone battle axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone great axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone short sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone long sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone two-handed sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mace. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone war hammer. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone maul. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
<br />
=== Armor (Bone) ===<br />
<br />
* Craft bone/shell buckler. Uses either material, and requires a sharp object.<br />
* Craft bone/shell shield. Uses either material, and requires a sharp object.<br />
* Craft bone/shell helm. Uses either material, and requires a sharp object.<br />
* Craft skull helm. Uses a skull, and requires a sharp object.<br />
* Craft bone/shell armor. Uses either material and requires a sharp object.<br />
* Craft bone/shell leggings. Uses either material, and requires a sharp object.<br />
* Craft bone greaves. Uses bones, and requires a sharp object.<br />
<br />
=== Shields/Armor (Leather/Scale/Chitin) ===<br />
<br />
* Craft leather/scale/chitin buckler. Uses any of said materials, and requires a sharp object.<br />
* Craft leather/scale/chitin shield. Uses any of said materials, and requires a sharp object.<br />
* Sew leather/scale/chitin cap. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin helm. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin armor. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin leggings. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin low boots. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin high boots. Uses any of said materials plus thread, requires a needle.<br />
<br />
=== Clothing (Leather) ===<br />
<br />
* Sew leather/scale backpack. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale waterskin. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale quiver. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale hood. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale mask. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale cloak. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale tunic. Uses leather/scale and thread, requires a needle.<br />
* Make leather/scale loincloth. Uses leather/scale.<br />
* Sew leather/scale trousers. Uses leather/scale and thread, requires a needle.<br />
* Craft leather/scale footwraps. Uses leather, and requires a sharp object.<br />
* Sew leather/scale sandals. Uses leather/scale and thread, requires a needle.<br />
* Decorate object with leather/scale. Uses leather/scale and thread, requires a needle.<br />
<br />
=== Clothing (Cloth) ===<br />
<br />
* Sew cloth backpack. Uses cloth and thread, requires a needle.<br />
* Sew cloth quiver. Uses cloth and thread, requires a needle.<br />
* Sew cloth cap. Uses cloth and thread, requires a needle.<br />
* Sew cloth hood. Uses cloth and thread, requires a needle.<br />
* Sew cloth mask. Uses cloth and thread, requires a needle.<br />
* Sew cloth gambeson. Uses cloth and thread, requires a needle.<br />
* Sew cloth cloak. Uses cloth and thread, requires a needle.<br />
* Sew cloth tunic. Uses cloth and thread, requires a needle.<br />
* Make cloth loincloth. Uses cloth.<br />
* Sew cloth trousers. Uses cloth and thread, requires a needle.<br />
* Craft cloth footwraps. Uses cloth, and requires a sharp object.<br />
* Sew cloth socks. Uses cloth and thread, requires a needle.<br />
* Sew cloth sandals. Uses cloth and thread, requires a needle.<br />
* Decorate object with cloth. Uses cloth and thread, requires a needle.<br />
<br />
=== Shields/Crafts (Wood) ===<br />
<br />
* Carve wooden buckler. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden shield. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden crutch. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cup. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden minecart. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden figurine. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden ring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden earring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden scepter. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden amulet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden bracelet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden crown. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cabochan. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden mask. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden sandals. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden dice. Uses a wooden branch, and requires a sharp object.<br />
* Decorate object with wood. Uses a wooden branch, and requires a sharp object.<br />
<br />
=== Crafts (Bone/Shell/Tooth/Horn) ===<br />
<br />
* Carve bone crutch. Uses bones, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn goblet. Uses any of said materials, and requires a sharp object.<br />
* Carve skull goblet. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn figurine. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn ring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn earring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn scepter. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn amulet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn bracelet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn crown. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn cabochan. Uses any of said materials, and requires a sharp object.<br />
* Craft skull totem. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell mask. Uses either of said materials, and requires a sharp object.<br />
* Craft skull mask. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn dice. Uses any of said materials, and requires a sharp object.<br />
* Decorate object with bone/shell/tooth/nail/hoof/horn. Uses said materials, requires a sharp object.<br />
<br />
=== Crafts (Stone) ===<br />
<br />
* Craft stone mug. Uses a blunt small rock, and requires a second.<br />
* Craft stone figurine. Uses a blunt small rock, and requires a second.<br />
* Craft stone ring. Uses a blunt small rock, and requires a second.<br />
* Craft stone earring. Uses a blunt small rock, and requires a second.<br />
* Craft stone scepter. Uses a blunt small rock, and requires a second.<br />
* Craft stone amulet. Uses a blunt small rock, and requires a second.<br />
* Craft stone bracelet. Uses a blunt small rock, and requires a second.<br />
* Craft stone crown. Uses a blunt small rock, and requires a second.<br />
* Craft stone cabochon. Uses a blunt small rock, and requires a second.<br />
* Decorate object with stone. Uses a blunt small rock, and requires a second.<br />
<br />
=== Item Dismantling ===<br />
<br />
* Split wooden log into branches. Also requires a sharp object. Ignore the absurdity.<br />
* Split large stone into small rocks. Also requires a blunt small rock.<br />
* Unravel cloth into thread.<br />
* Dismantle cloth item. Requires a sharp object.<br />
* Dismantle leather/scale/chitin item. Requires a sharp object.<br />
* Dismantle stone item. Requires a blunt small rock.<br />
* Dismantle metal item. Requires a blunt small rock.<br />
<br />
=== Cooking and Alchemy ===<br />
<br />
* Mill plant into flour. Uses valid plant, requires a mortar and pestle.<br />
* Bake bread. Uses flour, requires a cooking pot.<br />
* Brew alcohol from plant. Uses valid plant, requires a cooking pot and an empty waterskin.<br />
* Brew alcohol from fruit. Uses valid plant growth, requires a cooking pot and an empty waterskin.<br />
* Craft astringent tincture. Uses three leaves from berry-bearing plants, requires a mortar and pestle.<br />
* Extract from plant. Uses extractable plant, requires a mortar and pestle plus an empty waterskin.<br />
* Refine venom into toxin. Uses a venom sac, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from (semi)megabeast heart, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from generated creature heart, requires a mortar and pestle plus an empty waterskin.<br />
* Create magical essence from (semi)megabeast heart, shoggoth core, treant wood, or mountain bronze, Also uses a scroll, requires a mortar and pestle plus an empty waterskin.<br />
<br />
=== Paper/Parchment Crafting ===<br />
<br />
* Press pulpable plant into paper. Uses a valid plant, requires a mortar and pestle.<br />
* Dry skin into parchment. Uses a raw hide, and requires a sharp object.<br />
* Carve wooden scroll rollers. Uses a wooden branch, and requires a sharp object.<br />
* Assemble a scroll. Uses a sheet and a scroll roller.<br />
* Craft a quire. Uses a sheet.<br />
<br />
=== Instrument Pieces ===<br />
<br />
* Carve wooden bagpipe pipes. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bagpipe pipes. Uses any of said materials, and requires a sharp object.<br />
* Sew leather bagpipe bag. Uses leather and thread, requires a needle.<br />
* Craft instrument strings. Uses string.<br />
* Carve wooden lyre body. Uses a wooden log, and requires a sharp object.<br />
* Carve bone/shell lyre body. Uses either material and requires a sharp object.<br />
* Carve wooden guitar body. Uses a wooden log, and requires a sharp object.<br />
* Carve skull guitar body. Uses a skull, and requires a sharp object.<br />
* Carve wooden guitar neck. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone guitar neck. Uses bone, and requires a sharp object.<br />
* Carve wooden harp body. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden drum body. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone drum body. Uses bone, and requires a sharp object.<br />
* Craft leather drum head. Uses leather.<br />
<br />
=== Instruments ===<br />
<br />
* Carve wooden simple flute. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone simple flute. Uses bone, and requires a sharp object.<br />
* Carve wooden instrument musical horn. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn musical horn. Uses any of said materials, and requires a sharp object.<br />
* Assemble bagpipes. Requires a bagpipe bag and instrument pipes.<br />
* Assemble lyre. Requires a lyre body and strings.<br />
* Assemble guitar. Requires a guitar body, a guitar neck, and strings.<br />
* Assemble harp. Requires a harp body and strings.<br />
* Assemble drum. Requires a drum body and drum head.<br />
* Carve wooden bell. Uses a wooden log, and requires a sharp object.<br />
<br />
== Appendix B, List of forging reactions (at carpenter's workshop): ==<br />
<br />
=== Metalworking (Basic Tools) ===<br />
<br />
* Craft makeshift forge. Uses 10 small rocks.<br />
* Repair metal item. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mortar and pestle. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cooking pot. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Ammunition) ===<br />
<br />
* Craft metal sling bullets. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal arrows. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal bolts. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal javelins. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal darts. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Weapons) ===<br />
<br />
* Craft metal dagger. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal spear. Uses metal, a stave, and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pike. Uses metal, a stave, and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal battle axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal great axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal short sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal long sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal two-handed sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mace. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal war hammer. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal maul. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal caestus. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal katar. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Shields/Armor) ===<br />
<br />
* Craft metal buckler. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal shield. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal helmet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cap. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal breastplate. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail shirt. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal greaves. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail leggings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal low boots. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal high boots. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Furniture) ===<br />
<br />
* Craft metal throne. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal table. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal chest. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabinet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal door. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal barrel. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bucket. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal sarcophagus. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal hatch cover. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal grate. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bin. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal stepladder. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bookcase. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal splint. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pedestal. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal animal trap. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Crafts) ===<br />
<br />
* Craft metal crutch. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal goblet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal minecart. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal figurine. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal ring. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal earring. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal scepter. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal amulet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bracelet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal crown. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabochan. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mask. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Decorate object with metal. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Instruments) ===<br />
<br />
* Craft metal bagpipe pipes. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal instrument strings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal lyre body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar neck. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal harp body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal drum body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal simple flute. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal musical horn. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bell. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
== Appendix C, List of more useful stones ==<br />
<br />
* Andesite<br />
* Basalt<br />
* Chert (in-between other sharp stones and obsidian)<br />
* Dacite<br />
* Diorite<br />
* Native aluminum (same as aluminum)<br />
* Native copper (same as copper)<br />
* Native gold (same as gold)<br />
* Native platinum (same as platinum)<br />
* Native silver (same as silver)<br />
* Obsidian (deliciously sharp and deadly)<br />
* Quartzite<br />
* Phyllite<br />
* Raw adamantine (same as adamantine)<br />
* Rhyolite<br />
* Shale<br />
* Slade (good luck obtaining that one!)<br />
* Slate<br />
<br />
== Appendix D, List of monsters with improved body materials ==<br />
<br />
=== Tier 1 ===<br />
<br />
* Alligator (and variants, alligator men are currently unusable)<br />
* Anaconda (and variants, anaconda men are currently unusable)<br />
* Armadillo (and variants, armadillo men are currently unusable)<br />
* Black bear (and variants, black bear men are currently unusable)<br />
* Blind cave bear<br />
* Blind cave ogre (currently unusable)<br />
* Cave crocodile<br />
* Cave dragon<br />
* Coelacanth<br />
* Elephant (and variants, elephant men are currently unusable)<br />
* Giant cave spider<br />
* Giant desert scorpion (re-added due to Toady removing them ;w;)<br />
* Giant Mantis (normal version is a non-butcherable vermin, mantis men are currently unusable)<br />
* Gigantic squid (normal version is a non-butcherable vermin, squid men are currently unusable)<br />
* Great white shark<br />
* Grizzly bear (and variants, grizzly bear men are currently unusable)<br />
* Hippo (and variants, hippo men are currently unusable)<br />
* Ogre<br />
* Orca (and variants, orca men are currently unusable)<br />
* Polar bear (and variants, polar bear men are currently unusable)<br />
* Rhinoceros (and variants, rhinoceros men are currently unusable)<br />
* Saltwater crocodile (and variants, saltwater crocodile men are currently unusable)<br />
* Sea monster<br />
* Sea serpent<br />
* Troll<br />
* Voracious cave crawler<br />
* Walrus (and variants, walrus men are currently unusable)<br />
* Wild boar (and variants, wild boar men are currently unusable)<br />
* Cyclops<br />
* Ettin<br />
* Giant<br />
* Minotaur<br />
* Gargoyle<br />
* Mi-go<br />
* Dire bear<br />
* Feral ogre<br />
* Lesser dragon<br />
<br />
=== Tier 2 ===<br />
<br />
* Dragon<br />
* Hydra<br />
* Roc<br />
* Eternal thing<br />
* Manticore<br />
* Treant (wood)<br />
<br />
== Appendix E, List of monsters that yield venom sacs ==<br />
<br />
* Giant adder (normal version is too small to butcher, adder men are currently unusable)<br />
* Giant bark scorpion (normal version is a non-butcherable vermin, bark scorpion men are currently unusable)<br />
* Black mamba (and variants, black mamba men are currently unusable)<br />
* Giant brown recluse spider (normal version is a non-butcherable vermin, recluse spider men are currently unusable)<br />
* Bushmaster (and variants, bushmaster men are currently unusable)<br />
* Giant copperhead snake (normal version is too small to butcher, copperhead snake men are currently unusable)<br />
* Giant desert scorpion<br />
* Giant cave spider<br />
* Gila monsters (and variants, gila monster men are currently unusable)<br />
* Helmet snake<br />
* King cobra (and variants, king cobra men are currently unusable)<br />
* Platypus (and variants, platypus men are currently unusable)<br />
* Rattlesnake (and variants, rattlesnake men are currently unusable)<br />
* Serpent man (currently unusable)<br />
* Manticore<br />
<br />
== Appendix F, List of plant and misc craftable extracts ==<br />
<br />
=== Notable plant extracts ===<br />
<br />
* Astringent tincture. Generally if it yields berries, its leaves are likely usable for alchemy. Very minor reduction in bleeding, infection, and some impact on open wounds.<br />
* Dwarven syrup. Delicious but does nothing.<br />
* Gnomeblight. Still only deadly to gnomes.<br />
* Golden salve. Stops bleeding and other ailments, potent non-nerve healing.<br />
* Marshmend, from muck root. Stops bleeding and eases pain.<br />
* Whiplash, from whip vine. Boost agility and speed some, side effects of dizziness and nausea.<br />
* Barbed haze, from sliver barb. Assorted stat boost, penalties, and other Fun.<br />
<br />
=== Megabeast and Semi-megabeast hearts ===<br />
<br />
* Aetherbreath, from mi-gos. Grants immunity to suffocation.<br />
* Draconic fury, from dragons. Boosts willpower, inspires martial trances.<br />
* Giant's might, from giants. Boosts strength.<br />
* Insight, from ettins. Boosts assorted mental stats.<br />
* Relentlessness, from minotaurs. Grants immunity to stunning, exertion, and pain.<br />
* Renewal, from hydras. Powerful, but brief, regeneration with regrowth of limbs.<br />
* Stoneskin, from gargoyles. Hardens you against attacks.<br />
* Swiftness, from rocs. Boost agility, increases speed somewhat.<br />
* True seeing, from cyclops. Grants extravision and creature-sensing.<br />
* Trickery, from manticores. Sharply boosts various social stats.<br />
<br />
=== Other ===<br />
<br />
* Failed extract. If a generated titan/demon/etc doesn't have a valid poison (or has poison blood instead), this will be the result. Does nothing.<br />
* Shoggoth slime, readily obtained from shoggoths (obviously). Causes localized pain, blistering, bleeding, and necrosis. Drinking it is exactly as stupid an idea as you'd expect it to be.<br />
* Cursed dragonblood, from sanguine dragons. Dangerous to drink, but has some minor situational benefits.<br />
<br />
== Appendix G, List of plants made harvestable in the mod ==<br />
<br />
* Alfalfa, available most of summer into early winter. Edible raw.<br />
* Arrow bamboo, available all year. Source of branches.<br />
* Asparagus, available only early in spring. Edible raw.<br />
* Barley, available all summer and autumn. Source of flour and alcohol.<br />
* Beet, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Bloated tuber, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Blood amaranth, available most of summer into early winter. Edible, source of flour/alcohol.<br />
* Buckwheat, available most of summer into early winter. Source of flour and alcohol.<br />
* Cabbage, available midspring into midsummer. Edible raw.<br />
* Carrot, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cassava, available midspring into midsummer. Source of alcohol.<br />
* Cattail, available later spring into early summer. Source of flour, thread, and paper.<br />
* Cave wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Celery, available midspring into midsummer. Edible raw.<br />
* Chicory, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cloudberry, available in winter. Edible raw, source of alcohol.<br />
* Cotton, available most of summer into early winter. Source of thread and paper.<br />
* Finger millet, available all summer and autumn. Source of flour and alcohol.<br />
* Fisher berry, available most of summer. Edible raw, source of alcohol.<br />
* Flax, available most of summer into early winter. Source of thread, paper, and flour.<br />
* Fonio, available all summer and autumn. Source of flour and alcohol.<br />
* Foxtail millet, available all summer and autumn. Source of flour and alcohol.<br />
* Garden cress, available midspring into midsummer. Edible raw.<br />
* Golden bamboo, available all year. Source of branches.<br />
* Hard wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Hedge bamboo, available all year. Source of branches.<br />
* Hemp, available all summer and autumn. Source of thread, paper, and flour.<br />
* Jute, available most of summer into early winter. Source of thread and paper.<br />
* Kaniwa, available most of summer into early winter. Source of flour and alcohol.<br />
* Kenaf, available most of summer into early winter. Source of thread and paper.<br />
* Kobold bulb, available midautumn and all winter. Source of extract.<br />
* Leek, available midspring into midsummer. Edible raw.<br />
* Lettuce, available midspring into midsummer. Edible raw.<br />
* Long yam, available midspring into midsummer. Edible raw.<br />
* Longland grass, available all summer and autumn. Source of flour and alcohol.<br />
* Maize, available most of summer into early winter. Source of flour and alcohol.<br />
* Muck root, available midspring into midsummer. Edible raw, source of extract and alcohol.<br />
* Oat, available all summer and autumn. Source of flour and alcohol.<br />
* Papyrus sedge, available most of summer into early winter. Source of paper.<br />
* Parsnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Pearl millet, available all summer and autumn. Source of flour and alcohol.<br />
* Pendant amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Pig tail, available most of summer-early winter. Source of thread, paper, flour, and alcohol.<br />
* Prickle berry, available most of summer. Edible raw, source of alcohol.<br />
* Plump helmet, available all year. Edible raw, source of alcohol.<br />
* Potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Purple amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Quinoa, available most of summer into early winter. Source of flour and alcohol.<br />
* Radish, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Ramie, available most of summer into early winter. Source of thread and paper.<br />
* Rat weed, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Rhubarb, available midspring into midsummer. Edible raw.<br />
* Rice, available most of summer into early winter. Source of flour and alcohol.<br />
* Rope reed, available most of summer-early winter. Source of thread, paper, and alcohol.<br />
* Rye, available all summer and autumn. Source of flour and alcohol.<br />
* Single-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sliver barb, available all winter. Source of extract and alcohol.<br />
* Soft wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sorghum, available most of summer into early winter. Source of flour and alcohol.<br />
* Spelt, available all summer and autumn. Source of flour and alcohol.<br />
* Sun berry, available most of summer. Edible raw, source of alcohol.<br />
* Sweet pod, available midspring into midsummer. Source of exract and alcohol.<br />
* Sweet potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Teff, available all summer and autumn. Source of flour and alcohol.<br />
* Turnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Two-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Whip vine, available midspring into midsummer. Source of flour, extract, and alcohol.<br />
* White millet, available all summer and autumn. Source of flour and alcohol.<br />
* Valley herb, available most of spring. Source of extract.<br />
<br />
== Appendix H, List of obtainable magic: ==<br />
<br />
* Animal magic, opposed to nature magic. Transforms the user into a random giant animal when used. Associated with animals, chaos, and hunting. Can be obtained from minotaurs.<br />
* Blight magic, opposed to healing magic. Inflicts a debilitating, sickening plague on a target creature when used. Fellow blight mages, healing mages, and those currently immunized by healing magic cannot be targeted with it. Can cause victims to go berserk and spread the sickness if they survive long enough. Associated with blight, disease, and misery. Can be obtained from shoggoths.<br />
* Clairvoyance magic, opposed to infernal magic. Grants extravision and creature-sensing to a targeted creature when used, along with boosting agility and sensory-type mental attributes. Associated with inspiration, light, and wisdom. Can be obtained from eternal things and cyclopes.<br />
* Fire magic, opposed to wind. Flings a fireball at a target creature when used, fellow fire mages cannot be targeted with it. Associated with fire, the sun, and volcanoes. Can be obtained from dragons.<br />
* Healing magic, opposed to blight magic. Mends bleeding and tissue damage on a target creature when used. Also temporarily immunizes the target against blight magic. Associated with healing, mercy, and rebirth. Can be obtained from hydras.<br />
* Infernal magic, opposed to clairvoyance magic. Summons a random demonic creature when used, which will always be one of the raw-defined demons instead of a generated one, which will attack any living thing except the caster. Inflicts stigmata and personality changes on the user, repeated use will build up side effects until blood loss becomes lethal, and each use has a chance of rendering the caster permanently mute. Associated with darkness, nightmares, and revenge. Can be obtained from mi-gos.<br />
* Nature magic, opposed to animal magic. Summons a random natural predatory animal when used. Associated with nature, plants, and trees. Can be obtained from treants and manticores.<br />
* Protective magic, opposed to war magic. Grants high damage resistance to a target creature when used. Associated with courage, discipline, and longevity. Can be obtained from gargoyles and bronze colossi.<br />
* War magic, opposed to protective magic. Inflicts a berserk rage on the caster when used, with appropriate status buffs. Associated with strength, victory, and war. Can be obtained from giants and ettins.<br />
* Wind magic, opposed to fire magic. Sends multiple target creatures flying away with high force when used, requires targets to be fairly close. Associated with storms, thunder, and wind. Can be obtained from rocs.</div>Valoshttp://dwarffortresswiki.org/index.php?title=User:Valos/Adventurecraft&diff=250601User:Valos/Adventurecraft2020-02-17T01:00:51Z<p>Valos: </p>
<hr />
<div>{{mod}}<br />
{{Modification<br />
| name = Adventurecraft<br />
| version = 47.02 - 47.03 1.5<br />
| df version = 0.47.03<br />
| last update = 2/16/2020<br />
| download = http://www.bay12forums.com/smf/index.php?topic=153036.0<br />
}}<br />
<br />
Adventurecraft, yet another Wanderer's Friend derivative, is an adventure-mode-focused mod that adds reactions, in addition to material changes and creature changes, much of it geared toward fleshing out the options provided to adventurers. Various features have been added to it over time, not all geared toward crafting.<br />
<br />
Existed in unreleased form since the DF2012 days, with the first release being not long before .42.01 was released. Features and changes listed are thus specific to the most recent version, assuming this page remains up-to-date (don't count on it), derived from the forum post.<br />
<br />
== Features ==<br />
<br />
=== Fun Material Tweaks ===<br />
<br />
* Different tiers of materials. Look for a + or ++ in the material name. 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.<br />
* Several stones have been buffed to not be vastly inferior to bone. Look for the material tier designation. Chert is second only to obsidian in sharpness.<br />
* 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.<br />
* 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 (or be spoiled in the appendices). Not all of the beasts added to the mod have usable hearts. Or, you can use the relevant megabeast heart (or equivalent for things that lack hearts) to unlock secrets of The Beyond...<br />
* 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.<br />
<br />
=== Creature Tweaks ===<br />
<br />
* Joint definitions have been 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.<br />
* Neck-snapping. While mundane damage to the upper spine doesn't always have any effect, putting a joint lock on it definitely will, unless the creature is stupidly huge.<br />
* 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.<br />
* Joint edits have been applied to generated creatures. Normal joints tend to be more common than breakable necks.<br />
* Thread can be made from catgut. No, not just literal cat gut catgut. This proved simpler than adding harvestable sinews.<br />
* Because DF2015 broke cannibal adventurers, intelligent semi-megabeasts/megabeasts are currently non-sentient. To make up for this, they gain natural skills.<br />
<br />
=== New Creatures ===<br />
<br />
* At the suggestion of Jackie, messed around with making centaurs, and moreover made their body less of a "humanoid with 4 legs" thing used in vanilla. They show up in good biomes and can join civs. An evil critter, based on the kamaitachi, has also been added as another source of civ fodder for evil regions.<br />
* A couple added mythical creatures were added to make up for making centaurs real. Also added descriptions and spheres, to make their use in art more interesting.<br />
* 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.<br />
* 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. Its wood will make for effective blunt weapons, but poor edged weapons. Think twice before you try lighting one on fire!<br />
* Two H.P. Lovecraft references via the mi-go and shoggoth. Mi-gos have a delightfully alien body structure, while shoggoths are acidic blobs. Hint: pulp all the things.<br />
* Eternal things. Basically chitinous worms that can grow rather large given time, faster than dragons but not quite as huge.<br />
* Manticores. Overgrown lions with bat wings and scorpion tails. All the Fun of both potion-yield megabeasts and venomous critters.<br />
* Four lesser beasts that can form lairs, as a step down from semi-megabeasts. These act like night creature hunters, making lairs in various places. Dire wolves, dire bears, feral ogres, and sanguine dragons are all based off of some existing creature in some way, with qualities to make them different challenges in combat.<br />
* Some raw-defined recreations of the classic pre-DF2010 demons. These are used as fallback for some things that may require demons to exist, and tend to be used instead of said generated demons where necessary. Fiery abominations are recreations of spirits of fire, tweaked to float on a djinn-like cloud of cinders and made tougher than flame-bodied critters normally are (so punching one to death is a much tougher feat). Froglike abominations are a recreation of frog demons, given a more grotesque gorilla-like body and a nasty plague inflicted via bites and tongue-lashing. Tendriled abominations are the tentacle demons, reworked into a scaly form with its tentacles instead of arms, lashing out with acidic secretions that can also provoke a neurotoxic effect.<br />
<br />
=== Plant Tweaks ===<br />
<br />
* 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, and extract-bearing plants.<br />
* 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.<br />
* Brewable plants can be made into delicious booze. If it isn't brewable by picking the plant itself (assuming it's in season), try brewing fruit instead.<br />
* Bread is now a thing. The relevant plants can be ground into flour and used as such.<br />
* Bamboo, cattails, and cloudberries have been given useful growths. This works in adventure mode, but due to the plants being grass they can't be picked in fort mode.<br />
<br />
=== Civilization Tweaks ===<br />
<br />
* All of the main races are playable in Adventurer Mode, whether as civ members or as outsiders.<br />
* 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.<br />
* Humans and goblins have been given slings and sewing needles, for the hell of it.<br />
* 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 has 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.<br />
* Goblins need food and water, so remember that.<br />
* Outsiders can start off with wooden weaponry, to encourage actually upgrading your gear.<br />
* Underground animal people have been given a surface-dwelling equivalent, allowing for occasional instances of them being playable as entity members, instead of outsiders. They spread out as tribes in small villages, potentially allying with or coming to blows with the major civilizations.<br />
<br />
=== New uses for existing items (and changes) ===<br />
<br />
* Mortars and pestles are used for plant processing and alchemy. A pair can be crafted from stone.<br />
* A few reactions use blunt small rocks for hammering instead of just knapping.<br />
* If you get a hold of full logs, a battle axe can be used to split it into usable branches.<br />
* Stone axes have been changed to allow metal versions to show up in human and goblin sites.<br />
* Helves have been given the same weapon uses as staves in older versions of this mod, and renamed to staves to reflect this.<br />
<br />
=== New Items ===<br />
<br />
* Needles, required for sewing. In addition to wood you can carve them from bone, tooth, nail, hoof, or horn.<br />
* Clubs, as a crude mace-equivalent as suggested by Kallin.<br />
* Caesti and katars, unarmed weapons suggested and worked on by Jackie.<br />
* Simple lockbows, originally implemented in Kobold Kamp as suggested by Flint.<br />
* Spear-throwers and javelins, made with help from ZM5. Closer to actual hand-thrown javelins than the more realistic atlatl, but still allows use of a spear-thrower for gameplay reasons.<br />
* 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.<br />
* Gambesons, made from cloth. Obviously fragile unless using megabeast haircloth or silk.<br />
* Cooking pots, for making certain items, most notably for brewing.<br />
* Animal glue, which the recent combat changes have made useful.<br />
* Eight raw-defined instruments that can be crafted, supplementing the generated instruments that can't be crafted in adventure mode.<br />
<br />
=== Dismantling Items ===<br />
<br />
* Boulders and logs can be split into small rocks and pieces of wood, respectively.<br />
* Crude cloth can be unraveled if needed.<br />
* Cloth items can be cut apart for cloth, leather items can be cut apart, and metal items can be broken down for metal. Note that nothing's stopping you from being a lunatic and trying to dismantle the end result into itself, which will eventually waste it.<br />
<br />
== Bugs and Issues ==<br />
<br />
* No gauntlets due to the gauntlet bug. The workaround I originally devised tends to break more things than it fixes.<br />
* Just like whips, civs will generate metal slings because derp. Outsiders will also have access to metal staves, clubs, and caesti, all of which were balanced around the assumption that they'd only ever be made out of much lighter materials.<br />
* 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.<br />
* The amount of usable leather, bone, etc can be increased by lopping off limbs. For bone, there are reaction bugs and balance issues behind why Adventurecraft has set crafting to consume full stacks, instead of vanilla's use of single units for a stack.<br />
* 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.<br />
* Goblin and kobold adventurers will find their home to be an immense pain in the ass to leave, as dark forts and caves block fast travel even if the inhabitants are friendly.<br />
* Nothing's stopping you from being a lunatic and trying to dismantle cloth, tanned hides, or metal bars. This will eventually waste it due to the odds not being 100%. <br />
* Thread, cloth, bars, and sheets obtained from towns instead of player-made are a nigh-endless source of crafting material, due to reactions set to only produce and use product dimensions of 1.<br />
* The addition of faked wood for outsider weapons adds an unusable material to the forge in fortress mode.<br />
<br />
== Appendix A, Full list of new reactions ==<br />
<br />
=== Basic Reactions ===<br />
<br />
* Tan a raw hide, raw scales, or raw chitin. Produces tanned leather/scale/chitin.<br />
* Dry and spin gut into catgut thread.<br />
* Spin hair or wool into thread.<br />
* Process thread-bearing plant into thread.<br />
* Weave cloth. Uses hair/wool, plant-based, or silk thread.<br />
* Make glue. Uses raw hide, raw scales, bone, skull, horn, or hoof. Requires a cooking item.<br />
* Repair cloth item. Uses cloth and thread, requires a needle.<br />
* Repair leather/scale/chitin item. Uses any of said materials plus thread, requires a needle.<br />
* Repair wood/bone/stone item. Uses animal glue, requires a sharp object.<br />
<br />
=== Tools ===<br />
<br />
* Carve wooden sewing needle. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn needle. Uses any of said materials, requires a sharp object.<br />
* Carve wooden stave. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone stave. Uses bones, and requires a sharp object.<br />
* Carve bone/shell axe. Uses either material plus a stave, requires a sharp object.<br />
* Craft stone axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mortar and pestle. Uses 2 blunt small rocks, and requires a third.<br />
* Craft stone cooking pot. Uses any small rock, and requires a blunt small rock.<br />
<br />
=== Ammunition ===<br />
<br />
* Craft sling stones. Uses a blunt small rock, and requires a second.<br />
* Carve wooden arrows. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn arrows. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone arrows. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden bolts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bolts. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone bolts. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden javelins. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn javelins. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone javelins. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden darts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn darts. Uses any of said materials, requires a sharp object.<br />
<br />
=== Weapons (Wood/Cloth/Leather) ===<br />
<br />
* Carve wooden dagger. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden pike. Uses two wooden branches, and requires a sharp object.<br />
* Carve wooden club. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale whip. Uses leather/scale, and requires a sharp object.<br />
* Craft leather/scale/chitin caestus. Uses any of said materials, and requires a sharp object.<br />
* Craft wooden bow. Uses a stave and thread, requires a sharp object.<br />
* Craft simple wooden lockbow. Uses two branches and thread, requires a sharp object.<br />
* Carve wooden blowgun. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear-thrower. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale sling. Uses leather, and requires a sharp object.<br />
* Craft cloth sling. Uses cloth, and requires a sharp object.<br />
<br />
=== Weapons (Bone) ===<br />
<br />
* Craft bone/shell/tooth/horn dagger. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn spear. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn pike. Uses any of said materials plus two staves, requires a sharp object.<br />
* Carve bone/shell battle axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell great axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn short sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn long sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn two-handed sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone club. Uses bones, and requires a sharp object.<br />
* Craft bone/tooth/nail/hoof/horn katar. Uses any of said materials, and requires a sharp object.<br />
* Craft bone bow. Uses bones and thread, requires a sharp object.<br />
* Craft simple bone lockbow. Uses bones, a stave, and thread, requires a sharp object.<br />
* Carve bone spear-thrower. Uses bones, and requires a sharp object.<br />
* Carve bone blowgun. Uses bones, and requires a sharp object.<br />
<br />
=== Weapons (Stone) ===<br />
<br />
* Knap stone dagger. Uses any small rock, and requires a blunt small rock.<br />
* Craft stone spear. Uses a sharp rock and a stave. No need to cut the stave to size.<br />
* Craft stone pike. Uses a sharp rock and two staves. No need to cut the staves to size.<br />
* Craft stone battle axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone great axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone short sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone long sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone two-handed sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mace. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone war hammer. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone maul. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
<br />
=== Armor (Bone) ===<br />
<br />
* Craft bone/shell buckler. Uses either material, and requires a sharp object.<br />
* Craft bone/shell shield. Uses either material, and requires a sharp object.<br />
* Craft bone/shell helm. Uses either material, and requires a sharp object.<br />
* Craft skull helm. Uses a skull, and requires a sharp object.<br />
* Craft bone/shell armor. Uses either material and requires a sharp object.<br />
* Craft bone/shell leggings. Uses either material, and requires a sharp object.<br />
* Craft bone greaves. Uses bones, and requires a sharp object.<br />
<br />
=== Shields/Armor (Leather/Scale/Chitin) ===<br />
<br />
* Craft leather/scale/chitin buckler. Uses any of said materials, and requires a sharp object.<br />
* Craft leather/scale/chitin shield. Uses any of said materials, and requires a sharp object.<br />
* Sew leather/scale/chitin cap. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin helm. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin armor. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin leggings. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin low boots. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin high boots. Uses any of said materials plus thread, requires a needle.<br />
<br />
=== Clothing (Leather) ===<br />
<br />
* Sew leather/scale backpack. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale waterskin. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale quiver. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale hood. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale mask. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale cloak. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale tunic. Uses leather/scale and thread, requires a needle.<br />
* Make leather/scale loincloth. Uses leather/scale.<br />
* Sew leather/scale trousers. Uses leather/scale and thread, requires a needle.<br />
* Craft leather/scale footwraps. Uses leather, and requires a sharp object.<br />
* Sew leather/scale sandals. Uses leather/scale and thread, requires a needle.<br />
* Decorate object with leather/scale. Uses leather/scale and thread, requires a needle.<br />
<br />
=== Clothing (Cloth) ===<br />
<br />
* Sew cloth backpack. Uses cloth and thread, requires a needle.<br />
* Sew cloth quiver. Uses cloth and thread, requires a needle.<br />
* Sew cloth cap. Uses cloth and thread, requires a needle.<br />
* Sew cloth hood. Uses cloth and thread, requires a needle.<br />
* Sew cloth mask. Uses cloth and thread, requires a needle.<br />
* Sew cloth gambeson. Uses cloth and thread, requires a needle.<br />
* Sew cloth cloak. Uses cloth and thread, requires a needle.<br />
* Sew cloth tunic. Uses cloth and thread, requires a needle.<br />
* Make cloth loincloth. Uses cloth.<br />
* Sew cloth trousers. Uses cloth and thread, requires a needle.<br />
* Craft cloth footwraps. Uses cloth, and requires a sharp object.<br />
* Sew cloth socks. Uses cloth and thread, requires a needle.<br />
* Sew cloth sandals. Uses cloth and thread, requires a needle.<br />
* Decorate object with cloth. Uses cloth and thread, requires a needle.<br />
<br />
=== Shields/Crafts (Wood) ===<br />
<br />
* Carve wooden buckler. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden shield. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden crutch. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cup. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden minecart. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden figurine. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden ring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden earring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden scepter. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden amulet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden bracelet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden crown. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cabochan. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden mask. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden sandals. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden dice. Uses a wooden branch, and requires a sharp object.<br />
* Decorate object with wood. Uses a wooden branch, and requires a sharp object.<br />
<br />
=== Crafts (Bone/Shell/Tooth/Horn) ===<br />
<br />
* Carve bone crutch. Uses bones, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn goblet. Uses any of said materials, and requires a sharp object.<br />
* Carve skull goblet. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn figurine. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn ring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn earring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn scepter. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn amulet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn bracelet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn crown. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn cabochan. Uses any of said materials, and requires a sharp object.<br />
* Craft skull totem. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell mask. Uses either of said materials, and requires a sharp object.<br />
* Craft skull mask. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn dice. Uses any of said materials, and requires a sharp object.<br />
* Decorate object with bone/shell/tooth/nail/hoof/horn. Uses said materials, requires a sharp object.<br />
<br />
=== Crafts (Stone) ===<br />
<br />
* Craft stone mug. Uses a blunt small rock, and requires a second.<br />
* Craft stone figurine. Uses a blunt small rock, and requires a second.<br />
* Craft stone ring. Uses a blunt small rock, and requires a second.<br />
* Craft stone earring. Uses a blunt small rock, and requires a second.<br />
* Craft stone scepter. Uses a blunt small rock, and requires a second.<br />
* Craft stone amulet. Uses a blunt small rock, and requires a second.<br />
* Craft stone bracelet. Uses a blunt small rock, and requires a second.<br />
* Craft stone crown. Uses a blunt small rock, and requires a second.<br />
* Craft stone cabochon. Uses a blunt small rock, and requires a second.<br />
* Decorate object with stone. Uses a blunt small rock, and requires a second.<br />
<br />
=== Item Dismantling ===<br />
<br />
* Split wooden log into branches. Also requires a sharp object. Ignore the absurdity.<br />
* Split large stone into small rocks. Also requires a blunt small rock.<br />
* Unravel cloth into thread.<br />
* Dismantle cloth item. Requires a sharp object.<br />
* Dismantle leather/scale/chitin item. Requires a sharp object.<br />
* Dismantle stone item. Requires a blunt small rock.<br />
* Dismantle metal item. Requires a blunt small rock.<br />
<br />
=== Cooking and Alchemy ===<br />
<br />
* Mill plant into flour. Uses valid plant, requires a mortar and pestle.<br />
* Bake bread. Uses flour, requires a cooking pot.<br />
* Brew alcohol from plant. Uses valid plant, requires a cooking pot and an empty waterskin.<br />
* Brew alcohol from fruit. Uses valid plant growth, requires a cooking pot and an empty waterskin.<br />
* Extract from plant. Uses extractable plant, requires a mortar and pestle plus an empty waterskin.<br />
* Refine venom into toxin. Uses a venom sac, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from (semi)megabeast heart, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from generated creature heart, requires a mortar and pestle plus an empty waterskin.<br />
* Create magical essence from (semi)megabeast heart, shoggoth core, treant wood, or mountain bronze, Also uses a scroll, requires a mortar and pestle plus an empty waterskin.<br />
<br />
=== Paper/Parchment Crafting ===<br />
<br />
* Press pulpable plant into paper. Uses a valid plant, requires a mortar and pestle.<br />
* Dry skin into parchment. Uses a raw hide, and requires a sharp object.<br />
* Carve wooden scroll rollers. Uses a wooden branch, and requires a sharp object.<br />
* Assemble a scroll. Uses a sheet and a scroll roller.<br />
* Craft a quire. Uses a sheet.<br />
<br />
=== Instrument Pieces ===<br />
<br />
* Carve wooden bagpipe pipes. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bagpipe pipes. Uses any of said materials, and requires a sharp object.<br />
* Sew leather bagpipe bag. Uses leather and thread, requires a needle.<br />
* Craft instrument strings. Uses string.<br />
* Carve wooden lyre body. Uses a wooden log, and requires a sharp object.<br />
* Carve bone/shell lyre body. Uses either material and requires a sharp object.<br />
* Carve wooden guitar body. Uses a wooden log, and requires a sharp object.<br />
* Carve skull guitar body. Uses a skull, and requires a sharp object.<br />
* Carve wooden guitar neck. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone guitar neck. Uses bone, and requires a sharp object.<br />
* Carve wooden harp body. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden drum body. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone drum body. Uses bone, and requires a sharp object.<br />
* Craft leather drum head. Uses leather.<br />
<br />
=== Instruments ===<br />
<br />
* Carve wooden simple flute. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone simple flute. Uses bone, and requires a sharp object.<br />
* Carve wooden instrument musical horn. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn musical horn. Uses any of said materials, and requires a sharp object.<br />
* Assemble bagpipes. Requires a bagpipe bag and instrument pipes.<br />
* Assemble lyre. Requires a lyre body and strings.<br />
* Assemble guitar. Requires a guitar body, a guitar neck, and strings.<br />
* Assemble harp. Requires a harp body and strings.<br />
* Assemble drum. Requires a drum body and drum head.<br />
* Carve wooden bell. Uses a wooden log, and requires a sharp object.<br />
<br />
== Appendix B, List of forging reactions (at carpenter's workshop): ==<br />
<br />
=== Metalworking (Basic Tools) ===<br />
<br />
* Craft makeshift forge. Uses 10 small rocks.<br />
* Repair metal item. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mortar and pestle. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cooking pot. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Ammunition) ===<br />
<br />
* Craft metal sling bullets. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal arrows. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal bolts. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal javelins. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal darts. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Weapons) ===<br />
<br />
* Craft metal dagger. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal spear. Uses metal, a stave, and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pike. Uses metal, a stave, and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal battle axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal great axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal short sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal long sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal two-handed sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mace. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal war hammer. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal maul. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal caestus. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal katar. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Shields/Armor) ===<br />
<br />
* Craft metal buckler. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal shield. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal helmet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cap. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal breastplate. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail shirt. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal greaves. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail leggings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal low boots. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal high boots. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Furniture) ===<br />
<br />
* Craft metal throne. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal table. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal chest. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabinet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal door. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal barrel. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bucket. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal sarcophagus. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal hatch cover. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal grate. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bin. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal stepladder. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bookcase. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal splint. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pedestal. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal animal trap. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Crafts) ===<br />
<br />
* Craft metal crutch. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal goblet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal minecart. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal figurine. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal ring. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal earring. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal scepter. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal amulet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bracelet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal crown. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabochan. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mask. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Decorate object with metal. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Instruments) ===<br />
<br />
* Craft metal bagpipe pipes. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal instrument strings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal lyre body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar neck. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal harp body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal drum body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal simple flute. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal musical horn. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bell. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
== Appendix C, List of more useful stones ==<br />
<br />
* Andesite<br />
* Basalt<br />
* Chert (in-between other sharp stones and obsidian)<br />
* Dacite<br />
* Diorite<br />
* Native aluminum (same as aluminum)<br />
* Native copper (same as copper)<br />
* Native gold (same as gold)<br />
* Native platinum (same as platinum)<br />
* Native silver (same as silver)<br />
* Obsidian (deliciously sharp and deadly)<br />
* Quartzite<br />
* Phyllite<br />
* Raw adamantine (same as adamantine)<br />
* Rhyolite<br />
* Shale<br />
* Slade (good luck obtaining that one!)<br />
* Slate<br />
<br />
== Appendix D, List of monsters with improved body materials ==<br />
<br />
=== Tier 1 ===<br />
<br />
* Alligator (and variants, alligator men are currently unusable)<br />
* Anaconda (and variants, anaconda men are currently unusable)<br />
* Armadillo (and variants, armadillo men are currently unusable)<br />
* Black bear (and variants, black bear men are currently unusable)<br />
* Blind cave bear<br />
* Blind cave ogre (currently unusable)<br />
* Cave crocodile<br />
* Cave dragon<br />
* Coelacanth<br />
* Elephant (and variants, elephant men are currently unusable)<br />
* Giant cave spider<br />
* Giant desert scorpion (re-added due to Toady removing them ;w;)<br />
* Giant Mantis (normal version is a non-butcherable vermin, mantis men are currently unusable)<br />
* Gigantic squid (normal version is a non-butcherable vermin, squid men are currently unusable)<br />
* Great white shark<br />
* Grizzly bear (and variants, grizzly bear men are currently unusable)<br />
* Hippo (and variants, hippo men are currently unusable)<br />
* Ogre<br />
* Orca (and variants, orca men are currently unusable)<br />
* Polar bear (and variants, polar bear men are currently unusable)<br />
* Rhinoceros (and variants, rhinoceros men are currently unusable)<br />
* Saltwater crocodile (and variants, saltwater crocodile men are currently unusable)<br />
* Sea monster<br />
* Sea serpent<br />
* Troll<br />
* Voracious cave crawler<br />
* Walrus (and variants, walrus men are currently unusable)<br />
* Wild boar (and variants, wild boar men are currently unusable)<br />
* Cyclops<br />
* Ettin<br />
* Giant<br />
* Minotaur<br />
* Gargoyle<br />
* Mi-go<br />
* Dire bear<br />
* Feral ogre<br />
* Lesser dragon<br />
<br />
=== Tier 2 ===<br />
<br />
* Dragon<br />
* Hydra<br />
* Roc<br />
* Eternal thing<br />
* Manticore<br />
* Treant (wood)<br />
<br />
== Appendix E, List of monsters that yield venom sacs ==<br />
<br />
* Giant adder (normal version is too small to butcher, adder men are currently unusable)<br />
* Giant bark scorpion (normal version is a non-butcherable vermin, bark scorpion men are currently unusable)<br />
* Black mamba (and variants, black mamba men are currently unusable)<br />
* Giant brown recluse spider (normal version is a non-butcherable vermin, recluse spider men are currently unusable)<br />
* Bushmaster (and variants, bushmaster men are currently unusable)<br />
* Giant copperhead snake (normal version is too small to butcher, copperhead snake men are currently unusable)<br />
* Giant desert scorpion<br />
* Giant cave spider<br />
* Gila monsters (and variants, gila monster men are currently unusable)<br />
* Helmet snake<br />
* King cobra (and variants, king cobra men are currently unusable)<br />
* Platypus (and variants, platypus men are currently unusable)<br />
* Rattlesnake (and variants, rattlesnake men are currently unusable)<br />
* Serpent man (currently unusable)<br />
* Manticore<br />
<br />
== Appendix F, List of plant and misc craftable extracts ==<br />
<br />
=== Extract-bearing plants ===<br />
<br />
* Dwarven syrup. Delicious but does nothing.<br />
* Gnomeblight. Still only deadly to gnomes.<br />
* Golden salve. Stops bleeding and other ailments, potent non-nerve healing.<br />
* Marshmend, from muck root. Stops bleeding and eases pain.<br />
* Whiplash, from whip vine. Boost agility and speed some, side effects of dizziness and nausea.<br />
* Barbed haze, from sliver barb. Assorted stat boost, penalties, and other Fun.<br />
<br />
=== Megabeast and Semi-megabeast hearts ===<br />
<br />
* Aetherbreath, from mi-gos. Grants immunity to suffocation.<br />
* Draconic fury, from dragons. Boosts willpower, inspires martial trances.<br />
* Giant's might, from giants. Boosts strength.<br />
* Insight, from ettins. Boosts assorted mental stats.<br />
* Relentlessness, from minotaurs. Grants immunity to stunning, exertion, and pain.<br />
* Renewal, from hydras. Powerful, but brief, regeneration with regrowth of limbs.<br />
* Stoneskin, from gargoyles. Hardens you against attacks.<br />
* Swiftness, from rocs. Boost agility, increases speed somewhat.<br />
* True seeing, from cyclops. Grants extravision and creature-sensing.<br />
* Trickery, from manticores. Sharply boosts various social stats.<br />
<br />
=== Other ===<br />
<br />
* Failed extract. If a generated titan/demon/etc doesn't have a valid poison (or has poison blood instead), this will be the result. Does nothing.<br />
* Shoggoth slime, readily obtained from shoggoths (obviously). Causes localized pain, blistering, bleeding, and necrosis. Drinking it is exactly as stupid an idea as you'd expect it to be.<br />
* Cursed dragonblood, from sanguine dragons. Dangerous to drink, but has some minor situational benefits.<br />
<br />
== Appendix G, List of plants made harvestable in the mod ==<br />
<br />
* Alfalfa, available most of summer into early winter. Edible raw.<br />
* Arrow bamboo, available all year. Source of branches.<br />
* Asparagus, available only early in spring. Edible raw.<br />
* Barley, available all summer and autumn. Source of flour and alcohol.<br />
* Beet, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Bloated tuber, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Blood amaranth, available most of summer into early winter. Edible, source of flour/alcohol.<br />
* Buckwheat, available most of summer into early winter. Source of flour and alcohol.<br />
* Cabbage, available midspring into midsummer. Edible raw.<br />
* Carrot, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cassava, available midspring into midsummer. Source of alcohol.<br />
* Cattail, available later spring into early summer. Source of flour, thread, and paper.<br />
* Cave wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Celery, available midspring into midsummer. Edible raw.<br />
* Chicory, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cloudberry, available in winter. Edible raw, source of alcohol.<br />
* Cotton, available most of summer into early winter. Source of thread and paper.<br />
* Finger millet, available all summer and autumn. Source of flour and alcohol.<br />
* Fisher berry, available most of summer. Edible raw, source of alcohol.<br />
* Flax, available most of summer into early winter. Source of thread, paper, and flour.<br />
* Fonio, available all summer and autumn. Source of flour and alcohol.<br />
* Foxtail millet, available all summer and autumn. Source of flour and alcohol.<br />
* Garden cress, available midspring into midsummer. Edible raw.<br />
* Golden bamboo, available all year. Source of branches.<br />
* Hard wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Hedge bamboo, available all year. Source of branches.<br />
* Hemp, available all summer and autumn. Source of thread, paper, and flour.<br />
* Jute, available most of summer into early winter. Source of thread and paper.<br />
* Kaniwa, available most of summer into early winter. Source of flour and alcohol.<br />
* Kenaf, available most of summer into early winter. Source of thread and paper.<br />
* Kobold bulb, available midautumn and all winter. Source of extract.<br />
* Leek, available midspring into midsummer. Edible raw.<br />
* Lettuce, available midspring into midsummer. Edible raw.<br />
* Long yam, available midspring into midsummer. Edible raw.<br />
* Longland grass, available all summer and autumn. Source of flour and alcohol.<br />
* Maize, available most of summer into early winter. Source of flour and alcohol.<br />
* Muck root, available midspring into midsummer. Edible raw, source of extract and alcohol.<br />
* Oat, available all summer and autumn. Source of flour and alcohol.<br />
* Papyrus sedge, available most of summer into early winter. Source of paper.<br />
* Parsnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Pearl millet, available all summer and autumn. Source of flour and alcohol.<br />
* Pendant amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Pig tail, available most of summer-early winter. Source of thread, paper, flour, and alcohol.<br />
* Prickle berry, available most of summer. Edible raw, source of alcohol.<br />
* Plump helmet, available all year. Edible raw, source of alcohol.<br />
* Potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Purple amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Quinoa, available most of summer into early winter. Source of flour and alcohol.<br />
* Radish, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Ramie, available most of summer into early winter. Source of thread and paper.<br />
* Rat weed, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Rhubarb, available midspring into midsummer. Edible raw.<br />
* Rice, available most of summer into early winter. Source of flour and alcohol.<br />
* Rope reed, available most of summer-early winter. Source of thread, paper, and alcohol.<br />
* Rye, available all summer and autumn. Source of flour and alcohol.<br />
* Single-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sliver barb, available all winter. Source of extract and alcohol.<br />
* Soft wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sorghum, available most of summer into early winter. Source of flour and alcohol.<br />
* Spelt, available all summer and autumn. Source of flour and alcohol.<br />
* Sun berry, available most of summer. Edible raw, source of alcohol.<br />
* Sweet pod, available midspring into midsummer. Source of exract and alcohol.<br />
* Sweet potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Teff, available all summer and autumn. Source of flour and alcohol.<br />
* Turnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Two-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Whip vine, available midspring into midsummer. Source of flour, extract, and alcohol.<br />
* White millet, available all summer and autumn. Source of flour and alcohol.<br />
* Valley herb, available most of spring. Source of extract.<br />
<br />
== Appendix H, List of obtainable magic: ==<br />
<br />
* Animal magic, opposed to nature magic. Transforms the user into a random giant animal when used. Associated with animals, chaos, and hunting. Can be obtained from minotaurs.<br />
* Blight magic, opposed to healing magic. Inflicts a debilitating, sickening plague on a target creature when used. Fellow blight mages, healing mages, and those currently immunized by healing magic cannot be targeted with it. Can cause victims to go berserk and spread the sickness if they survive long enough. Associated with blight, disease, and misery. Can be obtained from shoggoths.<br />
* Clairvoyance magic, opposed to infernal magic. Grants extravision and creature-sensing to a targeted creature when used, along with boosting agility and sensory-type mental attributes. Associated with inspiration, light, and wisdom. Can be obtained from eternal things and cyclopes.<br />
* Fire magic, opposed to wind. Flings a fireball at a target creature when used, fellow fire mages cannot be targeted with it. Associated with fire, the sun, and volcanoes. Can be obtained from dragons.<br />
* Healing magic, opposed to blight magic. Mends bleeding and tissue damage on a target creature when used. Also temporarily immunizes the target against blight magic. Associated with healing, mercy, and rebirth. Can be obtained from hydras.<br />
* Infernal magic, opposed to clairvoyance magic. Summons a random demonic creature when used, which will always be one of the raw-defined demons instead of a generated one, which will attack any living thing except the caster. Inflicts stigmata and personality changes on the user, repeated use will build up side effects until blood loss becomes lethal, and each use has a chance of rendering the caster permanently mute. Associated with darkness, nightmares, and revenge. Can be obtained from mi-gos.<br />
* Nature magic, opposed to animal magic. Summons a random natural predatory animal when used. Associated with nature, plants, and trees. Can be obtained from treants and manticores.<br />
* Protective magic, opposed to war magic. Grants high damage resistance to a target creature when used. Associated with courage, discipline, and longevity. Can be obtained from gargoyles and bronze colossi.<br />
* War magic, opposed to protective magic. Inflicts a berserk rage on the caster when used, with appropriate status buffs. Associated with strength, victory, and war. Can be obtained from giants and ettins.<br />
* Wind magic, opposed to fire magic. Sends multiple target creatures flying away with high force when used, requires targets to be fairly close. Associated with storms, thunder, and wind. Can be obtained from rocs.</div>Valoshttp://dwarffortresswiki.org/index.php?title=User:Valos/Adventurecraft&diff=250578User:Valos/Adventurecraft2020-02-16T16:52:04Z<p>Valos: </p>
<hr />
<div>{{mod}}<br />
{{Modification<br />
| name = Adventurecraft<br />
| version = 47.02 1.4<br />
| df version = 0.47.02<br />
| last update = 2/16/2020<br />
| download = http://www.bay12forums.com/smf/index.php?topic=153036.0<br />
}}<br />
<br />
Adventurecraft, yet another Wanderer's Friend derivative, is an adventure-mode-focused mod that adds reactions, in addition to material changes and creature changes, much of it geared toward fleshing out the options provided to adventurers. Various features have been added to it over time, not all geared toward crafting.<br />
<br />
Existed in unreleased form since the DF2012 days, with the first release being not long before .42.01 was released. Features and changes listed are thus specific to the most recent version, assuming this page remains up-to-date (don't count on it), derived from the forum post.<br />
<br />
== Features ==<br />
<br />
=== Fun Material Tweaks ===<br />
<br />
* Different tiers of materials. Look for a + or ++ in the material name. 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.<br />
* Several stones have been buffed to not be vastly inferior to bone. Look for the material tier designation. Chert is second only to obsidian in sharpness.<br />
* 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.<br />
* 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 (or be spoiled in the appendices). Not all of the beasts added to the mod have usable hearts. Or, you can use the relevant megabeast heart (or equivalent for things that lack hearts) to unlock secrets of The Beyond...<br />
* 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.<br />
<br />
=== Creature Tweaks ===<br />
<br />
* Joint definitions have been 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.<br />
* Neck-snapping. While mundane damage to the upper spine doesn't always have any effect, putting a joint lock on it definitely will, unless the creature is stupidly huge.<br />
* 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.<br />
* Joint edits have been applied to generated creatures. Normal joints tend to be more common than breakable necks.<br />
* Thread can be made from catgut. No, not just literal cat gut catgut. This proved simpler than adding harvestable sinews.<br />
* Because DF2015 broke cannibal adventurers, intelligent semi-megabeasts/megabeasts are currently non-sentient. To make up for this, they gain natural skills.<br />
<br />
=== New Creatures ===<br />
<br />
* At the suggestion of Jackie, messed around with making centaurs, and moreover made their body less of a "humanoid with 4 legs" thing used in vanilla. They show up in good biomes and can join civs. An evil critter, based on the kamaitachi, has also been added as another source of civ fodder for evil regions.<br />
* A couple added mythical creatures were added to make up for making centaurs real. Also added descriptions and spheres, to make their use in art more interesting.<br />
* 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.<br />
* 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. Its wood will make for effective blunt weapons, but poor edged weapons. Think twice before you try lighting one on fire!<br />
* Two H.P. Lovecraft references via the mi-go and shoggoth. Mi-gos have a delightfully alien body structure, while shoggoths are acidic blobs. Hint: pulp all the things.<br />
* Eternal things. Basically chitinous worms that can grow rather large given time, faster than dragons but not quite as huge.<br />
* Manticores. Overgrown lions with bat wings and scorpion tails. All the Fun of both potion-yield megabeasts and venomous critters.<br />
* Four lesser beasts that can form lairs, as a step down from semi-megabeasts. These act like night creature hunters, making lairs in various places. Dire wolves, dire bears, feral ogres, and sanguine dragons are all based off of some existing creature in some way, with qualities to make them different challenges in combat.<br />
* Some raw-defined recreations of the classic pre-DF2010 demons. These are used as fallback for some things that may require demons to exist, and tend to be used instead of said generated demons where necessary. Fiery abominations are recreations of spirits of fire, tweaked to float on a djinn-like cloud of cinders and made tougher than flame-bodied critters normally are (so punching one to death is a much tougher feat). Froglike abominations are a recreation of frog demons, given a more grotesque gorilla-like body and a nasty plague inflicted via bites and tongue-lashing. Tendriled abominations are the tentacle demons, reworked into a scaly form with its tentacles instead of arms, lashing out with acidic secretions that can also provoke a neurotoxic effect.<br />
<br />
=== Plant Tweaks ===<br />
<br />
* 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, and extract-bearing plants.<br />
* 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.<br />
* Brewable plants can be made into delicious booze. If it isn't brewable by picking the plant itself (assuming it's in season), try brewing fruit instead.<br />
* Bread is now a thing. The relevant plants can be ground into flour and used as such.<br />
* Bamboo, cattails, and cloudberries have been given useful growths. This works in adventure mode, but due to the plants being grass they can't be picked in fort mode.<br />
<br />
=== Civilization Tweaks ===<br />
<br />
* All of the main races are playable in Adventurer Mode, whether as civ members or as outsiders.<br />
* 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.<br />
* Humans and goblins have been given slings and sewing needles, for the hell of it.<br />
* 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 has 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.<br />
* Goblins need food and water, so remember that.<br />
* Outsiders can start off with wooden weaponry, to encourage actually upgrading your gear.<br />
* Underground animal people have been given a surface-dwelling equivalent, allowing for occasional instances of them being playable as entity members, instead of outsiders. They spread out as tribes in small villages, potentially allying with or coming to blows with the major civilizations.<br />
<br />
=== New uses for existing items (and changes) ===<br />
<br />
* Mortars and pestles are used for plant processing and alchemy. A pair can be crafted from stone.<br />
* A few reactions use blunt small rocks for hammering instead of just knapping.<br />
* If you get a hold of full logs, a battle axe can be used to split it into usable branches.<br />
* Stone axes have been changed to allow metal versions to show up in human and goblin sites.<br />
* Helves have been given the same weapon uses as staves in older versions of this mod, and renamed to staves to reflect this.<br />
<br />
=== New Items ===<br />
<br />
* Needles, required for sewing. In addition to wood you can carve them from bone, tooth, nail, hoof, or horn.<br />
* Clubs, as a crude mace-equivalent as suggested by Kallin.<br />
* Caesti and katars, unarmed weapons suggested and worked on by Jackie.<br />
* Simple lockbows, originally implemented in Kobold Kamp as suggested by Flint.<br />
* Spear-throwers and javelins, made with help from ZM5. Closer to actual hand-thrown javelins than the more realistic atlatl, but still allows use of a spear-thrower for gameplay reasons.<br />
* 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.<br />
* Gambesons, made from cloth. Obviously fragile unless using megabeast haircloth or silk.<br />
* Cooking pots, for making certain items, most notably for brewing.<br />
* Animal glue, which the recent combat changes have made useful.<br />
* Eight raw-defined instruments that can be crafted, supplementing the generated instruments that can't be crafted in adventure mode.<br />
<br />
=== Dismantling Items ===<br />
<br />
* Boulders and logs can be split into small rocks and pieces of wood, respectively.<br />
* Crude cloth can be unraveled if needed.<br />
* Cloth items can be cut apart for cloth, leather items can be cut apart, and metal items can be broken down for metal. Note that nothing's stopping you from being a lunatic and trying to dismantle the end result into itself, which will eventually waste it.<br />
<br />
== Bugs and Issues ==<br />
<br />
* No gauntlets due to the gauntlet bug. The workaround I originally devised tends to break more things than it fixes.<br />
* Just like whips, civs will generate metal slings because derp. Outsiders will also have access to metal staves, clubs, and caesti, all of which were balanced around the assumption that they'd only ever be made out of much lighter materials.<br />
* 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.<br />
* The amount of usable leather, bone, etc can be increased by lopping off limbs. For bone, there are reaction bugs and balance issues behind why Adventurecraft has set crafting to consume full stacks, instead of vanilla's use of single units for a stack.<br />
* 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.<br />
* Goblin and kobold adventurers will find their home to be an immense pain in the ass to leave, as dark forts and caves block fast travel even if the inhabitants are friendly.<br />
* Nothing's stopping you from being a lunatic and trying to dismantle cloth, tanned hides, or metal bars. This will eventually waste it due to the odds not being 100%. <br />
* Thread, cloth, bars, and sheets obtained from towns instead of player-made are a nigh-endless source of crafting material, due to reactions set to only produce and use product dimensions of 1.<br />
* The addition of faked wood for outsider weapons adds an unusable material to the forge in fortress mode.<br />
<br />
== Appendix A, Full list of new reactions ==<br />
<br />
=== Basic Reactions ===<br />
<br />
* Tan a raw hide, raw scales, or raw chitin. Produces tanned leather/scale/chitin.<br />
* Dry and spin gut into catgut thread.<br />
* Spin hair or wool into thread.<br />
* Process thread-bearing plant into thread.<br />
* Weave cloth. Uses hair/wool, plant-based, or silk thread.<br />
* Make glue. Uses raw hide, raw scales, bone, skull, horn, or hoof. Requires a cooking item.<br />
* Repair cloth item. Uses cloth and thread, requires a needle.<br />
* Repair leather/scale/chitin item. Uses any of said materials plus thread, requires a needle.<br />
* Repair wood/bone/stone item. Uses animal glue, requires a sharp object.<br />
<br />
=== Tools ===<br />
<br />
* Carve wooden sewing needle. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn needle. Uses any of said materials, requires a sharp object.<br />
* Carve wooden stave. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone stave. Uses bones, and requires a sharp object.<br />
* Carve bone/shell axe. Uses either material plus a stave, requires a sharp object.<br />
* Craft stone axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mortar and pestle. Uses 2 blunt small rocks, and requires a third.<br />
* Craft stone cooking pot. Uses any small rock, and requires a blunt small rock.<br />
<br />
=== Ammunition ===<br />
<br />
* Craft sling stones. Uses a blunt small rock, and requires a second.<br />
* Carve wooden arrows. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn arrows. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone arrows. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden bolts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bolts. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone bolts. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden javelins. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn javelins. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone javelins. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden darts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn darts. Uses any of said materials, requires a sharp object.<br />
<br />
=== Weapons (Wood/Cloth/Leather) ===<br />
<br />
* Carve wooden dagger. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden pike. Uses two wooden branches, and requires a sharp object.<br />
* Carve wooden club. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale whip. Uses leather/scale, and requires a sharp object.<br />
* Craft leather/scale/chitin caestus. Uses any of said materials, and requires a sharp object.<br />
* Craft wooden bow. Uses a stave and thread, requires a sharp object.<br />
* Craft simple wooden lockbow. Uses two branches and thread, requires a sharp object.<br />
* Carve wooden blowgun. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear-thrower. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale sling. Uses leather, and requires a sharp object.<br />
* Craft cloth sling. Uses cloth, and requires a sharp object.<br />
<br />
=== Weapons (Bone) ===<br />
<br />
* Craft bone/shell/tooth/horn dagger. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn spear. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn pike. Uses any of said materials plus two staves, requires a sharp object.<br />
