Bay 12 Games Forum

Dwarf Fortress => DF Modding => Topic started by: profit on December 20, 2008, 07:57:58 am

Title: Community Mods and utilities list.
Post by: profit on December 20, 2008, 07:57:58 am
Community Created Mods and Utilities
Celebrating 10 years of the best mods!

Most of the major mods are listed here, along with tutorials and utilities.
I hope you find it useful.  :)

Mods using DF 0.34.11 and under are at a link at the bottom of the page, currently only mods I know work with 40.01+ are here.

Dwarf Fortress (http://www.bay12games.com/dwarves/)

Tutorials: If your having any problems overcoming the steep learning curve of dwarf fortress these are the things to check out.

Dwarf Fortress Wiki (http://dwarffortresswiki.org/index.php/Main_Page) This is an excellent source of information on dwarf fortress, and has tutorial pages devoted to all levels of player.
MacNewbie (http://www.bay12forums.com/smf/index.php?topic=128960) beginner pack for Mac
The DF Starter Pack (http://www.bay12forums.com/smf/index.php?topic=126076) bundles Dwarf Fortress with the best community graphics packs, tools, and interface improvements already configured.
PyLNP (http://www.bay12forums.com/smf/index.php?topic=140808) is an open-source and cross-platform launcher for DF and related content - including managing and merging mods.


Essential Utilities: These utilities take some of the repetition out of many of the common tasks, or can be used to repair things when they break

Dwarf Therapist (http://www.bay12forums.com/smf/index.php?topic=168411.0)  <--- It makes Dwarf fortress playable.  It's that good. Get it!
DFHack (http://www.bay12forums.com/smf/index.php?topic=164123.0) <--- WHEN things break you will need this.


Dwarf Fortress Mods

Lucelle Weapons and Armour (http://www.bay12forums.com/smf/index.php?topic=118653.0) Adds in over 150 historical weapons and armor from a variety of cultures.
Orichalcum (http://www.bay12forums.com/smf/index.php?topic=139059.0) This mod gives uses to otherwise underused minerals and objects in-game, as well as an expanding on the present categories of items and minerals.
Fantastic Dwarf Fortress: (http://www.bay12forums.com/smf/index.php?topic=136658.0) a mod that aims to remove micromanagement while still managing to add features. Aims to have an easier early game but a harder end-game.
Wanderer Mod (http://www.bay12forums.com/smf/index.php?topic=140950) Adventure mode crafting and alchemy, more dialogue text, material rebalance and tiered leather and more.
Direforged (http://www.bay12forums.com/smf/index.php?topic=53928)  several new entities, many with their own languages, more than fifty creatures of various nature, from hiveable vermin to megabeasts and night creatures, decorative and mythic workshops, and a gem-based adventure mode magic system.
Rise of the Mushroom Kingdom (http://www.bay12forums.com/smf/index.php?topic=110704) (total conversion) You should view what this mod does, it is Mario themed, but I do not think I can make a description to do it justice.
Fortbent (http://www.bay12forums.com/smf/index.php?topic=89267) (total conversion) a Homestuck mod that adds playable trolls and lots of other Homestuck stuff
Dragon Ball (http://www.bay12forums.com/smf/index.php?topic=100799) (total conversion) Play as the saiyans in a quest to... avoid tantrum spirals as much as possible!
Random Raw Scripts (http://www.bay12forums.com/smf/index.php?topic=91255.0) Python 2.7 scripts that randomly generate large beasts, vermin (including giant versions), night creature hags, and vampires.
Dark Ages IV: War & Mythos (http://www.bay12forums.com/smf/index.php?topic=143540.0) Massive Horror Fantasy mod. Incorporates features of many older mods.
Dragonic Civilization (http://www.bay12forums.com/smf/index.php?topic=143238.0) The restarted from scratch version of the Dragonic Civilization mod.  This edition is now prepackaged and hosts new creatures, a new setting, tiered metals, and maps of the eastern and western hemispheres of earth.
Black Powder Firearms (http://www.bay12forums.com/smf/index.php?topic=85060.0) Superior firepower, realistic manufacturing and rocket launchers!
Stal's Armoury Pack (http://www.bay12forums.com/smf/index.php?topic=142993.0) Contains about 70 historical weapons and 65 historical articles of armour and clothing. Also changes how weapons and armour behave.
Nchardahrk (http://www.bay12forums.com/smf/index.php?topic=83992.0) Elder Scrolls total conversion mod
Modest Mod (http://www.bay12forums.com/smf/index.php?topic=174231.0) - a collection of tweaks, bugfixes, and FPS boosters.
Old Genesis (http://www.bay12forums.com/smf/index.php?topic=156059) Very old and popular mod with various Fortress Mode enhancements. Aims to "Keep the spirit of Vanillia".
The Earth Strikes Back! (http://www.bay12forums.com/smf/index.php?topic=144831.0) Adds surprises to mining like valuable gems, pet rocks, and hostile creatures... plus Tribute workshops to make the most of these surprises.
Warhammer Mod (http://www.bay12forums.com/smf/index.php?topic=151209.0) total conversion based on the Warhammer Fantasy setting.
Solari (http://www.bay12forums.com/smf/index.php?topic=155455.0) Adds a solari race.
Adventurecraft (http://www.bay12forums.com/smf/index.php?topic=153036.0) Adventure mode expansion.
Appearance Tweaks (http://www.bay12forums.com/smf/index.php?topic=158034.0) Gives elves pointy ears, female dwarves grow beards, and better child names.
Cloth Armor Mod (http://www.bay12forums.com/smf/index.php?topic=158967.0) Adds several types of glass weapons and historical cloth armor with other related buildings, items, and reactions.  Also comes with Minotaur, Drow, Deugar, and Ogre civs.
Crematory Overhaul (http://www.bay12forums.com/smf/index.php?topic=158680.0) Lets you burn garbage.
Desolation (http://www.bay12forums.com/smf/index.php?topic=157841.0) A world of mutations and darkness.
Expanded Good/Evil Regions (http://www.bay12forums.com/smf/index.php?topic=158152.0) Adds a lot of new content to Good and Evil regions to keep the unicorns and zombies company.
[Rubble] First Landing addon pack (http://www.bay12forums.com/smf/index.php?topic=151180.0) A highly elaborate Sci-Fi mod relying on DFhack to go where no other mod has gone before.
FORTAL KOMBAT! (http://www.bay12forums.com/smf/index.php?topic=158554.0) -Round 1:FIGHT!
Fortress Defense Mod II (http://www.bay12forums.com/smf/index.php?topic=62874.0) Adds a bunch of powerful siegers to test your forts against.
Grim's History and Realism Mods (http://www.bay12forums.com/smf/index.php?topic=146737.0) 70 new weapons, and combat rebalanced for realism.
Kazoo's Silk Egg (http://www.bay12forums.com/smf/index.php?topic=149293.0) A small mod that lets you farm silk from spider eggs.
Kobold Kamp (http://www.bay12forums.com/smf/index.php?topic=156989.0) A playable society of primitive kobolds.
More leather mod (http://www.bay12forums.com/smf/index.php?topic=122003.0) Lets you get more than one unit of leather from butchered animals.
Mostly Mythical Monsters Modular Mod (http://www.bay12forums.com/smf/index.php?topic=155054.0) A massive collection of new creatures.
My Little Fortress: Friendship is Magma (http://www.bay12forums.com/smf/index.php?topic=121116.0) A My Little Pony mod based on Desolation. Includes content from fan works like Fallout:Equestria.
My Little Fortress: Losing is !!Magic!! (http://www.bay12forums.com/smf/index.php?topic=117374.0) Another MLP mod, this one being more loyal to the show.
Procedural Decoration Legends (http://www.bay12forums.com/smf/index.php?topic=143949.0) Heavy improvements to the engraving system allows you to have whole stories engraved on walls.
Spellcrafts - Another Lame Magic Mod! (http://www.bay12forums.com/smf/index.php?topic=149426.0) Yer a wizard, Urist!
Star Wars:Jawa Fortress (http://www.bay12forums.com/smf/index.php?topic=158469.0) A Star Wars total conversion.
Succubus Dungeon (http://www.bay12forums.com/smf/index.php?topic=124135.0) Playing as demons.
Teh LOLmod (http://www.bay12forums.com/smf/index.php?topic=132175.0) A community mod, built to enable the Necrothreat series of succesion forts. (http://www.bay12forums.com/smf/index.php?topic=19244.msg3564784#msg3564784)
LC's Terrible Weapons Pack (http://www.bay12forums.com/smf/index.php?topic=144493.0) "...a whole cartload of destructive, graceless, gruesome rubbish." New weapons, all improvised and ugly.
Undertale: Pretale Mod (http://www.bay12forums.com/smf/index.php?topic=159590.0) This mod fills you with Determination.
ZM5's Modpack - Warcraft, Dragon's Dogma, and more (http://www.bay12forums.com/smf/index.php?topic=158898.0) A wide, eclectic collection of new content, with a Warcraft emphasis.
FOR DAHRNOSAUWRS AND DORFS: SAUR FORTRESS (http://www.bay12forums.com/smf/index.php?topic=123137.msg4046701) Adds dinosaurs to Dwarf Fortress.
Dwarf Fortress From Scratch! (http://www.bay12forums.com/smf/index.php?topic=160947.0) An unusual community mod in which almost all default raws have been removed and slowly replaced by custom creations.
Combo Weapons Mod (http://www.bay12forums.com/smf/index.php?topic=161497.0) A few hybrid weapons.
Amostubal's Expanded Dictionary (http://www.bay12forums.com/smf/index.php?topic=161687.0) Adds almost 15,000 words to each language.
Ancient Guns Mod (http://www.bay12forums.com/smf/index.php?topic=160827.0) Adds some primitive firearms.
Cat Fortress (http://www.bay12forums.com/smf/index.php?topic=161356.0) "Play as cats in fort mode or other animals in adventure mode."
Colony Alpha <<<Warhammer 40k, Squats, Orkz, Eldar and more... >> (http://www.bay12forums.com/smf/index.php?topic=155083.0)  Warhammer 40k mod.
Deadlier combat! Faster bleeding! (http://www.bay12forums.com/smf/index.php?topic=159427.0)Makes people feel more pain and bleed out faster.
New Age Vilous Mod (http://www.bay12forums.com/smf/index.php?topic=140725.0) Content from the Vilous fantasy setting.
Warhammer 40K Underhive Settlement Reboot 2.2.2  (http://www.bay12forums.com/smf/index.php?topic=160305.45) Another 40k mod, this one running on Milo Christiansen's Rubble system.
Undertale Mod (http://www.bay12forums.com/smf/index.php?topic=156722.0) IndigoFenix's take on Undertale.
The Deep Ones: Return of the Carp God (http://www.bay12forums.com/smf/index.php?topic=147937.0) Cultists and Lovecraft's Deep Ones.
 Plump Helmet Invaders (http://dffd.bay12games.com/file.php?id=12250) Self explanatory.
 Fluffy Pony Mod (http://dffd.bay12games.com/file.php?id=12155) Adds Fluffy My Little Pony creatures.
Assorted Creatures Pack (http://www.bay12forums.com/smf/index.php?topic=163773.0)
Assorted Mods (http://www.bay12forums.com/smf/index.php?topic=165272.0) Normanid Mod,Necskelon civ mod,  cult of Shrek
Lands of Duality (http://www.bay12forums.com/smf/index.php?topic=170730.0) - adds many new creatures and plant types for good and evil biomes, along with some new weather types.
Dwarfest Dungeon (http://www.bay12forums.com/smf/index.php?topic=168740.0) - adds Darkest Dungeon creatures - several invaders, but also many wild creatures, mostly in evil biomes. Many have attacks that will cause negative moodlets in your dwarves.
Zombies Ate My Dwarves (http://www.bay12forums.com/smf/index.php?topic=168066.0) - pack with various horror monsters - some cheesy classic horror movie monsters, several invader races (probe-wielding aliens, chainsaw-wielding, inbred cannibal hillbillies, land-locked undead and occasionally mutated pirates, various skeletons that make bad puns, etc.), as well as monsters from Doom and Splatterhouse.
What Lurks Below (http://www.bay12forums.com/smf/index.php?topic=167606.msg7575487) - a revamp for the caves, adding in many more plants and creatures to make the underground more dangerous and lively.
Merged Megabeasts (http://www.bay12forums.com/smf/index.php?topic=167998.msg7602239#msg7602239) - simple mod that adds in several new abominable megabeasts that merge the features of existing vanilla ones - i.e the Bronze Roc, a flying mechanical roc-like creature made of bronze, or the Cyclodragon, a giant, scaly humanoid with one eye and fire breath.
Fallout Equestria Redux (http://www.bay12forums.com/smf/index.php?topic=172157.0) - a continuation of the My Little Pony/Fallout crossover mod, with proper automatic/multi-projectile firearms, dozens of spells, power armor and more
Voliol's Various Vivants (http://www.bay12forums.com/smf/index.php?topic=170936.0) - adds various real-life animals and plants, such as ibises and lemon trees
Diablo Mod (http://www.bay12forums.com/smf/index.php?topic=172540.msg7882561#msg7882561) - large pack that adds monsters and races from Diablo - most of the wild creatures aren't confined to evil/savage biomes.
bloop_bleep's Moving Fortress Parts Mod (http://www.bay12forums.com/smf/index.php?topic=172678) Allows you to create moving parts within your fortress that move on wheels connected to power sources
Primal (http://www.bay12forums.com/smf/index.php?topic=172869.0) Adds several hundred dinosaurs and prehistoric creatures.
All Races Playable (http://www.bay12forums.com/smf/index.php?topic=140713.0) Allows you to make a human or elfin village.
Monstrous Manual (http://www.bay12forums.com/smf/index.php?topic=173304.0) A pack containing content from Dungeons & Dragons, attempts to be as compatible as possible with other mods.
Domestically Bred Dwarven Beasts (http://www.bay12forums.com/smf/index.php?topic=171979.0) Spiritual successor to the Deeper Dwarven Domestication mod
Splint's utility mod (http://www.bay12forums.com/smf/index.php?topic=174289.0) to the list - adds a bunch of workshops and utility reactions for stuff like bulk block making, stone/glass/metal beds, etc.
Sver's DF Combat Reworked (http://www.bay12forums.com/smf/index.php?topic=170474.0) A rebalance to make weapons more distinct, armor more useful, wounds more serious, speed more important, and combat less absurd.
Veterinarian golems (http://www.bay12forums.com/smf/index.php?topic=175482.0) Adds golems that magically heal animals.
WillowLuman's Daleks & Cybermen (http://www.bay12forums.com/smf/index.php?topic=176060.0) Adds the aforementioned Doctor Who monsters.
Dwarvemon (http://www.bay12forums.com/smf/index.php?topic=162453.0) A mod that adds Pokemon and Pokemon related stuff
LISA: The Dwarfful - a Life Ruining DF Experience (http://www.bay12forums.com/smf/index.php?topic=179788.0) - TC mod that converts the regular fantasy setting into one based on the LISA games.
 The Long Night  (http://www.bay12forums.com/smf/index.php?topic=179676.0) Total Conversion to a post apocalypse earth.


Dwarf Fortress Graphics packs: These change the tilesets and the graphics of the game.

Gemset (http://www.bay12forums.com/smf/index.php?topic=150753)
Phoebus' Graphic Set (http://www.bay12forums.com/smf/index.php?topic=57557)
Ironhand's Graphics Set (http://www.bay12forums.com/smf/index.php?topic=53180)
Mayday's (http://www.bay12forums.com/smf/index.php?topic=137370)
Taffers tileset (http://www.bay12forums.com/smf/index.php?topic=107924)
CLA Graphic Set (http://www.bay12forums.com/smf/index.php?topic=105376)
Spacefox 16x16 Graphic and Tileset (http://www.bay12forums.com/smf/index.php?topic=129219)



Visualizer Utilities: These read the map layout from Dwarf fortress memory and generate different most of the time 3d projections of the terrain in DF.


Stonesense (http://www.bay12forums.com/smf/index.php?topic=106497)
IsoWorld (http://www.bay12forums.com/smf/index.php?topic=70700)
Armok Vision (http://www.bay12forums.com/smf/index.php?topic=146473)

Miscellaneous utilities: These do not fit neatly into other categories, if they become numerous I will make new sections for them.

Quickfort (http://www.bay12games.com/forum/index.php?topic=35931) Some people would classify this as an essential utility, it allows you to use .CSV spreadsheets to plan and build a fort... Very rapidly I might add.
PerfectWorldDF (http://www.bay12forums.com/smf/index.php?topic=57428) Utility to make your own world in any manner you want and how you want it to be. You want a world that looks like a smiley face or the united states? THIS IS THE UTILITY!
SoundSense (http://www.bay12forums.com/smf/index.php?topic=60287) A sound engine for DF which brings tons of new sound FX and music. It takes the game to a whole new level. Many who try it are no longer willing to play without. (version independent)
Legends Viewer (http://www.bay12forums.com/smf/index.php?topic=154617.0) Recreates legends mode from exported data, plus hyperlinks, better formatting, etc.
World Viewer (http://www.bay12forums.com/smf/index.php?topic=72900).) Recreates Legends Mode from exported data. Browser like navigation, including tabs, allows to easily view other people/places/entities by just clicking names in the event logs or search lists, including a graphical map.
Pathing Simulator (http://www.bay12forums.com/smf/index.php?topic=81686) A maze navigation simulator which functions as a demo for path finding optimizations. (version independent)
WinMerge (http://winmerge.org) Open source software. Useful for installing mods as you can see what is changing.
PictureFort (http://www.bay12forums.com/smf/index.php?topic=138590) - a utility that converts images to Quickfort blueprints.
Symmetricity (http://www.bay12forums.com/smf/index.php?topic=154849) Fortress planning with symmetry
Text Will Be Text (http://www.bay12forums.com/smf/index.php?topic=138754) DF Hack plugin.  Changes the UI some.
Accessibility Utility (http://www.bay12forums.com/smf/index.php?topic=157631.0) reports your location and lets you add bookmarks to the map
Appearance Tweaks (http://www.bay12forums.com/smf/index.php?topic=158034) makes cosmetic changes like pointy elf ears and bearded female dwarves
Adventurers Journal V2 (http://www.bay12forums.com/smf/index.php?topic=172544.0) AJ2 creates a quests system for the adventure mode of the Dwarf Fortress game.

Modding Utilities: These are tools that help with modding your fortress.

