Dwarf Fortress

Dwarf Fortress

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Immersive Civilizations: Alternate Humans (CGE-compatible version)
   
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6.801 MB
26 Jan, 2023 @ 1:55pm
28 Jan, 2023 @ 1:52pm
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Immersive Civilizations: Alternate Humans (CGE-compatible version)

Description
This version is only for use with Creature Graphics Extended! Non-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.

This version is made only for use with Creature Graphics Extended, and should not be used without it. For players not using CGE, 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_cge/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.

My contributions to all .txt files found within the alternate_humans_cge/graphics folder are limited to copying the raws from Creature Graphics Extended in their entirety and adding a handful of lines to make them support the materials and creatures added by this mod; therefore, all credit for the raws in this folder and the work that went into creating them belongs to Steam user Jacko, author of CGE.

Creature Graphics Extended on Steam:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2903486617
7 Comments
callmeYoloSwaggins 4 Feb @ 10:30pm 
unusable, it conflicts with its self in the mod order. using vanilla assets with CGE in position and just this mod causes it to conflict with its own file IC_Alternate_humans.
@sunnyhongyu我是盗号王 3 Apr, 2023 @ 9:34am 
Dark ages compatibility ?
Forekast 28 Jan, 2023 @ 6:53pm 
Thanks
Pengawain  [author] 28 Jan, 2023 @ 5:53am 
If you open the files for Glass Fortress, it has an entity file that starts with [SELECT_ENTITY:MOUNTAIN], this adds the lines below it to the vanilla dwarven civ.
Do the same thing to this mod's civs to add those recipes to it, their ids are ALTERNATE_HUMAN_DESERT and ALTERNATE_HUMAN_ICE, put those in the place of MOUNTAIN, either editing the existing entry or copy-pasting to make a new one. This will likely require a new world to work.
Forekast 27 Jan, 2023 @ 8:35pm 
No problem. Only thing so far I've seen that has broken saves is removing reactions via an update.

Any chance you'd know what kind of tweaks I'd need to make to make this compatible stuff like Glass Fortress and the like?
Pengawain  [author] 27 Jan, 2023 @ 4:34pm 
No, this was an oversight, thanks for pointing it out. I've updated the mod to make minecarts (and stepladders) craftable by both civilizations. I believe it should work if updating mid-save, and I apologize sincerely if not.
Forekast 27 Jan, 2023 @ 2:41pm 
Is there a reason that minecarts are disabled for these civs?