* Carve bone/shell battle axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell great axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn short sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn long sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn two-handed sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone club. Uses bones, and requires a sharp object.<br />
* Craft bone/tooth/nail/hoof/horn katar. Uses any of said materials, and requires a sharp object.<br />
* Craft bone bow. Uses bones and thread, requires a sharp object.<br />
* Craft simple bone lockbow. Uses bones, a stave, and thread, requires a sharp object.<br />
* Carve bone spear-thrower. Uses bones, and requires a sharp object.<br />
* Carve bone blowgun. Uses bones, and requires a sharp object.<br />
<br />
=== Weapons (Stone) ===<br />
<br />
* Knap stone dagger. Uses any small rock, and requires a blunt small rock.<br />
* Craft stone spear. Uses a sharp rock and a stave. No need to cut the stave to size.<br />
* Craft stone pike. Uses a sharp rock and two staves. No need to cut the staves to size.<br />
* Craft stone battle axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone great axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone short sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone long sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone two-handed sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mace. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone war hammer. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone maul. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
<br />
=== Armor (Bone) ===<br />
<br />
* Craft bone/shell buckler. Uses either material, and requires a sharp object.<br />
* Craft bone/shell shield. Uses either material, and requires a sharp object.<br />
* Craft bone/shell helm. Uses either material, and requires a sharp object.<br />
* Craft skull helm. Uses a skull, and requires a sharp object.<br />
* Craft bone/shell armor. Uses either material and requires a sharp object.<br />
* Craft bone/shell leggings. Uses either material, and requires a sharp object.<br />
* Craft bone greaves. Uses bones, and requires a sharp object.<br />
<br />
=== Shields/Armor (Leather/Scale/Chitin) ===<br />
<br />
* Craft leather/scale/chitin buckler. Uses any of said materials, and requires a sharp object.<br />
* Craft leather/scale/chitin shield. Uses any of said materials, and requires a sharp object.<br />
* Sew leather/scale/chitin cap. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin helm. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin armor. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin leggings. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin low boots. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin high boots. Uses any of said materials plus thread, requires a needle.<br />
<br />
=== Clothing (Leather) ===<br />
<br />
* Sew leather/scale backpack. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale waterskin. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale quiver. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale hood. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale mask. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale cloak. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale tunic. Uses leather/scale and thread, requires a needle.<br />
* Make leather/scale loincloth. Uses leather/scale.<br />
* Sew leather/scale trousers. Uses leather/scale and thread, requires a needle.<br />
* Craft leather/scale footwraps. Uses leather, and requires a sharp object.<br />
* Sew leather/scale sandals. Uses leather/scale and thread, requires a needle.<br />
* Decorate object with leather/scale. Uses leather/scale and thread, requires a needle.<br />
<br />
=== Clothing (Cloth) ===<br />
<br />
* Sew cloth backpack. Uses cloth and thread, requires a needle.<br />
* Sew cloth quiver. Uses cloth and thread, requires a needle.<br />
* Sew cloth cap. Uses cloth and thread, requires a needle.<br />
* Sew cloth hood. Uses cloth and thread, requires a needle.<br />
* Sew cloth mask. Uses cloth and thread, requires a needle.<br />
* Sew cloth gambeson. Uses cloth and thread, requires a needle.<br />
* Sew cloth cloak. Uses cloth and thread, requires a needle.<br />
* Sew cloth tunic. Uses cloth and thread, requires a needle.<br />
* Make cloth loincloth. Uses cloth.<br />
* Sew cloth trousers. Uses cloth and thread, requires a needle.<br />
* Craft cloth footwraps. Uses cloth, and requires a sharp object.<br />
* Sew cloth socks. Uses cloth and thread, requires a needle.<br />
* Sew cloth sandals. Uses cloth and thread, requires a needle.<br />
* Decorate object with cloth. Uses cloth and thread, requires a needle.<br />
<br />
=== Shields/Crafts (Wood) ===<br />
<br />
* Carve wooden buckler. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden shield. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden crutch. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cup. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden minecart. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden figurine. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden ring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden earring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden scepter. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden amulet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden bracelet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden crown. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cabochan. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden mask. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden sandals. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden dice. Uses a wooden branch, and requires a sharp object.<br />
* Decorate object with wood. Uses a wooden branch, and requires a sharp object.<br />
<br />
=== Crafts (Bone/Shell/Tooth/Horn) ===<br />
<br />
* Carve bone crutch. Uses bones, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn goblet. Uses any of said materials, and requires a sharp object.<br />
* Carve skull goblet. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn figurine. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn ring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn earring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn scepter. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn amulet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn bracelet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn crown. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn cabochan. Uses any of said materials, and requires a sharp object.<br />
* Craft skull totem. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell mask. Uses either of said materials, and requires a sharp object.<br />
* Craft skull mask. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn dice. Uses any of said materials, and requires a sharp object.<br />
* Decorate object with bone/shell/tooth/nail/hoof/horn. Uses said materials, requires a sharp object.<br />
<br />
=== Crafts (Stone) ===<br />
<br />
* Craft stone mug. Uses a blunt small rock, and requires a second.<br />
* Craft stone figurine. Uses a blunt small rock, and requires a second.<br />
* Craft stone ring. Uses a blunt small rock, and requires a second.<br />
* Craft stone earring. Uses a blunt small rock, and requires a second.<br />
* Craft stone scepter. Uses a blunt small rock, and requires a second.<br />
* Craft stone amulet. Uses a blunt small rock, and requires a second.<br />
* Craft stone bracelet. Uses a blunt small rock, and requires a second.<br />
* Craft stone crown. Uses a blunt small rock, and requires a second.<br />
* Craft stone cabochon. Uses a blunt small rock, and requires a second.<br />
* Decorate object with stone. Uses a blunt small rock, and requires a second.<br />
<br />
=== Item Dismantling ===<br />
<br />
* Split wooden log into branches. Also requires a sharp object. Ignore the absurdity.<br />
* Split large stone into small rocks. Also requires a blunt small rock.<br />
* Unravel cloth into thread.<br />
* Dismantle cloth item. Requires a sharp object.<br />
* Dismantle leather/scale/chitin item. Requires a sharp object.<br />
* Dismantle stone item. Requires a blunt small rock.<br />
* Dismantle metal item. Requires a blunt small rock.<br />
<br />
=== Cooking and Alchemy ===<br />
<br />
* Mill plant into flour. Uses valid plant, requires a mortar and pestle.<br />
* Bake bread. Uses flour, requires a cooking pot.<br />
* Brew alcohol from plant. Uses valid plant, requires a cooking pot and an empty waterskin.<br />
* Brew alcohol from fruit. Uses valid plant growth, requires a cooking pot and an empty waterskin.<br />
* Extract from plant. Uses extractable plant, requires a mortar and pestle plus an empty waterskin.<br />
* Refine venom into toxin. Uses a venom sac, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from (semi)megabeast heart, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from generated creature heart, requires a mortar and pestle plus an empty waterskin.<br />
* Create magical essence from (semi)megabeast heart, shoggoth core, treant wood, or mountain bronze, Also uses a scroll, requires a mortar and pestle plus an empty waterskin.<br />
<br />
=== Paper/Parchment Crafting ===<br />
<br />
* Press pulpable plant into paper. Uses a valid plant, requires a mortar and pestle.<br />
* Dry skin into parchment. Uses a raw hide, and requires a sharp object.<br />
* Carve wooden scroll rollers. Uses a wooden branch, and requires a sharp object.<br />
* Assemble a scroll. Uses a sheet and a scroll roller.<br />
* Craft a quire. Uses a sheet.<br />
<br />
=== Instrument Pieces ===<br />
<br />
* Carve wooden bagpipe pipes. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bagpipe pipes. Uses any of said materials, and requires a sharp object.<br />
* Sew leather bagpipe bag. Uses leather and thread, requires a needle.<br />
* Craft instrument strings. Uses string.<br />
* Carve wooden lyre body. Uses a wooden log, and requires a sharp object.<br />
* Carve bone/shell lyre body. Uses either material and requires a sharp object.<br />
* Carve wooden guitar body. Uses a wooden log, and requires a sharp object.<br />
* Carve skull guitar body. Uses a skull, and requires a sharp object.<br />
* Carve wooden guitar neck. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone guitar neck. Uses bone, and requires a sharp object.<br />
* Carve wooden harp body. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden drum body. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone drum body. Uses bone, and requires a sharp object.<br />
* Craft leather drum head. Uses leather.<br />
<br />
=== Instruments ===<br />
<br />
* Carve wooden simple flute. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone simple flute. Uses bone, and requires a sharp object.<br />
* Carve wooden instrument musical horn. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn musical horn. Uses any of said materials, and requires a sharp object.<br />
* Assemble bagpipes. Requires a bagpipe bag and instrument pipes.<br />
* Assemble lyre. Requires a lyre body and strings.<br />
* Assemble guitar. Requires a guitar body, a guitar neck, and strings.<br />
* Assemble harp. Requires a harp body and strings.<br />
* Assemble drum. Requires a drum body and drum head.<br />
* Carve wooden bell. Uses a wooden log, and requires a sharp object.<br />
<br />
== Appendix B, List of forging reactions (at carpenter's workshop): ==<br />
<br />
=== Metalworking (Basic Tools) ===<br />
<br />
* Craft makeshift forge. Uses 10 small rocks.<br />
* Repair metal item. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mortar and pestle. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cooking pot. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Ammunition) ===<br />
<br />
* Craft metal sling bullets. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal arrows. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal bolts. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal javelins. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal darts. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Weapons) ===<br />
<br />
* Craft metal dagger. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal spear. Uses metal, a stave, and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pike. Uses metal, a stave, and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal battle axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal great axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal short sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal long sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal two-handed sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mace. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal war hammer. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal maul. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal caestus. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal katar. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Shields/Armor) ===<br />
<br />
* Craft metal buckler. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal shield. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal helmet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cap. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal breastplate. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail shirt. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal greaves. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail leggings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal low boots. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal high boots. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Furniture) ===<br />
<br />
* Craft metal throne. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal table. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal chest. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabinet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal door. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal barrel. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bucket. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal sarcophagus. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal hatch cover. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal grate. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bin. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal stepladder. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bookcase. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal splint. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pedestal. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal animal trap. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Crafts) ===<br />
<br />
* Craft metal crutch. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal goblet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal minecart. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal figurine. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal ring. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal earring. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal scepter. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal amulet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bracelet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal crown. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabochan. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mask. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Decorate object with metal. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Instruments) ===<br />
<br />
* Craft metal bagpipe pipes. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal instrument strings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal lyre body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar neck. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal harp body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal drum body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal simple flute. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal musical horn. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bell. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
== Appendix C, List of more useful stones ==<br />
<br />
* Andesite<br />
* Basalt<br />
* Chert (in-between other sharp stones and obsidian)<br />
* Dacite<br />
* Diorite<br />
* Native aluminum (same as aluminum)<br />
* Native copper (same as copper)<br />
* Native gold (same as gold)<br />
* Native platinum (same as platinum)<br />
* Native silver (same as silver)<br />
* Obsidian (deliciously sharp and deadly)<br />
* Quartzite<br />
* Phyllite<br />
* Raw adamantine (same as adamantine)<br />
* Rhyolite<br />
* Shale<br />
* Slade (good luck obtaining that one!)<br />
* Slate<br />
<br />
== Appendix D, List of monsters with improved body materials ==<br />
<br />
=== Tier 1 ===<br />
<br />
* Alligator (and variants, alligator men are currently unusable)<br />
* Anaconda (and variants, anaconda men are currently unusable)<br />
* Armadillo (and variants, armadillo men are currently unusable)<br />
* Black bear (and variants, black bear men are currently unusable)<br />
* Blind cave bear<br />
* Blind cave ogre (currently unusable)<br />
* Cave crocodile<br />
* Cave dragon<br />
* Coelacanth<br />
* Elephant (and variants, elephant men are currently unusable)<br />
* Giant cave spider<br />
* Giant desert scorpion (re-added due to Toady removing them ;w;)<br />
* Giant Mantis (normal version is a non-butcherable vermin, mantis men are currently unusable)<br />
* Gigantic squid (normal version is a non-butcherable vermin, squid men are currently unusable)<br />
* Great white shark<br />
* Grizzly bear (and variants, grizzly bear men are currently unusable)<br />
* Hippo (and variants, hippo men are currently unusable)<br />
* Ogre<br />
* Orca (and variants, orca men are currently unusable)<br />
* Polar bear (and variants, polar bear men are currently unusable)<br />
* Rhinoceros (and variants, rhinoceros men are currently unusable)<br />
* Saltwater crocodile (and variants, saltwater crocodile men are currently unusable)<br />
* Sea monster<br />
* Sea serpent<br />
* Troll<br />
* Voracious cave crawler<br />
* Walrus (and variants, walrus men are currently unusable)<br />
* Wild boar (and variants, wild boar men are currently unusable)<br />
* Cyclops<br />
* Ettin<br />
* Giant<br />
* Minotaur<br />
* Gargoyle<br />
* Mi-go<br />
* Dire bear<br />
* Feral ogre<br />
* Lesser dragon<br />
<br />
=== Tier 2 ===<br />
<br />
* Dragon<br />
* Hydra<br />
* Roc<br />
* Eternal thing<br />
* Manticore<br />
* Treant (wood)<br />
<br />
== Appendix E, List of monsters that yield venom sacs ==<br />
<br />
* Giant adder (normal version is too small to butcher, adder men are currently unusable)<br />
* Giant bark scorpion (normal version is a non-butcherable vermin, bark scorpion men are currently unusable)<br />
* Black mamba (and variants, black mamba men are currently unusable)<br />
* Giant brown recluse spider (normal version is a non-butcherable vermin, recluse spider men are currently unusable)<br />
* Bushmaster (and variants, bushmaster men are currently unusable)<br />
* Giant copperhead snake (normal version is too small to butcher, copperhead snake men are currently unusable)<br />
* Giant desert scorpion<br />
* Giant cave spider<br />
* Gila monsters (and variants, gila monster men are currently unusable)<br />
* Helmet snake<br />
* King cobra (and variants, king cobra men are currently unusable)<br />
* Platypus (and variants, platypus men are currently unusable)<br />
* Rattlesnake (and variants, rattlesnake men are currently unusable)<br />
* Serpent man (currently unusable)<br />
* Manticore<br />
<br />
== Appendix F, List of plant and misc craftable extracts ==<br />
<br />
=== Extract-bearing plants ===<br />
<br />
* Dwarven syrup. Delicious but does nothing.<br />
* Gnomeblight. Still only deadly to gnomes.<br />
* Golden salve. Stops bleeding and other ailments, potent non-nerve healing.<br />
* Marshmend, from muck root. Stops bleeding and eases pain.<br />
* Whiplash, from whip vine. Boost agility and speed some, side effects of dizziness and nausea.<br />
* Barbed haze, from sliver barb. Assorted stat boost, penalties, and other Fun.<br />
<br />
=== Megabeast and Semi-megabeast hearts ===<br />
<br />
* Aetherbreath, from mi-gos. Grants immunity to suffocation.<br />
* Draconic fury, from dragons. Boosts willpower, inspires martial trances.<br />
* Giant's might, from giants. Boosts strength.<br />
* Insight, from ettins. Boosts assorted mental stats.<br />
* Relentlessness, from minotaurs. Grants immunity to stunning, exertion, and pain.<br />
* Renewal, from hydras. Powerful, but brief, regeneration with regrowth of limbs.<br />
* Stoneskin, from gargoyles. Hardens you against attacks.<br />
* Swiftness, from rocs. Boost agility, increases speed somewhat.<br />
* True seeing, from cyclops. Grants extravision and creature-sensing.<br />
* Trickery, from manticores. Sharply boosts various social stats.<br />
<br />
=== Other ===<br />
<br />
* Failed extract. If a generated titan/demon/etc doesn't have a valid poison (or has poison blood instead), this will be the result. Does nothing.<br />
* Shoggoth slime, readily obtained from shoggoths (obviously). Causes localized pain, blistering, bleeding, and necrosis. Drinking it is exactly as stupid an idea as you'd expect it to be.<br />
* Cursed dragonblood, from sanguine dragons. Dangerous to drink, but has some minor situational benefits.<br />
<br />
== Appendix G, List of plants made harvestable in the mod ==<br />
<br />
* Alfalfa, available most of summer into early winter. Edible raw.<br />
* Arrow bamboo, available all year. Source of branches.<br />
* Asparagus, available only early in spring. Edible raw.<br />
* Barley, available all summer and autumn. Source of flour and alcohol.<br />
* Beet, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Bloated tuber, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Blood amaranth, available most of summer into early winter. Edible, source of flour/alcohol.<br />
* Buckwheat, available most of summer into early winter. Source of flour and alcohol.<br />
* Cabbage, available midspring into midsummer. Edible raw.<br />
* Carrot, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cassava, available midspring into midsummer. Source of alcohol.<br />
* Cattail, available later spring into early summer. Source of flour, thread, and paper.<br />
* Cave wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Celery, available midspring into midsummer. Edible raw.<br />
* Chicory, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cloudberry, available in winter. Edible raw, source of alcohol.<br />
* Cotton, available most of summer into early winter. Source of thread and paper.<br />
* Finger millet, available all summer and autumn. Source of flour and alcohol.<br />
* Fisher berry, available most of summer. Edible raw, source of alcohol.<br />
* Flax, available most of summer into early winter. Source of thread, paper, and flour.<br />
* Fonio, available all summer and autumn. Source of flour and alcohol.<br />
* Foxtail millet, available all summer and autumn. Source of flour and alcohol.<br />
* Garden cress, available midspring into midsummer. Edible raw.<br />
* Golden bamboo, available all year. Source of branches.<br />
* Hard wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Hedge bamboo, available all year. Source of branches.<br />
* Hemp, available all summer and autumn. Source of thread, paper, and flour.<br />
* Jute, available most of summer into early winter. Source of thread and paper.<br />
* Kaniwa, available most of summer into early winter. Source of flour and alcohol.<br />
* Kenaf, available most of summer into early winter. Source of thread and paper.<br />
* Kobold bulb, available midautumn and all winter. Source of extract.<br />
* Leek, available midspring into midsummer. Edible raw.<br />
* Lettuce, available midspring into midsummer. Edible raw.<br />
* Long yam, available midspring into midsummer. Edible raw.<br />
* Longland grass, available all summer and autumn. Source of flour and alcohol.<br />
* Maize, available most of summer into early winter. Source of flour and alcohol.<br />
* Muck root, available midspring into midsummer. Edible raw, source of extract and alcohol.<br />
* Oat, available all summer and autumn. Source of flour and alcohol.<br />
* Papyrus sedge, available most of summer into early winter. Source of paper.<br />
* Parsnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Pearl millet, available all summer and autumn. Source of flour and alcohol.<br />
* Pendant amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Pig tail, available most of summer-early winter. Source of thread, paper, flour, and alcohol.<br />
* Prickle berry, available most of summer. Edible raw, source of alcohol.<br />
* Plump helmet, available all year. Edible raw, source of alcohol.<br />
* Potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Purple amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Quinoa, available most of summer into early winter. Source of flour and alcohol.<br />
* Radish, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Ramie, available most of summer into early winter. Source of thread and paper.<br />
* Rat weed, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Rhubarb, available midspring into midsummer. Edible raw.<br />
* Rice, available most of summer into early winter. Source of flour and alcohol.<br />
* Rope reed, available most of summer-early winter. Source of thread, paper, and alcohol.<br />
* Rye, available all summer and autumn. Source of flour and alcohol.<br />
* Single-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sliver barb, available all winter. Source of extract and alcohol.<br />
* Soft wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sorghum, available most of summer into early winter. Source of flour and alcohol.<br />
* Spelt, available all summer and autumn. Source of flour and alcohol.<br />
* Sun berry, available most of summer. Edible raw, source of alcohol.<br />
* Sweet pod, available midspring into midsummer. Source of exract and alcohol.<br />
* Sweet potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Teff, available all summer and autumn. Source of flour and alcohol.<br />
* Turnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Two-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Whip vine, available midspring into midsummer. Source of flour, extract, and alcohol.<br />
* White millet, available all summer and autumn. Source of flour and alcohol.<br />
* Valley herb, available most of spring. Source of extract.<br />
<br />
== Appendix H, List of obtainable magic: ==<br />
<br />
* Animal magic, opposed to nature magic. Transforms the user into a random giant animal when used. Associated with animals, chaos, and hunting. Can be obtained from minotaurs.<br />
* Blight magic, opposed to healing magic. Inflicts a debilitating, sickening plague on a target creature when used. Fellow blight mages, healing mages, and those currently immunized by healing magic cannot be targeted with it. Can cause victims to go berserk and spread the sickness if they survive long enough. Associated with blight, disease, and misery. Can be obtained from shoggoths.<br />
* Clairvoyance magic, opposed to infernal magic. Grants extravision and creature-sensing to a targeted creature when used, along with boosting agility and sensory-type mental attributes. Associated with inspiration, light, and wisdom. Can be obtained from eternal things and cyclopes.<br />
* Fire magic, opposed to wind. Flings a fireball at a target creature when used, fellow fire mages cannot be targeted with it. Associated with fire, the sun, and volcanoes. Can be obtained from dragons.<br />
* Healing magic, opposed to blight magic. Mends bleeding and tissue damage on a target creature when used. Also temporarily immunizes the target against blight magic. Associated with healing, mercy, and rebirth. Can be obtained from hydras.<br />
* Infernal magic, opposed to clairvoyance magic. Summons a random demonic creature when used, which will always be one of the raw-defined demons instead of a generated one, which will attack any living thing except the caster. Inflicts stigmata and personality changes on the user, repeated use will build up side effects until blood loss becomes lethal, and each use has a chance of rendering the caster permanently mute. Associated with darkness, nightmares, and revenge. Can be obtained from mi-gos.<br />
* Nature magic, opposed to animal magic. Summons a random natural predatory animal when used. Associated with nature, plants, and trees. Can be obtained from treants and manticores.<br />
* Protective magic, opposed to war magic. Grants high damage resistance to a target creature when used. Associated with courage, discipline, and longevity. Can be obtained from gargoyles and bronze colossi.<br />
* War magic, opposed to protective magic. Inflicts a berserk rage on the caster when used, with appropriate status buffs. Associated with strength, victory, and war. Can be obtained from giants and ettins.<br />
* Wind magic, opposed to fire magic. Sends multiple target creatures flying away with high force when used, requires targets to be fairly close. Associated with storms, thunder, and wind. Can be obtained from rocs.</div>Valoshttp://dwarffortresswiki.org/index.php?title=User:Valos/Adventurecraft&diff=250537User:Valos/Adventurecraft2020-02-15T18:39:48Z<p>Valos: </p>
<hr />
<div>{{mod}}<br />
{{Modification<br />
| name = Adventurecraft<br />
| version = 47.02 1.3<br />
| df version = 0.47.02<br />
| last update = 2/15/2020<br />
| download = http://www.bay12forums.com/smf/index.php?topic=153036.0<br />
}}<br />
<br />
Adventurecraft, yet another Wanderer's Friend derivative, is an adventure-mode-focused mod that adds reactions, in addition to material changes and creature changes, much of it geared toward fleshing out the options provided to adventurers. Various features have been added to it over time, not all geared toward crafting.<br />
<br />
Existed in unreleased form since the DF2012 days, with the first release being not long before .42.01 was released. Features and changes listed are thus specific to the most recent version, assuming this page remains up-to-date (don't count on it), derived from the forum post.<br />
<br />
== Features ==<br />
<br />
=== Fun Material Tweaks ===<br />
<br />
* Different tiers of materials. Look for a + or ++ in the material name. 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.<br />
* Several stones have been buffed to not be vastly inferior to bone. Look for the material tier designation. Chert is second only to obsidian in sharpness.<br />
* 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.<br />
* 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 (or be spoiled in the appendices). Not all of the beasts added to the mod have usable hearts. Or, you can use the relevant megabeast heart (or equivalent for things that lack hearts) to unlock secrets of The Beyond...<br />
* 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.<br />
<br />
=== Creature Tweaks ===<br />
<br />
* Joint definitions have been 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.<br />
* Neck-snapping. While mundane damage to the upper spine doesn't always have any effect, putting a joint lock on it definitely will, unless the creature is stupidly huge.<br />
* 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.<br />
* Joint edits have been applied to generated creatures. Normal joints tend to be more common than breakable necks.<br />
* Thread can be made from catgut. No, not just literal cat gut catgut. This proved simpler than adding harvestable sinews.<br />
* Because DF2015 broke cannibal adventurers, intelligent semi-megabeasts/megabeasts are currently non-sentient. To make up for this, they gain natural skills.<br />
<br />
=== New Creatures ===<br />
<br />
* At the suggestion of Jackie, messed around with making centaurs, and moreover made their body less of a "humanoid with 4 legs" thing used in vanilla. They show up in good biomes and can join civs. An evil critter, based on the kamaitachi, has also been added as another source of civ fodder for evil regions.<br />
* A couple added mythical creatures were added to make up for making centaurs real. Also added descriptions and spheres, to make their use in art more interesting.<br />
* 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.<br />
* 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. Its wood will make for effective blunt weapons, but poor edged weapons. Think twice before you try lighting one on fire!<br />
* Two H.P. Lovecraft references via the mi-go and shoggoth. Mi-gos have a delightfully alien body structure, while shoggoths are acidic blobs. Hint: pulp all the things.<br />
* Eternal things. Basically chitinous worms that can grow rather large given time, faster than dragons but not quite as huge.<br />
* Manticores. Overgrown lions with bat wings and scorpion tails. All the Fun of both potion-yield megabeasts and venomous critters.<br />
* Four lesser beasts that can form lairs, as a step down from semi-megabeasts. These act like night creature hunters, making lairs in various places. Dire wolves, dire bears, feral ogres, and sanguine dragons are all based off of some existing creature in some way, with qualities to make them different challenges in combat.<br />
* Some raw-defined recreations of the classic pre-DF2010 demons. These are used as fallback for some things that may require demons to exist, and tend to be used instead of said generated demons where necessary. Fiery abominations are recreations of spirits of fire, tweaked to float on a djinn-like cloud of cinders and made tougher than flame-bodied critters normally are (so punching one to death is a much tougher feat). Froglike abominations are a recreation of frog demons, given a more grotesque gorilla-like body and a nasty plague inflicted via bites and tongue-lashing. Tendriled abominations are the tentacle demons, reworked into a scaly form with its tentacles instead of arms, lashing out with acidic secretions that can also provoke a neurotoxic effect.<br />
<br />
=== Plant Tweaks ===<br />
<br />
* 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, and extract-bearing plants.<br />
* 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.<br />
* Brewable plants can be made into delicious booze. If it isn't brewable by picking the plant itself (assuming it's in season), try brewing fruit instead.<br />
* Bread is now a thing. The relevant plants can be ground into flour and used as such.<br />
* Bamboo, cattails, and cloudberries have been given useful growths. This works in adventure mode, but due to the plants being grass they can't be picked in fort mode.<br />
<br />
=== Civilization Tweaks ===<br />
<br />
* All of the main races are playable in Adventurer Mode, whether as civ members or as outsiders.<br />
* 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.<br />
* Humans and goblins have been given slings and sewing needles, for the hell of it.<br />
* 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 has 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.<br />
* Goblins need food and water, so remember that.<br />
* Outsiders can start off with wooden weaponry, to encourage actually upgrading your gear.<br />
* Underground animal people have been given a surface-dwelling equivalent, allowing for occasional instances of them being playable as entity members, instead of outsiders. They spread out as tribes in small villages, potentially allying with or coming to blows with the major civilizations.<br />
<br />
=== New uses for existing items (and changes) ===<br />
<br />
* Mortars and pestles are used for plant processing and alchemy. A pair can be crafted from stone.<br />
* A few reactions use blunt small rocks for hammering instead of just knapping.<br />
* If you get a hold of full logs, a battle axe can be used to split it into usable branches.<br />
* Stone axes have been changed to allow metal versions to show up in human and goblin sites.<br />
* Helves have been given the same weapon uses as staves in older versions of this mod, and renamed to staves to reflect this.<br />
<br />
=== New Items ===<br />
<br />
* Needles, required for sewing. In addition to wood you can carve them from bone, tooth, nail, hoof, or horn.<br />
* Clubs, as a crude mace-equivalent as suggested by Kallin.<br />
* Caesti and katars, unarmed weapons suggested and worked on by Jackie.<br />
* Simple lockbows, originally implemented in Kobold Kamp as suggested by Flint.<br />
* Spear-throwers and javelins, made with help from ZM5. Closer to actual hand-thrown javelins than the more realistic atlatl, but still allows use of a spear-thrower for gameplay reasons.<br />
* 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.<br />
* Gambesons, made from cloth. Obviously fragile unless using megabeast haircloth or silk.<br />
* Cooking pots, for making certain items, most notably for brewing.<br />
* Animal glue, which the recent combat changes have made useful.<br />
* Eight raw-defined instruments that can be crafted, supplementing the generated instruments that can't be crafted in adventure mode.<br />
<br />
=== Dismantling Items ===<br />
<br />
* Boulders and logs can be split into small rocks and pieces of wood, respectively.<br />
* Crude cloth can be unraveled if needed.<br />
* Cloth items can be cut apart for cloth, leather items can be cut apart, and metal items can be broken down for metal. Note that nothing's stopping you from being a lunatic and trying to dismantle the end result into itself, which will eventually waste it.<br />
<br />
== Bugs and Issues ==<br />
<br />
* No gauntlets due to the gauntlet bug. The workaround I originally devised tends to break more things than it fixes.<br />
* Just like whips, civs will generate metal slings because derp. Outsiders will also have access to metal staves, clubs, and caesti, all of which were balanced around the assumption that they'd only ever be made out of much lighter materials.<br />
* 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.<br />
* The amount of usable leather, bone, etc can be increased by lopping off limbs. For bone, there are reaction bugs and balance issues behind why Adventurecraft has set crafting to consume full stacks, instead of vanilla's use of single units for a stack.<br />
* 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.<br />
* Goblin and kobold adventurers will find their home to be an immense pain in the ass to leave, as dark forts and caves block fast travel even if the inhabitants are friendly.<br />
* Nothing's stopping you from being a lunatic and trying to dismantle cloth, tanned hides, or metal bars. This will eventually waste it due to the odds not being 100%. <br />
* Thread, cloth, bars, and sheets obtained from towns instead of player-made are a nigh-endless source of crafting material, due to reactions set to only produce and use product dimensions of 1.<br />
* The addition of faked wood for outsider weapons adds an unusable material to the forge in fortress mode.<br />
<br />
== Appendix A, Full list of new reactions ==<br />
<br />
=== Basic Reactions ===<br />
<br />
* Tan a raw hide, raw scales, or raw chitin. Produces tanned leather/scale/chitin.<br />
* Dry and spin gut into catgut thread.<br />
* Spin hair or wool into thread.<br />
* Process thread-bearing plant into thread.<br />
* Weave cloth. Uses hair/wool, plant-based, or silk thread.<br />
* Make glue. Uses raw hide, raw scales, bone, skull, horn, or hoof. Requires a cooking item.<br />
* Repair cloth item. Uses cloth and thread, requires a needle.<br />
* Repair leather/scale/chitin item. Uses any of said materials plus thread, requires a needle.<br />
* Repair wood/bone/stone item. Uses animal glue, requires a sharp object.<br />
<br />
=== Tools ===<br />
<br />
* Carve wooden sewing needle. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn needle. Uses any of said materials, requires a sharp object.<br />
* Carve wooden stave. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone stave. Uses bones, and requires a sharp object.<br />
* Carve bone/shell axe. Uses either material plus a stave, requires a sharp object.<br />
* Craft stone axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mortar and pestle. Uses 2 blunt small rocks, and requires a third.<br />
* Craft stone cooking pot. Uses any small rock, and requires a blunt small rock.<br />
<br />
=== Ammunition ===<br />
<br />
* Craft sling stones. Uses a blunt small rock, and requires a second.<br />
* Carve wooden arrows. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn arrows. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone arrows. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden bolts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bolts. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone bolts. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden javelins. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn javelins. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone javelins. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden darts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn darts. Uses any of said materials, requires a sharp object.<br />
<br />
=== Weapons (Wood/Cloth/Leather) ===<br />
<br />
* Carve wooden dagger. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden pike. Uses two wooden branches, and requires a sharp object.<br />
* Carve wooden club. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale whip. Uses leather/scale, and requires a sharp object.<br />
* Craft leather/scale/chitin caestus. Uses any of said materials, and requires a sharp object.<br />
* Craft wooden bow. Uses a stave and thread, requires a sharp object.<br />
* Craft simple wooden lockbow. Uses two branches and thread, requires a sharp object.<br />
* Carve wooden blowgun. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear-thrower. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale sling. Uses leather, and requires a sharp object.<br />
* Craft cloth sling. Uses cloth, and requires a sharp object.<br />
<br />
=== Weapons (Bone) ===<br />
<br />
* Craft bone/shell/tooth/horn dagger. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn spear. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn pike. Uses any of said materials plus two staves, requires a sharp object.<br />
* Carve bone/shell battle axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell great axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn short sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn long sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn two-handed sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone club. Uses bones, and requires a sharp object.<br />
* Craft bone/tooth/nail/hoof/horn katar. Uses any of said materials, and requires a sharp object.<br />
* Craft bone bow. Uses bones and thread, requires a sharp object.<br />
* Craft simple bone lockbow. Uses bones, a stave, and thread, requires a sharp object.<br />
* Carve bone spear-thrower. Uses bones, and requires a sharp object.<br />
* Carve bone blowgun. Uses bones, and requires a sharp object.<br />
<br />
=== Weapons (Stone) ===<br />
<br />
* Knap stone dagger. Uses any small rock, and requires a blunt small rock.<br />
* Craft stone spear. Uses a sharp rock and a stave. No need to cut the stave to size.<br />
* Craft stone pike. Uses a sharp rock and two staves. No need to cut the staves to size.<br />
* Craft stone battle axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone great axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone short sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone long sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone two-handed sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mace. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone war hammer. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone maul. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
<br />
=== Armor (Bone) ===<br />
<br />
* Craft bone/shell buckler. Uses either material, and requires a sharp object.<br />
* Craft bone/shell shield. Uses either material, and requires a sharp object.<br />
* Craft bone/shell helm. Uses either material, and requires a sharp object.<br />
* Craft skull helm. Uses a skull, and requires a sharp object.<br />
* Craft bone/shell armor. Uses either material and requires a sharp object.<br />
* Craft bone/shell leggings. Uses either material, and requires a sharp object.<br />
* Craft bone greaves. Uses bones, and requires a sharp object.<br />
<br />
=== Shields/Armor (Leather/Scale/Chitin) ===<br />
<br />
* Craft leather/scale/chitin buckler. Uses any of said materials, and requires a sharp object.<br />
* Craft leather/scale/chitin shield. Uses any of said materials, and requires a sharp object.<br />
* Sew leather/scale/chitin cap. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin helm. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin armor. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin leggings. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin low boots. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin high boots. Uses any of said materials plus thread, requires a needle.<br />
<br />
=== Clothing (Leather) ===<br />
<br />
* Sew leather/scale backpack. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale waterskin. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale quiver. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale hood. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale mask. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale cloak. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale tunic. Uses leather/scale and thread, requires a needle.<br />
* Make leather/scale loincloth. Uses leather/scale.<br />
* Sew leather/scale trousers. Uses leather/scale and thread, requires a needle.<br />
* Craft leather/scale footwraps. Uses leather, and requires a sharp object.<br />
* Sew leather/scale sandals. Uses leather/scale and thread, requires a needle.<br />
* Decorate object with leather/scale. Uses leather/scale and thread, requires a needle.<br />
<br />
=== Clothing (Cloth) ===<br />
<br />
* Sew cloth backpack. Uses cloth and thread, requires a needle.<br />
* Sew cloth quiver. Uses cloth and thread, requires a needle.<br />
* Sew cloth cap. Uses cloth and thread, requires a needle.<br />
* Sew cloth hood. Uses cloth and thread, requires a needle.<br />
* Sew cloth mask. Uses cloth and thread, requires a needle.<br />
* Sew cloth gambeson. Uses cloth and thread, requires a needle.<br />
* Sew cloth cloak. Uses cloth and thread, requires a needle.<br />
* Sew cloth tunic. Uses cloth and thread, requires a needle.<br />
* Make cloth loincloth. Uses cloth.<br />
* Sew cloth trousers. Uses cloth and thread, requires a needle.<br />
* Craft cloth footwraps. Uses cloth, and requires a sharp object.<br />
* Sew cloth socks. Uses cloth and thread, requires a needle.<br />
* Sew cloth sandals. Uses cloth and thread, requires a needle.<br />
* Decorate object with cloth. Uses cloth and thread, requires a needle.<br />
<br />
=== Shields/Crafts (Wood) ===<br />
<br />
* Carve wooden buckler. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden shield. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden crutch. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cup. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden minecart. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden figurine. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden ring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden earring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden scepter. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden amulet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden bracelet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden crown. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cabochan. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden mask. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden sandals. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden dice. Uses a wooden branch, and requires a sharp object.<br />
* Decorate object with wood. Uses a wooden branch, and requires a sharp object.<br />
<br />
=== Crafts (Bone/Shell/Tooth/Horn) ===<br />
<br />
* Carve bone crutch. Uses bones, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn goblet. Uses any of said materials, and requires a sharp object.<br />
* Carve skull goblet. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn figurine. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn ring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn earring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn scepter. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn amulet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn bracelet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn crown. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn cabochan. Uses any of said materials, and requires a sharp object.<br />
* Craft skull totem. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell mask. Uses either of said materials, and requires a sharp object.<br />
* Craft skull mask. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn dice. Uses any of said materials, and requires a sharp object.<br />
* Decorate object with bone/shell/tooth/nail/hoof/horn. Uses said materials, requires a sharp object.<br />
<br />
=== Crafts (Stone) ===<br />
<br />
* Craft stone mug. Uses a blunt small rock, and requires a second.<br />
* Craft stone figurine. Uses a blunt small rock, and requires a second.<br />
* Craft stone ring. Uses a blunt small rock, and requires a second.<br />
* Craft stone earring. Uses a blunt small rock, and requires a second.<br />
* Craft stone scepter. Uses a blunt small rock, and requires a second.<br />
* Craft stone amulet. Uses a blunt small rock, and requires a second.<br />
* Craft stone bracelet. Uses a blunt small rock, and requires a second.<br />
* Craft stone crown. Uses a blunt small rock, and requires a second.<br />
* Craft stone cabochon. Uses a blunt small rock, and requires a second.<br />
* Decorate object with stone. Uses a blunt small rock, and requires a second.<br />
<br />
=== Item Dismantling ===<br />
<br />
* Split wooden log into branches. Also requires a sharp object. Ignore the absurdity.<br />
* Split large stone into small rocks. Also requires a blunt small rock.<br />
* Unravel cloth into thread.<br />
* Dismantle cloth item. Requires a sharp object.<br />
* Dismantle leather/scale/chitin item. Requires a sharp object.<br />
* Dismantle stone item. Requires a blunt small rock.<br />
* Dismantle metal item. Requires a blunt small rock.<br />
<br />
=== Cooking and Alchemy ===<br />
<br />
* Mill plant into flour. Uses valid plant, requires a mortar and pestle.<br />
* Bake bread. Uses flour, requires a cooking pot.<br />
* Brew alcohol from plant. Uses valid plant, requires a cooking pot and an empty waterskin.<br />
* Brew alcohol from fruit. Uses valid plant growth, requires a cooking pot and an empty waterskin.<br />
* Extract from plant. Uses extractable plant, requires a mortar and pestle plus an empty waterskin.<br />
* Refine venom into toxin. Uses a venom sac, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from (semi)megabeast heart, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from generated creature heart, requires a mortar and pestle plus an empty waterskin.<br />
* Create magical essence from (semi)megabeast heart, shoggoth core, treant wood, or mountain bronze, Also uses a scroll, requires a mortar and pestle plus an empty waterskin.<br />
<br />
=== Paper/Parchment Crafting ===<br />
<br />
* Press pulpable plant into paper. Uses a valid plant, requires a mortar and pestle.<br />
* Dry skin into parchment. Uses a raw hide, and requires a sharp object.<br />
* Carve wooden scroll rollers. Uses a wooden branch, and requires a sharp object.<br />
* Assemble a scroll. Uses a sheet and a scroll roller.<br />
* Craft a quire. Uses a sheet.<br />
<br />
=== Instrument Pieces ===<br />
<br />
* Carve wooden bagpipe pipes. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bagpipe pipes. Uses any of said materials, and requires a sharp object.<br />
* Sew leather bagpipe bag. Uses leather and thread, requires a needle.<br />
* Craft instrument strings. Uses string.<br />
* Carve wooden lyre body. Uses a wooden log, and requires a sharp object.<br />
* Carve bone/shell lyre body. Uses either material and requires a sharp object.<br />
* Carve wooden guitar body. Uses a wooden log, and requires a sharp object.<br />
* Carve skull guitar body. Uses a skull, and requires a sharp object.<br />
* Carve wooden guitar neck. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone guitar neck. Uses bone, and requires a sharp object.<br />
* Carve wooden harp body. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden drum body. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone drum body. Uses bone, and requires a sharp object.<br />
* Craft leather drum head. Uses leather.<br />
<br />
=== Instruments ===<br />
<br />
* Carve wooden simple flute. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone simple flute. Uses bone, and requires a sharp object.<br />
* Carve wooden instrument musical horn. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn musical horn. Uses any of said materials, and requires a sharp object.<br />
* Assemble bagpipes. Requires a bagpipe bag and instrument pipes.<br />
* Assemble lyre. Requires a lyre body and strings.<br />
* Assemble guitar. Requires a guitar body, a guitar neck, and strings.<br />
* Assemble harp. Requires a harp body and strings.<br />
* Assemble drum. Requires a drum body and drum head.<br />
* Carve wooden bell. Uses a wooden log, and requires a sharp object.<br />
<br />
== Appendix B, List of forging reactions (at carpenter's workshop): ==<br />
<br />
=== Metalworking (Basic Tools) ===<br />
<br />
* Craft makeshift forge. Uses 10 small rocks.<br />
* Repair metal item. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mortar and pestle. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cooking pot. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Ammunition) ===<br />
<br />
* Craft metal sling bullets. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal arrows. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal bolts. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal javelins. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal darts. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Weapons) ===<br />
<br />
* Craft metal dagger. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal spear. Uses metal, a stave, and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pike. Uses metal, a stave, and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal battle axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal great axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal short sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal long sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal two-handed sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mace. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal war hammer. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal maul. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal caestus. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal katar. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Shields/Armor) ===<br />
<br />
* Craft metal buckler. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal shield. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal helmet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cap. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal breastplate. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail shirt. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal greaves. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail leggings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal low boots. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal high boots. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Furniture) ===<br />
<br />
* Craft metal throne. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal table. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal chest. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabinet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal door. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal barrel. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bucket. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal sarcophagus. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal hatch cover. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal grate. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bin. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal stepladder. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bookcase. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal splint. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pedestal. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal animal trap. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Crafts) ===<br />
<br />
* Craft metal crutch. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal goblet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal minecart. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal figurine. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal ring. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal earring. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal scepter. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal amulet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bracelet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal crown. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabochan. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mask. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Decorate object with metal. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Instruments) ===<br />
<br />
* Craft metal bagpipe pipes. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal instrument strings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal lyre body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar neck. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal harp body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal drum body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal simple flute. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal musical horn. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bell. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
== Appendix C, List of more useful stones ==<br />
<br />
* Andesite<br />
* Basalt<br />
* Chert (in-between other sharp stones and obsidian)<br />
* Dacite<br />
* Diorite<br />
* Native aluminum (same as aluminum)<br />
* Native copper (same as copper)<br />
* Native gold (same as gold)<br />
* Native platinum (same as platinum)<br />
* Native silver (same as silver)<br />
* Obsidian (deliciously sharp and deadly)<br />
* Quartzite<br />
* Phyllite<br />
* Raw adamantine (same as adamantine)<br />
* Rhyolite<br />
* Shale<br />
* Slade (good luck obtaining that one!)<br />
* Slate<br />
<br />
== Appendix D, List of monsters with improved body materials ==<br />
<br />
=== Tier 1 ===<br />
<br />
* Alligator (and variants, alligator men are currently unusable)<br />
* Anaconda (and variants, anaconda men are currently unusable)<br />
* Armadillo (and variants, armadillo men are currently unusable)<br />
* Black bear (and variants, black bear men are currently unusable)<br />
* Blind cave bear<br />
* Blind cave ogre (currently unusable)<br />
* Cave crocodile<br />
* Cave dragon<br />
* Coelacanth<br />
* Elephant (and variants, elephant men are currently unusable)<br />
* Giant cave spider<br />
* Giant desert scorpion (re-added due to Toady removing them ;w;)<br />
* Giant Mantis (normal version is a non-butcherable vermin, mantis men are currently unusable)<br />
* Gigantic squid (normal version is a non-butcherable vermin, squid men are currently unusable)<br />
* Great white shark<br />
* Grizzly bear (and variants, grizzly bear men are currently unusable)<br />
* Hippo (and variants, hippo men are currently unusable)<br />
* Ogre<br />
* Orca (and variants, orca men are currently unusable)<br />
* Polar bear (and variants, polar bear men are currently unusable)<br />
* Rhinoceros (and variants, rhinoceros men are currently unusable)<br />
* Saltwater crocodile (and variants, saltwater crocodile men are currently unusable)<br />
* Sea monster<br />
* Sea serpent<br />
* Troll<br />
* Voracious cave crawler<br />
* Walrus (and variants, walrus men are currently unusable)<br />
* Wild boar (and variants, wild boar men are currently unusable)<br />
* Cyclops<br />
* Ettin<br />
* Giant<br />
* Minotaur<br />
* Gargoyle<br />
* Mi-go<br />
* Dire bear<br />
* Feral ogre<br />
* Lesser dragon<br />
<br />
=== Tier 2 ===<br />
<br />
* Dragon<br />
* Hydra<br />
* Roc<br />
* Eternal thing<br />
* Manticore<br />
* Treant (wood)<br />
<br />
== Appendix E, List of monsters that yield venom sacs ==<br />
<br />
* Giant adder (normal version is too small to butcher, adder men are currently unusable)<br />
* Giant bark scorpion (normal version is a non-butcherable vermin, bark scorpion men are currently unusable)<br />
* Black mamba (and variants, black mamba men are currently unusable)<br />
* Giant brown recluse spider (normal version is a non-butcherable vermin, recluse spider men are currently unusable)<br />
* Bushmaster (and variants, bushmaster men are currently unusable)<br />
* Giant copperhead snake (normal version is too small to butcher, copperhead snake men are currently unusable)<br />
* Giant desert scorpion<br />
* Giant cave spider<br />
* Gila monsters (and variants, gila monster men are currently unusable)<br />
* Helmet snake<br />
* King cobra (and variants, king cobra men are currently unusable)<br />
* Platypus (and variants, platypus men are currently unusable)<br />
* Rattlesnake (and variants, rattlesnake men are currently unusable)<br />
* Serpent man (currently unusable)<br />
* Manticore<br />
<br />
== Appendix F, List of plant and misc craftable extracts ==<br />
<br />
=== Extract-bearing plants ===<br />
<br />
* Dwarven syrup. Delicious but does nothing.<br />
* Gnomeblight. Still only deadly to gnomes.<br />
* Golden salve. Stops bleeding and other ailments, potent non-nerve healing.<br />
* Marshmend, from muck root. Stops bleeding and eases pain.<br />
* Whiplash, from whip vine. Boost agility and speed some, side effects of dizziness and nausea.<br />
* Barbed haze, from sliver barb. Assorted stat boost, penalties, and other Fun.<br />
<br />
=== Megabeast and Semi-megabeast hearts ===<br />
<br />
* Aetherbreath, from mi-gos. Grants immunity to suffocation.<br />
* Draconic fury, from dragons. Boosts willpower, inspires martial trances.<br />
* Giant's might, from giants. Boosts strength.<br />
* Insight, from ettins. Boosts assorted mental stats.<br />
* Relentlessness, from minotaurs. Grants immunity to stunning, exertion, and pain.<br />
* Renewal, from hydras. Powerful, but brief, regeneration with regrowth of limbs.<br />
* Stoneskin, from gargoyles. Hardens you against attacks.<br />
* Swiftness, from rocs. Boost agility, increases speed somewhat.<br />
* True seeing, from cyclops. Grants extravision and creature-sensing.<br />
* Trickery, from manticores. Sharply boosts various social stats.<br />
<br />
=== Other ===<br />
<br />
* Failed extract. If a generated titan/demon/etc doesn't have a valid poison (or has poison blood instead), this will be the result. Does nothing.<br />
* Shoggoth slime, readily obtained from shoggoths (obviously). Causes localized pain, blistering, bleeding, and necrosis. Drinking it is exactly as stupid an idea as you'd expect it to be.<br />
* Cursed dragonblood, from sanguine dragons. Dangerous to drink, but has some minor situational benefits.<br />
<br />
== Appendix G, List of plants made harvestable in the mod ==<br />
<br />
* Alfalfa, available most of summer into early winter. Edible raw.<br />
* Arrow bamboo, available all year. Source of branches.<br />
* Asparagus, available only early in spring. Edible raw.<br />
* Barley, available all summer and autumn. Source of flour and alcohol.<br />
* Beet, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Bloated tuber, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Blood amaranth, available most of summer into early winter. Edible, source of flour/alcohol.<br />
* Buckwheat, available most of summer into early winter. Source of flour and alcohol.<br />
* Cabbage, available midspring into midsummer. Edible raw.<br />
* Carrot, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cassava, available midspring into midsummer. Source of alcohol.<br />
* Cattail, available later spring into early summer. Source of flour, thread, and paper.<br />
* Cave wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Celery, available midspring into midsummer. Edible raw.<br />
* Chicory, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cloudberry, available in winter. Edible raw, source of alcohol.<br />
* Cotton, available most of summer into early winter. Source of thread and paper.<br />
* Finger millet, available all summer and autumn. Source of flour and alcohol.<br />
* Fisher berry, available most of summer. Edible raw, source of alcohol.<br />
* Flax, available most of summer into early winter. Source of thread, paper, and flour.<br />
* Fonio, available all summer and autumn. Source of flour and alcohol.<br />
* Foxtail millet, available all summer and autumn. Source of flour and alcohol.<br />
* Garden cress, available midspring into midsummer. Edible raw.<br />
* Golden bamboo, available all year. Source of branches.<br />
* Hard wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Hedge bamboo, available all year. Source of branches.<br />
* Hemp, available all summer and autumn. Source of thread, paper, and flour.<br />
* Jute, available most of summer into early winter. Source of thread and paper.<br />
* Kaniwa, available most of summer into early winter. Source of flour and alcohol.<br />
* Kenaf, available most of summer into early winter. Source of thread and paper.<br />
* Kobold bulb, available midautumn and all winter. Source of extract.<br />
* Leek, available midspring into midsummer. Edible raw.<br />
* Lettuce, available midspring into midsummer. Edible raw.<br />
* Long yam, available midspring into midsummer. Edible raw.<br />
* Longland grass, available all summer and autumn. Source of flour and alcohol.<br />
* Maize, available most of summer into early winter. Source of flour and alcohol.<br />
* Muck root, available midspring into midsummer. Edible raw, source of extract and alcohol.<br />
* Oat, available all summer and autumn. Source of flour and alcohol.<br />
* Papyrus sedge, available most of summer into early winter. Source of paper.<br />
* Parsnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Pearl millet, available all summer and autumn. Source of flour and alcohol.<br />
* Pendant amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Pig tail, available most of summer-early winter. Source of thread, paper, flour, and alcohol.<br />
* Prickle berry, available most of summer. Edible raw, source of alcohol.<br />
* Plump helmet, available all year. Edible raw, source of alcohol.<br />
* Potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Purple amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Quinoa, available most of summer into early winter. Source of flour and alcohol.<br />
* Radish, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Ramie, available most of summer into early winter. Source of thread and paper.<br />
* Rat weed, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Rhubarb, available midspring into midsummer. Edible raw.<br />
* Rice, available most of summer into early winter. Source of flour and alcohol.<br />
* Rope reed, available most of summer-early winter. Source of thread, paper, and alcohol.<br />
* Rye, available all summer and autumn. Source of flour and alcohol.<br />
* Single-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sliver barb, available all winter. Source of extract and alcohol.<br />
* Soft wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sorghum, available most of summer into early winter. Source of flour and alcohol.<br />
* Spelt, available all summer and autumn. Source of flour and alcohol.<br />
* Sun berry, available most of summer. Edible raw, source of alcohol.<br />
* Sweet pod, available midspring into midsummer. Source of exract and alcohol.<br />
* Sweet potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Teff, available all summer and autumn. Source of flour and alcohol.<br />
* Turnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Two-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Whip vine, available midspring into midsummer. Source of flour, extract, and alcohol.<br />
* White millet, available all summer and autumn. Source of flour and alcohol.<br />
* Valley herb, available most of spring. Source of extract.<br />
<br />
== Appendix H, List of obtainable magic: ==<br />
<br />
* Animal magic, opposed to nature magic. Transforms the user into a random giant animal when used. Associated with animals, chaos, and hunting. Can be obtained from minotaurs.<br />
* Blight magic, opposed to healing magic. Inflicts a debilitating, sickening plague on a target creature when used. Fellow blight mages, healing mages, and those currently immunized by healing magic cannot be targeted with it. Can cause victims to go berserk and spread the sickness if they survive long enough. Associated with blight, disease, and misery. Can be obtained from shoggoths.<br />
* Clairvoyance magic, opposed to infernal magic. Grants extravision and creature-sensing to a targeted creature when used, along with boosting agility and sensory-type mental attributes. Associated with inspiration, light, and wisdom. Can be obtained from eternal things and cyclopes.<br />
* Fire magic, opposed to wind. Flings a fireball at a target creature when used, fellow fire mages cannot be targeted with it. Associated with fire, the sun, and volcanoes. Can be obtained from dragons.<br />
* Healing magic, opposed to blight magic. Mends bleeding and tissue damage on a target creature when used. Also temporarily immunizes the target against blight magic. Associated with healing, mercy, and rebirth. Can be obtained from hydras.<br />
* Infernal magic, opposed to clairvoyance magic. Summons a random demonic creature when used, which will always be one of the raw-defined demons instead of a generated one, which will attack any living thing except the caster. Inflicts stigmata and personality changes on the user, repeated use will build up side effects until blood loss becomes lethal, and each use has a chance of rendering the caster permanently mute. Associated with darkness, nightmares, and revenge. Can be obtained from mi-gos.<br />
* Nature magic, opposed to animal magic. Summons a random natural predatory animal when used. Associated with nature, plants, and trees. Can be obtained from treants and manticores.<br />
* Protective magic, opposed to war magic. Grants high damage resistance to a target creature when used. Associated with courage, discipline, and longevity. Can be obtained from gargoyles and bronze colossi.<br />
* War magic, opposed to protective magic. Inflicts a berserk rage on the caster when used, with appropriate status buffs. Associated with strength, victory, and war. Can be obtained from giants and ettins.<br />
* Wind magic, opposed to fire magic. Sends multiple target creatures flying away with high force when used, requires targets to be fairly close. Associated with storms, thunder, and wind. Can be obtained from rocs.</div>Valoshttp://dwarffortresswiki.org/index.php?title=User:Valos/Adventurecraft&diff=250510User:Valos/Adventurecraft2020-02-15T04:25:57Z<p>Valos: </p>
<hr />
<div>{{mod}}<br />
{{Modification<br />
| name = Adventurecraft<br />
| version = 47.02 1.2<br />
| df version = 0.47.02<br />
| last update = 2/14/2020<br />
| download = http://www.bay12forums.com/smf/index.php?topic=153036.0<br />
}}<br />
<br />
Adventurecraft, yet another Wanderer's Friend derivative, is an adventure-mode-focused mod that adds reactions, in addition to material changes and creature changes, much of it geared toward fleshing out the options provided to adventurers. Various features have been added to it over time, not all geared toward crafting.<br />
<br />
Existed in unreleased form since the DF2012 days, with the first release being not long before .42.01 was released. Features and changes listed are thus specific to the most recent version, assuming this page remains up-to-date (don't count on it), derived from the forum post.<br />
<br />
== Features ==<br />
<br />
=== Fun Material Tweaks ===<br />
<br />
* Different tiers of materials. Look for a + or ++ in the material name. 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.<br />
* Several stones have been buffed to not be vastly inferior to bone. Look for the material tier designation. Chert is second only to obsidian in sharpness.<br />
* 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.<br />
* 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 (or be spoiled in the appendices). Not all of the beasts added to the mod have usable hearts. Or, you can use the relevant megabeast heart (or equivalent for things that lack hearts) to unlock secrets of The Beyond...<br />
* 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.<br />
<br />
=== Creature Tweaks ===<br />
<br />
* Joint definitions have been 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.<br />
* Neck-snapping. While mundane damage to the upper spine doesn't always have any effect, putting a joint lock on it definitely will, unless the creature is stupidly huge.<br />
* 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.<br />
* Joint edits have been applied to generated creatures. Normal joints tend to be more common than breakable necks.<br />
* Thread can be made from catgut. No, not just literal cat gut catgut. This proved simpler than adding harvestable sinews.<br />
* Because DF2015 broke cannibal adventurers, intelligent semi-megabeasts/megabeasts are currently non-sentient. To make up for this, they gain natural skills.<br />
<br />
=== New Creatures ===<br />
<br />
* At the suggestion of Jackie, messed around with making centaurs, and moreover made their body less of a "humanoid with 4 legs" thing used in vanilla. They show up in good biomes and can join civs. An evil critter, based on the kamaitachi, has also been added as another source of civ fodder for evil regions.<br />
* A couple added mythical creatures were added to make up for making centaurs real. Also added descriptions and spheres, to make their use in art more interesting.<br />
* 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.<br />
* 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. Its wood will make for effective blunt weapons, but poor edged weapons. Think twice before you try lighting one on fire!<br />
* Two H.P. Lovecraft references via the mi-go and shoggoth. Mi-gos have a delightfully alien body structure, while shoggoths are acidic blobs. Hint: pulp all the things.<br />
* Eternal things. Basically chitinous worms that can grow rather large given time, faster than dragons but not quite as huge.<br />
* Manticores. Overgrown lions with bat wings and scorpion tails. All the Fun of both potion-yield megabeasts and venomous critters.<br />
* Four lesser beasts that can form lairs, as a step down from semi-megabeasts. These act like night creature hunters, making lairs in various places. Dire wolves, dire bears, feral ogres, and sanguine dragons are all based off of some existing creature in some way, with qualities to make them different challenges in combat.<br />
* Some raw-defined recreations of the classic pre-DF2010 demons. These are used as fallback for some things that may require demons to exist, and tend to be used instead of said generated demons where necessary. Fiery abominations are recreations of spirits of fire, tweaked to float on a djinn-like cloud of cinders and made tougher than flame-bodied critters normally are (so punching one to death is a much tougher feat). Froglike abominations are a recreation of frog demons, given a more grotesque gorilla-like body and a nasty plague inflicted via bites and tongue-lashing. Tendriled abominations are the tentacle demons, reworked into a scaly form with its tentacles instead of arms, lashing out with acidic secretions that can also provoke a neurotoxic effect.<br />
<br />
=== Plant Tweaks ===<br />
<br />
* 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, and extract-bearing plants.<br />
* 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.<br />
* Brewable plants can be made into delicious booze. If it isn't brewable by picking the plant itself (assuming it's in season), try brewing fruit instead.<br />
* Bread is now a thing. The relevant plants can be ground into flour and used as such.<br />
* Bamboo, cattails, and cloudberries have been given useful growths. This works in adventure mode, but due to the plants being grass they can't be picked in fort mode.<br />
<br />
=== Civilization Tweaks ===<br />
<br />
* All of the main races are playable in Adventurer Mode, whether as civ members or as outsiders.<br />
* 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.<br />
* Humans and goblins have been given slings and sewing needles, for the hell of it.<br />
* 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 has 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.<br />
* Goblins need food and water, so remember that.<br />
* Outsiders can start off with wooden weaponry, to encourage actually upgrading your gear.<br />
* Underground animal people have been given a surface-dwelling equivalent, allowing for occasional instances of them being playable as entity members, instead of outsiders. They spread out as tribes in small villages, potentially allying with or coming to blows with the major civilizations.<br />
<br />
=== New uses for existing items (and changes) ===<br />
<br />
* Mortars and pestles are used for plant processing and alchemy. A pair can be crafted from stone.<br />
* A few reactions use blunt small rocks for hammering instead of just knapping.<br />
* If you get a hold of full logs, a battle axe can be used to split it into usable branches.<br />
* Stone axes have been changed to allow metal versions to show up in human and goblin sites.<br />
* Helves have been given the same weapon uses as staves in older versions of this mod, and renamed to staves to reflect this.<br />
<br />
=== New Items ===<br />
<br />
* Needles, required for sewing. In addition to wood you can carve them from bone, tooth, nail, hoof, or horn.<br />
* Clubs, as a crude mace-equivalent as suggested by Kallin.<br />
* Caesti and katars, unarmed weapons suggested and worked on by Jackie.<br />
* Simple lockbows, originally implemented in Kobold Kamp as suggested by Flint.<br />
* Spear-throwers and javelins, made with help from ZM5. Closer to actual hand-thrown javelins than the more realistic atlatl, but still allows use of a spear-thrower for gameplay reasons.<br />
* 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.<br />
* Gambesons, made from cloth. Obviously fragile unless using megabeast haircloth or silk.<br />
* Cooking pots, for making certain items, most notably for brewing.<br />
* Animal glue, which the recent combat changes have made useful.<br />
* Eight raw-defined instruments that can be crafted, supplementing the generated instruments that can't be crafted in adventure mode.<br />
<br />
=== Dismantling Items ===<br />
<br />
* Boulders and logs can be split into small rocks and pieces of wood, respectively.<br />
* Crude cloth can be unraveled if needed.<br />
* Cloth items can be cut apart for cloth, leather items can be cut apart, and metal items can be broken down for metal. Note that nothing's stopping you from being a lunatic and trying to dismantle the end result into itself, which will eventually waste it.<br />
<br />
== Bugs and Issues ==<br />
<br />
* No gauntlets due to the gauntlet bug. The workaround I originally devised tends to break more things than it fixes.<br />
* Just like whips, civs will generate metal slings because derp.<br />
* 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.<br />
* The amount of usable leather, bone, etc can be increased by lopping off limbs. For bone, there are reaction bugs and balance issues behind why Adventurecraft has set crafting to consume full stacks, instead of vanilla's use of single units for a stack.<br />
* 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.<br />
* Goblin and kobold adventurers will find their home to be an immense pain in the ass to leave, as dark forts and caves block fast travel even if the inhabitants are friendly.<br />
* Nothing's stopping you from being a lunatic and trying to dismantle cloth, tanned hides, or metal bars. This will eventually waste it due to the odds not being 100%. <br />
* Thread, cloth, bars, and sheets obtained from towns instead of player-made are a nigh-endless source of crafting material, due to reactions set to only produce and use product dimensions of 1.<br />
* The addition of faked wood for outsider weapons adds an unusable material to the forge in fortress mode.<br />
<br />
== Appendix A, Full list of new reactions ==<br />
<br />
=== Basic Reactions ===<br />
<br />
* Tan a raw hide, raw scales, or raw chitin. Produces tanned leather/scale/chitin.<br />
* Dry and spin gut into catgut thread.<br />
* Spin hair or wool into thread.<br />
* Process thread-bearing plant into thread.<br />
* Weave cloth. Uses hair/wool, plant-based, or silk thread.<br />
* Make glue. Uses raw hide, raw scales, bone, skull, horn, or hoof. Requires a cooking item.<br />
* Repair cloth item. Uses cloth and thread, requires a needle.<br />
* Repair leather/scale/chitin item. Uses any of said materials plus thread, requires a needle.<br />
* Repair wood/bone/stone item. Uses animal glue, requires a sharp object.<br />
<br />
=== Tools ===<br />
<br />
* Carve wooden sewing needle. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn needle. Uses any of said materials, requires a sharp object.<br />
* Carve wooden stave. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone stave. Uses bones, and requires a sharp object.<br />
* Carve bone/shell axe. Uses either material plus a stave, requires a sharp object.<br />
* Craft stone axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mortar and pestle. Uses 2 blunt small rocks, and requires a third.<br />
* Craft stone cooking pot. Uses any small rock, and requires a blunt small rock.<br />
<br />
=== Ammunition ===<br />
<br />
* Craft sling stones. Uses a blunt small rock, and requires a second.<br />
* Carve wooden arrows. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn arrows. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone arrows. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden bolts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bolts. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone bolts. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden javelins. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn javelins. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone javelins. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden darts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn darts. Uses any of said materials, requires a sharp object.<br />
<br />
=== Weapons (Wood/Cloth/Leather) ===<br />
<br />
* Carve wooden dagger. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden pike. Uses two wooden branches, and requires a sharp object.<br />
* Carve wooden club. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale whip. Uses leather/scale, and requires a sharp object.<br />
* Craft leather/scale/chitin caestus. Uses any of said materials, and requires a sharp object.<br />
