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Animalica - Body Tools & Classes

CBy Craditz

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
Read the full description on Vintage Story ModDB →

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