Wilderness Overhaul Mod
This mod is only compatible with 0.C Cooper, the experimental builds have been significantly changing things and I’ve been too busy/sick to keep it up to date.
The purpose of this mod is to expand the low tech or ‘naturalist’ playstyle, and was started in this thread. It tweaks fabrication recipes so you can build a fully stocked blacksmith with nothing but raw materials, allows you to plant foraged foods and cuttings from fruit trees, adds herbal medicines, and provides a few basic constructions like firepits that you can use even on the move.
To get the most from the mod, turn the item spawn rate to the low single digits (.03).
To Install:
Just place the Wilderness_Overhaul folder into your Cataclysm DDA\data\mods\ folder.
Changelog:
[spoiler]Changes (as of 14 Feb 2015):
Atlatls:
Atlatl craftable at 2 fab/throw
Crude darts and proper darts (with fletching/arrowhead)
Added recipe to bundle some darts up for transport (can also sling over shoulder)
High damage, but very bulky ammo
Tyro Naturalist Profession:
Fur clothing, basic tools, wilderness scenario-ready.
Tool changes:
Added stone adze (wood saw 1)
Added stone mattock (combines stone axe, adze, and shovel)
Removed swage & die requirement from hammer recipe
Crucible now made out of clay
Swage & Die set is now autolearn
Duct tape is now autolearn
Added electric firestarter craftable at 0 electronics. Eats 5 battery/use.
Reduced funnel radius to 125
Added stone mortar & pestle
Clay items are now made in a clay kiln, using charcoal proportional to their craft time
Added fiber rope recipes that use withered plants
Added these ropes to all relevant crafts
Large waterskins can now be attached to vehicles
Herbalism additions:
Made poppy recipes autolearn and upped the difficulties slightly
Added seeds and seed recipe for:
Wild herbs, wild veggies, mushrooms, rhubarb, dry beans, and buckwheat
Dogsbane, which can be harvested for plant fiber
Canola, whose seeds can be pressed for cooking oil
Thyme, which can be processed into wild herbs or made into thyme oil, a disinfectant
Bee Balm (wild bergamot), which can be processed into a tea and drank as dayquil
Mugwort, which can be made into mugwort oil which acts as an antiparasitic
All seeds should take one volume worth of raw material to produce two seeds.
Tree replanting system:
Ripe fruit trees can be ‘cut’ through the construction menu and harvested for cuttings
Cuttings need to be planted into plant pots (through the craft menu), where they will grow for 14 days
Once complete, the sapling can be planted into the ground as a new tree!
The tree will not be able to be harvested until the next harvest season after planting.
Cooking changes:
Added batch time reduction for flour, cornmeal, chitin powder, bone meal
Removed skewer requirement for smoked meat and smoked fish
Construction changes:
Made clay mounds break into shallow water rather than deep water
Added recipe and furniture to construct a forge out of rocks
Added recipe and furniture to build a fire pit and upgrade it with a stone pot
Added recipe and furniture to build a makeshift fence that uses no nails / is worse than regular wooden fence
Added recipe and furniture to build a smoking rack, which functions as a charcoal smoker
Added recipe, furniture, and item definition to build a clay kiln for recipes involving clay[/spoiler]
Future Plans:
I’m still looking to add more cooking recipes that use foraged foods (rhubarb in particular is pretty worthless at the moment), but I’m starting to run out of ideas that can be achieved solely through JSON editing.
I have a few more ideas that require tweaking code that I’d like to add in the future, like sundials, weakened effects from herbal medicine, wooden dowels as a nails alternative (in some things), and tweaks to the spawned dahlias, bluebells, poppies, and dandelions that’d make them more suitable for inclusion into agriculture.
If there’s anything you’d like me to take a swing at, please let me know!