Dwarf Fortress

Dwarf Fortress

Not enough ratings
Extended Vanilla Flavors
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
3.047 MB
26 Jan @ 9:04am
29 Jan @ 10:27pm
2 Change Notes ( view )

Subscribe to download
Extended Vanilla Flavors

In 1 collection by niemst
Niemsts mods
33 items
Description
Extended Vanilla Flavors


Work in progress. It is just beginning. But I'm open to suggestions and ideas.

TL;DR

Adds new syndromes and material effects to vanilla elements.


Check my other mods


Introduction

I was not happy that almost every material, plant, etc. feel the same. Like the wood from any tree is the same or oil from any plant is the same.




Content

Some trees logs (but not all) got the cause emotions due to their wood structure.
Some plants got the feeling sweet/bitter/sour/spicy taste syndrome.
Some plants got the plant rash syndrome (now not all threads are equal).
Few plants got specific syndrome similar to some drugs, alcohol, aphrodisiacs, etc.
Syndromes can be triggered by contact, consumption (eating, drinking), inhaling smoke, etc.
Few plants can produce new materials like maple can produce maple syrup[en.wikipedia.org] or candlenut dye[en.wikipedia.org].
Some plants and theirs seeds aren't safe anymore (may act like a weak poison, etc) for some of animals.
Most drinks has theirs unique feature etc. for plants I covered so far.
Uniqueness of underground trees




Planned features
  • plant_standard - v1.00 - v1.02
  • plant_crops.txt
  • plant_new_trees.txt
  • plant_grasses.txt
  • plant_garden.txt
  • animals etc
    ...
  • events - interactions chains
    ...
  • separate mods to extend already existing mods (maybe)

If you found a missing feature for plant that I have already covered please let me know. But keep in mind I can only do what the game modding engine supports and in many cases that was the main reason why I didn't add it.


Design Decisions and Remarks

I decided to add new syndromes and effects to vanilla elements.
Some of them will exists but still be not easy to use. I plan later to add mods that will leverage them. But I also understand that not all ideas could fit everybody so not eat and have the cake I will just public them separately.
I went plant by plant and check Wikipedia to find out what is the closest match for the plant and how it can be used.

Issues

No known issues. All it uses is selecting and adding new tags to existing objects. If you use any mod that removes and re-adds plants, use it after that mod.

Compatibility

This mod should be compatible with most other mods. It does not remove any existing objects, instead adding new reactions and materials. It select some plants and enriches them with additional tags - so use it after nay mod removing and re-adding plants.

If you would extend your mod and align with the content of this mod, please share info in the comments.

Please see also base resources mod
I also added few reaction classes for some plants (not all in plan to use yet):
[REACTION_CLASS:DRUG] - causes effect when ingested [REACTION_CLASS:INCENSE] - causes effect when inhaled [REACTION_CLASS:SALVE] - causes effect when contacted [REACTION_CLASS:FLAVOR] - causes effect when ingested (but very weak and not dangerous) [REACTION_CLASS:SWEET] [REACTION_CLASS:SPICY] [REACTION_CLASS:BITTER] [REACTION_CLASS:SOUR] [REACTION_CLASS:BLAND] - in opposition to [REACTION_CLASS:FLAVOR], flat, bland, etc flavors [REACTION_CLASS:POISONOUS] - causes only negative effect (eaten or/and touched or/and inhaled) [REACTION_CLASS:SYRUP] when liquid [REACTION_CLASS:FLAVOR][REACTION_CLASS:SWEET] [REACTION_CLASS:SUGAR] when powder [REACTION_CLASS:FLAVOR][REACTION_CLASS:SWEET]
For now I plan to use only INCENSE and SLAVE reaction classes in the future mod.

Updates

  • 1.00 - Initial release
  • 1.02 - added more syndromes eg distinct tastes of drinks (and more then one per important plants)
Preview image is DALL-E 3 generated

LICENSE: Creative Commons - CC BY 4.0 License
2 Comments
Mechanos 22 Feb @ 10:09am 
This seems really interesting, and makes a lot of sense. But also makes me have balance concern questions.

What's the likelihood this will make some more common ingredients, like plump helmets and pigtails, no longer be good options long term, due to negative syndromes? That's something I would personally like to avoid. I love the idea of different materials having different/realistic reactions and uses.. but I also feel it could be a slippery slope, if any early game materials are nerfed.
상자 7 Feb @ 4:07pm 
Interesting.. should keep on eye with this