This is the modding guide on the Dwarf Fortress wiki, which may be helpful. (http://dwarffortresswiki.org/index.php/cv:Modding_guide)
DFLang (http://www.bay12forums.com/smf/index.php?topic=47332.0) Generates Language files
Raw tile selector & Raw tile merger (http://www.bay12forums.com/smf/index.php?topic=54669) Raw tile selector: Simple graphical interface to select tiles and colors for plants, stones and small creatures.   Raw tile merger: Easy to use tool to update tile and color data of unmodified raws by comparing them to modified raws.
Custom Workshop Workshop (http://www.bay12forums.com/smf/index.php?topic=54004) Allows you to quickly design custom workshops building patterns.
Creation Forge (http://www.bay12forums.com/smf/index.php?topic=60815) A standard cheat building that allows quick testing of new worlds.
vbase (http://www.bay12forums.com/smf/index.php?topic=62500) Extensive set of body parts and creature variations intended as a modder's resource
DF Raw Patcher (http://www.bay12forums.com/smf/index.php?topic=69655)  The utility goes through the DF raws and modifies the values that were changed in your Mod raws, and adds new entries where none previously existed.
Tile Genie (http://www.bay12forums.com/smf/index.php?topic=77724) Allows you to take multiple tile sets and combine them in to one set by picking and choosing the tiles.
Temperature Conversion Utility (http://www.bay12forums.com/smf/index.php?topic=80523) An html temperature converter.
UristV (http://www.bay12forums.com/smf/index.php?topic=55161) - Arena mode map editing.
Dwarf Fortress Mod manager (http://www.bay12forums.com/smf/index.php?topic=74828) Allows the creation and editing of mods and makes merging them together easy. Also helps to export mods into compact patch files, allows splitting and tweaking mods, & much more.
Random Raw Creator (RRC) (http://www.bay12forums.com/smf/index.php?topic=79875.msg2083243) This tool uses a list of nouns to create new raws for DF. It can create random Toys, Plants, Weapons, Stone, Food, Instruments, Minerals, and Gems.
DF World Tinker (http://www.bay12forums.com/smf/index.php?topic=67059.msg1602138#msg1602138) An advanced modding tool. It allows code gurus to add custom workshops and reactions to an established fort. Also, it can swap materials around and find raw data for Titans.
Tileset Resizer (http://www.bay12forums.com/smf/index.php?topic=87196.msg2370618#msg2370618) Tileset Resizer is a collection of Octave Functions to resize Dwarf Fortress tilesets with minimum loss of quality.
Project: Modder's Resource (http://www.bay12forums.com/smf/index.php?topic=113225) FAQ, Links, and a offline Wiki in html.
Dwarf Heightmap HTML5 (http://www.bay12forums.com/smf/index.php?topic=113416) This looks like perfect world in HTML 5.
Syntax Highlighting for DF raws (http://www.bay12forums.com/smf/index.php?topic=122228) a simple package for Sublime Text that syntax highlights the DF raws.
LangCreate (http://www.bay12forums.com/smf/index.php?topic=119625), a DF utility for creating pseudo-realistic languages.
RandCreatures (http://www.bay12forums.com/smf/index.php?topic=119625), a DF utility that creates random creatures, civs, and megabeasts.
DF entity editor (http://www.bay12forums.com/smf/index.php?topic=108359) Helps mixing mods by checking entity strings for permitted reactions, and adding missing lines.
Notepad++ Highlighting (http://www.bay12forums.com/smf/index.php?topic=130510) New version of it to work with the newer raw files.
Rubble (http://www.bay12forums.com/smf/index.php?topic=154304) Rubble, An all-in-one modding utility and mod loader, comes with a large collection of mini-mods, ready to install and use.
PyDwarf (http://www.bay12forums.com/smf/index.php?topic=150857.0) In the vein of ModBase and Rubble but it aims to be friendlier and more comprehensive. Essentially its purpose is to provide capable querying and modification of raws to modders, and easy management and use of modders' scripts by players.
Raw Explorer (http://www.bay12forums.com/smf/index.php?topic=103360) Helps with modding raw files.
DFlangOpt? (http://www.bay12forums.com/smf/index.php?topic=140432.0)
Quiet-Suns tools (http://www.bay12forums.com/smf/index.php?topic=156173.0) streamline the creation, resizing, merging, maintenance, and update of graphic sets.
DF duplisearch (http://www.bay12forums.com/smf/index.php?topic=175695.0) Utility/script for detecting duplicated raws.
Entity Relationship Visualizer and Tweaker (http://www.bay12forums.com/smf/index.php?topic=179244.0) entity ethics and relationship tweaker utility that makes it easier to manage which civs tend to ally or start wars with each other.


Issues: These mods have some issue that prevents them from being used.   Authors: message me when you fix them.
XXTatteredXX (http://www.bay12forums.com/smf/index.php?topic=162023.0) XXTatteredXX have unical trees,weapons and clothes, rock (based on minecraft), animal corpses and vermins, grass tiles (Biomes have varying types of grass). [bad archive]


-> v0.34.11 and under (http://www.bay12forums.com/smf/index.php?topic=141378.0) <-
-> v0.28.181.40d and under (http://www.bay12forums.com/smf/index.php?topic=51805.0) <-

If you would like your mod posted here or someone Else's mod posted here reply to this topic or send me a message on the forum.
If any of these mods were removed and taken down so they are no longer available PLEASE inform me of that as well.

Guidelines for Additions:
#1 Pretty much any mod or utility Dwarf Fortress related is welcome.
#2 The mods link should link to a Bay 12 forum post, and that link should be included in the request to add.
#3 The first post in the thread should be clear and explain what the mod does.
#4 The first post in the thread should have the mod or a link to the mod in it.
Title: Re: Community Mod and utilities.
Post by: Untelligent on December 20, 2008, 02:18:19 pm
Although I don't use it myself, the mod base (http://www.bay12games.com/forum/index.php?topic=18623.0) might be worth mentioning here.

It's a utility that makes it easier to add multiple simultaneous mods to your game, as long as they've been made compatible with it.
Title: Re: Community Mod and utilities.
Post by: profit on December 20, 2008, 08:37:51 pm
Although I don't use it myself, the mod base (http://www.bay12games.com/forum/index.php?topic=18623.0) might be worth mentioning here.

It's a utility that makes it easier to add multiple simultaneous mods to your game, as long as they've been made compatible with it.

TY, Added =)
Title: Re: Community Mod and utilities.
Post by: profit on December 23, 2008, 09:25:57 am
Added a couple more mods.  Hope you all find them enjoyable.
Title: Re: Community Mods and utilities.
Post by: LegoLord on December 23, 2008, 12:30:46 pm
i suggest that this be stickied, like the Legendary stories thread.

I have to be honest, I was surprised to see the LEGO mod on that list.
Title: Re: Community Mods and utilities.
Post by: profit on December 23, 2008, 12:53:02 pm
i suggest that this be stickied, like the Legendary stories thread.

I have to be honest, I was surprised to see the LEGO mod on that list.

I am trying to get all the popular and good mods in one place.  Seemed to fit at least popular =)

Speaking of, to you have a very short description of your mod since I do not have one? (about 60 characters)
Title: Re: Community Mods and utilities.
Post by: Mephansteras on December 23, 2008, 01:21:40 pm
I also have two utilities that are quite useful for modding:

World Gen log parser v1.3 (http://dffd.wimbli.com/file.php?id=299): Perl utility script to help make sense of all of your civs, sites, and populations. Very handy for watching how your civ changes effect world gen.
Executable version of the log parser (http://dffd.wimbli.com/file.php?id=311). Janus made this for people who don't want to much with Perl.
DF Word Generator v1 (http://dffd.wimbli.com/file.php?id=463) Perl script to build new language files. Obviously quite useful for anyone who wants custom languages for new civs. You will need to be able to run perl to use this, since you change the actual script for each civ.
Title: Re: Community Mods and utilities.
Post by: profit on December 23, 2008, 01:25:59 pm
I also have two utilities that are quite useful for modding:

World Gen log parser v1.3 (http://dffd.wimbli.com/file.php?id=299): Perl utility script to help make sense of all of your civs, sites, and populations. Very handy for watching how your civ changes effect world gen.
Executable version of the log parser (http://dffd.wimbli.com/file.php?id=311). Janus made this for people who don't want to much with Perl.
DF Word Generator v1 (http://dffd.wimbli.com/file.php?id=463) Perl script to build new language files. Obviously quite useful for anyone who wants custom languages for new civs. You will need to be able to run perl to use this, since you change the actual script for each civ.

Thank you, I will add them to the list.
Title: Re: Community Mods and utilities.
Post by: LegoLord on December 23, 2008, 07:22:18 pm
i suggest that this be stickied, like the Legendary stories thread.

I have to be honest, I was surprised to see the LEGO mod on that list.

I am trying to get all the popular and good mods in one place.  Seemed to fit at least popular =)

Speaking of, to you have a very short description of your mod since I do not have one? (about 60 characters)

Description:  A mod adding in materials, creatures, and civilizations themed around LEGOs and around stories based on LEGO creations.

I also suggest a new category; Zany mods
Mods that go under that would be mods such as the Ridiculously Overpowered Sorcerer Mod, the Sophisticated Gentledwarves mod, and the They Might be Giants mod.
Title: Re: Community Mods and utilities.
Post by: profit on December 25, 2008, 08:59:10 am
Thank you =)

And, I had looked at most of them but they were not included because their install methods were not well enumerated in the first post.

If they clean it up to where I believe a player with little skill could get the mod working I would add them.
Title: Re: Community Mods and utilities.
Post by: Deon on December 25, 2008, 01:22:25 pm
Merry Xmas and Stick It!
Title: Re: Community Mods and utilities.
Post by: Sean Mirrsen on December 25, 2008, 02:08:02 pm
I dare say the Modbase is not a modder's tool. It surely is a tool to aid modding, but on the "user" side more than on the "modder" side. It's rather unstable for some people, however.
Title: Re: Community Mods and utilities.
Post by: profit on December 25, 2008, 02:28:33 pm
I dare say the Modbase is not a modder's tool. It surely is a tool to aid modding, but on the "user" side more than on the "modder" side. It's rather unstable for some people, however.

I agree, I will move it to the utilities area.
Title: Re: Community Mods and utilities.
Post by: Deon on December 27, 2008, 03:21:07 pm
BUMP IT BUMPY BUMP.
If we can't have it stickied I will bump it every day.
Title: Re: Community Mods and utilities.
Post by: profit on December 27, 2008, 04:20:19 pm
Hehehe I already sent toady a message about sticking this, Hopefully you will not have to bump it to eternity.

I also sent him a dwarf fortress installer.  I hope it works decently as I really only have one computer I can test it on.   While I am sure everyone in the forum can make the program work from a zip file, I was thinking of the poor noobies.

http://dffd.wimbli.com/file.php?id=759 if you want to try it out.


Title: Re: Community Mods and utilities.
Post by: Deon on December 27, 2008, 04:24:25 pm
Oh, it's you who goes around with that 40d2... I'd like to say that 40d2 is kind of a strance dice. Like... 2-sided coin, and each brings 40? I'd like such weapon (excuse me if my humour is stupid, I've played too miuch DnD in the past).

And prepare a place for a new "Dwarves FM" mod. I'm really working on it :D.
Title: Re: Community Mods and utilities.
Post by: profit on December 27, 2008, 04:29:17 pm
Hehehe I have been watching dwarves FM =) 

And 40d2 is a new release toady did, I just packaged it with an installer

I personaly think a massive overhaul of the graphics subsystem should have given it version 0.28.200.00 but what can you do.
Title: Re: Community Mods and utilities.
Post by: profit on December 28, 2008, 12:09:09 pm
I will do a new installer once the crash bugs have been worked out of 40d4 (probably will be 40d5 =)

* and added the Flavor mod, its looking good =)
Title: Re: Community Mods and utilities.
Post by: profit on December 30, 2008, 12:22:14 am
12/30/2008 Last update for the year probably. 

Added some more mods.

Happy New Years all =)
Title: Re: Community Mods and utilities.
Post by: Normandy on December 30, 2008, 01:14:51 pm
Anybody know how to get Dwarf Tweak working for 40d2, or 40d5?
Title: Re: Community Mods and utilities.
Post by: profit on December 30, 2008, 04:15:06 pm
Anybody know how to get Dwarf Tweak working for 40d2, or 40d5?
Yeah, we need to get new memory offsets. Message the creator of the program.
Title: Re: Community Mods and utilities.
Post by: lastofthelight on December 31, 2008, 06:04:29 pm

There was a DF utility I used to use back in .39 I forget what it was called - but it allowed me to edit dwarves individual skills, and even send dwarves into Strange Moods. It was really cool. I can't find it on this list though. Anyone remember what I'm talking about?
Title: Re: Community Mods and utilities.
Post by: Calvin on December 31, 2008, 11:07:52 pm
Dwarf Companion.


And update my TES Mod, theres v.1.1
Title: Re: Community Mods and utilities.
Post by: profit on January 02, 2009, 03:25:52 pm
Dwarf Companion.


And update my TES Mod, theres v.1.1

A link would be handy next time but I will go searching through the forum.
Title: Re: Community Mods and utilities.
Post by: profit on January 02, 2009, 06:09:38 pm
Updated The Dwarf fortress installer to 40d6.
Title: Re: Community Mods and utilities.
Post by: profit on January 05, 2009, 06:41:04 am
More mods added.. If Someone wants to write short descriptions for the mods without them *or even mods that have them if you do not approve of them* It would fill in some blank bits in the list.  I would but I am not feeling descriptive today..
Title: Re: Community Mods and utilities.
Post by: Deon on January 05, 2009, 03:52:17 pm
Please remove the "Flavor" mod from the list because it was just a temporary name.

Actual mod is Dwarf Fortress Complete but your description is a bit wrong.

Please rename it to Dwarf Fortress Complete (alpha3);
description is: "1) biome-specific subraces for the human race; 2) new various creatures to kill; 3) various item types for races (bugs-related equipment for kobolds; dwarven weaponry etc.); 4) bandits and skulking lizardmen"
Title: Re: Community Mods and utilities.
Post by: Mephansteras on January 05, 2009, 04:27:22 pm
You may also want to look through the wiki page of mods (http://www.dwarffortresswiki.net/index.php/Mods). Some of them are here, and others are missing.
Title: Re: Community Mods and utilities.
Post by: Deon on January 05, 2009, 05:10:51 pm
They are mostly outdated :(.
Title: Re: Community Mods and utilities.
Post by: KaelGotDwarves on January 05, 2009, 05:17:29 pm
Add the samurai mod in my sig to the list. I'll update it for 40d7 soon.
Title: Re: Community Mods and utilities.
Post by: Deon on January 05, 2009, 05:30:49 pm
Oh, Kael, I didn't know about your mod, it could help mine very much (I modded Nippons in because my mod specializes in subraces for original DF); I've spent a lot of time on various websites and Wikipedia to find appropriate weapons, and your mod has most of the things I've used already.
I didn't know what to give them instead of plate armor and now I know: lamellar armor! Thanks.

By the way, you can borrow something from my mod too:
MASAKARI (axe)
TANTO (dagger)
CHIGIRIKI (flail)
OTSUCHI (large siege maul)
KANABO (large two handed mace)
KASA (flat brimmed hat)
OBI (sash)
Title: Re: Community Mods and utilities.
Post by: profit on January 06, 2009, 12:30:13 am
Add the samurai mod in my sig to the list. I'll update it for 40d7 soon.

Done =)
Title: Re: Community Mods and utilities.
Post by: profit on January 06, 2009, 12:31:56 am
Please remove the "Flavor" mod from the list because it was just a temporary name.

Actual mod is Dwarf Fortress Complete but your description is a bit wrong.

Please rename it to Dwarf Fortress Complete (alpha3);
description is: "1) biome-specific subraces for the human race; 2) new various creatures to kill; 3) various item types for races (bugs-related equipment for kobolds; dwarven weaponry etc.); 4) bandits and skulking lizardmen"

Alright, Yeah I was 76% asleep when I edited it earlier.   New description is in place.
Title: Re: Community Mods and utilities.
Post by: Deon on January 06, 2009, 07:18:41 am
It's good to know how much % you are asleep. It's usually a problem for me :).
Title: Re: Community Mods and utilities.
Post by: profit on January 06, 2009, 06:06:36 pm
Toad disliked the idea of someone else creating installers for his game because they were executable files and he could not verify their contents and workmanship.  So it has been removed and I do not think there will be any further versions made.
Title: Re: Community Mods and utilities.
Post by: Rysith on January 06, 2009, 08:08:53 pm
Hooray, the Orcs made a list of popular/good mods! I'm not sure if it does anything to reduce the poison ivy,angry porcupines, or grease, but all you have to lose are your dwarves  ;D.

Thanks for the list, I'll have to check some of these out.
Title: Re: Community Mods and utilities.
Post by: profit on January 07, 2009, 12:26:21 pm
Hooray, the Orcs made a list of popular/good mods! I'm not sure if it does anything to reduce the poison ivy,angry porcupines, or grease, but all you have to lose are your dwarves  ;D.

Thanks for the list, I'll have to check some of these out.