* Craft wooden bow. Uses a stave and thread, requires a sharp object.<br />
* Craft simple wooden lockbow. Uses two branches and thread, requires a sharp object.<br />
* Carve wooden blowgun. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear-thrower. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale sling. Uses leather, and requires a sharp object.<br />
* Craft cloth sling. Uses cloth, and requires a sharp object.<br />
<br />
=== Weapons (Bone) ===<br />
<br />
* Craft bone/shell/tooth/horn dagger. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn spear. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn pike. Uses any of said materials plus two staves, requires a sharp object.<br />
* Carve bone/shell battle axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell great axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn short sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn long sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn two-handed sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone club. Uses bones, and requires a sharp object.<br />
* Craft bone/tooth/nail/hoof/horn katar. Uses any of said materials, and requires a sharp object.<br />
* Craft bone bow. Uses bones and thread, requires a sharp object.<br />
* Craft simple bone lockbow. Uses bones, a stave, and thread, requires a sharp object.<br />
* Carve bone spear-thrower. Uses bones, and requires a sharp object.<br />
* Carve bone blowgun. Uses bones, and requires a sharp object.<br />
<br />
=== Weapons (Stone) ===<br />
<br />
* Knap stone dagger. Uses any small rock, and requires a blunt small rock.<br />
* Craft stone spear. Uses a sharp rock and a stave. No need to cut the stave to size.<br />
* Craft stone pike. Uses a sharp rock and two staves. No need to cut the staves to size.<br />
* Craft stone battle axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone great axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone short sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone long sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone two-handed sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mace. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone war hammer. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone maul. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
<br />
=== Armor (Bone) ===<br />
<br />
* Craft bone/shell buckler. Uses either material, and requires a sharp object.<br />
* Craft bone/shell shield. Uses either material, and requires a sharp object.<br />
* Craft bone/shell helm. Uses either material, and requires a sharp object.<br />
* Craft skull helm. Uses a skull, and requires a sharp object.<br />
* Craft bone/shell armor. Uses either material and requires a sharp object.<br />
* Craft bone/shell leggings. Uses either material, and requires a sharp object.<br />
* Craft bone greaves. Uses bones, and requires a sharp object.<br />
<br />
=== Shields/Armor (Leather/Scale/Chitin) ===<br />
<br />
* Craft leather/scale/chitin buckler. Uses any of said materials, and requires a sharp object.<br />
* Craft leather/scale/chitin shield. Uses any of said materials, and requires a sharp object.<br />
* Sew leather/scale/chitin cap. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin helm. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin armor. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin leggings. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin low boots. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin high boots. Uses any of said materials plus thread, requires a needle.<br />
<br />
=== Clothing (Leather) ===<br />
<br />
* Sew leather/scale backpack. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale waterskin. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale quiver. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale hood. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale mask. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale cloak. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale tunic. Uses leather/scale and thread, requires a needle.<br />
* Make leather/scale loincloth. Uses leather/scale.<br />
* Sew leather/scale trousers. Uses leather/scale and thread, requires a needle.<br />
* Craft leather/scale footwraps. Uses leather, and requires a sharp object.<br />
* Sew leather/scale sandals. Uses leather/scale and thread, requires a needle.<br />
* Decorate object with leather/scale. Uses leather/scale and thread, requires a needle.<br />
<br />
=== Clothing (Cloth) ===<br />
<br />
* Sew cloth backpack. Uses cloth and thread, requires a needle.<br />
* Sew cloth quiver. Uses cloth and thread, requires a needle.<br />
* Sew cloth cap. Uses cloth and thread, requires a needle.<br />
* Sew cloth hood. Uses cloth and thread, requires a needle.<br />
* Sew cloth mask. Uses cloth and thread, requires a needle.<br />
* Sew cloth gambeson. Uses cloth and thread, requires a needle.<br />
* Sew cloth cloak. Uses cloth and thread, requires a needle.<br />
* Sew cloth tunic. Uses cloth and thread, requires a needle.<br />
* Make cloth loincloth. Uses cloth.<br />
* Sew cloth trousers. Uses cloth and thread, requires a needle.<br />
* Craft cloth footwraps. Uses cloth, and requires a sharp object.<br />
* Sew cloth socks. Uses cloth and thread, requires a needle.<br />
* Sew cloth sandals. Uses cloth and thread, requires a needle.<br />
* Decorate object with cloth. Uses cloth and thread, requires a needle.<br />
<br />
=== Shields/Crafts (Wood) ===<br />
<br />
* Carve wooden buckler. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden shield. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden crutch. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cup. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden minecart. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden figurine. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden ring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden earring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden scepter. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden amulet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden bracelet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden crown. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cabochan. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden mask. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden sandals. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden dice. Uses a wooden branch, and requires a sharp object.<br />
* Decorate object with wood. Uses a wooden branch, and requires a sharp object.<br />
<br />
=== Crafts (Bone/Shell/Tooth/Horn) ===<br />
<br />
* Carve bone crutch. Uses bones, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn goblet. Uses any of said materials, and requires a sharp object.<br />
* Carve skull goblet. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn figurine. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn ring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn earring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn scepter. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn amulet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn bracelet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn crown. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn cabochan. Uses any of said materials, and requires a sharp object.<br />
* Craft skull totem. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell mask. Uses either of said materials, and requires a sharp object.<br />
* Craft skull mask. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn dice. Uses any of said materials, and requires a sharp object.<br />
* Decorate object with bone/shell/tooth/nail/hoof/horn. Uses said materials, requires a sharp object.<br />
<br />
=== Crafts (Stone) ===<br />
<br />
* Craft stone mug. Uses a blunt small rock, and requires a second.<br />
* Craft stone figurine. Uses a blunt small rock, and requires a second.<br />
* Craft stone ring. Uses a blunt small rock, and requires a second.<br />
* Craft stone earring. Uses a blunt small rock, and requires a second.<br />
* Craft stone scepter. Uses a blunt small rock, and requires a second.<br />
* Craft stone amulet. Uses a blunt small rock, and requires a second.<br />
* Craft stone bracelet. Uses a blunt small rock, and requires a second.<br />
* Craft stone crown. Uses a blunt small rock, and requires a second.<br />
* Craft stone cabochon. Uses a blunt small rock, and requires a second.<br />
* Decorate object with stone. Uses a blunt small rock, and requires a second.<br />
<br />
=== Item Dismantling ===<br />
<br />
* Split wooden log into branches. Also requires a sharp object. Ignore the absurdity.<br />
* Split large stone into small rocks. Also requires a blunt small rock.<br />
* Unravel cloth into thread.<br />
* Dismantle cloth item. Requires a sharp object.<br />
* Dismantle leather/scale/chitin item. Requires a sharp object.<br />
* Dismantle stone item. Requires a blunt small rock.<br />
* Dismantle metal item. Requires a blunt small rock.<br />
<br />
=== Cooking and Alchemy ===<br />
<br />
* Mill plant into flour. Uses valid plant, requires a mortar and pestle.<br />
* Bake bread. Uses flour, requires a cooking pot.<br />
* Brew alcohol from plant. Uses valid plant, requires a cooking pot and an empty waterskin.<br />
* Brew alcohol from fruit. Uses valid plant growth, requires a cooking pot and an empty waterskin.<br />
* Extract from plant. Uses extractable plant, requires a mortar and pestle plus an empty waterskin.<br />
* Refine venom into toxin. Uses a venom sac, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from (semi)megabeast heart, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from generated creature heart, requires a mortar and pestle plus an empty waterskin.<br />
* Create magical essence from (semi)megabeast heart, shoggoth core, treant wood, or mountain bronze, Also uses a scroll, requires a mortar and pestle plus an empty waterskin.<br />
<br />
=== Paper/Parchment Crafting ===<br />
<br />
* Press pulpable plant into paper. Uses a valid plant, requires a mortar and pestle.<br />
* Dry skin into parchment. Uses a raw hide, and requires a sharp object.<br />
* Carve wooden scroll rollers. Uses a wooden branch, and requires a sharp object.<br />
* Assemble a scroll. Uses a sheet and a scroll roller.<br />
* Craft a quire. Uses a sheet.<br />
<br />
=== Instrument Pieces ===<br />
<br />
* Carve wooden bagpipe pipes. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bagpipe pipes. Uses any of said materials, and requires a sharp object.<br />
* Sew leather bagpipe bag. Uses leather and thread, requires a needle.<br />
* Craft instrument strings. Uses string.<br />
* Carve wooden lyre body. Uses a wooden log, and requires a sharp object.<br />
* Carve bone/shell lyre body. Uses either material and requires a sharp object.<br />
* Carve wooden guitar body. Uses a wooden log, and requires a sharp object.<br />
* Carve skull guitar body. Uses a skull, and requires a sharp object.<br />
* Carve wooden guitar neck. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone guitar neck. Uses bone, and requires a sharp object.<br />
* Carve wooden harp body. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden drum body. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone drum body. Uses bone, and requires a sharp object.<br />
* Craft leather drum head. Uses leather.<br />
<br />
=== Instruments ===<br />
<br />
* Carve wooden simple flute. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone simple flute. Uses bone, and requires a sharp object.<br />
* Carve wooden instrument musical horn. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn musical horn. Uses any of said materials, and requires a sharp object.<br />
* Assemble bagpipes. Requires a bagpipe bag and instrument pipes.<br />
* Assemble lyre. Requires a lyre body and strings.<br />
* Assemble guitar. Requires a guitar body, a guitar neck, and strings.<br />
* Assemble harp. Requires a harp body and strings.<br />
* Assemble drum. Requires a drum body and drum head.<br />
* Carve wooden bell. Uses a wooden log, and requires a sharp object.<br />
<br />
== Appendix B, List of forging reactions (at carpenter's workshop): ==<br />
<br />
=== Metalworking (Basic Tools) ===<br />
<br />
* Craft makeshift forge. Uses 10 small rocks.<br />
* Repair metal item. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mortar and pestle. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cooking pot. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Ammunition) ===<br />
<br />
* Craft metal sling bullets. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal arrows. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal bolts. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal javelins. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal darts. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Weapons) ===<br />
<br />
* Craft metal dagger. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal spear. Uses metal, a stave, and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pike. Uses metal, a stave, and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal battle axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal great axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal short sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal long sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal two-handed sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mace. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal war hammer. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal maul. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal caestus. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal katar. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Shields/Armor) ===<br />
<br />
* Craft metal buckler. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal shield. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal helmet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cap. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal breastplate. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail shirt. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal greaves. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail leggings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal low boots. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal high boots. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Furniture) ===<br />
<br />
* Craft metal throne. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal table. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal chest. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabinet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal door. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal barrel. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bucket. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal sarcophagus. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal hatch cover. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal grate. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bin. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal stepladder. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bookcase. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal splint. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pedestal. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal animal trap. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Crafts) ===<br />
<br />
* Craft metal crutch. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal goblet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal minecart. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal figurine. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal ring. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal earring. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal scepter. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal amulet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bracelet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal crown. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabochan. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mask. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Decorate object with metal. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Instruments) ===<br />
<br />
* Craft metal bagpipe pipes. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal instrument strings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal lyre body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar neck. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal harp body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal drum body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal simple flute. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal musical horn. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bell. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
== Appendix C, List of more useful stones ==<br />
<br />
* Andesite<br />
* Basalt<br />
* Chert (in-between other sharp stones and obsidian)<br />
* Dacite<br />
* Diorite<br />
* Native aluminum (same as aluminum)<br />
* Native copper (same as copper)<br />
* Native gold (same as gold)<br />
* Native platinum (same as platinum)<br />
* Native silver (same as silver)<br />
* Obsidian (deliciously sharp and deadly)<br />
* Quartzite<br />
* Phyllite<br />
* Raw adamantine (same as adamantine)<br />
* Rhyolite<br />
* Shale<br />
* Slade (good luck obtaining that one!)<br />
* Slate<br />
<br />
== Appendix D, List of monsters with improved body materials ==<br />
<br />
=== Tier 1 ===<br />
<br />
* Alligator (and variants, alligator men are currently unusable)<br />
* Anaconda (and variants, anaconda men are currently unusable)<br />
* Armadillo (and variants, armadillo men are currently unusable)<br />
* Black bear (and variants, black bear men are currently unusable)<br />
* Blind cave bear<br />
* Blind cave ogre (currently unusable)<br />
* Cave crocodile<br />
* Cave dragon<br />
* Coelacanth<br />
* Elephant (and variants, elephant men are currently unusable)<br />
* Giant cave spider<br />
* Giant desert scorpion (re-added due to Toady removing them ;w;)<br />
* Giant Mantis (normal version is a non-butcherable vermin, mantis men are currently unusable)<br />
* Gigantic squid (normal version is a non-butcherable vermin, squid men are currently unusable)<br />
* Great white shark<br />
* Grizzly bear (and variants, grizzly bear men are currently unusable)<br />
* Hippo (and variants, hippo men are currently unusable)<br />
* Ogre<br />
* Orca (and variants, orca men are currently unusable)<br />
* Polar bear (and variants, polar bear men are currently unusable)<br />
* Rhinoceros (and variants, rhinoceros men are currently unusable)<br />
* Saltwater crocodile (and variants, saltwater crocodile men are currently unusable)<br />
* Sea monster<br />
* Sea serpent<br />
* Troll<br />
* Voracious cave crawler<br />
* Walrus (and variants, walrus men are currently unusable)<br />
* Wild boar (and variants, wild boar men are currently unusable)<br />
* Cyclops<br />
* Ettin<br />
* Giant<br />
* Minotaur<br />
* Gargoyle<br />
* Mi-go<br />
* Dire bear<br />
* Feral ogre<br />
* Lesser dragon<br />
<br />
=== Tier 2 ===<br />
<br />
* Dragon<br />
* Hydra<br />
* Roc<br />
* Eternal thing<br />
* Manticore<br />
* Treant (wood)<br />
<br />
== Appendix E, List of monsters that yield venom sacs ==<br />
<br />
* Giant adder (normal version is too small to butcher, adder men are currently unusable)<br />
* Giant bark scorpion (normal version is a non-butcherable vermin, bark scorpion men are currently unusable)<br />
* Black mamba (and variants, black mamba men are currently unusable)<br />
* Giant brown recluse spider (normal version is a non-butcherable vermin, recluse spider men are currently unusable)<br />
* Bushmaster (and variants, bushmaster men are currently unusable)<br />
* Giant copperhead snake (normal version is too small to butcher, copperhead snake men are currently unusable)<br />
* Giant desert scorpion<br />
* Giant cave spider<br />
* Gila monsters (and variants, gila monster men are currently unusable)<br />
* Helmet snake<br />
* King cobra (and variants, king cobra men are currently unusable)<br />
* Platypus (and variants, platypus men are currently unusable)<br />
* Rattlesnake (and variants, rattlesnake men are currently unusable)<br />
* Serpent man (currently unusable)<br />
* Manticore<br />
<br />
== Appendix F, List of plant and misc craftable extracts ==<br />
<br />
=== Extract-bearing plants ===<br />
<br />
* Dwarven syrup. Delicious but does nothing.<br />
* Gnomeblight. Still only deadly to gnomes.<br />
* Golden salve. Stops bleeding and other ailments, potent non-nerve healing.<br />
* Marshmend, from muck root. Stops bleeding and eases pain.<br />
* Whiplash, from whip vine. Boost agility and speed some, side effects of dizziness and nausea.<br />
* Barbed haze, from sliver barb. Assorted stat boost, penalties, and other Fun.<br />
<br />
=== Megabeast and Semi-megabeast hearts ===<br />
<br />
* Aetherbreath, from mi-gos. Grants immunity to suffocation.<br />
* Draconic fury, from dragons. Boosts willpower, inspires martial trances.<br />
* Giant's might, from giants. Boosts strength.<br />
* Insight, from ettins. Boosts assorted mental stats.<br />
* Relentlessness, from minotaurs. Grants immunity to stunning, exertion, and pain.<br />
* Renewal, from hydras. Powerful, but brief, regeneration with regrowth of limbs.<br />
* Stoneskin, from gargoyles. Hardens you against attacks.<br />
* Swiftness, from rocs. Boost agility, increases speed somewhat.<br />
* True seeing, from cyclops. Grants extravision and creature-sensing.<br />
* Trickery, from manticores. Sharply boosts various social stats.<br />
<br />
=== Other ===<br />
<br />
* Failed extract. If a generated titan/demon/etc doesn't have a valid poison (or has poison blood instead), this will be the result. Does nothing.<br />
* Shoggoth slime, readily obtained from shoggoths (obviously). Causes localized pain, blistering, bleeding, and necrosis. Drinking it is exactly as stupid an idea as you'd expect it to be.<br />
* Cursed dragonblood, from sanguine dragons. Dangerous to drink, but has some minor situational benefits.<br />
<br />
== Appendix G, List of plants made harvestable in the mod ==<br />
<br />
* Alfalfa, available most of summer into early winter. Edible raw.<br />
* Arrow bamboo, available all year. Source of branches.<br />
* Asparagus, available only early in spring. Edible raw.<br />
* Barley, available all summer and autumn. Source of flour and alcohol.<br />
* Beet, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Bloated tuber, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Blood amaranth, available most of summer into early winter. Edible, source of flour/alcohol.<br />
* Buckwheat, available most of summer into early winter. Source of flour and alcohol.<br />
* Cabbage, available midspring into midsummer. Edible raw.<br />
* Carrot, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cassava, available midspring into midsummer. Source of alcohol.<br />
* Cattail, available later spring into early summer. Source of flour, thread, and paper.<br />
* Cave wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Celery, available midspring into midsummer. Edible raw.<br />
* Chicory, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cloudberry, available in winter. Edible raw, source of alcohol.<br />
* Cotton, available most of summer into early winter. Source of thread and paper.<br />
* Finger millet, available all summer and autumn. Source of flour and alcohol.<br />
* Fisher berry, available most of summer. Edible raw, source of alcohol.<br />
* Flax, available most of summer into early winter. Source of thread, paper, and flour.<br />
* Fonio, available all summer and autumn. Source of flour and alcohol.<br />
* Foxtail millet, available all summer and autumn. Source of flour and alcohol.<br />
* Garden cress, available midspring into midsummer. Edible raw.<br />
* Golden bamboo, available all year. Source of branches.<br />
* Hard wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Hedge bamboo, available all year. Source of branches.<br />
* Hemp, available all summer and autumn. Source of thread, paper, and flour.<br />
* Jute, available most of summer into early winter. Source of thread and paper.<br />
* Kaniwa, available most of summer into early winter. Source of flour and alcohol.<br />
* Kenaf, available most of summer into early winter. Source of thread and paper.<br />
* Kobold bulb, available midautumn and all winter. Source of extract.<br />
* Leek, available midspring into midsummer. Edible raw.<br />
* Lettuce, available midspring into midsummer. Edible raw.<br />
* Long yam, available midspring into midsummer. Edible raw.<br />
* Longland grass, available all summer and autumn. Source of flour and alcohol.<br />
* Maize, available most of summer into early winter. Source of flour and alcohol.<br />
* Muck root, available midspring into midsummer. Edible raw, source of extract and alcohol.<br />
* Oat, available all summer and autumn. Source of flour and alcohol.<br />
* Papyrus sedge, available most of summer into early winter. Source of paper.<br />
* Parsnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Pearl millet, available all summer and autumn. Source of flour and alcohol.<br />
* Pendant amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Pig tail, available most of summer-early winter. Source of thread, paper, flour, and alcohol.<br />
* Prickle berry, available most of summer. Edible raw, source of alcohol.<br />
* Plump helmet, available all year. Edible raw, source of alcohol.<br />
* Potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Purple amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Quinoa, available most of summer into early winter. Source of flour and alcohol.<br />
* Radish, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Ramie, available most of summer into early winter. Source of thread and paper.<br />
* Rat weed, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Rhubarb, available midspring into midsummer. Edible raw.<br />
* Rice, available most of summer into early winter. Source of flour and alcohol.<br />
* Rope reed, available most of summer-early winter. Source of thread, paper, and alcohol.<br />
* Rye, available all summer and autumn. Source of flour and alcohol.<br />
* Single-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sliver barb, available all winter. Source of extract and alcohol.<br />
* Soft wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sorghum, available most of summer into early winter. Source of flour and alcohol.<br />
* Spelt, available all summer and autumn. Source of flour and alcohol.<br />
* Sun berry, available most of summer. Edible raw, source of alcohol.<br />
* Sweet pod, available midspring into midsummer. Source of exract and alcohol.<br />
* Sweet potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Teff, available all summer and autumn. Source of flour and alcohol.<br />
* Turnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Two-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Whip vine, available midspring into midsummer. Source of flour, extract, and alcohol.<br />
* White millet, available all summer and autumn. Source of flour and alcohol.<br />
* Valley herb, available most of spring. Source of extract.<br />
<br />
== Appendix H, List of obtainable magic: ==<br />
<br />
* Animal magic, opposed to nature magic. Transforms the user into a random giant animal when used. Associated with animals, chaos, and hunting. Can be obtained from minotaurs.<br />
* Blight magic, opposed to healing magic. Inflicts a debilitating, sickening plague on a target creature when used. Fellow blight mages, healing mages, and those currently immunized by healing magic cannot be targeted with it. Can cause victims to go berserk and spread the sickness if they survive long enough. Associated with blight, disease, and misery. Can be obtained from shoggoths.<br />
* Clairvoyance magic, opposed to infernal magic. Grants extravision and creature-sensing to a targeted creature when used, along with boosting agility and sensory-type mental attributes. Associated with inspiration, light, and wisdom. Can be obtained from eternal things and cyclopes.<br />
* Fire magic, opposed to wind. Flings a fireball at a target creature when used, fellow fire mages cannot be targeted with it. Associated with fire, the sun, and volcanoes. Can be obtained from dragons.<br />
* Healing magic, opposed to blight magic. Mends bleeding and tissue damage on a target creature when used. Also temporarily immunizes the target against blight magic. Associated with healing, mercy, and rebirth. Can be obtained from hydras.<br />
* Infernal magic, opposed to clairvoyance magic. Summons a random demonic creature when used, which will always be one of the raw-defined demons instead of a generated one, which will attack any living thing except the caster. Inflicts stigmata and personality changes on the user, repeated use will build up side effects until blood loss becomes lethal, and each use has a chance of rendering the caster permanently mute. Associated with darkness, nightmares, and revenge. Can be obtained from mi-gos.<br />
* Nature magic, opposed to animal magic. Summons a random natural predatory animal when used. Associated with nature, plants, and trees. Can be obtained from treants and manticores.<br />
* Protective magic, opposed to war magic. Grants high damage resistance to a target creature when used. Associated with courage, discipline, and longevity. Can be obtained from gargoyles and bronze colossi.<br />
* War magic, opposed to protective magic. Inflicts a berserk rage on the caster when used, with appropriate status buffs. Associated with strength, victory, and war. Can be obtained from giants and ettins.<br />
* Wind magic, opposed to fire magic. Sends multiple target creatures flying away with high force when used, requires targets to be fairly close. Associated with storms, thunder, and wind. Can be obtained from rocs.</div>Valoshttp://dwarffortresswiki.org/index.php?title=User:Valos/Adventurecraft&diff=250495User:Valos/Adventurecraft2020-02-14T00:46:53Z<p>Valos: </p>
<hr />
<div>{{mod}}<br />
{{Modification<br />
| name = Adventurecraft<br />
| version = 47.02 1.1<br />
| df version = 0.47.02<br />
| last update = 2/13/2020<br />
| download = http://www.bay12forums.com/smf/index.php?topic=153036.0<br />
}}<br />
<br />
Adventurecraft, yet another Wanderer's Friend derivative, is an adventure-mode-focused mod that adds reactions, in addition to material changes and creature changes, much of it geared toward fleshing out the options provided to adventurers. Various features have been added to it over time, not all geared toward crafting.<br />
<br />
Existed in unreleased form since the DF2012 days, with the first release being not long before .42.01 was released. Features and changes listed are thus specific to the most recent version, assuming this page remains up-to-date (don't count on it), derived from the forum post.<br />
<br />
== Features ==<br />
<br />
=== Fun Material Tweaks ===<br />
<br />
* Different tiers of materials. Look for a + or ++ in the material name. 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.<br />
* Several stones have been buffed to not be vastly inferior to bone. Look for the material tier designation. Chert is second only to obsidian in sharpness.<br />
* 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.<br />
* 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 (or be spoiled in the appendices). Not all of the beasts added to the mod have usable hearts. Or, you can the relevant megabeast heart (or equivalant for things that lack hearts) to unlock secrets of The Beyond...<br />
* 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.<br />
<br />
=== Creature Tweaks ===<br />
<br />
* 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.<br />
* 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.<br />
* 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.<br />
* Joint edits have been applied to generated creatures. Normal joints tend to be more common than breakable necks.<br />
* Thread can be made from catgut. No, not just literal cat gut catgut. This proved simpler than adding harvestable sinews.<br />
* Because DF2015 broke cannibal adventurers, intelligent semi-megabeasts/megabeasts are currently non-sentient. To make up for this, they gain natural skills.<br />
<br />
=== New Creatures ===<br />
<br />
* At the suggestion of Jackie, messed around with making centaurs, and moreover made their body less of a "humanoid with 4 legs" thing used in vanilla. They show up in good biomes and can join civs. An evil critter, based on the kamaitachi, has also been added as another source of civ fodder for evil regions.<br />
* A couple added mythical creatures were added to make up for making centaurs real. Also added descriptions and spheres, to make their use in art more interesting.<br />
* 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.<br />
* 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. Its wood will make for effective blunt weapons, but poor edged weapons. Think twice before you try lighting one on fire!<br />
* Two H.P. Lovecraft references via the mi-go and shoggoth. Mi-gos have a delightfully alien body structure, while shoggoths are acidic blobs. Hint: pulp all the things.<br />
* Eternal things. Basically chitinous worms that can grow rather large given time, faster than dragons but not quite as huge.<br />
* Manticores. Overgrown lions with bat wings and scorpion tails. All the Fun of both potion-yield megabeasts and venomous critters.<br />
* Four lesser beasts that can form lairs, as a step down from semi-megabeasts. These act like night creature hunters, making lairs in various places. Dire wolves, dire bears, feral ogres, and sanguine dragons are all based off of some existing creature in some way, with qualities to make them different challenges in combat.<br />
* Some raw-defined recreations of the classic pre-DF2010 demons. These are used as fallback for some things that may require demons to exist, and tend to be used instead of said generated demons where nessecary. Fiery abominations are recreations of spirits of fire, tweaked to float on a djinn-like cloud of cinders and made tougher than flame-bodied critters normally are (so punching one to death is a much tougher feat). Froglike abominations are a recreation of frog demons, given a more grotesque gorilla-like body and a nasty plague inflicted via bites and tongue-lashing. Tedriled abominations are the tentacle demons, reworked into a scaly form with its tentacles instead of arms, lashing out with acidic secretions that can also provoke a neurotoxic effect.<br />
<br />
=== Plant Tweaks ===<br />
<br />
* 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, and extract-bearing plants.<br />
* 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.<br />
* Brewable plants can be made into delicious booze. If it isn't brewable by picking the plant itself (assuming it's in season), try brewing fruit instead.<br />
* Bread is now a thing. The relevant plants can be ground into flour and used as such.<br />
* Bamboo, cattails, and cloudberries have been given useful growths. This works in adventure mode, but due to the plants being grass they can't be picked in fort mode.<br />
<br />
=== Civilization Tweaks ===<br />
<br />
* All of the main races are playable in Adventurer Mode, whether as civ members or as outsiders.<br />
* 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.<br />
* Humans and goblins have been given slings and sewing needles, for the hell of it.<br />
* 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.<br />
* Goblins need food and water, so remember that.<br />
* Outsiders can start off with wooden weaponry, to encourage actually upgrading your gear.<br />
* Underground animal people have been given a surface-dwelling equivalent, allowing for occasional instances of them being playable as entity members, instead of outsiders. They spread out as tribes in small villages, potentially allying with or coming to blows with the major civilizations.<br />
<br />
=== New uses for existing items (and changes) ===<br />
<br />
* Mortars and pestles are used for plant processing and alchemy. A pair can be crafted from stone.<br />
* A few reactions use blunt small rocks for hammering instead of just knapping.<br />
* If you get ahold of full logs, a battle axe can be used to split it into usable branches pieces.<br />
* Stone axes have been changed to allow metal versions to show up in human and goblin sites.<br />
* Helves have been given the same weapon uses as staves in older versions of this mod, and renamed to staves to reflect this.<br />
<br />
=== New Items ===<br />
<br />
* Needles, required for sewing. In addition to wood you can carve them from bone, tooth, nail, hoof, or horn.<br />
* Clubs, as a crude mace-equivalent as suggested by Kallin.<br />
* Caesti and katars, unarmed weapons suggested and worked on by Jackie.<br />
* Simple lockbows, originally implemented in Kobold Kamp as suggested by Flint.<br />
* Spear-throwers and javelins, made with help from ZM5. Closer to actual hand-thrown javelins than the more realistic atlatl, but still allows use of a spear-thrower for gameplay reasons.<br />
* 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.<br />
* Gambesons, made from cloth. Obviously fragile unless using megabeast haircloth or silk.<br />
* Cooking pots, for making certain items, most notably for brewing.<br />
* Animal glue, which the recent combat changes have made useful.<br />
* Eight raw-defined instruments that can be crafted, supplementing the generated instruments that can't be crafted in adventure mode.<br />
<br />
=== Dismantling Items ===<br />
<br />
* Boulders and logs can be split into small rocks and pieces of wood, respectively.<br />
* Crude cloth can be unraveled if needed.<br />
* Cloth items can be cut apart for cloth, leather items can be cut apart, and metal items can be broken down for metal. Note that nothing's stopping you from being a lunatic and trying to dismantle the end result into itself, which will eventually waste it.<br />
<br />
== Bugs and Issues ==<br />
<br />
* No gauntlets due to the gauntlet bug. The workaround I originally devised tends to break more things than it fixes.<br />
* Just like whips, civs will generate metal slings because derp.<br />
* 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.<br />
* The amount of usable leather, bone, etc can be increased by lopping off limbs. For bone, there are reaction bugs and balance issues behind why Adventurecraft has set crafting to consume full stacks, instead of vanilla's use of single units for a stack.<br />
* 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.<br />
* Goblin and kobold adventurers will find their home to be an immense pain in the ass to leave, as dark forts and caves block fast travel even if the inhabitants are friendly.<br />
* Nothing's stopping you from being a lunatic and trying to dismantle cloth, tanned hides, or metal bars. This will eventually waste it due to the odds not being 100%. <br />
* Thread, cloth, bars, and sheets obtained from towns instead of player-made are a nigh-endless source of crafting material, due to reactions set to only produce and use product dimensions of 1.<br />
* The addition of faked wood for outsider weapons adds an unusable material to the forge in fortress mode.<br />
<br />
== Appendix A, Full list of new reactions ==<br />
<br />
=== Basic Reactions ===<br />
<br />
* Tan a raw hide, raw scales, or raw chitin. Produces tanned leather/scale/chitin.<br />
* Dry and spin gut into catgut thread.<br />
* Spin hair or wool into thread.<br />
* Process thread-bearing plant into thread.<br />
* Weave cloth. Uses hair/wool, plant-based, or silk thread.<br />
* Make glue. Uses raw hide, raw scales, bone, skull, horn, or hoof. Requires a cooking item.<br />
* Repair cloth item. Uses cloth and thread, requires a needle.<br />
* Repair leather/scale/chitin item. Uses any of said materials plus thread, requires a needle.<br />
* Repair wood/bone/stone item. Uses animal glue, requires a sharp object.<br />
<br />
=== Tools ===<br />
<br />
* Carve wooden sewing needle. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn needle. Uses any of said materials, requires a sharp object.<br />
* Carve wooden stave. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone stave. Uses bones, and requires a sharp object.<br />
* Carve bone/shell axe. Uses either material plus a stave, requires a sharp object.<br />
* Craft stone axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mortar and pestle. Uses 2 blunt small rocks, and requires a third.<br />
* Craft stone cooking pot. Uses any small rock, and requires a blunt small rock.<br />
<br />
=== Ammunition ===<br />
<br />
* Craft sling stones. Uses a blunt small rock, and requires a second.<br />
* Carve wooden arrows. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn arrows. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone arrows. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden bolts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bolts. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone bolts. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden javelins. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn javelins. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone javelins. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden darts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn darts. Uses any of said materials, requires a sharp object.<br />
<br />
=== Weapons (Wood/Cloth/Leather) ===<br />
<br />
* Carve wooden dagger. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden pike. Uses two wooden branches, and requires a sharp object.<br />
* Carve wooden club. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale whip. Uses leather/scale, and requires a sharp object.<br />
* Craft leather/scale/chitin caestus. Uses any of said materials, and requires a sharp object.<br />
* Craft wooden bow. Uses a stave and thread, requires a sharp object.<br />
* Craft simple wooden lockbow. Uses two branches and thread, requires a sharp object.<br />
* Carve wooden blowgun. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear-thrower. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale sling. Uses leather, and requires a sharp object.<br />
* Craft cloth sling. Uses cloth, and requires a sharp object.<br />
<br />
=== Weapons (Bone) ===<br />
<br />
* Craft bone/shell/tooth/horn dagger. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn spear. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn pike. Uses any of said materials plus two staves, requires a sharp object.<br />
* Carve bone/shell battle axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell great axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn short sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn long sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn two-handed sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone club. Uses bones, and requires a sharp object.<br />
* Craft bone/tooth/nail/hoof/horn katar. Uses any of said materials, and requires a sharp object.<br />
* Craft bone bow. Uses bones and thread, requires a sharp object.<br />
* Craft simple bone lockbow. Uses bones, a stave, and thread, requires a sharp object.<br />
* Carve bone spear-thrower. Uses bones, and requires a sharp object.<br />
* Carve bone blowgun. Uses bones, and requires a sharp object.<br />
<br />
=== Weapons (Stone) ===<br />
<br />
* Knap stone dagger. Uses any small rock, and requires a blunt small rock.<br />
* Craft stone spear. Uses a sharp rock and a stave. No need to cut the stave to size.<br />
* Craft stone pike. Uses a sharp rock and two staves. No need to cut the staves to size.<br />
* Craft stone battle axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone great axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone short sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone long sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone two-handed sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mace. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone war hammer. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone maul. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
<br />
=== Armor (Bone) ===<br />
<br />
* Craft bone/shell buckler. Uses either material, and requires a sharp object.<br />
* Craft bone/shell shield. Uses either material, and requires a sharp object.<br />
* Craft bone/shell helm. Uses either material, and requires a sharp object.<br />
* Craft skull helm. Uses a skull, and requires a sharp object.<br />
* Craft bone/shell armor. Uses either material and requires a sharp object.<br />
* Craft bone/shell leggings. Uses either material, and requires a sharp object.<br />
* Craft bone greaves. Uses bones, and requires a sharp object.<br />
<br />
=== Shields/Armor (Leather/Scale/Chitin) ===<br />
<br />
* Craft leather/scale/chitin buckler. Uses any of said materials, and requires a sharp object.<br />
* Craft leather/scale/chitin shield. Uses any of said materials, and requires a sharp object.<br />
* Sew leather/scale/chitin cap. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin helm. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin armor. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin leggings. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin low boots. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin high boots. Uses any of said materials plus thread, requires a needle.<br />
<br />
=== Clothing (Leather) ===<br />
<br />
* Sew leather/scale backpack. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale waterskin. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale quiver. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale hood. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale mask. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale cloak. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale tunic. Uses leather/scale and thread, requires a needle.<br />
* Make leather/scale loincloth. Uses leather/scale.<br />
* Sew leather/scale trousers. Uses leather/scale and thread, requires a needle.<br />
* Craft leather/scale footwraps. Uses leather, and requires a sharp object.<br />
* Sew leather/scale sandals. Uses leather/scale and thread, requires a needle.<br />
* Decorate object with leather/scale. Uses leather/scale and thread, requires a needle.<br />
<br />
=== Clothing (Cloth) ===<br />
<br />
* Sew cloth backpack. Uses cloth and thread, requires a needle.<br />
* Sew cloth quiver. Uses cloth and thread, requires a needle.<br />
* Sew cloth cap. Uses cloth and thread, requires a needle.<br />
* Sew cloth hood. Uses cloth and thread, requires a needle.<br />
* Sew cloth mask. Uses cloth and thread, requires a needle.<br />
* Sew cloth gambeson. Uses cloth and thread, requires a needle.<br />
* Sew cloth cloak. Uses cloth and thread, requires a needle.<br />
* Sew cloth tunic. Uses cloth and thread, requires a needle.<br />
* Make cloth loincloth. Uses cloth.<br />
* Sew cloth trousers. Uses cloth and thread, requires a needle.<br />
* Craft cloth footwraps. Uses cloth, and requires a sharp object.<br />
* Sew cloth socks. Uses cloth and thread, requires a needle.<br />
* Sew cloth sandals. Uses cloth and thread, requires a needle.<br />
* Decorate object with cloth. Uses cloth and thread, requires a needle.<br />
<br />
=== Shields/Crafts (Wood) ===<br />
<br />
* Carve wooden buckler. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden shield. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden crutch. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cup. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden minecart. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden figurine. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden ring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden earring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden scepter. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden amulet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden bracelet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden crown. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cabochan. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden mask. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden sandals. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden dice. Uses a wooden branch, and requires a sharp object.<br />
* Decorate object with wood. Uses a wooden branch, and requires a sharp object.<br />
<br />
=== Crafts (Bone/Shell/Tooth/Horn) ===<br />
<br />
* Carve bone crutch. Uses bones, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn goblet. Uses any of said materials, and requires a sharp object.<br />
* Carve skull goblet. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn figurine. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn ring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn earring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn scepter. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn amulet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn bracelet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn crown. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn cabochan. Uses any of said materials, and requires a sharp object.<br />
* Craft skull totem. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell mask. Uses either of said materials, and requires a sharp object.<br />
* Craft skull mask. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn dice. Uses any of said materials, and requires a sharp object.<br />
* Decorate object with bone/shell/tooth/nail/hoof/horn. Uses said materials, requires a sharp object.<br />
<br />
=== Crafts (Stone) ===<br />
<br />
* Craft stone mug. Uses a blunt small rock, and requires a second.<br />
* Craft stone figurine. Uses a blunt small rock, and requires a second.<br />
* Craft stone ring. Uses a blunt small rock, and requires a second.<br />
* Craft stone earring. Uses a blunt small rock, and requires a second.<br />
* Craft stone scepter. Uses a blunt small rock, and requires a second.<br />
* Craft stone amulet. Uses a blunt small rock, and requires a second.<br />
* Craft stone bracelet. Uses a blunt small rock, and requires a second.<br />
* Craft stone crown. Uses a blunt small rock, and requires a second.<br />
* Craft stone cabochon. Uses a blunt small rock, and requires a second.<br />
* Decorate object with stone. Uses a blunt small rock, and requires a second.<br />
<br />
=== Item Dismantling ===<br />
<br />
* Split wooden log into branches. Also requires a sharp object. Ignore the absurdity.<br />
* Split large stone into small rocks. Also requires a blunt small rock.<br />
* Unravel cloth into thread.<br />
* Dismantle cloth item. Requires a sharp object.<br />
* Dismantle leather/scale/chitin item. Requires a sharp object.<br />
* Dismantle stone item. Requires a blunt small rock.<br />
* Dismantle metal item. Requires a blunt small rock.<br />
<br />
=== Cooking and Alchemy ===<br />
<br />
* Mill plant into flour. Uses valid plant, requires a mortar and pestle.<br />
* Bake bread. Uses flour, requires a cooking pot.<br />
* Brew alcohol from plant. Uses valid plant, requires a cooking pot and an empty waterskin.<br />
* Brew alcohol from fruit. Uses valid plant growth, requires a cooking pot and an empty waterskin.<br />
* Extract from plant. Uses extractable plant, requires a mortar and pestle plus an empty waterskin.<br />
* Refine venom into toxin. Uses a venom sac, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from (semi)megabeast heart, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from generated creature heart, requires a mortar and pestle plus an empty waterskin.<br />
* Create magical essence from (semi)megabeast heart, shoggoth core, treant wood, or mountain bronze, Also uses a scroll, requires a mortar and pestle plus an empty waterskin.<br />
<br />
=== Paper/Parchment Crafting ===<br />
<br />
* Press pulpable plant into paper. Uses a valid plant, requires a mortar and pestle.<br />
* Dry skin into parchment. Uses a raw hide, and requires a sharp object.<br />
* Carve wooden scroll rollers. Uses a wooden branch, and requires a sharp object.<br />
* Assemble a scroll. Uses a sheet and a scroll roller.<br />
* Craft a quire. Uses a sheet.<br />
<br />
=== Instrument Pieces ===<br />
<br />
* Carve wooden bagpipe pipes. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bagpipe pipes. Uses any of said materials, and requires a sharp object.<br />
* Sew leather bagpipe bag. Uses leather and thread, requires a needle.<br />
* Craft instrument strings. Uses string.<br />
* Carve wooden lyre body. Uses a wooden log, and requires a sharp object.<br />
* Carve bone/shell lyre body. Uses either material and requires a sharp object.<br />
* Carve wooden guitar body. Uses a wooden log, and requires a sharp object.<br />
* Carve skull guitar body. Uses a skull, and requires a sharp object.<br />
* Carve wooden guitar neck. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone guitar neck. Uses bone, and requires a sharp object.<br />
* Carve wooden harp body. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden drum body. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone drum body. Uses bone, and requires a sharp object.<br />
* Craft leather drum head. Uses leather.<br />
<br />
=== Instruments ===<br />
<br />
* Carve wooden simple flute. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone simple flute. Uses bone, and requires a sharp object.<br />
* Carve wooden instrument musical horn. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn musical horn. Uses any of said materials, and requires a sharp object.<br />
* Assemble bagpipes. Requires a bagpipe bag and instrument pipes.<br />
* Assemble lyre. Requires a lyre body and strings.<br />
* Assemble guitar. Requires a guitar body, a guitar neck, and strings.<br />
* Assemble harp. Requires a harp body and strings.<br />
* Assemble drum. Requires a drum body and drum head.<br />
* Carve wooden bell. Uses a wooden log, and requires a sharp object.<br />
<br />
== Appendix B, List of forging reactions (at carpenter's workshop): ==<br />
<br />
=== Metalworking (Basic Tools) ===<br />
<br />
* Craft makeshift forge. Uses 10 small rocks.<br />
* Repair metal item. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mortar and pestle. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cooking pot. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Ammunition) ===<br />
<br />
* Craft metal sling bullets. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal arrows. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal bolts. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal javelins. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal darts. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Weapons) ===<br />
<br />
* Craft metal dagger. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal spear. Uses metal, a stave, and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pike. Uses metal, a stave, and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal battle axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal great axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal short sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal long sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal two-handed sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mace. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal war hammer. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal maul. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal caestus. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal katar. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Shields/Armor) ===<br />
<br />
* Craft metal buckler. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal shield. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal helmet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cap. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal breastplate. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail shirt. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal greaves. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail leggings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal low boots. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal high boots. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Furniture) ===<br />
<br />
* Craft metal throne. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal table. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal chest. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabinet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal door. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal barrel. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bucket. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal sarcophagus. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal hatch cover. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal grate. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bin. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal stepladder. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bookcase. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal splint. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pedestal. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal animal trap. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Crafts) ===<br />
<br />
* Craft metal crutch. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal goblet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal minecart. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal figurine. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal ring. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal earring. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal scepter. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal amulet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bracelet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal crown. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabochan. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mask. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Decorate object with metal. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Instruments) ===<br />
<br />
* Craft metal bagpipe pipes. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal instrument strings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal lyre body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar neck. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal harp body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal drum body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal simple flute. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal musical horn. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bell. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
== Appendix C, List of more useful stones ==<br />
<br />
* Andesite<br />
* Basalt<br />
* Chert (in-between other sharp stones and obsidian)<br />
* Dacite<br />
* Diorite<br />
* Native aluminum (same as aluminum)<br />
* Native copper (same as copper)<br />
* Native gold (same as gold)<br />
* Native platinum (same as platinum)<br />
* Native silver (same as silver)<br />
* Obsidian (deliciously sharp and deadly)<br />
* Quartzite<br />
* Phyllite<br />
* Raw adamantine (same as adamantine)<br />
* Rhyolite<br />
* Shale<br />
* Slade (good luck obtaining that one!)<br />
* Slate<br />
<br />
== Appendix D, List of monsters with improved body materials ==<br />
<br />
=== Tier 1 ===<br />
<br />
* Alligator (and variants, alligator men are currently unusable)<br />
* Anaconda (and variants, anaconda men are currently unusable)<br />
* Armadillo (and variants, armadillo men are currently unusable)<br />
* Black bear (and variants, black bear men are currently unusable)<br />
* Blind cave bear<br />
* Blind cave ogre (currently unusable)<br />
* Cave crocodile<br />
* Cave dragon<br />
* Coelacanth<br />
* Elephant (and variants, elephant men are currently unusable)<br />
* Giant cave spider<br />
* Giant desert scorpion (re-added due to Toady removing them ;w;)<br />
* Giant Mantis (normal version is a non-butcherable vermin, mantis men are currently unusable)<br />
* Gigantic squid (normal version is a non-butcherable vermin, squid men are currently unusable)<br />
* Great white shark<br />
* Grizzly bear (and variants, grizzly bear men are currently unusable)<br />
* Hippo (and variants, hippo men are currently unusable)<br />
* Ogre<br />
* Orca (and variants, orca men are currently unusable)<br />
* Polar bear (and variants, polar bear men are currently unusable)<br />
* Rhinoceros (and variants, rhinoceros men are currently unusable)<br />
* Saltwater crocodile (and variants, saltwater crocodile men are currently unusable)<br />
* Sea monster<br />
* Sea serpent<br />
* Troll<br />
* Voracious cave crawler<br />
* Walrus (and variants, walrus men are currently unusable)<br />
* Wild boar (and variants, wild boar men are currently unusable)<br />
* Cyclops<br />
* Ettin<br />
* Giant<br />
* Minotaur<br />
* Gargoyle<br />
* Mi-go<br />
* Dire bear<br />
* Feral ogre<br />
* Lesser dragon<br />
<br />
=== Tier 2 ===<br />
<br />
* Dragon<br />
* Hydra<br />
* Roc<br />
* Eternal thing<br />
* Manticore<br />
* Treant (wood)<br />
<br />
== Appendix E, List of monsters that yield venom sacs ==<br />
<br />
* Giant adder (normal version is too small to butcher, adder men are currently unusable)<br />
* Giant bark scorpion (normal version is a non-butcherable vermin, bark scorpion men are currently unusable)<br />
* Black mamba (and variants, black mamba men are currently unusable)<br />
* Giant brown recluse spider (normal version is a non-butcherable vermin, recluse spider men are currently unusable)<br />
* Bushmaster (and variants, bushmaster men are currently unusable)<br />
* Giant copperhead snake (normal version is too small to butcher, copperhead snake men are currently unusable)<br />
* Giant desert scorpion<br />
* Giant cave spider<br />
* Gila monsters (and variants, gila monster men are currently unusable)<br />
* Helmet snake<br />
* King cobra (and variants, king cobra men are currently unusable)<br />
* Platypus (and variants, platypus men are currently unusable)<br />
* Rattlesnake (and variants, rattlesnake men are currently unusable)<br />
* Serpent man (currently unusable)<br />
* Manticore<br />
<br />
== Appendix F, List of plant and misc craftable extracts ==<br />
<br />
=== Extract-bearing plants ===<br />
<br />
* Dwarven syrup. Delicious but does nothing.<br />
* Gnomeblight. Still only deadly to gnomes.<br />
* Golden salve. Stops bleeding and other ailments, potent non-nerve healing.<br />
* Marshmend, from muck root. Stops bleeding and eases pain.<br />
* Whiplash, from whip vine. Boost agility and speed some, side effects of dizziness and nausea.<br />
* Barbed haze, from sliver barb. Assorted stat boost, penalties, and other Fun.<br />
<br />
=== Megabeast and Semi-megabeast hearts ===<br />
<br />
* Aetherbreath, from mi-gos. Grants immunity to suffocation.<br />
* Draconic fury, from dragons. Boosts willpower, inspires martial trances.<br />
* Giant's might, from giants. Boosts strength.<br />
* Insight, from ettins. Boosts assorted mental stats.<br />
* Relentlessness, from minotaurs. Grants immunity to stunning, exertion, and pain.<br />
* Renewal, from hydras. Powerful, but brief, regeneration with regrowth of limbs.<br />
* Stoneskin, from gargoyles. Hardens you against attacks.<br />
* Swiftness, from rocs. Boost agility, increases speed somewhat.<br />
* True seeing, from cyclops. Grants extravision and creature-sensing.<br />
* Trickery, from manticores. Sharply boosts various social stats.<br />
<br />
=== Other ===<br />
<br />
* Failed extract. If a generated titan/demon/etc doesn't have a valid poison (or has poison blood instead), this will be the result. Does nothing.<br />
* Shoggoth slime, readily obtained from shoggoths (obviously). Causes localized pain, blistering, bleeding, and necrosis. Drinking it is exactly as stupid an idea as you'd expect it to be.<br />
* Cursed dragonblood, from sanguine dragons. Dangerous to drink, but has some minor situational benefits.<br />
<br />
== Appendix G, List of plants made harvestable in the mod ==<br />
<br />
* Alfalfa, available most of summer into early winter. Edible raw.<br />
* Arrow bamboo, available all year. Source of branches.<br />
* Asparagus, available only early in spring. Edible raw.<br />
* Barley, available all summer and autumn. Source of flour and alcohol.<br />
* Beet, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Bloated tuber, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Blood amaranth, available most of summer into early winter. Edible, source of flour/alcohol.<br />
* Buckwheat, available most of summer into early winter. Source of flour and alcohol.<br />
* Cabbage, available midspring into midsummer. Edible raw.<br />
* Carrot, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cassava, available midspring into midsummer. Source of alcohol.<br />
* Cattail, available later spring into early summer. Source of flour, thread, and paper.<br />
* Cave wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Celery, available midspring into midsummer. Edible raw.<br />
* Chicory, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cloudberry, available in winter. Edible raw, source of alcohol.<br />
* Cotton, available most of summer into early winter. Source of thread and paper.<br />
* Finger millet, available all summer and autumn. Source of flour and alcohol.<br />
* Fisher berry, available most of summer. Edible raw, source of alcohol.<br />
* Flax, available most of summer into early winter. Source of thread, paper, and flour.<br />
* Fonio, available all summer and autumn. Source of flour and alcohol.<br />
* Foxtail millet, available all summer and autumn. Source of flour and alcohol.<br />
* Garden cress, available midspring into midsummer. Edible raw.<br />
* Golden bamboo, available all year. Source of branches.<br />
* Hard wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Hedge bamboo, available all year. Source of branches.<br />
* Hemp, available all summer and autumn. Source of thread, paper, and flour.<br />
* Jute, available most of summer into early winter. Source of thread and paper.<br />
* Kaniwa, available most of summer into early winter. Source of flour and alcohol.<br />
* Kenaf, available most of summer into early winter. Source of thread and paper.<br />
* Kobold bulb, available midautumn and all winter. Source of extract.<br />
* Leek, available midspring into midsummer. Edible raw.<br />
* Lettuce, available midspring into midsummer. Edible raw.<br />
* Long yam, available midspring into midsummer. Edible raw.<br />
* Longland grass, available all summer and autumn. Source of flour and alcohol.<br />
* Maize, available most of summer into early winter. Source of flour and alcohol.<br />
* Muck root, available midspring into midsummer. Edible raw, source of extract and alcohol.<br />
* Oat, available all summer and autumn. Source of flour and alcohol.<br />
* Papyrus sedge, available most of summer into early winter. Source of paper.<br />
* Parsnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Pearl millet, available all summer and autumn. Source of flour and alcohol.<br />
* Pendant amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Pig tail, available most of summer-early winter. Source of thread, paper, flour, and alcohol.<br />
* Prickle berry, available most of summer. Edible raw, source of alcohol.<br />
* Plump helmet, available all year. Edible raw, source of alcohol.<br />
* Potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Purple amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Quinoa, available most of summer into early winter. Source of flour and alcohol.<br />
* Radish, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Ramie, available most of summer into early winter. Source of thread and paper.<br />
* Rat weed, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Rhubarb, available midspring into midsummer. Edible raw.<br />
* Rice, available most of summer into early winter. Source of flour and alcohol.<br />
* Rope reed, available most of summer-early winter. Source of thread, paper, and alcohol.<br />
* Rye, available all summer and autumn. Source of flour and alcohol.<br />
* Single-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sliver barb, available all winter. Source of extract and alcohol.<br />
* Soft wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sorghum, available most of summer into early winter. Source of flour and alcohol.<br />
* Spelt, available all summer and autumn. Source of flour and alcohol.<br />
* Sun berry, available most of summer. Edible raw, source of alcohol.<br />
* Sweet pod, available midspring into midsummer. Source of exract and alcohol.<br />
* Sweet potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Teff, available all summer and autumn. Source of flour and alcohol.<br />
* Turnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Two-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Whip vine, available midspring into midsummer. Source of flour, extract, and alcohol.<br />
* White millet, available all summer and autumn. Source of flour and alcohol.<br />
* Valley herb, available most of spring. Source of extract.<br />
<br />
== Appendix H, List of Obtainable Magic: ==<br />
<br />
* Animal magic, opposed to nature magic. Transforms the user into a random giant animal when used. Associated with animals, chaos, and hunting. Can be obtained from minotaurs.<br />
* Blight magic, opposed to healing magic. Inflicts a debilitating, sickening plague on a target creature when used. Fellow blight mages, healing mages, and those currently immunized by healing magic cannot be targeted with it. Can cause victims to go berserk and spread the sickness if they survive long enough. Associated with blight, disease, and misery. Can be obtained from shoggoths.<br />
* Clairvoyance magic, opposed to infernal magic. Grants extravision and creature-sensing to a targeted creature when used, along with boosting agility and sensory-type mental attributes. Associated with inspiration, light, and wisdom. Can be obtained from eternal things and cyclopes.<br />
* Fire magic, opposed to wind. Flings a fireball at a target creature when used, fellow fire mages cannot be targeted with it. Associated with fire, the sun, and volcanoes. Can be obtained from dragons.<br />
* Healing magic, opposed to blight magic. Mends bleeding and tissue damage on a target creature when used. Also temporarily immunizes the target against blight magic. Associated with healing, mercy, and rebirth. Can be obtained from hydras.<br />
* Infernal magic, opposed to clairvoyance magic. Summons a random demonic creature when used, which will always be one of the raw-defined demons instead of a generated one, which will attack any living thing except the caster. Inflicts stigmata and personality changes on the user, repeated use will build up side effects until blood loss becomes lethal, and each use has a chance of rendering the caster permanently mute. Associated with darkness, nightmares, and revenge. Can be obtained from mi-gos.<br />
* Nature magic, opposed to animal magic. Summons a random natural predatory animal when used. Associated with nature, plants, and trees. Can be obtained from treants and manticores.<br />
* Protective magic, opposed to war magic. Grants high damage resistance to a target creature when used. Associated with courage, discipline, and longevity. Can be obtained from gargoyles and bronze colossi.<br />
* War magic, opposed to protective magic. Inflicts a berserk rage on the caster when used, with appropriate status buffs. Associated with strength, victory, and war. Can be obtained from giants and ettins.<br />
* Wind magic, opposed to fire magic. Sends multiple target creatures flying away with high force when used, requires targets to be fairly close. Associated with storms, thunder, and wind. Can be obtained from rocs.</div>Valoshttp://dwarffortresswiki.org/index.php?title=User:Valos/Kobold_Kamp&diff=250487User:Valos/Kobold Kamp2020-02-13T19:44:16Z<p>Valos: </p>
<hr />
<div>{{mod}}<br />
{{Modification<br />
| name = Kobold Kamp<br />
| version = 47.02 1.1<br />
| df version = 0.47.02<br />
| last update = 2/13/2020<br />
| download = http://www.bay12forums.com/smf/index.php?topic=156989.0<br />
}}<br />
<br />
Yet another variant of Kobold Camp, taking a halfway approach to the advanced vanilla kobolds, and the surface-dwelling variant most versions of Kobold Camp go for. Information copied from the relevant forum post.<br />
<br />
== Important Pointer ==<br />
<br />
* Not all stones are usable for stone weapons. Double-check the stone screen for a quick rundown and what you can use.<br />
<br />
== Features ==<br />
<br />
* Playable kobolds, obviously. They've also been changed back to old-school vivipary instead of laying eggs, as nest-box reproduction is a tad buggy when you try to make citizens use them. Since bones will be a useful source of crafting material, they've been changed from bone-carnivores to normal carnivores. They grow up quickly, and utterances have been supplemented with intelligence to avoid glorious bugs. Also? Kobold-flavored profession names. Also also, FLEEQUICK is an annoying token for citizens to have.<br />
<br />
* Basic utility positions have been added. The chieftain is a basic leadership position plus broker, warmasters command the military along with serving as a champion, war leaders are your militia captains, shamans grant health plus bookkeeping, while overseers function as managers. Obviously, they lack any concept of law enforcement.<br />
<br />
* Kobolds have an expanded list of weapons, clothing, and armor. Picks and axes have reduced size requirements so they can actually use them, and their lack of footwear has been accounted for. All of their weapons/tools are available in wood, stone, or other materials. They also have access to the usual leather, bone, and shell armor, plus wooden bucklers. There are tweaked versions of normal armors to disallow metal versions, and to make salvaging work smoother (see below). Also added a simple form of lockbow (historically, a crossbow triggered by a simple piece of wood instead of a proper trigger mechanism) for hunters to migrate with. Finally, kobolds have access to wooden spikes and wooden rams (unique in being a blunt trap component) via the carpenter's workshop.<br />
<br />
* Ability to make wooden weapons, stone ammo, weapons and ammo using gems, and even bone or shell for certain weapons. This also takes place at the crafter's workshop.<br />
<br />
* Kobolds have been given access fishing and (for flavor) gem cutting/setting. Added ability to brew drinks from plants if they are gathered, which is about the only use carnivores have for them. They also can weave otherwise-useless hair thread into usable cloth, and can brew a fermented milk drink. They also have limited access to additional animals in addition to the standard venomous creatures.<br />
<br />
* In exchange, the kobolds have lost access to smelting and 90% of metalworking ability. All those shiny rocks are best used for stone crafts, weapons, and arrows. Native copper and native silver can be processed for use in weaponry, and the salvage workshop (see below) lets you make use of metal taken from enemies, but otherwise kobolds have to rely on cruder equipment.<br />
<br />
* Several types of stone have been tweaked to work half-decently compared to wood, and native metals like copper can be used to get better results. Some small workarounds allow for stone ammunition to stockpile correctly. This appears to have no effect on worldgen, and would only cause notable fortress-mode bugs if kobolds could still smelt (i.e. smelting stone furniture).<br />
<br />
* Kobolds have a new workshop called the salvage workshop, which is used for turning several types of armor into versions kobolds can actually wear. This allows you to benefit from loot taken from invaders, and is your only source of metal armor. Salvaging armor similar to what kobolds use natively works 100% of the time, but salvaging entirely foreign armor has a 20% chance of failure.<br />
<br />
* Ability to dismantle any unusable cloth or leather goods for raw materials. All foreign armor and clothing made of said materials can be selected for dismantling. In addition, you can dismantle metal weapons and (foreign) metal armor and make weapons out of the bars. Dismantling has a chance of failure.<br />
<br />
* Item thief logic has been inverted, even after the caravan bug was fixed. Use of "scouts" for normal civilizations, along with adjustments to progress triggers, give kobolds a bit more breathing room. You're gonna need it, because...<br />
<br />
* ALL of the other 4 civilizations will be hostile to you, be prepared to take on the world with little outside help. Your only metalworking is largely dependent upon looting better-equipped enemies, and don't forget that kobolds are the smallest of the 5 main civilizations as well.<br />
<br />
* No access to plants (without gathering) plus inability to eat plants mean you have to carefully consider where to settle. Without crops you need fish, game, or livestock. Without plant fiber you need leather, yarn, or silk.<br />
<br />
== Known bugs and issues ==<br />
<br />
* No ability to salvage gauntlets. This is due to the infamous gauntlet bug, interfering with any custom reaction that outputs glove-type items. Any output would be generic "ambidextrous" gauntlets instead of left/right versions, and these generic versions can't be worn.<br />
<br />
* Not all of the modded-in reactions can use the "product details" option that allows producing only a specific item. Currently only wood and bone items allow it. For stone arrows or other added reactions you'll have to control desired material the old-fashioned way, using nearest or linked stockpiles.<br />
<br />
* Minor: Knapped stones will appear on the available materials list for finished goods, furniture, and weapon stockpiles, as well as in military uniform material selection. These materials only show up when crafting stone or gem ammuniton, or for embark/trade native metal goods, due to workarounds needed to allow stone ammo to stockpile, and due to more severe bugs that occur if I used a different workaround.<br />
<br />
* Choosing "play now" will bypass the normal lack of access to metalsmithing due to the hardcoded skill assignment to the starting seven. Who even picks "play now" anyway?<br />
<br />
== Appendix A, Full List of New Reactions, By Workshop ==<br />
<br />
=== Carpenter's Workshop ===<br />
<br />
* Make menacing wooden spike from wood. Done to avoid allowing metal spikes.<br />
* Make swinging wooden ram from wood. Done to avoid allowing metal rams.<br />
<br />
=== Clothier's Workshop ===<br />
<br />
* Make quiver using cloth.<br />
<br />
=== Craftsman's Workshop ===<br />
<br />
* Submenu for making arrows and bolts from sharpenable stones, or sharpenable rough gems.<br />
* Submenu for making bars from native copper/silver, and limited metal weaponcrafting.<br />
* Submenu for making bone picks and shell axes.<br />
* Submenu for making axes, swords, spears, or daggers from wood.<br />
* Submenu for making axes, swords, spears, or daggers from sharpenable rough gems.<br />
<br />
=== Farmer's Workshop ===<br />
<br />
* Weave non-wool hair into haircloth.<br />
<br />
=== Salvage Workshop ===<br />
<br />
* Submenu for refitting enemy armor/clothing that has a native equivalent.<br />
* Submenu for attempting to refit enemy armor/clothing with no native equivalent.<br />
* Submenu for scrapping enemy headwear into cloth or leather.<br />
* Submenu for scrapping enemy bodywear into cloth or leather.<br />
* Submenu for scrapping enemy handwear into cloth or leather.<br />
* Submenu for scrapping enemy legwear into cloth or leather.<br />
* Submenu for scrapping enemy footwear into cloth or leather.<br />
* Submenu for scrapping metal weapons (excluding worked native metal) into bars.<br />
* Submenu for scrapping enemy metal armor into bars.<br />
<br />
=== Still ===<br />
<br />
* Brew fermented milk drink.<br />
<br />
== Appendix B, List of Sharpenable Stone/Gems ==<br />
<br />
=== Stone ===<br />
<br />
* Andesite<br />
* Basalt<br />
* Chert<br />
* Dacite<br />
* Ilmenite<br />
* Jet<br />
* Microcline<br />
* Native Copper (must be processed first)<br />
* Native Silver (must be processed first)<br />
* Obsidian<br />
* Petrified Wood<br />
* Quartizite<br />
* Raw Adamantine (must be processed first)<br />
* Rhyolite<br />
* Slate<br />
* Tetrahedrite<br />
<br />
=== Gems ===<br />
<br />
* All forms of Agate<br />
* All forms of Chalcedony<br />
* All forms of Jade<br />
* All forms of Jasper<br />
* All forms of Opal<br />
* All forms of Quartz<br />
* Onyx</div>Valoshttp://dwarffortresswiki.org/index.php?title=User:Valos/Adventurecraft&diff=250291User:Valos/Adventurecraft2020-02-08T09:48:01Z<p>Valos: </p>
<hr />
<div>{{mod}}<br />
{{Modification<br />
| name = Adventurecraft<br />
| version = 47.02 1.0<br />
| df version = 0.47.02<br />
| last update = 2/8/2020<br />
| download = http://www.bay12forums.com/smf/index.php?topic=153036.0<br />
}}<br />
<br />
Adventurecraft, yet another Wanderer's Friend derivative, is an adventure-mode-focused mod that adds reactions, in addition to material changes and creature changes, much of it geared toward fleshing out the options provided to adventurers. Various features have been added to it over time, not all geared toward crafting.<br />
<br />
Existed in unreleased form since the DF2012 days, with the first release being not long before .42.01 was released. Features and changes listed are thus specific to the most recent version, assuming this page remains up-to-date (don't count on it), derived from the forum post.<br />
<br />
== Features ==<br />
<br />
=== Fun Material Tweaks ===<br />
<br />
* Different tiers of materials. Look for a + or ++ in the material name. 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.<br />
* Several stones have been buffed to not be vastly inferior to bone. Look for the material tier designation. Chert is second only to obsidian in sharpness.<br />
* 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.<br />
* 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 (or be spoiled in the appendices). Not all of the beasts added to the mod have usable hearts.<br />
* 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.<br />
<br />
=== Creature Tweaks ===<br />
<br />
* Joint definitions have been 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.<br />
* Neck-snapping. While mundane damage to the upper spine doesn't always have any effect, putting a joint lock on it definitely will. Unless the creature is stupidly huge.<br />
* 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.<br />
* Joint edits have been applied to generated creatures. Normal joints tend to be more common than breakable necks.<br />
* Thread can be made from catgut. No, not just literal cat gut catgut. This proved simpler than adding harvestable sinews.<br />
* Because DF2015 broke cannibal adventurers, intelligent semi-megabeasts/megabeasts are currently non-sentient. To make up for this, they gain natural skills.<br />
<br />
=== New Creatures ===<br />
<br />
* At the suggestion of Jackie, messed around with making centaurs, and moreover made their body less of a "humanoid with 4 legs" thing used in vanilla. They show up in good biomes and can join civs. An evil critter, based on the kamaitachi, has also been added as another source of civ fodder for evil regions.<br />
* A couple added mythical creatures were added to make up for making centaurs real. Also added descriptions and spheres, to make their use in art more interesting.<br />
* 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.<br />
