Dwarf Fortress

Dwarf Fortress

Armok's Bucket of Blessings
44 Comments
WendigoActual  [author] 28 Dec, 2023 @ 8:26pm 
Hey ya'll; I haven't messed with this since last year. I likely won't be updating it.
Rubeus 21 Dec, 2022 @ 9:15pm 
mead likes to create beeswax instead. the final bit after HONEY_BEE: should be MEAD and not DRINK. I edited it to check. great mod though!
Kayrosis 20 Dec, 2022 @ 5:25pm 
Request: Can you include paper and parchments in the next update, so I can have my adamantine library?
Ellemeno 20 Dec, 2022 @ 4:37pm 
@MuDD Druchi's Race Mod
TheAbandonedVisitor✓ 20 Dec, 2022 @ 8:49am 
Thanks it works for humans when i did that
WendigoActual  [author] 17 Dec, 2022 @ 8:00am 
It lets you make items and materials from nothing and also train skills at an accelerated rate
Frission 17 Dec, 2022 @ 7:14am 
I read that description and still don't understand what this does?? o_o;
WendigoActual  [author] 16 Dec, 2022 @ 5:47pm 
Not familiar with that mod but if it replaces the entity file then make sure it's loaded before this one; if it uses a different entity other than Mountain then this wouldnt work.
Israelhexen 16 Dec, 2022 @ 5:42pm 
This doesn't seem to be available in the build menu when also playing with the Drukhii mod.
HrisWiz 16 Dec, 2022 @ 3:52am 
Will you add soap
veni vidi vici 15 Dec, 2022 @ 8:01pm 
thank you for the update, nice work.
WendigoActual  [author] 15 Dec, 2022 @ 7:00pm 
I have an idea to increase multiple skills and attributes at once but it'll take a bit to perfect as it'll be more involved than just increasing the skill/attribute gain per skill activation and making a zero reagent skill use option to train things over and over. I could try doing something that dropped skill gain to zero and turned up attribute gain to see if that'd let you train attributes without getting a bunch of legendary skills - the skill used for the training is what determines the attributes and I don't think it's growth is tied to the attribute. IDK. I'll have to try and see! Gonna build a fort with this version for awhile while I tinker with other stuff.

Can confirm growing is in the updated version. I tried throwing some other skills in from older DF versions to see if they worked but no luck.

Sorry for the delay in the update and growing/fix. I had updated a lot of formatting to make it easier on me going forward.
WendigoActual  [author] 15 Dec, 2022 @ 4:34pm 
All good, I just updated to a newer version with some more stuff/cleaned up menus etc
Mr.doom 15 Dec, 2022 @ 4:30pm 
i did im just a big old dummy and thought i installed the mod when i in fact uninstalled it:BL3Facepalm:
WendigoActual  [author] 15 Dec, 2022 @ 4:21pm 
@Mr.Doom existing save or fresh world after enabling the mod? You have to make sure you enable it at worldgen.
Mr.doom 15 Dec, 2022 @ 12:00pm 
i cant find it in the workshop menu :bummer:
veni vidi vici 15 Dec, 2022 @ 6:23am 
and I found the same issue as Planting missing, couldn't find train planting as well as growing
veni vidi vici 15 Dec, 2022 @ 3:23am 
would it be possible to train many different skills and attributes at the same time with one item?
CainM8 14 Dec, 2022 @ 10:45pm 
Understood thankyou!
GLITTERLICH 14 Dec, 2022 @ 3:23pm 
would it be possible to have options to train attributes without training skills?
Kai 14 Dec, 2022 @ 3:07pm 
Sounds perfect, excited to play it, thanks once more for the mod, it's really great!
WendigoActual  [author] 14 Dec, 2022 @ 3:00pm 
You're absolutely right. The reaction is there in the version I have uploaded it's just not permitted in the dwarf entity. I'll make an update in the next hour or so with some changes I've got ready.
Kai 14 Dec, 2022 @ 2:56pm 
Could it be a possible omission of those reactions in entity_patch_altarofarmok? I checked reaction_altarofarmok and it is, indeed, right there, under AA_LABOR_78 (git version), but the entity file goes from 01-75, therefore omitting reactions 76-80.
WendigoActual  [author] 14 Dec, 2022 @ 12:37pm 
I think I'm going to start keeping track of ongoing updates via github @ WendigoActual/AoA/tree/main/altarofarmok until I'm ready to upload; I don't want to spam updates and make people create new worlds over and over

RE dining room; you're right. I honestly made that to make it easier for me to make larger dining halls for my fort not individual dining rooms.

One reason I left the bulk furniture cheap was to avoid hitting the created wealth threshold too soon and triggering an attack. I do think I'll add some options for aluminum (super high value and still lightweight to quickly haul) as well as more bulk options for single pieces.

An unintentional bonus, all of these workshop reactions can be scheduled with work orders.