I was only speaking of helping users overcome the learning curve, not the difficulty curve =)


After all... Losing is fun... and spectacularly losing is spectacularly  fun!
Title: Re: Community Mods and utilities.
Post by: profit on January 09, 2009, 12:43:20 pm
added a few more descriptions today (01/09/09)

As always, if you have a candidate to add to the list just say so.
Title: Re: Community Mods and utilities.
Post by: Mephansteras on January 09, 2009, 12:48:42 pm
Might as well add in the Primative Civs (http://dffd.wimbli.com/file.php?id=544) mod that I made. Description: Adds in ten new primative beastman civs to the world

New Description for the Civilization Forge mod: Adds in many new elements (races, items, metals, plants, etc) and rebalances the game a bit
Title: Re: Community Mods and utilities.
Post by: profit on January 09, 2009, 07:17:22 pm
Might as well add in the Primative Civs (http://dffd.wimbli.com/file.php?id=544) mod that I made. Description: Adds in ten new primative beastman civs to the world

New Description for the Civilization Forge mod: Adds in many new elements (races, items, metals, plants, etc) and rebalances the game a bit
Added and changed =)
Title: Re: Community Mods and utilities list.
Post by: profit on January 10, 2009, 11:42:39 pm
Did a couple cosmetic updates.   No new mods have been released lately though =(
Title: Re: Community Mods and utilities list.
Post by: Mephansteras on January 11, 2009, 03:41:33 pm
Slight organizational suggestion: Split the mods into Major mods that have a large effect on major aspects the game (Like Legendary Lands, Civilization Forge, Kobold camp, etc) and Minor mods, which simply add in more stuff or effect one area (Plants mod, Glass mod, Orcs, etc).
Title: Re: Community Mods and utilities list.
Post by: Deon on January 12, 2009, 10:50:59 am
bump
Title: Re: Community Mods and utilities list.
Post by: profit on January 12, 2009, 01:41:32 pm
Slight organizational suggestion: Split the mods into Major mods that have a large effect on major aspects the game (Like Legendary Lands, Civilization Forge, Kobold camp, etc) and Minor mods, which simply add in more stuff or effect one area (Plants mod, Glass mod, Orcs, etc).
Because I have not played all the mods, I really cannot do this.  Also A lot of mod authors add more to their mod as time goes on, so minor ones become major ones.. I am going to try and keep up the two current categories though of regular mods and total conversion mods... but even there some mods are right at the border and may jump from regular mod to total conversion when I am not looking.
Title: Re: Community Mods and utilities list.
Post by: TheMirth on January 12, 2009, 03:06:35 pm
Just like to mention dwarf manager (http://minoku.net/dwarfmanager), a nice utility that builds upon what dwarf foreman started.
Title: Re: Community Mods and utilities list.
Post by: profit on January 13, 2009, 02:06:16 am
Just like to mention dwarf manager (http://minoku.net/dwarfmanager), a nice utility that builds upon what dwarf foreman started.

You know, I was looking at that and wondering why you mentioned that because I have always had dwarf manager and not dwarf foreman on the list (It was outdated)  But looking at my list more carefully the link was named "Dwarf Foreman" even though it pointed to "Dwarf Manager"

The issue has been corrected.
Title: Re: Community Mods and utilities list.
Post by: profit on January 14, 2009, 08:27:18 pm
Also I noticed Dwarf Manager has been updated to 40d9, So you can all use it again on your current DF version =)
Title: Re: Community Mods and utilities list.
Post by: profit on January 17, 2009, 08:22:08 pm
Added RantingRodent's Graphical Overhaul to the list =)
Title: Re: Community Mods and utilities list.
Post by: profit on January 25, 2009, 06:19:52 am
Any new mods anyone wants to add to the list?
Title: Re: Community Mods and utilities list.
Post by: RantingRodent on January 25, 2009, 09:00:36 am
Added RantingRodent's Graphical Overhaul to the list =)

Sweet.  Now I feel special.
Title: Re: Community Mods and utilities list.
Post by: CobaltKobold on January 25, 2009, 09:27:59 am
Your masterful spriting deser'es it.
Title: Re: Community Mods and utilities list.
Post by: profit on January 27, 2009, 09:51:56 am
Your masterful spriting deser'es it.

Hehehe =)
It is a nice graphics set.
Title: Re: Community Mods and utilities list.
Post by: LegoLord on January 31, 2009, 11:16:08 pm
This needs to be stickied.
Title: Re: Community Mods and utilities list.
Post by: Flaede on February 01, 2009, 03:15:21 am
This needs to be stickied.

Seconded. Best way to learn the modding stuff is by cribbing from greatness.
SO much of the "I need a mod to do this" could be avoided.
Some of these utilities are amazing and deserve some props.
It would be a lot easier to keep an updated list if folks didn't have to keep hunting for it.
Title: Re: Community Mods and utilities list.
Post by: profit on February 01, 2009, 04:18:58 pm
Yes it certainly would help if it was stickied.

Title: Re: Community Mods and utilities list.
Post by: profit on February 03, 2009, 10:51:37 am
Ahh well...
Title: Re: Community Mods and utilities list.
Post by: Toady One on February 05, 2009, 05:24:13 pm
All right, I'll sticky it for now.
Title: Re: Community Mods and utilities list.
Post by: A_Fey_Dwarf on February 05, 2009, 06:11:43 pm
Woo stickied. Thanks Toady, this list is really helpful.
Title: Re: Community Mods and utilities list.
Post by: TheMirth on February 05, 2009, 06:49:01 pm
Hooray! I've had to search the second page for it a few times to find something. Now I won't have to click on the number 2 or hope for bumps.
Title: Re: Community Mods and utilities list.
Post by: profit on February 06, 2009, 11:16:24 pm
Yay, we now have a sticky =)

Also added a new mod, make sure to keep them coming and mention any I miss.
Title: Re: Community Mods and utilities list.
Post by: popotam on February 08, 2009, 05:19:39 am
Hi.

What about Lifevis (http://code.google.com/p/dwarvis/ (http://code.google.com/p/dwarvis/)) and DwarfHeightmap (http://www.bay12games.com/forum/index.php?topic=22342.0 (http://www.bay12games.com/forum/index.php?topic=22342.0)) ?
Those certainly are utilities.

Cheers
popotam
Title: Re: Community Mods and utilities list.
Post by: profit on February 08, 2009, 12:20:53 pm
Hi.

What about Lifevis (http://code.google.com/p/dwarvis/ (http://code.google.com/p/dwarvis/)) and DwarfHeightmap (http://www.bay12games.com/forum/index.php?topic=22342.0 (http://www.bay12games.com/forum/index.php?topic=22342.0)) ?
Those certainly are utilities.

Cheers
popotam

And I think they are utilities that would be good to add to the list =)
Title: Re: Community Mods and utilities list.
Post by: deepwatch on February 08, 2009, 01:48:08 pm
Should be also here, even i promote myself :) :

http://www.bay12games.com/forum/index.php?topic=30214.0
Title: Re: Community Mods and utilities list.
Post by: profit on February 08, 2009, 05:58:26 pm
Should be also here, even i promote myself :) :

http://www.bay12games.com/forum/index.php?topic=30214.0

Even the best chains need to advertise. 

=)
Title: Re: Community Mods and utilities list.
Post by: deepwatch on February 09, 2009, 12:43:40 pm
It is not in original "Even the best man...." ? 8)
Title: Re: Community Mods and utilities list.
Post by: Normandy on February 17, 2009, 09:01:21 pm
Has anyone figured out how to make Dtil or Tweak compatible with 40d9 yet? The directions on the wiki for getting Tweak working with the newest version of DF do not want to work, and I'm not sure Dtil has external memory offsets we can adjust.
Title: Re: Community Mods and utilities list.
Post by: profit on February 20, 2009, 01:16:31 am
Has anyone figured out how to make Dtil or Tweak compatible with 40d9 yet? The directions on the wiki for getting Tweak working with the newest version of DF do not want to work, and I'm not sure Dtil has external memory offsets we can adjust.

I do not know, as I have not been using anything other than 40d myself.  I do know the most important program of the group, Dwarf Manager, Has been updated to allow 40d9.

You can perhaps use the memory offsets from Dwarf manager as a base point to change the other programs, and tweak does have core.xml files for separate versions so it should be doable.

Dtil is open source, so it's doable as well even if its memory.ini file proves to be insufficient.

All you have to find is someone with time and skill on their hands and the willingness to do it.



Title: Re: Community Mods and utilities list.
Post by: Jifodus on February 21, 2009, 08:11:05 pm
I do not know, as I have not been using anything other than 40d myself.  I do know the most important program of the group, Dwarf Manager, Has been updated to allow 40d9.

You can perhaps use the memory offsets from Dwarf manager as a base point to change the other programs, and tweak does have core.xml files for separate versions so it should be doable.

Dtil is open source, so it's doable as well even if its memory.ini file proves to be insufficient.

All you have to find is someone with time and skill on their hands and the willingness to do it.
Dtil would be the easiest to update. Until Rick comes back, Tweak will be impossible to update.
Title: Re: Community Mods and utilities list.
Post by: LegoLord on February 21, 2009, 09:13:21 pm
I do not know, as I have not been using anything other than 40d myself.  I do know the most important program of the group, Dwarf Manager, Has been updated to allow 40d9.

You can perhaps use the memory offsets from Dwarf manager as a base point to change the other programs, and tweak does have core.xml files for separate versions so it should be doable.

Dtil is open source, so it's doable as well even if its memory.ini file proves to be insufficient.

All you have to find is someone with time and skill on their hands and the willingness to do it.
Dtil would be the easiest to update. Until Rick comes back, Tweak will be impossible to update.

People other than Rick have done work on tweak, haven't they?
Title: Re: Community Mods and utilities list.
Post by: profit on February 22, 2009, 01:16:45 am
I do not know, as I have not been using anything other than 40d myself.  I do know the most important program of the group, Dwarf Manager, Has been updated to allow 40d9.

You can perhaps use the memory offsets from Dwarf manager as a base point to change the other programs, and tweak does have core.xml files for separate versions so it should be doable.

Dtil is open source, so it's doable as well even if its memory.ini file proves to be insufficient.

All you have to find is someone with time and skill on their hands and the willingness to do it.
Dtil would be the easiest to update. Until Rick comes back, Tweak will be impossible to update.

People other than Rick have done work on tweak, haven't they?
C# applications can be returned to their source code(minus comments).  If necessary when the next release comes around someone can decompile it, if the original author is indeed gone.

Best though to wait for the author for a while, because decompiling programs where they are maintained is kinda rude.  Even if done with the best of intentions.

Title: Re: Community Mods and utilities list.
Post by: profit on March 02, 2009, 08:23:52 pm
Added a couple more mods.   Kinda slow lately on the mod release scene.... Guess everyone is waiting for the next version.
Title: Re: Community Mods and utilities list.
Post by: LegoLord on March 15, 2009, 08:35:50 am
http://www.bay12games.com/forum/index.php?topic=32237.0

Add it to the list.  It's important.
Title: Re: Community Mods and utilities list.
Post by: Great Cthulhu on March 15, 2009, 09:27:10 am
Heh. Thanks. Glad to hear it was an afternoon well spent. :)
Title: Re: Community Mods and utilities list.
Post by: profit on March 15, 2009, 02:34:49 pm
http://www.bay12games.com/forum/index.php?topic=32237.0

Add it to the list.  It's important.

I certainly will, but I do normally require mods to be posted in the first message on a thread.  If you can get the mods creator to edit the message or create a new thread with the mod in the first post, I will change it to a link on the board.

It makes it much friendlier if people do not have to dig through posts to get at the actual mod.    For now I am linking to the mod directly on DFFD.


Title: Re: Community Mods and utilities list.
Post by: Great Cthulhu on March 15, 2009, 03:55:30 pm
I'm the author. I've edited the first post in that thread to include a link to the mod.
Title: Re: Community Mods and utilities list.
Post by: profit on March 16, 2009, 12:22:28 am
I'm the author. I've edited the first post in that thread to include a link to the mod.
Excellent =)   

I have updated the list to link there instead =)
Title: Re: Community Mods and utilities list.
Post by: Great Cthulhu on March 16, 2009, 09:37:47 am
Thanks. :)
Title: Re: Community Mods and utilities list.
Post by: Crossroads Inc. on March 17, 2009, 09:23:17 pm
OK I just downloaded two mods..
ORCS and Primitive civs'

I put all the files into my objects folder and now DF crashes if I try and start a new world...
PS I have a Mac... Help?
Title: Re: Community Mods and utilities list.
Post by: Mephansteras on March 17, 2009, 10:34:05 pm
Hmm...I'm not too familiar with the Orcs mod. What new files does it include?
Title: Re: Community Mods and utilities list.
Post by: Crossroads Inc. on March 17, 2009, 11:57:57 pm
It was only three,
creature_orc
entity_orc
language_orc

I put the mall into my "Objects" folder... I do something wrong?
Title: Re: Community Mods and utilities list.
Post by: profit on March 18, 2009, 12:17:41 am
Is that two mods at once?

Have you tried just orcs, and just primitive civs?
Title: Re: Community Mods and utilities list.
Post by: Crossroads Inc. on March 18, 2009, 12:38:09 am
silly me, i put it in the wrong raw file.
Title: Re: Community Mods and utilities list.
Post by: profit on March 18, 2009, 08:16:17 pm
silly me, i put it in the wrong raw file.
Ahh.  Well excellent it works now =)
Title: Re: Community Mods and utilities list.
Post by: gumball135 on March 24, 2009, 12:28:37 pm
Handy thread.

Thank you.
Title: Re: Community Mods and utilities list.
Post by: profit on March 29, 2009, 07:18:36 pm
Handy thread.

Thank you.
Most welcome.

And I hope you find it even more useful now that I have added a little color to make it's outline form a little more clear.
Title: Re: Community Mods and utilities list.
Post by: Mephansteras on March 29, 2009, 07:22:05 pm
Might as well add the Frost Giant variant for CivForge to the list: Civilization Forge: Frost Giant Citadel (http://www.bay12games.com/forum/index.php?topic=30889.0)

This takes the 1.8 version of CivForge and changes the playable civ to be Frost Giants instead of Dwarves.
Title: Re: Community Mods and utilities list.
Post by: profit on March 29, 2009, 07:25:12 pm
Might as well add the Frost Giant variant for CivForge to the list: Civilization Forge: Frost Giant Citadel (http://www.bay12games.com/forum/index.php?topic=30889.0)

This takes the 1.8 version of CivForge and changes the playable civ to be Frost Giants instead of Dwarves.

Sounds sweet.  I will add it post haste =)
Title: Re: Community Mods and utilities list.
Post by: Blakmane on April 14, 2009, 01:59:30 am
Hi profit

I've just released a new mod: dark dwarves. It would be great if you could add it to the list

link here: http://www.bay12games.com/forum/index.php?topic=34022.0
Title: Re: Community Mods and utilities list.
Post by: profit on April 14, 2009, 03:09:48 pm
Hi profit

I've just released a new mod: dark dwarves. It would be great if you could add it to the list

link here: http://www.bay12games.com/forum/index.php?topic=34022.0

Of course. 

As a side note. Your mod looks awesome, and I can see where DF would benefit from the addition of a few of its features in the main program.
Title: Re: Community Mods and utilities list.
Post by: TerminatorII on April 14, 2009, 10:51:02 pm
Here is my own mod. It allows anyone to easily and quickly chage the amount of metal generated by any reaction. It also allows anyone to turn ANY stone into ANY metal with the reaction as all metal tags (and the need for them) have been removed. There are some glitches with nickle and some alloys as they apear to be hard coded into the game (ATM)

http://dffd.wimbli.com/file.php?id=659 (http://dffd.wimbli.com/file.php?id=659)
Title: Re: Community Mods and utilities list.
Post by: profit on April 15, 2009, 08:08:33 pm
Here is my own mod. It allows anyone to easily and quickly chage the amount of metal generated by any reaction. It also allows anyone to turn ANY stone into ANY metal with the reaction as all metal tags (and the need for them) have been removed. There are some glitches with nickle and some alloys as they apear to be hard coded into the game (ATM)

http://dffd.wimbli.com/file.php?id=659 (http://dffd.wimbli.com/file.php?id=659)
I normally like to have the mods inside the forum with a clear description on the first forum post.  I will toss it in but if you could make a nice new shiny topic extolling its virtues and what it does, it would help out the people who add it to their game.

Just give the forum link if you do that and I will update it.

Title: Re: Community Mods and utilities list.
Post by: Sean Mirrsen on May 04, 2009, 05:53:30 am
Throw this one (http://www.bay12games.com/forum/index.php?topic=35123.0) in as well. I've altered the modfiles slightly, and managed to compile most of my mods into one pack using Modbase. Includes Martial Arts, Minerals, Dr.More-Oh, and various other bits and pieces.
Title: Re: Community Mods and utilities list.
Post by: profit on May 06, 2009, 12:32:03 pm
Throw this one (http://www.bay12games.com/forum/index.php?topic=35123.0) in as well. I've altered the modfiles slightly, and managed to compile most of my mods into one pack using Modbase. Includes Martial Arts, Minerals, Dr.More-Oh, and various other bits and pieces.
It's in =)
Title: Re: Community Mods and utilities list.
Post by: Sean Mirrsen on May 06, 2009, 01:07:34 pm
Where?.. oh. What's it doing under miscellaneous? It's as good a mod as any other, except it's actually a pack of mods. ???
Title: Re: Community Mods and utilities list.
Post by: Blakmane on May 07, 2009, 01:33:58 am
There's a few mods in wrong places, and the normal 'mods' section is overful. A minor/major mod distinction should clear that up I think.

Maybe think about removing mods that are unfinished and haven't been updated in a long time?
Title: Re: Community Mods and utilities list.
Post by: profit on May 08, 2009, 06:46:06 pm
Where?.. oh. What's it doing under miscellaneous? It's as good a mod as any other, except it's actually a pack of mods. ???

Yeah both the mod packs are under Miscellaneous... Someday there may be a subsection for Mod Packs but for now since there are only 2 there they stay under Miscellaneous.

I have considered Major/minor mods before... Actually it was covered in another message in the thread.. Anyhow, there will probably not be a major minor mod section because I do not install every mod and I really do not know how major or minor one is.  I just add them to the list.

I am open to removal of unfinished mods.. Just post the ones that are unfinished and have not been updated in ages and I will remove them.
Title: Re: Community Mods and utilities list.
Post by: Mephansteras on May 08, 2009, 06:49:54 pm
I'm against removing any completed old mods that are still compatible with the current version of Dwarf Fortress. Just because a mod hasn't changed doesn't mean anything is wrong with it.

Once the next version of DF comes out I recommend making a separate section for older mods. Some people won't upgrade for a while, or will want to play with older versions of DF, and having the mod list still available would be handy.
Title: Re: Community Mods and utilities list.
Post by: profit on May 08, 2009, 07:11:35 pm
I'm against removing any completed old mods that are still compatible with the current version of Dwarf Fortress. Just because a mod hasn't changed doesn't mean anything is wrong with it.

Once the next version of DF comes out I recommend making a separate section for older mods. Some people won't upgrade for a while, or will want to play with older versions of DF, and having the mod list still available would be handy.

Yeah don't worry, I had no plans on removing completed mods just ones that are not finished that have not been updated. (I actually don't think there are any like that but just in case there are)

IF the next version makes all the current mods incompatible I plan on putting the ones that wont work under a heading of 40d mods.   If not I will just add the new mods in with the current ones.

