Download [47.04] Human Fortress v2.0
This mod adds playable vanilla-esc human civilizations. It allows the player to use everything available to dwarves while still feeling like a different experience by forcing the humans onto the surface and creating long crop harvest cycles and a viable lumber industry. Only minor changes were made to the vanilla files (see below).
Current Features:> Adds playable vanilla-esc human civilizations with all current game features available.
> Adds the following nobility positions to humans available dependent on settlement size (village, town, city):
• Rulers: king, duke, count, baron, lord, [squad members: crown guards, royal guards]
• Administration: steward (manager), chamberlain (bookkeeper), chancellor (broker), physician (chief medical)
• Diplomacy: foreign ambassador (diplomat), royal emissary (outpost liaison)
• Law Enforcement: knight, executioner, guard captain, [squad members: village guards, town guards, city guards]
• Military: constable (general), field marshal (lieutenant), sergeant (militia commander), man-at-arms (militia captain), [squad members: man-at-arms]
> Adds 6 preferred religious spheres to the human civilization: creation, agriculture, sun, war, courage, family, marriage, laws and oaths.
> Adds 9 personality trait ranges to humans: pride, greed, lust, envy, gluttony, anger, stress vulnerability, gregariousness and ambition.
> Adds strange moods to humans.
> Changes the following skill learn rates and rust rates for humans:
• Skill learn rates doubled and rust rates halved for wood cutting, carpentry, wood crafting, growing, fishing, swords and bows.
• Skill learn rates slightly increased and rust rates slightly decreased for spears, armor and shields.
• Skill learn rates halved and rust rates doubled for mining, masonry, stone crafting and engraving.
> Adds a sawmill where 1 wood log can be cut into 5 wooden blocks.
> Adds a quarry (workshop) where 1 stone boulder can be cut into 5 stone blocks
> Adds a bulk wood furnace (workshop) where 1 wood log can be made into 5 charcoal
> Adds a bulk glass furnace (workshop) where 1 raw glass can be cut into 5 glass blocks
> Adds a bulk kiln (workshop) where 1 clay boulder can be made into 5 clay bricks
> Adds a reaction to create an iron anvil at a smelter using 5 iron bars.
> Adds a reaction to create wooden statues at the carpenter's workshop.
> Adds a reaction to make wooden slabs at the carpenter's workshop.
> Adds a reaction to make wooden mechanisms at the carpenter's workshop.
> Adds reactions to encrust weapons and armor with gems at the crafter's workshop
> Changes "rye beer" to "rye whiskey" and "maize beer" to "bourbon whiskey".
> Increases the growth time of all edible surface plants to one and a half seasons (requiring an unfrozen biome of at least late spring to early autumn for crop growth).
> Makes all edible underground plants cause food poisoning (nausea, vomiting, dizziness and reduced speed) if consumed by humans.
> Adds padded armor and padded hoods that can be made out of cloth at the clothier's workshop
> Adds a reaction to create quivers out of cloth at the clothier's workshop
> Adds quarterstaffs that can be made out of wood at the crafting workshop
> Changes the cotton plant biome to [NOT_FREEZING] to allow for more accessibility to cloth
Starter Guide:> You start with a lord or lady, who can appoint a steward, chamberlain, chancellor, physician, guard captain and seargent, but these are not needed at the start as most have housing requirements. I recommend starting by assigning 2 wood cutters/carpenters, 3 farmers and 1 animal handler.
> Start with the following buildings/areas: farm plots, sawmill, animal pasture, meeting area, temple zone, stockpiles.
> Next build a village wall and a building for the lord/lady using wood blocks from the sawmill. Remember to plant crops early. If the biome freezes, you will need your harvest to last the winter or you will have to find another food source.
I encourage any feedback, concerns or recommendations.
This mod is completely compatible with
[47.04] Dog Breeds and
[47.04] Fishing Expanded. Install this mod last.
For compatibility with other mods, this is a complete list of the vanilla file changes:
• Changes to plant_standard:
Added human food poisoning syndrome to edible underground plants (plump helmet, pig tail, cave wheat, sweet pod, quarry bush and dimple cup)
• Changes to plant_garden and plant_crops:
Added [GROWDUR:1500] to edible surface plants
Changed rye beer to rye whiskey and maize beer to bourbon whiskey
*Removed population requirement from physician
*Set dwarf civilizations back to site controllable
*Set dwarf and human creature tiles back to default
*Skill learn rates doubled and rust rates halved for bows and swords
*Skill learn rates slightly increased and rust rates slightly decreased for spears, armor and shields
*Combat trances removed
*Removed all changes to entity_default
*added an interaction to human creatures (added by this mod) to pet animals
*added [VARIABLE_POSITIONS:ALL] and [SITE_VARIABLE_POSITIONS:ALL] to allow for dynamic positions
*added padded armor and padded hoods that can be made out of cloth at the clothier's workshop
*added a reaction to create quivers out of cloth at the clothier's workshop
*added quarterstaffs that can be made out of wood at the crafting workshop
*changed the cotton plant biome to [NOT_FREEZING] to allow for more accessibility to cloth
*added cotton seeds to "Human Fortress Starter" embark profile
*added a quarry (workshop) that converts 1 stone boulder into 5 stone blocks
*added a bulk wood furnace (workshop) that converts 1 wood log into 5 charcoal
*added a bulk glass furnace (workshop) that converts 1 raw glass into 5 glass blocks
*added a bulk kiln (workshop) that converts 1 clay boulder into 5 clay bricks
*added reactions to encrust weapons and armor with gems at the crafter's workshop
*added a reaction to make wooden slabs
*added a reaction to make wooden mechanisms
*removed [EXECUTIONS] from village guard captains due to a compatibility error with the [LAW_ENFORCEMENT] tag
*removed population requirement from executioner
*changed appointment of executioners from lords to guard captains
*changed the human creature (added by this mod) [BABY] to [CHILD] conversion age to two