

Animalica - Body Tools & Classes
Wearable body tools and universal classes for Animalica player species.
Description
Animalica - Body Tools & Classes
Tools for animals that do not have hands. Adds fitted claws and fangs for fighting, mining, harvesting, and the other jobs a settlement still expects you to do.
Also adds 12 animal classes, with Balanced or Heroic class settings.
Using body tools
Equip the wearable tools and leave your active hand empty to use them. The equipped tool supplies the mining, harvesting, or attack action. Crafted tools wear out and break; the basic fitted claws and fangs are the exceptions described below.
Body-tool pickup, wear, and use permissions are managed by Trait Restrictions !
Tool types
Natural melee weapon
Fitted Fangs
- Stronger than a vanilla knife or cleaver
- Weaker than a copper falx
- No mining or harvesting function
- No durability wear
Flint / copper knife hybrid
Fitted Claws
- Flint-tier knife behavior
- Slightly slower plant cutting than a vanilla knife
- Effectively permanent durability
Same-material vanilla knife
Claw Tips
- Generally slower plant cutting
- More durable than the matching vanilla knife
- Function as wearable knife tools
Same-material vanilla falx / blade
Fang Caps
- Lower damage than the matching vanilla weapon
- Faster attack speed than the matching vanilla weapon
- More durable than the matching vanilla weapon
- Much shorter attack reach
- Melee only; no tool function
Same-material vanilla axe
Rending Claws
- Roughly 10% slower wood, plant, and leaf cutting
- Roughly 25% more durable
Same-material vanilla pickaxe
Tunneling Claws
- Roughly 10% slower mining
- Roughly 25% more durable
- Works on stone, ore, metal, ceramic, and ice
Same-material vanilla prospecting pick
Prospecting Claws
- Same prospecting behavior
- Roughly 10% slower mining
- Roughly 25% more durable
- Retains prospecting tool modes
Same-material vanilla scythe
Harvesting Claws
- Retains scythe harvesting and multi-break behavior
- More durable than the matching vanilla scythe
Same-material vanilla hoe
Cultivating Claws
- Essentially the same tilling speed
- Essentially the same durability
- Wearable / empty-hand integration is the main difference
Harvesting / scythe note: Harvesting Claws retain the current scythe-style harvesting and multi-break behavior, but the scythe side of the system still needs improvement and is not something I am calling finished yet.
Crafting
Metal body tools use the matching tool heads, with hide or leather and, where required, a binding ingredient. Recipes accept supported quenchable heads and preserve their bonuses. Check the Handbook for the recipe for your material.
Body-tool recipes continue to use the existing animalica-animal-bodytools trait, preserving compatibility with existing character setups. RestrictionMode controls which models may craft them.
Classes
Choose Wanderer, Hunter, Stalker, Brute, Guardian, Runner, Mountaineer, Miner, Digger, Forager, Fieldhand, or Scavenger. Class power is separate from Core’s species balance: animalClassPowerMode selects Balanced or Heroic class values; animalBalanceMode selects species values.
Class values
Every class starts with Fitted Fangs and Fitted Claws . Heroic lines shown in the brighter accent are modifiers that the class did not have at all in Balanced; simple increases to an existing modifier are left unaccented.
Class
Wanderer
Balanced
Gifts
No numeric modifiers
Drawbacks
No numeric modifiers
Heroic
Gifts
No numeric modifiers
Drawbacks
No numeric modifiers
Class
Hunter
Balanced
Gifts
- +10% animal loot
- +10% animal harvesting speed
- -15% animal detection range
Drawbacks
- -5% mining speed
Heroic
Gifts
- +35% animal loot
- +35% animal harvesting speed
- -40% animal detection range
- +10% melee/bite damage
Drawbacks
- -25% mining speed
- -10% ore drops
Class
Stalker
Balanced
Gifts
- +15% sneak speed
- -25% animal detection range
- +5% melee/bite damage
Drawbacks
- -1 health
- -10% mining speed
Heroic
Gifts
- +35% sneak speed
- -60% animal detection range
- +25% melee/bite damage
- +15% sprint speed
Drawbacks
- -3 health
- -35% mining speed
Class
Brute
Balanced
Gifts
- +2 health
- +10% melee/bite damage
- -10% armor durability loss
Drawbacks
- +15% hunger rate
- -10% sneak speed
Heroic
Gifts
- +6 health
- +35% melee/bite damage
- -20% armor durability loss
Drawbacks
- +30% hunger rate
- -20% sneak speed
- -15% forage loot
Class
Guardian
Balanced
Gifts
- +3 health
- +0.5 flat physical protection
- -15% armor durability loss
- -10% armor walk-speed penalty
Drawbacks
- -10% sprint speed
- +10% hunger rate
Heroic
Gifts
- +8 health
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