Title: Re: Community Mods and utilities list.
Post by: Blakmane on May 08, 2009, 11:28:37 pm
fair enough. I'm not sure the dark dwarves mod should really be sitting in total conversions however: It changes less about the game than, say, legendary lands. Probably on par with dwarf fortress complete in terms of added graphics/content.
Title: Re: Community Mods and utilities list.
Post by: profit on May 09, 2009, 12:44:44 pm
fair enough. I'm not sure the dark dwarves mod should really be sitting in total conversions however: It changes less about the game than, say, legendary lands. Probably on par with dwarf fortress complete in terms of added graphics/content.

Hrm....

I suppose someday I will need to do something about them.
Title: Re: Community Mods and utilities list.
Post by: Deon on May 25, 2009, 12:38:30 pm
You are not supposed to do anything to them. If the author asks, do it :D.
I mean, seriously, most mods feature author's graphics and tweaks, and it doesn't show where they belong to. I've played Dark Dwarves and it's the same Dwarf Fortress with different contents, I mean I feel like I live in the same world, just with more things and features.

As Blakmane said, it's on par with my DFCP (lol Blakmane, I have 30-40 Kb more :P) in terms of gameplay.

Also add DiG DeepeR to the list.

P.S. Even Kobolds Camp feels more like a total conversion... Unless the mod introduces a totally new world/universe it's not a total conversion (and the fact how much it adds means nothing... well, besides the fact that it's a good mod :)).
Title: Re: Community Mods and utilities list.
Post by: The13thRonin on May 26, 2009, 01:16:44 am

Also add DiG DeepeR to the list.


Thanks Deon! I'd love for you to add Dwarf Fortress: Dig Deeper to the list.

Here's the link: http://www.bay12games.com/forum/index.php?topic=35736.0

The mod aims to expand upon vanilla game-play and make things more challenging in general. It tries to add variance in a plausible but not always realistic way. The full README is available at the other side of the link. Please don't be too harsh on my opening post I'm going to change it soon.
Title: Re: Community Mods and utilities list.
Post by: kutulu on May 27, 2009, 11:20:14 am
Just a quick note about Mono... yes, it will allow most .NET utilities to run on Linux /OS X.  However, since DF doesn't have a true API, all interaction has to be done via direct memory reads/writes.  Those will absolutely not work correctly unless the program has been specifically updated to recognize an ELF binary compiled by gcc, vs. a PE binary compiled by VC++.  AFAIK there aren't any of those yet.
Title: Re: Community Mods and utilities list.
Post by: profit on May 27, 2009, 05:35:57 pm
You are not supposed to do anything to them. If the author asks, do it :D.
I mean, seriously, most mods feature author's graphics and tweaks, and it doesn't show where they belong to. I've played Dark Dwarves and it's the same Dwarf Fortress with different contents, I mean I feel like I live in the same world, just with more things and features.

As Blakmane said, it's on par with my DFCP (lol Blakmane, I have 30-40 Kb more :P) in terms of gameplay.

Also add DiG DeepeR to the list.

P.S. Even Kobolds Camp feels more like a total conversion... Unless the mod introduces a totally new world/universe it's not a total conversion (and the fact how much it adds means nothing... well, besides the fact that it's a good mod :)).

GAH that one mod has caused me more hassles..   

Yeah the author wanted to be in a different category... I still need to do something with them.. But that will be a different day.. for now they are on the list that's all that matters.



Also add DiG DeepeR to the list.


Thanks Deon! I'd love for you to add Dwarf Fortress: Dig Deeper to the list.

Here's the link: http://www.bay12games.com/forum/index.php?topic=35736.0

The mod aims to expand upon vanilla game-play and make things more challenging in general. It tries to add variance in a plausible but not always realistic way. The full README is available at the other side of the link. Please don't be too harsh on my opening post I'm going to change it soon.

Allright, I will get that added to the list

Just a quick note about Mono... yes, it will allow most .NET utilities to run on Linux /OS X.  However, since DF doesn't have a true API, all interaction has to be done via direct memory reads/writes.  Those will absolutely not work correctly unless the program has been specifically updated to recognize an ELF binary compiled by gcc, vs. a PE binary compiled by VC++.  AFAIK there aren't any of those yet.

Just heard it talked about somewhere,I was concerned it wouldn't work, just didn't have any way to test it.   I will scrub it from the list then.

And Sorry about my absence all, I have been away because my network address translation machine's IDE controller flaked out and scrambled things going in and out from it.  It was only a rare error (1 every 1000 reads/writes or so)so it took me a while to figure out what the heck was going on... And it corrupted my old OS.. so I had to replace the controller and reformat the drive in order to get things working again.


Title: Re: Community Mods and utilities list.
Post by: LegoLord on June 09, 2009, 07:19:33 pm
I finished my Clown mod:  http://www.bay12games.com/forum/index.php?topic=34420.0

It allows players with a fear of clowns to conquer that fear.  Or possibly instill that fear in those that didn't have it in the first place.  Either way, it allows for more fun.

Oh, and this seems a good mod to add to the list:
Assorted silliness mod (http://www.bay12games.com/forum/index.php?topic=36003.0)
That one takes some DF jokes and builds on them, as well as adding some stuff that's just generally silly.
Title: Re: Community Mods and utilities list.
Post by: profit on June 09, 2009, 08:43:39 pm
I finished my Clown mod:  http://www.bay12games.com/forum/index.php?topic=34420.0

It allows players with a fear of clowns to conquer that fear.  Or possibly instill that fear in those that didn't have it in the first place.  Either way, it allows for more fun.

Oh, and this seems a good mod to add to the list:
Assorted silliness mod (http://www.bay12games.com/forum/index.php?topic=36003.0)
That one takes some DF jokes and builds on them, as well as adding some stuff that's just generally silly.
More mods to the collection.....

Excellent......

Muhahahahahhaha
Title: Re: Community Mods and utilities list.
Post by: profit on June 15, 2009, 06:56:18 am
Added the major mods category today.   I hope I have them sorted fairly well,,, haven't played any so I am relying on their descriptions.
Title: Re: Community Mods and utilities list.
Post by: Tellemurius on June 24, 2009, 10:57:28 am
hey profit can u add my hobbit mod. yes i know monkeyvich made one but mine was made before him and his was a experiment.

http://www.bay12games.com/forum/index.php?topic=30815.0 (http://www.bay12games.com/forum/index.php?topic=30815.0)

Title: Re: Community Mods and utilities list.
Post by: profit on June 25, 2009, 04:04:39 pm
hey profit can u add my hobbit mod. yes i know monkeyvich made one but mine was made before him and his was a experiment.

http://www.bay12games.com/forum/index.php?topic=30815.0 (http://www.bay12games.com/forum/index.php?topic=30815.0)


Added =)
Title: Re: Community Mods and utilities list.
Post by: profit on July 16, 2009, 08:32:10 am
Been kinda slow lately....

Everyone waiting for the next version of DF before they create more mods?
Title: Re: Community Mods and utilities list.
Post by: mission0 on July 16, 2009, 10:45:57 pm
Been kinda slow lately....

Everyone waiting for the next version of DF before they create more mods?

Well if you need another Mod I have one.

http://www.bay12games.com/forum/index.php?topic=37834.0

Changes the main race around and adds new metals, creatures, races.
Title: Re: Community Mods and utilities list.
Post by: profit on July 17, 2009, 10:13:36 am
Been kinda slow lately....

Everyone waiting for the next version of DF before they create more mods?

Well if you need another Mod I have one.

http://www.bay12games.com/forum/index.php?topic=37834.0

Changes the main race around and adds new metals, creatures, races.

Always glad to add another to the list =)
Title: Re: Community Mods and utilities list.
Post by: LordZorintrhox on July 17, 2009, 11:13:01 am
After much development, I think Dwarfletter can show up here.  Some few tweaks left to do (a few creatures may have a strange tile), but it is done.

http://www.bay12games.com/forum/index.php?topic=38737.msg651578#msg651578 (http://www.bay12games.com/forum/index.php?topic=38737.msg651578#msg651578)

Pure tileset mod, no graphics, no gameplay changes.  Just pretty.  ;)
Title: Re: Community Mods and utilities list.
Post by: profit on July 18, 2009, 06:27:35 am
After much development, I think Dwarfletter can show up here.  Some few tweaks left to do (a few creatures may have a strange tile), but it is done.

http://www.bay12games.com/forum/index.php?topic=38737.msg651578#msg651578 (http://www.bay12games.com/forum/index.php?topic=38737.msg651578#msg651578)

Pure tileset mod, no graphics, no gameplay changes.  Just pretty.  ;)

Glad to hear you got it done. You beat the twin demons of procrastination and distraction! GJ
Title: Re: Community Mods and utilities list.
Post by: mission0 on July 20, 2009, 01:21:17 am
I wonder why you don't have The better Goblins mods? (http://www.bay12games.com/forum/index.php?topic=18805.0)

Sorry if this question has been asked before.
Title: Re: Community Mods and utilities list.
Post by: profit on July 20, 2009, 01:35:29 pm
I wonder why you don't have The better Goblins mods? (http://www.bay12games.com/forum/index.php?topic=18805.0)

Sorry if this question has been asked before.

The only reason any mod is not on the list so far, is no one has requested it be put on here. *I occasionally look at the new mods, and add them myself, but I miss a lot with the speed that the forum moves.

But now that one is on the list as well.
Title: Re: Community Mods and utilities list.
Post by: mission0 on July 20, 2009, 02:01:17 pm
Now more can experience the hopelessness that is an Ender Goblin Siege.
Title: Re: Community Mods and utilities list.
Post by: Mephansteras on July 21, 2009, 10:32:17 pm
Just released a new variant of Civilization Forge. It's my unleashed (http://www.bay12games.com/forum/index.php?topic=39183.0) version, which sets the Dyansauri, Hobgoblins, and Frost Giants as hostile and restores the Frost Giant's building destroyer capabilities. Should add a nice challenge to the mod.
Title: Re: Community Mods and utilities list.
Post by: chmod on July 22, 2009, 10:55:46 pm
http://www.bay12games.com/forum/index.php?topic=39229.0

Just released a new labor management tool called Dwarf Therapist. Would you mind adding it to your list, profit?

Thanks!
Title: Re: Community Mods and utilities list.
Post by: profit on July 26, 2009, 04:40:49 pm
Just released a new variant of Civilization Forge. It's my unleashed (http://www.bay12games.com/forum/index.php?topic=39183.0) version, which sets the Dyansauri, Hobgoblins, and Frost Giants as hostile and restores the Frost Giant's building destroyer capabilities. Should add a nice challenge to the mod.

I will add it, but you might want to combine all these mods into a single thread since you have a couple that are  very similar. 

http://www.bay12games.com/forum/index.php?topic=39229.0

Just released a new labor management tool called Dwarf Therapist. Would you mind adding it to your list, profit?

Thanks!

KK Will do =)
Title: Re: Community Mods and utilities list.
Post by: crash2455 on July 28, 2009, 03:23:06 pm
My Ice Mod is complete: http://www.bay12games.com/forum/index.php?topic=39469.0

Perfect for freezing and glacier maps.  It allows ice (water) to be smelted into a stone (for crafts and construction) and a bar (for furniture, armor, weapons, etc), and has a reaction for ice beds.  Additionally, if you get tired of ice-colored constructions, you can dye it using dimple cups and whatnot.  You still need to use charcoal to forge weapons and armor, though, so bring some wood.
Title: Re: Community Mods and utilities list.
Post by: The Scout on July 28, 2009, 04:03:19 pm
Wrong place. ;D
Title: Re: Community Mods and utilities list.
Post by: profit on July 29, 2009, 03:59:09 pm
My Ice Mod is complete: http://www.bay12games.com/forum/index.php?topic=39469.0

Perfect for freezing and glacier maps.  It allows ice (water) to be smelted into a stone (for crafts and construction) and a bar (for furniture, armor, weapons, etc), and has a reaction for ice beds.  Additionally, if you get tired of ice-colored constructions, you can dye it using dimple cups and whatnot.  You still need to use charcoal to forge weapons and armor, though, so bring some wood.
Wrong place. ;D

Nah here is the right place, especially if you want to be part of THE LIST.

Your mod has been added =)

Title: Re: Community Mods and utilities list.
Post by: The Scout on July 31, 2009, 07:07:19 pm
My Ice Mod is complete: http://www.bay12games.com/forum/index.php?topic=39469.0

Perfect for freezing and glacier maps.  It allows ice (water) to be smelted into a stone (for crafts and construction) and a bar (for furniture, armor, weapons, etc), and has a reaction for ice beds.  Additionally, if you get tired of ice-colored constructions, you can dye it using dimple cups and whatnot.  You still need to use charcoal to forge weapons and armor, though, so bring some wood.
Wrong place. ;D

Nah here is the right place, especially if you want to be part of THE LIST.

Your mod has been added =)


No my comment was ment to be somewhere else.
Title: Re: Community Mods and utilities list.
Post by: profit on August 02, 2009, 02:18:31 pm
No my comment was ment to be somewhere else.

kk =)
Title: Re: Community Mods and utilities list.
Post by: Nexii Malthus on August 02, 2009, 10:04:43 pm
Make a seperate section for visualizers, would be great. Descriptions I think could provide an emphasis on whether it is a realtime 3D overlay or just for looking at a static map in 3D.

My favourite ;D
Visual Fortress: http://www.bay12games.com/forum/index.php?topic=39541.0
Khazard: http://www.bay12games.com/forum/index.php?topic=34633.0

And some others I scooped up with a quick search;
3Dwarf/Dwarvis: http://www.bay12games.com/forum/index.php?topic=22013.0
Ogredwarf: http://www.bay12games.com/forum/index.php?topic=29907.0
Title: Re: Community Mods and utilities list.
Post by: profit on August 03, 2009, 05:26:18 am
Uhh since I have not used any of them I cannot break them into such categories.  Not sure I want them that way anyhow... they are just utilities.

I will probably add those to the list though
Title: Re: Community Mods and utilities list.
Post by: deej on August 04, 2009, 05:51:15 pm
I'd like to see my Soil Is Fun mod added to the list. It can be found here:
http://dffd.wimbli.com/file.php?id=874 (http://dffd.wimbli.com/file.php?id=874)

It adds a few items to the soil layer in a realistic fashion. It does change the balance of the game, as soil layers can now include peat and such which will provide fuel. There is also iron ore in the form of bog iron, which is where most civilizations got iron before modern mining methods came along.  There is also some shuffling of gems and ores to provide a touch more realism, and the ability to convert various types of coal into coke.

In my testing, none of this has really changed the balance of the game too much, just made it feasible to start on a mostly soil based map.
Title: Re: Community Mods and utilities list.
Post by: profit on August 04, 2009, 10:04:34 pm
I'd like to see my Soil Is Fun mod added to the list. It can be found here:
http://dffd.wimbli.com/file.php?id=874 (http://dffd.wimbli.com/file.php?id=874)

It adds a few items to the soil layer in a realistic fashion. It does change the balance of the game, as soil layers can now include peat and such which will provide fuel. There is also iron ore in the form of bog iron, which is where most civilizations got iron before modern mining methods came along.  There is also some shuffling of gems and ores to provide a touch more realism, and the ability to convert various types of coal into coke.

In my testing, none of this has really changed the balance of the game too much, just made it feasible to start on a mostly soil based map.

Shoot... I have known about your mod for some time and quite liked it, I am surprised I didn't already have it on here.  I will add it post haste.
Title: Re: Community Mods and utilities list.
Post by: profit on August 04, 2009, 10:08:47 pm
WOOT!

20K views for the thread!  Thank you all who helped me get it stickied and thank you to all the mod makers that made the thread worthwhile

*And thank you Toady for making a game worth modding =)
Title: Re: Community Mods and utilities list.
Post by: The13thRonin on August 10, 2009, 12:32:07 am
Congratulations!

Also please make DIG DEEPER a major mod. I think/hope it has achieved this status (that's what it is classified under in DFFD)?
Title: Re: Community Mods and utilities list.
Post by: profit on August 10, 2009, 02:41:19 pm
Congratulations!

Also please make DIG DEEPER a major mod. I think/hope it has achieved this status (that's what it is classified under in DFFD)?

Yeah, I think it can be safely moved there. =)
Title: Re: Community Mods and utilities list.
Post by: ragnarok667 on August 14, 2009, 03:16:20 pm
Editor for the raw files: http://www.bay12games.com/forum/index.php?topic=40413.0 (http://www.bay12games.com/forum/index.php?topic=40413.0).

Any help/comments/ideas are greatly appreciated.
Title: Re: Community Mods and utilities list.
Post by: profit on August 15, 2009, 10:47:35 pm
Editor for the raw files: http://www.bay12games.com/forum/index.php?topic=40413.0 (http://www.bay12games.com/forum/index.php?topic=40413.0).

Any help/comments/ideas are greatly appreciated.


I shall add it to the list.  There is another util that really compliments this one..  Urist McModder I believe its called.. You two should get together and maybe join forces for good, *or evil* or something in between.
Title: Re: Community Mods and utilities list.
Post by: ragnarok667 on August 16, 2009, 12:01:08 am
I shall look into this after I'm done with my current 2 requests (parsing/validation for body and attack tokens).

Thanks for the info about "Urist McModder".


Edit: Btw, thanks for adding my utility to the list. I know very soon (in september) my "allowed" dev. time for this will drop a lot with my classes resuming, but I intend to make this as useful as it can be and at least make a small update weekly.
Title: Re: Community Mods and utilities list.
Post by: Fedor on August 16, 2009, 09:46:48 am
Another entry for the "Dwarf Fortress Mods" section.

-The Wonderment Mod (http://www.bay12games.com/forum/index.php?topic=40229.0) Enhances minerals, metals, and gems to add even more flavor to DFs partially medieval, partially fantasy setting.
Title: Re: Community Mods and utilities list.
Post by: profit on August 18, 2009, 01:40:07 pm
Another entry for the "Dwarf Fortress Mods" section.

-The Wonderment Mod (http://www.bay12games.com/forum/index.php?topic=40229.0) Enhances minerals, metals, and gems to add even more flavor to DFs partially medieval, partially fantasy setting.

Added =)
Title: Re: Community Mods and utilities list.
Post by: RavingManiac on August 20, 2009, 05:34:52 am
I humbly submit my raptor mod:
http://www.bay12games.com/forum/index.php?topic=40394.0 (http://www.bay12games.com/forum/index.php?topic=40394.0)
Title: Re: Community Mods and utilities list.
Post by: profit on August 20, 2009, 06:09:47 pm
I humbly submit my raptor mod:
http://www.bay12games.com/forum/index.php?topic=40394.0 (http://www.bay12games.com/forum/index.php?topic=40394.0)

Then I shall add it to the list.
Title: Re: Community Mods and utilities list.
Post by: The Doctor on August 22, 2009, 03:22:47 am
What about Kobold Camp?