* 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. Its wood will make for effective blunt weapons, but poor edged weapons. Think twice before you try lighting one on fire!<br />
* Two H.P. Lovecraft references via the mi-go and shoggoth. Mi-gos have a delightfully alien body structure, while shoggoths are acidic blobs. Hint: pulp all the things.<br />
* Eternal things. Basically chitinous worms that can grow rather large given time, faster than dragons but not quite as huge.<br />
* Manticores. Overgrown lions with bat wings and scorpion tails. All the Fun of both potion-yield megabeasts and venomous critters.<br />
* Four lesser beasts that can form lairs, as a step down from semi-megabeasts. These act like night creature hunters, making lairs in various places. Dire wolves, dire bears, feral ogres, and sanguine dragons are all based off of some existing creature in some way, with qualities to make them different challenges in combat.<br />
<br />
=== Plant Tweaks ===<br />
<br />
* 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, and extract-bearing plants.<br />
* 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.<br />
* Brewable plants can be made into delicious booze. If it isn't brewable by picking the plant itself (assuming it's in season), try brewing fruit instead.<br />
* Bread is now a thing. The relevant plants can be ground into flour and used as such.<br />
* Bamboo, cattails, and cloudberries have been given useful growths. This works in adventure mode, but due to the plants being grass they can't be picked in fort mode.<br />
<br />
=== Civilization Tweaks ===<br />
<br />
* All of the main races are playable in Adventurer Mode, whether as civ members or as outsiders.<br />
* 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.<br />
* Humans and goblins have been given slings and sewing needles, for the hell of it.<br />
* 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 has 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.<br />
* Goblins need food and water, so remember that.<br />
* Outsiders start off with wooden weaponry to encourage actually upgrading your gear.<br />
* Underground animal people have been given a surface-dwelling equivalent, allowing for occasional instances of them being playable as entity members, instead of outsiders.<br />
<br />
=== New uses for existing items (and changes) ===<br />
<br />
* Mortars and pestles are used for plant processing and alchemy. A pair can be crafted from stone.<br />
* A few reactions use blunt small rocks for hammering instead of just knapping.<br />
* If you somehow get a hold of full logs, a battle axe can be used to split it into usable pieces.<br />
* Stone axes have been changed to allow metal versions to show up in human and goblin sites.<br />
* Helves have been given the same weapon uses as staves in older versions of this mod, and renamed to staves to reflect this.<br />
<br />
=== New Items ===<br />
<br />
* Needles, required for sewing. In addition to wood you can carve them from bone, tooth, nail, hoof, or horn.<br />
* Clubs, as a crude mace-equivalent as suggested by Kallin.<br />
* Caesti and katars, unarmed weapons suggested and worked on by Jackie.<br />
* Simple lockbows, originally implemented in Kobold Kamp as suggested by Flint.<br />
* Spear-throwers and javelins, made with help from ZM5. Closer to actual hand-thrown javelins than the more realistic atlatl, but still allows use of a spear-thrower for gameplay reasons.<br />
* 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.<br />
* Gambesons, made from cloth. Obviously fragile unless using megabeast haircloth or silk.<br />
* Cooking pots, for making certain items, most notably for brewing.<br />
* Animal glue, which the recent combat changes have made useful.<br />
* Eight raw-defined instruments that can be crafted, supplementing the generated instruments that can't be crafted in adventure mode.<br />
<br />
=== Dismantling Items ===<br />
<br />
* Boulders and logs can be split into small rocks and pieces of wood, respectively.<br />
* Crude cloth can be unraveled if needed.<br />
* Cloth items can be cut apart for cloth, leather items can be cut apart, and metal items can be broken down for metal. Note that nothing's stopping you from being a lunatic and trying to dismantle the end result into itself, which will eventually waste it.<br />
<br />
== Bugs and Issues ==<br />
<br />
* No gauntlets due to the gauntlet bug. The workaround I originally devised tends to break more things than it fixes.<br />
* Just like whips, civs will generate metal slings because derp.<br />
* 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.<br />
* The amount of usable leather, bone, etc can be increased by lopping off limbs. For bone, there are reaction bugs and balance issues behind why Adventurecraft has set crafting to consume full stacks, instead of vanilla's use of single units for a stack.<br />
* 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.<br />
* Goblin and kobold adventurers will find their home to be an immense pain in the ass to leave, as dark forts and caves block fast travel even if the inhabitants are friendly.<br />
* Nothing's stopping you from being a lunatic and trying to dismantle cloth, tanned hides, or metal bars. This will eventually waste it due to the odds not being 100%. <br />
* Thread, cloth, bars, and sheets obtained from towns instead of player-made are a nigh-endless source of crafting material, due to reactions set to only produce and use product dimensions of 1.<br />
* The addition of faked wood for outsider weapons adds an unusable material to the forge in fortress mode.<br />
<br />
== Appendix A, Full list of new reactions ==<br />
<br />
=== Basic Reactions ===<br />
<br />
* Tan a raw hide, raw scales, or raw chitin. Produces tanned leather/scale/chitin.<br />
* Dry and spin gut into catgut thread.<br />
* Spin hair or wool into thread.<br />
* Process thread-bearing plant into thread.<br />
* Weave cloth. Uses hair/wool, plant-based, or silk thread.<br />
* Make glue. Uses raw hide, raw scales, bone, skull, horn, or hoof. Requires a cooking item.<br />
* Repair cloth item. Uses cloth and thread, requires a needle.<br />
* Repair leather/scale/chitin item. Uses any of said materials plus thread, requires a needle.<br />
* Repair wood/bone/stone item. Uses animal glue, requires a sharp object.<br />
<br />
=== Tools ===<br />
<br />
* Carve wooden sewing needle. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn needle. Uses any of said materials, requires a sharp object.<br />
* Carve wooden stave. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone stave. Uses bones, and requires a sharp object.<br />
* Carve bone/shell axe. Uses either material plus a stave, requires a sharp object.<br />
* Craft stone axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mortar and pestle. Uses 2 blunt small rocks, and requires a third.<br />
* Craft stone cooking pot. Uses any small rock, and requires a blunt small rock.<br />
<br />
=== Ammunition ===<br />
<br />
* Craft sling stones. Uses a blunt small rock, and requires a second.<br />
* Carve wooden arrows. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn arrows. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone arrows. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden bolts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bolts. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone bolts. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden javelins. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn javelins. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone javelins. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden darts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn darts. Uses any of said materials, requires a sharp object.<br />
<br />
=== Weapons (Wood/Cloth/Leather) ===<br />
<br />
* Carve wooden dagger. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden pike. Uses two wooden branches, and requires a sharp object.<br />
* Carve wooden club. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale whip. Uses leather/scale, and requires a sharp object.<br />
* Craft leather/scale/chitin caestus. Uses any of said materials, and requires a sharp object.<br />
* Craft wooden bow. Uses a stave and thread, requires a sharp object.<br />
* Craft simple wooden lockbow. Uses two branches and thread, requires a sharp object.<br />
* Carve wooden blowgun. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear-thrower. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale sling. Uses leather, and requires a sharp object.<br />
* Craft cloth sling. Uses cloth, and requires a sharp object.<br />
<br />
=== Weapons (Bone) ===<br />
<br />
* Craft bone/shell/tooth/horn dagger. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn spear. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn pike. Uses any of said materials plus two staves, requires a sharp object.<br />
* Carve bone/shell battle axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell great axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn short sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn long sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn two-handed sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone club. Uses bones, and requires a sharp object.<br />
* Craft bone/tooth/nail/hoof/horn katar. Uses any of said materials, and requires a sharp object.<br />
* Craft bone bow. Uses bones and thread, requires a sharp object.<br />
* Craft simple bone lockbow. Uses bones, a stave, and thread, requires a sharp object.<br />
* Carve bone spear-thrower. Uses bones, and requires a sharp object.<br />
* Carve bone blowgun. Uses bones, and requires a sharp object.<br />
<br />
=== Weapons (Stone) ===<br />
<br />
* Knap stone dagger. Uses any small rock, and requires a blunt small rock.<br />
* Craft stone spear. Uses a sharp rock and a stave. No need to cut the stave to size.<br />
* Craft stone pike. Uses a sharp rock and two staves. No need to cut the staves to size.<br />
* Craft stone battle axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone great axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone short sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone long sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone two-handed sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mace. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone war hammer. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone maul. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
<br />
=== Armor (Bone) ===<br />
<br />
* Craft bone/shell buckler. Uses either material, and requires a sharp object.<br />
* Craft bone/shell shield. Uses either material, and requires a sharp object.<br />
* Craft bone/shell helm. Uses either material, and requires a sharp object.<br />
* Craft skull helm. Uses a skull, and requires a sharp object.<br />
* Craft bone/shell armor. Uses either material and requires a sharp object.<br />
* Craft bone/shell leggings. Uses either material, and requires a sharp object.<br />
* Craft bone greaves. Uses bones, and requires a sharp object.<br />
<br />
=== Shields/Armor (Leather/Scale/Chitin) ===<br />
<br />
* Craft leather/scale/chitin buckler. Uses any of said materials, and requires a sharp object.<br />
* Craft leather/scale/chitin shield. Uses any of said materials, and requires a sharp object.<br />
* Sew leather/scale/chitin cap. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin helm. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin armor. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin leggings. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin low boots. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin high boots. Uses any of said materials plus thread, requires a needle.<br />
<br />
=== Clothing (Leather) ===<br />
<br />
* Sew leather/scale backpack. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale waterskin. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale quiver. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale hood. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale mask. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale cloak. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale tunic. Uses leather/scale and thread, requires a needle.<br />
* Make leather/scale loincloth. Uses leather/scale.<br />
* Sew leather/scale trousers. Uses leather/scale and thread, requires a needle.<br />
* Craft leather/scale footwraps. Uses leather, and requires a sharp object.<br />
* Sew leather/scale sandals. Uses leather/scale and thread, requires a needle.<br />
* Decorate object with leather/scale. Uses leather/scale and thread, requires a needle.<br />
<br />
=== Clothing (Cloth) ===<br />
<br />
* Sew cloth backpack. Uses cloth and thread, requires a needle.<br />
* Sew cloth quiver. Uses cloth and thread, requires a needle.<br />
* Sew cloth cap. Uses cloth and thread, requires a needle.<br />
* Sew cloth hood. Uses cloth and thread, requires a needle.<br />
* Sew cloth mask. Uses cloth and thread, requires a needle.<br />
* Sew cloth gambeson. Uses cloth and thread, requires a needle.<br />
* Sew cloth cloak. Uses cloth and thread, requires a needle.<br />
* Sew cloth tunic. Uses cloth and thread, requires a needle.<br />
* Make cloth loincloth. Uses cloth.<br />
* Sew cloth trousers. Uses cloth and thread, requires a needle.<br />
* Craft cloth footwraps. Uses cloth, and requires a sharp object.<br />
* Sew cloth socks. Uses cloth and thread, requires a needle.<br />
* Sew cloth sandals. Uses cloth and thread, requires a needle.<br />
* Decorate object with cloth. Uses cloth and thread, requires a needle.<br />
<br />
=== Shields/Crafts (Wood) ===<br />
<br />
* Carve wooden buckler. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden shield. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden crutch. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cup. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden minecart. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden figurine. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden ring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden earring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden scepter. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden amulet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden bracelet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden crown. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cabochan. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden mask. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden sandals. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden dice. Uses a wooden branch, and requires a sharp object.<br />
* Decorate object with wood. Uses a wooden branch, and requires a sharp object.<br />
<br />
=== Crafts (Bone/Shell/Tooth/Horn) ===<br />
<br />
* Carve bone crutch. Uses bones, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn goblet. Uses any of said materials, and requires a sharp object.<br />
* Carve skull goblet. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn figurine. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn ring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn earring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn scepter. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn amulet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn bracelet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn crown. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn cabochan. Uses any of said materials, and requires a sharp object.<br />
* Craft skull totem. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell mask. Uses either of said materials, and requires a sharp object.<br />
* Craft skull mask. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn dice. Uses any of said materials, and requires a sharp object.<br />
* Decorate object with bone/shell/tooth/nail/hoof/horn. Uses said materials, requires a sharp object.<br />
<br />
=== Crafts (Stone) ===<br />
<br />
* Craft stone mug. Uses a blunt small rock, and requires a second.<br />
* Craft stone figurine. Uses a blunt small rock, and requires a second.<br />
* Craft stone ring. Uses a blunt small rock, and requires a second.<br />
* Craft stone earring. Uses a blunt small rock, and requires a second.<br />
* Craft stone scepter. Uses a blunt small rock, and requires a second.<br />
* Craft stone amulet. Uses a blunt small rock, and requires a second.<br />
* Craft stone bracelet. Uses a blunt small rock, and requires a second.<br />
* Craft stone crown. Uses a blunt small rock, and requires a second.<br />
* Craft stone cabochon. Uses a blunt small rock, and requires a second.<br />
* Decorate object with stone. Uses a blunt small rock, and requires a second.<br />
<br />
=== Item Dismantling ===<br />
<br />
* Split wooden log into branches. Also requires a sharp object. Ignore the absurdity.<br />
* Split large stone into small rocks. Also requires a blunt small rock.<br />
* Unravel cloth into thread.<br />
* Dismantle cloth item. Requires a sharp object.<br />
* Dismantle leather/scale/chitin item. Requires a sharp object.<br />
* Dismantle stone item. Requires a blunt small rock.<br />
* Dismantle metal item. Requires a blunt small rock.<br />
<br />
=== Cooking and Alchemy ===<br />
<br />
* Mill plant into flour. Uses valid plant, requires a mortar and pestle.<br />
* Bake bread. Uses flour, requires a cooking pot.<br />
* Brew alcohol from plant. Uses valid plant, requires a cooking pot and an empty waterskin.<br />
* Brew alcohol from fruit. Uses valid plant growth, requires a cooking pot and an empty waterskin.<br />
* Extract from plant. Uses extractable plant, requires a mortar and pestle plus an empty waterskin.<br />
* Refine venom into toxin. Uses a venom sac, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from (semi)megabeast heart, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from generated creature heart, requires a mortar and pestle plus an empty waterskin.<br />
<br />
=== Paper/Parchment Crafting ===<br />
<br />
* Press pulpable plant into paper. Uses a valid plant, requires a mortar and pestle.<br />
* Dry skin into parchment. Uses a raw hide, and requires a sharp object.<br />
* Carve wooden scroll rollers. Uses a wooden branch, and requires a sharp object.<br />
* Assemble a scroll. Uses a sheet and a scroll roller.<br />
* Craft a quire. Uses a sheet.<br />
<br />
=== Instrument Pieces ===<br />
<br />
* Carve wooden bagpipe pipes. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bagpipe pipes. Uses any of said materials, and requires a sharp object.<br />
* Sew leather bagpipe bag. Uses leather and thread, requires a needle.<br />
* Craft instrument strings. Uses string.<br />
* Carve wooden lyre body. Uses a wooden log, and requires a sharp object.<br />
* Carve bone/shell lyre body. Uses either material and requires a sharp object.<br />
* Carve wooden guitar body. Uses a wooden log, and requires a sharp object.<br />
* Carve skull guitar body. Uses a skull, and requires a sharp object.<br />
* Carve wooden guitar neck. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone guitar neck. Uses bone, and requires a sharp object.<br />
* Carve wooden harp body. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden drum body. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone drum body. Uses bone, and requires a sharp object.<br />
* Craft leather drum head. Uses leather.<br />
<br />
=== Instruments ===<br />
<br />
* Carve wooden simple flute. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone simple flute. Uses bone, and requires a sharp object.<br />
* Carve wooden instrument musical horn. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn musical horn. Uses any of said materials, and requires a sharp object.<br />
* Assemble bagpipes. Requires a bagpipe bag and instrument pipes.<br />
* Assemble lyre. Requires a lyre body and strings.<br />
* Assemble guitar. Requires a guitar body, a guitar neck, and strings.<br />
* Assemble harp. Requires a harp body and strings.<br />
* Assemble drum. Requires a drum body and drum head.<br />
* Carve wooden bell. Uses a wooden log, and requires a sharp object.<br />
<br />
== Appendix B, List of forging reactions (at carpenter's workshop): ==<br />
<br />
=== Metalworking (Basic Tools) ===<br />
<br />
* Craft makeshift forge. Uses 10 small rocks.<br />
* Repair metal item. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mortar and pestle. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cooking pot. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Ammunition) ===<br />
<br />
* Craft metal sling bullets. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal arrows. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal bolts. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal javelins. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal darts. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Weapons) ===<br />
<br />
* Craft metal dagger. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal spear. Uses metal, a stave, and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pike. Uses metal, a stave, and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal battle axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal great axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal short sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal long sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal two-handed sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mace. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal war hammer. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal maul. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal caestus. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal katar. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Shields/Armor) ===<br />
<br />
* Craft metal buckler. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal shield. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal helmet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cap. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal breastplate. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail shirt. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal greaves. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail leggings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal low boots. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal high boots. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Furniture) ===<br />
<br />
* Craft metal throne. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal table. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal chest. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabinet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal door. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal barrel. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bucket. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal sarcophagus. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal hatch cover. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal grate. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bin. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal stepladder. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bookcase. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal splint. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pedestal. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal animal trap. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Crafts) ===<br />
<br />
* Craft metal crutch. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal goblet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal minecart. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal figurine. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal ring. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal earring. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal scepter. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal amulet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bracelet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal crown. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabochan. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mask. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Decorate object with metal. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Instruments) ===<br />
<br />
* Craft metal bagpipe pipes. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal instrument strings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal lyre body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar neck. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal harp body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal drum body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal simple flute. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal musical horn. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bell. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
== Appendix C, List of more useful stones ==<br />
<br />
* Andesite<br />
* Basalt<br />
* Chert (in-between other sharp stones and obsidian)<br />
* Dacite<br />
* Diorite<br />
* Native aluminum (same as aluminum)<br />
* Native copper (same as copper)<br />
* Native gold (same as gold)<br />
* Native platinum (same as platinum)<br />
* Native silver (same as silver)<br />
* Obsidian (deliciously sharp and deadly)<br />
* Quartzite<br />
* Phyllite<br />
* Raw adamantine (same as adamantine)<br />
* Rhyolite<br />
* Shale<br />
* Slade (good luck obtaining that one!)<br />
* Slate<br />
<br />
== Appendix D, List of monsters with improved body materials ==<br />
<br />
=== Tier 1 ===<br />
<br />
* Alligator (and variants, alligator men are currently unusable)<br />
* Anaconda (and variants, anaconda men are currently unusable)<br />
* Armadillo (and variants, armadillo men are currently unusable)<br />
* Black bear (and variants, black bear men are currently unusable)<br />
* Blind cave bear<br />
* Blind cave ogre (currently unusable)<br />
* Cave crocodile<br />
* Cave dragon<br />
* Coelacanth<br />
* Elephant (and variants, elephant men are currently unusable)<br />
* Giant cave spider<br />
* Giant desert scorpion (re-added due to Toady removing them ;w;)<br />
* Giant Mantis (normal version is a non-butcherable vermin, mantis men are currently unusable)<br />
* Gigantic squid (normal version is a non-butcherable vermin, squid men are currently unusable)<br />
* Great white shark<br />
* Grizzly bear (and variants, grizzly bear men are currently unusable)<br />
* Hippo (and variants, hippo men are currently unusable)<br />
* Ogre<br />
* Orca (and variants, orca men are currently unusable)<br />
* Polar bear (and variants, polar bear men are currently unusable)<br />
* Rhinoceros (and variants, rhinoceros men are currently unusable)<br />
* Saltwater crocodile (and variants, saltwater crocodile men are currently unusable)<br />
* Sea monster<br />
* Sea serpent<br />
* Troll<br />
* Voracious cave crawler<br />
* Walrus (and variants, walrus men are currently unusable)<br />
* Wild boar (and variants, wild boar men are currently unusable)<br />
* Cyclops<br />
* Ettin<br />
* Giant<br />
* Minotaur<br />
* Gargoyle<br />
* Mi-go<br />
* Dire bear<br />
* Feral ogre<br />
* Lesser dragon<br />
<br />
=== Tier 2 ===<br />
<br />
* Dragon<br />
* Hydra<br />
* Roc<br />
* Eternal thing<br />
* Manticore<br />
* Treant (wood)<br />
<br />
== Appendix E, List of monsters that yield venom sacs ==<br />
<br />
* Giant adder (normal version is too small to butcher, adder men are currently unusable)<br />
* Giant bark scorpion (normal version is a non-butcherable vermin, bark scorpion men are currently unusable)<br />
* Black mamba (and variants, black mamba men are currently unusable)<br />
* Giant brown recluse spider (normal version is a non-butcherable vermin, recluse spider men are currently unusable)<br />
* Bushmaster (and variants, bushmaster men are currently unusable)<br />
* Giant copperhead snake (normal version is too small to butcher, copperhead snake men are currently unusable)<br />
* Giant desert scorpion<br />
* Giant cave spider<br />
* Gila monsters (and variants, gila monster men are currently unusable)<br />
* Helmet snake<br />
* King cobra (and variants, king cobra men are currently unusable)<br />
* Platypus (and variants, platypus men are currently unusable)<br />
* Rattlesnake (and variants, rattlesnake men are currently unusable)<br />
* Serpent man (currently unusable)<br />
* Manticore<br />
<br />
== Appendix F, List of plant and misc craftable extracts ==<br />
<br />
=== Extract-bearing plants ===<br />
<br />
* Dwarven syrup. Delicious but does nothing.<br />
* Gnomeblight. Still only deadly to gnomes.<br />
* Golden salve. Stops bleeding and other ailments, potent non-nerve healing.<br />
* Marshmend, from muck root. Stops bleeding and eases pain.<br />
* Whiplash, from whip vine. Boost agility and speed some, side effects of dizziness and nausea.<br />
* Barbed haze, from sliver barb. Assorted stat boost, penalties, and other Fun.<br />
<br />
=== Megabeast and Semi-megabeast hearts ===<br />
<br />
* Aetherbreath, from mi-gos. Grants immunity to suffocation.<br />
* Draconic fury, from dragons. Boosts willpower, inspires martial trances.<br />
* Giant's might, from giants. Boosts strength.<br />
* Insight, from ettins. Boosts assorted mental stats.<br />
* Relentlessness, from minotaurs. Grants immunity to stunning, exertion, and pain.<br />
* Renewal, from hydras. Powerful, but brief, regeneration with regrowth of limbs.<br />
* Stoneskin, from gargoyles. Hardens you against attacks.<br />
* Swiftness, from rocs. Boost agility, increases speed somewhat.<br />
* True seeing, from cyclops. Grants extravision and creature-sensing.<br />
* Trickery, from manticores. Sharply boosts various social stats.<br />
<br />
=== Other ===<br />
<br />
* Failed extract. If a generated titan/demon/etc doesn't have a valid poison (or has poison blood instead), this will be the result. Does nothing.<br />
* Shoggoth slime, readily obtained from shoggoths (obviously). Causes localized pain, blistering, bleeding, and necrosis. Drinking it is exactly as stupid an idea as you'd expect it to be.<br />
* Cursed dragonblood, from sanguine dragons. Dangerous to drink, but has some minor situational benefits.<br />
<br />
== Appendix G, List of plants made harvestable in the mod ==<br />
<br />
* Alfalfa, available most of summer into early winter. Edible raw.<br />
* Arrow bamboo, available all year. Source of branches.<br />
* Asparagus, available only early in spring. Edible raw.<br />
* Barley, available all summer and autumn. Source of flour and alcohol.<br />
* Beet, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Bloated tuber, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Blood amaranth, available most of summer into early winter. Edible, source of flour/alcohol.<br />
* Buckwheat, available most of summer into early winter. Source of flour and alcohol.<br />
* Cabbage, available midspring into midsummer. Edible raw.<br />
* Carrot, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cassava, available midspring into midsummer. Source of alcohol.<br />
* Cattail, available later spring into early summer. Source of flour, thread, and paper.<br />
* Cave wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Celery, available midspring into midsummer. Edible raw.<br />
* Chicory, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cloudberry, available in winter. Edible raw, source of alcohol.<br />
* Cotton, available most of summer into early winter. Source of thread and paper.<br />
* Finger millet, available all summer and autumn. Source of flour and alcohol.<br />
* Fisher berry, available most of summer. Edible raw, source of alcohol.<br />
* Flax, available most of summer into early winter. Source of thread, paper, and flour.<br />
* Fonio, available all summer and autumn. Source of flour and alcohol.<br />
* Foxtail millet, available all summer and autumn. Source of flour and alcohol.<br />
* Garden cress, available midspring into midsummer. Edible raw.<br />
* Golden bamboo, available all year. Source of branches.<br />
* Hard wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Hedge bamboo, available all year. Source of branches.<br />
* Hemp, available all summer and autumn. Source of thread, paper, and flour.<br />
* Jute, available most of summer into early winter. Source of thread and paper.<br />
* Kaniwa, available most of summer into early winter. Source of flour and alcohol.<br />
* Kenaf, available most of summer into early winter. Source of thread and paper.<br />
* Kobold bulb, available midautumn and all winter. Source of extract.<br />
* Leek, available midspring into midsummer. Edible raw.<br />
* Lettuce, available midspring into midsummer. Edible raw.<br />
* Long yam, available midspring into midsummer. Edible raw.<br />
* Longland grass, available all summer and autumn. Source of flour and alcohol.<br />
* Maize, available most of summer into early winter. Source of flour and alcohol.<br />
* Muck root, available midspring into midsummer. Edible raw, source of extract and alcohol.<br />
* Oat, available all summer and autumn. Source of flour and alcohol.<br />
* Papyrus sedge, available most of summer into early winter. Source of paper.<br />
* Parsnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Pearl millet, available all summer and autumn. Source of flour and alcohol.<br />
* Pendant amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Pig tail, available most of summer-early winter. Source of thread, paper, flour, and alcohol.<br />
* Prickle berry, available most of summer. Edible raw, source of alcohol.<br />
* Plump helmet, available all year. Edible raw, source of alcohol.<br />
* Potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Purple amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Quinoa, available most of summer into early winter. Source of flour and alcohol.<br />
* Radish, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Ramie, available most of summer into early winter. Source of thread and paper.<br />
* Rat weed, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Rhubarb, available midspring into midsummer. Edible raw.<br />
* Rice, available most of summer into early winter. Source of flour and alcohol.<br />
* Rope reed, available most of summer-early winter. Source of thread, paper, and alcohol.<br />
* Rye, available all summer and autumn. Source of flour and alcohol.<br />
* Single-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sliver barb, available all winter. Source of extract and alcohol.<br />
* Soft wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sorghum, available most of summer into early winter. Source of flour and alcohol.<br />
* Spelt, available all summer and autumn. Source of flour and alcohol.<br />
* Sun berry, available most of summer. Edible raw, source of alcohol.<br />
* Sweet pod, available midspring into midsummer. Source of exract and alcohol.<br />
* Sweet potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Teff, available all summer and autumn. Source of flour and alcohol.<br />
* Turnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Two-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Whip vine, available midspring into midsummer. Source of flour, extract, and alcohol.<br />
* White millet, available all summer and autumn. Source of flour and alcohol.<br />
* Valley herb, available most of spring. Source of extract.</div>Valoshttp://dwarffortresswiki.org/index.php?title=User:Valos/Kobold_Kamp&diff=250286User:Valos/Kobold Kamp2020-02-08T08:12:30Z<p>Valos: </p>
<hr />
<div>{{mod}}<br />
{{Modification<br />
| name = Kobold Kamp<br />
| version = 47.02 1.0<br />
| df version = 0.47.02<br />
| last update = 2/8/2020<br />
| download = http://www.bay12forums.com/smf/index.php?topic=156989.0<br />
}}<br />
<br />
Yet another variant of Kobold Camp, taking a halfway approach to the advanced vanilla kobolds, and the surface-dwelling variant most versions of Kobold Camp go for. Information copied from the relevant forum post.<br />
<br />
== Important Pointer ==<br />
<br />
* Not all stones are usable for stone weapons. Double-check the stone screen for a quick rundown and what you can use.<br />
<br />
== Features ==<br />
<br />
* Playable kobolds, obviously. They've also been changed back to old-school vivipary instead of laying eggs, as nest-box reproduction is a tad buggy when you try to make citizens use them. Since bones will be a useful source of crafting material, they've been changed from bone-carnivores to normal carnivores. They grow up quickly, and utterances have been supplemented with intelligence to avoid glorious bugs. Also? Kobold-flavored profession names. Also also, FLEEQUICK is an annoying token for citizens to have.<br />
<br />
* Basic utility positions have been added. The chieftain is a basic leadership position plus broker, warmasters command the military along with serving as a champion, war leaders are your militia captains, shamans grant health plus bookkeeping, while overseers function as managers. Obviously, they lack any concept of law enforcement.<br />
<br />
* Kobolds have an expanded list of weapons, clothing, and armor. Picks and axes have reduced size requirements so they can actually use them, and their lack of footwear has been accounted for. All of their weapons/tools are available in wood, stone, or other materials. They also have access to the usual leather, bone, and shell armor, plus wooden bucklers. There are tweaked versions of normal armors to disallow metal versions, and to make salvaging work smoother (see below). Also added a simple form of lockbow (historically, a crossbow triggered by a simple piece of wood instead of a proper trigger mechanism) for hunters to migrate with. Finally, kobolds have access to wooden spikes and wooden rams (unique in being a blunt trap component) via the carpenter's workshop.<br />
<br />
* Ability to make wooden weapons, stone ammo, weapons and ammo using gems, and even bone or shell for certain weapons. This also takes place at the crafter's workshop.<br />
<br />
* Kobolds have been given access fishing and (for flavor) gem cutting/setting. Added ability to brew drinks from plants if they are gathered, which is about the only use carnivores have for them. They also can weave otherwise-useless hair thread into usable cloth, and can brew a fermented milk drink. They also have limited access to additional animals in addition to the standard venomous creatures.<br />
<br />
* In exchange, the kobolds have lost access to smelting and 90% of metalworking ability. All those shiny rocks are best used for stone crafts, weapons, and arrows. Native copper and native silver can be processed for use in weaponry, and the salvage workshop (see below) lets you make use of metal taken from enemies, but otherwise kobolds have to rely on cruder equipment.<br />
<br />
* Several types of stone have been tweaked to work half-decently compared to wood, and native metals like copper can be used to get better results. Some small workarounds allow for stone ammunition to stockpile correctly. This appears to have no effect on worldgen, and would only cause notable fortress-mode bugs if kobolds could still smelt (i.e. smelting stone furniture).<br />
<br />
* Kobolds have a new workshop called the salvage workshop, which is used for turning several types of armor into versions kobolds can actually wear. This allows you to benefit from loot taken from invaders, and is your only source of metal armor. Salvaging armor similar to what kobolds use natively works 100% of the time, but salvaging entirely foreign armor has a 20% chance of failure.<br />
<br />
* Ability to dismantle any unusable cloth or leather goods for raw materials. All foreign armor and clothing made of said materials can be selected for dismantling. In addition, you can dismantle metal weapons and (foreign) metal armor and make weapons out of the bars. Dismantling has a chance of failure.<br />
<br />
* Item thief logic has been inverted, even after the caravan bug was fixed. Use of "scouts" for normal civilizations, along with adjustments to progress triggers, give kobolds a bit more breathing room. You're gonna need it, because...<br />
<br />
* ALL of the other 4 civilizations will be hostile to you, be prepared to take on the world with little outside help. Your only metalworking is largely dependent upon looting better-equipped enemies, and don't forget that kobolds are the smallest of the 5 main civilizations as well.<br />
<br />
* No access to plants (without gathering) plus inability to eat plants mean you have to carefully consider where to settle. Without crops you need fish, game, or livestock. Without plant fiber you need leather, yarn, or silk.<br />
<br />
== Known bugs and issues ==<br />
<br />
* No ability to salvage gauntlets. This is due to the infamous gauntlet bug, interfering with any custom reaction that outputs glove-type items. Any output would be generic "ambidextrous" gauntlets instead of left/right versions, and these generic versions can't be worn.<br />
<br />
* Not all of the modded-in reactions can use the "product details" option that allows producing only a specific item. Currently only wood and bone items allow it. For stone arrows or other added reactions you'll have to control desired material the old-fashioned way, using nearest or linked stockpiles.<br />
<br />
* Minor: Knapped stones will appear on the available materials list for finished goods, furniture, and weapon stockpiles, as well as in military uniform material selection. These materials only show up when crafting stone or gem ammuniton, or for embark/trade native metal goods, due to workarounds needed to allow stone ammo to stockpile, and due to more severe bugs that occur if I used a different workaround.<br />
<br />
* Choosing "play now" will bypass the normal lack of access to metalsmithing due to the hardcoded skill assignment to the starting seven. Who even picks "play now" anyway?<br />
<br />
== Appendix A, Full List of New Reactions, By Workshop ==<br />
<br />
=== Carpenter's Workshop ===<br />
<br />
* Make menacing wooden spike from wood. Done to avoid allowing metal spikes.<br />
* Make swinging wooden ram from wood. Done to avoid allowing metal rams.<br />
<br />
=== Clothier's Workshop ===<br />
<br />
* Make quiver using cloth.<br />
<br />
=== Craftsman's Workshop ===<br />
<br />
* Submenu for making arrows and bolts from sharpenable stones, or sharpenable rough gems.<br />
* Submenu for making bars from native copper/silver, and limited metal weaponcrafting.<br />
* Submenu for making bone picks and shell axes.<br />
* Submenu for making axes, swords, spears, or daggers from wood.<br />
* Submenu for making axes, swords, spears, or daggers from sharpenable rough gems.<br />
<br />
=== Farmer's Workshop ===<br />
<br />
* Weave non-wool hair into haircloth.<br />
<br />
=== Salvage Workshop ===<br />
<br />
* Submenu for refitting enemy armor/clothing that has a native equivalent.<br />
* Submenu for attempting to refit enemy armor/clothing with no native equivalent.<br />
* Submenu for scrapping enemy headwear into cloth or leather.<br />
* Submenu for scrapping enemy bodywear into cloth or leather.<br />
* Submenu for scrapping enemy handwear into cloth or leather.<br />
* Submenu for scrapping enemy legwear into cloth or leather.<br />
* Submenu for scrapping enemy footwear into cloth or leather.<br />
* Submenu for scrapping metal weapons (excluding worked native metal) into bars.<br />
* Submenu for scrapping enemy metal armor into bars.<br />
<br />
=== Still ===<br />
<br />
* Brew fermented milk drink.<br />
<br />
== Appendix B, List of Sharpenable Stone/Gems ==<br />
<br />
=== Stone ===<br />
<br />
* Andesite<br />
* Basalt<br />
* Chert<br />
* Dacite<br />
* Ilmenite<br />
* Jet<br />
* Microcline<br />
* Native Copper (must be processed first)<br />
* Native Silver (must be processed first)<br />
* Obsidian<br />
* Petrified Wood<br />
* Quartizite<br />
* Raw Adamantine (must be processed first)<br />
* Rhyolite<br />
* Slate<br />
* Tetrahedrite<br />
<br />
=== Gems ===<br />
<br />
* All forms of Agate<br />
* All forms of Chalcedony<br />
* All forms of Jade<br />
* All forms of Jasper<br />
* All forms of Opal<br />
* All forms of Quartz<br />
* Onyx</div>Valoshttp://dwarffortresswiki.org/index.php?title=User:Valos/Kobold_Kamp&diff=250016User:Valos/Kobold Kamp2020-01-30T21:06:36Z<p>Valos: </p>
<hr />
<div>{{mod}}<br />
{{Modification<br />
| name = Kobold Kamp<br />
| version = 47.01 1.0<br />
| df version = 0.47.01<br />
| last update = 1/30/2020<br />
| download = http://www.bay12forums.com/smf/index.php?topic=156989.0<br />
}}<br />
<br />
Yet another variant of Kobold Camp, taking a halfway approach to the advanced vanilla kobolds, and the surface-dwelling variant most versions of Kobold Camp go for. Information copied from the relevant forum post.<br />
<br />
== Important Pointer ==<br />
<br />
* Not all stones are usable for stone weapons. Double-check the stone screen for a quick rundown and what you can use.<br />
<br />
== Features ==<br />
<br />
* Playable kobolds, obviously. They've also been changed back to old-school vivipary instead of laying eggs, as nest-box reproduction is a tad buggy when you try to make citizens use them. Since bones will be a useful source of crafting material, they've been changed from bone-carnivores to normal carnivores. They grow up quickly, and utterances have been supplemented with intelligence to avoid glorious bugs. Also? Kobold-flavored profession names. Also also, FLEEQUICK is an annoying token for citizens to have.<br />
<br />
* Basic utility positions have been added. The chieftain is a basic leadership position plus broker, warmasters command the military along with serving as a champion, war leaders are your militia captains, shamans grant health plus bookkeeping, while overseers function as managers. Obviously, they lack any concept of law enforcement.<br />
<br />
* Kobolds have an expanded list of weapons, clothing, and armor. Picks and axes have reduced size requirements so they can actually use them, and their lack of footwear has been accounted for. All of their weapons/tools are available in wood, stone, or other materials. They also have access to the usual leather, bone, and shell armor, plus wooden bucklers. There are tweaked versions of normal armors to disallow metal versions, and to make salvaging work smoother (see below). Also added a simple form of lockbow (historically, a crossbow triggered by a simple piece of wood instead of a proper trigger mechanism) for hunters to migrate with. Finally, kobolds have access to wooden spikes and wooden rams (unique in being a blunt trap component) via the carpenter's workshop.<br />
<br />
* Ability to make wooden weapons, stone ammo, weapons and ammo using gems, and even bone or shell for certain weapons. This also takes place at the crafter's workshop.<br />
<br />
* Kobolds have been given access fishing and (for flavor) gem cutting/setting. Added ability to brew drinks from plants if they are gathered, which is about the only use carnivores have for them. They also can weave otherwise-useless hair thread into usable cloth, and can brew a fermented milk drink. They also have limited access to additional animals in addition to the standard venomous creatures.<br />
<br />
* In exchange, the kobolds have lost access to smelting and 90% of metalworking ability. All those shiny rocks are best used for stone crafts, weapons, and arrows. Native copper and native silver can be processed for use in weaponry, and the salvage workshop (see below) lets you make use of metal taken from enemies, but otherwise kobolds have to rely on cruder equipment.<br />
<br />
* Several types of stone have been tweaked to work half-decently compared to wood, and native metals like copper can be used to get better results. Some small workarounds allow for stone ammunition to stockpile correctly. This appears to have no effect on worldgen, and would only cause notable fortress-mode bugs if kobolds could still smelt (i.e. smelting stone furniture).<br />
<br />
* Kobolds have a new workshop called the salvage workshop, which is used for turning several types of armor into versions kobolds can actually wear. This allows you to benefit from loot taken from invaders, and is your only source of metal armor. Salvaging armor similar to what kobolds use natively works 100% of the time, but salvaging entirely foreign armor has a 20% chance of failure.<br />
<br />
* Ability to dismantle any unusable cloth or leather goods for raw materials. All foreign armor and clothing made of said materials can be selected for dismantling. In addition, you can dismantle metal weapons and (foreign) metal armor and make weapons out of the bars. Dismantling has a chance of failure.<br />
<br />
* Item thief logic has been inverted, even after the caravan bug was fixed. Use of "scouts" for normal civilizations, along with adjustments to progress triggers, give kobolds a bit more breathing room. You're gonna need it, because...<br />
<br />
* ALL of the other 4 civilizations will be hostile to you, be prepared to take on the world with little outside help. Your only metalworking is largely dependent upon looting better-equipped enemies, and don't forget that kobolds are the smallest of the 5 main civilizations as well.<br />
<br />
* No access to plants (without gathering) plus inability to eat plants mean you have to carefully consider where to settle. Without crops you need fish, game, or livestock. Without plant fiber you need leather, yarn, or silk.<br />
<br />
== Known bugs and issues ==<br />
<br />
* No ability to salvage gauntlets. This is due to the infamous gauntlet bug, interfering with any custom reaction that outputs glove-type items. Any output would be generic "ambidextrous" gauntlets instead of left/right versions, and these generic versions can't be worn.<br />
<br />
* Not all of the modded-in reactions can use the "product details" option that allows producing only a specific item. Currently only wood and bone items allow it. For stone arrows or other added reactions you'll have to control desired material the old-fashioned way, using nearest or linked stockpiles.<br />
<br />
* Minor: Knapped stones will appear on the available materials list for finished goods, furniture, and weapon stockpiles, as well as in military uniform material selection. These materials only show up when crafting stone or gem ammuniton, or for embark/trade native metal goods, due to workarounds needed to allow stone ammo to stockpile, and due to more severe bugs that occur if I used a different workaround.<br />
<br />
* Choosing "play now" will bypass the normal lack of access to metalsmithing due to the hardcoded skill assignment to the starting seven. Who even picks "play now" anyway?<br />
<br />
== Appendix A, Full List of New Reactions, By Workshop ==<br />
<br />
=== Carpenter's Workshop ===<br />
<br />
* Make menacing wooden spike from wood. Done to avoid allowing metal spikes.<br />
* Make swinging wooden ram from wood. Done to avoid allowing metal rams.<br />
<br />
=== Clothier's Workshop ===<br />
<br />
* Make quiver using cloth.<br />
<br />
=== Craftsman's Workshop ===<br />
<br />
* Submenu for making arrows and bolts from sharpenable stones, or sharpenable rough gems.<br />
* Submenu for making bars from native copper/silver, and limited metal weaponcrafting.<br />
* Submenu for making bone picks and shell axes.<br />
* Submenu for making axes, swords, spears, or daggers from wood.<br />
* Submenu for making axes, swords, spears, or daggers from sharpenable rough gems.<br />
<br />
=== Farmer's Workshop ===<br />
<br />
* Weave non-wool hair into haircloth.<br />
<br />
=== Salvage Workshop ===<br />
<br />
* Submenu for refitting enemy armor/clothing that has a native equivalent.<br />
* Submenu for attempting to refit enemy armor/clothing with no native equivalent.<br />
* Submenu for scrapping enemy headwear into cloth or leather.<br />
* Submenu for scrapping enemy bodywear into cloth or leather.<br />
* Submenu for scrapping enemy handwear into cloth or leather.<br />
* Submenu for scrapping enemy legwear into cloth or leather.<br />
* Submenu for scrapping enemy footwear into cloth or leather.<br />
* Submenu for scrapping metal weapons (excluding worked native metal) into bars.<br />
* Submenu for scrapping enemy metal armor into bars.<br />
<br />
=== Still ===<br />
<br />
* Brew fermented milk drink.<br />
<br />
== Appendix B, List of Sharpenable Stone/Gems ==<br />
<br />
=== Stone ===<br />
<br />
* Andesite<br />
* Basalt<br />
* Chert<br />
* Dacite<br />
* Ilmenite<br />
* Jet<br />
* Microcline<br />
* Native Copper (must be processed first)<br />
* Native Silver (must be processed first)<br />
* Obsidian<br />
* Petrified Wood<br />
* Quartizite<br />
* Raw Adamantine (must be processed first)<br />
* Rhyolite<br />
* Slate<br />
* Tetrahedrite<br />
<br />
=== Gems ===<br />
<br />
* All forms of Agate<br />
* All forms of Chalcedony<br />
* All forms of Jade<br />
* All forms of Jasper<br />
* All forms of Opal<br />
* All forms of Quartz<br />
* Onyx</div>Valoshttp://dwarffortresswiki.org/index.php?title=User:Valos/Adventurecraft&diff=249992User:Valos/Adventurecraft2020-01-30T07:27:49Z<p>Valos: </p>
<hr />
<div>{{mod}}<br />
{{Modification<br />
| name = Adventurecraft<br />
| version = 47.01 1.0<br />
| df version = 0.47.01<br />
| last update = 1/30/2020<br />
| download = http://www.bay12forums.com/smf/index.php?topic=153036.0<br />
}}<br />
<br />
Adventurecraft, yet another Wanderer's Friend derivative, is an adventure-mode-focused mod that adds reactions, in addition to material changes and creature changes, much of it geared toward fleshing out the options provided to adventurers. Various features have been added to it over time, not all geared toward crafting.<br />
<br />
Existed in unreleased form since the DF2012 days, with the first release being not long before .42.01 was released. Features and changes listed are thus specific to the most recent version, assuming this page remains up-to-date (don't count on it), derived from the forum post.<br />
<br />
== Features ==<br />
<br />
=== Fun Material Tweaks ===<br />
<br />
* Different tiers of materials. Look for a + or ++ in the material name. 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.<br />
* Several stones have been buffed to not be vastly inferior to bone. Look for the material tier designation. Chert is second only to obsidian in sharpness.<br />
* 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.<br />
* 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 (or be spoiled in the appendices). Not all of the beasts added to the mod have usable hearts.<br />
* 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.<br />
<br />
=== Creature Tweaks ===<br />
<br />
* Joint definitions have been 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.<br />
* Neck-snapping. While mundane damage to the upper spine doesn't always have any effect, putting a joint lock on it definitely will. Unless the creature is stupidly huge.<br />
* 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.<br />
* Joint edits have been applied to generated creatures. Normal joints tend to be more common than breakable necks.<br />
* Thread can be made from catgut. No, not just literal cat gut catgut. This proved simpler than adding harvestable sinews.<br />
* Because DF2015 broke cannibal adventurers, intelligent semi-megabeasts/megabeasts are currently non-sentient. To make up for this, they gain natural skills.<br />
<br />
=== New Creatures ===<br />
<br />
* At the suggestion of Jackie, messed around with making centaurs, and moreover made their body less of a "humanoid with 4 legs" thing used in vanilla. They show up in good biomes and can join civs. An evil critter, based on the kamaitachi, has also been added as another source of civ fodder for evil regions.<br />
* A couple added mythical creatures were added to make up for making centaurs real. Also added descriptions and spheres, to make their use in art more interesting.<br />
* 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.<br />
* 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. Its wood will make for effective blunt weapons, but poor edged weapons. Think twice before you try lighting one on fire!<br />
* Two H.P. Lovecraft references via the mi-go and shoggoth. Mi-gos have a delightfully alien body structure, while shoggoths are acidic blobs. Hint: pulp all the things.<br />
* Eternal things. Basically chitinous worms that can grow rather large given time, faster than dragons but not quite as huge.<br />
* Manticores. Overgrown lions with bat wings and scorpion tails. All the Fun of both potion-yield megabeasts and venomous critters.<br />
* Four lesser beasts that can form lairs, as a step down from semi-megabeasts. These act like night creature hunters, making lairs in various places. Dire wolves, dire bears, feral ogres, and sanguine dragons are all based off of some existing creature in some way, with qualities to make them different challenges in combat.<br />
<br />
=== Plant Tweaks ===<br />
<br />
* 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, and extract-bearing plants.<br />
* 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.<br />
* Brewable plants can be made into delicious booze. If it isn't brewable by picking the plant itself (assuming it's in season), try brewing fruit instead.<br />
* Bread is now a thing. The relevant plants can be ground into flour and used as such.<br />
* Bamboo, cattails, and cloudberries have been given useful growths. This works in adventure mode, but due to the plants being grass they can't be picked in fort mode.<br />
<br />
=== Civilization Tweaks ===<br />
<br />
* All of the main races are playable in Adventurer Mode, whether as civ members or as outsiders.<br />
* 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.<br />
* Humans and goblins have been given slings and sewing needles, for the hell of it.<br />
* 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 has 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.<br />
* Goblins need food and water, so remember that.<br />
* Outsiders start off with wooden weaponry to encourage actually upgrading your gear.<br />
* Underground animal people have been given a surface-dwelling equivalent, allowing for occasional instances of them being playable as entity members, instead of outsiders.<br />
<br />
=== New uses for existing items (and changes) ===<br />
<br />
* Mortars and pestles are used for plant processing and alchemy. A pair can be crafted from stone.<br />
* A few reactions use blunt small rocks for hammering instead of just knapping.<br />
* If you somehow get a hold of full logs, a battle axe can be used to split it into usable pieces.<br />
* Stone axes have been changed to allow metal versions to show up in human and goblin sites.<br />
* Helves have been given the same weapon uses as staves in older versions of this mod, and renamed to staves to reflect this.<br />
<br />
=== New Items ===<br />
<br />
* Needles, required for sewing. In addition to wood you can carve them from bone, tooth, nail, hoof, or horn.<br />
* Clubs, as a crude mace-equivalent as suggested by Kallin.<br />
* Caesti and katars, unarmed weapons suggested and worked on by Jackie.<br />
* Simple lockbows, originally implemented in Kobold Kamp as suggested by Flint.<br />
* Spear-throwers and javelins, made with help from ZM5. Closer to actual hand-thrown javelins than the more realistic atlatl, but still allows use of a spear-thrower for gameplay reasons.<br />
* 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.<br />
* Gambesons, made from cloth. Obviously fragile unless using megabeast haircloth or silk.<br />
* Cooking pots, for making certain items, most notably for brewing.<br />
* Animal glue, which the recent combat changes have made useful.<br />
* Eight raw-defined instruments that can be crafted, supplementing the generated instruments that can't be crafted in adventure mode.<br />
<br />
=== Dismantling Items ===<br />
<br />
* Boulders and logs can be split into small rocks and pieces of wood, respectively.<br />
* Crude cloth can be unraveled if needed.<br />
* Cloth items can be cut apart for cloth, leather items can be cut apart, and metal items can be broken down for metal. Note that nothing's stopping you from being a lunatic and trying to dismantle the end result into itself, which will eventually waste it.<br />
<br />
== Bugs and Issues ==<br />
<br />
* No gauntlets due to the gauntlet bug. The workaround I originally devised tends to break more things than it fixes.<br />
* Just like whips, civs will generate metal slings because derp.<br />
* 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.<br />
* The amount of usable leather, bone, etc can be increased by lopping off limbs. For bone, there are reaction bugs and balance issues behind why Adventurecraft has set crafting to consume full stacks, instead of vanilla's use of single units for a stack.<br />
* 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.<br />
* Goblin and kobold adventurers will find their home to be an immense pain in the ass to leave, as dark forts and caves block fast travel even if the inhabitants are friendly.<br />
* Nothing's stopping you from being a lunatic and trying to dismantle cloth, tanned hides, or metal bars. This will eventually waste it due to the odds not being 100%. <br />
* Thread, cloth, bars, and sheets obtained from towns instead of player-made are a nigh-endless source of crafting material, due to reactions set to only produce and use product dimensions of 1.<br />
* The addition of faked wood for outsider weapons adds an unusable material to the forge in fortress mode.<br />
<br />
== Appendix A, Full List of New Reactions ==<br />
<br />
=== Basic Reactions ===<br />
<br />
* Tan a raw hide, raw scales, or raw chitin. Produces tanned leather/scale/chitin.<br />
* Dry and spin gut into catgut thread.<br />
* Spin hair or wool into thread.<br />
* Process thread-bearing plant into thread.<br />
* Weave cloth. Uses hair/wool, plant-based, or silk thread.<br />
* Make glue. Uses raw hide, raw scales, bone, skull, horn, or hoof. Requires a cooking item.<br />
* Repair cloth item. Uses cloth and thread, requires a needle.<br />
* Repair leather/scale/chitin item. Uses any of said materials plus thread, requires a needle.<br />
* Repair wood/bone/stone item. Uses animal glue, requires a sharp object.<br />
<br />
=== Tools ===<br />
<br />
* Carve wooden sewing needle. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn needle. Uses any of said materials, requires a sharp object.<br />
* Carve wooden stave. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone stave. Uses bones, and requires a sharp object.<br />
* Carve bone/shell axe. Uses either material plus a stave, requires a sharp object.<br />
* Craft stone axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mortar and pestle. Uses 2 blunt small rocks, and requires a third.<br />
* Craft stone cooking pot. Uses any small rock, and requires a blunt small rock.<br />
<br />
=== Ammunition ===<br />
<br />
* Craft sling stones. Uses a blunt small rock, and requires a second.<br />
* Carve wooden arrows. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn arrows. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone arrows. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden bolts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bolts. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone bolts. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden javelins. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn javelins. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone javelins. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden darts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn darts. Uses any of said materials, requires a sharp object.<br />
<br />
=== Weapons (Wood/Cloth/Leather) ===<br />
<br />
* Carve wooden dagger. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden pike. Uses two wooden branches, and requires a sharp object.<br />
* Carve wooden club. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale whip. Uses leather/scale, and requires a sharp object.<br />
* Craft leather/scale/chitin caestus. Uses any of said materials, and requires a sharp object.<br />
* Craft wooden bow. Uses a stave and thread, requires a sharp object.<br />
* Craft simple wooden lockbow. Uses two branches and thread, requires a sharp object.<br />
* Carve wooden blowgun. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear-thrower. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale sling. Uses leather, and requires a sharp object.<br />
* Craft cloth sling. Uses cloth, and requires a sharp object.<br />
<br />
=== Weapons (Bone) ===<br />
<br />
* Craft bone/shell/tooth/horn dagger. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn spear. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn pike. Uses any of said materials plus two staves, requires a sharp object.<br />
* Carve bone/shell battle axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell great axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn short sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn long sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn two-handed sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone club. Uses bones, and requires a sharp object.<br />
* Craft bone/tooth/nail/hoof/horn katar. Uses any of said materials, and requires a sharp object.<br />
* Craft bone bow. Uses bones and thread, requires a sharp object.<br />
* Craft simple bone lockbow. Uses bones, a stave, and thread, requires a sharp object.<br />
* Carve bone spear-thrower. Uses bones, and requires a sharp object.<br />
* Carve bone blowgun. Uses bones, and requires a sharp object.<br />
<br />
=== Weapons (Stone) ===<br />
<br />
* Knap stone dagger. Uses any small rock, and requires a blunt small rock.<br />
* Craft stone spear. Uses a sharp rock and a stave. No need to cut the stave to size.<br />
* Craft stone pike. Uses a sharp rock and two staves. No need to cut the staves to size.<br />
* Craft stone battle axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone great axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone short sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone long sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone two-handed sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mace. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone war hammer. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone maul. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
<br />
=== Armor (Bone) ===<br />
<br />
* Craft bone/shell buckler. Uses either material, and requires a sharp object.<br />
* Craft bone/shell shield. Uses either material, and requires a sharp object.<br />
* Craft bone/shell helm. Uses either material, and requires a sharp object.<br />
* Craft skull helm. Uses a skull, and requires a sharp object.<br />
* Craft bone/shell armor. Uses either material and requires a sharp object.<br />
* Craft bone/shell leggings. Uses either material, and requires a sharp object.<br />
* Craft bone greaves. Uses bones, and requires a sharp object.<br />
<br />
=== Shields/Armor (Leather/Scale/Chitin) ===<br />
<br />
* Craft leather/scale/chitin buckler. Uses any of said materials, and requires a sharp object.<br />
* Craft leather/scale/chitin shield. Uses any of said materials, and requires a sharp object.<br />
* Sew leather/scale/chitin cap. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin helm. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin armor. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin leggings. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin low boots. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin high boots. Uses any of said materials plus thread, requires a needle.<br />
<br />
=== Clothing (Leather) ===<br />
<br />
* Sew leather/scale backpack. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale waterskin. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale quiver. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale hood. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale mask. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale cloak. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale tunic. Uses leather/scale and thread, requires a needle.<br />
* Make leather/scale loincloth. Uses leather/scale.<br />
* Sew leather/scale trousers. Uses leather/scale and thread, requires a needle.<br />
* Craft leather/scale footwraps. Uses leather, and requires a sharp object.<br />
* Sew leather/scale sandals. Uses leather/scale and thread, requires a needle.<br />
* Decorate object with leather/scale. Uses leather/scale and thread, requires a needle.<br />
<br />
=== Clothing (Cloth) ===<br />
<br />
* Sew cloth backpack. Uses cloth and thread, requires a needle.<br />
* Sew cloth quiver. Uses cloth and thread, requires a needle.<br />
* Sew cloth cap. Uses cloth and thread, requires a needle.<br />
* Sew cloth hood. Uses cloth and thread, requires a needle.<br />
* Sew cloth mask. Uses cloth and thread, requires a needle.<br />
* Sew cloth gambeson. Uses cloth and thread, requires a needle.<br />
* Sew cloth cloak. Uses cloth and thread, requires a needle.<br />
* Sew cloth tunic. Uses cloth and thread, requires a needle.<br />
* Make cloth loincloth. Uses cloth.<br />
* Sew cloth trousers. Uses cloth and thread, requires a needle.<br />
* Craft cloth footwraps. Uses cloth, and requires a sharp object.<br />
* Sew cloth socks. Uses cloth and thread, requires a needle.<br />
* Sew cloth sandals. Uses cloth and thread, requires a needle.<br />
* Decorate object with cloth. Uses cloth and thread, requires a needle.<br />
<br />
=== Shields/Crafts (Wood) ===<br />
<br />
* Carve wooden buckler. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden shield. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden crutch. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cup. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden minecart. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden figurine. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden ring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden earring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden scepter. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden amulet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden bracelet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden crown. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cabochan. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden mask. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden sandals. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden dice. Uses a wooden branch, and requires a sharp object.<br />
* Decorate object with wood. Uses a wooden branch, and requires a sharp object.<br />
<br />
=== Crafts (Bone/Shell/Tooth/Horn) ===<br />
<br />
* Carve bone crutch. Uses bones, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn goblet. Uses any of said materials, and requires a sharp object.<br />
* Carve skull goblet. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn figurine. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn ring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn earring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn scepter. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn amulet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn bracelet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn crown. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn cabochan. Uses any of said materials, and requires a sharp object.<br />
* Craft skull totem. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell mask. Uses either of said materials, and requires a sharp object.<br />
* Craft skull mask. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn dice. Uses any of said materials, and requires a sharp object.<br />
* Decorate object with bone/shell/tooth/nail/hoof/horn. Uses said materials, requires a sharp object.<br />
<br />
=== Crafts (Stone) ===<br />
<br />
* Craft stone mug. Uses a blunt small rock, and requires a second.<br />
* Craft stone figurine. Uses a blunt small rock, and requires a second.<br />
* Craft stone ring. Uses a blunt small rock, and requires a second.<br />
* Craft stone earring. Uses a blunt small rock, and requires a second.<br />
* Craft stone scepter. Uses a blunt small rock, and requires a second.<br />
* Craft stone amulet. Uses a blunt small rock, and requires a second.<br />
* Craft stone bracelet. Uses a blunt small rock, and requires a second.<br />
* Craft stone crown. Uses a blunt small rock, and requires a second.<br />
* Craft stone cabochon. Uses a blunt small rock, and requires a second.<br />
* Decorate object with stone. Uses a blunt small rock, and requires a second.<br />
<br />
=== Item Dismantling ===<br />
<br />
* Split wooden log into branches. Also requires a sharp object. Ignore the absurdity.<br />
* Split large stone into small rocks. Also requires a blunt small rock.<br />
* Unravel cloth into thread.<br />
* Dismantle cloth item. Requires a sharp object.<br />
* Dismantle leather/scale/chitin item. Requires a sharp object.<br />
* Dismantle stone item. Requires a blunt small rock.<br />
* Dismantle metal item. Requires a blunt small rock.<br />
<br />
=== Cooking and Alchemy ===<br />
<br />
* Mill plant into flour. Uses valid plant, requires a mortar and pestle.<br />
* Bake bread. Uses flour, requires a cooking pot.<br />
* Brew alcohol from plant. Uses valid plant, requires a cooking pot and an empty waterskin.<br />
* Brew alcohol from fruit. Uses valid plant growth, requires a cooking pot and an empty waterskin.<br />
* Extract from plant. Uses extractable plant, requires a mortar and pestle plus an empty waterskin.<br />
* Refine venom into toxin. Uses a venom sac, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from (semi)megabeast heart, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from generated creature heart, requires a mortar and pestle plus an empty waterskin.<br />
<br />
=== Paper/Parchment Crafting ===<br />
<br />
* Press pulpable plant into paper. Uses a valid plant, requires a mortar and pestle.<br />
* Dry skin into parchment. Uses a raw hide, and requires a sharp object.<br />
* Carve wooden scroll rollers. Uses a wooden branch, and requires a sharp object.<br />
* Assemble a scroll. Uses a sheet and a scroll roller.<br />
* Craft a quire. Uses a sheet.<br />
<br />
=== Instrument Pieces ===<br />
<br />
* Carve wooden bagpipe pipes. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bagpipe pipes. Uses any of said materials, and requires a sharp object.<br />
* Sew leather bagpipe bag. Uses leather and thread, requires a needle.<br />
* Craft instrument strings. Uses string.<br />
* Carve wooden lyre body. Uses a wooden log, and requires a sharp object.<br />
* Carve bone/shell lyre body. Uses either material and requires a sharp object.<br />
* Carve wooden guitar body. Uses a wooden log, and requires a sharp object.<br />
* Carve skull guitar body. Uses a skull, and requires a sharp object.<br />
* Carve wooden guitar neck. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone guitar neck. Uses bone, and requires a sharp object.<br />
* Carve wooden harp body. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden drum body. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone drum body. Uses bone, and requires a sharp object.<br />
* Craft leather drum head. Uses leather.<br />
<br />
=== Instruments ===<br />
<br />
* Carve wooden simple flute. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone simple flute. Uses bone, and requires a sharp object.<br />
* Carve wooden instrument musical horn. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn musical horn. Uses any of said materials, and requires a sharp object.<br />
* Assemble bagpipes. Requires a bagpipe bag and instrument pipes.<br />
* Assemble lyre. Requires a lyre body and strings.<br />
* Assemble guitar. Requires a guitar body, a guitar neck, and strings.<br />
* Assemble harp. Requires a harp body and strings.<br />
* Assemble drum. Requires a drum body and drum head.<br />
* Carve wooden bell. Uses a wooden log, and requires a sharp object.<br />
<br />
== Appendix B, List of forging reactions (at carpenter's workshop): ==<br />
<br />
=== Metalworking (Basic Tools) ===<br />
<br />
* Craft makeshift forge. Uses 10 small rocks.<br />
* Repair metal item. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mortar and pestle. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cooking pot. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Ammunition) ===<br />
<br />
* Craft metal sling bullets. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal arrows. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal bolts. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal javelins. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal darts. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Weapons) ===<br />
<br />
* Craft metal dagger. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal spear. Uses metal, a stave, and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pike. Uses metal, a stave, and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal battle axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal great axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal short sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal long sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal two-handed sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mace. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal war hammer. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal maul. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal caestus. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal katar. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Shields/Armor) ===<br />
<br />
* Craft metal buckler. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal shield. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal helmet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cap. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal breastplate. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail shirt. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal greaves. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail leggings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal low boots. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal high boots. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Furniture) ===<br />
<br />
* Craft metal throne. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal table. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal chest. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabinet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal door. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal barrel. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bucket. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal sarcophagus. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal hatch cover. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal grate. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bin. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal stepladder. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bookcase. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal splint. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pedestal. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal animal trap. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Crafts) ===<br />
<br />
* Craft metal crutch. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal goblet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal minecart. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal figurine. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal ring. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal earring. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal scepter. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal amulet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bracelet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal crown. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabochan. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mask. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Decorate object with metal. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Instruments) ===<br />
<br />
* Craft metal bagpipe pipes. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal instrument strings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal lyre body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar neck. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal harp body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal drum body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal simple flute. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal musical horn. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bell. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
== Appendix C, List of More Useful Stones ==<br />
<br />
* Andesite<br />
* Basalt<br />
* Chert (in-between other sharp stones and obsidian)<br />
* Dacite<br />
* Diorite<br />
* Native aluminum (same as aluminum)<br />
* Native copper (same as copper)<br />
* Native gold (same as gold)<br />
* Native platinum (same as platinum)<br />
* Native silver (same as silver)<br />
* Obsidian (deliciously sharp and deadly)<br />
* Quartzite<br />
* Phyllite<br />
* Raw adamantine (same as adamantine)<br />
* Rhyolite<br />
* Shale<br />
* Slade (good luck obtaining that one!)<br />
* Slate<br />
<br />
== Appendix D, List of monsters with improved body materials ==<br />
<br />
=== Tier 1 ===<br />
<br />
* Alligator (and variants, alligator men are currently unusable)<br />
* Anaconda (and variants, anaconda men are currently unusable)<br />
* Armadillo (and variants, armadillo men are currently unusable)<br />
* Black bear (and variants, black bear men are currently unusable)<br />
* Blind cave bear<br />
* Blind cave ogre (currently unusable)<br />
* Cave crocodile<br />
* Cave dragon<br />
* Coelacanth<br />
* Elephant (and variants, elephant men are currently unusable)<br />
* Giant cave spider<br />
* Giant desert scorpion (re-added due to Toady removing them ;w;)<br />
* Giant Mantis (normal version is a non-butcherable vermin, mantis men are currently unusable)<br />
* Gigantic squid (normal version is a non-butcherable vermin, squid men are currently unusable)<br />
* Great white shark<br />
* Grizzly bear (and variants, grizzly bear men are currently unusable)<br />
* Hippo (and variants, hippo men are currently unusable)<br />
* Ogre<br />
* Orca (and variants, orca men are currently unusable)<br />
* Polar bear (and variants, polar bear men are currently unusable)<br />
* Rhinoceros (and variants, rhinoceros men are currently unusable)<br />
* Saltwater crocodile (and variants, saltwater crocodile men are currently unusable)<br />
* Sea monster<br />
* Sea serpent<br />
* Troll<br />
* Voracious cave crawler<br />
* Walrus (and variants, walrus men are currently unusable)<br />
* Wild boar (and variants, wild boar men are currently unusable)<br />
* Cyclops<br />
* Ettin<br />
* Giant<br />
* Minotaur<br />
* Gargoyle<br />
* Mi-go<br />
* Dire bear<br />
* Feral ogre<br />
* Lesser dragon<br />
<br />
=== Tier 2 ===<br />
<br />
* Dragon<br />
* Hydra<br />
* Roc<br />
* Eternal thing<br />
* Manticore<br />
* Treant (wood)<br />
<br />
== Appendix E, List of monsters that yield venom sacs ==<br />
<br />
* Giant adder (normal version is too small to butcher, adder men are currently unusable)<br />
* Giant bark scorpion (normal version is a non-butcherable vermin, bark scorpion men are currently unusable)<br />
* Black mamba (and variants, black mamba men are currently unusable)<br />
* Giant brown recluse spider (normal version is a non-butcherable vermin, recluse spider men are currently unusable)<br />
* Bushmaster (and variants, bushmaster men are currently unusable)<br />
* Giant copperhead snake (normal version is too small to butcher, copperhead snake men are currently unusable)<br />
* Giant desert scorpion<br />
* Giant cave spider<br />
