Dwarf Fortress

Dwarf Fortress

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Immersive Civilizations: Alternate Humans
   
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File Size
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2.759 MB
26 Jan, 2023 @ 1:27pm
28 Jan, 2023 @ 1:52pm
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Immersive Civilizations: Alternate Humans

Description
This version is not for use with Creature Graphics Extended! CGE users, click here.
Please feel free to leave comments, questions, feedback, or bug reports in the comments or discussions!

Features
This mod is a WIP. Expect content to change and new features to be introduced, either as part of this mod, or future sister mods.
  • 2 new civilizations consisting of variant species of human - these civilizations can be called the Caliphates and the Jarldoms. These humans vary biologically in small ways from each other and vanilla humans, and culturally the civilizations have too many differences to count, although neither are too extreme to get along with the other civilized vanilla races.

    NOTE: This mod is not a replacer; these new civilizations exist alongside vanilla human civilizations, and you may still play a normal game as dwarves.

  • 1 new metal - Bloom steel. This alloy is made by the humans of the Jarldoms, using sand in place of the flux stone found in dwarven steel. This process makes it slightly weaker than dwarven steel (though still superior to other standard metals), however, it's also slightly more valuable, due to its beautiful patterns of imperfections.

    When playing as humans from the Jarldoms, pig iron and bloom steel can be made in a smelter much the same way that pig iron and steel are made by dwarves, except using one sand briquette in place of flux stone. Sand briquettes are made in a glass furnace at a rate of 2 blocks to 1 bag of sand, and do not require fuel to craft.

  • Designed with playability in mind - Both new variant races of human are able to enter strange moods and martial trances, as well as work with candy (if you don't know what this means don't ask), and operate all essential and most basic roles and industries. The humans of the Jarldoms have access to a steel alternative and indoor farming, as well as most basic equipment types, making them very similar to playing dwarves; the humans of the Caliphate are intended to be more challenging, and much more limited than other types of human in available materials and item types, although with a few other small perks.

  • More to come - Mod is fully playable in its current state, but future content is planned, including many new items and recipes.
Compatibilities
This mod is not compatible with any other mods that edit sprites for humans, dwarves, elves, goblins, or kobolds; this is because it adds a new weapon and armor material, and for this to display properly while equipped, the mod must overwrite the same files these mods overwrite.

There is a version made to support Creature Graphics Extended, see the top of this page.

License
This mod falls under the Creative Commons Attribution-ShareAlike 4.0 International license, found here:
https://creativecommons.org/licenses/by-sa/4.0/

All of the files found within alternate_humans/objects are my own work, created by building off of or editing vanilla raws. You have permission to use my work in any other mod, including directly building off of, editing, or expanding upon it and republishing it, as long as credit is attributed to the author ("Pengawain") for the parts taken directly, and the work is released under the same Creative Commons license, including a link to it.
6 Comments
dafrandle 26 Jan @ 10:29pm 
something has caused this to break since the last time I played in 2023. Now on world generation you get:

"Not found: data/installed_mods/ic_alternate_humans (2002)/graphics/images/dwarf_clothes.png"

i looked in the folder and there is no image directory
presumably that is correct so I assume this relied on vanilla filed being in a particular directory location that has since changed with the adventure update - but I don't understand the configuration and data txt files enough to actually confirm that

I tested this with this mod loaded by itself so there is no mod conflicts that trigger this - it does it by itself
stroker 13 Oct, 2024 @ 8:14pm 
No images in the graphics folder?
MangoCobra 18 Jun, 2023 @ 10:24am 
Actually "Damascus Steel" is from India - Hindus. The proper name for it is Wootz steel.
George Soros Gaming 1 Feb, 2023 @ 7:18am 
Looks cool, will give it a try. When you add Damascus steel to the Caliphate, Id suggest requiring the use of imported dwarven steel, as historically the Arabs imported steel from India to use for its production.
Pengawain  [author] 28 Jan, 2023 @ 1:38pm 
You make a good point, I'll be publishing another update very soon to add proper custom languages, and while I'm at it I'll also change the displayed name of the current metal to "bloom steel", it's a bit more accurate and frees up proper damascus for the caliphate civs, once I decide how I want to implement that
noted bones haver 28 Jan, 2023 @ 1:18pm 
Shouldn't Damascus steel come from the Caliphates, being from... y'know... Damascus? A Muslim settlement? And Caliphates are exclusively a Muslim concept? They literally invented the material.