I dun see it on the list, senor.
Title: Re: Community Mods and utilities list.
Post by: profit on August 23, 2009, 11:35:15 am
What about Kobold Camp?


I dun see it on the list, senor.
It's been there, under major mods, for quite some time.

Does the link need to be updated or something?
Title: Re: Community Mods and utilities list.
Post by: bluephoenix on September 09, 2009, 06:57:49 am
I think the embark anywhere mod might be worth putting on here (i haven't tested it yet but i have heard good things about it)
http://www.bay12games.com/forum/index.php?topic=21351.0 (http://www.bay12games.com/forum/index.php?topic=21351.0)
Title: Re: Community Mods and utilities list.
Post by: profit on September 09, 2009, 06:33:55 pm
I think the embark anywhere mod might be worth putting on here (i haven't tested it yet but i have heard good things about it)
http://www.bay12games.com/forum/index.php?topic=21351.0 (http://www.bay12games.com/forum/index.php?topic=21351.0)

Ahhh yeah.. kinda surprised I didn't already have it... Must of slipped my mind when I was on a mass adding spree.   Ahh well =) that's why your all here... to find what I miss =)
Title: Re: Community Mods and utilities list.
Post by: RedWarrior0 on October 02, 2009, 01:24:43 pm
Have you put Doomshifter's Dwarvemon mod up? She's putting in the original 151 Pokemon into the game, at 100 or 101 IIRC.
Title: Re: Community Mods and utilities list.
Post by: profit on October 02, 2009, 03:22:54 pm
Have you put the Dwarvemon mod up? He's putting in the original 151 Pokemon into the game. He's at 100 or 101 IIRC.
LOL!? Pokemons?  I suppose.... I hope this isnt the end of all things and the start of the collapse of the universe.
Title: Re: Community Mods and utilities list.
Post by: RedWarrior0 on October 02, 2009, 03:31:20 pm
Well, you can't "catch" them per se. You can however, (in adventure mode) kill one, stuff it in your backpack, and throw it at someone, yelling "I choose you, ____!". And apparently she saw a zombie charizard once in legends.

Also, it's only the first 151, which is alright in my book.
Title: Re: Community Mods and utilities list.
Post by: profit on October 03, 2009, 10:17:11 am
Well, you can't "catch" them per se. You can however, (in adventure mode) kill one, stuff it in your backpack, and throw it at someone, yelling "I choose you, ____!". And apparently he saw a zombie charizard once in legends.

Also, it's only the first 151, which is alright in my book.

LOL!
Title: Re: Community Mods and utilities list.
Post by: Halmie on October 10, 2009, 05:45:26 am
It better stop at that or we could be seeing harry potter mods. :o
Title: Re: Community Mods and utilities list.
Post by: Haspen on October 10, 2009, 04:52:33 pm
Have you put the Dwarvemon mod up? She's putting in the original 151 Pokemon into the game. She's at 100 or 101 IIRC.

Erm, fixed :P You have luck she doesn't looked here. Yet :P
Title: Re: Community Mods and utilities list.
Post by: profit on October 12, 2009, 07:25:41 am
All posters claiming to be female on the internet can be safely assumed to be men. Unless they also claim to be under 17, at which point they can safely be assumed to be cops.

Links, Pics, personal stories, are not proof.  Web cam is fairly reliable though which is why none of the "women" claim to own a working one...

Hehehe Just kidding... I am fairly sure though, she doesn't mind being called a he... Its just something that happens on the internet and I haven't seen anyone who really minds.


Title: Re: Community Mods and utilities list.
Post by: Daywalkah on October 12, 2009, 03:02:12 pm
This thread is very useful even thought most of the mods destroy my fortress in the first year :D ,epic fights.
Title: Re: Community Mods and utilities list.
Post by: profit on October 12, 2009, 09:53:54 pm
This thread is very useful even thought most of the mods destroy my fortress in the first year :D ,epic fights.
LOL, yeah there are a lot of mods, that help you find new ways to FUN.   Glad it helps you find things =)
Title: Re: Community Mods and utilities list.
Post by: Nexii Malthus on October 24, 2009, 11:27:49 pm
Stonesense, Isometric Visualizer (http://www.bay12games.com/forum/index.php?topic=43260.0) (Not to be confused with the reveal utility)
(Why so much against a Visualizer category? They are notably different to anything and more sophisticated. After all you have the distinctions "Minor Mods", "Major Mods" and "Total Conversion", I could throw the same criticism at them)

DFHack, the memory access library (http://www.bay12games.com/forum/index.php?topic=41916.0)
Not a utility per say primarily, but it does come with these example tools (provided you compile them?); (Taken from Readme)
* reveal     - plain old reveal tool. Demonstrates writing map data back to DF.
* prospector - scans the map for minerals. by default it only scans only visible veins.
               You can make it show hidden things with '-a' and base rock and soil layers
               with '-b'. These can be combined ('-ab')
* cleanmap   - cleans mud, vomit, snow and all kinds of bloody mess from the map. It will
               clean your irrigated farms too, so consider yourself warned.


Even if DFHack doesn't necessarily fullfil what you might expect, it provides the foundation for bigger and better tools, so spreading awareness is important.
Title: Re: Community Mods and utilities list.
Post by: profit on October 31, 2009, 05:58:33 pm
Stonesense, Isometric Visualizer (http://www.bay12games.com/forum/index.php?topic=43260.0) (Not to be confused with the reveal utility)
(Why so much against a Visualizer category? They are notably different to anything and more sophisticated. After all you have the distinctions "Minor Mods", "Major Mods" and "Total Conversion", I could throw the same criticism at them)
Because they are not mods, they are external programs, most of which are often barely supported and are non functional in some situations...  I may break them off someday into a separate group if their numbers warrant, but until then they stay with the misc utilities.

DFHack, the memory access library (http://www.bay12games.com/forum/index.php?topic=41916.0)
Not a utility per say primarily, but it does come with these example tools (provided you compile them?); (Taken from Readme)
* reveal     - plain old reveal tool. Demonstrates writing map data back to DF.
* prospector - scans the map for minerals. by default it only scans only visible veins.
               You can make it show hidden things with '-a' and base rock and soil layers
               with '-b'. These can be combined ('-ab')
* cleanmap   - cleans mud, vomit, snow and all kinds of bloody mess from the map. It will
               clean your irrigated farms too, so consider yourself warned.


Even if DFHack doesn't necessarily fullfil what you might expect, it provides the foundation for bigger and better tools, so spreading awareness is important.
Thanks for finding new things to add.
Title: Re: Community Mods and utilities list.
Post by: profit on November 03, 2009, 11:05:02 am
One facepalm later... I realized a mod I personally use wasn't listed yet.... Yeah ignorance is bliss...  So.. I added Relentless Assault to the list...

*Do check the mod out though if your bored with your dorfs being able to handle anything.. One slip with that mod running can spell doom to your fort.  It's rough like 10 grain sandpaper.
Title: Re: Community Mods and utilities list.
Post by: Deon on November 09, 2009, 11:55:56 pm
Could you please rename the "Dwarf Fortress Complete" to "DF Genesis" and change the link to this thread:
http://www.bay12games.com/forum/index.php?topic=39661.0
Title: Re: Community Mods and utilities list.
Post by: profit on November 12, 2009, 02:17:27 pm
Could you please rename the "Dwarf Fortress Complete" to "DF Genesis" and change the link to this thread:
http://www.bay12games.com/forum/index.php?topic=39661.0
=)
information has been updated.
Title: Re: Community Mods and utilities list.
Post by: Haspen on November 13, 2009, 10:54:25 am
I was always gonna post it, but kept forgetting.

Here, mod converting DF into Avernum, if ya heard of it:

http://www.bay12games.com/forum/index.php?topic=41466.0

Still in making, but most 'lore' stuff is there and it's playable.
Title: Re: Community Mods and utilities list.
Post by: Fedor on November 13, 2009, 11:22:44 am
I also strongly support the creation of a Visualizer category. 

As a modder of the raws myself, I stand in awe of the talent that goes into the leading fortress visualization programs.  They most emphatically are not, in general, "barely supported", and while many are "non functional in some situations", that's because of the the variety of users' systems rather than any lack of talent or hard work on the part of the coders.  The 40dx release series has faced similar challenges.
Title: Re: Community Mods and utilities list.
Post by: nil on November 13, 2009, 11:26:57 pm
Heh, came over to request my mod Relentless Assault be added only to see it's already here!  I would like to change the description, if possible, to "Adds a number of new enemies.  Attackers are weak early on but advance rapidly."
Title: Re: Community Mods and utilities list.
Post by: profit on November 14, 2009, 07:18:57 am
I was always gonna post it, but kept forgetting.

Here, mod converting DF into Avernum, if ya heard of it:

http://www.bay12games.com/forum/index.php?topic=41466.0

Still in making, but most 'lore' stuff is there and it's playable.

Added =)
I also strongly support the creation of a Visualizer category. 

As a modder of the raws myself, I stand in awe of the talent that goes into the leading fortress visualization programs.  They most emphatically are not, in general, "barely supported", and while many are "non functional in some situations", that's because of the the variety of users' systems rather than any lack of talent or hard work on the part of the coders.  The 40dx release series has faced similar challenges.
Noted.
Heh, came over to request my mod Relentless Assault be added only to see it's already here!  I would like to change the description, if possible, to "Adds a number of new enemies.  Attackers are weak early on but advance rapidly."
Changed, and yep I do try to catch the quality mods. LOL and since I was using yours it really needed to go on the list.
Title: Re: Community Mods and utilities list.
Post by: Halmie on November 14, 2009, 08:30:07 am
You should put the complete and utter newbie tutorial in the list, its how I started.
It comes with a save file and walks you through good for when you're not ready for fun/don't recognise the interface.

The Link:Complete and Utter Newbie Tutorial for Dwarf Fortress (http://afteractionreporter.com/2009/02/09/the-complete-and-utter-newby-tutorial-for-dwarf-fortress-part-1-wtf/)
Title: Re: Community Mods and utilities list.
Post by: profit on November 14, 2009, 06:40:03 pm
You should put the complete and utter newbie tutorial in the list, its how I started.
It comes with a save file and walks you through good for when you're not ready for fun/don't recognise the interface.

The Link:Complete and Utter Newbie Tutorial for Dwarf Fortress (http://afteractionreporter.com/2009/02/09/the-complete-and-utter-newby-tutorial-for-dwarf-fortress-part-1-wtf/)

Ahh, was looking for one of these.  I will put it on the list.
Title: Re: Community Mods and utilities list.
Post by: soundandfury on December 11, 2009, 02:20:00 pm
Hey, can I plug my utility?
DF Designer
Forum thread with download linkies (http://www.bay12games.com/forum/index.php?topic=45433.0)
Wiki page with user manual (http://dwarffortresswiki.net/index.php/User:Soundandfury/DF_Designer)
I've had some good feedback already, and recently managed to port it to Windows (because I know the vast majority of you still labour under that ox).
Title: Re: Community Mods and utilities list.
Post by: Wiseacre on December 12, 2009, 07:05:27 pm
http://www.bay12games.com/forum/index.php?topic=43043.0

Darius Spellcraft mod is shaping up nicely. You want FUN you have it.

Oh, it allows you to place trigger runes And effect runes on furniture, finished goods, and ammo, via Encrusting and studding. He's rapidly updating and expanding.

These runes do, for example : Zombie rune, Fire rune, Regeneration rune, Revivification rune (Resurrection) Magma, and water. This is a utility, as you have to have the spellcraft program running to get the effects to work.
Title: Re: Community Mods and utilities list.
Post by: profit on December 14, 2009, 06:13:56 am
Hey, can I plug my utility?
DF Designer
Forum thread with download linkies (http://www.bay12games.com/forum/index.php?topic=45433.0)
Wiki page with user manual (http://dwarffortresswiki.net/index.php/User:Soundandfury/DF_Designer)
I've had some good feedback already, and recently managed to port it to Windows (because I know the vast majority of you still labour under that ox).
Added =)

http://www.bay12games.com/forum/index.php?topic=43043.0

Darius Spellcraft mod is shaping up nicely. You want FUN you have it.

Oh, it allows you to place trigger runes And effect runes on furniture, finished goods, and ammo, via Encrusting and studding. He's rapidly updating and expanding.

These runes do, for example : Zombie rune, Fire rune, Regeneration rune, Revivification rune (Resurrection) Magma, and water. This is a utility, as you have to have the spellcraft program running to get the effects to work.
And added =)
Title: Re: Community Mods and utilities list.
Post by: Sourlout on December 15, 2009, 04:32:11 pm
Quote
Introducing Quickfort, a template based construction tool for Dwarf Fortress.

Quickfort is a utility for Dwarf Fortress, built with AutoHotKey, that helps you build fortresses from "blueprint" .CSV files (comma separated values). These files are easily created and edited in an app like Excel. Most building-oriented DF commands are supported through the use of multiple .CSV files to describe the different phases of DF construction (designation, building, stockpiles, and making adjustments).

Located at: http://www.bay12games.com/forum/index.php?topic=35931.0

Extremely, EXTREMELY, useful!  Heck, you don't need to use a paint program anymore if you plan it in excel.
Title: Re: Community Mods and utilities list.
Post by: CobaltKobold on December 16, 2009, 02:39:30 am
I smell competing interests.
Title: Re: Community Mods and utilities list.
Post by: profit on December 17, 2009, 06:47:59 am
Quote
Introducing Quickfort, a template based construction tool for Dwarf Fortress.

Quickfort is a utility for Dwarf Fortress, built with AutoHotKey, that helps you build fortresses from "blueprint" .CSV files (comma separated values). These files are easily created and edited in an app like Excel. Most building-oriented DF commands are supported through the use of multiple .CSV files to describe the different phases of DF construction (designation, building, stockpiles, and making adjustments).

Located at: http://www.bay12games.com/forum/index.php?topic=35931.0

Extremely, EXTREMELY, useful!  Heck, you don't need to use a paint program anymore if you plan it in excel.

Added =)

I smell competing interests.

Interests always compete but... What The Heck are you talking about?
Title: Re: Community Mods and utilities list.
Post by: Sean Mirrsen on December 17, 2009, 06:51:11 am
DF Designer and Quickfort. Added in consecutive posts, no less.
Title: Re: Community Mods and utilities list.
Post by: profit on December 17, 2009, 07:31:09 am
Interesting.... Didn't even notice that... LOL and probably never would have if it was not pointed out.

But still, glad to add them all =)
Title: Re: Community Mods and utilities list.
Post by: TerminatorII on January 01, 2010, 03:06:23 am
http://www.bay12games.com/forum/index.php?topic=47229.0 (http://www.bay12games.com/forum/index.php?topic=47229.0)
http://dffd.wimbli.com/file.php?id=659 (http://dffd.wimbli.com/file.php?id=659)


ok done (sorry about the delay been gone a while.)
Title: Re: Community Mods and utilities list.
Post by: profit on January 01, 2010, 08:42:23 pm
http://www.bay12games.com/forum/index.php?topic=47229.0 (http://www.bay12games.com/forum/index.php?topic=47229.0)
http://dffd.wimbli.com/file.php?id=659 (http://dffd.wimbli.com/file.php?id=659)


ok done (sorry about the delay been gone a while.)

you have been added, but can you edit your message to link to the file, I would prefer not having two links on the list, so I am just liking to your message.
Title: Re: Community Mods and utilities list.
Post by: orcishwarrior on January 13, 2010, 05:16:57 pm
epic mod list i always thought the basic dwarf fortress was never "fun" enough  ;D
Title: Re: Community Mods and utilities list.
Post by: RedWarrior0 on January 14, 2010, 01:52:01 pm
Carriontrooper's DF Mega Mix: http://www.bay12games.com/forum/index.php?topic=46253.0 (http://www.bay12games.com/forum/index.php?topic=46253.0)
Title: Re: Community Mods and utilities list.
Post by: Haspen on January 15, 2010, 09:06:00 am
I was bored, please forgive me :D

http://www.bay12games.com/forum/index.php?topic=47963.0
Title: Re: Community Mods and utilities list.
Post by: profit on January 15, 2010, 01:02:15 pm
Carriontrooper's DF Mega Mix: http://www.bay12games.com/forum/index.php?topic=46253.0 (http://www.bay12games.com/forum/index.php?topic=46253.0)

Added =)

I was bored, please forgive me :D

http://www.bay12games.com/forum/index.php?topic=47963.0

Added =)
Title: Re: Community Mods and utilities list.
Post by: Deon on January 17, 2010, 01:49:45 pm
Where is the Dwarf Companion? :(
Title: Re: Community Mods and utilities list.
Post by: profit on January 17, 2010, 07:10:05 pm
Where is the Dwarf Companion? :(
I do not know... If I had a link I would know though... and it would probably be added.


* Edit, now that I looked it up, I know what it is... It has real usabilty issues, but I use it on occassion.  LOL cant get anything but the precompiled one to work either but that probably is not the authors fault *everything updates around it constantly*

I will add it to the pile though.

Title: Re: Community Mods and utilities list.
Post by: Deon on January 21, 2010, 03:28:50 am
Dwarf Companion link is on the wiki.
And it works perfectly.

Also please add my Dwemer Fortress [The Elder Scrolls] (http://www.bay12games.com/forum/index.php?topic=48197.0) mod to the list. I didn't know there's another one TES mod though, I am going to check if it has any graphics and dwemer content :).
Title: Re: Community Mods and utilities list.
Post by: profit on January 24, 2010, 03:04:41 pm
Dwarf Companion link is on the wiki.
And it works perfectly.

Also please add my Dwemer Fortress [The Elder Scrolls] (http://www.bay12games.com/forum/index.php?topic=48197.0) mod to the list. I didn't know there's another one TES mod though, I am going to check if it has any graphics and dwemer content :).

I would have to debate the "works perfectly" tag.  It works acceptably, but causes some oddball things in certain instances. It also has problems with pulling thoughts, and in certain instances has been known to lock up on me. There was also an instance where it corrupted DF for me.

I am not saying it's bad... Considering what it  messes around with it does really good... Just I would be cautious when using it. Follow directions carefully, make backups, expect oddities.  Nothing wrong with that though... Just not "perfect"  and not near as polished and user friendly as say Dwarf TheRapist or Dwarf Manager.