* Gila monsters (and variants, gila monster men are currently unusable)<br />
* Helmet snake<br />
* King cobra (and variants, king cobra men are currently unusable)<br />
* Platypus (and variants, platypus men are currently unusable)<br />
* Rattlesnake (and variants, rattlesnake men are currently unusable)<br />
* Serpent man (currently unusable)<br />
* Manticore<br />
<br />
== Appendix F, List of Plant and Misc Craftable Extracts ==<br />
<br />
=== Extract-bearing plants ===<br />
<br />
* Dwarven syrup. Delicious but does nothing.<br />
* Gnomeblight. Still only deadly to gnomes.<br />
* Golden salve. Stops bleeding and other ailments, potent non-nerve healing.<br />
* Marshmend, from muck root. Stops bleeding and eases pain.<br />
* Whiplash, from whip vine. Boost agility and speed some, side effects of dizziness and nausea.<br />
* Barbed haze, from sliver barb. Assorted stat boost, penalties, and other Fun.<br />
<br />
=== Megabeast and Semi-megabeast hearts ===<br />
<br />
* Aetherbreath, from mi-gos. Grants immunity to suffocation.<br />
* Draconic fury, from dragons. Boosts willpower, inspires martial trances.<br />
* Giant's might, from giants. Boosts strength.<br />
* Insight, from ettins. Boosts assorted mental stats.<br />
* Relentlessness, from minotaurs. Grants immunity to stunning, exertion, and pain.<br />
* Renewel, from hydras. Powerful, but brief, regeneration with regrowth of limbs.<br />
* Stoneskin, from gargoyles. Hardens you against attacks.<br />
* Swiftness, from rocs. Boost agility, increases speed somewhat.<br />
* True seeing, from cyclopes. Grants extravision and creature-sensing.<br />
* Trickery, from manticores. Sharply boosts various social stats.<br />
<br />
=== Other ===<br />
<br />
* Failed extract. If a generated titan/demon/etc doesn't have a valid poison (or has poison blood instead), this will be the result. Does nothing.<br />
* Shoggoth slime, readily obtained from shoggoths (obviously). Causes localized pain, blistering, bleeding, and necrosis. Drinking it is exactly as stupid an idea as you'd expect it to be.<br />
* Cursed dragonblood, from sanguine dragons. Dangerous to drink, but has some minor situational benefits.<br />
<br />
== Appendix G, List of plants made harvestable in the Mod ==<br />
<br />
* Alfalfa, available most of summer into early winter. Edible raw.<br />
* Arrow bamboo, available all year. Source of branches.<br />
* Asparagus, available only early in spring. Edible raw.<br />
* Barley, available all summer and autumn. Source of flour and alcohol.<br />
* Beet, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Bloated tuber, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Blood amaranth, available most of summer into early winter. Edible, source of flour/alcohol.<br />
* Buckwheat, available most of summer into early winter. Source of flour and alcohol.<br />
* Cabbage, available midspring into midsummer. Edible raw.<br />
* Carrot, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cassava, available midspring into midsummer. Source of alcohol.<br />
* Cattail, available later spring into early summer. Source of flour, thread, and paper.<br />
* Cave wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Celery, available midspring into midsummer. Edible raw.<br />
* Chicory, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cloudberry, available in winter. Edible raw, source of alcohol.<br />
* Cotton, available most of summer into early winter. Source of thread and paper.<br />
* Finger millet, available all summer and autumn. Source of flour and alcohol.<br />
* Fisher berry, available most of summer. Edible raw, source of alcohol.<br />
* Flax, available most of summer into early winter. Source of thread, paper, and flour.<br />
* Fonio, available all summer and autumn. Source of flour and alcohol.<br />
* Foxtail millet, available all summer and autumn. Source of flour and alcohol.<br />
* Garden cress, available midspring into midsummer. Edible raw.<br />
* Golden bamboo, available all year. Source of branches.<br />
* Hard wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Hedge bamboo, available all year. Source of branches.<br />
* Hemp, available all summer and autumn. Source of thread, paper, and flour.<br />
* Jute, available most of summer into early winter. Source of thread and paper.<br />
* Kaniwa, available most of summer into early winter. Source of flour and alcohol.<br />
* Kenaf, available most of summer into early winter. Source of thread and paper.<br />
* Kobold bulb, available midautumn and all winter. Source of extract.<br />
* Leek, available midspring into midsummer. Edible raw.<br />
* Lettuce, available midspring into midsummer. Edible raw.<br />
* Long yam, available midspring into midsummer. Edible raw.<br />
* Longland grass, available all summer and autumn. Source of flour and alcohol.<br />
* Maize, available most of summer into early winter. Source of flour and alcohol.<br />
* Muck root, available midspring into midsummer. Edible raw, source of extract and alcohol.<br />
* Oat, available all summer and autumn. Source of flour and alcohol.<br />
* Papyrus sedge, available most of summer into early winter. Source of paper.<br />
* Parsnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Pearl millet, available all summer and autumn. Source of flour and alcohol.<br />
* Pendant amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Pig tail, available most of summer-early winter. Source of thread, paper, flour, and alcohol.<br />
* Prickle berry, available most of summer. Edible raw, source of alcohol.<br />
* Plump helmet, available all year. Edible raw, source of alcohol.<br />
* Potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Purple amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Quinoa, available most of summer into early winter. Source of flour and alcohol.<br />
* Radish, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Ramie, available most of summer into early winter. Source of thread and paper.<br />
* Rat weed, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Rhubarb, available midspring into midsummer. Edible raw.<br />
* Rice, available most of summer into early winter. Source of flour and alcohol.<br />
* Rope reed, available most of summer-early winter. Source of thread, paper, and alcohol.<br />
* Rye, available all summer and autumn. Source of flour and alcohol.<br />
* Single-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sliver barb, available all winter. Source of extract and alcohol.<br />
* Soft wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sorghum, available most of summer into early winter. Source of flour and alcohol.<br />
* Spelt, available all summer and autumn. Source of flour and alcohol.<br />
* Sun berry, available most of summer. Edible raw, source of alcohol.<br />
* Sweet pod, available midspring into midsummer. Source of exract and alcohol.<br />
* Sweet potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Teff, available all summer and autumn. Source of flour and alcohol.<br />
* Turnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Two-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Whip vine, available midspring into midsummer. Source of flour, extract, and alcohol.<br />
* White millet, available all summer and autumn. Source of flour and alcohol.<br />
* Valley herb, available most of spring. Source of extract.</div>Valoshttp://dwarffortresswiki.org/index.php?title=User:Valos/Adventurecraft&diff=247804User:Valos/Adventurecraft2019-10-24T19:18:14Z<p>Valos: </p>
<hr />
<div>{{mod}}<br />
{{Modification<br />
| name = Adventurecraft<br />
| version = 44.10 - 44.12 1.91<br />
| df version = 0.44.12<br />
| last update = 10/24/2019<br />
| download = http://www.bay12forums.com/smf/index.php?topic=153036.0<br />
}}<br />
<br />
Adventurecraft, yet another Wanderer's Friend derivative, is an adventure-mode-focused mod that adds reactions, in addition to material changes and creature changes, much of it geared toward fleshing out the options provided to adventurers. Various features have been added to it over time, not all geared toward crafting.<br />
<br />
Existed in unreleased form since the DF2012 days, with the first release being not long before .42.01 was released. Features and changes listed are thus specific to the most recent version, assuming this page remains up-to-date (don't count on it), derived from the forum post.<br />
<br />
== Features ==<br />
<br />
=== Fun Material Tweaks ===<br />
<br />
* Different tiers of materials. Look for a + or ++ in the material name. 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.<br />
* Several stones have been buffed to not be vastly inferior to bone. Look for the material tier designation. Chert is second only to obsidian in sharpness.<br />
* 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.<br />
* 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 (or be spoiled in the appendices). Not all of the beasts added to the mod have usable hearts.<br />
* 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.<br />
<br />
=== Creature Tweaks ===<br />
<br />
* Joint definitions have been 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.<br />
* Neck-snapping. While mundane damage to the upper spine doesn't always have any effect, putting a joint lock on it definitely will. Unless the creature is stupidly huge.<br />
* 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.<br />
* Joint edits have been applied to generated creatures. Normal joints tend to be more common than breakable necks.<br />
* Thread can be made from catgut. No, not just literal cat gut catgut. This proved simpler than adding harvestable sinews.<br />
* Because DF2015 broke cannibal adventurers, intelligent semi-megabeasts/megabeasts are currently non-sentient. To make up for this, they gain natural skills.<br />
<br />
=== New Creatures ===<br />
<br />
* At the suggestion of Jackie, messed around with making centaurs, and moreover made their body less of a "humanoid with 4 legs" thing used in vanilla. They show up in good biomes and can join civs. An evil critter, based on the kamaitachi, has also been added as another source of civ fodder for evil regions.<br />
* A couple added mythical creatures were added to make up for making centaurs real. Also added descriptions and spheres, to make their use in art more interesting.<br />
* 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.<br />
* 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. Its wood will make for effective blunt weapons, but poor edged weapons. Think twice before you try lighting one on fire!<br />
* Two H.P. Lovecraft references via the mi-go and shoggoth. Mi-gos have a delightfully alien body structure, while shoggoths are acidic blobs. Hint: pulp all the things.<br />
* Eternal things. Basically chitinous worms that can grow rather large given time, faster than dragons but not quite as huge.<br />
* Manticores. Overgrown lions with bat wings and scorpion tails. All the Fun of both potion-yield megabeasts and venomous critters.<br />
* Four lesser beasts that can form lairs, as a step down from semi-megabeasts. These act like night creature hunters, making lairs in various places. Dire wolves, dire bears, feral ogres, and sanguine dragons are all based off of some existing creature in some way, with qualities to make them different challenges in combat.<br />
<br />
=== Plant Tweaks ===<br />
<br />
* 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, and extract-bearing plants.<br />
* 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.<br />
* Brewable plants can be made into delicious booze. If it isn't brewable by picking the plant itself (assuming it's in season), try brewing fruit instead.<br />
* Bread is now a thing. The relevant plants can be ground into flour and used as such.<br />
* Bamboo, cattails, and cloudberries have been given useful growths. This works in adventure mode, but due to the plants being grass they can't be picked in fort mode.<br />
<br />
=== Civilization Tweaks ===<br />
<br />
* All of the main races are playable in Adventurer Mode, whether as civ members or as outsiders.<br />
* 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.<br />
* Humans and goblins have been given slings and sewing needles, for the hell of it.<br />
* 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 has 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.<br />
* Goblins need food and water, so remember that.<br />
* Outsiders start off with wooden weaponry to encourage actually upgrading your gear.<br />
* Underground animal people have been given a surface-dwelling equivalent, allowing for occasional instances of them being playable as entity members, instead of outsiders.<br />
<br />
=== New uses for existing items (and changes) ===<br />
<br />
* Mortars and pestles are used for plant processing and alchemy. A pair can be crafted from stone.<br />
* A few reactions use blunt small rocks for hammering instead of just knapping.<br />
* If you somehow get a hold of full logs, a battle axe can be used to split it into usable pieces.<br />
* Stone axes have been changed to allow metal versions to show up in human and goblin sites.<br />
* Helves have been given the same weapon uses as staves in older versions of this mod, and renamed to staves to reflect this.<br />
<br />
=== New Items ===<br />
<br />
* Needles, required for sewing. In addition to wood you can carve them from bone, tooth, nail, hoof, or horn.<br />
* Clubs, as a crude mace-equivalent as suggested by Kallin.<br />
* Caesti and katars, unarmed weapons suggested and worked on by Jackie.<br />
* Simple lockbows, originally implemented in Kobold Kamp as suggested by Flint.<br />
* Spear-throwers and javelins, made with help from ZM5. Closer to actual hand-thrown javelins than the more realistic atlatl, but still allows use of a spear-thrower for gameplay reasons.<br />
* 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.<br />
* Gambesons, made from cloth. Obviously fragile unless using megabeast haircloth or silk.<br />
* Cooking pots, for making certain items, most notably for brewing.<br />
* Animal glue, which the recent combat changes have made useful.<br />
* Eight raw-defined instruments that can be crafted, supplementing the generated instruments that can't be crafted in adventure mode.<br />
<br />
=== Dismantling Items ===<br />
<br />
* Boulders and logs can be split into small rocks and pieces of wood, respectively.<br />
* Crude cloth can be unraveled if needed.<br />
* Cloth items can be cut apart for cloth, leather items can be cut apart, and metal items can be broken down for metal. Note that nothing's stopping you from being a lunatic and trying to dismantle the end result into itself, which will eventually waste it.<br />
<br />
== Bugs and Issues ==<br />
<br />
* No gauntlets due to the gauntlet bug. The workaround I originally devised tends to break more things than it fixes.<br />
* Just like whips, civs will generate metal slings because derp.<br />
* 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.<br />
* The amount of usable leather, bone, etc can be increased by lopping off limbs. For bone, there are reaction bugs and balance issues behind why Adventurecraft has set crafting to consume full stacks, instead of vanilla's use of single units for a stack.<br />
* 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.<br />
* Goblin and kobold adventurers will find their home to be an immense pain in the ass to leave, as dark forts and caves block fast travel even if the inhabitants are friendly.<br />
* Nothing's stopping you from being a lunatic and trying to dismantle cloth, tanned hides, or metal bars. This will eventually waste it due to the odds not being 100%. <br />
* Thread, cloth, bars, and sheets obtained from towns instead of player-made are a nigh-endless source of crafting material, due to reactions set to only produce and use product dimensions of 1.<br />
* The addition of faked wood for outsider weapons adds an unusable material to the forge in fortress mode.<br />
<br />
== Appendix A, Full List of New Reactions ==<br />
<br />
=== Basic Reactions ===<br />
<br />
* Tan a raw hide, raw scales, or raw chitin. Produces tanned leather/scale/chitin.<br />
* Dry and spin gut into catgut thread.<br />
* Spin hair or wool into thread.<br />
* Process thread-bearing plant into thread.<br />
* Weave cloth. Uses hair/wool, plant-based, or silk thread.<br />
* Make glue. Uses raw hide, raw scales, bone, skull, horn, or hoof. Requires a cooking item.<br />
* Repair cloth item. Uses cloth and thread, requires a needle.<br />
* Repair leather/scale/chitin item. Uses any of said materials plus thread, requires a needle.<br />
* Repair wood/bone/stone item. Uses animal glue, requires a sharp object.<br />
<br />
=== Tools ===<br />
<br />
* Carve wooden sewing needle. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn needle. Uses any of said materials, requires a sharp object.<br />
* Carve wooden stave. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone stave. Uses bones, and requires a sharp object.<br />
* Carve bone/shell axe. Uses either material plus a stave, requires a sharp object.<br />
* Craft stone axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mortar and pestle. Uses 2 blunt small rocks, and requires a third.<br />
* Craft stone cooking pot. Uses any small rock, and requires a blunt small rock.<br />
<br />
=== Ammunition ===<br />
<br />
* Craft sling stones. Uses a blunt small rock, and requires a second.<br />
* Carve wooden arrows. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn arrows. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone arrows. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden bolts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bolts. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone bolts. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden javelins. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn javelins. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone javelins. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden darts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn darts. Uses any of said materials, requires a sharp object.<br />
<br />
=== Weapons (Wood/Cloth/Leather) ===<br />
<br />
* Carve wooden dagger. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden pike. Uses two wooden branches, and requires a sharp object.<br />
* Carve wooden club. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale whip. Uses leather/scale, and requires a sharp object.<br />
* Craft leather/scale/chitin caestus. Uses any of said materials, and requires a sharp object.<br />
* Craft wooden bow. Uses a stave and thread, requires a sharp object.<br />
* Craft simple wooden lockbow. Uses two branches and thread, requires a sharp object.<br />
* Carve wooden blowgun. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear-thrower. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale sling. Uses leather, and requires a sharp object.<br />
* Craft cloth sling. Uses cloth, and requires a sharp object.<br />
<br />
=== Weapons (Bone) ===<br />
<br />
* Craft bone/shell/tooth/horn dagger. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn spear. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn pike. Uses any of said materials plus two staves, requires a sharp object.<br />
* Carve bone/shell battle axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell great axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn short sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn long sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn two-handed sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone club. Uses bones, and requires a sharp object.<br />
* Craft bone/tooth/nail/hoof/horn katar. Uses any of said materials, and requires a sharp object.<br />
* Craft bone bow. Uses bones and thread, requires a sharp object.<br />
* Craft simple bone lockbow. Uses bones, a stave, and thread, requires a sharp object.<br />
* Carve bone spear-thrower. Uses bones, and requires a sharp object.<br />
* Carve bone blowgun. Uses bones, and requires a sharp object.<br />
<br />
=== Weapons (Stone) ===<br />
<br />
* Knap stone dagger. Uses any small rock, and requires a blunt small rock.<br />
* Craft stone spear. Uses a sharp rock and a stave. No need to cut the stave to size.<br />
* Craft stone pike. Uses a sharp rock and two staves. No need to cut the staves to size.<br />
* Craft stone battle axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone great axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone short sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone long sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone two-handed sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mace. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone war hammer. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone maul. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
<br />
=== Armor (Bone) ===<br />
<br />
* Craft bone/shell buckler. Uses either material, and requires a sharp object.<br />
* Craft bone/shell shield. Uses either material, and requires a sharp object.<br />
* Craft bone/shell helm. Uses either material, and requires a sharp object.<br />
* Craft skull helm. Uses a skull, and requires a sharp object.<br />
* Craft bone/shell armor. Uses either material and requires a sharp object.<br />
* Craft bone/shell leggings. Uses either material, and requires a sharp object.<br />
* Craft bone greaves. Uses bones, and requires a sharp object.<br />
<br />
=== Shields/Armor (Leather/Scale/Chitin) ===<br />
<br />
* Craft leather/scale/chitin buckler. Uses any of said materials, and requires a sharp object.<br />
* Craft leather/scale/chitin shield. Uses any of said materials, and requires a sharp object.<br />
* Sew leather/scale/chitin cap. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin helm. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin armor. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin leggings. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin low boots. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin high boots. Uses any of said materials plus thread, requires a needle.<br />
<br />
=== Clothing (Leather) ===<br />
<br />
* Sew leather/scale backpack. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale waterskin. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale quiver. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale hood. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale mask. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale cloak. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale tunic. Uses leather/scale and thread, requires a needle.<br />
* Make leather/scale loincloth. Uses leather/scale.<br />
* Sew leather/scale trousers. Uses leather/scale and thread, requires a needle.<br />
* Craft leather/scale footwraps. Uses leather, and requires a sharp object.<br />
* Sew leather/scale sandals. Uses leather/scale and thread, requires a needle.<br />
* Decorate object with leather/scale. Uses leather/scale and thread, requires a needle.<br />
<br />
=== Clothing (Cloth) ===<br />
<br />
* Sew cloth backpack. Uses cloth and thread, requires a needle.<br />
* Sew cloth quiver. Uses cloth and thread, requires a needle.<br />
* Sew cloth cap. Uses cloth and thread, requires a needle.<br />
* Sew cloth hood. Uses cloth and thread, requires a needle.<br />
* Sew cloth mask. Uses cloth and thread, requires a needle.<br />
* Sew cloth gambeson. Uses cloth and thread, requires a needle.<br />
* Sew cloth cloak. Uses cloth and thread, requires a needle.<br />
* Sew cloth tunic. Uses cloth and thread, requires a needle.<br />
* Make cloth loincloth. Uses cloth.<br />
* Sew cloth trousers. Uses cloth and thread, requires a needle.<br />
* Craft cloth footwraps. Uses cloth, and requires a sharp object.<br />
* Sew cloth socks. Uses cloth and thread, requires a needle.<br />
* Sew cloth sandals. Uses cloth and thread, requires a needle.<br />
* Decorate object with cloth. Uses cloth and thread, requires a needle.<br />
<br />
=== Shields/Crafts (Wood) ===<br />
<br />
* Carve wooden buckler. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden shield. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden crutch. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cup. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden minecart. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden figurine. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden ring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden earring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden scepter. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden amulet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden bracelet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden crown. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cabochan. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden mask. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden sandals. Uses a wooden branch, and requires a sharp object.<br />
* Decorate object with wood. Uses a wooden branch, and requires a sharp object.<br />
<br />
=== Crafts (Bone/Shell/Tooth/Horn) ===<br />
<br />
* Carve bone crutch. Uses bones, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn goblet. Uses any of said materials, and requires a sharp object.<br />
* Carve skull goblet. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn figurine. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn ring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn earring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn scepter. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn amulet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn bracelet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn crown. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn cabochan. Uses any of said materials, and requires a sharp object.<br />
* Craft skull totem. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell mask. Uses either of said materials, and requires a sharp object.<br />
* Craft skull mask. Uses a skull, and requires a sharp object.<br />
* Decorate object with bone/shell/tooth/nail/hoof/horn. Uses said materials, requires a sharp object.<br />
<br />
=== Crafts (Stone) ===<br />
<br />
* Craft stone mug. Uses a blunt small rock, and requires a second.<br />
* Craft stone figurine. Uses a blunt small rock, and requires a second.<br />
* Craft stone ring. Uses a blunt small rock, and requires a second.<br />
* Craft stone earring. Uses a blunt small rock, and requires a second.<br />
* Craft stone scepter. Uses a blunt small rock, and requires a second.<br />
* Craft stone amulet. Uses a blunt small rock, and requires a second.<br />
* Craft stone bracelet. Uses a blunt small rock, and requires a second.<br />
* Craft stone crown. Uses a blunt small rock, and requires a second.<br />
* Craft stone cabochon. Uses a blunt small rock, and requires a second.<br />
* Decorate object with stone. Uses a blunt small rock, and requires a second.<br />
<br />
=== Item Dismantling ===<br />
<br />
* Split wooden log into branches. Also requires a sharp object. Ignore the absurdity.<br />
* Split large stone into small rocks. Also requires a blunt small rock.<br />
* Unravel cloth into thread.<br />
* Dismantle cloth item. Requires a sharp object.<br />
* Dismantle leather/scale/chitin item. Requires a sharp object.<br />
* Dismantle stone item. Requires a blunt small rock.<br />
* Dismantle metal item. Requires a blunt small rock.<br />
<br />
=== Cooking and Alchemy ===<br />
<br />
* Mill plant into flour. Uses valid plant, requires a mortar and pestle.<br />
* Bake bread. Uses flour, requires a cooking pot.<br />
* Brew alcohol from plant. Uses valid plant, requires a cooking pot and an empty waterskin.<br />
* Brew alcohol from fruit. Uses valid plant growth, requires a cooking pot and an empty waterskin.<br />
* Extract from plant. Uses extractable plant, requires a mortar and pestle plus an empty waterskin.<br />
* Refine venom into toxin. Uses a venom sac, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from (semi)megabeast heart, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from generated creature heart, requires a mortar and pestle plus an empty waterskin.<br />
<br />
=== Paper/Parchment Crafting ===<br />
<br />
* Press pulpable plant into paper. Uses a valid plant, requires a mortar and pestle.<br />
* Dry skin into parchment. Uses a raw hide, and requires a sharp object.<br />
* Carve wooden scroll rollers. Uses a wooden branch, and requires a sharp object.<br />
* Assemble a scroll. Uses a sheet and a scroll roller.<br />
* Craft a quire. Uses a sheet.<br />
<br />
=== Instrument Pieces ===<br />
<br />
* Carve wooden bagpipe pipes. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bagpipe pipes. Uses any of said materials, and requires a sharp object.<br />
* Sew leather bagpipe bag. Uses leather and thread, requires a needle.<br />
* Craft instrument strings. Uses string.<br />
* Carve wooden lyre body. Uses a wooden log, and requires a sharp object.<br />
* Carve bone/shell lyre body. Uses either material and requires a sharp object.<br />
* Carve wooden guitar body. Uses a wooden log, and requires a sharp object.<br />
* Carve skull guitar body. Uses a skull, and requires a sharp object.<br />
* Carve wooden guitar neck. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone guitar neck. Uses bone, and requires a sharp object.<br />
* Carve wooden harp body. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden drum body. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone drum body. Uses bone, and requires a sharp object.<br />
* Craft leather drum head. Uses leather.<br />
<br />
=== Instruments ===<br />
<br />
* Carve wooden simple flute. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone simple flute. Uses bone, and requires a sharp object.<br />
* Carve wooden instrument musical horn. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn musical horn. Uses any of said materials, and requires a sharp object.<br />
* Assemble bagpipes. Requires a bagpipe bag and instrument pipes.<br />
* Assemble lyre. Requires a lyre body and strings.<br />
* Assemble guitar. Requires a guitar body, a guitar neck, and strings.<br />
* Assemble harp. Requires a harp body and strings.<br />
* Assemble drum. Requires a drum body and drum head.<br />
* Carve wooden bell. Uses a wooden log, and requires a sharp object.<br />
<br />
== Appendix B, List of forging reactions (at carpenter's workshop): ==<br />
<br />
=== Metalworking (Basic Tools) ===<br />
<br />
* Craft makeshift forge. Uses 10 small rocks.<br />
* Repair metal item. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mortar and pestle. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cooking pot. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Ammunition) ===<br />
<br />
* Craft metal sling bullets. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal arrows. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal bolts. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal javelins. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal darts. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Weapons) ===<br />
<br />
* Craft metal dagger. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal spear. Uses metal, a stave, and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pike. Uses metal, a stave, and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal battle axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal great axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal short sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal long sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal two-handed sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mace. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal war hammer. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal maul. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal caestus. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal katar. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Shields/Armor) ===<br />
<br />
* Craft metal buckler. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal shield. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal helmet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cap. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal breastplate. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail shirt. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal greaves. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail leggings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal low boots. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal high boots. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Furniture) ===<br />
<br />
* Craft metal throne. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal table. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal chest. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabinet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal door. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal barrel. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bucket. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal sarcophagus. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal hatch cover. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal grate. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bin. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal stepladder. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bookcase. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal splint. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pedestal. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal animal trap. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Crafts) ===<br />
<br />
* Craft metal crutch. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal goblet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal minecart. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal figurine. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal ring. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal earring. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal scepter. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal amulet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bracelet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal crown. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabochan. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mask. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Decorate object with metal. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Instruments) ===<br />
<br />
* Craft metal bagpipe pipes. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal instrument strings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal lyre body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar neck. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal harp body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal drum body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal simple flute. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal musical horn. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bell. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
== Appendix C, List of More Useful Stones ==<br />
<br />
* Andesite<br />
* Basalt<br />
* Chert (in-between other sharp stones and obsidian)<br />
* Dacite<br />
* Diorite<br />
* Native aluminum (same as aluminum)<br />
* Native copper (same as copper)<br />
* Native gold (same as gold)<br />
* Native platinum (same as platinum)<br />
* Native silver (same as silver)<br />
* Obsidian (deliciously sharp and deadly)<br />
* Quartzite<br />
* Phyllite<br />
* Raw adamantine (same as adamantine)<br />
* Rhyolite<br />
* Shale<br />
* Slade (good luck obtaining that one!)<br />
* Slate<br />
<br />
== Appendix D, List of monsters with improved body materials ==<br />
<br />
=== Tier 1 ===<br />
<br />
* Alligator (and variants, alligator men are currently unusable)<br />
* Anaconda (and variants, anaconda men are currently unusable)<br />
* Armadillo (and variants, armadillo men are currently unusable)<br />
* Black bear (and variants, black bear men are currently unusable)<br />
* Blind cave bear<br />
* Blind cave ogre (currently unusable)<br />
* Cave crocodile<br />
* Cave dragon<br />
* Coelacanth<br />
* Elephant (and variants, elephant men are currently unusable)<br />
* Giant cave spider<br />
* Giant desert scorpion (re-added due to Toady removing them ;w;)<br />
* Giant Mantis (normal version is a non-butcherable vermin, mantis men are currently unusable)<br />
* Gigantic squid (normal version is a non-butcherable vermin, squid men are currently unusable)<br />
* Great white shark<br />
* Grizzly bear (and variants, grizzly bear men are currently unusable)<br />
* Hippo (and variants, hippo men are currently unusable)<br />
* Ogre<br />
* Orca (and variants, orca men are currently unusable)<br />
* Polar bear (and variants, polar bear men are currently unusable)<br />
* Rhinoceros (and variants, rhinoceros men are currently unusable)<br />
* Saltwater crocodile (and variants, saltwater crocodile men are currently unusable)<br />
* Sea monster<br />
* Sea serpent<br />
* Troll<br />
* Voracious cave crawler<br />
* Walrus (and variants, walrus men are currently unusable)<br />
* Wild boar (and variants, wild boar men are currently unusable)<br />
* Cyclops<br />
* Ettin<br />
* Giant<br />
* Minotaur<br />
* Gargoyle<br />
* Mi-go<br />
* Dire bear<br />
* Feral ogre<br />
* Lesser dragon<br />
<br />
=== Tier 2 ===<br />
<br />
* Dragon<br />
* Hydra<br />
* Roc<br />
* Eternal thing<br />
* Manticore<br />
* Treant (wood)<br />
<br />
== Appendix E, List of monsters that yield venom sacs ==<br />
<br />
* Giant adder (normal version is too small to butcher, adder men are currently unusable)<br />
* Giant bark scorpion (normal version is a non-butcherable vermin, bark scorpion men are currently unusable)<br />
* Black mamba (and variants, black mamba men are currently unusable)<br />
* Giant brown recluse spider (normal version is a non-butcherable vermin, recluse spider men are currently unusable)<br />
* Bushmaster (and variants, bushmaster men are currently unusable)<br />
* Giant copperhead snake (normal version is too small to butcher, copperhead snake men are currently unusable)<br />
* Giant desert scorpion<br />
* Giant cave spider<br />
* Gila monsters (and variants, gila monster men are currently unusable)<br />
* Helmet snake<br />
* King cobra (and variants, king cobra men are currently unusable)<br />
* Platypus (and variants, platypus men are currently unusable)<br />
* Rattlesnake (and variants, rattlesnake men are currently unusable)<br />
* Serpent man (currently unusable)<br />
* Manticore<br />
<br />
== Appendix F, List of Plant and Misc Craftable Extracts ==<br />
<br />
=== Extract-bearing plants ===<br />
<br />
* Dwarven syrup. Delicious but does nothing.<br />
* Gnomeblight. Still only deadly to gnomes.<br />
* Golden salve. Major boost to recuperation, cures bleeding, brief effect.<br />
* Marshmend, from muck root. Boosts recuperation somewhat, also causes numbness.<br />
* Whiplash, from whip vine. Boost agility and speed some, side effects of dizziness and nausea.<br />
* Barbed haze, from sliver barb. Assorted stat boost, penalties, and other Fun.<br />
<br />
=== Megabeast and Semi-megabeast hearts ===<br />
<br />
* Aetherbreath, from mi-gos. Grants immunity to suffocation.<br />
* Draconic fury, from dragons. Boosts willpower, inspires martial trances.<br />
* Giant's might, from giants. Boosts strength.<br />
* Insight, from ettins. Boosts assorted mental stats.<br />
* Relentlessness, from minotaurs. Grants immunity to stunning, exertion, and pain.<br />
* Transmutation, from hydras. Temporary transformation into a hydra.<br />
* Stoneskin, from gargoyles. Hardens you against attacks.<br />
* Swiftness, from rocs. Boost agility, increases speed somewhat.<br />
* True seeing, from cyclopes. Grants extravision and creature-sensing.<br />
* Trickery, from manticores. Sharply boosts various social stats.<br />
<br />
=== Other ===<br />
<br />
* Failed extract. If a generated titan/demon/etc doesn't have a valid poison (or has poison blood instead), this will be the result. Does nothing.<br />
* Shoggoth slime, readily obtained from shoggoths (obviously). Causes localized pain, blistering, bleeding, and necrosis. Drinking it is exactly as stupid an idea as you'd expect it to be.<br />
* Cursed dragonblood, from sanguine dragons. Dangerous to drink, but has some minor situational benefits.<br />
<br />
== Appendix G, List of plants made harvestable in the Mod ==<br />
<br />
* Alfalfa, available most of summer into early winter. Edible raw.<br />
* Arrow bamboo, available all year. Source of branches.<br />
* Asparagus, available only early in spring. Edible raw.<br />
* Barley, available all summer and autumn. Source of flour and alcohol.<br />
* Beet, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Bloated tuber, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Blood amaranth, available most of summer into early winter. Edible, source of flour/alcohol.<br />
* Buckwheat, available most of summer into early winter. Source of flour and alcohol.<br />
* Cabbage, available midspring into midsummer. Edible raw.<br />
* Carrot, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cassava, available midspring into midsummer. Source of alcohol.<br />
* Cattail, available later spring into early summer. Source of flour, thread, and paper.<br />
* Cave wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Celery, available midspring into midsummer. Edible raw.<br />
* Chicory, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cloudberry, available in winter. Edible raw, source of alcohol.<br />
* Cotton, available most of summer into early winter. Source of thread and paper.<br />
* Finger millet, available all summer and autumn. Source of flour and alcohol.<br />
* Fisher berry, available most of summer. Edible raw, source of alcohol.<br />
* Flax, available most of summer into early winter. Source of thread, paper, and flour.<br />
* Fonio, available all summer and autumn. Source of flour and alcohol.<br />
* Foxtail millet, available all summer and autumn. Source of flour and alcohol.<br />
* Garden cress, available midspring into midsummer. Edible raw.<br />
* Golden bamboo, available all year. Source of branches.<br />
* Hard wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Hedge bamboo, available all year. Source of branches.<br />
* Hemp, available all summer and autumn. Source of thread, paper, and flour.<br />
* Jute, available most of summer into early winter. Source of thread and paper.<br />
* Kaniwa, available most of summer into early winter. Source of flour and alcohol.<br />
* Kenaf, available most of summer into early winter. Source of thread and paper.<br />
* Kobold bulb, available midautumn and all winter. Source of extract.<br />
* Leek, available midspring into midsummer. Edible raw.<br />
* Lettuce, available midspring into midsummer. Edible raw.<br />
* Long yam, available midspring into midsummer. Edible raw.<br />
* Longland grass, available all summer and autumn. Source of flour and alcohol.<br />
* Maize, available most of summer into early winter. Source of flour and alcohol.<br />
* Muck root, available midspring into midsummer. Edible raw, source of extract and alcohol.<br />
* Oat, available all summer and autumn. Source of flour and alcohol.<br />
* Papyrus sedge, available most of summer into early winter. Source of paper.<br />
* Parsnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Pearl millet, available all summer and autumn. Source of flour and alcohol.<br />
* Pendant amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Pig tail, available most of summer-early winter. Source of thread, paper, flour, and alcohol.<br />
* Prickle berry, available most of summer. Edible raw, source of alcohol.<br />
* Plump helmet, available all year. Edible raw, source of alcohol.<br />
* Potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Purple amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Quinoa, available most of summer into early winter. Source of flour and alcohol.<br />
* Radish, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Ramie, available most of summer into early winter. Source of thread and paper.<br />
* Rat weed, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Rhubarb, available midspring into midsummer. Edible raw.<br />
* Rice, available most of summer into early winter. Source of flour and alcohol.<br />
* Rope reed, available most of summer-early winter. Source of thread, paper, and alcohol.<br />
* Rye, available all summer and autumn. Source of flour and alcohol.<br />
* Single-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sliver barb, available all winter. Source of extract and alcohol.<br />
* Soft wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sorghum, available most of summer into early winter. Source of flour and alcohol.<br />
* Spelt, available all summer and autumn. Source of flour and alcohol.<br />
* Sun berry, available most of summer. Edible raw, source of alcohol.<br />
* Sweet pod, available midspring into midsummer. Source of exract and alcohol.<br />
* Sweet potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Teff, available all summer and autumn. Source of flour and alcohol.<br />
* Turnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Two-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Whip vine, available midspring into midsummer. Source of flour, extract, and alcohol.<br />
* White millet, available all summer and autumn. Source of flour and alcohol.<br />
* Valley herb, available most of spring. Source of extract.</div>Valoshttp://dwarffortresswiki.org/index.php?title=User:Valos/Adventurecraft&diff=239663User:Valos/Adventurecraft2019-02-04T00:13:20Z<p>Valos: </p>
<hr />
<div>{{mod}}<br />
{{Modification<br />
| name = Adventurecraft<br />
| version = 44.10 - 44.12 1.9<br />
| df version = 0.44.12<br />
| last update = 2/3/2019<br />
| download = http://www.bay12forums.com/smf/index.php?topic=153036.0<br />
}}<br />
<br />
Adventurecraft, yet another Wanderer's Friend derivative, is an adventure-mode-focused mod that adds reactions, in addition to material changes and creature changes, much of it geared toward fleshing out the options provided to adventurers. Various features have been added to it over time, not all geared toward crafting.<br />
<br />
Existed in unreleased form since the DF2012 days, with the first release being not long before .42.01 was released. Features and changes listed are thus specific to the most recent version, assuming this page remains up-to-date (don't count on it), derived from the forum post.<br />
<br />
== Features ==<br />
<br />
=== Fun Material Tweaks ===<br />
<br />
* Different tiers of materials. Look for a + or ++ in the material name. 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.<br />
* Several stones have been buffed to not be vastly inferior to bone. Look for the material tier designation. Chert is second only to obsidian in sharpness.<br />
* 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.<br />
* 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 (or be spoiled in the appendices). Not all of the beasts added to the mod have usable hearts.<br />
* 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.<br />
<br />
=== Creature Tweaks ===<br />
<br />
* Joint definitions have been 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.<br />
* Neck-snapping. While mundane damage to the upper spine doesn't always have any effect, putting a joint lock on it definitely will. Unless the creature is stupidly huge.<br />
* 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.<br />
* Joint edits have been applied to generated creatures. Normal joints tend to be more common than breakable necks.<br />
* Thread can be made from catgut. No, not just literal cat gut catgut. This proved simpler than adding harvestable sinews.<br />
* Because DF2015 broke cannibal adventurers, intelligent semi-megabeasts/megabeasts are currently non-sentient. To make up for this, they gain natural skills.<br />
<br />
=== New Creatures ===<br />
<br />
* At the suggestion of Jackie, messed around with making centaurs, and moreover made their body less of a "humanoid with 4 legs" thing used in vanilla. They show up in good biomes and can join civs. An evil critter, based on the kamaitachi, has also been added as another source of civ fodder for evil regions.<br />
* A couple added mythical creatures were added to make up for making centaurs real. Also added descriptions and spheres, to make their use in art more interesting.<br />
* 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.<br />
* 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. Its wood will make for effective blunt weapons, but poor edged weapons. Think twice before you try lighting one on fire!<br />
* Two H.P. Lovecraft references via the mi-go and shoggoth. Mi-gos have a delightfully alien body structure, while shoggoths are acidic blobs. Hint: pulp all the things.<br />
* Eternal things. Basically chitinous worms that can grow rather large given time, faster than dragons but not quite as huge.<br />
* Manticores. Overgrown lions with bat wings and scorpion tails. All the Fun of both potion-yield megabeasts and venomous critters.<br />
* Four lesser beasts that can form lairs, as a step down from semi-megabeasts. These act like night creature hunters, making lairs in various places. Dire wolves, dire bears, feral ogres, and sanguine dragons are all based off of some existing creature in some way, with qualities to make them different challenges in combat.<br />
<br />
=== Plant Tweaks ===<br />
<br />
* 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, and extract-bearing plants.<br />
* 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.<br />
* Brewable plants can be made into delicious booze. If it isn't brewable by picking the plant itself (assuming it's in season), try brewing fruit instead.<br />
* Bread is now a thing. The relevant plants can be ground into flour and used as such.<br />
* Bamboo, cattails, and cloudberries have been given useful growths. This works in adventure mode, but due to the plants being grass they can't be picked in fort mode.<br />
<br />
=== Civilization Tweaks ===<br />
<br />
* All of the main races are playable in Adventurer Mode, whether as civ members or as outsiders.<br />
* 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.<br />
* Humans and goblins have been given slings and sewing needles, for the hell of it.<br />
* 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 has 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.<br />
* Goblins need food and water, so remember that.<br />
* Outsiders start off with wooden weaponry to encourage actually upgrading your gear.<br />
* Underground animal people have been given a surface-dwelling equivalent, allowing for occasional instances of them being playable as entity members, instead of outsiders.<br />
<br />
=== New uses for existing items (and changes) ===<br />
<br />
* Mortars and pestles are used for plant processing and alchemy. A pair can be crafted from stone.<br />
* A few reactions use blunt small rocks for hammering instead of just knapping.<br />
* If you somehow get a hold of full logs, a battle axe can be used to split it into usable pieces.<br />
* Stone axes have been changed to allow metal versions to show up in human and goblin sites.<br />
* Helves have been given the same weapon uses as staves in older versions of this mod, and renamed to staves to reflect this.<br />
<br />
=== New Items ===<br />
<br />
* Needles, required for sewing. In addition to wood you can carve them from bone, tooth, nail, hoof, or horn.<br />
* Clubs, as a crude mace-equivalent as suggested by Kallin.<br />
* Caesti and katars, unarmed weapons suggested and worked on by Jackie.<br />
* Simple lockbows, originally implemented in Kobold Kamp as suggested by Flint.<br />
* Spear-throwers and javelins, made with help from ZM5. Closer to actual hand-thrown javelins than the more realistic atlatl, but still allows use of a spear-thrower for gameplay reasons.<br />
* 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.<br />
* Gambesons, made from cloth. Obviously fragile unless using megabeast haircloth or silk.<br />
* Cooking pots, for making certain items, most notably for brewing.<br />
* Animal glue, which the recent combat changes have made useful.<br />
* Eight raw-defined instruments that can be crafted, supplementing the generated instruments that can't be crafted in adventure mode.<br />
<br />
=== Dismantling Items ===<br />
<br />
* Boulders and logs can be split into small rocks and pieces of wood, respectively.<br />
* Crude cloth can be unraveled if needed.<br />
* Cloth items can be cut apart for cloth, leather items can be cut apart, and metal items can be broken down for metal. Note that nothing's stopping you from being a lunatic and trying to dismantle the end result into itself, which will eventually waste it.<br />
<br />
== Bugs and Issues ==<br />
<br />
* No gauntlets due to the gauntlet bug. The workaround I originally devised tends to break more things than it fixes.<br />
* Just like whips, civs will generate metal slings because derp.<br />
* 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.<br />
* The amount of usable leather, bone, etc can be increased by lopping off limbs. For bone, there are reaction bugs and balance issues behind why Adventurecraft has set crafting to consume full stacks, instead of vanilla's use of single units for a stack.<br />
* 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.<br />
* Goblin and kobold adventurers will find their home to be an immense pain in the ass to leave, as dark forts and caves block fast travel even if the inhabitants are friendly.<br />
* Nothing's stopping you from being a lunatic and trying to dismantle cloth, tanned hides, or metal bars. This will eventually waste it due to the odds not being 100%. <br />
* Thread, cloth, bars, and sheets obtained from towns instead of player-made are a nigh-endless source of crafting material, due to reactions set to only produce and use product dimensions of 1.<br />
* The addition of faked wood for outsider weapons adds an unusable material to the forge in fortress mode.<br />
<br />
== Appendix A, Full List of New Reactions ==<br />
<br />
=== Basic Reactions ===<br />
<br />
* Tan a raw hide, raw scales, or raw chitin. Produces tanned leather/scale/chitin.<br />
* Dry and spin gut into catgut thread.<br />
* Spin hair or wool into thread.<br />
* Process thread-bearing plant into thread.<br />
* Weave cloth. Uses hair/wool, plant-based, or silk thread.<br />
* Make glue. Uses raw hide, raw scales, bone, skull, horn, or hoof. Requires a cooking item.<br />
* Repair cloth item. Uses cloth and thread, requires a needle.<br />
* Repair leather/scale/chitin item. Uses any of said materials plus thread, requires a needle.<br />
* Repair wood/bone/stone item. Uses animal glue, requires a sharp object.<br />
<br />
=== Tools ===<br />
<br />
* Carve wooden sewing needle. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn needle. Uses any of said materials, requires a sharp object.<br />
* Carve wooden stave. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone stave. Uses bones, and requires a sharp object.<br />
* Carve bone/shell axe. Uses either material plus a stave, requires a sharp object.<br />
* Craft stone axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mortar and pestle. Uses 2 blunt small rocks, and requires a third.<br />
* Craft stone cooking pot. Uses any small rock, and requires a blunt small rock.<br />
<br />
=== Ammunition ===<br />
<br />
* Craft sling stones. Uses a blunt small rock, and requires a second.<br />
* Carve wooden arrows. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn arrows. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone arrows. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden bolts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bolts. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone bolts. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden javelins. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn javelins. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone javelins. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden darts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn darts. Uses any of said materials, requires a sharp object.<br />
<br />
=== Weapons (Wood/Cloth/Leather) ===<br />
<br />
* Carve wooden dagger. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden pike. Uses two wooden branches, and requires a sharp object.<br />
* Carve wooden club. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale whip. Uses leather/scale, and requires a sharp object.<br />
* Craft leather/scale/chitin caestus. Uses any of said materials, and requires a sharp object.<br />
* Craft wooden bow. Uses a stave and thread, requires a sharp object.<br />
* Craft simple wooden lockbow. Uses two branches and thread, requires a sharp object.<br />
* Carve wooden blowgun. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear-thrower. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale sling. Uses leather, and requires a sharp object.<br />
* Craft cloth sling. Uses cloth, and requires a sharp object.<br />
<br />
=== Weapons (Bone) ===<br />
<br />
* Craft bone/shell/tooth/horn dagger. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn spear. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn pike. Uses any of said materials plus two staves, requires a sharp object.<br />
* Carve bone/shell battle axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell great axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn short sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn long sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn two-handed sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone club. Uses bones, and requires a sharp object.<br />
* Craft bone/tooth/nail/hoof/horn katar. Uses any of said materials, and requires a sharp object.<br />
* Craft bone bow. Uses bones and thread, requires a sharp object.<br />
* Craft simple bone lockbow. Uses bones, a stave, and thread, requires a sharp object.<br />
* Carve bone spear-thrower. Uses bones, and requires a sharp object.<br />
* Carve bone blowgun. Uses bones, and requires a sharp object.<br />
<br />
=== Weapons (Stone) ===<br />
<br />
* Knap stone dagger. Uses any small rock, and requires a blunt small rock.<br />
* Craft stone spear. Uses a sharp rock and a stave. No need to cut the stave to size.<br />
* Craft stone pike. Uses a sharp rock and two staves. No need to cut the staves to size.<br />
* Craft stone battle axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone great axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone short sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone long sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone two-handed sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mace. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone war hammer. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone maul. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
<br />
=== Armor (Bone) ===<br />
<br />
* Craft bone/shell buckler. Uses either material, and requires a sharp object.<br />
* Craft bone/shell shield. Uses either material, and requires a sharp object.<br />
* Craft bone/shell helm. Uses either material, and requires a sharp object.<br />
* Craft skull helm. Uses a skull, and requires a sharp object.<br />
* Craft bone/shell armor. Uses either material and requires a sharp object.<br />
* Craft bone/shell leggings. Uses either material, and requires a sharp object.<br />
* Craft bone greaves. Uses bones, and requires a sharp object.<br />
<br />
=== Shields/Armor (Leather/Scale/Chitin) ===<br />
<br />
* Craft leather/scale/chitin buckler. Uses any of said materials, and requires a sharp object.<br />
* Craft leather/scale/chitin shield. Uses any of said materials, and requires a sharp object.<br />
* Sew leather/scale/chitin cap. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin helm. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin armor. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin leggings. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin low boots. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin high boots. Uses any of said materials plus thread, requires a needle.<br />
<br />
=== Clothing (Leather) ===<br />
<br />
* Sew leather/scale backpack. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale waterskin. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale quiver. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale hood. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale mask. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale cloak. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale tunic. Uses leather/scale and thread, requires a needle.<br />
* Make leather/scale loincloth. Uses leather/scale.<br />
* Sew leather/scale trousers. Uses leather/scale and thread, requires a needle.<br />
* Craft leather/scale footwraps. Uses leather, and requires a sharp object.<br />
* Sew leather/scale sandals. Uses leather/scale and thread, requires a needle.<br />
* Decorate object with leather/scale. Uses leather/scale and thread, requires a needle.<br />
<br />
=== Clothing (Cloth) ===<br />
<br />
* Sew cloth backpack. Uses cloth and thread, requires a needle.<br />
* Sew cloth quiver. Uses cloth and thread, requires a needle.<br />
* Sew cloth cap. Uses cloth and thread, requires a needle.<br />
* Sew cloth hood. Uses cloth and thread, requires a needle.<br />
* Sew cloth mask. Uses cloth and thread, requires a needle.<br />
* Sew cloth gambeson. Uses cloth and thread, requires a needle.<br />
* Sew cloth cloak. Uses cloth and thread, requires a needle.<br />
* Sew cloth tunic. Uses cloth and thread, requires a needle.<br />
* Make cloth loincloth. Uses cloth.<br />
* Sew cloth trousers. Uses cloth and thread, requires a needle.<br />
* Craft cloth footwraps. Uses cloth, and requires a sharp object.<br />
* Sew cloth socks. Uses cloth and thread, requires a needle.<br />
* Sew cloth sandals. Uses cloth and thread, requires a needle.<br />
* Decorate object with cloth. Uses cloth and thread, requires a needle.<br />
<br />
=== Shields/Crafts (Wood) ===<br />
<br />
* Carve wooden buckler. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden shield. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden crutch. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cup. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden minecart. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden figurine. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden ring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden earring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden scepter. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden amulet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden bracelet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden crown. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cabochan. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden mask. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden sandals. Uses a wooden branch, and requires a sharp object.<br />
* Decorate object with wood. Uses a wooden branch, and requires a sharp object.<br />
<br />
=== Crafts (Bone/Shell/Tooth/Horn) ===<br />
<br />
* Carve bone crutch. Uses bones, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn goblet. Uses any of said materials, and requires a sharp object.<br />
* Carve skull goblet. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn figurine. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn ring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn earring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn scepter. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn amulet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn bracelet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn crown. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn cabochan. Uses any of said materials, and requires a sharp object.<br />
* Craft skull totem. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell mask. Uses either of said materials, and requires a sharp object.<br />
* Craft skull mask. Uses a skull, and requires a sharp object.<br />
* Decorate object with bone/shell/tooth/nail/hoof/horn. Uses said materials, requires a sharp object.<br />
<br />
=== Crafts (Stone) ===<br />
<br />
* Craft stone mug. Uses a blunt small rock, and requires a second.<br />
* Craft stone figurine. Uses a blunt small rock, and requires a second.<br />
* Craft stone ring. Uses a blunt small rock, and requires a second.<br />
* Craft stone earring. Uses a blunt small rock, and requires a second.<br />
* Craft stone scepter. Uses a blunt small rock, and requires a second.<br />
* Craft stone amulet. Uses a blunt small rock, and requires a second.<br />
* Craft stone bracelet. Uses a blunt small rock, and requires a second.<br />
* Craft stone crown. Uses a blunt small rock, and requires a second.<br />
* Craft stone cabochon. Uses a blunt small rock, and requires a second.<br />
* Decorate object with stone. Uses a blunt small rock, and requires a second.<br />
<br />
=== Item Dismantling ===<br />
<br />
* Split wooden log into branches. Also requires a sharp object. Ignore the absurdity.<br />
* Split large stone into small rocks. Also requires a blunt small rock.<br />
* Unravel cloth into thread.<br />
* Dismantle cloth item. Requires a sharp object.<br />
* Dismantle leather/scale/chitin item. Requires a sharp object.<br />
* Dismantle stone item. Requires a blunt small rock.<br />
* Dismantle metal item. Requires a blunt small rock.<br />
<br />
=== Cooking and Alchemy ===<br />
<br />
* Mill plant into flour. Uses valid plant, requires a mortar and pestle.<br />
* Bake bread. Uses flour, requires a cooking pot.<br />
* Brew alcohol from plant. Uses valid plant, requires a cooking pot and an empty waterskin.<br />
* Brew alcohol from fruit. Uses valid plant growth, requires a cooking pot and an empty waterskin.<br />
* Extract from plant. Uses extractable plant, requires a mortar and pestle plus an empty waterskin.<br />
* Refine venom into toxin. Uses a venom sac, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from (semi)megabeast heart, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from generated creature heart, requires a mortar and pestle plus an empty waterskin.<br />
<br />
=== Paper/Parchment Crafting ===<br />
<br />
* Press pulpable plant into paper. Uses a valid plant, requires a mortar and pestle.<br />
* Dry skin into parchment. Uses a raw hide, and requires a sharp object.<br />
* Carve wooden scroll rollers. Uses a wooden branch, and requires a sharp object.<br />
* Assemble a scroll. Uses a sheet and a scroll roller.<br />
* Craft a quire. Uses a sheet.<br />
<br />
=== Instrument Pieces ===<br />
<br />
* Carve wooden bagpipe pipes. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bagpipe pipes. Uses any of said materials, and requires a sharp object.<br />
* Sew leather bagpipe bag. Uses leather and thread, requires a needle.<br />
* Craft instrument strings. Uses string.<br />
* Carve wooden lyre body. Uses a wooden log, and requires a sharp object.<br />
* Carve bone/shell lyre body. Uses either material and requires a sharp object.<br />
* Carve wooden guitar body. Uses a wooden log, and requires a sharp object.<br />
* Carve skull guitar body. Uses a skull, and requires a sharp object.<br />
* Carve wooden guitar neck. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone guitar neck. Uses bone, and requires a sharp object.<br />
* Carve wooden harp body. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden drum body. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone drum body. Uses bone, and requires a sharp object.<br />
* Craft leather drum head. Uses leather.<br />
<br />
=== Instruments ===<br />
<br />
* Carve wooden simple flute. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone simple flute. Uses bone, and requires a sharp object.<br />
* Carve wooden instrument musical horn. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn musical horn. Uses any of said materials, and requires a sharp object.<br />
* Assemble bagpipes. Requires a bagpipe bag and instrument pipes.<br />
* Assemble lyre. Requires a lyre body and strings.<br />
* Assemble guitar. Requires a guitar body, a guitar neck, and strings.<br />
* Assemble harp. Requires a harp body and strings.<br />
* Assemble drum. Requires a drum body and drum head.<br />
* Carve wooden bell. Uses a wooden log, and requires a sharp object.<br />
<br />
== Appendix B, List of forging reactions (at carpenter's workshop): ==<br />
<br />
=== Metalworking (Basic Tools) ===<br />
<br />
* Craft makeshift forge. Uses 10 small rocks.<br />
* Repair metal item. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mortar and pestle. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cooking pot. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Ammunition) ===<br />
<br />
* Craft metal sling bullets. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal arrows. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal bolts. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal javelins. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal darts. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Weapons) ===<br />
<br />
* Craft metal dagger. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal spear. Uses metal, a stave, and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pike. Uses metal, a stave, and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal battle axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal great axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal short sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal long sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal two-handed sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mace. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal war hammer. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal maul. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal caestus. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal katar. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Shields/Armor) ===<br />
<br />
* Craft metal buckler. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal shield. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal helmet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cap. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal breastplate. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail shirt. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal greaves. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail leggings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal low boots. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal high boots. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Furniture) ===<br />
<br />
* Craft metal throne. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal table. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal chest. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabinet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal door. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal barrel. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bucket. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal sarcophagus. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal hatch cover. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal grate. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bin. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal stepladder. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bookcase. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal splint. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pedestal. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal animal trap. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Crafts) ===<br />
<br />
* Craft metal crutch. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal goblet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal minecart. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal figurine. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal ring. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal earring. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal scepter. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal amulet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bracelet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal crown. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabochan. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mask. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Decorate object with metal. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Instruments) ===<br />
<br />
* Craft metal bagpipe pipes. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal instrument strings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal lyre body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar neck. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal harp body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal drum body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal simple flute. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal musical horn. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bell. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
== Appendix C, List of More Useful Stones ==<br />
<br />
* Andesite<br />
* Basalt<br />
* Chert (in-between other sharp stones and obsidian)<br />
* Dacite<br />
* Diorite<br />
* Native aluminum (same as aluminum)<br />
* Native copper (same as copper)<br />
* Native gold (same as gold)<br />
* Native platinum (same as platinum)<br />
* Native silver (same as silver)<br />
* Obsidian (deliciously sharp and deadly)<br />
* Quartzite<br />
* Phyllite<br />
* Raw adamantine (same as adamantine)<br />
* Rhyolite<br />
* Shale<br />
* Slade (good luck obtaining that one!)<br />
* Slate<br />
<br />
== Appendix D, List of monsters with improved body materials ==<br />
<br />
=== Tier 1 ===<br />
<br />
* Alligator (and variants, alligator men are currently unusable)<br />
* Anaconda (and variants, anaconda men are currently unusable)<br />
* Armadillo (and variants, armadillo men are currently unusable)<br />
* Black bear (and variants, black bear men are currently unusable)<br />
* Blind cave bear<br />
* Blind cave ogre (currently unusable)<br />
* Cave crocodile<br />
* Cave dragon<br />
* Coelacanth<br />
* Elephant (and variants, elephant men are currently unusable)<br />
* Giant cave spider<br />
* Giant desert scorpion (re-added due to Toady removing them ;w;)<br />
* Giant Mantis (normal version is a non-butcherable vermin, mantis men are currently unusable)<br />
* Gigantic squid (normal version is a non-butcherable vermin, squid men are currently unusable)<br />
* Great white shark<br />
* Grizzly bear (and variants, grizzly bear men are currently unusable)<br />
* Hippo (and variants, hippo men are currently unusable)<br />
* Ogre<br />
* Orca (and variants, orca men are currently unusable)<br />
* Polar bear (and variants, polar bear men are currently unusable)<br />
* Rhinoceros (and variants, rhinoceros men are currently unusable)<br />
* Saltwater crocodile (and variants, saltwater crocodile men are currently unusable)<br />
* Sea monster<br />
* Sea serpent<br />
* Troll<br />
* Voracious cave crawler<br />
* Walrus (and variants, walrus men are currently unusable)<br />
* Wild boar (and variants, wild boar men are currently unusable)<br />
* Cyclops<br />
* Ettin<br />
* Giant<br />
* Minotaur<br />
* Gargoyle<br />
* Mi-go<br />
* Dire bear<br />
* Feral ogre<br />
* Lesser dragon<br />
<br />
=== Tier 2 ===<br />
<br />
* Dragon<br />
* Hydra<br />
* Roc<br />
* Eternal thing<br />
* Manticore<br />
* Treant (wood)<br />
<br />
== Appendix E, List of monsters that yield venom sacs ==<br />
<br />
* Giant adder (normal version is too small to butcher, adder men are currently unusable)<br />
* Giant bark scorpion (normal version is a non-butcherable vermin, bark scorpion men are currently unusable)<br />
* Black mamba (and variants, black mamba men are currently unusable)<br />
* Giant brown recluse spider (normal version is a non-butcherable vermin, recluse spider men are currently unusable)<br />
* Bushmaster (and variants, bushmaster men are currently unusable)<br />
* Giant copperhead snake (normal version is too small to butcher, copperhead snake men are currently unusable)<br />
* Giant desert scorpion<br />
* Giant cave spider<br />
* Gila monsters (and variants, gila monster men are currently unusable)<br />
* Helmet snake<br />
* King cobra (and variants, king cobra men are currently unusable)<br />
* Platypus (and variants, platypus men are currently unusable)<br />
* Rattlesnake (and variants, rattlesnake men are currently unusable)<br />
* Serpent man (currently unusable)<br />
* Manticore<br />
<br />
== Appendix F, List of Plant and Misc Craftable Extracts ==<br />
<br />
=== Extract-bearing plants ===<br />
<br />
* Dwarven syrup. Delicious but does nothing.<br />
* Gnomeblight. Still only deadly to gnomes.<br />
* Golden salve. Major boost to recuperation, cures bleeding, brief effect.<br />
* Marshmend, from muck root. Boosts recuperation somewhat, also causes numbness.<br />
* Whiplash, from whip vine. Boost agility and speed some, side effects of dizziness and nausea.<br />
* Barbed haze, from sliver barb. Assorted stat boost, penalties, and other Fun.<br />
<br />
=== Megabeast and Semi-megabeast hearts ===<br />
<br />
* Aetherbreath, from mi-gos. Grants immunity to suffocation.<br />
* Draconic fury, from dragons. Boosts willpower, inspires martial trances.<br />
* Giant's might, from giants. Boosts strength.<br />
* Insight, from ettins. Boosts assorted mental stats.<br />
* Relentlessness, from minotaurs. Grants immunity to stunning, exertion, and pain.<br />
* Transmutation, from hydras. Temporary transformation into a hydra.<br />
* Stoneskin, from gargoyles. Hardens you against attacks.<br />
* Swiftness, from rocs. Boost agility, increases speed somewhat.<br />
* True seeing, from cyclopes. Grants extravision and creature-sensing.<br />
* Trickery, from manticores. Sharply boosts various social stats.<br />
<br />
=== Other ===<br />
<br />
* Failed extract. If a generated titan/demon/etc doesn't have a valid poison (or has poison blood instead), this will be the result. Does nothing.<br />
* Shoggoth slime, readily obtained from shoggoths (obviously). Causes localized pain, blistering, bleeding, and necrosis. Drinking it is exactly as stupid an idea as you'd expect it to be.<br />
* Cursed dragonblood, from sanguine dragons. Dangerous to drink, but has some minor situational benefits.<br />
<br />
== Appendix G, List of plants made harvestable in the Mod ==<br />
<br />
* Alfalfa, available most of summer into early winter. Edible raw.<br />
* Arrow bamboo, available all year. Source of branches.<br />
* Asparagus, available only early in spring. Edible raw.<br />
* Barley, available all summer and autumn. Source of flour and alcohol.<br />
* Beet, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Bloated tuber, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Blood amaranth, available most of summer into early winter. Edible, source of flour/alcohol.<br />
* Buckwheat, available most of summer into early winter. Source of flour and alcohol.<br />
* Cabbage, available midspring into midsummer. Edible raw.<br />
* Carrot, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cassava, available midspring into midsummer. Source of alcohol.<br />
* Cattail, available later spring into early summer. Source of flour, thread, and paper.<br />
* Cave wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Celery, available midspring into midsummer. Edible raw.<br />
* Chicory, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cloudberry, available in winter. Edible raw, source of alcohol.<br />
* Cotton, available most of summer into early winter. Source of thread and paper.<br />
* Finger millet, available all summer and autumn. Source of flour and alcohol.<br />
* Fisher berry, available most of summer. Edible raw, source of alcohol.<br />
* Flax, available most of summer into early winter. Source of thread, paper, and flour.<br />
* Fonio, available all summer and autumn. Source of flour and alcohol.<br />
* Foxtail millet, available all summer and autumn. Source of flour and alcohol.<br />
* Garden cress, available midspring into midsummer. Edible raw.<br />
* Golden bamboo, available all year. Source of branches.<br />
* Hard wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Hedge bamboo, available all year. Source of branches.<br />
* Hemp, available all summer and autumn. Source of thread, paper, and flour.<br />
* Jute, available most of summer into early winter. Source of thread and paper.<br />
* Kaniwa, available most of summer into early winter. Source of flour and alcohol.<br />
* Kenaf, available most of summer into early winter. Source of thread and paper.<br />
* Kobold bulb, available midautumn and all winter. Source of extract.<br />
* Leek, available midspring into midsummer. Edible raw.<br />
* Lettuce, available midspring into midsummer. Edible raw.<br />
* Long yam, available midspring into midsummer. Edible raw.<br />
* Longland grass, available all summer and autumn. Source of flour and alcohol.<br />
* Maize, available most of summer into early winter. Source of flour and alcohol.<br />
* Muck root, available midspring into midsummer. Edible raw, source of extract and alcohol.<br />
* Oat, available all summer and autumn. Source of flour and alcohol.<br />
* Papyrus sedge, available most of summer into early winter. Source of paper.<br />
* Parsnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Pearl millet, available all summer and autumn. Source of flour and alcohol.<br />
* Pendant amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Pig tail, available most of summer-early winter. Source of thread, paper, flour, and alcohol.<br />
* Prickle berry, available most of summer. Edible raw, source of alcohol.<br />
* Plump helmet, available all year. Edible raw, source of alcohol.<br />
* Potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Purple amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Quinoa, available most of summer into early winter. Source of flour and alcohol.<br />
* Radish, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Ramie, available most of summer into early winter. Source of thread and paper.<br />
* Rat weed, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Rhubarb, available midspring into midsummer. Edible raw.<br />
* Rice, available most of summer into early winter. Source of flour and alcohol.<br />
* Rope reed, available most of summer-early winter. Source of thread, paper, and alcohol.<br />
* Rye, available all summer and autumn. Source of flour and alcohol.<br />
* Single-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sliver barb, available all winter. Source of extract and alcohol.<br />
* Soft wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sorghum, available most of summer into early winter. Source of flour and alcohol.<br />
* Spelt, available all summer and autumn. Source of flour and alcohol.<br />
* Sun berry, available most of summer. Edible raw, source of alcohol.<br />
* Sweet pod, available midspring into midsummer. Source of exract and alcohol.<br />
* Sweet potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Teff, available all summer and autumn. Source of flour and alcohol.<br />
* Turnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Two-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Whip vine, available midspring into midsummer. Source of flour, extract, and alcohol.<br />
* White millet, available all summer and autumn. Source of flour and alcohol.<br />
* Valley herb, available most of spring. Source of extract.</div>Valoshttp://dwarffortresswiki.org/index.php?title=User:Valos/Adventurecraft&diff=238690User:Valos/Adventurecraft2018-12-09T21:32:36Z<p>Valos: </p>
