Dwarf Fortress

Dwarf Fortress

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Rain Fortress
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Apr 20, 2024 @ 1:31pm
Oct 4, 2024 @ 12:11pm
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Rain Fortress

Description
4/19: Currently working on a big update with watcher content, lizard resprites, new plants, and more

PLEASE ENABLE SEASONAL AUTOSAVES WHILE PLAYING WITH THIS MOD! There is a very rare crash upon caravan arrival that I haven't been able to squash yet. If anyone is able to find the cause of this, I will implement a creature or creature subtype into this mod (or secondary mod) of your choosing - this can be a fanmade critter, a hybrid, rare scug feature or coloration from your oc... I'm open to suggestions!




Just your average rain world fanmod~

This mod aims to be as close to rain world lore as possible, though I will be deviating somewhat in order to attempt to provide a more balanced and interesting play experience, and may sneak in some fanon tidbits for flavor. After this mod is completed, I plan to create a secondary mod introducing fan creatures and other additional content!

(As a forewarning, most of my testing focus is currently on fortress mode. I'm working in compatability with adventure mode where I can, but things may behave unexpectedly!)

Check out the In-Depth Bestiary for more info on the specific creatures in this mod.




PLAYABLE SLUGCAT CIV

- 15 different fur colors, 8 ear shapes, 3 rare features
- Slightly smaller than dwarves
- Civ only has access to spears, crossbows, axes, and picks
- Scugs are a more primitive civilization that can't make shields, metal armor, or trap components. Trade or loot to get them instead!
- Civ spawns in temperate wetlands and favors any wetlands for expansion, with grasslands/savanna/shrublands/river close behind
- Custom armor and leadership to come in the future, currently borrowing from others!
- Starts with blue lizards, squidcadas, eggbugs, lantern mice, and batflies as domestics


SURFACE CREATURES

- Green Lizard (trainable, pack, wagon)
- Pink Lizard (trainable)
- Blue Lizard (trainable, pack, wagon)
- White Lizard (trainable)
- Yellow Lizard (trainable, pack)
- Cyan Lizard (trainable)
- Caramel Lizard (trainable, pack, wagon)
- Strawberry Lizard (trainable)
- Red Lizard (trainable, semi-megabeast)
- Red Centipede (trainable, semi-megabeast)
- Raindeer (milkable, shearable)
- Miros Bird (trainable)
- Yeek (trainable)
- The Rot

FLYING CREATURES

- Squidcada (hunting trainable, hunts vermin)
- Centiwing (trainable)
- Vulture (trainable)
- King Vulture (trainable, semi-megabeast)
- Miros Vulture (trainable)

CAVERN CREATURES

- Black Lizard (trainable)
- Lantern Mouse
- Eggbug (good egg layer)
- Batfly
- Centipede (trainable)

SEMI-AQUATIC CREATURES

- Salamander (trainable)
- Eel Lizard (trainable)

AQUATIC CREATURES

- Aquapede (trainable)
- Leviathan (trainable)
- Jetfish
- Giant Jellyfish


PLANTS
All surface plants except karma flowers solely spawn in wetlands biomes, meaning slugcats should have access to them by default. You MAY need to prepare carefully to get all seeds from the getgo!

- Worm Grass (surface, cookable, extractable)
- Popcorn Plants (surface, edible raw, brewable, millable)
- Karma Flower (rare on surface, brews into a unique drink with slight healing)
- Bubble Fruit (surface, edible raw, cookable, brewable, oil seeds)
- Slime Mold (caves, edible raw, cookable, millable, extractable)
- Slugshroom (caves, edible raw, brews into a drink that gives a speed boost)
- Batnip (caves, brewable, processed into fibre)
- Spore Puff (caves, cookable, brewable)




FUTURE CONTENT
(in no particular order):

This Mod
- Train Lizard (megabeast)
- More misc creatures
- RW creature statues
- Slugcat sprite rework
- Custom toys
- Scavenger civ that can temporarily paint themselves and other creatures
- More plants (gooieducks, dandelion peach, glow weed, pole plants)
- Creatures/plants from The Watcher DLC
- Additional things if I figure out I can do them in the first place haha

Secondary Mod
- Misc fan creatures (list is very long and meaningless without context, will be taking suggestions closer to implementation)
- NPC ancient civ that specializes in selling exclusive hybrids and purposed organisms
- NPC iterator civ that can give marks of communication to creatures
- Opt-in genetic modifications mechanic (teachable secret for ancients and iterators)
- Multiple distinctly purposed scug races with unique graphics and abilities that your slugcats can be modified into
- Voidworm and general void-related implementations (void scarring, void spawn, voidworm megabeasts?)