As for your mod:

Added =)
Title: Re: Community Mods and utilities list.
Post by: profit on January 31, 2010, 01:18:35 am
ATTENTION:

Any major mods I am missing?

I would like to have a complete list for archival purposes before the new version arrives.

Title: Re: Community Mods and utilities list.
Post by: sunshaker on February 04, 2010, 08:32:37 pm
People keep talking about the martial art one, but I don't know where it is.
Title: Re: Community Mods and utilities list.
Post by: CobaltKobold on February 04, 2010, 10:46:37 pm
You need to search more (http://www.bay12games.com/forum/index.php?topic=19103.0). Though, I suspect newer versions for modbase, or something..
Title: Re: Community Mods and utilities list.
Post by: profit on February 06, 2010, 12:18:53 am
Kinda old, would someone verify that it still works...

But yes, any mods not in the list for 40d - 40d16.

Just make sure you give a link to the mod when you post. =)
Title: Re: Community Mods and utilities list.
Post by: Stealtharcadia on February 12, 2010, 04:37:19 pm
So hey, is there any reveal utilities I could use with Mac? Cause I'm tired of looking for this damn HSF.
Title: Re: Community Mods and utilities list.
Post by: Hugo_The_Dwarf on February 13, 2010, 10:04:55 am
a great utility to add here would be Friendship (was know as Slavery enhancer 4*pi) It allows you to let other races/creatures that are a pet do hauling jobs and drafted to mility, even arming them (makes trading for human weapons and armor to arm your human slaves/buddies)

it comes with a
Simple mode which turns every creature into a part of your civ (makes hunting impossible but you can have a stray cat (tame) recruit) and

Experiment mode (which works perfectly fine, it picks creatures that you inputted into the Races.txt instead of them all "make sure your played race is in there" thus allowing for hunting of wild animals)

it also has a civ changer which works but in a way buggy because you can't give your changed civ any jobs but the standard hual and milityary

on another note Stealtharcadia try using Kazad the 3d viewer if you toggle surface off and turn the light bulb on you can see every underground goodie then just look for landmarks and tada every magma pipe and underground river and HFS is yours to explore

Edit: heres the link for Friendship http://dffd.wimbli.com/file.php?id=1787 (http://dffd.wimbli.com/file.php?id=1787)
Title: Re: Community Mods and utilities list.
Post by: profit on February 14, 2010, 07:10:14 pm
I usually try to ONLY link things that have main topics hosted on the bay 12 forums.

I will put it up with the DFFD link, but if you can dig up a forum post for it, or make one that would be good.
Title: Re: Community Mods and utilities list.
Post by: profit on February 14, 2010, 07:16:35 pm
* side note: I believe Khazad is win32 only and not mac compatible.

Title: Re: Community Mods and utilities list.
Post by: CobaltKobold on February 14, 2010, 07:26:56 pm
* side note: I believe Khazad is win32 only and not mac compatible.
you misspelled it in the first post
Title: Re: Community Mods and utilities list.
Post by: profit on February 16, 2010, 04:09:12 pm
Hmm

Sure did.. Would be really surprised if that was my only mistake.. I transcribe their names from memory most of the time since the forum page is sitting on the clipboard when I am assembling a new link.
Title: Re: Community Mods and utilities list.
Post by: Hugo_The_Dwarf on February 16, 2010, 09:17:50 pm
silly me here is the topic on the fourms link http://www.bay12games.com/forum/index.php?topic=48100.0 (http://www.bay12games.com/forum/index.php?topic=48100.0)

Edit: Slavery (aka friendship)
Title: Re: Community Mods and utilities list.
Post by: profit on February 17, 2010, 01:50:39 pm
silly me here is the topic on the fourms link http://www.bay12games.com/forum/index.php?topic=48100.0 (http://www.bay12games.com/forum/index.php?topic=48100.0)

Edit: Slavery (aka friendship)

TY =)
Title: Re: Community Mods and utilities list.
Post by: Daywalkah on February 20, 2010, 11:30:19 pm
I now think it is time to post my brutal dragons to this thread. Please add this:
Immortal Dragons Mod (http://www.bay12games.com/forum/index.php?topic=41381.msg743119#msg743119)
Title: Re: Community Mods and utilities list.
Post by: profit on February 22, 2010, 10:15:59 am
I now think it is time to post my brutal dragons to this thread. Please add this:
Immortal Dragons Mod (http://www.bay12games.com/forum/index.php?topic=41381.msg743119#msg743119)

Added
Title: Re: Community Mods and utilities list.
Post by: The Eviscerator of Gods on February 25, 2010, 01:37:06 pm
Could you add my mod? It adds a new race (moogles) and not much else.
http://dffd.wimbli.com/file.php?id=1874
Title: Re: Community Mods and utilities list.
Post by: profit on February 26, 2010, 12:21:26 pm
Could you add my mod? It adds a new race (moogles) and not much else.
http://dffd.wimbli.com/file.php?id=1874

Yeah, I will add it...

But once again... (Not for you but this is a common theme)
I would greatly prefer if you would link a bay 12 forum page instead of directly to the file, it allows a place for people to receive tech support and updates for a mod , there are some other factors in play as well, but anyhow....

If you can start one or send me a link to a forum page I will update it and feel happier.

*edit: Also... I am kinda at a loss for its name... I named it "Moogle Mod" on the list but if you have something else you call it I can change it.


Title: Re: Community Mods and utilities list.
Post by: The Eviscerator of Gods on February 26, 2010, 02:28:16 pm
You mean this?
http://www.bay12games.com/forum/index.php?topic=49826.0

Moogle mod is the mod's name.
Title: Re: Community Mods and utilities list.
Post by: profit on February 26, 2010, 04:41:59 pm
You mean this?
http://www.bay12games.com/forum/index.php?topic=49826.0

Moogle mod is the mod's name.
Yep =) Thank you.
Title: Re: Community Mods and utilities list.
Post by: profit on March 02, 2010, 10:46:02 am
Still looking for more mods =)

Almost time for the new release, would like to have 40d finished and complete before then.

See any mods not on the list send me a message.
Title: Re: Community Mods and utilities list.
Post by: timmeh on March 08, 2010, 11:19:31 am
More a utility than a mod, but there's the History/World to XML converter (http://www.bay12games.com/forum/index.php?topic=50128.0) I made, if you want to add that.  It takes the current world history/site and population files and converts them to an XML format for use in other programs, maybe a wiki or something.
Title: Re: Community Mods and utilities list.
Post by: profit on March 09, 2010, 02:25:14 am
More a utility than a mod, but there's the History/World to XML converter (http://www.bay12games.com/forum/index.php?topic=50128.0) I made, if you want to add that.  It takes the current world history/site and population files and converts them to an XML format for use in other programs, maybe a wiki or something.

Added
Title: Re: Community Mods and utilities list.
Post by: UristMcStudent on March 16, 2010, 03:45:13 pm
Is "Gibbed's dwarf fortress tweak" and, especially "For each tile" module no longer supported?
Title: Re: Community Mods and utilities list.
Post by: profit on March 16, 2010, 09:36:23 pm
Is "Gibbed's dwarf fortress tweak" and, especially "For each tile" module no longer supported?
I do not know.  I only keep up on programs I actively use.

You would have to send a message to their authors.
Title: Re: Community Mods and utilities list.
Post by: profit on March 16, 2010, 09:39:27 pm
Speaking of, I am about to break all the 40d mods off into a seperate are and only have the ones for the new versions listed on the main page soon.

Do not worry, I will not be deleting anything they will just be moved to a separate linked thread.
Title: Re: Community Mods and utilities list.
Post by: profit on March 20, 2010, 01:02:24 am
Updated a couple wiki links because they changed when i was not looking.
Title: Re: Community Mods and utilities list.
Post by: profit on March 28, 2010, 08:59:47 pm
And Thus ends  Community Mods and utilities list v0.28.181.40d.

Thank you to all who made mods.


I have cleared the list for the new version, but do not worry, I left a link to the old mod list in the main text.
Title: Re: Community Mods and utilities list.
Post by: Igfig on March 29, 2010, 06:36:41 pm
So I suppose I ought to put this here:

DFLang (http://www.bay12games.com/forum/index.php?topic=47332.0), my language-file generator.  It's version-independent.
Title: Re: Community Mods and utilities list.
Post by: profit on March 29, 2010, 07:09:10 pm
Uhh ok.. I am not exactly sure what that does, but I think it is a modding tool so I am gonna drop it in there =)
Title: Re: Community Mods and utilities list.
Post by: profit on April 01, 2010, 09:10:52 pm
Yay! I got to add my own mod to the list =)  Kinda a rare thing for me to actually finish something...

Anyhow.. What about the rest of you!? it's been nearly 16 hours =p

We need the mods and utils =)

Hehehe JK... Take your time all, Quality over quantity and all that jazz.
Title: Re: Community Mods and utilities list.
Post by: Haspen on April 02, 2010, 07:12:33 am
What we're supposed to mod?

Unstable and buggy stuff? :P

I'm sure I will make Haspen's Little Mod for new version, as soon as I will get a grip of bloated raws and when the version will be more... playable :P

You can already reserve space for me! xD
Title: Re: Community Mods and utilities list.
Post by: profit on April 02, 2010, 03:19:02 pm
LOL, You know I have actually found it fairly stable.. a couple problems with crashes here and there.. but they are more a problem with me asking too much of DF than otherwise.

But Yeah Just say when you like what you see and I will get your mod added =)
Title: Re: Community Mods and utilities list.
Post by: lastofthelight on April 02, 2010, 09:52:15 pm
There are several mods for .31 out already, including a bugfix. None of them have been announced on the modding board, but all are in the dffd here.  http://dffd.wimbli.com/category.php?id=13
Title: Re: Community Mods and utilities list.
Post by: Rumrusher on April 02, 2010, 10:59:02 pm
embark anywhere still works on this.
just not over waters.
Title: Re: Community Mods and utilities list.
Post by: profit on April 02, 2010, 11:03:40 pm
Ahh excellent.  I will hunt them down when I am feeling a bit better and re-add them =)
Title: Re: Community Mods and utilities list.
Post by: Mr_Bucket_Hat on April 04, 2010, 08:26:06 am
Just downloaded Dwarf fort 2010, and my favorite mod, Reveal, isn't working on it yet. Could be worse.

EDIT:.... This is why I really should read through the wiki pages thoroughly. Ignore me.
Title: Re: Community Mods and utilities list.
Post by: profit on April 04, 2010, 12:59:19 pm
Just downloaded Dwarf fort 2010, and my favorite mod, Reveal, isn't working on it yet. Could be worse.

EDIT:.... This is why I really should read through the wiki pages thoroughly. Ignore me.

Honestly...

I don't think you really want to use reveal..  Revealing 150 levels could likely cause memory problems and a crash...   

I have experienced several crashes already where DF has used more than 2 GB of memory and crashed.

Guess we need a 64Bit dwarf fortress
Title: Re: Community Mods and utilities list.
Post by: Mr_Bucket_Hat on April 04, 2010, 01:20:32 pm
Just downloaded Dwarf fort 2010, and my favorite mod, Reveal, isn't working on it yet. Could be worse.

EDIT:.... This is why I really should read through the wiki pages thoroughly. Ignore me.

Honestly...


I don't think you really want to use reveal..  Revealing 150 levels could likely cause memory problems and a crash...  

I have experienced several crashes already where DF has used more than 2 GB of memory and crashed.

Guess we need a 64Bit dwarf fortress


That just happened to me actually. Thing froze up after I used Reveal. Its just so damn useful though at times.

By they way, had Toady finally reached the stage where his attention to detail might be considered the teeniest bit insane? Some of the changes are amazing, and its excellent, almost like the Book of Kells (http://www.bookofkells.ie/) turned into a video game. If the monks had microscopes, and robotic hands. Which I would bet they had.
Skin layers, rock density, individual appearances and ages (which I love), health, actual use for soap... and thats only because I read the Wiki. I can't imagine what it will be like when I get my fort up and running. Not to mention sieges. I use those as a main source of income, and now they may even come up through the floor! I would need traps everywhere. New rocks, materials, combat systems, training, and Toady knows what else. Once the various bugs have been cleared up, Toady should get some kind of award for 'ultimate fantasy manager simulation'.
Title: Re: Community Mods and utilities list.
Post by: Jack A T on April 04, 2010, 02:31:58 pm
The speech parts of It's The Small Things work with DF 2010.
Title: Re: Community Mods and utilities list.
Post by: profit on April 04, 2010, 04:25:50 pm
Just downloaded Dwarf fort 2010, and my favorite mod, Reveal, isn't working on it yet. Could be worse.

EDIT:.... This is why I really should read through the wiki pages thoroughly. Ignore me.

Honestly...


I don't think you really want to use reveal..  Revealing 150 levels could likely cause memory problems and a crash...   

I have experienced several crashes already where DF has used more than 2 GB of memory and crashed.

Guess we need a 64Bit dwarf fortress


That just happened to me actually. Thing froze up after I used Reveal. Its just so damn useful though at times.

By they way, had Toady finally reached the stage where his attention to detail might be considered the teeniest bit insane? Some of the changes are amazing, and its excellent, almost like the Book of Kells (http://www.bookofkells.ie/) turned into a video game. If the monks had microscopes, and robotic hands. Which I would bet they had.
Skin layers, rock density, individual appearances and ages (which I love), health, actual use for soap... and thats only because I read the Wiki. I can't imagine what it will be like when I get my fort up and running. Not to mention sieges. I use those as a main source of income, and now they may even come up through the floor! I would need traps everywhere. New rocks, materials, combat systems, training, and Toady knows what else. Once the various bugs have been cleared up, Toady should get some kind of award for 'ultimate fantasy manager simulation'.

Actually, his behavior only mirrors ours.. The real question should be, "Have we become insane with OUR attention to detail?" Toady really only has been doing what we have asked of him. (Albeit in an inspired and wonderful ways)

And yes.

He should get an award.  There is more detail in a single dwarf than in on average 5 games released for the xbox 360.
Title: Re: Community Mods and utilities list.
Post by: Grax on April 05, 2010, 09:15:48 am
and now they may even come up through the floor! I would need traps everywhere.

You said through the floor?

Do you mean they come up... through... the floor??

OMFG! AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA!!!!!
Title: Re: Community Mods and utilities list.
Post by: xtank5 on April 05, 2010, 01:08:46 pm
Reveal2 found here (http://dffd.wimbli.com/file.php?id=1044), when used with the information found on the wiki (http://df.magmawiki.com/index.php/Utilities), works with the new version.

An incomplete build of Dwarf Therapist can be found in this post (http://www.bay12games.com/forum/index.php?topic=39229.msg1136017#msg1136017).
Title: Re: Community Mods and utilities list.
Post by: Mr_Bucket_Hat on April 05, 2010, 02:00:44 pm
and now they may even come up through the floor! I would need traps everywhere.

You said through the floor?

Do you mean they come up... through... the floor??

OMFG! AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA!!!!!

They were talking about it on one of the older podcasts. And there are plenty of underground creatures who evidently dig: I used reveal and found a colony of Antmen with tunnels. I doubt some dwarves came along and made the tunnels and left, so who made them?

And in The release info under alerts (http://df.magmawiki.com/index.php/DF2010:Release_Information), he specifically mentions underground attacks. So, yes; be afraid. Very afraid. Just because your outer walls can't be breached because of the sheer number of rockfall traps and tethered cougars, you might well watch as dreaded monstrosities come through the wall and shove a spear up your mayors.... Beard.
Sieges, as I said, were my income source, being easier than having an army of craftsdwarves and less messy, because it was so easy. Leave one door unlocked, and watch as goblins clamber through traps and all kinds of wonderfully inventive cruelties to try to get into a room filled with wrestling champions. But now, the true enemy of the dwarf arrives, the ones told of in story and cursed in fear. They that lie beneath, those that rise, ones who dug much further and earlier than we. That we truly fear in the darkness.
Codmen.
Title: Re: Community Mods and utilities list.
Post by: Deon on April 05, 2010, 02:04:40 pm
Major mod:
 ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩  (http://www.bay12games.com/forum/index.php?topic=52988.0) - This mod aims to vastly increase the content of the game by adding lots of unique subraces to well-known entities as well as totally new creatures for the world and the underworld. Also it combines a few great works of other modders which add new plants, trees, ores, items, livestock and gameplay mechanics. The mod is being constantly developed.
Title: Re: Community Mods and utilities list.
Post by: profit on April 05, 2010, 05:18:59 pm
Major mod:
 ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩  (http://www.bay12games.com/forum/index.php?topic=52988.0) - This mod aims to vastly increase the content of the game by adding lots of unique subraces to well-known entities as well as totally new creatures for the world and the underworld. Also it combines a few great works of other modders which add new plants, trees, ores, items, livestock and gameplay mechanics. The mod is being constantly developed.

Added =)
Title: Re: Community Mods and utilities list.
Post by: Deon on April 05, 2010, 06:50:03 pm
Thank you very much. Your thread is very helpful, your work is awesome :).
Title: Re: Community Mods and utilities list.
Post by: Deon on April 06, 2010, 01:55:07 am
Could you add "Includes dangerous mining and deadly archery" at the end of the mod description please? I find the diseases from mining quite entertaining, and the archery overhaul makes ranged fighting viable again which is important for me (and maybe others too :P).
Title: Re: Community Mods and utilities list.
Post by: Lofn on April 06, 2010, 12:21:57 pm
Could I put up a couple to be added?  Both are minor mods.

http://www.bay12games.com/forum/index.php?topic=53002.0 - a black lung mod that adds dangerous coal dust to coal veins.
http://www.bay12games.com/forum/index.php?topic=53070.0 - a mod that adds Aliens and Predators from their respective movie franchises.
Title: Re: Community Mods and utilities list.
Post by: KaelGotDwarves on April 06, 2010, 02:45:45 pm
I don't see it on the front page so: Chmod has "released" a quickfix version of Dwarf Therapist for the new version- the amazing dwarf manager/foreman-like program: http://dwarftherapist.googlecode.com/files/DwarfTherapist-0.4.3.zip
He knows it's bugged, so he asked that people not report bugs. He only released it to help people out with the basics of profession assigning without going through 200 dwarf screens.

Also the Community Combat Overhaul Mod: http://www.bay12games.com/forum/index.php?topic=53100.0

Thanks profit.
Title: Re: Community Mods and utilities list.
Post by: profit on April 06, 2010, 07:20:15 pm
Could you add "Includes dangerous mining and deadly archery" at the end of the mod description please? I find the diseases from mining quite entertaining, and the archery overhaul makes ranged fighting viable again which is important for me (and maybe others too :P).

