Civ Crucible Core – Difficulty, Realism, Fixes and more

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Author: Snow Gibbon

Last revision: 10 Apr, 2023 at 08:35 UTC

File size: 2.25 MB

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Description:

[Discuss on Discord][discord.com] [Discuss on Bay 12 Forums][www.bay12forums.com]

This module encompasses various tweaks to vanilla DF to reintroduce difficulty, variety and fill holes and oversights in the game. Wildlife is more difficult to handle, plants are distributed differently, food is less abundant, and a plethora of smaller tweaks to make the game a little more interesting without actually adding new content. If you’re enjoying the world of vanilla DF but looking for something more comprehensive, this mod was made for you.

Overview

This list is by no means a comprehensive changelog, but the major changes to the came can be categorised below:

Animals

  • Frequency has been removed. Dwarf Fortress has a huge variety of creatures but due to several oversights you only ever see ravens and crundles. This should level the playing field to make large and potentially dangerous wildlife visit more often.
  • More animals that should be vermin are vermin. Due to a bug where creatures under a certain size cannot be butchered, I converted those under the threshold into vermin and those close to it over it.
  • Massive creatures that have no reason to be benign are no longer benign. African megafauna have those reputations for a reason.
  • Giant animal versions that would try to eat us if they were big enough will try to eat you. They didn’t get that big eating grubs and insects, that’s for sure.
  • Sexual dimorphism has been given a pass-through across the board.
  • Domestic animals correspond to the environment your civ hails from. No longer will you have reindeer in the tropical jungle, nor peacocks in the frozen taiga.
  • Egg clutch sizes have been nerfed to make constant omelette production less viable.
  • Vermin do not produce edible ingredients anymore. No longer will you have to contemplate the horrific things your dwarves do off-screen to produce that many slug eyes.
  • More animals will steal food scraps and items.

Plants

  • Frequency of fruit-bearing trees has been massively reduced.
  • Trees and shrubs have been given more specific biomes. Jungles have excellent biodiversity for trees, grasslands have more useful shrubs.
  • Abaca and bananas are now shrubs not trees, to allow them to spawn.
  • New jobs for milling dye plants and flour/sugar producing plants. Still working on this.
  • Useless seeds from fruit will no longer appear, or should at least be much rarer, to avoid players planting useless plants. Those seeds that do still appear are cookable or produce oil.
  • Plant fibers have realistic values for material science.
  • Some seeds can produce flour. Still working on this.

Other

  • Entities who had no particular bent for certain values are now variable. Two dwarven entities in the same world can have totally different attitudes towards elegance and poetry, for example.
  • Oceanic animal people can breathe air now to interact with the world as a whole.

If you absolutely must know and ruin all your Fun, you can view the
full changelog[github.com] from vanilla.

Known Issues

  • Abaca and banana don’t have graphics and so appear as a default shrub.