<hr />
<div>{{mod}}<br />
{{Modification<br />
| name = Adventurecraft<br />
| version = 44.10 - 44.12 1.8<br />
| df version = 0.44.12<br />
| last update = 12/9/2018<br />
| download = http://www.bay12forums.com/smf/index.php?topic=153036.0<br />
}}<br />
<br />
Adventurecraft, yet another Wanderer's Friend derivative, is an adventure-mode-focused mod that adds reactions, in addition to material changes and creature changes, much of it geared toward fleshing out the options provided to adventurers. Various features have been added to it over time, not all geared toward crafting.<br />
<br />
Existed in unreleased form since the DF2012 days, with the first release being not long before .42.01 was released. Features and changes listed are thus specific to the most recent version, assuming this page remains up-to-date (don't count on it), derived from the forum post.<br />
<br />
== Features ==<br />
<br />
=== Fun Material Tweaks ===<br />
<br />
* Different tiers of materials. Look for a + or ++ in the material name. 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.<br />
* Several stones have been buffed to not be vastly inferior to bone. Look for the material tier designation. Chert is second only to obsidian in sharpness.<br />
* 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.<br />
* 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 (or be spoiled in the appendices). Not all of the beasts added to the mod have usable hearts.<br />
* 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.<br />
<br />
=== Creature Tweaks ===<br />
<br />
* Joint definitions have been 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.<br />
* Neck-snapping. While mundane damage to the upper spine doesn't always have any effect, putting a joint lock on it definitely will. Unless the creature is stupidly huge.<br />
* 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.<br />
* Joint edits have been applied to generated creatures. Normal joints tend to be more common than breakable necks.<br />
* Thread can be made from catgut. No, not just literal cat gut catgut. This proved simpler than adding harvestable sinews.<br />
* Because DF2015 broke cannibal adventurers, intelligent semi-megabeasts/megabeasts are currently non-sentient. To make up for this, they gain natural skills.<br />
<br />
=== New Creatures ===<br />
<br />
* At the suggestion of Jackie, messed around with making centaurs, and moreover made their body less of a "humanoid with 4 legs" thing used in vanilla. They show up in good biomes and can join civs. An evil critter, based on the kamaitachi, has also been added as another source of civ fodder for evil regions.<br />
* A couple added mythical creatures were added to make up for making centaurs real. Also added descriptions and spheres, to make their use in art more interesting.<br />
* 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.<br />
* 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. Its wood will make for effective blunt weapons, but poor edged weapons. Think twice before you try lighting one on fire!<br />
* Two H.P. Lovecraft references via the mi-go and shoggoth. Mi-gos have a delightfully alien body structure, while shoggoths are acidic blobs. Hint: pulp all the things.<br />
* Eternal things. Basically chitinous worms that can grow rather large given time, faster than dragons but not quite as huge.<br />
* Manticores. Overgrown lions with bat wings and scorpion tails. All the Fun of both potion-yield megabeasts and venomous critters.<br />
* Four lesser beasts that can form lairs, as a step down from semi-megabeasts. These act like night creature hunters, making lairs in various places. Dire wolves, dire bears, feral ogres, and sanguine dragons are all based off of some existing creature in some way, with qualities to make them different challenges in combat.<br />
<br />
=== Plant Tweaks ===<br />
<br />
* 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, and extract-bearing plants.<br />
* 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.<br />
* Brewable plants can be made into delicious booze. If it isn't brewable by picking the plant itself (assuming it's in season), try brewing fruit instead.<br />
* Bread is now a thing. The relevant plants can be ground into flour and used as such.<br />
* Bamboo, cattails, and cloudberries have been given useful growths. This works in adventure mode, but due to the plants being grass they can't be picked in fort mode.<br />
<br />
=== Civilization Tweaks ===<br />
<br />
* All of the main races are playable in Adventurer Mode, whether as civ members or as outsiders.<br />
* 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.<br />
* Humans and goblins have been given slings and sewing needles, for the hell of it.<br />
* 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 has 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.<br />
* Goblins need food and water, so remember that.<br />
* Outsiders start off with wooden weaponry to encourage actually upgrading your gear.<br />
* Underground animal people have been given a surface-dwelling equivalent, allowing for occasional instances of them being playable as entity members, instead of outsiders.<br />
<br />
=== New uses for existing items (and changes) ===<br />
<br />
* Mortars and pestles are used for plant processing and alchemy. A pair can be crafted from stone.<br />
* A few reactions use blunt small rocks for hammering instead of just knapping.<br />
* If you somehow get a hold of full logs, a battle axe can be used to split it into usable pieces.<br />
* Stone axes have been changed to allow metal versions to show up in human and goblin sites.<br />
* Helves have been given the same weapon uses as staves in older versions of this mod, and renamed to staves to reflect this.<br />
<br />
=== New Items ===<br />
<br />
* Needles, required for sewing. In addition to wood you can carve them from bone, tooth, nail, hoof, or horn.<br />
* Clubs, as a crude mace-equivalent as suggested by Kallin.<br />
* Caesti and katars, unarmed weapons suggested and worked on by Jackie.<br />
* Simple lockbows, originally implemented in Kobold Kamp as suggested by Flint.<br />
* Spear-throwers and javelins, made with help from ZM5. Closer to actual hand-thrown javelins than the more realistic atlatl, but still allows use of a spear-thrower for gameplay reasons.<br />
* 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.<br />
* Gambesons, made from cloth. Obviously fragile unless using megabeast haircloth or silk.<br />
* Cooking pots, for making certain items, most notably for brewing.<br />
* Animal glue, which the recent combat changes have made useful.<br />
* Eight raw-defined instruments that can be crafted, supplementing the generated instruments that can't be crafted in adventure mode.<br />
<br />
=== Dismantling Items ===<br />
<br />
* Boulders and logs can be split into small rocks and pieces of wood, respectively.<br />
* Crude cloth can be unraveled if needed.<br />
* Cloth items can be cut apart for cloth, leather items can be cut apart, and metal items can be broken down for metal. Note that nothing's stopping you from being a lunatic and trying to dismantle the end result into itself, which will eventually waste it.<br />
<br />
== Bugs and Issues ==<br />
<br />
* No gauntlets due to the gauntlet bug. The workaround I originally devised tends to break more things than it fixes.<br />
* Just like whips, civs will generate metal slings because derp.<br />
* 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.<br />
* The amount of usable leather, bone, etc can be increased by lopping off limbs. For bone, there are reaction bugs and balance issues behind why Adventurecraft has set crafting to consume full stacks, instead of vanilla's use of single units for a stack.<br />
* 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.<br />
* Goblin and kobold adventurers will find their home to be an immense pain in the ass to leave, as dark forts and caves block fast travel even if the inhabitants are friendly.<br />
* Nothing's stopping you from being a lunatic and trying to dismantle cloth, tanned hides, or metal bars. This will eventually waste it due to the odds not being 100%. <br />
* Thread, cloth, bars, and sheets obtained from towns instead of player-made are a nigh-endless source of crafting material, due to reactions set to only produce and use product dimensions of 1.<br />
* The addition of faked wood for outsider weapons adds an unusable material to the forge in fortress mode.<br />
<br />
== Appendix A, Full List of New Reactions ==<br />
<br />
=== Basic Reactions ===<br />
<br />
* Tan a raw hide, raw scales, or raw chitin. Produces tanned leather/scale/chitin.<br />
* Dry and spin gut into catgut thread.<br />
* Spin hair or wool into thread.<br />
* Process thread-bearing plant into thread.<br />
* Weave cloth. Uses hair/wool, plant-based, or silk thread.<br />
* Make glue. Uses raw hide, raw scales, bone, skull, horn, or hoof. Requires a cooking item.<br />
* Repair cloth item. Uses cloth and thread, requires a needle.<br />
* Repair leather/scale/chitin item. Uses any of said materials plus thread, requires a needle.<br />
* Repair wood/bone/stone item. Uses animal glue, requires a sharp object.<br />
<br />
=== Tools ===<br />
<br />
* Carve wooden sewing needle. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn needle. Uses any of said materials, requires a sharp object.<br />
* Carve wooden stave. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone stave. Uses bones, and requires a sharp object.<br />
* Carve bone/shell axe. Uses either material plus a stave, requires a sharp object.<br />
* Craft stone axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mortar and pestle. Uses 2 blunt small rocks, and requires a third.<br />
* Craft stone cooking pot. Uses any small rock, and requires a blunt small rock.<br />
<br />
=== Ammunition ===<br />
<br />
* Craft sling stones. Uses a blunt small rock, and requires a second.<br />
* Carve wooden arrows. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn arrows. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone arrows. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden bolts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bolts. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone bolts. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden javelins. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn javelins. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone javelins. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden darts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn darts. Uses any of said materials, requires a sharp object.<br />
<br />
=== Weapons (Wood/Cloth/Leather) ===<br />
<br />
* Carve wooden dagger. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden pike. Uses two wooden branches, and requires a sharp object.<br />
* Carve wooden club. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale whip. Uses leather/scale, and requires a sharp object.<br />
* Craft leather/scale/chitin caestus. Uses any of said materials, and requires a sharp object.<br />
* Craft wooden bow. Uses a stave and thread, requires a sharp object.<br />
* Craft simple wooden lockbow. Uses two branches and thread, requires a sharp object.<br />
* Carve wooden blowgun. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear-thrower. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale sling. Uses leather, and requires a sharp object.<br />
* Craft cloth sling. Uses cloth, and requires a sharp object.<br />
<br />
=== Weapons (Bone) ===<br />
<br />
* Craft bone/shell/tooth/horn dagger. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn spear. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn pike. Uses any of said materials plus two staves, requires a sharp object.<br />
* Carve bone/shell battle axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell great axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn short sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn long sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn two-handed sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone club. Uses bones, and requires a sharp object.<br />
* Craft bone/tooth/nail/hoof/horn katar. Uses any of said materials, and requires a sharp object.<br />
* Craft bone bow. Uses bones and thread, requires a sharp object.<br />
* Craft simple bone lockbow. Uses bones, a stave, and thread, requires a sharp object.<br />
* Carve bone spear-thrower. Uses bones, and requires a sharp object.<br />
* Carve bone blowgun. Uses bones, and requires a sharp object.<br />
<br />
=== Weapons (Stone) ===<br />
<br />
* Knap stone dagger. Uses any small rock, and requires a blunt small rock.<br />
* Craft stone spear. Uses a sharp rock and a stave. No need to cut the stave to size.<br />
* Craft stone pike. Uses a sharp rock and two staves. No need to cut the staves to size.<br />
* Craft stone battle axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone great axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone short sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone long sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone two-handed sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mace. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone war hammer. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone maul. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
<br />
=== Armor (Bone) ===<br />
<br />
* Craft bone/shell buckler. Uses either material, and requires a sharp object.<br />
* Craft bone/shell shield. Uses either material, and requires a sharp object.<br />
* Craft bone/shell helm. Uses either material, and requires a sharp object.<br />
* Craft skull helm. Uses a skull, and requires a sharp object.<br />
* Craft bone/shell armor. Uses either material and requires a sharp object.<br />
* Craft bone/shell leggings. Uses either material, and requires a sharp object.<br />
* Craft bone greaves. Uses bones, and requires a sharp object.<br />
<br />
=== Shields/Armor (Leather/Scale/Chitin) ===<br />
<br />
* Craft leather/scale/chitin buckler. Uses any of said materials, and requires a sharp object.<br />
* Craft leather/scale/chitin shield. Uses any of said materials, and requires a sharp object.<br />
* Sew leather/scale/chitin cap. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin helm. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin armor. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin leggings. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin low boots. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin high boots. Uses any of said materials plus thread, requires a needle.<br />
<br />
=== Clothing (Leather) ===<br />
<br />
* Sew leather/scale backpack. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale waterskin. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale quiver. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale hood. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale mask. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale cloak. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale tunic. Uses leather/scale and thread, requires a needle.<br />
* Make leather/scale loincloth. Uses leather/scale.<br />
* Sew leather/scale trousers. Uses leather/scale and thread, requires a needle.<br />
* Craft leather/scale footwraps. Uses leather, and requires a sharp object.<br />
* Sew leather/scale sandals. Uses leather/scale and thread, requires a needle.<br />
* Decorate object with leather/scale. Uses leather/scale and thread, requires a needle.<br />
<br />
=== Clothing (Cloth) ===<br />
<br />
* Sew cloth backpack. Uses cloth and thread, requires a needle.<br />
* Sew cloth quiver. Uses cloth and thread, requires a needle.<br />
* Sew cloth cap. Uses cloth and thread, requires a needle.<br />
* Sew cloth hood. Uses cloth and thread, requires a needle.<br />
* Sew cloth mask. Uses cloth and thread, requires a needle.<br />
* Sew cloth gambeson. Uses cloth and thread, requires a needle.<br />
* Sew cloth cloak. Uses cloth and thread, requires a needle.<br />
* Sew cloth tunic. Uses cloth and thread, requires a needle.<br />
* Make cloth loincloth. Uses cloth.<br />
* Sew cloth trousers. Uses cloth and thread, requires a needle.<br />
* Craft cloth footwraps. Uses cloth, and requires a sharp object.<br />
* Sew cloth socks. Uses cloth and thread, requires a needle.<br />
* Sew cloth sandals. Uses cloth and thread, requires a needle.<br />
* Decorate object with cloth. Uses cloth and thread, requires a needle.<br />
<br />
=== Shields/Crafts (Wood) ===<br />
<br />
* Carve wooden buckler. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden shield. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden crutch. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cup. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden minecart. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden figurine. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden ring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden earring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden scepter. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden amulet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden bracelet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden crown. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cabochan. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden mask. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden sandals. Uses a wooden branch, and requires a sharp object.<br />
* Decorate object with wood. Uses a wooden branch, and requires a sharp object.<br />
<br />
=== Crafts (Bone/Shell/Tooth/Horn) ===<br />
<br />
* Carve bone crutch. Uses bones, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn goblet. Uses any of said materials, and requires a sharp object.<br />
* Carve skull goblet. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn figurine. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn ring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn earring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn scepter. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn amulet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn bracelet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn crown. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn cabochan. Uses any of said materials, and requires a sharp object.<br />
* Craft skull totem. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell mask. Uses either of said materials, and requires a sharp object.<br />
* Craft skull mask. Uses a skull, and requires a sharp object.<br />
* Decorate object with bone/shell/tooth/nail/hoof/horn. Uses said materials, requires a sharp object.<br />
<br />
=== Crafts (Stone) ===<br />
<br />
* Craft stone mug. Uses a blunt small rock, and requires a second.<br />
* Craft stone figurine. Uses a blunt small rock, and requires a second.<br />
* Craft stone ring. Uses a blunt small rock, and requires a second.<br />
* Craft stone earring. Uses a blunt small rock, and requires a second.<br />
* Craft stone scepter. Uses a blunt small rock, and requires a second.<br />
* Craft stone amulet. Uses a blunt small rock, and requires a second.<br />
* Craft stone bracelet. Uses a blunt small rock, and requires a second.<br />
* Craft stone crown. Uses a blunt small rock, and requires a second.<br />
* Craft stone cabochon. Uses a blunt small rock, and requires a second.<br />
* Decorate object with stone. Uses a blunt small rock, and requires a second.<br />
<br />
=== Item Dismantling ===<br />
<br />
* Split wooden log into branches. Also requires a sharp object. Ignore the absurdity.<br />
* Split large stone into small rocks. Also requires a blunt small rock.<br />
* Unravel cloth into thread.<br />
* Dismantle cloth item. Requires a sharp object.<br />
* Dismantle leather/scale/chitin item. Requires a sharp object.<br />
* Dismantle stone item. Requires a blunt small rock.<br />
* Dismantle metal item. Requires a blunt small rock.<br />
<br />
=== Cooking and Alchemy ===<br />
<br />
* Mill plant into flour. Uses valid plant, requires a mortar and pestle.<br />
* Bake bread. Uses flour, requires a cooking pot.<br />
* Brew alcohol from plant. Uses valid plant, requires a cooking pot and an empty waterskin.<br />
* Brew alcohol from fruit. Uses valid plant growth, requires a cooking pot and an empty waterskin.<br />
* Extract from plant. Uses extractable plant, requires a mortar and pestle plus an empty waterskin.<br />
* Refine venom into toxin. Uses a venom sac, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from (semi)megabeast heart, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from generated creature heart, requires a mortar and pestle plus an empty waterskin.<br />
<br />
=== Paper/Parchment Crafting ===<br />
<br />
* Press pulpable plant into paper. Uses a valid plant, requires a mortar and pestle.<br />
* Dry skin into parchment. Uses a raw hide, and requires a sharp object.<br />
* Carve wooden scroll rollers. Uses a wooden branch, and requires a sharp object.<br />
* Assemble a scroll. Uses a sheet and a scroll roller.<br />
* Craft a quire. Uses a sheet.<br />
<br />
=== Instrument Pieces ===<br />
<br />
* Carve wooden bagpipe pipes. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bagpipe pipes. Uses any of said materials, and requires a sharp object.<br />
* Sew leather bagpipe bag. Uses leather and thread, requires a needle.<br />
* Craft instrument strings. Uses string.<br />
* Carve wooden lyre body. Uses a wooden log, and requires a sharp object.<br />
* Carve bone/shell lyre body. Uses either material and requires a sharp object.<br />
* Carve wooden guitar body. Uses a wooden log, and requires a sharp object.<br />
* Carve skull guitar body. Uses a skull, and requires a sharp object.<br />
* Carve wooden guitar neck. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone guitar neck. Uses bone, and requires a sharp object.<br />
* Carve wooden harp body. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden drum body. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone drum body. Uses bone, and requires a sharp object.<br />
* Craft leather drum head. Uses leather.<br />
<br />
=== Instruments ===<br />
<br />
* Carve wooden simple flute. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone simple flute. Uses bone, and requires a sharp object.<br />
* Carve wooden instrument musical horn. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn musical horn. Uses any of said materials, and requires a sharp object.<br />
* Assemble bagpipes. Requires a bagpipe bag and instrument pipes.<br />
* Assemble lyre. Requires a lyre body and strings.<br />
* Assemble guitar. Requires a guitar body, a guitar neck, and strings.<br />
* Assemble harp. Requires a harp body and strings.<br />
* Assemble drum. Requires a drum body and drum head.<br />
* Carve wooden bell. Uses a wooden log, and requires a sharp object.<br />
<br />
== Appendix B, List of forging reactions (at carpenter's workshop): ==<br />
<br />
=== Metalworking (Basic Tools) ===<br />
<br />
* Craft makeshift forge. Uses 10 small rocks.<br />
* Repair metal item. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mortar and pestle. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cooking pot. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Ammunition) ===<br />
<br />
* Craft metal sling bullets. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal arrows. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal bolts. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal javelins. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal darts. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Weapons) ===<br />
<br />
* Craft metal dagger. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal spear. Uses metal, a stave, and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pike. Uses metal, a stave, and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal battle axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal great axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal short sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal long sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal two-handed sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mace. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal war hammer. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal maul. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal caestus. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal katar. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Shields/Armor) ===<br />
<br />
* Craft metal buckler. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal shield. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal helmet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cap. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal breastplate. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail shirt. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal greaves. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail leggings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal low boots. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal high boots. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Crafts) ===<br />
<br />
* Craft metal crutch. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal goblet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal minecart. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal figurine. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal ring. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal earring. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal scepter. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal amulet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bracelet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal crown. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabochan. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mask. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Decorate object with metal. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Instruments) ===<br />
<br />
* Craft metal bagpipe pipes. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal instrument strings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal lyre body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar neck. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal harp body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal drum body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal simple flute. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal musical horn. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bell. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
== Appendix C, List of More Useful Stones ==<br />
<br />
* Andesite<br />
* Basalt<br />
* Chert (in-between other sharp stones and obsidian)<br />
* Dacite<br />
* Diorite<br />
* Native aluminum (same as aluminum)<br />
* Native copper (same as copper)<br />
* Native gold (same as gold)<br />
* Native platinum (same as platinum)<br />
* Native silver (same as silver)<br />
* Obsidian (deliciously sharp and deadly)<br />
* Quartzite<br />
* Phyllite<br />
* Raw adamantine (same as adamantine)<br />
* Rhyolite<br />
* Shale<br />
* Slade (good luck obtaining that one!)<br />
* Slate<br />
<br />
== Appendix D, List of monsters with improved body materials ==<br />
<br />
=== Tier 1 ===<br />
<br />
* Alligator (and variants, alligator men are currently unusable)<br />
* Anaconda (and variants, anaconda men are currently unusable)<br />
* Armadillo (and variants, armadillo men are currently unusable)<br />
* Black bear (and variants, black bear men are currently unusable)<br />
* Blind cave bear<br />
* Blind cave ogre (currently unusable)<br />
* Cave crocodile<br />
* Cave dragon<br />
* Coelacanth<br />
* Elephant (and variants, elephant men are currently unusable)<br />
* Giant cave spider<br />
* Giant desert scorpion (re-added due to Toady removing them ;w;)<br />
* Giant Mantis (normal version is a non-butcherable vermin, mantis men are currently unusable)<br />
* Gigantic squid (normal version is a non-butcherable vermin, squid men are currently unusable)<br />
* Great white shark<br />
* Grizzly bear (and variants, grizzly bear men are currently unusable)<br />
* Hippo (and variants, hippo men are currently unusable)<br />
* Ogre<br />
* Orca (and variants, orca men are currently unusable)<br />
* Polar bear (and variants, polar bear men are currently unusable)<br />
* Rhinoceros (and variants, rhinoceros men are currently unusable)<br />
* Saltwater crocodile (and variants, saltwater crocodile men are currently unusable)<br />
* Sea monster<br />
* Sea serpent<br />
* Troll<br />
* Voracious cave crawler<br />
* Walrus (and variants, walrus men are currently unusable)<br />
* Wild boar (and variants, wild boar men are currently unusable)<br />
* Cyclops<br />
* Ettin<br />
* Giant<br />
* Minotaur<br />
* Gargoyle<br />
* Mi-go<br />
* Dire bear<br />
* Feral ogre<br />
* Lesser dragon<br />
<br />
=== Tier 2 ===<br />
<br />
* Dragon<br />
* Hydra<br />
* Roc<br />
* Eternal thing<br />
* Manticore<br />
* Treant (wood)<br />
<br />
== Appendix E, List of monsters that yield venom sacs ==<br />
<br />
* Giant adder (normal version is too small to butcher, adder men are currently unusable)<br />
* Giant bark scorpion (normal version is a non-butcherable vermin, bark scorpion men are currently unusable)<br />
* Black mamba (and variants, black mamba men are currently unusable)<br />
* Giant brown recluse spider (normal version is a non-butcherable vermin, recluse spider men are currently unusable)<br />
* Bushmaster (and variants, bushmaster men are currently unusable)<br />
* Giant copperhead snake (normal version is too small to butcher, copperhead snake men are currently unusable)<br />
* Giant desert scorpion<br />
* Giant cave spider<br />
* Gila monsters (and variants, gila monster men are currently unusable)<br />
* Helmet snake<br />
* King cobra (and variants, king cobra men are currently unusable)<br />
* Platypus (and variants, platypus men are currently unusable)<br />
* Rattlesnake (and variants, rattlesnake men are currently unusable)<br />
* Serpent man (currently unusable)<br />
* Manticore<br />
<br />
== Appendix F, List of Plant and Misc Craftable Extracts ==<br />
<br />
=== Extract-bearing plants ===<br />
<br />
* Dwarven syrup. Delicious but does nothing.<br />
* Gnomeblight. Still only deadly to gnomes.<br />
* Golden salve. Major boost to recuperation, cures bleeding, brief effect.<br />
* Marshmend, from muck root. Boosts recuperation somewhat, also causes numbness.<br />
* Whiplash, from whip vine. Boost agility and speed some, side effects of dizziness and nausea.<br />
* Barbed haze, from sliver barb. Assorted stat boost, penalties, and other Fun.<br />
<br />
=== Megabeast and Semi-megabeast hearts ===<br />
<br />
* Aetherbreath, from mi-gos. Grants immunity to suffocation.<br />
* Draconic fury, from dragons. Boosts willpower, inspires martial trances.<br />
* Giant's might, from giants. Boosts strength.<br />
* Insight, from ettins. Boosts assorted mental stats.<br />
* Relentlessness, from minotaurs. Grants immunity to stunning, exertion, and pain.<br />
* Transmutation, from hydras. Temporary transformation into a hydra.<br />
* Stoneskin, from gargoyles. Hardens you against attacks.<br />
* Swiftness, from rocs. Boost agility, increases speed somewhat.<br />
* True seeing, from cyclopes. Grants extravision and creature-sensing.<br />
* Trickery, from manticores. Sharply boosts various social stats.<br />
<br />
=== Other ===<br />
<br />
* Failed extract. If a generated titan/demon/etc doesn't have a valid poison (or has poison blood instead), this will be the result. Does nothing.<br />
* Shoggoth slime, readily obtained from shoggoths (obviously). Causes localized pain, blistering, bleeding, and necrosis. Drinking it is exactly as stupid an idea as you'd expect it to be.<br />
* Cursed dragonblood, from sanguine dragons. Dangerous to drink, but has some minor situational benefits.<br />
<br />
== Appendix G, List of plants made harvestable in the Mod ==<br />
<br />
* Alfalfa, available most of summer into early winter. Edible raw.<br />
* Arrow bamboo, available all year. Source of branches.<br />
* Asparagus, available only early in spring. Edible raw.<br />
* Barley, available all summer and autumn. Source of flour and alcohol.<br />
* Beet, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Bloated tuber, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Blood amaranth, available most of summer into early winter. Edible, source of flour/alcohol.<br />
* Buckwheat, available most of summer into early winter. Source of flour and alcohol.<br />
* Cabbage, available midspring into midsummer. Edible raw.<br />
* Carrot, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cassava, available midspring into midsummer. Source of alcohol.<br />
* Cattail, available later spring into early summer. Source of flour, thread, and paper.<br />
* Cave wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Celery, available midspring into midsummer. Edible raw.<br />
* Chicory, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cloudberry, available in winter. Edible raw, source of alcohol.<br />
* Cotton, available most of summer into early winter. Source of thread and paper.<br />
* Finger millet, available all summer and autumn. Source of flour and alcohol.<br />
* Fisher berry, available most of summer. Edible raw, source of alcohol.<br />
* Flax, available most of summer into early winter. Source of thread, paper, and flour.<br />
* Fonio, available all summer and autumn. Source of flour and alcohol.<br />
* Foxtail millet, available all summer and autumn. Source of flour and alcohol.<br />
* Garden cress, available midspring into midsummer. Edible raw.<br />
* Golden bamboo, available all year. Source of branches.<br />
* Hard wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Hedge bamboo, available all year. Source of branches.<br />
* Hemp, available all summer and autumn. Source of thread, paper, and flour.<br />
* Jute, available most of summer into early winter. Source of thread and paper.<br />
* Kaniwa, available most of summer into early winter. Source of flour and alcohol.<br />
* Kenaf, available most of summer into early winter. Source of thread and paper.<br />
* Kobold bulb, available midautumn and all winter. Source of extract.<br />
* Leek, available midspring into midsummer. Edible raw.<br />
* Lettuce, available midspring into midsummer. Edible raw.<br />
* Long yam, available midspring into midsummer. Edible raw.<br />
* Longland grass, available all summer and autumn. Source of flour and alcohol.<br />
* Maize, available most of summer into early winter. Source of flour and alcohol.<br />
* Muck root, available midspring into midsummer. Edible raw, source of extract and alcohol.<br />
* Oat, available all summer and autumn. Source of flour and alcohol.<br />
* Papyrus sedge, available most of summer into early winter. Source of paper.<br />
* Parsnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Pearl millet, available all summer and autumn. Source of flour and alcohol.<br />
* Pendant amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Pig tail, available most of summer-early winter. Source of thread, paper, flour, and alcohol.<br />
* Prickle berry, available most of summer. Edible raw, source of alcohol.<br />
* Plump helmet, available all year. Edible raw, source of alcohol.<br />
* Potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Purple amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Quinoa, available most of summer into early winter. Source of flour and alcohol.<br />
* Radish, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Ramie, available most of summer into early winter. Source of thread and paper.<br />
* Rat weed, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Rhubarb, available midspring into midsummer. Edible raw.<br />
* Rice, available most of summer into early winter. Source of flour and alcohol.<br />
* Rope reed, available most of summer-early winter. Source of thread, paper, and alcohol.<br />
* Rye, available all summer and autumn. Source of flour and alcohol.<br />
* Single-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sliver barb, available all winter. Source of extract and alcohol.<br />
* Soft wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sorghum, available most of summer into early winter. Source of flour and alcohol.<br />
* Spelt, available all summer and autumn. Source of flour and alcohol.<br />
* Sun berry, available most of summer. Edible raw, source of alcohol.<br />
* Sweet pod, available midspring into midsummer. Source of exract and alcohol.<br />
* Sweet potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Teff, available all summer and autumn. Source of flour and alcohol.<br />
* Turnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Two-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Whip vine, available midspring into midsummer. Source of flour, extract, and alcohol.<br />
* White millet, available all summer and autumn. Source of flour and alcohol.<br />
* Valley herb, available most of spring. Source of extract.</div>Valoshttp://dwarffortresswiki.org/index.php?title=User_talk:Valos/Adventurecraft&diff=238672User talk:Valos/Adventurecraft2018-12-08T18:13:35Z<p>Valos: Undo revision 235584 by Silverwing235 (talk)</p>
<hr />
<div>==Minor issue==<br />
<br />
You talk of bugs ("gauntlet bug" frex), yet, when modding-innocents such as myself are inspired to search on Mantis, they find nothing - either that, or a report that turns out to be utterly irrelevant in my case. Coincidence, or an actual oversight on your part? --[[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 11:33, 1 April 2018 (UTC)<br />
: Went ahead and un-deleted this as I didn't see this take issue come up. Side note, the wiki talk page is a bad place to ask me questions about this, the forum thread would be better. As for the bugs, seems I'll want to link to the most relevant issue for them, both on the forum OP and on the DFFD page. But, just in case you're better about checking this page than I am, I'll list the ones I can readily find here:<br />
: * The aforementioned gauntlet bug: "Gloves produced by reactions cannot be equipped"{{bug|6273}}<br />
: The "can't apply poison to weapons" one I'm aving trouble finding an issue for, but remember that would count as a suggestion anyway, not a bug. If you COULD use those broken reactions properly, this bug would still affect it: "Adventurer Reactions don't work with contained items"{{bug|6202}}<br />
: The "goblin and kobold adventurers can't fast travel" bug: "Dark fortresses block travel and resting even if playing a dark-fort native goblin"{{bug|10111}}<br />
: The "product dimensions reee" thing has two related bugs: "Reactions in adventure mode are very broken."{{bug|9106}} and "Product dimensions act weird"{{bug|3712}}<br />
: Apologies for not seeing this sooner, and sorry if you did indeed ask about it in the thread and I simply forgot. The rest of the issues listed are either suggestion-tier and thus are less likely to have been reported (the leather sling thing), or internal bugs that exist only because of my dumb workarounds for other problems (forging oak). --[[User:Valos|Valos]] ([[User talk:Valos|talk]]) 18:13, 8 December 2018 (UTC)</div>Valoshttp://dwarffortresswiki.org/index.php?title=User:Valos/Adventurecraft&diff=238668User:Valos/Adventurecraft2018-12-08T01:04:42Z<p>Valos: </p>
<hr />
<div>{{mod}}<br />
{{Modification<br />
| name = Adventurecraft<br />
| version = 44.10 - 44.12 1.7<br />
| df version = 0.44.12<br />
| last update = 12/7/2018<br />
| download = http://www.bay12forums.com/smf/index.php?topic=153036.0<br />
}}<br />
<br />
Adventurecraft, yet another Wanderer's Friend derivative, is an adventure-mode-focused mod that adds reactions, in addition to material changes and creature changes, much of it geared toward fleshing out the options provided to adventurers. Various features have been added to it over time, not all geared toward crafting.<br />
<br />
Existed in unreleased form since the DF2012 days, with the first release being not long before .42.01 was released. Features and changes listed are thus specific to the most recent version, assuming this page remains up-to-date (don't count on it), derived from the forum post.<br />
<br />
== Features ==<br />
<br />
=== Fun Material Tweaks ===<br />
<br />
* Different tiers of materials. Look for a + or ++ in the material name. 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.<br />
* Several stones have been buffed to not be vastly inferior to bone. Look for the material tier designation. Chert is second only to obsidian in sharpness.<br />
* 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.<br />
* 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 (or be spoiled in the appendices). Not all of the beasts added to the mod have usable hearts.<br />
* 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.<br />
<br />
=== Creature Tweaks ===<br />
<br />
* Joint definitions have been 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.<br />
* Neck-snapping. While mundane damage to the upper spine doesn't always have any effect, putting a joint lock on it definitely will. Unless the creature is stupidly huge.<br />
* 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.<br />
* Joint edits have been applied to generated creatures. Normal joints tend to be more common than breakable necks.<br />
* Thread can be made from catgut. No, not just literal cat gut catgut. This proved simpler than adding harvestable sinews.<br />
* Because DF2015 broke cannibal adventurers, intelligent semi-megabeasts/megabeasts are currently non-sentient. To make up for this, they gain natural skills.<br />
<br />
=== New Creatures ===<br />
<br />
* At the suggestion of Jackie, messed around with making centaurs, and moreover made their body less of a "humanoid with 4 legs" thing used in vanilla. They show up in good biomes and can join civs. An evil critter, based on the kamaitachi, has also been added as another source of civ fodder for evil regions.<br />
* A couple added mythical creatures were added to make up for making centaurs real. Also added descriptions and spheres, to make their use in art more interesting.<br />
* 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.<br />
* 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. Its wood will make for effective blunt weapons, but poor edged weapons. Think twice before you try lighting one on fire!<br />
* Two H.P. Lovecraft references via the mi-go and shoggoth. Mi-gos have a delightfully alien body structure, while shoggoths are acidic blobs. Hint: pulp all the things.<br />
* Eternal things. Basically chitinous worms that can grow rather large given time, faster than dragons but not quite as huge.<br />
* Manticores. Overgrown lions with bat wings and scorpion tails. All the Fun of both potion-yield megabeasts and venomous critters.<br />
* Four lesser beasts that can form lairs, as a step down from semi-megabeasts. These act like night creature hunters, making lairs in various places. Dire wolves, dire bears, feral ogres, and sanguine dragons are all based off of some existing creature in some way, with qualities to make them different challenges in combat.<br />
<br />
=== Plant Tweaks ===<br />
<br />
* 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, and extract-bearing plants.<br />
* 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.<br />
* Brewable plants can be made into delicious booze. If it isn't brewable by picking the plant itself (assuming it's in season), try brewing fruit instead.<br />
* Bread is now a thing. The relevant plants can be ground into flour and used as such.<br />
* Bamboo, cattails, and cloudberries have been given useful growths. This works in adventure mode, but due to the plants being grass they can't be picked in fort mode.<br />
<br />
=== Civilization Tweaks ===<br />
<br />
* All of the main races are playable in Adventurer Mode, whether as civ members or as outsiders.<br />
* 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.<br />
* Humans and goblins have been given slings and sewing needles, for the hell of it.<br />
* 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 has 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.<br />
* Goblins need food and water, so remember that.<br />
* Outsiders start off with wooden weaponry to encourage actually upgrading your gear.<br />
* Underground animal people have been given a surface-dwelling equivalent, allowing for occasional instances of them being playable as entity members, instead of outsiders.<br />
<br />
=== New uses for existing items (and changes) ===<br />
<br />
* Mortars and pestles are used for plant processing and alchemy. A pair can be crafted from stone.<br />
* A few reactions use blunt small rocks for hammering instead of just knapping.<br />
* If you somehow get a hold of full logs, a battle axe can be used to split it into usable pieces.<br />
* Stone axes have been changed to allow metal versions to show up in human and goblin sites.<br />
* Helves have been given the same weapon uses as staves in older versions of this mod, and renamed to staves to reflect this.<br />
<br />
=== New Items ===<br />
<br />
* Needles, required for sewing. In addition to wood you can carve them from bone, tooth, nail, hoof, or horn.<br />
* Clubs, as a crude mace-equivalent as suggested by Kallin.<br />
* Caesti and katars, unarmed weapons suggested and worked on by Jackie.<br />
* Simple lockbows, originally implemented in Kobold Kamp as suggested by Flint.<br />
* Spear-throwers and javelins, made with help from ZM5. Closer to actual hand-thrown javelins than the more realistic atlatl, but still allows use of a spear-thrower for gameplay reasons.<br />
* 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.<br />
* Gambesons, made from cloth. Obviously fragile unless using megabeast haircloth or silk.<br />
* Cooking pots, for making certain items, most notably for brewing.<br />
* Animal glue, which the recent combat changes have made useful.<br />
* Eight raw-defined instruments that can be crafted, supplementing the generated instruments that can't be crafted in adventure mode.<br />
<br />
=== Dismantling Items ===<br />
<br />
* Boulders and logs can be split into small rocks and pieces of wood, respectively.<br />
* Crude cloth can be unraveled if needed.<br />
* Cloth items can be cut apart for cloth, leather items can be cut apart, and metal items can be broken down for metal. Note that nothing's stopping you from being a lunatic and trying to dismantle the end result into itself, which will eventually waste it.<br />
<br />
== Bugs and Issues ==<br />
<br />
* No gauntlets due to the gauntlet bug. The workaround I originally devised tends to break more things than it fixes.<br />
* Just like whips, civs will generate metal slings because derp.<br />
* 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.<br />
* The amount of usable leather, bone, etc can be increased by lopping off limbs. For bone, there are reaction bugs and balance issues behind why Adventurecraft has set crafting to consume full stacks, instead of vanilla's use of single units for a stack.<br />
* 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.<br />
* Goblin and kobold adventurers will find their home to be an immense pain in the ass to leave, as dark forts and caves block fast travel even if the inhabitants are friendly.<br />
* Nothing's stopping you from being a lunatic and trying to dismantle cloth, tanned hides, or metal bars. This will eventually waste it due to the odds not being 100%. <br />
* Thread, cloth, bars, and sheets obtained from towns instead of player-made are a nigh-endless source of crafting material, due to reactions set to only produce and use product dimensions of 1.<br />
* The addition of faked wood for outsider weapons adds an unusable material to the forge in fortress mode.<br />
<br />
== Appendix A, Full List of New Reactions ==<br />
<br />
=== Basic Reactions ===<br />
<br />
* Tan a raw hide, raw scales, or raw chitin. Produces tanned leather/scale/chitin.<br />
* Dry and spin gut into catgut thread.<br />
* Spin hair or wool into thread.<br />
* Process thread-bearing plant into thread.<br />
* Weave cloth. Uses hair/wool, plant-based, or silk thread.<br />
* Make glue. Uses raw hide, raw scales, bone, skull, horn, or hoof. Requires a cooking item.<br />
* Repair cloth item. Uses cloth and thread, requires a needle.<br />
* Repair leather/scale/chitin item. Uses any of said materials plus thread, requires a needle.<br />
* Repair wood/bone/stone item. Uses animal glue, requires a sharp object.<br />
<br />
=== Tools ===<br />
<br />
* Carve wooden sewing needle. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn needle. Uses any of said materials, requires a sharp object.<br />
* Carve wooden stave. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone stave. Uses bones, and requires a sharp object.<br />
* Carve bone/shell axe. Uses either material plus a stave, requires a sharp object.<br />
* Craft stone axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mortar and pestle. Uses 2 blunt small rocks, and requires a third.<br />
* Craft stone cooking pot. Uses any small rock, and requires a blunt small rock.<br />
<br />
=== Ammunition ===<br />
<br />
* Craft sling stones. Uses a blunt small rock, and requires a second.<br />
* Carve wooden arrows. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn arrows. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone arrows. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden bolts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bolts. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone bolts. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden javelins. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn javelins. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone javelins. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden darts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn darts. Uses any of said materials, requires a sharp object.<br />
<br />
=== Weapons (Wood/Cloth/Leather) ===<br />
<br />
* Carve wooden dagger. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden pike. Uses two wooden branches, and requires a sharp object.<br />
* Carve wooden club. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale whip. Uses leather/scale, and requires a sharp object.<br />
* Craft leather/scale/chitin caestus. Uses any of said materials, and requires a sharp object.<br />
* Craft wooden bow. Uses a stave and thread, requires a sharp object.<br />
* Craft simple wooden lockbow. Uses two branches and thread, requires a sharp object.<br />
* Carve wooden blowgun. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear-thrower. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale sling. Uses leather, and requires a sharp object.<br />
* Craft cloth sling. Uses cloth, and requires a sharp object.<br />
<br />
=== Weapons (Bone) ===<br />
<br />
* Craft bone/shell/tooth/horn dagger. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn spear. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn pike. Uses any of said materials plus two staves, requires a sharp object.<br />
* Carve bone/shell battle axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell great axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn short sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn long sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn two-handed sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone club. Uses bones, and requires a sharp object.<br />
* Craft bone/tooth/nail/hoof/horn katar. Uses any of said materials, and requires a sharp object.<br />
* Craft bone bow. Uses bones and thread, requires a sharp object.<br />
* Craft simple bone lockbow. Uses bones, a stave, and thread, requires a sharp object.<br />
* Carve bone spear-thrower. Uses bones, and requires a sharp object.<br />
* Carve bone blowgun. Uses bones, and requires a sharp object.<br />
<br />
=== Weapons (Stone) ===<br />
<br />
* Knap stone dagger. Uses any small rock, and requires a blunt small rock.<br />
* Craft stone spear. Uses a sharp rock and a stave. No need to cut the stave to size.<br />
* Craft stone pike. Uses a sharp rock and two staves. No need to cut the staves to size.<br />
* Craft stone battle axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone great axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone short sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone long sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone two-handed sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mace. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone war hammer. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone maul. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
<br />
=== Armor (Bone) ===<br />
<br />
* Craft bone/shell buckler. Uses either material, and requires a sharp object.<br />
* Craft bone/shell shield. Uses either material, and requires a sharp object.<br />
* Craft bone/shell helm. Uses either material, and requires a sharp object.<br />
* Craft skull helm. Uses a skull, and requires a sharp object.<br />
* Craft bone/shell armor. Uses either material and requires a sharp object.<br />
* Craft bone/shell leggings. Uses either material, and requires a sharp object.<br />
* Craft bone greaves. Uses bones, and requires a sharp object.<br />
<br />
=== Shields/Armor (Leather/Scale/Chitin) ===<br />
<br />
* Craft leather/scale/chitin buckler. Uses any of said materials, and requires a sharp object.<br />
* Craft leather/scale/chitin shield. Uses any of said materials, and requires a sharp object.<br />
* Sew leather/scale/chitin cap. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin helm. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin armor. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin leggings. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin low boots. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin high boots. Uses any of said materials plus thread, requires a needle.<br />
<br />
=== Clothing (Leather) ===<br />
<br />
* Sew leather/scale backpack. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale waterskin. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale quiver. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale hood. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale mask. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale cloak. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale tunic. Uses leather/scale and thread, requires a needle.<br />
* Make leather/scale loincloth. Uses leather/scale.<br />
* Sew leather/scale trousers. Uses leather/scale and thread, requires a needle.<br />
* Craft leather/scale footwraps. Uses leather, and requires a sharp object.<br />
* Sew leather/scale sandals. Uses leather/scale and thread, requires a needle.<br />
* Decorate object with leather/scale. Uses leather/scale and thread, requires a needle.<br />
<br />
=== Clothing (Cloth) ===<br />
<br />
* Sew cloth backpack. Uses cloth and thread, requires a needle.<br />
* Sew cloth quiver. Uses cloth and thread, requires a needle.<br />
* Sew cloth cap. Uses cloth and thread, requires a needle.<br />
* Sew cloth hood. Uses cloth and thread, requires a needle.<br />
* Sew cloth mask. Uses cloth and thread, requires a needle.<br />
* Sew cloth gambeson. Uses cloth and thread, requires a needle.<br />
* Sew cloth cloak. Uses cloth and thread, requires a needle.<br />
* Sew cloth tunic. Uses cloth and thread, requires a needle.<br />
* Make cloth loincloth. Uses cloth.<br />
* Sew cloth trousers. Uses cloth and thread, requires a needle.<br />
* Craft cloth footwraps. Uses cloth, and requires a sharp object.<br />
* Sew cloth socks. Uses cloth and thread, requires a needle.<br />
* Sew cloth sandals. Uses cloth and thread, requires a needle.<br />
* Decorate object with cloth. Uses cloth and thread, requires a needle.<br />
<br />
=== Shields/Crafts (Wood) ===<br />
<br />
* Carve wooden buckler. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden shield. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden crutch. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cup. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden minecart. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden figurine. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden ring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden earring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden scepter. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden amulet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden bracelet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden crown. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cabochan. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden mask. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden sandals. Uses a wooden branch, and requires a sharp object.<br />
* Decorate object with wood. Uses a wooden branch, and requires a sharp object.<br />
<br />
=== Crafts (Bone/Shell/Tooth/Horn) ===<br />
<br />
* Carve bone crutch. Uses bones, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn goblet. Uses any of said materials, and requires a sharp object.<br />
* Carve skull goblet. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn figurine. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn ring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn earring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn scepter. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn amulet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn bracelet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn crown. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn cabochan. Uses any of said materials, and requires a sharp object.<br />
* Craft skull totem. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell mask. Uses either of said materials, and requires a sharp object.<br />
* Craft skull mask. Uses a skull, and requires a sharp object.<br />
* Decorate object with bone/shell/tooth/nail/hoof/horn. Uses said materials, requires a sharp object.<br />
<br />
=== Crafts (Stone) ===<br />
<br />
* Craft stone mug. Uses a blunt small rock, and requires a second.<br />
* Craft stone figurine. Uses a blunt small rock, and requires a second.<br />
* Craft stone ring. Uses a blunt small rock, and requires a second.<br />
* Craft stone earring. Uses a blunt small rock, and requires a second.<br />
* Craft stone scepter. Uses a blunt small rock, and requires a second.<br />
* Craft stone amulet. Uses a blunt small rock, and requires a second.<br />
* Craft stone bracelet. Uses a blunt small rock, and requires a second.<br />
* Craft stone crown. Uses a blunt small rock, and requires a second.<br />
* Craft stone cabochon. Uses a blunt small rock, and requires a second.<br />
* Decorate object with stone. Uses a blunt small rock, and requires a second.<br />
<br />
=== Item Dismantling ===<br />
<br />
* Split wooden log into branches. Also requires a sharp object. Ignore the absurdity.<br />
* Split large stone into small rocks. Also requires a blunt small rock.<br />
* Unravel cloth into thread.<br />
* Dismantle cloth item. Requires a sharp object.<br />
* Dismantle leather/scale/chitin item. Requires a sharp object.<br />
* Dismantle stone item. Requires a blunt small rock.<br />
* Dismantle metal item. Requires a blunt small rock.<br />
<br />
=== Cooking and Alchemy ===<br />
<br />
* Mill plant into flour. Uses valid plant, requires a mortar and pestle.<br />
* Bake bread. Uses flour, requires a cooking pot.<br />
* Brew alcohol from plant. Uses valid plant, requires a cooking pot and an empty waterskin.<br />
* Brew alcohol from fruit. Uses valid plant growth, requires a cooking pot and an empty waterskin.<br />
* Extract from plant. Uses extractable plant, requires a mortar and pestle plus an empty waterskin.<br />
* Refine venom into toxin. Uses a venom sac, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from (semi)megabeast heart, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from generated creature heart, requires a mortar and pestle plus an empty waterskin.<br />
<br />
=== Paper/Parchment Crafting ===<br />
<br />
* Press pulpable plant into paper. Uses a valid plant, requires a mortar and pestle.<br />
* Dry skin into parchment. Uses a raw hide, and requires a sharp object.<br />
* Carve wooden scroll rollers. Uses a wooden branch, and requires a sharp object.<br />
* Assemble a scroll. Uses a sheet and a scroll roller.<br />
* Craft a quire. Uses a sheet.<br />
<br />
=== Instrument Pieces ===<br />
<br />
* Carve wooden bagpipe pipes. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bagpipe pipes. Uses any of said materials, and requires a sharp object.<br />
* Sew leather bagpipe bag. Uses leather and thread, requires a needle.<br />
* Craft instrument strings. Uses string.<br />
* Carve wooden lyre body. Uses a wooden log, and requires a sharp object.<br />
* Carve bone/shell lyre body. Uses either material and requires a sharp object.<br />
* Carve wooden guitar body. Uses a wooden log, and requires a sharp object.<br />
* Carve skull guitar body. Uses a skull, and requires a sharp object.<br />
* Carve wooden guitar neck. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone guitar neck. Uses bone, and requires a sharp object.<br />
* Carve wooden harp body. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden drum body. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone drum body. Uses bone, and requires a sharp object.<br />
* Craft leather drum head. Uses leather.<br />
<br />
=== Instruments ===<br />
<br />
* Carve wooden simple flute. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone simple flute. Uses bone, and requires a sharp object.<br />
* Carve wooden instrument musical horn. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn musical horn. Uses any of said materials, and requires a sharp object.<br />
* Assemble bagpipes. Requires a bagpipe bag and instrument pipes.<br />
* Assemble lyre. Requires a lyre body and strings.<br />
* Assemble guitar. Requires a guitar body, a guitar neck, and strings.<br />
* Assemble harp. Requires a harp body and strings.<br />
* Assemble drum. Requires a drum body and drum head.<br />
* Carve wooden bell. Uses a wooden log, and requires a sharp object.<br />
<br />
== Appendix B, List of forging reactions (at carpenter's workshop): ==<br />
<br />
=== Metalworking (Basic Tools) ===<br />
<br />
* Craft makeshift forge. Uses 10 small rocks.<br />
* Repair metal item. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mortar and pestle. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cooking pot. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Ammunition) ===<br />
<br />
* Craft metal sling bullets. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal arrows. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal bolts. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal javelins. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal darts. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Weapons) ===<br />
<br />
* Craft metal dagger. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal spear. Uses metal, a stave, and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pike. Uses metal, a stave, and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal battle axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal great axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal short sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal long sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal two-handed sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mace. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal war hammer. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal maul. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal caestus. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal katar. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Shields/Armor) ===<br />
<br />
* Craft metal buckler. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal shield. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal helmet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cap. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal breastplate. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail shirt. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal greaves. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail leggings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal low boots. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal high boots. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Crafts) ===<br />
<br />
* Craft metal crutch. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal goblet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal minecart. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal figurine. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal ring. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal earring. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal scepter. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal amulet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bracelet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal crown. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabochan. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mask. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Decorate object with metal. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Instruments) ===<br />
<br />
* Craft metal bagpipe pipes. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal instrument strings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal lyre body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar neck. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal harp body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal drum body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal simple flute. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal musical horn. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bell. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
== Appendix C, List of More Useful Stones ==<br />
<br />
* Andesite<br />
* Basalt<br />
* Chert (in-between other sharp stones and obsidian)<br />
* Dacite<br />
* Diorite<br />
* Native aluminum (same as aluminum)<br />
* Native copper (same as copper)<br />
* Native gold (same as gold)<br />
* Native platinum (same as platinum)<br />
* Native silver (same as silver)<br />
* Obsidian (deliciously sharp and deadly)<br />
* Quartzite<br />
* Phyllite<br />
* Raw adamantine (same as adamantine)<br />
* Rhyolite<br />
* Shale<br />
* Slade (good luck obtaining that one!)<br />
* Slate<br />
<br />
== Appendix D, List of monsters with improved body materials ==<br />
<br />
=== Tier 1 ===<br />
<br />
* Alligator (and variants, alligator men are currently unusable)<br />
* Anaconda (and variants, anaconda men are currently unusable)<br />
* Armadillo (and variants, armadillo men are currently unusable)<br />
* Black bear (and variants, black bear men are currently unusable)<br />
* Blind cave bear<br />
* Blind cave ogre (currently unusable)<br />
* Cave crocodile<br />
* Cave dragon<br />
* Coelacanth<br />
* Elephant (and variants, elephant men are currently unusable)<br />
* Giant cave spider<br />
* Giant desert scorpion (re-added due to Toady removing them ;w;)<br />
* Giant Mantis (normal version is a non-butcherable vermin, mantis men are currently unusable)<br />
* Gigantic squid (normal version is a non-butcherable vermin, squid men are currently unusable)<br />
* Great white shark<br />
* Grizzly bear (and variants, grizzly bear men are currently unusable)<br />
* Hippo (and variants, hippo men are currently unusable)<br />
* Ogre<br />
* Orca (and variants, orca men are currently unusable)<br />
* Polar bear (and variants, polar bear men are currently unusable)<br />
* Rhinoceros (and variants, rhinoceros men are currently unusable)<br />
* Saltwater crocodile (and variants, saltwater crocodile men are currently unusable)<br />
* Sea monster<br />
* Sea serpent<br />
* Troll<br />
* Voracious cave crawler<br />
* Walrus (and variants, walrus men are currently unusable)<br />
* Wild boar (and variants, wild boar men are currently unusable)<br />
* Cyclops<br />
* Ettin<br />
* Giant<br />
* Minotaur<br />
* Gargoyle<br />
* Mi-go<br />
* Dire bear<br />
* Feral ogre<br />
* Lesser dragon<br />
<br />
=== Tier 2 ===<br />
<br />
* Dragon<br />
* Hydra<br />
* Roc<br />
* Eternal thing<br />
* Manticore<br />
* Treant (wood)<br />
<br />
== Appendix E, List of monsters that yield venom sacs ==<br />
<br />
* Giant adder (normal version is too small to butcher, adder men are currently unusable)<br />
* Giant bark scorpion (normal version is a non-butcherable vermin, bark scorpion men are currently unusable)<br />
* Black mamba (and variants, black mamba men are currently unusable)<br />
* Giant brown recluse spider (normal version is a non-butcherable vermin, recluse spider men are currently unusable)<br />
* Bushmaster (and variants, bushmaster men are currently unusable)<br />
* Giant copperhead snake (normal version is too small to butcher, copperhead snake men are currently unusable)<br />
* Giant desert scorpion<br />
* Giant cave spider<br />
* Gila monsters (and variants, gila monster men are currently unusable)<br />
* Helmet snake<br />
* King cobra (and variants, king cobra men are currently unusable)<br />
* Platypus (and variants, platypus men are currently unusable)<br />
* Rattlesnake (and variants, rattlesnake men are currently unusable)<br />
* Serpent man (currently unusable)<br />
* Manticore<br />
<br />
== Appendix F, List of Plant and Misc Craftable Extracts ==<br />
<br />
=== Extract-bearing plants ===<br />
<br />
* Dwarven syrup. Delicious but does nothing.<br />
* Gnomeblight. Still only deadly to gnomes.<br />
* Golden salve. Major boost to recuperation, cures bleeding, brief effect.<br />
* Marshmend, from muck root. Boosts recuperation somewhat, also causes numbness.<br />
* Whiplash, from whip vine. Boost agility and speed some, side effects of dizziness and nausea.<br />
* Barbed haze, from sliver barb. Assorted stat boost, penalties, and other Fun.<br />
<br />
=== Megabeast and Semi-megabeast hearts ===<br />
<br />
* Aetherbreath, from mi-gos. Grants immunity to suffocation.<br />
* Draconic fury, from dragons. Boosts willpower, inspires martial trances.<br />
* Giant's might, from giants. Boosts strength.<br />
* Insight, from ettins. Boosts assorted mental stats.<br />
* Relentlessness, from minotaurs. Grants immunity to stunning, exertion, and pain.<br />
* Transmutation, from hydras. Temporary transformation into a hydra.<br />
* Stoneskin, from gargoyles. Hardens you against attacks.<br />
* Swiftness, from rocs. Boost agility, increases speed somewhat.<br />
* True seeing, from cyclopes. Grants extravision and creature-sensing.<br />
* Trickery, from manticores. Sharply boosts various social stats.<br />
<br />
=== Other ===<br />
<br />
* Failed extract. If a generated titan/demon/etc doesn't have a valid poison (or has poison blood instead), this will be the result. Does nothing.<br />
* Shoggoth slime, readily obtained from shoggoths (obviously). Causes localized pain, blistering, bleeding, and necrosis. Drinking it is exactly as stupid an idea as you'd expect it to be.<br />
* Cursed dragonblood, from sanguine dragons. Dangerous to drink, but has some minor situational benefits.<br />
<br />
== Appendix G, List of plants made harvestable in the Mod ==<br />
<br />
* Alfalfa, available most of summer into early winter. Edible raw.<br />
* Arrow bamboo, available all year. Source of branches.<br />
* Asparagus, available only early in spring. Edible raw.<br />
* Barley, available all summer and autumn. Source of flour and alcohol.<br />
* Beet, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Bloated tuber, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Blood amaranth, available most of summer into early winter. Edible, source of flour/alcohol.<br />
* Buckwheat, available most of summer into early winter. Source of flour and alcohol.<br />
* Cabbage, available midspring into midsummer. Edible raw.<br />
* Carrot, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cassava, available midspring into midsummer. Source of alcohol.<br />
* Cattail, available later spring into early summer. Source of flour, thread, and paper.<br />
* Cave wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Celery, available midspring into midsummer. Edible raw.<br />
* Chicory, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cloudberry, available in winter. Edible raw, source of alcohol.<br />
* Cotton, available most of summer into early winter. Source of thread and paper.<br />
* Finger millet, available all summer and autumn. Source of flour and alcohol.<br />
* Fisher berry, available most of summer. Edible raw, source of alcohol.<br />
* Flax, available most of summer into early winter. Source of thread, paper, and flour.<br />
* Fonio, available all summer and autumn. Source of flour and alcohol.<br />
* Foxtail millet, available all summer and autumn. Source of flour and alcohol.<br />
* Garden cress, available midspring into midsummer. Edible raw.<br />
* Golden bamboo, available all year. Source of branches.<br />
* Hard wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Hedge bamboo, available all year. Source of branches.<br />
* Hemp, available all summer and autumn. Source of thread, paper, and flour.<br />
* Jute, available most of summer into early winter. Source of thread and paper.<br />
* Kaniwa, available most of summer into early winter. Source of flour and alcohol.<br />
* Kenaf, available most of summer into early winter. Source of thread and paper.<br />
* Kobold bulb, available midautumn and all winter. Source of extract.<br />
* Leek, available midspring into midsummer. Edible raw.<br />
* Lettuce, available midspring into midsummer. Edible raw.<br />
* Long yam, available midspring into midsummer. Edible raw.<br />
* Longland grass, available all summer and autumn. Source of flour and alcohol.<br />
* Maize, available most of summer into early winter. Source of flour and alcohol.<br />
* Muck root, available midspring into midsummer. Edible raw, source of extract and alcohol.<br />
* Oat, available all summer and autumn. Source of flour and alcohol.<br />
* Papyrus sedge, available most of summer into early winter. Source of paper.<br />
* Parsnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Pearl millet, available all summer and autumn. Source of flour and alcohol.<br />
* Pendant amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Pig tail, available most of summer-early winter. Source of thread, paper, flour, and alcohol.<br />
* Prickle berry, available most of summer. Edible raw, source of alcohol.<br />
* Plump helmet, available all year. Edible raw, source of alcohol.<br />
* Potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Purple amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Quinoa, available most of summer into early winter. Source of flour and alcohol.<br />
* Radish, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Ramie, available most of summer into early winter. Source of thread and paper.<br />
* Rat weed, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Rhubarb, available midspring into midsummer. Edible raw.<br />
* Rice, available most of summer into early winter. Source of flour and alcohol.<br />
* Rope reed, available most of summer-early winter. Source of thread, paper, and alcohol.<br />
* Rye, available all summer and autumn. Source of flour and alcohol.<br />
* Single-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sliver barb, available all winter. Source of extract and alcohol.<br />
* Soft wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sorghum, available most of summer into early winter. Source of flour and alcohol.<br />
* Spelt, available all summer and autumn. Source of flour and alcohol.<br />
* Sun berry, available most of summer. Edible raw, source of alcohol.<br />
* Sweet pod, available midspring into midsummer. Source of exract and alcohol.<br />
* Sweet potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Teff, available all summer and autumn. Source of flour and alcohol.<br />
* Turnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Two-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Whip vine, available midspring into midsummer. Source of flour, extract, and alcohol.<br />
* White millet, available all summer and autumn. Source of flour and alcohol.<br />
* Valley herb, available most of spring. Source of extract.</div>Valoshttp://dwarffortresswiki.org/index.php?title=User:Valos/Adventurecraft&diff=236376User:Valos/Adventurecraft2018-07-11T20:10:48Z<p>Valos: </p>
<hr />
<div>{{mod}}<br />
{{Modification<br />
| name = Adventurecraft<br />
| version = 44.10 - 44.12 1.6<br />
| df version = 0.44.12<br />
| last update = 7/11/2018<br />
| download = http://www.bay12forums.com/smf/index.php?topic=153036.0<br />
}}<br />
<br />
Adventurecraft, yet another Wanderer's Friend derivative, is an adventure-mode-focused mod that adds reactions, in addition to material changes and creature changes, much of it geared toward fleshing out the options provided to adventurers. Various features have been added to it over time, not all geared toward crafting.<br />
<br />
Existed in unreleased form since the DF2012 days, with the first release being not long before .42.01 was released. Features and changes listed are thus specific to the most recent version, assuming this page remains up-to-date (don't count on it), derived from the forum post.<br />
<br />
== Features ==<br />
<br />
=== Fun Material Tweaks ===<br />
<br />
* Different tiers of materials. Look for a + or ++ in the material name. 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.<br />
* Several stones have been buffed to not be vastly inferior to bone. Look for the material tier designation. Chert is second only to obsidian in sharpness.<br />
* 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.<br />
* 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 (or be spoiled in the appendices). Not all of the beasts added to the mod have usable hearts.<br />
* 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.<br />
<br />
=== Creature Tweaks ===<br />
<br />
* Joint definitions have been 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.<br />
* Neck-snapping. While mundane damage to the upper spine doesn't always have any effect, putting a joint lock on it definitely will. Unless the creature is stupidly huge.<br />
* 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.<br />
* Joint edits have been applied to generated creatures. Normal joints tend to be more common than breakable necks.<br />
* Thread can be made from catgut. No, not just literal cat gut catgut. This proved simpler than adding harvestable sinews.<br />
* Because DF2015 broke cannibal adventurers, intelligent semi-megabeasts/megabeasts are currently non-sentient. To make up for this, they gain natural skills.<br />
<br />
=== New Creatures ===<br />
<br />
* At the suggestion of Jackie, messed around with making centaurs, and moreover made their body less of a "humanoid with 4 legs" thing used in vanilla. They show up in good biomes and can join civs. An evil critter, based on the kamaitachi, has also been added as another source of civ fodder for evil regions.<br />
* A couple added mythical creatures were added to make up for making centaurs real. Also added descriptions and spheres, to make their use in art more interesting.<br />
* 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.<br />
* 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. Its wood will make for effective blunt weapons, but poor edged weapons. Think twice before you try lighting one on fire!<br />
* Two H.P. Lovecraft references via the mi-go and shoggoth. Mi-gos have a delightfully alien body structure, while shoggoths are acidic blobs. Hint: pulp all the things.<br />
* Eternal things. Basically chitinous worms that can grow rather large given time, faster than dragons but not quite as huge.<br />
* Manticores. Overgrown lions with bat wings and scorpion tails. All the Fun of both potion-yield megabeasts and venomous critters.<br />
* Four lesser beasts that can form lairs, as a step down from semi-megabeasts. These act like night creature hunters, making lairs in various places. Dire wolves, dire bears, feral ogres, and sanguine dragons are all based off of some existing creature in some way, with qualities to make them different challenges in combat.<br />
<br />
=== Plant Tweaks ===<br />
<br />
* 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, and extract-bearing plants.<br />
* 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.<br />
* Brewable plants can be made into delicious booze. If it isn't brewable by picking the plant itself (assuming it's in season), try brewing fruit instead.<br />
* Bread is now a thing. The relevant plants can be ground into flour and used as such.<br />
* Bamboo, cattails, and cloudberries have been given useful growths. This works in adventure mode, but due to the plants being grass they can't be picked in fort mode.<br />
<br />
=== Civilization Tweaks ===<br />
<br />
* All of the main races are playable in Adventurer Mode, whether as civ members or as outsiders.<br />
* 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.<br />
* Humans and goblins have been given slings and sewing needles, for the hell of it.<br />
* 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 has 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.<br />
* Goblins need food and water, so remember that.<br />
* Outsiders start off with wooden weaponry to encourage actually upgrading your gear.<br />
* Underground animal people have been given a surface-dwelling equivalent, allowing for occasional instances of them being playable as entity members, instead of outsiders.<br />
<br />
=== New Uses For Existing Items (and Changes) ===<br />
<br />
* Mortars and pestles are used for plant processing and alchemy. A pair can be crafted from stone.<br />
* A few reactions use blunt small rocks for hammering instead of just knapping.<br />
* If you somehow get a hold of full logs, a battle axe can be used to split it into usable pieces.<br />
* Stone axes have been changed to allow metal versions to show up in human and goblin sites.<br />
* Helves have been given the same weapon uses as staves in older versions of this mod, and renamed to staves to reflect this.<br />
<br />
=== New Items ===<br />
<br />
* Needles, required for sewing. In addition to wood you can carve them from bone, tooth, nail, hoof, or horn.<br />
* Clubs, as a crude mace-equivalent as suggested by Kallin.<br />
* Caesti and katars, unarmed weapons suggested and worked on by Jackie.<br />
* Simple lockbows, originally implemented in Kobold Kamp as suggested by Flint.<br />
* Spear-throwers and javelins, made with help from ZM5. Closer to actual hand-thrown javelins than the more realistic atlatl, but still allows use of a spear-thrower for gameplay reasons.<br />
* 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.<br />
* Gambesons, made from cloth. Obviously fragile unless using megabeast haircloth or silk.<br />
* Cooking pots, for making certain items, most notably for brewing.<br />
* Animal glue, which the recent combat changes have made useful.<br />
* Eight raw-defined instruments that can be crafted, supplementing the generated instruments that can't be crafted in adventure mode.<br />
<br />
=== Dismantling Items ===<br />
<br />
* Boulders and logs can be split into small rocks and pieces of wood, respectively.<br />
* Crude cloth can be unraveled if needed.<br />
* Cloth items can be cut apart for cloth, leather items can be cut apart, and metal items can be broken down for metal. Note that nothing's stopping you from being a lunatic and trying to dismantle the end result into itself, which will eventually waste it.<br />
<br />
== Bugs and Issues ==<br />
<br />
* No gauntlets due to the gauntlet bug. The workaround I originally devised tends to break more things than it fixes.<br />