Why Two Mods?
I could very well just have all the content in one mod. Howeeeever-- splitting the content into two mods allows me a bit more freedom in what I implement. The main mod (this one) sticks more strictly to what's in the main rain world game, and adds just enough content to give you that bit of "vanilla" rain world flavor you might be wanting.

The secondary mod is where I'm putting the content that may be more "out there" in comparison! It's all still very much rain world flavored, but I'm free to do things that alter the game experience more drastically, or veer more into headcanon or fanon territory. I understand that some people may just want to mess around and tame lizards without having to think about the iterator civ next door that wants to experiment on your scugs, or having ancients try to trade you a whole entire miros yeek, and that's totally understandable.
Popular Discussions View All (4)
34
Mar 21 @ 3:36am
PINNED: Bug Reports
Spicy Chillet
1
May 9, 2024 @ 6:58pm
Wow
Karl Junior
95 Comments
CatsAreCool Apr 20 @ 12:22am 
holy goodness its the slugcar
CocoBat Apr 16 @ 6:22pm 
I have not seen any in fortmode, but I have been given instructions to seek them out, and have found and killed them
Spicy Chillet  [author] Apr 14 @ 5:16pm 
quick question if anyone happens to read this - has anyone actually had one of the semi-megabeasts from this mod (red lizard, red centi, king vulture) visit their fort? they SHOULD be working from everything I can tell, but for all my hours of playing and testing I've never actually had them come in naturally. I'm going to be freshening up the existing implemented creatures, rebalancing biome distributions more according to the variety we have in watcher and etc, so if they aren't actually working then, well. perfect time to fix it
Spicy Chillet  [author] Apr 4 @ 5:06am 
Haha yeah, it was neat to see the rot infested critters the same way I did them. Smashed the campaign in like 2 days :) Half wondering if I can implement the other aspects of the watcher-specific rot as its own variant, but I have to check how the related mechanics work in DF again
Tapioka Apr 3 @ 1:18pm 
Chillet the watcher content used your ideas like the rot critters/rot lizards haha I'm also excited to see the new content, for now is been really fun to explore the new DLC.
CocoBat Apr 2 @ 10:45pm 
Excited for the Watcher content.
Spicy Chillet  [author] Apr 2 @ 4:16pm 
Quick update for yall - watcher has a LOT of content, way more than expected!! I'll be prioritising implementing that as soon as the wiki updates with creature and item information, assuming my impending wisdom teeth extraction doesn't mess me up too bad. I'll also try to get the misc vanilla/downpour critters in asap.
Tapioka Feb 27 @ 2:13am 
The genetic modification idea sounds delightful and makes sense in both games context. Since Slugcats have a primitive civ they could get some genetic to help them thrive and survive in such hostile worlds. Having your priorities straight is a good sign, but take your time and try not overdoing yourself, alright? I saw we got the lua in experimental branch yesterday. I never tried modding before but never hurts to try learn something, right? :plumphelmet:
Spicy Chillet  [author] Feb 26 @ 8:35pm 
future updates are planned in general (will probably get some done after the watcher releases), though I may wait on some of the more complex secondary mod content (genetic modification etc) until after the update comes out to see if I can do it without syndrome spaghetti. DF's been on my mind for a while now, I've just been too busy with IRL and work stuff to put much active energy into it :( soon tho. soon

as for appearance sprites - do you mean portraits? I've been prioritising implementing creatures and other content first, but I will get around to them in due time. I haven't been looking forward to setting up yet another complex layered sprite, but the palettes feature made things a fair bit easier
Tapioka Feb 25 @ 7:56am 
So are you planning for further updates after the lua update from Putnam? I hope the custom sites can be possible to be modded in when it comes. Also are you considering to make the appearance sprites?