@AHTK plant should be there as Grower.
WendigoActual  [author] 14 Dec, 2022 @ 12:37pm 
Right now I'm in the process of reworking things; here's what I have on my list:

* add missing skills (like discipline, fighter, archer, striker, kicker, thrower) - planting should be in there under Grower

* add some armor and weapons to the dwarf list (mask, flail, etc)

* create creatures in cages (hopefully)

* add milled/paste plants, extracts, and single job full armor sets

* finish adding all strange mood mats

* update the reactions requiring barrels to also also allow large pots

(I didn't use metal barrels because I have large ceramic pots which should be equally safe and
very light - I will make an option to make them in an increased quantity)

* rework/streamline categories

* change the graphic from screw press to something cooler like a full armor rack or a
werepanda

* clean up the raws and make sure everything is formatted for easy code
folding/updates/edits/remixes; comment the code where it might help

* make an actual cover image
WendigoActual  [author] 14 Dec, 2022 @ 12:35pm 
So, the systems for creating necromancers are a little beyond my abilities right now; but I've been diving DEEP into figuring out how to create custom interactions it'll be a bit. You could dedicate a tiny temple with a statue and then lock a dwarf in there until he throws a tantrum and knocks the statue over getting cursed. Might end up a vampire, though. I only started playing DF around Thanksgiving in prep for this version; so I'm still working through the learning curve of the game and underlying systems.
CainM8 13 Dec, 2022 @ 7:17pm 
@Musabi yea i checked man but I'm trying to become a necromancer lol
The Renegade 13 Dec, 2022 @ 5:11pm 
Building off of the Emperor said; if possible, could we add the ability to add single/stacks of platinum (or other metal) furniture like thrones/desks/cabinets/bookcases and also platinum (or other metal) barrels/bins? The metal barrels/bins are (if memory serves me) safer for food storage as it protects against vermin/elements better. The metal furniture drastically raises the quality of rooms/zones than their wooden/stone counterparts.
Emperor Arcturus Mengsk 13 Dec, 2022 @ 6:18am 
a slight change i think would be beneficial; as of now the dining room furniture makes a table and 4 chairs. however, as per Dwarf Fortress coding/rules, only one chair per table can actually be used. So it needs to be 1:1 tables and chairs.
Haji 13 Dec, 2022 @ 6:08am 
@CainM8 There is an easy way to make your dwarves werewolves/vampires in your fort that is in the basic game. You can go look it up if you want to get spoiled :P
TheAbandonedVisitor✓ 13 Dec, 2022 @ 5:48am 
waiting for other races to use bucket :D
Kai 13 Dec, 2022 @ 5:06am 
(another) humble request: could you add in a skill? I believe Planter is missing from the skills and it's a pretty important skill to have. Appreciate the good work, having a blast making strong dorfs.
CainM8 13 Dec, 2022 @ 4:18am 
Humble request, Any way you can make it so selected Dwarfs can be made into Necromancers, Vampire etc. If not thats fine. Also, Appreciate your work.
kobold that bites people 13 Dec, 2022 @ 12:10am 
that would be wonderful~
WendigoActual  [author] 12 Dec, 2022 @ 5:44pm 
Sure, you could have it patch the permitted reactions into their racial entity the same way it does for dwarves. I probably won't get to it for a day or two until I think I've got all the reactions dialed in the way I want them; but after that I can upload versions for elves/humans/goblins/kobolds.
kobold that bites people 12 Dec, 2022 @ 4:00pm 
question, would it be possible to let this work for kobold camp, or any of the other race enabling mods?
WendigoActual  [author] 12 Dec, 2022 @ 10:09am 
So, in my play-through I've noticed that, with chores enabled, dwarven children are occasionally using the training tasks despite not having any visible skills. Not sure what impact it will have on them when they come of age, but it could be interesting. If anyone sees the result, let me know what happens. Might be fun or "fun" :steamhappy:
simo381c 12 Dec, 2022 @ 1:48am 
Okay that make sense. Love it!
zee 12 Dec, 2022 @ 1:28am 
how to add to other races? editing the entity_patch_armoksbucket.txt doesn't work.
WendigoActual  [author] 11 Dec, 2022 @ 1:48pm 
Had to remove the 10x hatch and grate options as they were causing a crash. I'll add them again when I figure out the item tokens.
WendigoActual  [author] 11 Dec, 2022 @ 1:15pm 
I left out steel shields since leather is lighter and provides the same protection; that way it doesn't impact agility/speed
simo381c 11 Dec, 2022 @ 1:06pm 
Awesome!
Just tried it. Seems like it's missing steel shields?
But great work!
WendigoActual  [author] 11 Dec, 2022 @ 11:43am 
@simo381c spawn items and train skills/attributes
simo381c 11 Dec, 2022 @ 11:03am 
What does it exactly do?