Ok, I have amended the description.

Could I put up a couple to be added?  Both are minor mods.

http://www.bay12games.com/forum/index.php?topic=53002.0 - a black lung mod that adds dangerous coal dust to coal veins.
http://www.bay12games.com/forum/index.php?topic=53070.0 - a mod that adds Aliens and Predators from their respective movie franchises.

Added =)

I don't see it on the front page so: Chmod has "released" a quickfix version of Dwarf Therapist for the new version- the amazing dwarf manager/foreman-like program: http://dwarftherapist.googlecode.com/files/DwarfTherapist-0.4.3.zip
He knows it's bugged, so he asked that people not report bugs. He only released it to help people out with the basics of profession assigning without going through 200 dwarf screens.

Also the Community Combat Overhaul Mod: http://www.bay12games.com/forum/index.php?topic=53100.0

Thanks profit.


I will add the CCO mod, but Dwarf Therapist is still in pretty rough shape and he does not want it posted elsewhere (Yet!) according to his thread.
Title: Re: Community Mods and utilities list.
Post by: FACM on April 07, 2010, 08:22:36 pm
Now that my mod fits the basic requirements for the first post, can it be added in?
http://www.bay12games.com/forum/index.php?topic=53290.0 (http://www.bay12games.com/forum/index.php?topic=53290.0)

It's going to add some more variety and fantastical elements into the game, and I'm very open to community suggestions.
Title: Re: Community Mods and utilities list.
Post by: profit on April 08, 2010, 05:52:50 pm
Now that my mod fits the basic requirements for the first post, can it be added in?
http://www.bay12games.com/forum/index.php?topic=53290.0 (http://www.bay12games.com/forum/index.php?topic=53290.0)

It's going to add some more variety and fantastical elements into the game, and I'm very open to community suggestions.

Of course it can be added in. I will get it in there shortly.  If you would like a different description that is not too long just send me a message.
Title: Re: Community Mods and utilities list.
Post by: Shadowlord on April 10, 2010, 12:04:31 am
I'd like to have Uristmod (http://www.bay12games.com/forum/index.php?topic=53028.0) added to the list. It's a utility which is similar in spirit to what modbase used to do, except portable (There's a linux version already, and the only reason there isn't a Mac OS X version is because I don't have a Mac with OS X), using regexes, and not a colossal hack. Also doesn't eat the comments in your raw files. Open source, but coded in Haskell, which is not easy to read if you don't know it already.
Title: Re: Community Mods and utilities list.
Post by: profit on April 10, 2010, 03:58:40 pm
I'd like to have Uristmod (http://www.bay12games.com/forum/index.php?topic=53028.0) added to the list. It's a utility which is similar in spirit to what modbase used to do, except portable (There's a linux version already, and the only reason there isn't a Mac OS X version is because I don't have a Mac with OS X), using regexes, and not a colossal hack. Also doesn't eat the comments in your raw files. Open source, but coded in Haskell, which is not easy to read if you don't know it already.


Ahh I was going to add it to the list already since I liked the design and the implementation.   All's you need now is a logic analyzer to compare a vanilla file with a mod file and generate the install files *Would probably get a lot of the lazy modders on board. =)   But yeah, it is added.
Title: Re: Community Mods and utilities list.
Post by: profit on April 10, 2010, 10:22:19 pm
Dwarf TheRapist has been updated and is an official release.   So it is back on the list!
Title: Re: Community Mods and utilities list.
Post by: Daywalkah on April 11, 2010, 02:36:39 pm
I would like to have my new, updated Immortal Dragons Mod (http://www.bay12games.com/forum/index.php?topic=41381.msg743119#msg743119) added to the list please.
Title: Re: Community Mods and utilities list.
Post by: profit on April 11, 2010, 03:33:53 pm
I would like to have my new, updated Immortal Dragons Mod (http://www.bay12games.com/forum/index.php?topic=41381.msg743119#msg743119) added to the list please.


Added =)
Title: Re: Community Mods and utilities list.
Post by: Venatius on April 12, 2010, 02:03:59 am
It isn't my work, so I apologize if this is improper, but the Quickfort utility has been updated to work with 0.31.01. The thread is at http://www.bay12games.com/forum/index.php?topic=35931.0
Title: Re: Community Mods and utilities list.
Post by: profit on April 12, 2010, 12:36:47 pm
It isn't my work, so I apologize if this is improper, but the Quickfort utility has been updated to work with 0.31.01. The thread is at http://www.bay12games.com/forum/index.php?topic=35931.0

Nope, not improper I take almost all recommendations, only if an author specifically requests to not be advertised, is the only time I will not list them here. (Has happened once)

Thanks for keeping an eye out for new and useful mods for me.
Title: Re: Community Mods and utilities list.
Post by: Apolloin on April 14, 2010, 11:59:50 pm
I believe that Dwarf Therapist is now up to 0.5.0

Title: Re: Community Mods and utilities list.
Post by: profit on April 15, 2010, 05:17:44 pm
I believe that Dwarf Therapist is now up to 0.5.0



It is, I added it back on the day it was released as an official .5.0 release.

You can find it under essential utilities at the top.
Title: Re: Community Mods and utilities list.
Post by: Jim94 on April 19, 2010, 09:51:34 pm
A long time lurker here, thank you for the list of useful mods & utilities, this is purely awesome
Title: Re: Community Mods and utilities list.
Post by: profit on April 19, 2010, 10:34:09 pm
Most welcome =)
Title: Re: Community Mods and utilities list.
Post by: Furioso on April 22, 2010, 07:16:03 pm
Could you please add my Caln Elcarië mod to the list?  It's in this topic: http://www.bay12forums.com/smf/index.php?topic=55205.0
Thanks  :)
Title: Re: Community Mods and utilities list.
Post by: xtank5 on April 22, 2010, 09:05:48 pm
Could you add this (http://dffd.wimbli.com/file.php?id=2200) please.
It isn't a mod, or a utility, however, I think it would be good to have here so that anyone looking for fresh raws (and hasn't made a backup) can get some.

Also:

This. (http://www.bay12forums.com/smf/index.php?topic=55025.0)  ChromaFort is a utility that converts .bmps into .csv files for use with QuickFort.  See the topic for more info.
Title: Re: Community Mods and utilities list.
Post by: profit on April 23, 2010, 11:37:06 pm
Could you please add my Caln Elcarië mod to the list?  It's in this topic: http://www.bay12forums.com/smf/index.php?topic=55205.0
Thanks  :)

Added, and Most welcome =)

Could you add this (http://dffd.wimbli.com/file.php?id=2200) please.
It isn't a mod, or a utility, however, I think it would be good to have here so that anyone looking for fresh raws (and hasn't made a backup) can get some.

Also:

This. (http://www.bay12forums.com/smf/index.php?topic=55025.0)  ChromaFort is a utility that converts .bmps into .csv files for use with QuickFort.  See the topic for more info.

Added and Added.
Title: Re: Community Mods and utilities list.
Post by: Daywalkah on April 27, 2010, 02:06:34 pm
If you don't mind, I would like you to add my Fanciful Creatures Mod (http://://www.bay12forums.com/smf/index.php?topic=55665.0) please. It is a mod that basically adds any fanciful creatures that comes to mind that aren't a creature in the game. Such as centaurs and anubites.
Title: Re: Community Mods and utilities list.
Post by: profit on April 27, 2010, 06:58:48 pm
If you don't mind, I would like you to add my Fanciful Creatures Mod (http://://www.bay12forums.com/smf/index.php?topic=55665.0) please. It is a mod that basically adds any fanciful creatures that comes to mind that aren't a creature in the game. Such as centaurs and anubites.
Added =)
Title: Re: Community Mods and utilities list.
Post by: Thrin on April 28, 2010, 05:23:48 am
I think it's finally time for a little bit of self promotion. I just finished plugging the major holes in Beefmo's graphics for the dwarves, so I'd like to have it added to the list, please. Link to the thread in my sig.
Title: Re: Community Mods and utilities list.
Post by: profit on April 29, 2010, 09:23:06 pm
I think it's finally time for a little bit of self promotion. I just finished plugging the major holes in Beefmo's graphics for the dwarves, so I'd like to have it added to the list, please. Link to the thread in my sig.
Added.

And we welcome almost all promotion.


!!Side Note!!

I am not going to be here much for several weeks.  If your mod does not get added even after a couple days don't fret.  You will get added eventually!
Title: Re: Community Mods and utilities list.
Post by: Mephansteras on April 30, 2010, 11:39:36 pm
Civilization Forge 2.01 (http://www.bay12forums.com/smf/index.php?topic=31157.0) has been released!

Adds new races, armor, weapons, animals, plants, and rocks as well as many balance changes to make Dwarf Fortress more interesting and fun
Title: Re: Community Mods and utilities list.
Post by: profit on May 01, 2010, 09:50:40 pm
Civilization Forge 2.01 (http://www.bay12forums.com/smf/index.php?topic=31157.0) has been released!

Adds new races, armor, weapons, animals, plants, and rocks as well as many balance changes to make Dwarf Fortress more interesting and fun

And I welcome it back to the list =)
Title: Re: Community Mods and utilities list.
Post by: Venatius on May 02, 2010, 02:49:34 am
Another old buddy apparently back: DFHack apparently now 2010 compatible (with all versions as of this writing), and I can verify it works.

http://www.bay12forums.com/smf/index.php?topic=41916.0

Hope this hasn't already come up. Current version is 0.3.1.4.
Title: Re: Community Mods and utilities list.
Post by: Tarran on May 02, 2010, 06:18:11 pm
This doesn't have the Friendship enhancer yet?

http://www.bay12forums.com/smf/index.php?topic=55713
Title: Re: Community Mods and utilities list.
Post by: profit on May 02, 2010, 07:08:34 pm
Another old buddy apparently back: DFHack apparently now 2010 compatible (with all versions as of this writing), and I can verify it works.

http://www.bay12forums.com/smf/index.php?topic=41916.0

Hope this hasn't already come up. Current version is 0.3.1.4.

Added, Hope that it is more stable than the old version... Always had grief with these...

This doesn't have the Friendship enhancer yet?

http://www.bay12forums.com/smf/index.php?topic=55713

Added. Someday I will get around to trying this mod =)
Title: Re: Community Mods and utilities list.
Post by: Mephansteras on May 03, 2010, 04:11:25 pm
Minor update - Civilization Forge is now at version 2.02 with some minor bugfixes.
Title: Re: Community Mods and utilities list.
Post by: profit on May 03, 2010, 08:04:34 pm
Minor update - Civilization Forge is now at version 2.02 with some minor bugfixes.
KK changed the list to reflect a more general status =)
Title: Re: Community Mods and utilities list.
Post by: Deon on May 05, 2010, 12:42:21 pm
I want you to add this to Total Conversions section

☢ Wasteland ☢ (http://www.bay12forums.com/smf/index.php?topic=54561.0) : You've just left your vault with a group of people. A new broken world lies before you. Battle restless beasts, mutants and raiders to establish a new community in the post-apocalyptical world.


Thank you.
Title: Re: Community Mods and utilities list.
Post by: ebenezer on May 05, 2010, 02:05:51 pm
Dunno if this has already been suggested, but it would be useful to indicate the platform(s) on which each utility works.
Thanks.
Title: Re: Community Mods and utilities list.
Post by: profit on May 05, 2010, 09:20:09 pm
I want you to add this to Total Conversions section

☢ Wasteland ☢ (http://www.bay12forums.com/smf/index.php?topic=54561.0) : You've just left your vault with a group of people. A new broken world lies before you. Battle restless beasts, mutants and raiders to establish a new community in the post-apocalyptical world.


Thank you.

Added.

Dunno if this has already been suggested, but it would be useful to indicate the platform(s) on which each utility works.
Thanks.

I don't know which platforms the utilities work on.  And many talented people have gotten them to work on other ones using emulators and recompiling.. SO.. if they mention to me they want the platforms they support mentioned I will add them... Or if someone wants to test, scrounge and look for them I would add that info... But I would prefer if someone would scrounge for mods I missed instead and tell me so I can add them, rather than worrying about utilities OS versions.
Title: Re: Community Mods and utilities list.
Post by: Daywalkah on May 08, 2010, 07:20:39 pm
Could you add my Automaton Fortress (http://www.bay12forums.com/smf/index.php?topic=56263.msg1215940#msg1215940) to the list under Major Mods? It allows the player to play as the robotic Automatons.

Please and thank you.
Title: Re: Community Mods and utilities list.
Post by: profit on May 09, 2010, 08:48:54 am
Could you add my Automaton Fortress (http://www.bay12forums.com/smf/index.php?topic=56263.msg1215940#msg1215940) to the list under Major Mods? It allows the player to play as the robotic Automatons.

Please and thank you.

Added, and may I say, +1 for creativity.   That is a very unique mod idea.
Title: Re: Community Mods and utilities list.
Post by: Chariot on May 10, 2010, 11:55:57 pm
Mind adding my graphics pack(see 2nd line of sig) to the graphics section?
Title: Re: Community Mods and utilities list.
Post by: profit on May 11, 2010, 09:52:57 pm
Mind adding my graphics pack(see 2nd line of sig) to the graphics section?

Added, Kinda like to link to forum posts, but since it is just a graphics pack I think it would be fine to be linked externally =)
Title: Re: Community Mods and utilities list.
Post by: Deon on May 16, 2010, 11:41:03 am
You absolutely must add this:
http://www.bay12forums.com/smf/index.php?topic=57428.0

PerfectWorldDF, an utility to make your own world in any manner you want and how you want it to be.
Title: Re: Community Mods and utilities list.
Post by: profit on May 16, 2010, 08:45:35 pm
You absolutely must add this:
http://www.bay12forums.com/smf/index.php?topic=57428.0

PerfectWorldDF, an utility to make your own world in any manner you want and how you want it to be.

Wow....

Just wow... 

I may add that to essential utilities after some testing... So amazing...  Thanks for pointing it out, Deon.
Title: Re: Community Mods and utilities list.
Post by: darkflagrance on May 23, 2010, 03:35:50 pm
The Custom Workshop Workshop utility:

http://www.bay12forums.com/smf/index.php?topic=54004.0 (http://www.bay12forums.com/smf/index.php?topic=54004.0)

Didn't see it on the OP or wiki, and thought it was a useful way to get your custom workshops looking the way you wanted to.
Title: Re: Community Mods and utilities list.
Post by: profit on May 23, 2010, 09:39:46 pm
The Custom Workshop Workshop utility:

http://www.bay12forums.com/smf/index.php?topic=54004.0 (http://www.bay12forums.com/smf/index.php?topic=54004.0)

Didn't see it on the OP or wiki, and thought it was a useful way to get your custom workshops looking the way you wanted to.

Added =)
Title: Re: Community Mods and utilities list.
Post by: superradish on May 27, 2010, 03:04:43 pm
how do the utilities for the dfhack work? the readme doesn't really say how to use them, just what they do. I'm stuck in a situation where i need to use them, so any help would be appreciated.
Title: Re: Community Mods and utilities list.
Post by: xtank5 on May 27, 2010, 04:29:54 pm
Double-click on the executable to run them.
Title: Re: Community Mods and utilities list.
Post by: profit on May 27, 2010, 10:09:36 pm
how do the utilities for the dfhack work? the readme doesn't really say how to use them, just what they do. I'm stuck in a situation where i need to use them, so any help would be appreciated.

You should try in the DF hack thread, I personally have not used it, and I doubt many here have, but I am betting almost everyone in the thread there would know.

http://www.bay12forums.com/smf/index.php?topic=41916.0

Title: Re: Community Mods and utilities list.
Post by: RavingManiac on June 08, 2010, 01:33:56 am
Might want to update the dfhack link to this one: http://www.bay12forums.com/smf/index.php?topic=58809.0
Title: Re: Community Mods and utilities list.
Post by: profit on June 08, 2010, 10:16:03 pm
Might want to update the dfhack link to this one: http://www.bay12forums.com/smf/index.php?topic=58809.0

Ok! Thank you for keeping an eye on things.
Title: Re: Community Mods and utilities list.
Post by: xtank5 on June 12, 2010, 04:11:09 pm
Update to unchanged raws.  This (http://dffd.wimbli.com/file.php?id=2493) goes to v0.31.06 raws.

Edit:  This (http://dffd.wimbli.com/file.php?id=2494) goes to v0.31.04 raws.   (.31.05 coming soon)

Edit2: This (http://dffd.wimbli.com/file.php?id=2495) goes to v0.31.05 raws.
Title: Re: Community Mods and utilities list.
Post by: profit on June 14, 2010, 02:38:46 pm
Update to unchanged raws.  This (http://dffd.wimbli.com/file.php?id=2493) goes to v0.31.06 raws.

Edit:  This (http://dffd.wimbli.com/file.php?id=2494) goes to v0.31.04 raws.   (.31.05 coming soon)

Edit2: This (http://dffd.wimbli.com/file.php?id=2495) goes to v0.31.05 raws.

I am unsure if I will be maintaining any raw files on the list at all since they can easily be downloaded from bay12...  However for right now I am going to keep the latest on the list, because I can see as a mod developer how it can be easy to forget to make a separate copy of the original raw's.   I do not see a lot of mod developers making mods for older versions though so I am going to omit the older versions unless there is significant requests for them.
Title: Re: Community Mods and utilities list.
Post by: xtank5 on June 14, 2010, 04:31:37 pm
At least the links are sticking around in the thread so that if  somebody does need them and comes searching they might find them buried back here.
Title: Re: Community Mods and utilities list.
Post by: profit on June 14, 2010, 07:39:04 pm
At least the links are sticking around in the thread so that if  somebody does need them and comes searching they might find them buried back here.

I assume if they see the most recent one in the link to DFFD they may also use the search engine there to find the older ones.... But probably if some one is developing for an older version they will probably never think to even look in the list they will just unzip the raw's from the zip file again.
Title: Re: Community Mods and utilities list.
Post by: madk on June 16, 2010, 02:55:43 pm
I wrote a utility to remove the [PET_EXOTIC] and [MOUNT_EXOTIC] tags from the raws automatically, since the Dungeon Master isn't working.

NoExotic (http://www.bay12forums.com/smf/index.php?topic=59411.0)
Title: Re: Community Mods and utilities list.
Post by: profit on June 16, 2010, 10:14:57 pm
I wrote a utility to remove the [PET_EXOTIC] and [MOUNT_EXOTIC] tags from the raws automatically, since the Dungeon Master isn't working.

