Dwarf Fortress

Dwarf Fortress

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Ambiance Additions
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8.423 MB
2 Nov, 2024 @ 12:49pm
25 Jul @ 6:39am
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Ambiance Additions

In 1 collection by niemst
Niemsts mods
33 items
Description
Ambiance Additions

TL;DR
Work in Progress
Adds various items to make your fortress richer with decorations, room enhancers, clutter, and more.


Please see my other mods:
My Other Mods



Introduction

Add items to enrich the atmosphere of your fortress, offering aesthetic appeal.

Related Mods





Detailed Content

Item Categories
  • Plinths - Skill: Stonecraft, Ingredients: Stone block
    Creates a stone base used as a foundation for statues and other decorative items. (6 variants)

  • Cabinet with Drawers - Skill: Stonecraft, Ingredients: Stone boulder
    Description: A cabinet with painted drawers. (4 variants)

  • Cabinet with Windows - Skill: Stonecraft, Ingredients: Stone boulder, Glass window
    Description: A decorative cabinet with glass windows.

  • Safety Cabinet for Gems - Skill: Stonecraft, Ingredients: Stone boulder, Three raw gems
    Description: Secure cabinet with gems.

  • Small Fungus - Skill: Herbalism, Ingredients: Wood
    Description: Small decorative fungus growing on tree bark. (2 variants)

  • Artificial Trees - Skill: Metalcraft, Ingredients: Metal bar (and optionally Glass)
    Description: Metal tree with an industrial aesthetic. (2 variants)

  • Potted Fungus - Skill: Herbalism, Ingredients: Large pot, Wood of specific fungi type
    Variants: Goblin Cap, Black Cap, Tunnel Tube, Fungiwood, Blood Thorn, Spore Tree, Tower Cap, Dimple Cup, Sliver Barb, Sweet Pod, Whip Vine, Plump Helmet
    Description: Decorative plant pots holding various fungi and uncommon plants.

  • Fences - Removed in 1.15 to avoid conflict with Ambiance Additions Additions by Ben after DF update to 52

  • Boxes - Skill: Carpentry, Ingredients: Wood, and related goods
    Description: Small wooden boxes designed for coins, fabrics, threads, crafts, tools. (7 variants - from v 1.06)

  • Vat - Skill: Carpentry, Ingredients: Wood
    Description: Large wooden container for liquids. (1 variant - from v 1.06)

  • Containers - Skill: Organization, Ingredients: Base containers and/or additional materials
    Description: Set of jugs and buckets for storing various items. (5 variants - from v 1.06)

  • Slabs, Signs, or Posts with Engravings - Skill: Masonry or Carpentry, Ingredients: Stone block or wood
    (from v 1.07
    Description: Decorative slabs, signs, or posts with engraved signs. 2 (stone, wood) * 19 signs = 38 variants) - images come from vanilla graphics for adventure mode
    This part of the mod is also available as a standalone mod Signboards
    This items are made in the stoneworker workshop or carpenter workshop and are under the make signs menu.

  • Mirrors - Skill: Glassmaking (craft workshop) or Forge furniture (metalsmith) Ingredients: Glass block or metal bar (and fuel)
    (from v 1.09)
    Description: Standalone mirror. (2 variants - one per material)

  • Boards - Skill: Carpentry, Masonry, Glass Working, Forge Furniture Ingredients: Blocks (no bars, no logs) of wood, stone, glass, metal
    (from v 1.11)
    Description: Set of boards/counters in many orientations. The orientations are represented by 2 letters (to be easy to search) that are directions where the boards end. N - North - Up, S - South - Down, E - East - Right, W - West - Left, C - Center - Middle. Directions are always given in the same order from left to right, then top to bottom, e.g., WNCSE. Eg. NS - board with ends on top and bottom, and CE - board with ends on center and right. (4 materials * 10 variants each = 40 items)
    The items are under relevat workshops make board menu.

Design Decisions

All items are TOOLS from the game mechanics perspective. So they can be put in stockpiles or on display. They will NOT be used as cabinets, containers, etc.
Most items are made in the crafts workshop and are under the ambience additions menu.
All new items will not be available on embark to avoid cluttering the embark and merchant screens. Items can be crafted by dwarven (mountain) civilizations (entity).

Future Plans
(some already in progress)
  • Fences done in 1.05
  • Containers done in 1.06
  • Signs done in 1.07
  • Rock pot done in 1.13
  • Gears and Cogs
  • Tools, etc.