* Just like whips, civs will generate metal slings because derp.<br />
* 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.<br />
* The amount of usable leather, bone, etc can be increased by lopping off limbs. For bone, there are reaction bugs and balance issues behind why Adventurecraft has set crafting to consume full stacks, instead of vanilla's use of single units for a stack.<br />
* 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.<br />
* Goblin and kobold adventurers will find their home to be an immense pain in the ass to leave, as dark forts and caves block fast travel even if the inhabitants are friendly.<br />
* Nothing's stopping you from being a lunatic and trying to dismantle cloth, tanned hides, or metal bars. This will eventually waste it due to the odds not being 100%. <br />
* Thread, cloth, bars, and sheets obtained from towns instead of player-made are a nigh-endless source of crafting material, due to reactions set to only produce and use product dimensions of 1.<br />
* The addition of faked wood for outsider weapons adds an unusable material to the forge in fortress mode.<br />
<br />
== Appendix A, The Full List of New Reactions ==<br />
<br />
=== Basic Reactions ===<br />
<br />
* Tan a raw hide, raw scales, or raw chitin. Produces tanned leather/scale/chitin.<br />
* Dry and spin gut into catgut thread.<br />
* Spin hair or wool into thread.<br />
* Process thread-bearing plant into thread.<br />
* Weave cloth. Uses hair/wool, plant-based, or silk thread.<br />
* Make glue. Uses raw hide, raw scales, bone, skull, horn, or hoof. Requires a cooking item.<br />
* Repair cloth item. Uses cloth and thread, requires a needle.<br />
* Repair leather/scale/chitin item. Uses any of said materials plus thread, requires a needle.<br />
* Repair wood/bone/stone item. Uses animal glue, requires a sharp object.<br />
<br />
=== Tools ===<br />
<br />
* Carve wooden sewing needle. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn needle. Uses any of said materials, requires a sharp object.<br />
* Carve wooden stave. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone stave. Uses bones, and requires a sharp object.<br />
* Carve bone/shell axe. Uses either material plus a stave, requires a sharp object.<br />
* Craft stone axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mortar and pestle. Uses 2 blunt small rocks, and requires a third.<br />
* Craft stone cooking pot. Uses any small rock, and requires a blunt small rock.<br />
<br />
=== Ammunition ===<br />
<br />
* Craft sling stones. Uses a blunt small rock, and requires a second.<br />
* Carve wooden arrows. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn arrows. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone arrows. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden bolts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bolts. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone bolts. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden javelins. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn javelins. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone javelins. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden darts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn darts. Uses any of said materials, requires a sharp object.<br />
<br />
=== Weapons (Wood/Cloth/Leather) ===<br />
<br />
* Carve wooden dagger. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden pike. Uses two wooden branches, and requires a sharp object.<br />
* Carve wooden club. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale whip. Uses leather/scale, and requires a sharp object.<br />
* Craft leather/scale/chitin caestus. Uses any of said materials, and requires a sharp object.<br />
* Craft wooden bow. Uses a stave and thread, requires a sharp object.<br />
* Craft simple wooden lockbow. Uses two branches and thread, requires a sharp object.<br />
* Carve wooden blowgun. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear-thrower. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale sling. Uses leather, and requires a sharp object.<br />
* Craft cloth sling. Uses cloth, and requires a sharp object.<br />
<br />
=== Weapons (Bone) ===<br />
<br />
* Craft bone/shell/tooth/horn dagger. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn spear. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn pike. Uses any of said materials plus two staves, requires a sharp object.<br />
* Carve bone/shell battle axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell great axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn short sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn long sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn two-handed sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone club. Uses bones, and requires a sharp object.<br />
* Craft bone/tooth/nail/hoof/horn katar. Uses any of said materials, and requires a sharp object.<br />
* Craft bone bow. Uses bones and thread, requires a sharp object.<br />
* Craft simple bone lockbow. Uses bones, a stave, and thread, requires a sharp object.<br />
* Carve bone spear-thrower. Uses bones, and requires a sharp object.<br />
* Carve bone blowgun. Uses bones, and requires a sharp object.<br />
<br />
=== Weapons (Stone) ===<br />
<br />
* Knap stone dagger. Uses any small rock, and requires a blunt small rock.<br />
* Craft stone spear. Uses a sharp rock and a stave. No need to cut the stave to size.<br />
* Craft stone pike. Uses a sharp rock and two staves. No need to cut the staves to size.<br />
* Craft stone battle axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone great axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone short sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone long sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone two-handed sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mace. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone war hammer. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone maul. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
<br />
=== Armor (Bone) ===<br />
<br />
* Craft bone/shell buckler. Uses either material, and requires a sharp object.<br />
* Craft bone/shell shield. Uses either material, and requires a sharp object.<br />
* Craft bone/shell helm. Uses either material, and requires a sharp object.<br />
* Craft skull helm. Uses a skull, and requires a sharp object.<br />
* Craft bone/shell armor. Uses either material and requires a sharp object.<br />
* Craft bone/shell leggings. Uses either material, and requires a sharp object.<br />
* Craft bone greaves. Uses bones, and requires a sharp object.<br />
<br />
=== Shields/Armor (Leather/Scale/Chitin) ===<br />
<br />
* Craft leather/scale/chitin buckler. Uses any of said materials, and requires a sharp object.<br />
* Craft leather/scale/chitin shield. Uses any of said materials, and requires a sharp object.<br />
* Sew leather/scale/chitin cap. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin helm. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin armor. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin leggings. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin low boots. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin high boots. Uses any of said materials plus thread, requires a needle.<br />
<br />
=== Clothing (Leather) ===<br />
<br />
* Sew leather/scale backpack. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale waterskin. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale quiver. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale hood. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale mask. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale cloak. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale tunic. Uses leather/scale and thread, requires a needle.<br />
* Make leather/scale loincloth. Uses leather/scale.<br />
* Sew leather/scale trousers. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale sandals. Uses leather/scale and thread, requires a needle.<br />
* Decorate object with leather/scale. Uses leather/scale and thread, requires a needle.<br />
<br />
=== Clothing (Cloth) ===<br />
<br />
* Sew cloth backpack. Uses cloth and thread, requires a needle.<br />
* Sew cloth quiver. Uses cloth and thread, requires a needle.<br />
* Sew cloth cap. Uses cloth and thread, requires a needle.<br />
* Sew cloth hood. Uses cloth and thread, requires a needle.<br />
* Sew cloth mask. Uses cloth and thread, requires a needle.<br />
* Sew cloth gambeson. Uses cloth and thread, requires a needle.<br />
* Sew cloth cloak. Uses cloth and thread, requires a needle.<br />
* Sew cloth tunic. Uses cloth and thread, requires a needle.<br />
* Make cloth loincloth. Uses cloth.<br />
* Sew cloth trousers. Uses cloth and thread, requires a needle.<br />
* Sew cloth socks. Uses cloth and thread, requires a needle.<br />
* Sew cloth sandals. Uses cloth and thread, requires a needle.<br />
* Decorate object with cloth. Uses cloth and thread, requires a needle.<br />
<br />
=== Shields/Crafts (Wood) ===<br />
<br />
* Carve wooden buckler. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden shield. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden crutch. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cup. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden minecart. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden figurine. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden ring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden earring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden scepter. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden amulet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden bracelet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden crown. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cabochan. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden mask. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden sandals. Uses a wooden branch, and requires a sharp object.<br />
* Decorate object with wood. Uses a wooden branch, and requires a sharp object.<br />
<br />
=== Crafts (Bone/Shell/Tooth/Horn) ===<br />
<br />
* Carve bone crutch. Uses bones, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn goblet. Uses any of said materials, and requires a sharp object.<br />
* Carve skull goblet. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn figurine. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn ring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn earring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn scepter. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn amulet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn bracelet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn crown. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn cabochan. Uses any of said materials, and requires a sharp object.<br />
* Craft skull totem. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell mask. Uses either of said materials, and requires a sharp object.<br />
* Craft skull mask. Uses a skull, and requires a sharp object.<br />
* Decorate object with bone/shell/tooth/nail/hoof/horn. Uses said materials, requires a sharp object.<br />
<br />
=== Crafts (Stone) ===<br />
<br />
* Craft stone mug. Uses a blunt small rock, and requires a second.<br />
* Craft stone figurine. Uses a blunt small rock, and requires a second.<br />
* Craft stone ring. Uses a blunt small rock, and requires a second.<br />
* Craft stone earring. Uses a blunt small rock, and requires a second.<br />
* Craft stone scepter. Uses a blunt small rock, and requires a second.<br />
* Craft stone amulet. Uses a blunt small rock, and requires a second.<br />
* Craft stone bracelet. Uses a blunt small rock, and requires a second.<br />
* Craft stone crown. Uses a blunt small rock, and requires a second.<br />
* Craft stone cabochan. Uses a blunt small rock, and requires a second.<br />
* Decorate object with stone. Uses a blunt small rock, and requires a second.<br />
<br />
=== Item Dismantling ===<br />
<br />
* Split wooden log into branches. Also requires a sharp object. Ignore the absurdity.<br />
* Split large stone into small rocks. Also requires a blunt small rock.<br />
* Unravel cloth into thread.<br />
* Dismantle cloth item. Requires a sharp object.<br />
* Dismantle leather/scale/chitin item. Requires a sharp object.<br />
* Dismantle stone item. Requires a blunt small rock.<br />
* Dismantle metal item. Requires a blunt small rock.<br />
<br />
=== Cooking and Alchemy ===<br />
<br />
* Mill plant into flour. Uses valid plant, requires a mortar and pestle.<br />
* Bake bread. Uses flour, requires a cooking pot.<br />
* Brew alcohol from plant. Uses valid plant, requires a cooking pot and an empty waterskin.<br />
* Brew alcohol from fruit. Uses valid plant growth, requires a cooking pot and an empty waterskin.<br />
* Extract from plant. Uses extractable plant, requires a mortar and pestle plus an empty waterskin.<br />
* Refine venom into toxin. Uses a venom sac, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from (semi)megabeast heart, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from generated creature heart, requires a mortar and pestle plus an empty waterskin.<br />
<br />
=== Paper/Parchment Crafting ===<br />
<br />
* Press pulpable plant into paper. Uses a valid plant, requires a mortar and pestle.<br />
* Dry skin into parchment. Uses a raw hide, and requires a sharp object.<br />
* Carve wooden scroll rollers. Uses a wooden branch, and requires a sharp object.<br />
* Assemble a scroll. Uses a sheet and a scroll roller.<br />
* Craft a quire. Uses a sheet.<br />
<br />
=== Instrument Pieces ===<br />
<br />
* Carve wooden bagpipe pipes. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bagpipe pipes. Uses any of said materials, and requires a sharp object.<br />
* Sew leather bagpipe bag. Uses leather and thread, requires a needle.<br />
* Craft instrument strings. Uses string.<br />
* Carve wooden lyre body. Uses a wooden log, and requires a sharp object.<br />
* Carve bone/shell lyre body. Uses either material and requires a sharp object.<br />
* Carve wooden guitar body. Uses a wooden log, and requires a sharp object.<br />
* Carve skull guitar body. Uses a skull, and requires a sharp object.<br />
* Carve wooden guitar neck. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone guitar neck. Uses bone, and requires a sharp object.<br />
* Carve wooden harp body. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden drum body. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone drum body. Uses bone, and requires a sharp object.<br />
* Craft leather drum head. Uses leather.<br />
<br />
=== Instruments ===<br />
<br />
* Carve wooden simple flute. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone simple flute. Uses bone, and requires a sharp object.<br />
* Carve wooden instrument musical horn. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn musical horn. Uses any of said materials, and requires a sharp object.<br />
* Assemble bagpipes. Requires a bagpipe bag and instrument pipes.<br />
* Assemble lyre. Requires a lyre body and strings.<br />
* Assemble guitar. Requires a guitar body, a guitar neck, and strings.<br />
* Assemble harp. Requires a harp body and strings.<br />
* Assemble drum. Requires a drum body and drum head.<br />
* Carve wooden bell. Uses a wooden log, and requires a sharp object.<br />
<br />
== Appendix B, List of Forging Reactions (at Carpenter's Workshop): ==<br />
<br />
=== Metalworking (Basic Tools) ===<br />
<br />
* Craft makeshift forge. Uses 10 small rocks.<br />
* Repair metal item. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mortar and pestle. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cooking pot. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Ammunition) ===<br />
<br />
* Craft metal sling bullets. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal arrows. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal bolts. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal javelins. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal darts. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Weapons) ===<br />
<br />
* Craft metal dagger. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal spear. Uses metal, a stave, and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pike. Uses metal, a stave, and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal battle axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal great axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal short sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal long sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal two-handed sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mace. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal war hammer. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal maul. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal caestus. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal katar. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Shields/Armor) ===<br />
<br />
* Craft metal buckler. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal shield. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal helmet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cap. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal breastplate. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail shirt. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal greaves. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail leggings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal low boots. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal high boots. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Crafts) ===<br />
<br />
* Craft metal crutch. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal goblet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal minecart. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal figurine. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal ring. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal earring. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal scepter. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal amulet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bracelet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal crown. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabochan. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mask. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Decorate object with metal. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Instruments) ===<br />
<br />
* Craft metal bagpipe pipes. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal instrument strings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal lyre body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar neck. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal harp body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal drum body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal simple flute. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal musical horn. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bell. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
== Appendix C, List of More Useful Stones ==<br />
<br />
* Andesite<br />
* Basalt<br />
* Chert (in-between other sharp stones and obsidian)<br />
* Dacite<br />
* Diorite<br />
* Native aluminum (same as aluminum)<br />
* Native copper (same as copper)<br />
* Native gold (same as gold)<br />
* Native platinum (same as platinum)<br />
* Native silver (same as silver)<br />
* Obsidian (deliciously sharp and deadly)<br />
* Quartzite<br />
* Phyllite<br />
* Raw adamantine (same as adamantine)<br />
* Rhyolite<br />
* Shale<br />
* Slade (good luck obtaining that one!)<br />
* Slate<br />
<br />
== Appendix D, List of Monsters With Improved Body Materials ==<br />
<br />
=== Tier 1 ===<br />
<br />
* Alligator (and variants, alligator men are currently unusable)<br />
* Anaconda (and variants, anaconda men are currently unusable)<br />
* Armadillo (and variants, armadillo men are currently unusable)<br />
* Black bear (and variants, black bear men are currently unusable)<br />
* Blind cave bear<br />
* Blind cave ogre (currently unusable)<br />
* Cave crocodile<br />
* Cave dragon<br />
* Coelacanth<br />
* Elephant (and variants, elephant men are currently unusable)<br />
* Giant cave spider<br />
* Giant desert scorpion (re-added due to Toady removing them ;w;)<br />
* Giant Mantis (normal version is a non-butcherable vermin, mantis men are currently unusable)<br />
* Gigantic squid (normal version is a non-butcherable vermin, squid men are currently unusable)<br />
* Great white shark<br />
* Grizzly bear (and variants, grizzly bear men are currently unusable)<br />
* Hippo (and variants, hippo men are currently unusable)<br />
* Ogre<br />
* Ocra (and variants, orca men are currently unusable)<br />
* Polar bear (and variants, polar bear men are currently unusable)<br />
* Rhinoceros (and variants, rhinoceros men are currently unusable)<br />
* Saltwater crocodile (and variants, saltwater crocodile men are currently unusable)<br />
* Sea monster<br />
* Sea serpent<br />
* Troll<br />
* Voracious cave crawler<br />
* Walrus (and variants, walrus men are currently unusable)<br />
* Wild boar (and variants, wild boar men are currently unusable)<br />
* Cyclops<br />
* Ettin<br />
* Giant<br />
* Minotaur<br />
* Gargoyle<br />
* Mi-go<br />
* Dire bear<br />
* Feral ogre<br />
* Lesser dragon<br />
<br />
=== Tier 2 ===<br />
<br />
* Dragon<br />
* Hydra<br />
* Roc<br />
* Eternal thing<br />
* Manticore<br />
* Treant (wood)<br />
<br />
== Appendix E, List of Monsters That Yield Venom Sacs ==<br />
<br />
* Giant adder (normal version is too small to butcher, adder men are currently unusable)<br />
* Giant bark scorpion (normal version is a non-butcherable vermin, bark scorpion men are currently unusable)<br />
* Black mamba (and variants, black mamba men are currently unusable)<br />
* Giant brown recluse spider (normal version is a non-butcherable vermin, recluse spider men are currently unusable)<br />
* Bushmaster (and variants, bushmaster men are currently unusable)<br />
* Giant copperhead snake (normal version is too small to butcher, copperhead snake men are currently unusable)<br />
* Giant desert scorpion<br />
* Giant cave spider<br />
* Gila monsters (and variants, gila monster men are currently unusable)<br />
* Helmet snake<br />
* King cobra (and variants, king cobra men are currently unusable)<br />
* Platypus (and variants, platypus men are currently unusable)<br />
* Rattlesnake (and variants, rattlesnake men are currently unusable)<br />
* Serpent man (currently unusable)<br />
* Manticore<br />
<br />
== Appendix F, List of Plant and Misc Craftable Extracts ==<br />
<br />
=== Extract-bearing Plants ===<br />
<br />
* Dwarven syrup. Delicious but does nothing.<br />
* Gnomeblight. Still only deadly to gnomes.<br />
* Golden salve. Major boost to recuperation, cures bleeding, brief effect.<br />
* Marshmend, from muck root. Boosts recuperation somewhat, also causes numbness.<br />
* Whiplash, from whip vine. Boost agility and speed some, side effects of dizzness and nausea.<br />
* Barbed haze, from sliver barb. Assorted stat boost, penalties, and other Fun.<br />
<br />
=== Megabeast and Semi-megabeast Hearts ===<br />
<br />
* Aetherbreath, from mi-gos. Grants immunity to suffocation.<br />
* Draconic fury, from dragons. Boosts willpower, inspires martial trances.<br />
* Giant's might, from giants. Boosts strength.<br />
* Insight, from ettins. Boosts assorted mental stats.<br />
* Relentlessness, from minotaurs. Grants immunity to stunning, exertion, and pain.<br />
* Transmutation, from hydras. Temporary transformation into a hydra.<br />
* Stoneskin, from gargoyles. Hardens you against attacks.<br />
* Swiftness, from rocs. Boost agility, increases speed somewhat.<br />
* True seeing, from cyclopes. Grants extravision and creature-sensing.<br />
* Trickery, from manticores. Sharply boosts various social stats.<br />
<br />
=== Other ===<br />
<br />
* Failed extract. If a generated titan/demon/etc doesn't have a valid poison (or has poison blood instead), this will be the result. Does nothing.<br />
* Shoggoth slime, readily obtained from shoggoths (obviously). Causes localized pain, blistering, bleeding, and necrosis. Drinking it is exactly as stupid an idea as you'd expect it to be.<br />
* Cursed dragonblood, from sanguine dragons. Dangerous to drink, but has some minor situational benefits.<br />
<br />
== Appendix G, List of plants made harvestable in the Mod ==<br />
<br />
* Alfalfa, available most of summer into early winter. Edible raw.<br />
* Arrow bamboo, available all year. Source of branches.<br />
* Asparagus, available only early in spring. Edible raw.<br />
* Barley, available all summer and autumn. Source of flour and alcohol.<br />
* Beet, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Bloated tuber, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Blood amaranth, available most of summer into early winter. Edible, source of flour/alcohol.<br />
* Buckwheat, available most of summer into early winter. Source of flour and alcohol.<br />
* Cabbage, available midspring into midsummer. Edible raw.<br />
* Carrot, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cassava, available midspring into midsummer. Source of alcohol.<br />
* Cattail, available later spring into early summer. Source of flour, thread, and paper.<br />
* Cave wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Celery, available midspring into midsummer. Edible raw.<br />
* Chicory, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cloudberry, available in winter. Edible raw, source of alcohol.<br />
* Cotton, available most of summer into early winter. Source of thread and paper.<br />
* Finger millet, available all summer and autumn. Source of flour and alcohol.<br />
* Fisher berry, available most of summer. Edible raw, source of alcohol.<br />
* Flax, available most of summer into early winter. Source of thread, paper, and flour.<br />
* Fonio, available all summer and autumn. Source of flour and alcohol.<br />
* Foxtail millet, available all summer and autumn. Source of flour and alcohol.<br />
* Garden cress, available midspring into midsummer. Edible raw.<br />
* Golden bamboo, available all year. Source of branches.<br />
* Hard wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Hedge bamboo, available all year. Source of branches.<br />
* Hemp, available all summer and autumn. Source of thread, paper, and flour.<br />
* Jute, available most of summer into early winter. Source of thread and paper.<br />
* Kaniwa, available most of summer into early winter. Source of flour and alcohol.<br />
* Kenaf, available most of summer into early winter. Source of thread and paper.<br />
* Kobold bulb, available midautumn and all winter. Source of extract.<br />
* Leek, available midspring into midsummer. Edible raw.<br />
* Lettuce, available midspring into midsummer. Edible raw.<br />
* Long yam, available midspring into midsummer. Edible raw.<br />
* Longland grass, available all summer and autumn. Source of flour and alcohol.<br />
* Maize, available most of summer into early winter. Source of flour and alcohol.<br />
* Muck root, available midspring into midsummer. Edible raw, source of extract and alcohol.<br />
* Oat, available all summer and autumn. Source of flour and alcohol.<br />
* Papyrus sedge, available most of summer into early winter. Source of paper.<br />
* Parsnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Pearl millet, available all summer and autumn. Source of flour and alcohol.<br />
* Pendant amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Pig tail, available most of summer-early winter. Source of thread, paper, flour, and alcohol.<br />
* Prickle berry, available most of summer. Edible raw, source of alcohol.<br />
* Plump helmet, available all year. Edible raw, source of alcohol.<br />
* Potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Purple amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Quinoa, available most of summer into early winter. Source of flour and alcohol.<br />
* Radish, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Ramie, available most of summer into early winter. Source of thread and paper.<br />
* Rat weed, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Rhubarb, available midspring into midsummer. Edible raw.<br />
* Rice, available most of summer into early winter. Source of flour and alcohol.<br />
* Rope reed, available most of summer-early winter. Source of thread, paper, and alcohol.<br />
* Rye, available all summer and autumn. Source of flour and alcohol.<br />
* Single-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sliver barb, available all winter. Source of extract and alcohol.<br />
* Soft wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sorghum, available most of summer into early winter. Source of flour and alcohol.<br />
* Spelt, available all summer and autumn. Source of flour and alcohol.<br />
* Sun berry, available most of summer. Edible raw, source of alcohol.<br />
* Sweet pod, available midspring into midsummer. Source of exract and alcohol.<br />
* Sweet potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Teff, available all summer and autumn. Source of flour and alcohol.<br />
* Turnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Two-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Whip vine, available midspring into midsummer. Source of flour, extract, and alcohol.<br />
* White millet, available all summer and autumn. Source of flour and alcohol.<br />
* Valley herb, available most of spring. Source of extract.</div>Valoshttp://dwarffortresswiki.org/index.php?title=User:Valos/Kobold_Kamp&diff=236329User:Valos/Kobold Kamp2018-07-08T19:39:27Z<p>Valos: </p>
<hr />
<div>{{mod}}<br />
{{Modification<br />
| name = Kobold Kamp<br />
| version = 44.10 - 44.12 1.0<br />
| df version = 0.44.12<br />
| last update = 7/8/2018<br />
| download = http://www.bay12forums.com/smf/index.php?topic=156989.0<br />
}}<br />
<br />
Yet another variant of Kobold Camp, taking a halfway approach to the advanced vanilla kobolds, and the surface-dwelling variant most versions of Kobold Camp go for. Information copied from the relevant forum post.<br />
<br />
== Important Pointer ==<br />
<br />
* Not all stones are usable for stone weapons. Double-check the stone screen for a quick rundown and what you can use.<br />
<br />
== Features ==<br />
<br />
* Playable kobolds, obviously. They've also been changed back to old-school vivipary instead of laying eggs, as nest-box reproduction is a tad buggy when you try to make citizens use them. Since bones will be a useful source of crafting material, they've been changed from bone-carnivores to normal carnivores. They grow up quickly, and utterances have been supplemented with intelligence to avoid glorious bugs. Also? Kobold-flavored profession names. Also also, FLEEQUICK is an annoying token for citizens to have.<br />
<br />
* Basic utility positions have been added. The chieftain is a basic leadership position plus broker, warmasters command the military along with serving as a champion, war leaders are your militia captains, shamans grant health plus bookkeeping, while overseers function as managers. Obviously, they lack any concept of law enforcement.<br />
<br />
* Kobolds have an expanded list of weapons, clothing, and armor. Picks and axes have reduced size requirements so they can actually use them, and their lack of footwear has been accounted for. All of their weapons/tools are available in wood, stone, or other materials. They also have access to the usual leather, bone, and shell armor, plus wooden bucklers. There are tweaked versions of normal armors to disallow metal versions, and to make salvaging work smoother (see below). Also added a simple form of lockbow (historically, a crossbow triggered by a simple piece of wood instead of a proper trigger mechanism) for hunters to migrate with. Finally, kobolds have access to wooden spikes and wooden rams (unique in being a blunt trap component) via the carpenter's workshop.<br />
<br />
* Ability to make wooden weapons, stone ammo, weapons and ammo using gems, and even bone or shell for certain weapons. This also takes place at the crafter's workshop.<br />
<br />
* Kobolds have been given access fishing and (for flavor) gem cutting/setting. Added ability to brew drinks from plants if they are gathered, which is about the only use carnivores have for them. They also can weave otherwise-useless hair thread into usable cloth, and can brew a fermented milk drink. They also have limited access to additional animals in addition to the standard venomous creatures.<br />
<br />
* In exchange, the kobolds have lost access to smelting and 90% of metalworking ability. All those shiny rocks are best used for stone crafts, weapons, and arrows. Native copper and native silver can be processed for use in weaponry, and the salvage workshop (see below) lets you make use of metal taken from enemies, but otherwise kobolds have to rely on cruder equipment.<br />
<br />
* Several types of stone have been tweaked to work half-decently compared to wood, and native metals like copper can be used to get better results. Some small workarounds allow for stone ammunition to stockpile correctly. This appears to have no effect on worldgen, and would only cause notable fortress-mode bugs if kobolds could still smelt (i.e. smelting stone furniture).<br />
<br />
* Kobolds have a new workshop called the salvage workshop, which is used for turning several types of armor into versions kobolds can actually wear. This allows you to benefit from loot taken from invaders, and is your only source of metal armor. Salvaging armor similar to what kobolds use natively works 100% of the time, but salvaging entirely foreign armor has a 20% chance of failure.<br />
<br />
* Ability to dismantle any unusable cloth or leather goods for raw materials. All foreign armor and clothing made of said materials can be selected for dismantling. In addition, you can dismantle metal weapons and (foreign) metal armor and make weapons out of the bars. Dismantling has a chance of failure.<br />
<br />
* Item thief logic has been inverted, even after the caravan bug was fixed. Use of "scouts" for normal civilizations, along with adjustments to progress triggers, give kobolds a bit more breathing room. You're gonna need it, because...<br />
<br />
* ALL of the other 4 civilizations will be hostile to you, be prepared to take on the world with little outside help. Your only metalworking is largely dependent upon looting better-equipped enemies, and don't forget that kobolds are the smallest of the 5 main civilizations as well.<br />
<br />
* No access to plants (without gathering) plus inability to eat plants mean you have to carefully consider where to settle. Without crops you need fish, game, or livestock. Without plant fiber you need leather, yarn, or silk.<br />
<br />
== Known bugs and issues ==<br />
<br />
* No ability to salvage gauntlets. This is due to the infamous gauntlet bug, interfering with any custom reaction that outputs glove-type items. Any output would be generic "ambidextrous" gauntlets instead of left/right versions, and these generic versions can't be worn.<br />
<br />
* Not all of the modded-in reactions can use the "product details" option that allows producing only a specific item. Currently only wood and bone items allow it. For stone arrows or other added reactions you'll have to control desired material the old-fashioned way, using nearest or linked stockpiles.<br />
<br />
* Minor: Knapped stones will appear on the available materials list for finished goods, furniture, and weapon stockpiles, as well as in military uniform material selection. These materials only show up when crafting stone or gem ammuniton, or for embark/trade native metal goods, due to workarounds needed to allow stone ammo to stockpile, and due to more severe bugs that occur if I used a different workaround.<br />
<br />
* Choosing "play now" will bypass the normal lack of access to metalsmithing due to the hardcoded skill assignment to the starting seven. Who even picks "play now" anyway?<br />
<br />
== Appendix A, Full List of New Reactions, By Workshop ==<br />
<br />
=== Carpenter's Workshop ===<br />
<br />
* Make menacing wooden spike from wood. Done to avoid allowing metal spikes.<br />
* Make swinging wooden ram from wood. Done to avoid allowing metal rams.<br />
<br />
=== Clothier's Workshop ===<br />
<br />
* Make quiver using cloth.<br />
<br />
=== Craftsman's Workshop ===<br />
<br />
* Submenu for making arrows and bolts from sharpenable stones, or sharpenable rough gems.<br />
* Submenu for making bars from native copper/silver, and limited metal weaponcrafting.<br />
* Submenu for making bone picks and shell axes.<br />
* Submenu for making axes, swords, spears, or daggers from wood.<br />
* Submenu for making axes, swords, spears, or daggers from sharpenable rough gems.<br />
<br />
=== Farmer's Workshop ===<br />
<br />
* Weave non-wool hair into haircloth.<br />
<br />
=== Salvage Workshop ===<br />
<br />
* Submenu for refitting enemy armor/clothing that has a native equivalent.<br />
* Submenu for attempting to refit enemy armor/clothing with no native equivalent.<br />
* Submenu for scrapping enemy headwear into cloth or leather.<br />
* Submenu for scrapping enemy bodywear into cloth or leather.<br />
* Submenu for scrapping enemy handwear into cloth or leather.<br />
* Submenu for scrapping enemy legwear into cloth or leather.<br />
* Submenu for scrapping enemy footwear into cloth or leather.<br />
* Submenu for scrapping metal weapons (excluding worked native metal) into bars.<br />
* Submenu for scrapping enemy metal armor into bars.<br />
<br />
=== Still ===<br />
<br />
* Brew fermented milk drink.<br />
<br />
== Appendix B, List of Sharpenable Stone/Gems ==<br />
<br />
=== Stone ===<br />
<br />
* Andesite<br />
* Basalt<br />
* Chert<br />
* Dacite<br />
* Ilmenite<br />
* Jet<br />
* Microcline<br />
* Native Copper (must be processed first)<br />
* Native Silver (must be processed first)<br />
* Obsidian<br />
* Petrified Wood<br />
* Quartizite<br />
* Raw Adamantine (must be processed first)<br />
* Rhyolite<br />
* Slate<br />
* Tetrahedrite<br />
<br />
=== Gems ===<br />
<br />
* All forms of Agate<br />
* All forms of Chalcedony<br />
* All forms of Jade<br />
* All forms of Jasper<br />
* All forms of Opal<br />
* All forms of Quartz<br />
* Onyx</div>Valoshttp://dwarffortresswiki.org/index.php?title=User:Valos/Adventurecraft&diff=236328User:Valos/Adventurecraft2018-07-08T19:36:16Z<p>Valos: </p>
<hr />
<div>{{mod}}<br />
{{Modification<br />
| name = Adventurecraft<br />
| version = 44.10 - 44.12 1.5<br />
| df version = 0.44.12<br />
| last update = 7/8/2018<br />
| download = http://www.bay12forums.com/smf/index.php?topic=153036.0<br />
}}<br />
<br />
Adventurecraft, yet another Wanderer's Friend derivative, is an adventure-mode-focused mod that adds reactions, in addition to material changes and creature changes, much of it geared toward fleshing out the options provided to adventurers. Various features have been added to it over time, not all geared toward crafting.<br />
<br />
Existed in unreleased form since the DF2012 days, with the first release being not long before .42.01 was released. Features and changes listed are thus specific to the most recent version, assuming this page remains up-to-date (don't count on it), derived from the forum post.<br />
<br />
== Features ==<br />
<br />
=== Fun Material Tweaks ===<br />
<br />
* Different tiers of materials. Look for a + or ++ in the material name. 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.<br />
* Several stones have been buffed to not be vastly inferior to bone. Look for the material tier designation. Chert is second only to obsidian in sharpness.<br />
* 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.<br />
* 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 (or be spoiled in the appendices). Not all of the beasts added to the mod have usable hearts.<br />
* 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.<br />
<br />
=== Creature Tweaks ===<br />
<br />
* Joint definitions have been 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.<br />
* Neck-snapping. While mundane damage to the upper spine doesn't always have any effect, putting a joint lock on it definitely will. Unless the creature is stupidly huge.<br />
* 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.<br />
* Joint edits have been applied to generated creatures. Normal joints tend to be more common than breakable necks.<br />
* Thread can be made from catgut. No, not just literal cat gut catgut. This proved simpler than adding harvestable sinews.<br />
* Because DF2015 broke cannibal adventurers, intelligent semi-megabeasts/megabeasts are currently non-sentient. To make up for this, they gain natural skills.<br />
<br />
=== New Creatures ===<br />
<br />
* At the suggestion of Jackie, messed around with making centaurs, and moreover made their body less of a "humanoid with 4 legs" thing used in vanilla. They show up in good biomes and can join civs. An evil critter, based on the kamaitachi, has also been added as another source of civ fodder for evil regions.<br />
* A couple added mythical creatures were added to make up for making centaurs real. Also added descriptions and spheres, to make their use in art more interesting.<br />
* 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.<br />
* 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. Its wood will make for effective blunt weapons, but poor edged weapons. Think twice before you try lighting one on fire!<br />
* Two H.P. Lovecraft references via the mi-go and shoggoth. Mi-gos have a delightfully alien body structure, while shoggoths are acidic blobs. Hint: pulp all the things.<br />
* Eternal things. Basically chitinous worms that can grow rather large given time, faster than dragons but not quite as huge.<br />
* Manticores. Overgrown lions with bat wings and scorpion tails. All the Fun of both potion-yield megabeasts and venomous critters.<br />
* Four lesser beasts that can form lairs, as a step down from semi-megabeasts. These act like night creature hunters, making lairs in various places. Dire wolves, dire bears, feral ogres, and sanguine dragons are all based off of some existing creature in some way, with qualities to make them different challenges in combat.<br />
<br />
=== Plant Tweaks ===<br />
<br />
* 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, and extract-bearing plants.<br />
* 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.<br />
* Brewable plants can be made into delicious booze. If it isn't brewable by picking the plant itself (assuming it's in season), try brewing fruit instead.<br />
* Bread is now a thing. The relevant plants can be ground into flour and used as such.<br />
* Bamboo, cattails, and cloudberries have been given useful growths. This works in adventure mode, but due to the plants being grass they can't be picked in fort mode.<br />
<br />
=== Civilization Tweaks ===<br />
<br />
* All of the main races are playable in Adventurer Mode, whether as civ members or as outsiders.<br />
* 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.<br />
* Humans and goblins have been given slings and sewing needles, for the hell of it.<br />
* 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 has 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.<br />
* Goblins need food and water, so remember that.<br />
* Outsiders start off with wooden weaponry to encourage actually upgrading your gear.<br />
* Underground animal people have been given a surface-dwelling equivalent, allowing for occasional instances of them being playable as entity members, instead of outsiders.<br />
<br />
=== New Uses For Existing Items (and Changes) ===<br />
<br />
* Mortars and pestles are used for plant processing and alchemy. A pair can be crafted from stone.<br />
* A few reactions use blunt small rocks for hammering instead of just knapping.<br />
* If you somehow get a hold of full logs, a battle axe can be used to split it into usable pieces.<br />
* Stone axes have been changed to allow metal versions to show up in human and goblin sites.<br />
* Helves have been given the same weapon uses as staves in older versions of this mod, and renamed to staves to reflect this.<br />
<br />
=== New Items ===<br />
<br />
* Needles, required for sewing. In addition to wood you can carve them from bone, tooth, nail, hoof, or horn.<br />
* Clubs, as a crude mace-equivalent as suggested by Kallin.<br />
* Caesti and katars, unarmed weapons suggested and worked on by Jackie.<br />
* Simple lockbows, originally implemented in Kobold Kamp as suggested by Flint.<br />
* Spear-throwers and javelins, made with help from ZM5. Closer to actual hand-thrown javelins than the more realistic atlatl, but still allows use of a spear-thrower for gameplay reasons.<br />
* 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.<br />
* Gambesons, made from cloth. Obviously fragile unless using megabeast haircloth or silk.<br />
* Cooking pots, for making certain items, most notably for brewing.<br />
* Animal glue, which the recent combat changes have made useful.<br />
* Eight raw-defined instruments that can be crafted, supplementing the generated instruments that can't be crafted in adventure mode.<br />
<br />
=== Dismantling Items ===<br />
<br />
* Boulders and logs can be split into small rocks and pieces of wood, respectively.<br />
* Crude cloth can be unraveled if needed.<br />
* Cloth items can be cut apart for cloth, leather items can be cut apart, and metal items can be broken down for metal. Note that nothing's stopping you from being a lunatic and trying to dismantle the end result into itself, which will eventually waste it.<br />
<br />
== Bugs and Issues ==<br />
<br />
* No gauntlets due to the gauntlet bug. The workaround I originally devised tends to break more things than it fixes.<br />
* Just like whips, civs will generate metal slings because derp.<br />
* 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.<br />
* The amount of usable leather, bone, etc can be increased by lopping off limbs. For bone, there are reaction bugs and balance issues behind why Adventurecraft has set crafting to consume full stacks, instead of vanilla's use of single units for a stack.<br />
* 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.<br />
* Goblin and kobold adventurers will find their home to be an immense pain in the ass to leave, as dark forts and caves block fast travel even if the inhabitants are friendly.<br />
* Nothing's stopping you from being a lunatic and trying to dismantle cloth, tanned hides, or metal bars. This will eventually waste it due to the odds not being 100%. <br />
* Thread, cloth, bars, and sheets obtained from towns instead of player-made are a nigh-endless source of crafting material, due to reactions set to only produce and use product dimensions of 1.<br />
* The addition of faked wood for outsider weapons adds an unusable material to the forge in fortress mode.<br />
<br />
== Appendix A, The Full List of New Reactions ==<br />
<br />
=== Basic Reactions ===<br />
<br />
* Tan a raw hide, raw scales, or raw chitin. Produces tanned leather/scale/chitin.<br />
* Dry and spin gut into catgut thread.<br />
* Spin hair or wool into thread.<br />
* Process thread-bearing plant into thread.<br />
* Weave cloth. Uses hair/wool, plant-based, or silk thread.<br />
* Make glue. Uses raw hide, raw scales, bone, skull, horn, or hoof. Requires a cooking item.<br />
* Repair cloth item. Uses cloth and thread, requires a needle.<br />
* Repair leather/scale/chitin item. Uses any of said materials plus thread, requires a needle.<br />
* Repair wood/bone/stone item. Uses animal glue, requires a sharp object.<br />
<br />
=== Tools ===<br />
<br />
* Carve wooden sewing needle. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn needle. Uses any of said materials, requires a sharp object.<br />
* Carve wooden stave. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone stave. Uses bones, and requires a sharp object.<br />
* Carve bone/shell axe. Uses either material plus a stave, requires a sharp object.<br />
* Craft stone axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mortar and pestle. Uses 2 blunt small rocks, and requires a third.<br />
* Craft stone cooking pot. Uses any small rock, and requires a blunt small rock.<br />
<br />
=== Ammunition ===<br />
<br />
* Craft sling stones. Uses a blunt small rock, and requires a second.<br />
* Carve wooden arrows. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn arrows. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone arrows. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden bolts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bolts. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone bolts. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden javelins. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn javelins. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone javelins. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden darts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn darts. Uses any of said materials, requires a sharp object.<br />
<br />
=== Weapons (Wood/Cloth/Leather) ===<br />
<br />
* Carve wooden dagger. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden pike. Uses two wooden branches, and requires a sharp object.<br />
* Carve wooden club. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale whip. Uses leather/scale, and requires a sharp object.<br />
* Craft leather/scale/chitin caestus. Uses any of said materials, and requires a sharp object.<br />
* Craft wooden bow. Uses a stave and thread, requires a sharp object.<br />
* Craft simple wooden lockbow. Uses two branches and thread, requires a sharp object.<br />
* Carve wooden blowgun. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear-thrower. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale sling. Uses leather, and requires a sharp object.<br />
* Craft cloth sling. Uses cloth, and requires a sharp object.<br />
<br />
=== Weapons (Bone) ===<br />
<br />
* Craft bone/shell/tooth/horn dagger. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn spear. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn pike. Uses any of said materials plus two staves, requires a sharp object.<br />
* Carve bone/shell battle axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell great axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn short sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn long sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn two-handed sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone club. Uses bones, and requires a sharp object.<br />
* Craft bone/tooth/nail/hoof/horn katar. Uses any of said materials, and requires a sharp object.<br />
* Craft bone bow. Uses bones and thread, requires a sharp object.<br />
* Craft simple bone lockbow. Uses bones, a stave, and thread, requires a sharp object.<br />
* Carve bone spear-thrower. Uses bones, and requires a sharp object.<br />
* Carve bone blowgun. Uses bones, and requires a sharp object.<br />
<br />
=== Weapons (Stone) ===<br />
<br />
* Knap stone dagger. Uses any small rock, and requires a blunt small rock.<br />
* Craft stone spear. Uses a sharp rock and a stave. No need to cut the stave to size.<br />
* Craft stone pike. Uses a sharp rock and two staves. No need to cut the staves to size.<br />
* Craft stone battle axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone great axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone short sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone long sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone two-handed sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mace. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone war hammer. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone maul. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
<br />
=== Armor (Bone) ===<br />
<br />
* Craft bone/shell buckler. Uses either material, and requires a sharp object.<br />
* Craft bone/shell shield. Uses either material, and requires a sharp object.<br />
* Craft bone/shell helm. Uses either material, and requires a sharp object.<br />
* Craft skull helm. Uses a skull, and requires a sharp object.<br />
* Craft bone/shell armor. Uses either material and requires a sharp object.<br />
* Craft bone/shell leggings. Uses either material, and requires a sharp object.<br />
* Craft bone greaves. Uses bones, and requires a sharp object.<br />
<br />
=== Shields/Armor (Leather/Scale/Chitin) ===<br />
<br />
* Craft leather/scale/chitin buckler. Uses any of said materials, and requires a sharp object.<br />
* Craft leather/scale/chitin shield. Uses any of said materials, and requires a sharp object.<br />
* Sew leather/scale/chitin cap. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin helm. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin armor. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin leggings. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin low boots. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin high boots. Uses any of said materials plus thread, requires a needle.<br />
<br />
=== Clothing (Leather) ===<br />
<br />
* Sew leather/scale backpack. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale waterskin. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale quiver. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale hood. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale mask. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale cloak. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale tunic. Uses leather/scale and thread, requires a needle.<br />
* Make leather/scale loincloth. Uses leather/scale.<br />
* Sew leather/scale trousers. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale sandals. Uses leather/scale and thread, requires a needle.<br />
* Decorate object with leather/scale. Uses leather/scale and thread, requires a needle.<br />
<br />
=== Clothing (Cloth) ===<br />
<br />
* Sew cloth backpack. Uses cloth and thread, requires a needle.<br />
* Sew cloth quiver. Uses cloth and thread, requires a needle.<br />
* Sew cloth cap. Uses cloth and thread, requires a needle.<br />
* Sew cloth hood. Uses cloth and thread, requires a needle.<br />
* Sew cloth mask. Uses cloth and thread, requires a needle.<br />
* Sew cloth gambeson. Uses cloth and thread, requires a needle.<br />
* Sew cloth cloak. Uses cloth and thread, requires a needle.<br />
* Sew cloth tunic. Uses cloth and thread, requires a needle.<br />
* Make cloth loincloth. Uses cloth.<br />
* Sew cloth trousers. Uses cloth and thread, requires a needle.<br />
* Sew cloth socks. Uses cloth and thread, requires a needle.<br />
* Sew cloth sandals. Uses cloth and thread, requires a needle.<br />
* Decorate object with cloth. Uses cloth and thread, requires a needle.<br />
<br />
=== Shields/Crafts (Wood) ===<br />
<br />
* Carve wooden buckler. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden shield. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden crutch. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cup. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden minecart. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden figurine. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden ring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden earring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden scepter. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden amulet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden bracelet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden crown. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cabochan. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden mask. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden sandals. Uses a wooden branch, and requires a sharp object.<br />
* Decorate object with wood. Uses a wooden branch, and requires a sharp object.<br />
<br />
=== Crafts (Bone/Shell/Tooth/Horn) ===<br />
<br />
* Carve bone crutch. Uses bones, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn goblet. Uses any of said materials, and requires a sharp object.<br />
* Carve skull goblet. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn figurine. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn ring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn earring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn scepter. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn amulet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn bracelet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn crown. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn cabochan. Uses any of said materials, and requires a sharp object.<br />
* Craft skull totem. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell mask. Uses either of said materials, and requires a sharp object.<br />
* Craft skull mask. Uses a skull, and requires a sharp object.<br />
* Decorate object with bone/shell/tooth/nail/hoof/horn. Uses said materials, requires a sharp object.<br />
<br />
=== Crafts (Stone) ===<br />
<br />
* Craft stone mug. Uses a blunt small rock, and requires a second.<br />
* Craft stone figurine. Uses a blunt small rock, and requires a second.<br />
* Craft stone ring. Uses a blunt small rock, and requires a second.<br />
* Craft stone earring. Uses a blunt small rock, and requires a second.<br />
* Craft stone scepter. Uses a blunt small rock, and requires a second.<br />
* Craft stone amulet. Uses a blunt small rock, and requires a second.<br />
* Craft stone bracelet. Uses a blunt small rock, and requires a second.<br />
* Craft stone crown. Uses a blunt small rock, and requires a second.<br />
* Craft stone cabochan. Uses a blunt small rock, and requires a second.<br />
* Decorate object with stone. Uses a blunt small rock, and requires a second.<br />
<br />
=== Item Dismantling ===<br />
<br />
* Split wooden log into branches. Also requires a sharp object. Ignore the absurdity.<br />
* Split large stone into small rocks. Also requires a blunt small rock.<br />
* Unravel cloth into thread.<br />
* Dismantle cloth item. Requires a sharp object.<br />
* Dismantle leather/scale/chitin item. Requires a sharp object.<br />
* Dismantle stone item. Requires a blunt small rock.<br />
* Dismantle metal item. Requires a blunt small rock.<br />
<br />
=== Cooking and Alchemy ===<br />
<br />
* Mill plant into flour. Uses valid plant, requires a mortar and pestle.<br />
* Bake bread. Uses flour, requires a cooking pot.<br />
* Brew alcohol from plant. Uses valid plant, requires a cooking pot and an empty waterskin.<br />
* Brew alcohol from fruit. Uses valid plant growth, requires a cooking pot and an empty waterskin.<br />
* Extract from plant. Uses extractable plant, requires a mortar and pestle plus an empty waterskin.<br />
* Refine venom into toxin. Uses a venom sac, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from (semi)megabeast heart, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from generated creature heart, requires a mortar and pestle plus an empty waterskin.<br />
<br />
=== Paper/Parchment Crafting ===<br />
<br />
* Press pulpable plant into paper. Uses a valid plant, requires a mortar and pestle.<br />
* Dry skin into parchment. Uses a raw hide, and requires a sharp object.<br />
* Carve wooden scroll rollers. Uses a wooden branch, and requires a sharp object.<br />
* Assemble a scroll. Uses a sheet and a scroll roller.<br />
* Craft a quire. Uses a sheet.<br />
<br />
=== Instrument Pieces ===<br />
<br />
* Carve wooden bagpipe pipes. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bagpipe pipes. Uses any of said materials, and requires a sharp object.<br />
* Sew leather bagpipe bag. Uses leather and thread, requires a needle.<br />
* Craft instrument strings. Uses string.<br />
* Carve wooden lyre body. Uses a wooden log, and requires a sharp object.<br />
* Carve bone/shell lyre body. Uses either material and requires a sharp object.<br />
* Carve wooden guitar body. Uses a wooden log, and requires a sharp object.<br />
* Carve skull guitar body. Uses a skull, and requires a sharp object.<br />
* Carve wooden guitar neck. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone guitar neck. Uses bone, and requires a sharp object.<br />
* Carve wooden harp body. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden drum body. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone drum body. Uses bone, and requires a sharp object.<br />
* Craft leather drum head. Uses leather.<br />
<br />
=== Instruments ===<br />
<br />
* Carve wooden simple flute. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone simple flute. Uses bone, and requires a sharp object.<br />
* Carve wooden instrument musical horn. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn musical horn. Uses any of said materials, and requires a sharp object.<br />
* Assemble bagpipes. Requires a bagpipe bag and instrument pipes.<br />
* Assemble lyre. Requires a lyre body and strings.<br />
* Assemble guitar. Requires a guitar body, a guitar neck, and strings.<br />
* Assemble harp. Requires a harp body and strings.<br />
* Assemble drum. Requires a drum body and drum head.<br />
* Carve wooden bell. Uses a wooden log, and requires a sharp object.<br />
<br />
== Appendix B, List of Forging Reactions (at Carpenter's Workshop): ==<br />
<br />
=== Metalworking (Basic Tools) ===<br />
<br />
* Craft makeshift forge. Uses 10 small rocks.<br />
* Repair metal item. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mortar and pestle. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cooking pot. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Ammunition) ===<br />
<br />
* Craft metal sling bullets. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal arrows. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal bolts. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal javelins. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal darts. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Weapons) ===<br />
<br />
* Craft metal dagger. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal spear. Uses metal, a stave, and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pike. Uses metal, a stave, and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal battle axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal great axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal short sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal long sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal two-handed sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mace. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal war hammer. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal maul. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal caestus. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal katar. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Shields/Armor) ===<br />
<br />
* Craft metal buckler. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal shield. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal helmet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cap. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal breastplate. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail shirt. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal greaves. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail leggings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal low boots. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal high boots. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Crafts) ===<br />
<br />
* Craft metal crutch. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal goblet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal minecart. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal figurine. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal ring. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal earring. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal scepter. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal amulet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bracelet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal crown. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabochan. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mask. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Decorate object with metal. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Instruments) ===<br />
<br />
* Craft metal bagpipe pipes. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal instrument strings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal lyre body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar neck. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal harp body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal drum body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal simple flute. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal musical horn. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bell. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
== Appendix C, List of More Useful Stones ==<br />
<br />
* Andesite<br />
* Basalt<br />
* Chert (in-between other sharp stones and obsidian)<br />
* Dacite<br />
* Diorite<br />
* Native aluminum (same as aluminum)<br />
* Native copper (same as copper)<br />
* Native gold (same as gold)<br />
* Native platinum (same as platinum)<br />
* Native silver (same as silver)<br />
* Obsidian (deliciously sharp and deadly)<br />
* Quartzite<br />
* Phyllite<br />
* Raw adamantine (same as adamantine)<br />
* Rhyolite<br />
* Shale<br />
* Slade (good luck obtaining that one!)<br />
* Slate<br />
<br />
== Appendix D, List of Monsters With Improved Body Materials ==<br />
<br />
=== Tier 1 ===<br />
<br />
* Alligator (and variants, alligator men are currently unusable)<br />
* Anaconda (and variants, anaconda men are currently unusable)<br />
* Armadillo (and variants, armadillo men are currently unusable)<br />
* Black bear (and variants, black bear men are currently unusable)<br />
* Blind cave bear<br />
* Blind cave ogre (currently unusable)<br />
* Cave crocodile<br />
* Cave dragon<br />
* Coelacanth<br />
* Elephant (and variants, elephant men are currently unusable)<br />
* Giant cave spider<br />
* Giant desert scorpion (re-added due to Toady removing them ;w;)<br />
* Giant Mantis (normal version is a non-butcherable vermin, mantis men are currently unusable)<br />
* Gigantic squid (normal version is a non-butcherable vermin, squid men are currently unusable)<br />
* Great white shark<br />
* Grizzly bear (and variants, grizzly bear men are currently unusable)<br />
* Hippo (and variants, hippo men are currently unusable)<br />
* Ogre<br />
* Ocra (and variants, orca men are currently unusable)<br />
* Polar bear (and variants, polar bear men are currently unusable)<br />
* Rhinoceros (and variants, rhinoceros men are currently unusable)<br />
* Saltwater crocodile (and variants, saltwater crocodile men are currently unusable)<br />
* Sea monster<br />
* Sea serpent<br />
* Troll<br />
* Voracious cave crawler<br />
* Walrus (and variants, walrus men are currently unusable)<br />
* Wild boar (and variants, wild boar men are currently unusable)<br />
* Cyclops<br />
* Ettin<br />
* Giant<br />
* Minotaur<br />
* Gargoyle<br />
* Mi-go<br />
* Dire bear<br />
* Feral ogre<br />
* Lesser dragon<br />
<br />
=== Tier 2 ===<br />
<br />
* Dragon<br />
* Hydra<br />
* Roc<br />
* Eternal thing<br />
* Manticore<br />
* Treant (wood)<br />
<br />
== Appendix E, List of Monsters That Yield Venom Sacs ==<br />
<br />
* Giant adder (normal version is too small to butcher, adder men are currently unusable)<br />
* Giant bark scorpion (normal version is a non-butcherable vermin, bark scorpion men are currently unusable)<br />
* Black mamba (and variants, black mamba men are currently unusable)<br />
* Giant brown recluse spider (normal version is a non-butcherable vermin, recluse spider men are currently unusable)<br />
* Bushmaster (and variants, bushmaster men are currently unusable)<br />
* Giant copperhead snake (normal version is too small to butcher, copperhead snake men are currently unusable)<br />
* Giant desert scorpion<br />
* Giant cave spider<br />
* Gila monsters (and variants, gila monster men are currently unusable)<br />
* Helmet snake<br />
* King cobra (and variants, king cobra men are currently unusable)<br />
* Platypus (and variants, platypus men are currently unusable)<br />
* Rattlesnake (and variants, rattlesnake men are currently unusable)<br />
* Serpent man (currently unusable)<br />
* Manticore<br />
<br />
== Appendix F, List of Plant and Misc Craftable Extracts ==<br />
<br />
=== Extract-bearing Plants ===<br />
<br />
* Dwarven syrup. Delicious but does nothing.<br />
* Gnomeblight. Still only deadly to gnomes.<br />
* Golden salve. Major boost to recuperation, cures bleeding, brief effect.<br />
* Marshmend, from muck root. Boosts recuperation somewhat, also causes numbness.<br />
* Whiplash, from whip vine. Boost agility and speed some, side effects of dizzness and nausea.<br />
* Barbed haze, from sliver barb. Assorted stat boost, penalties, and other Fun.<br />
<br />
=== Megabeast and Semi-megabeast Hearts ===<br />
<br />
* Aetherbreath, from mi-gos. Grants immunity to suffocation.<br />
* Draconic fury, from dragons. Boosts willpower, inspires martial trances.<br />
* Giant's might, from giants. Boosts strength.<br />
* Insight, from ettins. Boosts assorted mental stats.<br />
* Relentlessness, from minotaurs. Grants immunity to stunning, exertion, and pain.<br />
* Transmutation, from hydras. Temporary transformation into a hydra.<br />
* Stoneskin, from gargoyles. Hardens you against attacks.<br />
* Swiftness, from rocs. Boost agility, increases speed somewhat.<br />
* True seeing, from cyclopes. Grants extravision and creature-sensing.<br />
* Trickery, from manticores. Sharply boosts various social stats.<br />
<br />
=== Other ===<br />
<br />
* Failed extract. If a generated titan/demon/etc doesn't have a valid poison (or has poison blood instead), this will be the result. Does nothing.<br />
* Shoggoth slime, readily obtained from shoggoths (obviously). Causes localized pain, blistering, bleeding, and necrosis. Drinking it is exactly as stupid an idea as you'd expect it to be.<br />
* Cursed dragonblood, from sanguine dragons. Dangerous to drink, but has some minor situational benefits.<br />
<br />
== Appendix G, List of plants made harvestable in the Mod ==<br />
<br />
* Alfalfa, available most of summer into early winter. Edible raw.<br />
* Arrow bamboo, available all year. Source of branches.<br />
* Asparagus, available only early in spring. Edible raw.<br />
* Barley, available all summer and autumn. Source of flour and alcohol.<br />
* Beet, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Bloated tuber, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Blood amaranth, available most of summer into early winter. Edible, source of flour/alcohol.<br />
* Buckwheat, available most of summer into early winter. Source of flour and alcohol.<br />
* Cabbage, available midspring into midsummer. Edible raw.<br />
* Carrot, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cassava, available midspring into midsummer. Source of alcohol.<br />
* Cattail, available later spring into early summer. Source of flour, thread, and paper.<br />
* Cave wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Celery, available midspring into midsummer. Edible raw.<br />
* Chicory, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cloudberry, available in winter. Edible raw, source of alcohol.<br />
* Cotton, available most of summer into early winter. Source of thread and paper.<br />
* Finger millet, available all summer and autumn. Source of flour and alcohol.<br />
* Fisher berry, available most of summer. Edible raw, source of alcohol.<br />
* Flax, available most of summer into early winter. Source of thread, paper, and flour.<br />
* Fonio, available all summer and autumn. Source of flour and alcohol.<br />
* Foxtail millet, available all summer and autumn. Source of flour and alcohol.<br />
* Garden cress, available midspring into midsummer. Edible raw.<br />
* Golden bamboo, available all year. Source of branches.<br />
* Hard wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Hedge bamboo, available all year. Source of branches.<br />
* Hemp, available all summer and autumn. Source of thread, paper, and flour.<br />
* Jute, available most of summer into early winter. Source of thread and paper.<br />
* Kaniwa, available most of summer into early winter. Source of flour and alcohol.<br />
* Kenaf, available most of summer into early winter. Source of thread and paper.<br />
* Kobold bulb, available midautumn and all winter. Source of extract.<br />
* Leek, available midspring into midsummer. Edible raw.<br />
* Lettuce, available midspring into midsummer. Edible raw.<br />
* Long yam, available midspring into midsummer. Edible raw.<br />
* Longland grass, available all summer and autumn. Source of flour and alcohol.<br />
* Maize, available most of summer into early winter. Source of flour and alcohol.<br />
* Muck root, available midspring into midsummer. Edible raw, source of extract and alcohol.<br />
* Oat, available all summer and autumn. Source of flour and alcohol.<br />
* Papyrus sedge, available most of summer into early winter. Source of paper.<br />
* Parsnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Pearl millet, available all summer and autumn. Source of flour and alcohol.<br />
* Pendant amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Pig tail, available most of summer-early winter. Source of thread, paper, flour, and alcohol.<br />
* Prickle berry, available most of summer. Edible raw, source of alcohol.<br />
* Plump helmet, available all year. Edible raw, source of alcohol.<br />
* Potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Purple amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Quinoa, available most of summer into early winter. Source of flour and alcohol.<br />
* Radish, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Ramie, available most of summer into early winter. Source of thread and paper.<br />
* Rat weed, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Rhubarb, available midspring into midsummer. Edible raw.<br />
* Rice, available most of summer into early winter. Source of flour and alcohol.<br />
* Rope reed, available most of summer-early winter. Source of thread, paper, and alcohol.<br />
* Rye, available all summer and autumn. Source of flour and alcohol.<br />
* Single-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sliver barb, available all winter. Source of extract and alcohol.<br />
* Soft wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sorghum, available most of summer into early winter. Source of flour and alcohol.<br />
* Spelt, available all summer and autumn. Source of flour and alcohol.<br />
* Sun berry, available most of summer. Edible raw, source of alcohol.<br />
* Sweet pod, available midspring into midsummer. Source of exract and alcohol.<br />
* Sweet potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Teff, available all summer and autumn. Source of flour and alcohol.<br />
* Turnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Two-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Whip vine, available midspring into midsummer. Source of flour, extract, and alcohol.<br />
* White millet, available all summer and autumn. Source of flour and alcohol.<br />
* Valley herb, available most of spring. Source of extract.</div>Valoshttp://dwarffortresswiki.org/index.php?title=User:Valos/Kobold_Kamp&diff=236184User:Valos/Kobold Kamp2018-06-24T05:35:25Z<p>Valos: </p>
<hr />
<div>{{mod}}<br />
{{Modification<br />
| name = Kobold Kamp<br />
| version = 44.10 - 44.11 1.0<br />
| df version = 0.44.11<br />
| last update = 6/24/2018<br />
| download = http://www.bay12forums.com/smf/index.php?topic=156989.0<br />
}}<br />
<br />
Yet another variant of Kobold Camp, taking a halfway approach to the advanced vanilla kobolds, and the surface-dwelling variant most versions of Kobold Camp go for. Information copied from the relevant forum post.<br />
<br />
== Important Pointer ==<br />
<br />
* Not all stones are usable for stone weapons. Double-check the stone screen for a quick rundown and what you can use.<br />
<br />
== Features ==<br />
<br />
* Playable kobolds, obviously. They've also been changed back to old-school vivipary instead of laying eggs, as nest-box reproduction is a tad buggy when you try to make citizens use them. Since bones will be a useful source of crafting material, they've been changed from bone-carnivores to normal carnivores. They grow up quickly, and utterances have been supplemented with intelligence to avoid glorious bugs. Also? Kobold-flavored profession names. Also also, FLEEQUICK is an annoying token for citizens to have.<br />
<br />
* Basic utility positions have been added. The chieftain is a basic leadership position plus broker, warmasters command the military along with serving as a champion, war leaders are your militia captains, shamans grant health plus bookkeeping, while overseers function as managers. Obviously, they lack any concept of law enforcement.<br />
<br />
* Kobolds have an expanded list of weapons, clothing, and armor. Picks and axes have reduced size requirements so they can actually use them, and their lack of footwear has been accounted for. All of their weapons/tools are available in wood, stone, or other materials. They also have access to the usual leather, bone, and shell armor, plus wooden bucklers. There are tweaked versions of normal armors to disallow metal versions, and to make salvaging work smoother (see below). Also added a simple form of lockbow (historically, a crossbow triggered by a simple piece of wood instead of a proper trigger mechanism) for hunters to migrate with. Finally, kobolds have access to wooden spikes and wooden rams (unique in being a blunt trap component) via the carpenter's workshop.<br />
<br />
* Ability to make wooden weapons, stone ammo, weapons and ammo using gems, and even bone or shell for certain weapons. This also takes place at the crafter's workshop.<br />
<br />
* Kobolds have been given access fishing and (for flavor) gem cutting/setting. Added ability to brew drinks from plants if they are gathered, which is about the only use carnivores have for them. They also can weave otherwise-useless hair thread into usable cloth, and can brew a fermented milk drink. They also have limited access to additional animals in addition to the standard venomous creatures.<br />
<br />
* In exchange, the kobolds have lost access to smelting and 90% of metalworking ability. All those shiny rocks are best used for stone crafts, weapons, and arrows. Native copper and native silver can be processed for use in weaponry, and the salvage workshop (see below) lets you make use of metal taken from enemies, but otherwise kobolds have to rely on cruder equipment.<br />
<br />
* Several types of stone have been tweaked to work half-decently compared to wood, and native metals like copper can be used to get better results. Some small workarounds allow for stone ammunition to stockpile correctly. This appears to have no effect on worldgen, and would only cause notable fortress-mode bugs if kobolds could still smelt (i.e. smelting stone furniture).<br />
<br />
* Kobolds have a new workshop called the salvage workshop, which is used for turning several types of armor into versions kobolds can actually wear. This allows you to benefit from loot taken from invaders, and is your only source of metal armor. Salvaging armor similar to what kobolds use natively works 100% of the time, but salvaging entirely foreign armor has a 20% chance of failure.<br />
<br />
* Ability to dismantle any unusable cloth or leather goods for raw materials. All foreign armor and clothing made of said materials can be selected for dismantling. In addition, you can dismantle metal weapons and (foreign) metal armor and make weapons out of the bars. Dismantling has a chance of failure.<br />
<br />
* Item thief logic has been inverted, even after the caravan bug was fixed. Use of "scouts" for normal civilizations, along with adjustments to progress triggers, give kobolds a bit more breathing room. You're gonna need it, because...<br />
<br />
* ALL of the other 4 civilizations will be hostile to you, be prepared to take on the world with little outside help. Your only metalworking is largely dependent upon looting better-equipped enemies, and don't forget that kobolds are the smallest of the 5 main civilizations as well.<br />
<br />
* No access to plants (without gathering) plus inability to eat plants mean you have to carefully consider where to settle. Without crops you need fish, game, or livestock. Without plant fiber you need leather, yarn, or silk.<br />
<br />
== Known bugs and issues ==<br />
<br />
* No ability to salvage gauntlets. This is due to the infamous gauntlet bug, interfering with any custom reaction that outputs glove-type items. Any output would be generic "ambidextrous" gauntlets instead of left/right versions, and these generic versions can't be worn.<br />
<br />
* Not all of the modded-in reactions can use the "product details" option that allows producing only a specific item. Currently only wood and bone items allow it. For stone arrows or other added reactions you'll have to control desired material the old-fashioned way, using nearest or linked stockpiles.<br />
<br />
* Minor: Knapped stones will appear on the available materials list for finished goods, furniture, and weapon stockpiles, as well as in military uniform material selection. These materials only show up when crafting stone or gem ammuniton, or for embark/trade native metal goods, due to workarounds needed to allow stone ammo to stockpile, and due to more severe bugs that occur if I used a different workaround.<br />
<br />
* Choosing "play now" will bypass the normal lack of access to metalsmithing due to the hardcoded skill assignment to the starting seven. Who even picks "play now" anyway?<br />
<br />
== Appendix A, Full List of New Reactions, By Workshop ==<br />
<br />
=== Carpenter's Workshop ===<br />
<br />
* Make menacing wooden spike from wood. Done to avoid allowing metal spikes.<br />
* Make swinging wooden ram from wood. Done to avoid allowing metal rams.<br />
<br />
=== Clothier's Workshop ===<br />
<br />
* Make quiver using cloth.<br />
<br />
=== Craftsman's Workshop ===<br />
<br />
* Submenu for making arrows and bolts from sharpenable stones, or sharpenable rough gems.<br />
* Submenu for making bars from native copper/silver, and limited metal weaponcrafting.<br />
* Submenu for making bone picks and shell axes.<br />
* Submenu for making axes, swords, spears, or daggers from wood.<br />
* Submenu for making axes, swords, spears, or daggers from sharpenable rough gems.<br />
<br />
=== Farmer's Workshop ===<br />
<br />
* Weave non-wool hair into haircloth.<br />
<br />
=== Salvage Workshop ===<br />
<br />
* Submenu for refitting enemy armor/clothing that has a native equivalent.<br />
* Submenu for attempting to refit enemy armor/clothing with no native equivalent.<br />
* Submenu for scrapping enemy headwear into cloth or leather.<br />
* Submenu for scrapping enemy bodywear into cloth or leather.<br />
* Submenu for scrapping enemy handwear into cloth or leather.<br />
* Submenu for scrapping enemy legwear into cloth or leather.<br />
* Submenu for scrapping enemy footwear into cloth or leather.<br />
* Submenu for scrapping metal weapons (excluding worked native metal) into bars.<br />
* Submenu for scrapping enemy metal armor into bars.<br />
<br />
=== Still ===<br />
<br />
* Brew fermented milk drink.<br />
<br />
== Appendix B, List of Sharpenable Stone/Gems ==<br />
<br />
=== Stone ===<br />
<br />
* Andesite<br />
* Basalt<br />
* Chert<br />
* Dacite<br />
* Ilmenite<br />
* Jet<br />
* Microcline<br />
* Native Copper (must be processed first)<br />
* Native Silver (must be processed first)<br />
* Obsidian<br />
* Petrified Wood<br />
* Quartizite<br />
