Dwarf Fortress

Dwarf Fortress

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Civ Crucible Core - Difficulty, Realism, Fixes and more
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29 Dec, 2022 @ 10:42pm
10 Apr, 2023 @ 1:35am
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Civ Crucible Core - Difficulty, Realism, Fixes and more

In 1 collection by Snow Gibbon
Civ Crucible Complete Collection
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Description
[Discuss on Discord][discord.com] [Discuss on Bay 12 Forums][www.bay12forums.com]

This module encompasses various tweaks to vanilla DF to reintroduce difficulty, variety and fill holes and oversights in the game. Wildlife is more difficult to handle, plants are distributed differently, food is less abundant, and a plethora of smaller tweaks to make the game a little more interesting without actually adding new content. If you’re enjoying the world of vanilla DF but looking for something more comprehensive, this mod was made for you.

Overview

This list is by no means a comprehensive changelog, but the major changes to the came can be categorised below:

Animals

  • Frequency has been removed. Dwarf Fortress has a huge variety of creatures but due to several oversights you only ever see ravens and crundles. This should level the playing field to make large and potentially dangerous wildlife visit more often.
  • More animals that should be vermin are vermin. Due to a bug where creatures under a certain size cannot be butchered, I converted those under the threshold into vermin and those close to it over it.
  • Massive creatures that have no reason to be benign are no longer benign. African megafauna have those reputations for a reason.
  • Giant animal versions that would try to eat us if they were big enough will try to eat you. They didn’t get that big eating grubs and insects, that’s for sure.
  • Sexual dimorphism has been given a pass-through across the board.
  • Domestic animals correspond to the environment your civ hails from. No longer will you have reindeer in the tropical jungle, nor peacocks in the frozen taiga.
  • Egg clutch sizes have been nerfed to make constant omelette production less viable.
  • Vermin do not produce edible ingredients anymore. No longer will you have to contemplate the horrific things your dwarves do off-screen to produce that many slug eyes.
  • More animals will steal food scraps and items.

Plants

  • Frequency of fruit-bearing trees has been massively reduced.
  • Trees and shrubs have been given more specific biomes. Jungles have excellent biodiversity for trees, grasslands have more useful shrubs.
  • Abaca and bananas are now shrubs not trees, to allow them to spawn.
  • New jobs for milling dye plants and flour/sugar producing plants. Still working on this.
  • Useless seeds from fruit will no longer appear, or should at least be much rarer, to avoid players planting useless plants. Those seeds that do still appear are cookable or produce oil.
  • Plant fibers have realistic values for material science.
  • Some seeds can produce flour. Still working on this.

Other

  • Entities who had no particular bent for certain values are now variable. Two dwarven entities in the same world can have totally different attitudes towards elegance and poetry, for example.
  • Oceanic animal people can breathe air now to interact with the world as a whole.

If you absolutely must know and ruin all your Fun, you can view the
full changelog[github.com] from vanilla.

Known Issues

  • Abaca and banana don’t have graphics and so appear as a default shrub.
49 Comments
Nilserrich 5 Dec, 2023 @ 12:50pm 
This mod also changes the selectable starting animals for factions, depending on where they are etc.. I've noticed that all factions have particularly few animals to choose from. This wasn't the case a patch or two ago. Would the mod perhaps need to be updated or could there be other reasons for this?
Pogey-Bait 23 Jul, 2023 @ 5:19am 
Installed this mod and have created a few medium sized regions. One thing I notice is that Goblin civs don't seem to grow at all still. I did read through all these discussions and saw you made them so they eat plants... I'm just not seeing any kind of goblin civ growth.

They will generally get maybe 1 or 2 more locations then just sit stagnant in 300 year generations.

Are they the only race you have issues with them eating properly?
eqN 16 Jul, 2023 @ 1:43am 
As someone who has been using this for a long time and is familiar with the full patch notes, I absolutely adore this mod.
That said, I will parrot what Amelio has said, that I'd really love if the mod was adjusted to use SELECT instead of CUT as much as possible.
Having done some mod editing to this end myself I understand it's a huge ask, especially considering how "all encompassing" this mod is.
My only concern with the use of CUT is any adjustments made to vanilla assets over time in the future. Changes to assets would not be appropriately represented when using a mod such as this that CUTs basically everything unless you update the mod with every single game patch.
Also, I'd personally just return NO_EAT to Goblins rather than make them herbivores as you have, for lore reasons, but that's very nitpicky. Other than the above, this mod is truly perfect in my opinion. Especially and most importantly for its removal of frequency and the overall increased difficulty.
Amelio 7 Jun, 2023 @ 8:46am 
yes but you can cut just the part you want to change instead of the whole creature, normally I only use mods that do that to be sure to not cause unstabilities or compatibility problems, What I want to know is if it's compatible with other mods anyway or if it create problems
Snow Gibbon  [author] 7 Jun, 2023 @ 2:12am 
Sorry, I've been away from a working computer.
@Amelio treat this as a vanilla+ addon. That is, load it first after vanilla, then everything afterwards. I need to CUT to get rid of tags from creatures/plants so that won't be going anywhere.
Amelio 1 Jun, 2023 @ 9:16am 
with this mod you cutted all the game creatures and then added them again making your changes, doesn't that make the mod incompatible to other mods that changes animals?
If that's the case any plan on making a refined version of the mod?
Snow Gibbon  [author] 10 May, 2023 @ 1:12am 
Hi! Yes, there's a patch out. Will I update for it? Yes! Though it's come at a bit of a bad time as I was about 3/4s a ways through a new major-ish version and I dunno if it's worth dropping that considering. Just know I ain't forgotten about this and I'm excited to eventually check out what I've got brewing.
Snow Gibbon  [author] 2 Apr, 2023 @ 5:25am 
New version 1.1.2 fixes a good pile of bugs.
Fixed Kea size, fixed domestic animals spawning wildly, fixed goblins by making them eat plants, removed more useless seeds, fixed milling reaction problems
Snow Gibbon  [author] 29 Mar, 2023 @ 5:34am 
Good old in-production testing reveals my milling doesn't work. Still working out how to do those things clearly. Just don't touch them until I sort it out
eqN 25 Mar, 2023 @ 4:17am 
As for your other races I was considering trying my hand at applying some temp sprites to them as my first foray into modding DF, though it does sound like Rakshasa specifically would be a bit of a headache. The gearing aspect of the sprites (in general) is definitely the big headache for entities. No idea if there's an easy way to implement that but I imagine it would indeed be quite a hurdle.