Usage hint by Billy
If you forbid the item after placing it will no longer appear in the "Select Item To Display" list. Making it easier to build fences and not keep using ones already placed. Just make sure you forbid the item and not the display so you dont have a padlock appearing on everything.

Compatibility
This mod should be compatible with any other mods as long as they do not remove (CUT) the vanilla dwarf (mountain) civilizations (entity).

Using in Other Mods
Feel free to use this resource as a dependency in your mod. If you need specific content from this set or have any compatibility requests, reach out, and I’d be happy to help with a customized resource pack.

If you used this mod and have a screenshot, please share. I would love to see it! Feel free to suggest items as long as they fit the theme of the mod and could fit a single tile (statues, monster-sized items, etc., are too big and the moving items are not supported by the modding system). As I'm not a native English speaker, if you notice any mistakes or if the meaning of a word is harsher than I intended, please let me know.

The preview pictures on the Steam page are AI-generated to give a general sense of the mod. You are more than welcome to provide better ones made by you if your heart desires ;-)
In-game graphics of items are made by me and are based on or taken from the game's graphics files.
LICENSE: Creative Commons - CC BY 4.0 License
39 Comments
niemst  [author] 29 Mar @ 6:55am 
Vomitur Thank you :-)
Vomitur 15 Mar @ 2:51pm 
Hey I got it, thank you very much for your reply, @niemst, and for your excellent mods. Hugs
niemst  [author] 11 Mar @ 12:42pm 
@Vomitur u can use Just put it on the floor - and assign items like to any other display
Vomitur 10 Mar @ 6:31pm 
Umm, how do I place the items? I can't find an 'ambience aditions' menu.
Virok the Red 22 Feb @ 11:11am 
I see. Keep it up!
niemst  [author] 22 Feb @ 10:04am 
I know, the mod engine reads a file with not ready yet items.
Virok the Red 22 Feb @ 8:45am 
Found this in log, hope it's useful info for anything.

*** Error(s) found in the file "data/installed_mods/niemst_ambience_additions (113)/graphics/graphics_niemst_ambience_additions.txt"
Unknown tool graphics tool token: ITEM_TOOL_AA_STOOL_UPSIDE_DOWN
Unknown tool graphics tool token: ITEM_TOOL_AA_BLOCK
Unknown tool graphics tool token: ITEM_TOOL_AA_PINS_1
Unknown tool graphics tool token: ITEM_TOOL_AA_PILE_OF_COAL
Unknown tool graphics tool token: ITEM_TOOL_AA_CARPENTER_TOOLS
Unknown tool graphics tool token: ITEM_TOOL_AA_PINS_2
Unknown tool graphics tool token: ITEM_TOOL_AA_WOODCUTTER_TOOLS
Unknown tool graphics tool token: ITEM_TOOL_AA_BARS
Unknown tool graphics tool token: ITEM_TOOL_AA_MACHINE_1
Unknown tool graphics tool token: ITEM_TOOL_AA_MACHINE_2
Unknown tool graphics tool token: ITEM_TOOL_AA_MACHINE_3
Unknown tool graphics tool token: ITEM_TOOL_AA_MACHINE_4
Unknown tool graphics tool token: ITEM_TOOL_AA_MACHINE_5
Stogie 17 Feb @ 11:15am 
When I first saw this mod, I thought it added random variety to the game's furniture sprites. Like the game would select from a pool of sprites for each cabinet instead of just using the same one with a different colour.
I've no idea if that's possible, but it could be a possibly easier way to spice up forts. Either that, or have different materials produce different sprites, instead of simply changing the colour. Sort of like in Minecraft, where every wood creates a different-looking door.
Poldon 2 Feb @ 12:44pm 
Oh it seems it's because there are no such items to assign graphics to, I'm guessing you removed those items at some point but the graphics are still trying to be assigned.
Poldon 2 Feb @ 12:39pm 
Your "gather food/liquid containers" reactions are currently causing errors because you are using "TOOL_USE" as a reaction token, when it is not. There is a reaction token for what you're wanting to do, it's "HAS_TOOL_USE".

A number of your graphic raws, all the ones associated with "LEFTOVERS" and "MACHINE_TOOLS" are all throwing errors about unrecognized tokens as well, but I haven't taken the time to track down why just yet.