* Raw Adamantine (must be processed first)<br />
* Rhyolite<br />
* Slate<br />
* Tetrahedrite<br />
<br />
=== Gems ===<br />
<br />
* All forms of Agate<br />
* All forms of Chalcedony<br />
* All forms of Jade<br />
* All forms of Jasper<br />
* All forms of Opal<br />
* All forms of Quartz<br />
* Onyx</div>Valoshttp://dwarffortresswiki.org/index.php?title=User:Valos/Kobold_Kamp&diff=236183User:Valos/Kobold Kamp2018-06-24T05:35:12Z<p>Valos: </p>
<hr />
<div>{{mod}}<br />
{{Modification<br />
| name = Kobold Kamp<br />
| version = 44.10 - 44.11 1.0<br />
| df version = 0.44.1`<br />
| last update = 6/24/2018<br />
| download = http://www.bay12forums.com/smf/index.php?topic=156989.0<br />
}}<br />
<br />
Yet another variant of Kobold Camp, taking a halfway approach to the advanced vanilla kobolds, and the surface-dwelling variant most versions of Kobold Camp go for. Information copied from the relevant forum post.<br />
<br />
== Important Pointer ==<br />
<br />
* Not all stones are usable for stone weapons. Double-check the stone screen for a quick rundown and what you can use.<br />
<br />
== Features ==<br />
<br />
* Playable kobolds, obviously. They've also been changed back to old-school vivipary instead of laying eggs, as nest-box reproduction is a tad buggy when you try to make citizens use them. Since bones will be a useful source of crafting material, they've been changed from bone-carnivores to normal carnivores. They grow up quickly, and utterances have been supplemented with intelligence to avoid glorious bugs. Also? Kobold-flavored profession names. Also also, FLEEQUICK is an annoying token for citizens to have.<br />
<br />
* Basic utility positions have been added. The chieftain is a basic leadership position plus broker, warmasters command the military along with serving as a champion, war leaders are your militia captains, shamans grant health plus bookkeeping, while overseers function as managers. Obviously, they lack any concept of law enforcement.<br />
<br />
* Kobolds have an expanded list of weapons, clothing, and armor. Picks and axes have reduced size requirements so they can actually use them, and their lack of footwear has been accounted for. All of their weapons/tools are available in wood, stone, or other materials. They also have access to the usual leather, bone, and shell armor, plus wooden bucklers. There are tweaked versions of normal armors to disallow metal versions, and to make salvaging work smoother (see below). Also added a simple form of lockbow (historically, a crossbow triggered by a simple piece of wood instead of a proper trigger mechanism) for hunters to migrate with. Finally, kobolds have access to wooden spikes and wooden rams (unique in being a blunt trap component) via the carpenter's workshop.<br />
<br />
* Ability to make wooden weapons, stone ammo, weapons and ammo using gems, and even bone or shell for certain weapons. This also takes place at the crafter's workshop.<br />
<br />
* Kobolds have been given access fishing and (for flavor) gem cutting/setting. Added ability to brew drinks from plants if they are gathered, which is about the only use carnivores have for them. They also can weave otherwise-useless hair thread into usable cloth, and can brew a fermented milk drink. They also have limited access to additional animals in addition to the standard venomous creatures.<br />
<br />
* In exchange, the kobolds have lost access to smelting and 90% of metalworking ability. All those shiny rocks are best used for stone crafts, weapons, and arrows. Native copper and native silver can be processed for use in weaponry, and the salvage workshop (see below) lets you make use of metal taken from enemies, but otherwise kobolds have to rely on cruder equipment.<br />
<br />
* Several types of stone have been tweaked to work half-decently compared to wood, and native metals like copper can be used to get better results. Some small workarounds allow for stone ammunition to stockpile correctly. This appears to have no effect on worldgen, and would only cause notable fortress-mode bugs if kobolds could still smelt (i.e. smelting stone furniture).<br />
<br />
* Kobolds have a new workshop called the salvage workshop, which is used for turning several types of armor into versions kobolds can actually wear. This allows you to benefit from loot taken from invaders, and is your only source of metal armor. Salvaging armor similar to what kobolds use natively works 100% of the time, but salvaging entirely foreign armor has a 20% chance of failure.<br />
<br />
* Ability to dismantle any unusable cloth or leather goods for raw materials. All foreign armor and clothing made of said materials can be selected for dismantling. In addition, you can dismantle metal weapons and (foreign) metal armor and make weapons out of the bars. Dismantling has a chance of failure.<br />
<br />
* Item thief logic has been inverted, even after the caravan bug was fixed. Use of "scouts" for normal civilizations, along with adjustments to progress triggers, give kobolds a bit more breathing room. You're gonna need it, because...<br />
<br />
* ALL of the other 4 civilizations will be hostile to you, be prepared to take on the world with little outside help. Your only metalworking is largely dependent upon looting better-equipped enemies, and don't forget that kobolds are the smallest of the 5 main civilizations as well.<br />
<br />
* No access to plants (without gathering) plus inability to eat plants mean you have to carefully consider where to settle. Without crops you need fish, game, or livestock. Without plant fiber you need leather, yarn, or silk.<br />
<br />
== Known bugs and issues ==<br />
<br />
* No ability to salvage gauntlets. This is due to the infamous gauntlet bug, interfering with any custom reaction that outputs glove-type items. Any output would be generic "ambidextrous" gauntlets instead of left/right versions, and these generic versions can't be worn.<br />
<br />
* Not all of the modded-in reactions can use the "product details" option that allows producing only a specific item. Currently only wood and bone items allow it. For stone arrows or other added reactions you'll have to control desired material the old-fashioned way, using nearest or linked stockpiles.<br />
<br />
* Minor: Knapped stones will appear on the available materials list for finished goods, furniture, and weapon stockpiles, as well as in military uniform material selection. These materials only show up when crafting stone or gem ammuniton, or for embark/trade native metal goods, due to workarounds needed to allow stone ammo to stockpile, and due to more severe bugs that occur if I used a different workaround.<br />
<br />
* Choosing "play now" will bypass the normal lack of access to metalsmithing due to the hardcoded skill assignment to the starting seven. Who even picks "play now" anyway?<br />
<br />
== Appendix A, Full List of New Reactions, By Workshop ==<br />
<br />
=== Carpenter's Workshop ===<br />
<br />
* Make menacing wooden spike from wood. Done to avoid allowing metal spikes.<br />
* Make swinging wooden ram from wood. Done to avoid allowing metal rams.<br />
<br />
=== Clothier's Workshop ===<br />
<br />
* Make quiver using cloth.<br />
<br />
=== Craftsman's Workshop ===<br />
<br />
* Submenu for making arrows and bolts from sharpenable stones, or sharpenable rough gems.<br />
* Submenu for making bars from native copper/silver, and limited metal weaponcrafting.<br />
* Submenu for making bone picks and shell axes.<br />
* Submenu for making axes, swords, spears, or daggers from wood.<br />
* Submenu for making axes, swords, spears, or daggers from sharpenable rough gems.<br />
<br />
=== Farmer's Workshop ===<br />
<br />
* Weave non-wool hair into haircloth.<br />
<br />
=== Salvage Workshop ===<br />
<br />
* Submenu for refitting enemy armor/clothing that has a native equivalent.<br />
* Submenu for attempting to refit enemy armor/clothing with no native equivalent.<br />
* Submenu for scrapping enemy headwear into cloth or leather.<br />
* Submenu for scrapping enemy bodywear into cloth or leather.<br />
* Submenu for scrapping enemy handwear into cloth or leather.<br />
* Submenu for scrapping enemy legwear into cloth or leather.<br />
* Submenu for scrapping enemy footwear into cloth or leather.<br />
* Submenu for scrapping metal weapons (excluding worked native metal) into bars.<br />
* Submenu for scrapping enemy metal armor into bars.<br />
<br />
=== Still ===<br />
<br />
* Brew fermented milk drink.<br />
<br />
== Appendix B, List of Sharpenable Stone/Gems ==<br />
<br />
=== Stone ===<br />
<br />
* Andesite<br />
* Basalt<br />
* Chert<br />
* Dacite<br />
* Ilmenite<br />
* Jet<br />
* Microcline<br />
* Native Copper (must be processed first)<br />
* Native Silver (must be processed first)<br />
* Obsidian<br />
* Petrified Wood<br />
* Quartizite<br />
* Raw Adamantine (must be processed first)<br />
* Rhyolite<br />
* Slate<br />
* Tetrahedrite<br />
<br />
=== Gems ===<br />
<br />
* All forms of Agate<br />
* All forms of Chalcedony<br />
* All forms of Jade<br />
* All forms of Jasper<br />
* All forms of Opal<br />
* All forms of Quartz<br />
* Onyx</div>Valoshttp://dwarffortresswiki.org/index.php?title=User:Valos/Adventurecraft&diff=236182User:Valos/Adventurecraft2018-06-24T05:32:50Z<p>Valos: </p>
<hr />
<div>{{mod}}<br />
{{Modification<br />
| name = Adventurecraft<br />
| version = 44.10 - 44.11 1.5<br />
| df version = 0.44.11<br />
| last update = 6/24/2018<br />
| download = http://www.bay12forums.com/smf/index.php?topic=153036.0<br />
}}<br />
<br />
Adventurecraft, yet another Wanderer's Friend derivative, is an adventure-mode-focused mod that adds reactions, in addition to material changes and creature changes, much of it geared toward fleshing out the options provided to adventurers. Various features have been added to it over time, not all geared toward crafting.<br />
<br />
Existed in unreleased form since the DF2012 days, with the first release being not long before .42.01 was released. Features and changes listed are thus specific to the most recent version, assuming this page remains up-to-date (don't count on it), derived from the forum post.<br />
<br />
== Features ==<br />
<br />
=== Fun Material Tweaks ===<br />
<br />
* Different tiers of materials. Look for a + or ++ in the material name. 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.<br />
* Several stones have been buffed to not be vastly inferior to bone. Look for the material tier designation. Chert is second only to obsidian in sharpness.<br />
* 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.<br />
* 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 (or be spoiled in the appendices). Not all of the beasts added to the mod have usable hearts.<br />
* 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.<br />
<br />
=== Creature Tweaks ===<br />
<br />
* Joint definitions have been 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.<br />
* Neck-snapping. While mundane damage to the upper spine doesn't always have any effect, putting a joint lock on it definitely will. Unless the creature is stupidly huge.<br />
* 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.<br />
* Joint edits have been applied to generated creatures. Normal joints tend to be more common than breakable necks.<br />
* Thread can be made from catgut. No, not just literal cat gut catgut. This proved simpler than adding harvestable sinews.<br />
* Because DF2015 broke cannibal adventurers, intelligent semi-megabeasts/megabeasts are currently non-sentient. To make up for this, they gain natural skills.<br />
<br />
=== New Creatures ===<br />
<br />
* At the suggestion of Jackie, messed around with making centaurs, and moreover made their body less of a "humanoid with 4 legs" thing used in vanilla. They show up in good biomes and can join civs. An evil critter, based on the kamaitachi, has also been added as another source of civ fodder for evil regions.<br />
* A couple added mythical creatures were added to make up for making centaurs real. Also added descriptions and spheres, to make their use in art more interesting.<br />
* 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.<br />
* 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. Its wood will make for effective blunt weapons, but poor edged weapons. Think twice before you try lighting one on fire!<br />
* Two H.P. Lovecraft references via the mi-go and shoggoth. Mi-gos have a delightfully alien body structure, while shoggoths are acidic blobs. Hint: pulp all the things.<br />
* Eternal things. Basically chitinous worms that can grow rather large given time, faster than dragons but not quite as huge.<br />
* Manticores. Overgrown lions with bat wings and scorpion tails. All the Fun of both potion-yield megabeasts and venomous critters.<br />
* Four lesser beasts that can form lairs, as a step down from semi-megabeasts. These act like night creature hunters, making lairs in various places. Dire wolves, dire bears, feral ogres, and sanguine dragons are all based off of some existing creature in some way, with qualities to make them different challenges in combat.<br />
<br />
=== Plant Tweaks ===<br />
<br />
* 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, and extract-bearing plants.<br />
* 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.<br />
* Brewable plants can be made into delicious booze. If it isn't brewable by picking the plant itself (assuming it's in season), try brewing fruit instead.<br />
* Bread is now a thing. The relevant plants can be ground into flour and used as such.<br />
* Bamboo, cattails, and cloudberries have been given useful growths. This works in adventure mode, but due to the plants being grass they can't be picked in fort mode.<br />
<br />
=== Civilization Tweaks ===<br />
<br />
* All of the main races are playable in Adventurer Mode, whether as civ members or as outsiders.<br />
* 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.<br />
* Humans and goblins have been given slings and sewing needles, for the hell of it.<br />
* 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 has 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.<br />
* Goblins need food and water, so remember that.<br />
* Outsiders start off with wooden weaponry to encourage actually upgrading your gear.<br />
* Underground animal people have been given a surface-dwelling equivalent, allowing for occasional instances of them being playable as entity members, instead of outsiders.<br />
<br />
=== New Uses For Existing Items (and Changes) ===<br />
<br />
* Mortars and pestles are used for plant processing and alchemy. A pair can be crafted from stone.<br />
* A few reactions use blunt small rocks for hammering instead of just knapping.<br />
* If you somehow get a hold of full logs, a battle axe can be used to split it into usable pieces.<br />
* Stone axes have been changed to allow metal versions to show up in human and goblin sites.<br />
* Helves have been given the same weapon uses as staves in older versions of this mod, and renamed to staves to reflect this.<br />
<br />
=== New Items ===<br />
<br />
* Needles, required for sewing. In addition to wood you can carve them from bone, tooth, nail, hoof, or horn.<br />
* Clubs, as a crude mace-equivalent as suggested by Kallin.<br />
* Caesti and katars, unarmed weapons suggested and worked on by Jackie.<br />
* Simple lockbows, originally implemented in Kobold Kamp as suggested by Flint.<br />
* Spear-throwers and javelins, made with help from ZM5. Closer to actual hand-thrown javelins than the more realistic atlatl, but still allows use of a spear-thrower for gameplay reasons.<br />
* 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.<br />
* Gambesons, made from cloth. Obviously fragile unless using megabeast haircloth or silk.<br />
* Cooking pots, for making certain items, most notably for brewing.<br />
* Animal glue, which the recent combat changes have made useful.<br />
* Eight raw-defined instruments that can be crafted, supplementing the generated instruments that can't be crafted in adventure mode.<br />
<br />
=== Dismantling Items ===<br />
<br />
* Boulders and logs can be split into small rocks and pieces of wood, respectively.<br />
* Crude cloth can be unraveled if needed.<br />
* Cloth items can be cut apart for cloth, leather items can be cut apart, and metal items can be broken down for metal. Note that nothing's stopping you from being a lunatic and trying to dismantle the end result into itself, which will eventually waste it.<br />
<br />
== Bugs and Issues ==<br />
<br />
* No gauntlets due to the gauntlet bug. The workaround I originally devised tends to break more things than it fixes.<br />
* Just like whips, civs will generate metal slings because derp.<br />
* 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.<br />
* The amount of usable leather, bone, etc can be increased by lopping off limbs. For bone, there are reaction bugs and balance issues behind why Adventurecraft has set crafting to consume full stacks, instead of vanilla's use of single units for a stack.<br />
* 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.<br />
* Goblin and kobold adventurers will find their home to be an immense pain in the ass to leave, as dark forts and caves block fast travel even if the inhabitants are friendly.<br />
* Nothing's stopping you from being a lunatic and trying to dismantle cloth, tanned hides, or metal bars. This will eventually waste it due to the odds not being 100%. <br />
* Thread, cloth, bars, and sheets obtained from towns instead of player-made are a nigh-endless source of crafting material, due to reactions set to only produce and use product dimensions of 1.<br />
* The addition of faked wood for outsider weapons adds an unusable material to the forge in fortress mode.<br />
<br />
== Appendix A, The Full List of New Reactions ==<br />
<br />
=== Basic Reactions ===<br />
<br />
* Tan a raw hide, raw scales, or raw chitin. Produces tanned leather/scale/chitin.<br />
* Dry and spin gut into catgut thread.<br />
* Spin hair or wool into thread.<br />
* Process thread-bearing plant into thread.<br />
* Weave cloth. Uses hair/wool, plant-based, or silk thread.<br />
* Make glue. Uses raw hide, raw scales, bone, skull, horn, or hoof. Requires a cooking item.<br />
* Repair cloth item. Uses cloth and thread, requires a needle.<br />
* Repair leather/scale/chitin item. Uses any of said materials plus thread, requires a needle.<br />
* Repair wood/bone/stone item. Uses animal glue, requires a sharp object.<br />
<br />
=== Tools ===<br />
<br />
* Carve wooden sewing needle. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn needle. Uses any of said materials, requires a sharp object.<br />
* Carve wooden stave. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone stave. Uses bones, and requires a sharp object.<br />
* Carve bone/shell axe. Uses either material plus a stave, requires a sharp object.<br />
* Craft stone axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mortar and pestle. Uses 2 blunt small rocks, and requires a third.<br />
* Craft stone cooking pot. Uses any small rock, and requires a blunt small rock.<br />
<br />
=== Ammunition ===<br />
<br />
* Craft sling stones. Uses a blunt small rock, and requires a second.<br />
* Carve wooden arrows. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn arrows. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone arrows. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden bolts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bolts. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone bolts. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden javelins. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn javelins. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone javelins. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden darts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn darts. Uses any of said materials, requires a sharp object.<br />
<br />
=== Weapons (Wood/Cloth/Leather) ===<br />
<br />
* Carve wooden dagger. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden pike. Uses two wooden branches, and requires a sharp object.<br />
* Carve wooden club. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale whip. Uses leather/scale, and requires a sharp object.<br />
* Craft leather/scale/chitin caestus. Uses any of said materials, and requires a sharp object.<br />
* Craft wooden bow. Uses a stave and thread, requires a sharp object.<br />
* Craft simple wooden lockbow. Uses two branches and thread, requires a sharp object.<br />
* Carve wooden blowgun. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear-thrower. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale sling. Uses leather, and requires a sharp object.<br />
* Craft cloth sling. Uses cloth, and requires a sharp object.<br />
<br />
=== Weapons (Bone) ===<br />
<br />
* Craft bone/shell/tooth/horn dagger. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn spear. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn pike. Uses any of said materials plus two staves, requires a sharp object.<br />
* Carve bone/shell battle axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell great axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn short sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn long sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn two-handed sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone club. Uses bones, and requires a sharp object.<br />
* Craft bone/tooth/nail/hoof/horn katar. Uses any of said materials, and requires a sharp object.<br />
* Craft bone bow. Uses bones and thread, requires a sharp object.<br />
* Craft simple bone lockbow. Uses bones, a stave, and thread, requires a sharp object.<br />
* Carve bone spear-thrower. Uses bones, and requires a sharp object.<br />
* Carve bone blowgun. Uses bones, and requires a sharp object.<br />
<br />
=== Weapons (Stone) ===<br />
<br />
* Knap stone dagger. Uses any small rock, and requires a blunt small rock.<br />
* Craft stone spear. Uses a sharp rock and a stave. No need to cut the stave to size.<br />
* Craft stone pike. Uses a sharp rock and two staves. No need to cut the staves to size.<br />
* Craft stone battle axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone great axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone short sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone long sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone two-handed sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mace. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone war hammer. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone maul. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
<br />
=== Armor (Bone) ===<br />
<br />
* Craft bone/shell buckler. Uses either material, and requires a sharp object.<br />
* Craft bone/shell shield. Uses either material, and requires a sharp object.<br />
* Craft bone/shell helm. Uses either material, and requires a sharp object.<br />
* Craft skull helm. Uses a skull, and requires a sharp object.<br />
* Craft bone/shell armor. Uses either material and requires a sharp object.<br />
* Craft bone/shell leggings. Uses either material, and requires a sharp object.<br />
* Craft bone greaves. Uses bones, and requires a sharp object.<br />
<br />
=== Shields/Armor (Leather/Scale/Chitin) ===<br />
<br />
* Craft leather/scale/chitin buckler. Uses any of said materials, and requires a sharp object.<br />
* Craft leather/scale/chitin shield. Uses any of said materials, and requires a sharp object.<br />
* Sew leather/scale/chitin cap. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin helm. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin armor. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin leggings. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin low boots. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin high boots. Uses any of said materials plus thread, requires a needle.<br />
<br />
=== Clothing (Leather) ===<br />
<br />
* Sew leather/scale backpack. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale waterskin. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale quiver. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale hood. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale mask. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale cloak. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale tunic. Uses leather/scale and thread, requires a needle.<br />
* Make leather/scale loincloth. Uses leather/scale.<br />
* Sew leather/scale trousers. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale sandals. Uses leather/scale and thread, requires a needle.<br />
* Decorate object with leather/scale. Uses leather/scale and thread, requires a needle.<br />
<br />
=== Clothing (Cloth) ===<br />
<br />
* Sew cloth backpack. Uses cloth and thread, requires a needle.<br />
* Sew cloth quiver. Uses cloth and thread, requires a needle.<br />
* Sew cloth cap. Uses cloth and thread, requires a needle.<br />
* Sew cloth hood. Uses cloth and thread, requires a needle.<br />
* Sew cloth mask. Uses cloth and thread, requires a needle.<br />
* Sew cloth gambeson. Uses cloth and thread, requires a needle.<br />
* Sew cloth cloak. Uses cloth and thread, requires a needle.<br />
* Sew cloth tunic. Uses cloth and thread, requires a needle.<br />
* Make cloth loincloth. Uses cloth.<br />
* Sew cloth trousers. Uses cloth and thread, requires a needle.<br />
* Sew cloth socks. Uses cloth and thread, requires a needle.<br />
* Sew cloth sandals. Uses cloth and thread, requires a needle.<br />
* Decorate object with cloth. Uses cloth and thread, requires a needle.<br />
<br />
=== Shields/Crafts (Wood) ===<br />
<br />
* Carve wooden buckler. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden shield. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden crutch. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cup. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden minecart. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden figurine. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden ring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden earring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden scepter. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden amulet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden bracelet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden crown. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cabochan. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden mask. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden sandals. Uses a wooden branch, and requires a sharp object.<br />
* Decorate object with wood. Uses a wooden branch, and requires a sharp object.<br />
<br />
=== Crafts (Bone/Shell/Tooth/Horn) ===<br />
<br />
* Carve bone crutch. Uses bones, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn goblet. Uses any of said materials, and requires a sharp object.<br />
* Carve skull goblet. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn figurine. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn ring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn earring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn scepter. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn amulet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn bracelet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn crown. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn cabochan. Uses any of said materials, and requires a sharp object.<br />
* Craft skull totem. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell mask. Uses either of said materials, and requires a sharp object.<br />
* Craft skull mask. Uses a skull, and requires a sharp object.<br />
* Decorate object with bone/shell/tooth/nail/hoof/horn. Uses said materials, requires a sharp object.<br />
<br />
=== Crafts (Stone) ===<br />
<br />
* Craft stone mug. Uses a blunt small rock, and requires a second.<br />
* Craft stone figurine. Uses a blunt small rock, and requires a second.<br />
* Craft stone ring. Uses a blunt small rock, and requires a second.<br />
* Craft stone earring. Uses a blunt small rock, and requires a second.<br />
* Craft stone scepter. Uses a blunt small rock, and requires a second.<br />
* Craft stone amulet. Uses a blunt small rock, and requires a second.<br />
* Craft stone bracelet. Uses a blunt small rock, and requires a second.<br />
* Craft stone crown. Uses a blunt small rock, and requires a second.<br />
* Craft stone cabochan. Uses a blunt small rock, and requires a second.<br />
* Decorate object with stone. Uses a blunt small rock, and requires a second.<br />
<br />
=== Item Dismantling ===<br />
<br />
* Split wooden log into branches. Also requires a sharp object. Ignore the absurdity.<br />
* Split large stone into small rocks. Also requires a blunt small rock.<br />
* Unravel cloth into thread.<br />
* Dismantle cloth item. Requires a sharp object.<br />
* Dismantle leather/scale/chitin item. Requires a sharp object.<br />
* Dismantle stone item. Requires a blunt small rock.<br />
* Dismantle metal item. Requires a blunt small rock.<br />
<br />
=== Cooking and Alchemy ===<br />
<br />
* Mill plant into flour. Uses valid plant, requires a mortar and pestle.<br />
* Bake bread. Uses flour, requires a cooking pot.<br />
* Brew alcohol from plant. Uses valid plant, requires a cooking pot and an empty waterskin.<br />
* Brew alcohol from fruit. Uses valid plant growth, requires a cooking pot and an empty waterskin.<br />
* Extract from plant. Uses extractable plant, requires a mortar and pestle plus an empty waterskin.<br />
* Refine venom into toxin. Uses a venom sac, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from (semi)megabeast heart, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from generated creature heart, requires a mortar and pestle plus an empty waterskin.<br />
<br />
=== Paper/Parchment Crafting ===<br />
<br />
* Press pulpable plant into paper. Uses a valid plant, requires a mortar and pestle.<br />
* Dry skin into parchment. Uses a raw hide, and requires a sharp object.<br />
* Carve wooden scroll rollers. Uses a wooden branch, and requires a sharp object.<br />
* Assemble a scroll. Uses a sheet and a scroll roller.<br />
* Craft a quire. Uses a sheet.<br />
<br />
=== Instrument Pieces ===<br />
<br />
* Carve wooden bagpipe pipes. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bagpipe pipes. Uses any of said materials, and requires a sharp object.<br />
* Sew leather bagpipe bag. Uses leather and thread, requires a needle.<br />
* Craft instrument strings. Uses string.<br />
* Carve wooden lyre body. Uses a wooden log, and requires a sharp object.<br />
* Carve bone/shell lyre body. Uses either material and requires a sharp object.<br />
* Carve wooden guitar body. Uses a wooden log, and requires a sharp object.<br />
* Carve skull guitar body. Uses a skull, and requires a sharp object.<br />
* Carve wooden guitar neck. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone guitar neck. Uses bone, and requires a sharp object.<br />
* Carve wooden harp body. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden drum body. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone drum body. Uses bone, and requires a sharp object.<br />
* Craft leather drum head. Uses leather.<br />
<br />
=== Instruments ===<br />
<br />
* Carve wooden simple flute. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone simple flute. Uses bone, and requires a sharp object.<br />
* Carve wooden instrument musical horn. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn musical horn. Uses any of said materials, and requires a sharp object.<br />
* Assemble bagpipes. Requires a bagpipe bag and instrument pipes.<br />
* Assemble lyre. Requires a lyre body and strings.<br />
* Assemble guitar. Requires a guitar body, a guitar neck, and strings.<br />
* Assemble harp. Requires a harp body and strings.<br />
* Assemble drum. Requires a drum body and drum head.<br />
* Carve wooden bell. Uses a wooden log, and requires a sharp object.<br />
<br />
== Appendix B, List of Forging Reactions (at Carpenter's Workshop): ==<br />
<br />
=== Metalworking (Basic Tools) ===<br />
<br />
* Craft makeshift forge. Uses 10 small rocks.<br />
* Repair metal item. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mortar and pestle. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cooking pot. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Ammunition) ===<br />
<br />
* Craft metal sling bullets. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal arrows. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal bolts. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal javelins. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal darts. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Weapons) ===<br />
<br />
* Craft metal dagger. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal spear. Uses metal, a stave, and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pike. Uses metal, a stave, and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal battle axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal great axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal short sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal long sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal two-handed sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mace. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal war hammer. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal maul. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal caestus. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal katar. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Shields/Armor) ===<br />
<br />
* Craft metal buckler. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal shield. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal helmet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cap. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal breastplate. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail shirt. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal greaves. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail leggings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal low boots. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal high boots. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Crafts) ===<br />
<br />
* Craft metal crutch. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal goblet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal minecart. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal figurine. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal ring. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal earring. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal scepter. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal amulet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bracelet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal crown. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabochan. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mask. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Decorate object with metal. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Instruments) ===<br />
<br />
* Craft metal bagpipe pipes. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal instrument strings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal lyre body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar neck. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal harp body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal drum body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal simple flute. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal musical horn. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bell. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
== Appendix C, List of More Useful Stones ==<br />
<br />
* Andesite<br />
* Basalt<br />
* Chert (in-between other sharp stones and obsidian)<br />
* Dacite<br />
* Diorite<br />
* Native aluminum (same as aluminum)<br />
* Native copper (same as copper)<br />
* Native gold (same as gold)<br />
* Native platinum (same as platinum)<br />
* Native silver (same as silver)<br />
* Obsidian (deliciously sharp and deadly)<br />
* Quartzite<br />
* Phyllite<br />
* Raw adamantine (same as adamantine)<br />
* Rhyolite<br />
* Shale<br />
* Slade (good luck obtaining that one!)<br />
* Slate<br />
<br />
== Appendix D, List of Monsters With Improved Body Materials ==<br />
<br />
=== Tier 1 ===<br />
<br />
* Alligator (and variants, alligator men are currently unusable)<br />
* Anaconda (and variants, anaconda men are currently unusable)<br />
* Armadillo (and variants, armadillo men are currently unusable)<br />
* Black bear (and variants, black bear men are currently unusable)<br />
* Blind cave bear<br />
* Blind cave ogre (currently unusable)<br />
* Cave crocodile<br />
* Cave dragon<br />
* Coelacanth<br />
* Elephant (and variants, elephant men are currently unusable)<br />
* Giant cave spider<br />
* Giant desert scorpion (re-added due to Toady removing them ;w;)<br />
* Giant Mantis (normal version is a non-butcherable vermin, mantis men are currently unusable)<br />
* Gigantic squid (normal version is a non-butcherable vermin, squid men are currently unusable)<br />
* Great white shark<br />
* Grizzly bear (and variants, grizzly bear men are currently unusable)<br />
* Hippo (and variants, hippo men are currently unusable)<br />
* Ogre<br />
* Ocra (and variants, orca men are currently unusable)<br />
* Polar bear (and variants, polar bear men are currently unusable)<br />
* Rhinoceros (and variants, rhinoceros men are currently unusable)<br />
* Saltwater crocodile (and variants, saltwater crocodile men are currently unusable)<br />
* Sea monster<br />
* Sea serpent<br />
* Troll<br />
* Voracious cave crawler<br />
* Walrus (and variants, walrus men are currently unusable)<br />
* Wild boar (and variants, wild boar men are currently unusable)<br />
* Cyclops<br />
* Ettin<br />
* Giant<br />
* Minotaur<br />
* Gargoyle<br />
* Mi-go<br />
* Dire bear<br />
* Feral ogre<br />
* Lesser dragon<br />
<br />
=== Tier 2 ===<br />
<br />
* Dragon<br />
* Hydra<br />
* Roc<br />
* Eternal thing<br />
* Manticore<br />
* Treant (wood)<br />
<br />
== Appendix E, List of Monsters That Yield Venom Sacs ==<br />
<br />
* Giant adder (normal version is too small to butcher, adder men are currently unusable)<br />
* Giant bark scorpion (normal version is a non-butcherable vermin, bark scorpion men are currently unusable)<br />
* Black mamba (and variants, black mamba men are currently unusable)<br />
* Giant brown recluse spider (normal version is a non-butcherable vermin, recluse spider men are currently unusable)<br />
* Bushmaster (and variants, bushmaster men are currently unusable)<br />
* Giant copperhead snake (normal version is too small to butcher, copperhead snake men are currently unusable)<br />
* Giant desert scorpion<br />
* Giant cave spider<br />
* Gila monsters (and variants, gila monster men are currently unusable)<br />
* Helmet snake<br />
* King cobra (and variants, king cobra men are currently unusable)<br />
* Platypus (and variants, platypus men are currently unusable)<br />
* Rattlesnake (and variants, rattlesnake men are currently unusable)<br />
* Serpent man (currently unusable)<br />
* Manticore<br />
<br />
== Appendix F, List of Plant and Misc Craftable Extracts ==<br />
<br />
=== Extract-bearing Plants ===<br />
<br />
* Dwarven syrup. Delicious but does nothing.<br />
* Gnomeblight. Still only deadly to gnomes.<br />
* Golden salve. Major boost to recuperation, cures bleeding, brief effect.<br />
* Marshmend, from muck root. Boosts recuperation somewhat, also causes numbness.<br />
* Whiplash, from whip vine. Boost agility and speed some, side effects of dizzness and nausea.<br />
* Barbed haze, from sliver barb. Assorted stat boost, penalties, and other Fun.<br />
<br />
=== Megabeast and Semi-megabeast Hearts ===<br />
<br />
* Aetherbreath, from mi-gos. Grants immunity to suffocation.<br />
* Draconic fury, from dragons. Boosts willpower, inspires martial trances.<br />
* Giant's might, from giants. Boosts strength.<br />
* Insight, from ettins. Boosts assorted mental stats.<br />
* Relentlessness, from minotaurs. Grants immunity to stunning, exertion, and pain.<br />
* Transmutation, from hydras. Temporary transformation into a hydra.<br />
* Stoneskin, from gargoyles. Hardens you against attacks.<br />
* Swiftness, from rocs. Boost agility, increases speed somewhat.<br />
* True seeing, from cyclopes. Grants extravision and creature-sensing.<br />
* Trickery, from manticores. Sharply boosts various social stats.<br />
<br />
=== Other ===<br />
<br />
* Failed extract. If a generated titan/demon/etc doesn't have a valid poison (or has poison blood instead), this will be the result. Does nothing.<br />
* Shoggoth slime, readily obtained from shoggoths (obviously). Causes localized pain, blistering, bleeding, and necrosis. Drinking it is exactly as stupid an idea as you'd expect it to be.<br />
* Cursed dragonblood, from sanguine dragons. Dangerous to drink, but has some minor situational benefits.<br />
<br />
== Appendix G, List of plants made harvestable in the Mod ==<br />
<br />
* Alfalfa, available most of summer into early winter. Edible raw.<br />
* Arrow bamboo, available all year. Source of branches.<br />
* Asparagus, available only early in spring. Edible raw.<br />
* Barley, available all summer and autumn. Source of flour and alcohol.<br />
* Beet, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Bloated tuber, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Blood amaranth, available most of summer into early winter. Edible, source of flour/alcohol.<br />
* Buckwheat, available most of summer into early winter. Source of flour and alcohol.<br />
* Cabbage, available midspring into midsummer. Edible raw.<br />
* Carrot, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cassava, available midspring into midsummer. Source of alcohol.<br />
* Cattail, available later spring into early summer. Source of flour, thread, and paper.<br />
* Cave wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Celery, available midspring into midsummer. Edible raw.<br />
* Chicory, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cloudberry, available in winter. Edible raw, source of alcohol.<br />
* Cotton, available most of summer into early winter. Source of thread and paper.<br />
* Finger millet, available all summer and autumn. Source of flour and alcohol.<br />
* Fisher berry, available most of summer. Edible raw, source of alcohol.<br />
* Flax, available most of summer into early winter. Source of thread, paper, and flour.<br />
* Fonio, available all summer and autumn. Source of flour and alcohol.<br />
* Foxtail millet, available all summer and autumn. Source of flour and alcohol.<br />
* Garden cress, available midspring into midsummer. Edible raw.<br />
* Golden bamboo, available all year. Source of branches.<br />
* Hard wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Hedge bamboo, available all year. Source of branches.<br />
* Hemp, available all summer and autumn. Source of thread, paper, and flour.<br />
* Jute, available most of summer into early winter. Source of thread and paper.<br />
* Kaniwa, available most of summer into early winter. Source of flour and alcohol.<br />
* Kenaf, available most of summer into early winter. Source of thread and paper.<br />
* Kobold bulb, available midautumn and all winter. Source of extract.<br />
* Leek, available midspring into midsummer. Edible raw.<br />
* Lettuce, available midspring into midsummer. Edible raw.<br />
* Long yam, available midspring into midsummer. Edible raw.<br />
* Longland grass, available all summer and autumn. Source of flour and alcohol.<br />
* Maize, available most of summer into early winter. Source of flour and alcohol.<br />
* Muck root, available midspring into midsummer. Edible raw, source of extract and alcohol.<br />
* Oat, available all summer and autumn. Source of flour and alcohol.<br />
* Papyrus sedge, available most of summer into early winter. Source of paper.<br />
* Parsnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Pearl millet, available all summer and autumn. Source of flour and alcohol.<br />
* Pendant amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Pig tail, available most of summer-early winter. Source of thread, paper, flour, and alcohol.<br />
* Prickle berry, available most of summer. Edible raw, source of alcohol.<br />
* Plump helmet, available all year. Edible raw, source of alcohol.<br />
* Potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Purple amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Quinoa, available most of summer into early winter. Source of flour and alcohol.<br />
* Radish, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Ramie, available most of summer into early winter. Source of thread and paper.<br />
* Rat weed, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Rhubarb, available midspring into midsummer. Edible raw.<br />
* Rice, available most of summer into early winter. Source of flour and alcohol.<br />
* Rope reed, available most of summer-early winter. Source of thread, paper, and alcohol.<br />
* Rye, available all summer and autumn. Source of flour and alcohol.<br />
* Single-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sliver barb, available all winter. Source of extract and alcohol.<br />
* Soft wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sorghum, available most of summer into early winter. Source of flour and alcohol.<br />
* Spelt, available all summer and autumn. Source of flour and alcohol.<br />
* Sun berry, available most of summer. Edible raw, source of alcohol.<br />
* Sweet pod, available midspring into midsummer. Source of exract and alcohol.<br />
* Sweet potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Teff, available all summer and autumn. Source of flour and alcohol.<br />
* Turnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Two-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Whip vine, available midspring into midsummer. Source of flour, extract, and alcohol.<br />
* White millet, available all summer and autumn. Source of flour and alcohol.<br />
* Valley herb, available most of spring. Source of extract.</div>Valoshttp://dwarffortresswiki.org/index.php?title=User:Valos/Adventurecraft&diff=236109User:Valos/Adventurecraft2018-06-12T06:06:19Z<p>Valos: </p>
<hr />
<div>{{mod}}<br />
{{Modification<br />
| name = Adventurecraft<br />
| version = 44.01 1.5<br />
| df version = 0.44.10<br />
| last update = 6/12/2018<br />
| download = http://www.bay12forums.com/smf/index.php?topic=153036.0<br />
}}<br />
<br />
Adventurecraft, yet another Wanderer's Friend derivative, is an adventure-mode-focused mod that adds reactions, in addition to material changes and creature changes, much of it geared toward fleshing out the options provided to adventurers. Various features have been added to it over time, not all geared toward crafting.<br />
<br />
Existed in unreleased form since the DF2012 days, with the first release being not long before .42.01 was released. Features and changes listed are thus specific to the most recent version, assuming this page remains up-to-date (don't count on it), derived from the forum post.<br />
<br />
== Features ==<br />
<br />
=== Fun Material Tweaks ===<br />
<br />
* Different tiers of materials. Look for a + or ++ in the material name. 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.<br />
* Several stones have been buffed to not be vastly inferior to bone. Look for the material tier designation. Chert is second only to obsidian in sharpness.<br />
* 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.<br />
* 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 (or be spoiled in the appendices). Not all of the beasts added to the mod have usable hearts.<br />
* 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.<br />
<br />
=== Creature Tweaks ===<br />
<br />
* Joint definitions have been 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.<br />
* Neck-snapping. While mundane damage to the upper spine doesn't always have any effect, putting a joint lock on it definitely will. Unless the creature is stupidly huge.<br />
* 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.<br />
* Joint edits have been applied to generated creatures. Normal joints tend to be more common than breakable necks.<br />
* Thread can be made from catgut. No, not just literal cat gut catgut. This proved simpler than adding harvestable sinews.<br />
* Because DF2015 broke cannibal adventurers, intelligent semi-megabeasts/megabeasts are currently non-sentient. To make up for this, they gain natural skills.<br />
<br />
=== New Creatures ===<br />
<br />
* At the suggestion of Jackie, messed around with making centaurs, and moreover made their body less of a "humanoid with 4 legs" thing used in vanilla. They show up in good biomes and can join civs. An evil critter, based on the kamaitachi, has also been added as another source of civ fodder for evil regions.<br />
* A couple added mythical creatures were added to make up for making centaurs real. Also added descriptions and spheres, to make their use in art more interesting.<br />
* 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.<br />
* 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. Its wood will make for effective blunt weapons, but poor edged weapons. Think twice before you try lighting one on fire!<br />
* Two H.P. Lovecraft references via the mi-go and shoggoth. Mi-gos have a delightfully alien body structure, while shoggoths are acidic blobs. Hint: pulp all the things.<br />
* Eternal things. Basically chitinous worms that can grow rather large given time, faster than dragons but not quite as huge.<br />
* Manticores. Overgrown lions with bat wings and scorpion tails. All the Fun of both potion-yield megabeasts and venomous critters.<br />
* Four lesser beasts that can form lairs, as a step down from semi-megabeasts. These act like night creature hunters, making lairs in various places. Dire wolves, dire bears, feral ogres, and sanguine dragons are all based off of some existing creature in some way, with qualities to make them different challenges in combat.<br />
<br />
=== Plant Tweaks ===<br />
<br />
* 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, and extract-bearing plants.<br />
* 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.<br />
* Brewable plants can be made into delicious booze. If it isn't brewable by picking the plant itself (assuming it's in season), try brewing fruit instead.<br />
* Bread is now a thing. The relevant plants can be ground into flour and used as such.<br />
* Bamboo, cattails, and cloudberries have been given useful growths. This works in adventure mode, but due to the plants being grass they can't be picked in fort mode.<br />
<br />
=== Civilization Tweaks ===<br />
<br />
* All of the main races are playable in Adventurer Mode, whether as civ members or as outsiders.<br />
* 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.<br />
* Humans and goblins have been given slings and sewing needles, for the hell of it.<br />
* 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 has 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.<br />
* Goblins need food and water, so remember that.<br />
* Outsiders start off with wooden weaponry to encourage actually upgrading your gear.<br />
* Underground animal people have been given a surface-dwelling equivalent, allowing for occasional instances of them being playable as entity members, instead of outsiders.<br />
<br />
=== New Uses For Existing Items (and Changes) ===<br />
<br />
* Mortars and pestles are used for plant processing and alchemy. A pair can be crafted from stone.<br />
* A few reactions use blunt small rocks for hammering instead of just knapping.<br />
* If you somehow get a hold of full logs, a battle axe can be used to split it into usable pieces.<br />
* Stone axes have been changed to allow metal versions to show up in human and goblin sites.<br />
* Helves have been given the same weapon uses as staves in older versions of this mod, and renamed to staves to reflect this.<br />
<br />
=== New Items ===<br />
<br />
* Needles, required for sewing. In addition to wood you can carve them from bone, tooth, nail, hoof, or horn.<br />
* Clubs, as a crude mace-equivalent as suggested by Kallin.<br />
* Caesti and katars, unarmed weapons suggested and worked on by Jackie.<br />
* Simple lockbows, originally implemented in Kobold Kamp as suggested by Flint.<br />
* Spear-throwers and javelins, made with help from ZM5. Closer to actual hand-thrown javelins than the more realistic atlatl, but still allows use of a spear-thrower for gameplay reasons.<br />
* 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.<br />
* Gambesons, made from cloth. Obviously fragile unless using megabeast haircloth or silk.<br />
* Cooking pots, for making certain items, most notably for brewing.<br />
* Animal glue, which the recent combat changes have made useful.<br />
* Eight raw-defined instruments that can be crafted, supplementing the generated instruments that can't be crafted in adventure mode.<br />
<br />
=== Dismantling Items ===<br />
<br />
* Boulders and logs can be split into small rocks and pieces of wood, respectively.<br />
* Crude cloth can be unraveled if needed.<br />
* Cloth items can be cut apart for cloth, leather items can be cut apart, and metal items can be broken down for metal. Note that nothing's stopping you from being a lunatic and trying to dismantle the end result into itself, which will eventually waste it.<br />
<br />
== Bugs and Issues ==<br />
<br />
* No gauntlets due to the gauntlet bug. The workaround I originally devised tends to break more things than it fixes.<br />
* Just like whips, civs will generate metal slings because derp.<br />
* 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.<br />
* The amount of usable leather, bone, etc can be increased by lopping off limbs. For bone, there are reaction bugs and balance issues behind why Adventurecraft has set crafting to consume full stacks, instead of vanilla's use of single units for a stack.<br />
* 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.<br />
* Goblin and kobold adventurers will find their home to be an immense pain in the ass to leave, as dark forts and caves block fast travel even if the inhabitants are friendly.<br />
* Nothing's stopping you from being a lunatic and trying to dismantle cloth, tanned hides, or metal bars. This will eventually waste it due to the odds not being 100%. <br />
* Thread, cloth, bars, and sheets obtained from towns instead of player-made are a nigh-endless source of crafting material, due to reactions set to only produce and use product dimensions of 1.<br />
* The addition of faked wood for outsider weapons adds an unusable material to the forge in fortress mode.<br />
<br />
== Appendix A, The Full List of New Reactions ==<br />
<br />
=== Basic Reactions ===<br />
<br />
* Tan a raw hide, raw scales, or raw chitin. Produces tanned leather/scale/chitin.<br />
* Dry and spin gut into catgut thread.<br />
* Spin hair or wool into thread.<br />
* Process thread-bearing plant into thread.<br />
* Weave cloth. Uses hair/wool, plant-based, or silk thread.<br />
* Make glue. Uses raw hide, raw scales, bone, skull, horn, or hoof. Requires a cooking item.<br />
* Repair cloth item. Uses cloth and thread, requires a needle.<br />
* Repair leather/scale/chitin item. Uses any of said materials plus thread, requires a needle.<br />
* Repair wood/bone/stone item. Uses animal glue, requires a sharp object.<br />
<br />
=== Tools ===<br />
<br />
* Carve wooden sewing needle. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn needle. Uses any of said materials, requires a sharp object.<br />
* Carve wooden stave. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone stave. Uses bones, and requires a sharp object.<br />
* Carve bone/shell axe. Uses either material plus a stave, requires a sharp object.<br />
* Craft stone axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mortar and pestle. Uses 2 blunt small rocks, and requires a third.<br />
* Craft stone cooking pot. Uses any small rock, and requires a blunt small rock.<br />
<br />
=== Ammunition ===<br />
<br />
* Craft sling stones. Uses a blunt small rock, and requires a second.<br />
* Carve wooden arrows. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn arrows. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone arrows. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden bolts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bolts. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone bolts. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden javelins. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn javelins. Uses any of said materials plus a stave, and requires a sharp object.<br />
* Craft stone javelins. Uses any small rock and a stave, requires a sharp object and a blunt small rock.<br />
* Carve wooden darts. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn darts. Uses any of said materials, requires a sharp object.<br />
<br />
=== Weapons (Wood/Cloth/Leather) ===<br />
<br />
* Carve wooden dagger. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden pike. Uses two wooden branches, and requires a sharp object.<br />
* Carve wooden club. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale whip. Uses leather/scale, and requires a sharp object.<br />
* Craft leather/scale/chitin caestus. Uses any of said materials, and requires a sharp object.<br />
* Craft wooden bow. Uses a stave and thread, requires a sharp object.<br />
* Craft simple wooden lockbow. Uses two branches and thread, requires a sharp object.<br />
* Carve wooden blowgun. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden spear-thrower. Uses a wooden branch, and requires a sharp object.<br />
* Craft leather/scale sling. Uses leather, and requires a sharp object.<br />
* Craft cloth sling. Uses cloth, and requires a sharp object.<br />
<br />
=== Weapons (Bone) ===<br />
<br />
* Craft bone/shell/tooth/horn dagger. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn spear. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn pike. Uses any of said materials plus two staves, requires a sharp object.<br />
* Carve bone/shell battle axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell great axe. Uses either material plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn short sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn long sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone/shell/tooth/horn two-handed sword. Uses any of said materials plus a stave, requires a sharp object.<br />
* Carve bone club. Uses bones, and requires a sharp object.<br />
* Craft bone/tooth/nail/hoof/horn katar. Uses any of said materials, and requires a sharp object.<br />
* Craft bone bow. Uses bones and thread, requires a sharp object.<br />
* Craft simple bone lockbow. Uses bones, a stave, and thread, requires a sharp object.<br />
* Carve bone spear-thrower. Uses bones, and requires a sharp object.<br />
* Carve bone blowgun. Uses bones, and requires a sharp object.<br />
<br />
=== Weapons (Stone) ===<br />
<br />
* Knap stone dagger. Uses any small rock, and requires a blunt small rock.<br />
* Craft stone spear. Uses a sharp rock and a stave. No need to cut the stave to size.<br />
* Craft stone pike. Uses a sharp rock and two staves. No need to cut the staves to size.<br />
* Craft stone battle axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone great axe. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone short sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone long sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone two-handed sword. Uses a sharp rock and a stave, requires a sharp object.<br />
* Craft stone mace. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone war hammer. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
* Craft stone maul. Uses any small rock and a stave, requires a blunt small rock and a sharp object.<br />
<br />
=== Armor (Bone) ===<br />
<br />
* Craft bone/shell buckler. Uses either material, and requires a sharp object.<br />
* Craft bone/shell shield. Uses either material, and requires a sharp object.<br />
* Craft bone/shell helm. Uses either material, and requires a sharp object.<br />
* Craft skull helm. Uses a skull, and requires a sharp object.<br />
* Craft bone/shell armor. Uses either material and requires a sharp object.<br />
* Craft bone/shell leggings. Uses either material, and requires a sharp object.<br />
* Craft bone greaves. Uses bones, and requires a sharp object.<br />
<br />
=== Shields/Armor (Leather/Scale/Chitin) ===<br />
<br />
* Craft leather/scale/chitin buckler. Uses any of said materials, and requires a sharp object.<br />
* Craft leather/scale/chitin shield. Uses any of said materials, and requires a sharp object.<br />
* Sew leather/scale/chitin cap. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin helm. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin armor. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin leggings. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin low boots. Uses any of said materials plus thread, requires a needle.<br />
* Sew leather/scale/chitin high boots. Uses any of said materials plus thread, requires a needle.<br />
<br />
=== Clothing (Leather) ===<br />
<br />
* Sew leather/scale backpack. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale waterskin. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale quiver. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale hood. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale mask. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale cloak. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale tunic. Uses leather/scale and thread, requires a needle.<br />
* Make leather/scale loincloth. Uses leather/scale.<br />
* Sew leather/scale trousers. Uses leather/scale and thread, requires a needle.<br />
* Sew leather/scale sandals. Uses leather/scale and thread, requires a needle.<br />
* Decorate object with leather/scale. Uses leather/scale and thread, requires a needle.<br />
<br />
=== Clothing (Cloth) ===<br />
<br />
* Sew cloth backpack. Uses cloth and thread, requires a needle.<br />
* Sew cloth quiver. Uses cloth and thread, requires a needle.<br />
* Sew cloth cap. Uses cloth and thread, requires a needle.<br />
* Sew cloth hood. Uses cloth and thread, requires a needle.<br />
* Sew cloth mask. Uses cloth and thread, requires a needle.<br />
* Sew cloth gambeson. Uses cloth and thread, requires a needle.<br />
* Sew cloth cloak. Uses cloth and thread, requires a needle.<br />
* Sew cloth tunic. Uses cloth and thread, requires a needle.<br />
* Make cloth loincloth. Uses cloth.<br />
* Sew cloth trousers. Uses cloth and thread, requires a needle.<br />
* Sew cloth socks. Uses cloth and thread, requires a needle.<br />
* Sew cloth sandals. Uses cloth and thread, requires a needle.<br />
* Decorate object with cloth. Uses cloth and thread, requires a needle.<br />
<br />
=== Shields/Crafts (Wood) ===<br />
<br />
* Carve wooden buckler. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden shield. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden crutch. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cup. Uses a wooden branch, and requires a sharp object.<br />
* Carve wooden minecart. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden figurine. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden ring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden earring. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden scepter. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden amulet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden bracelet. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden crown. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden cabochan. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden mask. Uses wooden branch, and requires a sharp object.<br />
* Carve wooden sandals. Uses a wooden branch, and requires a sharp object.<br />
* Decorate object with wood. Uses a wooden branch, and requires a sharp object.<br />
<br />
=== Crafts (Bone/Shell/Tooth/Horn) ===<br />
<br />
* Carve bone crutch. Uses bones, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn goblet. Uses any of said materials, and requires a sharp object.<br />
* Carve skull goblet. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn figurine. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn ring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn earring. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn scepter. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn amulet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn bracelet. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn crown. Uses any of said materials, and requires a sharp object.<br />
* Carve bone/shell/tooth/horn cabochan. Uses any of said materials, and requires a sharp object.<br />
* Craft skull totem. Uses a skull, and requires a sharp object.<br />
* Carve bone/shell mask. Uses either of said materials, and requires a sharp object.<br />
* Craft skull mask. Uses a skull, and requires a sharp object.<br />
* Decorate object with bone/shell/tooth/nail/hoof/horn. Uses said materials, requires a sharp object.<br />
<br />
=== Crafts (Stone) ===<br />
<br />
* Craft stone mug. Uses a blunt small rock, and requires a second.<br />
* Craft stone figurine. Uses a blunt small rock, and requires a second.<br />
* Craft stone ring. Uses a blunt small rock, and requires a second.<br />
* Craft stone earring. Uses a blunt small rock, and requires a second.<br />
* Craft stone scepter. Uses a blunt small rock, and requires a second.<br />
* Craft stone amulet. Uses a blunt small rock, and requires a second.<br />
* Craft stone bracelet. Uses a blunt small rock, and requires a second.<br />
* Craft stone crown. Uses a blunt small rock, and requires a second.<br />
* Craft stone cabochan. Uses a blunt small rock, and requires a second.<br />
* Decorate object with stone. Uses a blunt small rock, and requires a second.<br />
<br />
=== Item Dismantling ===<br />
<br />
* Split wooden log into branches. Also requires a sharp object. Ignore the absurdity.<br />
* Split large stone into small rocks. Also requires a blunt small rock.<br />
* Unravel cloth into thread.<br />
* Dismantle cloth item. Requires a sharp object.<br />
* Dismantle leather/scale/chitin item. Requires a sharp object.<br />
* Dismantle stone item. Requires a blunt small rock.<br />
* Dismantle metal item. Requires a blunt small rock.<br />
<br />
=== Cooking and Alchemy ===<br />
<br />
* Mill plant into flour. Uses valid plant, requires a mortar and pestle.<br />
* Bake bread. Uses flour, requires a cooking pot.<br />
* Brew alcohol from plant. Uses valid plant, requires a cooking pot and an empty waterskin.<br />
* Brew alcohol from fruit. Uses valid plant growth, requires a cooking pot and an empty waterskin.<br />
* Extract from plant. Uses extractable plant, requires a mortar and pestle plus an empty waterskin.<br />
* Refine venom into toxin. Uses a venom sac, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from (semi)megabeast heart, requires a mortar and pestle plus an empty waterskin.<br />
* Extract from generated creature heart, requires a mortar and pestle plus an empty waterskin.<br />
<br />
=== Paper/Parchment Crafting ===<br />
<br />
* Press pulpable plant into paper. Uses a valid plant, requires a mortar and pestle.<br />
* Dry skin into parchment. Uses a raw hide, and requires a sharp object.<br />
* Carve wooden scroll rollers. Uses a wooden branch, and requires a sharp object.<br />
* Assemble a scroll. Uses a sheet and a scroll roller.<br />
* Craft a quire. Uses a sheet.<br />
<br />
=== Instrument Pieces ===<br />
<br />
* Carve wooden bagpipe pipes. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn bagpipe pipes. Uses any of said materials, and requires a sharp object.<br />
* Sew leather bagpipe bag. Uses leather and thread, requires a needle.<br />
* Craft instrument strings. Uses string.<br />
* Carve wooden lyre body. Uses a wooden log, and requires a sharp object.<br />
* Carve bone/shell lyre body. Uses either material and requires a sharp object.<br />
* Carve wooden guitar body. Uses a wooden log, and requires a sharp object.<br />
* Carve skull guitar body. Uses a skull, and requires a sharp object.<br />
* Carve wooden guitar neck. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone guitar neck. Uses bone, and requires a sharp object.<br />
* Carve wooden harp body. Uses a wooden log, and requires a sharp object.<br />
* Carve wooden drum body. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone drum body. Uses bone, and requires a sharp object.<br />
* Craft leather drum head. Uses leather.<br />
<br />
=== Instruments ===<br />
<br />
* Carve wooden simple flute. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone simple flute. Uses bone, and requires a sharp object.<br />
* Carve wooden instrument musical horn. Uses a wooden branch, and requires a sharp object.<br />
* Carve bone/tooth/nail/hoof/horn musical horn. Uses any of said materials, and requires a sharp object.<br />
* Assemble bagpipes. Requires a bagpipe bag and instrument pipes.<br />
* Assemble lyre. Requires a lyre body and strings.<br />
* Assemble guitar. Requires a guitar body, a guitar neck, and strings.<br />
* Assemble harp. Requires a harp body and strings.<br />
* Assemble drum. Requires a drum body and drum head.<br />
* Carve wooden bell. Uses a wooden log, and requires a sharp object.<br />
<br />
== Appendix B, List of Forging Reactions (at Carpenter's Workshop): ==<br />
<br />
=== Metalworking (Basic Tools) ===<br />
<br />
* Craft makeshift forge. Uses 10 small rocks.<br />
* Repair metal item. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mortar and pestle. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cooking pot. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Ammunition) ===<br />
<br />
* Craft metal sling bullets. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal arrows. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal bolts. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal javelins. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal darts. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Weapons) ===<br />
<br />
* Craft metal dagger. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal spear. Uses metal, a stave, and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal pike. Uses metal, a stave, and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal battle axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal great axe. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal short sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal long sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal two-handed sword. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal mace. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal war hammer. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal maul. Uses metal, a stave, and a log, requires a makeshift forge, a sharp object, and a blunt small rock.<br />
* Craft metal caestus. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal katar. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Shields/Armor) ===<br />
<br />
* Craft metal buckler. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal shield. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal helmet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cap. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal breastplate. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail shirt. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal greaves. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mail leggings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal low boots. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal high boots. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Crafts) ===<br />
<br />
* Craft metal crutch. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal goblet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal minecart. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal figurine. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal ring. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal earring. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal scepter. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal amulet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bracelet. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal crown. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal cabochan. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal mask. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Decorate object with metal. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
=== Metalworking (Instruments) ===<br />
<br />
* Craft metal bagpipe pipes. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal instrument strings. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal lyre body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal guitar neck. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal harp body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal drum body. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal simple flute. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal musical horn. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
* Craft metal bell. Uses metal and a log, requires a makeshift forge and a blunt small rock.<br />
<br />
== Appendix C, List of More Useful Stones ==<br />
<br />
* Andesite<br />
* Basalt<br />
* Chert (in-between other sharp stones and obsidian)<br />
* Dacite<br />
* Diorite<br />
* Native aluminum (same as aluminum)<br />
* Native copper (same as copper)<br />
* Native gold (same as gold)<br />
* Native platinum (same as platinum)<br />
* Native silver (same as silver)<br />
* Obsidian (deliciously sharp and deadly)<br />
* Quartzite<br />
* Phyllite<br />
* Raw adamantine (same as adamantine)<br />
* Rhyolite<br />
* Shale<br />
* Slade (good luck obtaining that one!)<br />
* Slate<br />
<br />
== Appendix D, List of Monsters With Improved Body Materials ==<br />
<br />
=== Tier 1 ===<br />
<br />
* Alligator (and variants, alligator men are currently unusable)<br />
* Anaconda (and variants, anaconda men are currently unusable)<br />
* Armadillo (and variants, armadillo men are currently unusable)<br />
* Black bear (and variants, black bear men are currently unusable)<br />
* Blind cave bear<br />
* Blind cave ogre (currently unusable)<br />
* Cave crocodile<br />
* Cave dragon<br />
* Coelacanth<br />
* Elephant (and variants, elephant men are currently unusable)<br />
* Giant cave spider<br />
* Giant desert scorpion (re-added due to Toady removing them ;w;)<br />
* Giant Mantis (normal version is a non-butcherable vermin, mantis men are currently unusable)<br />
* Gigantic squid (normal version is a non-butcherable vermin, squid men are currently unusable)<br />
* Great white shark<br />
* Grizzly bear (and variants, grizzly bear men are currently unusable)<br />
* Hippo (and variants, hippo men are currently unusable)<br />
* Ogre<br />
* Ocra (and variants, orca men are currently unusable)<br />
* Polar bear (and variants, polar bear men are currently unusable)<br />
* Rhinoceros (and variants, rhinoceros men are currently unusable)<br />
* Saltwater crocodile (and variants, saltwater crocodile men are currently unusable)<br />
* Sea monster<br />
* Sea serpent<br />
* Troll<br />
* Voracious cave crawler<br />
* Walrus (and variants, walrus men are currently unusable)<br />
* Wild boar (and variants, wild boar men are currently unusable)<br />
* Cyclops<br />
* Ettin<br />
* Giant<br />
* Minotaur<br />
* Gargoyle<br />
* Mi-go<br />
* Dire bear<br />
* Feral ogre<br />
* Lesser dragon<br />
<br />
=== Tier 2 ===<br />
<br />
* Dragon<br />
* Hydra<br />
* Roc<br />
* Eternal thing<br />
* Manticore<br />
* Treant (wood)<br />
<br />
== Appendix E, List of Monsters That Yield Venom Sacs ==<br />
<br />
* Giant adder (normal version is too small to butcher, adder men are currently unusable)<br />
* Giant bark scorpion (normal version is a non-butcherable vermin, bark scorpion men are currently unusable)<br />
* Black mamba (and variants, black mamba men are currently unusable)<br />
* Giant brown recluse spider (normal version is a non-butcherable vermin, recluse spider men are currently unusable)<br />
* Bushmaster (and variants, bushmaster men are currently unusable)<br />
* Giant copperhead snake (normal version is too small to butcher, copperhead snake men are currently unusable)<br />
* Giant desert scorpion<br />
* Giant cave spider<br />
* Gila monsters (and variants, gila monster men are currently unusable)<br />
* Helmet snake<br />
* King cobra (and variants, king cobra men are currently unusable)<br />
* Platypus (and variants, platypus men are currently unusable)<br />
* Rattlesnake (and variants, rattlesnake men are currently unusable)<br />
* Serpent man (currently unusable)<br />
* Manticore<br />
<br />
== Appendix F, List of Plant and Misc Craftable Extracts ==<br />
<br />
=== Extract-bearing Plants ===<br />
<br />
* Dwarven syrup. Delicious but does nothing.<br />
* Gnomeblight. Still only deadly to gnomes.<br />
* Golden salve. Major boost to recuperation, cures bleeding, brief effect.<br />
* Marshmend, from muck root. Boosts recuperation somewhat, also causes numbness.<br />
* Whiplash, from whip vine. Boost agility and speed some, side effects of dizzness and nausea.<br />
* Barbed haze, from sliver barb. Assorted stat boost, penalties, and other Fun.<br />
<br />
=== Megabeast and Semi-megabeast Hearts ===<br />
<br />
* Aetherbreath, from mi-gos. Grants immunity to suffocation.<br />
* Draconic fury, from dragons. Boosts willpower, inspires martial trances.<br />
* Giant's might, from giants. Boosts strength.<br />
* Insight, from ettins. Boosts assorted mental stats.<br />
* Relentlessness, from minotaurs. Grants immunity to stunning, exertion, and pain.<br />
* Transmutation, from hydras. Temporary transformation into a hydra.<br />
* Stoneskin, from gargoyles. Hardens you against attacks.<br />
* Swiftness, from rocs. Boost agility, increases speed somewhat.<br />
* True seeing, from cyclopes. Grants extravision and creature-sensing.<br />
* Trickery, from manticores. Sharply boosts various social stats.<br />
<br />
=== Other ===<br />
<br />
* Failed extract. If a generated titan/demon/etc doesn't have a valid poison (or has poison blood instead), this will be the result. Does nothing.<br />
* Shoggoth slime, readily obtained from shoggoths (obviously). Causes localized pain, blistering, bleeding, and necrosis. Drinking it is exactly as stupid an idea as you'd expect it to be.<br />
* Cursed dragonblood, from sanguine dragons. Dangerous to drink, but has some minor situational benefits.<br />
<br />
== Appendix G, List of plants made harvestable in the Mod ==<br />
<br />
* Alfalfa, available most of summer into early winter. Edible raw.<br />
* Arrow bamboo, available all year. Source of branches.<br />
* Asparagus, available only early in spring. Edible raw.<br />
* Barley, available all summer and autumn. Source of flour and alcohol.<br />
* Beet, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Bloated tuber, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Blood amaranth, available most of summer into early winter. Edible, source of flour/alcohol.<br />
* Buckwheat, available most of summer into early winter. Source of flour and alcohol.<br />
* Cabbage, available midspring into midsummer. Edible raw.<br />
* Carrot, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cassava, available midspring into midsummer. Source of alcohol.<br />
* Cattail, available later spring into early summer. Source of flour, thread, and paper.<br />
* Cave wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Celery, available midspring into midsummer. Edible raw.<br />
* Chicory, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Cloudberry, available in winter. Edible raw, source of alcohol.<br />
* Cotton, available most of summer into early winter. Source of thread and paper.<br />
* Finger millet, available all summer and autumn. Source of flour and alcohol.<br />
* Fisher berry, available most of summer. Edible raw, source of alcohol.<br />
* Flax, available most of summer into early winter. Source of thread, paper, and flour.<br />
* Fonio, available all summer and autumn. Source of flour and alcohol.<br />
* Foxtail millet, available all summer and autumn. Source of flour and alcohol.<br />
* Garden cress, available midspring into midsummer. Edible raw.<br />
* Golden bamboo, available all year. Source of branches.<br />
* Hard wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Hedge bamboo, available all year. Source of branches.<br />
* Hemp, available all summer and autumn. Source of thread, paper, and flour.<br />
* Jute, available most of summer into early winter. Source of thread and paper.<br />
* Kaniwa, available most of summer into early winter. Source of flour and alcohol.<br />
* Kenaf, available most of summer into early winter. Source of thread and paper.<br />
* Kobold bulb, available midautumn and all winter. Source of extract.<br />
* Leek, available midspring into midsummer. Edible raw.<br />
* Lettuce, available midspring into midsummer. Edible raw.<br />
* Long yam, available midspring into midsummer. Edible raw.<br />
* Longland grass, available all summer and autumn. Source of flour and alcohol.<br />
* Maize, available most of summer into early winter. Source of flour and alcohol.<br />
* Muck root, available midspring into midsummer. Edible raw, source of extract and alcohol.<br />
* Oat, available all summer and autumn. Source of flour and alcohol.<br />
* Papyrus sedge, available most of summer into early winter. Source of paper.<br />
* Parsnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Pearl millet, available all summer and autumn. Source of flour and alcohol.<br />
* Pendant amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Pig tail, available most of summer-early winter. Source of thread, paper, flour, and alcohol.<br />
* Prickle berry, available most of summer. Edible raw, source of alcohol.<br />
* Plump helmet, available all year. Edible raw, source of alcohol.<br />
* Potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Purple amaranth, available most of summer into early winter. Source of flour and alcohol.<br />
* Quinoa, available most of summer into early winter. Source of flour and alcohol.<br />
* Radish, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Ramie, available most of summer into early winter. Source of thread and paper.<br />
* Rat weed, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Rhubarb, available midspring into midsummer. Edible raw.<br />
* Rice, available most of summer into early winter. Source of flour and alcohol.<br />
* Rope reed, available most of summer-early winter. Source of thread, paper, and alcohol.<br />
* Rye, available all summer and autumn. Source of flour and alcohol.<br />
* Single-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sliver barb, available all winter. Source of extract and alcohol.<br />
* Soft wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Sorghum, available most of summer into early winter. Source of flour and alcohol.<br />
* Spelt, available all summer and autumn. Source of flour and alcohol.<br />
* Sun berry, available most of summer. Edible raw, source of alcohol.<br />
* Sweet pod, available midspring into midsummer. Source of exract and alcohol.<br />
* Sweet potato, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Teff, available all summer and autumn. Source of flour and alcohol.<br />
* Turnip, available midspring into midsummer. Edible raw, source of alcohol.<br />
* Two-grain wheat, available all summer and autumn. Source of flour and alcohol.<br />
* Whip vine, available midspring into midsummer. Source of flour, extract, and alcohol.<br />
* White millet, available all summer and autumn. Source of flour and alcohol.<br />
* Valley herb, available most of spring. Source of extract.</div>Valos