NoExotic (http://www.bay12forums.com/smf/index.php?topic=59411.0)

Sounds useful.  It has been added to the list.
Title: Re: Community Mods and utilities list.
Post by: xtank5 on June 19, 2010, 10:03:09 pm
New raws.  0.31.08
http://dffd.wimbli.com/file.php?id=2548 (http://dffd.wimbli.com/file.php?id=2548)
Title: Re: Community Mods and utilities list.
Post by: profit on June 19, 2010, 10:33:08 pm
New raws.  0.31.08
http://dffd.wimbli.com/file.php?id=2548 (http://dffd.wimbli.com/file.php?id=2548)

I am officially impressed....  You have the raws before the version is released.

*Edit* No the versions are just flying at me faster than I can keep up with them =p
Title: Re: Community Mods and utilities list.
Post by: Trigonous on June 24, 2010, 12:34:34 pm
Runesmith (http://www.bay12forums.com/smf/index.php?topic=59056.0") would make a good addition to the list.  It's basically Dwarf Companion redone for DF2010.  It's not finished yet, but still has some neat functionality.
Title: Re: Community Mods and utilities list.
Post by: profit on June 24, 2010, 09:10:49 pm
Runesmith (http://www.bay12forums.com/smf/index.php?topic=59056.0") would make a good addition to the list.  It's basically Dwarf Companion redone for DF2010.  It's not finished yet, but still has some neat functionality.

Added =)
Title: Re: Community Mods and utilities list.
Post by: Lofn on June 24, 2010, 09:15:24 pm
Would you mind adding this tanning mod (http://www.bay12forums.com/smf/index.php?topic=59634.0) to the list?
Title: Re: Community Mods and utilities list.
Post by: profit on June 27, 2010, 10:31:10 am
Would you mind adding this tanning mod (http://www.bay12forums.com/smf/index.php?topic=59634.0) to the list?
added
Title: Re: Community Mods and utilities list.
Post by: UristMcStudent on July 02, 2010, 07:50:37 am
Somebody tried to update DF Tweak for 0.3x.xx?
Title: Re: Community Mods and utilities list.
Post by: profit on July 02, 2010, 11:15:29 am
Somebody tried to update DF Tweak for 0.3x.xx?

There have been efforts to mimic its abilities in several different programs...

RuneSmith is more geared towards the dwarf side.

DF hack is more geared towards the tile side.

The exact functionality I do not know if it has been mirrored anywhere yet.
Title: Re: Community Mods and utilities list.
Post by: UristMcStudent on July 02, 2010, 11:55:23 am
DF hack is more geared towards the tile side.
Maybe, but you cannot alter tiles with it =( I want to write something with that feature, but I don't know anything about DF memory and there is no sources of tweak neither dtil.
Title: Re: Community Mods and utilities list.
Post by: profit on July 02, 2010, 02:46:05 pm
Hmm..  Well runesmith's creator says he is considering a tile editor so perhaps you can ask him.

Memory edits are fairly straightforward, mostly it is getting the interface built around them and finding their correct locations from what I have seen.
Title: Re: Community Mods and utilities list.
Post by: Shukaro on July 05, 2010, 12:50:08 pm
I've got a small mod that can be pretty useful if you're genning and discarding lots of worlds. http://www.bay12forums.com/smf/index.php?topic=60815.0 (http://www.bay12forums.com/smf/index.php?topic=60815.0)

It's a custom workshop that creates a variety of different items and resources, useful for testing custom reactions and such. Sadly, no bone or shell support, as those seem to be borked at the moment.

Also I noticed Baughn's DF Accelerator (http://www.bay12forums.com/smf/index.php?topic=51957.0 (http://www.bay12forums.com/smf/index.php?topic=51957.0)) wasn't on the list. It's a dll that attempts to speed up dwarf fortress (your framerate) and usually succeeds at it.
Title: Re: Community Mods and utilities list.
Post by: profit on July 05, 2010, 09:29:55 pm
I've got a small mod that can be pretty useful if you're genning and discarding lots of worlds. http://www.bay12forums.com/smf/index.php?topic=60815.0 (http://www.bay12forums.com/smf/index.php?topic=60815.0)

It's a custom workshop that creates a variety of different items and resources, useful for testing custom reactions and such. Sadly, no bone or shell support, as those seem to be borked at the moment.

Also I noticed Baughn's DF Accelerator (http://www.bay12forums.com/smf/index.php?topic=51957.0 (http://www.bay12forums.com/smf/index.php?topic=51957.0)) wasn't on the list. It's a dll that attempts to speed up dwarf fortress (your framerate) and usually succeeds at it.
I added you mod, however since the SDL merge has been completed, I believe DF accelerator is no longer required for any improvements in speed.   Thank you though for the heads up =)
Title: Re: Community Mods and utilities list.
Post by: Shukaro on July 05, 2010, 09:42:28 pm
Thanks, didn't know that it was obsolete, I should remove it then, in case in does some weird voodoo magic on my DF.
Title: Re: Community Mods and utilities list.
Post by: Shukaro on July 05, 2010, 11:22:30 pm
I've got another one http://www.bay12forums.com/smf/index.php?topic=60853.0 (http://www.bay12forums.com/smf/index.php?topic=60853.0)

This one's a workshop that attempts to provide alternate routes of progression for certain dangerous/difficult to train skills. It isn't meant to be a cheat workshop, so I want the reactions to have a reasonable amount of consequence.
Title: Re: Community Mods and utilities list.
Post by: profit on July 06, 2010, 07:14:39 am
I've got another one http://www.bay12forums.com/smf/index.php?topic=60853.0 (http://www.bay12forums.com/smf/index.php?topic=60853.0)

This one's a workshop that attempts to provide alternate routes of progression for certain dangerous/difficult to train skills. It isn't meant to be a cheat workshop, so I want the reactions to have a reasonable amount of consequence.

Added =)
Title: Re: Community Mods and utilities list.
Post by: Shukaro on July 06, 2010, 06:31:24 pm
My workshop seems to have evolved into a full-fledged mod http://www.bay12forums.com/smf/index.php?topic=60853.0 (http://www.bay12forums.com/smf/index.php?topic=60853.0) with the same goals as before.
Title: Re: Community Mods and utilities list.
Post by: xtank5 on July 12, 2010, 09:49:48 pm
New unchanged raws.  For 0.31.10  (Who has 0.31.09 anyway?  :P)
http://dffd.wimbli.com/file.php?id=2673
Title: Re: Community Mods and utilities list.
Post by: profit on July 13, 2010, 02:55:33 pm
New unchanged raws.  For 0.31.10  (Who has 0.31.09 anyway?  :P)
http://dffd.wimbli.com/file.php?id=2673
Added
Title: Re: Community Mods and utilities list.
Post by: SethCreiyd on July 15, 2010, 02:04:17 pm
Would you please add Wizard Tower (http://www.bay12forums.com/smf/index.php?topic=59311.msg1329658#msg1329658) to the list?
Title: Re: Community Mods and utilities list.
Post by: profit on July 15, 2010, 04:58:53 pm
Would you please add Wizard Tower (http://www.bay12forums.com/smf/index.php?topic=59311.msg1329658#msg1329658) to the list?
ok, Added =)
Title: Re: Community Mods and utilities list.
Post by: RavingManiac on July 16, 2010, 08:39:10 am
Could you add my Seasonal Crops mod to the list?

http://www.bay12forums.com/smf/index.php?topic=61293.0 (http://www.bay12forums.com/smf/index.php?topic=61293.0)

Also, the mod Wanderer's Friend is probably quite vital for adventure mode: http://www.bay12forums.com/smf/index.php?topic=61304.0 (http://www.bay12forums.com/smf/index.php?topic=61304.0)
Title: Re: Community Mods and utilities list.
Post by: profit on July 18, 2010, 09:06:25 am
Could you add my Seasonal Crops mod to the list?

http://www.bay12forums.com/smf/index.php?topic=61293.0 (http://www.bay12forums.com/smf/index.php?topic=61293.0)

Also, the mod Wanderer's Friend is probably quite vital for adventure mode: http://www.bay12forums.com/smf/index.php?topic=61304.0 (http://www.bay12forums.com/smf/index.php?topic=61304.0)


Added =)
Title: Re: Community Mods and utilities list.
Post by: Knight Otu on July 20, 2010, 01:33:01 pm
Direforged Mod (http://www.bay12forums.com/smf/index.php?topic=53928.0) - This mod adds a variety of all kinds of content to the game.

Dwarves in a new World - Legend of Zelda (http://www.bay12forums.com/smf/index.php?topic=61999.0) - This mod drops the dwarves into the world of Hyrule (or thereabout). Removes some vanilla content especially in regards to creatures, but adds various material from the Zelda universe to the game.
Title: Re: Community Mods and utilities list.
Post by: Grax on July 21, 2010, 12:13:12 pm
Nanofortress still works for 31.10.

Download link (as i don't registered on wimbli) - http://www.megaupload.com/?d=3H6ILS5I
Title: Re: Community Mods and utilities list.
Post by: profit on July 21, 2010, 04:07:22 pm
Direforged Mod (http://www.bay12forums.com/smf/index.php?topic=53928.0) - This mod adds a variety of all kinds of content to the game.

Dwarves in a new World - Legend of Zelda (http://www.bay12forums.com/smf/index.php?topic=61999.0) - This mod drops the dwarves into the world of Hyrule (or thereabout). Removes some vanilla content especially in regards to creatures, but adds various material from the Zelda universe to the game.

Added =)

Nanofortress still works for 31.10.

Download link (as i don't registered on wimbli) - http://www.megaupload.com/?d=3H6ILS5I

Can I get the forum page for that?  I am really hesitant to link to megaupload or externally.  Since this one is an executable I am going to not post it until I can verify an established member of the forums has backed it.  Thank you though for bringing it to my attention though, just want to keep people safe you know =)
Title: Re: Community Mods and utilities list.
Post by: xtank5 on July 21, 2010, 04:16:40 pm
Nanofortress still works for 31.10.

Download link (as i don't registered on wimbli) - http://www.megaupload.com/?d=3H6ILS5I

Can I get the forum page for that?  I am really hesitant to link to megaupload or externally.  Since this one is an executable I am going to not post it until I can verify an established member of the forums has backed it.  Thank you though for bringing it to my attention though, just want to keep people safe you know =)

http://www.bay12forums.com/smf/index.php?topic=21601.0
Title: Re: Community Mods and utilities list.
Post by: profit on July 21, 2010, 04:37:55 pm
Nanofortress still works for 31.10.

Download link (as i don't registered on wimbli) - http://www.megaupload.com/?d=3H6ILS5I

Can I get the forum page for that?  I am really hesitant to link to megaupload or externally.  Since this one is an executable I am going to not post it until I can verify an established member of the forums has backed it.  Thank you though for bringing it to my attention though, just want to keep people safe you know =)

http://www.bay12forums.com/smf/index.php?topic=21601.0

Thanks Xtank =) 
Title: Re: Community Mods and utilities list.
Post by: profit on July 21, 2010, 04:41:39 pm
Hey all, i just noticed my visualizer category is empty.  Does anyone know of any visualizers that work with the current version of Dwarf fortress?  (0.31.10)
Title: Re: Community Mods and utilities list.
Post by: xtank5 on July 21, 2010, 04:59:46 pm
Obsidian is still in the works, and as far as I know, nobody is working on Stonesense officially and nobody has unofficially got it to work.

So, no.
Title: Re: Community Mods and utilities list.
Post by: profit on July 21, 2010, 05:23:12 pm
That's ok.  Was just making sure I wasn't missing some.  TY =)
Title: Re: Community Mods and utilities list.
Post by: Grax on July 22, 2010, 07:07:27 am
Can I get the forum page for that?
I'm not sure there's a link to new executable in the forum thread posted by Xtank, but nethertheless.

Quote
I am really hesitant to link to megaupload or externally.  Since this one is an executable I am going to not post it until I can verify an established member of the forums has backed it.  Thank you though for bringing it to my attention though, just want to keep people safe you know =)
The 59kb exe is almost transparent to see what it does. ;-)
Title: Re: Community Mods and utilities list.
Post by: profit on July 22, 2010, 05:18:37 pm
Can I get the forum page for that?
I'm not sure there's a link to new executable in the forum thread posted by Xtank, but nethertheless.

Quote
I am really hesitant to link to megaupload or externally.  Since this one is an executable I am going to not post it until I can verify an established member of the forums has backed it.  Thank you though for bringing it to my attention though, just want to keep people safe you know =)
The 59kb exe is almost transparent to see what it does. ;-)
Yeah it did have it linked to the page, so it is all good.   Just have my ground rules I follow =)
Title: Re: Community Mods and utilities list.
Post by: xtank5 on July 23, 2010, 11:01:17 am
I have new Raws for you.
http://dffd.wimbli.com/file.php?id=2789
Title: Re: Community Mods and utilities list.
Post by: profit on July 24, 2010, 01:46:55 am
I have new Raws for you.
http://dffd.wimbli.com/file.php?id=2789

Updated

(Actually did it earlier just forgot the confirmation.)
Title: Re: Community Mods and utilities list.
Post by: xtank5 on July 25, 2010, 02:53:44 pm
http://dffd.wimbli.com/file.php?id=2817
New raws again.
Title: Re: Community Mods and utilities list.
Post by: xtank5 on July 25, 2010, 10:36:15 pm
Also Memory Layouts for Dwarf Therapist so it works with 0.31.12 Windows Graphics.  http://dffd.wimbli.com/file.php?id=2822
Title: Re: Community Mods and utilities list.
Post by: Daywalkah on July 25, 2010, 11:03:01 pm
In my opinion, it would be easier to upload new raws only for the releases that have changes in the raws. IIRC, it is about half and half when it comes to releases that have changed raws, and those that don't. You could have the raws listed as 'Raws for versions 31.75, 31.76, 31.89 (random numbers for example).

Though you two might not think this task is infuriating, then I would lol at myself :o.
Title: Re: Community Mods and utilities list.
Post by: xtank5 on July 25, 2010, 11:05:09 pm
Yeah, well I don't really know if the raws are changed so I just upload new ones anyways.  Five minutes of my time is not much.
Title: Re: Community Mods and utilities list.
Post by: Daywalkah on July 25, 2010, 11:40:43 pm
Though you two might not think this task is infuriating, then I would lol at myself :o.

If you don't mind, I'm going to lol at myself now :P.
Title: Re: Community Mods and utilities list.
Post by: profit on July 26, 2010, 05:25:03 pm
50% might find it to be so, but I abide since I see the value in having the latest raw's available to modders.
Title: Re: Community Mods and utilities list.
Post by: Daywalkah on July 26, 2010, 05:32:11 pm
It makes sense, it is very helpful. Modders, including myself, tend to make mistakes like every other human being and downloading the raws over the entire release is much easier. For that I am grateful profit and xtank5.
Title: Re: Community Mods and utilities list.
Post by: Shukaro on July 28, 2010, 08:24:11 pm
I've written an AHK script (http://www.bay12forums.com/smf/index.php?topic=62301.0) that adds a mouse-based user interface to Dwarf Fortress. If you would be so kind as to add it to the utility list. (If it's up to your standards)
Title: Re: Community Mods and utilities list.
Post by: profit on July 29, 2010, 07:51:40 am
I've written an AHK script (http://www.bay12forums.com/smf/index.php?topic=62301.0) that adds a mouse-based user interface to Dwarf Fortress. If you would be so kind as to add it to the utility list. (If it's up to your standards)
Interesting...
I use AHK extensively and it's versatility has always amazed me.

I am using a dll call with a memory read to pull coordinates from a 3D game and control the avatar using keyboard and mouse interface all from within AHK..  and technically I could just write the commands back using a dll call as well from within it...

With a GUI too..

They went all out when they wrote AHK.. It can do almost anything.

Anyhow yeah your script is certainly welcome in the utilities section.  =)
Title: Re: Community Mods and utilities list.
Post by: Captain Mayday on July 29, 2010, 07:54:35 am
hey Profit, can you update the front page with a description for vbase as follows:
"Extensive set of body parts and creature variations intended as a modder's resource'
Title: Re: Community Mods and utilities list.
Post by: profit on July 29, 2010, 07:56:07 am
hey Profit, can you update the front page with a description for vbase as follows:
"Extensive set of body parts and creature variations intended as a modder's resource'

Yep of course..  I noted it needed a description but I was short on time when I added it originally.
Title: Re: Community Mods and utilities list.
Post by: Mason11987 on July 31, 2010, 12:17:17 am
Could you add World Viewer (http://www.bay12forums.com/smf/index.php?topic=60913.0) as a utility? 

Description - "A utility to easily view the details of your World, including a graphical map.  Works for mods as well."

Thanks!
Title: Re: Community Mods and utilities list.
Post by: profit on July 31, 2010, 09:48:50 am
Could you add World Viewer (http://www.bay12forums.com/smf/index.php?topic=60913.0) as a utility? 

Description - "A utility to easily view the details of your World, including a graphical map.  Works for mods as well."

Thanks!

Added =)
Title: Re: Community Mods and utilities list.
Post by: pugi on August 04, 2010, 05:03:50 am
I noticed the link to Phoebus' Graphic Set is outdated, it links to this one (http://www.bay12forums.com/smf/index.php?topic=52186.0), but this one (http://www.bay12forums.com/smf/index.php?topic=57557.0) is the current one.
There is also a line break in the current link which should be removed :P
Title: Re: Community Mods and utilities list.
Post by: profit on August 05, 2010, 07:08:44 pm
I noticed the link to Phoebus' Graphic Set is outdated, it links to this one (http://www.bay12forums.com/smf/index.php?topic=52186.0), but this one (http://www.bay12forums.com/smf/index.php?topic=57557.0) is the current one.
There is also a line break in the current link which should be removed :P

Kk I will g3t things updated.
Title: Re: Community Mods and utilities list.
Post by: Foamy on August 13, 2010, 08:43:42 pm
Could you add my mod Hunter's Moon to the list? i think it would go under total conversions.

http://www.bay12forums.com/smf/index.php?topic=63082.msg1457019#msg1457019
Title: Re: Community Mods and utilities list.
Post by: profit on August 13, 2010, 11:55:46 pm
Could you add my mod Hunter's Moon to the list? i think it would go under total conversions.

http://www.bay12forums.com/smf/index.php?topic=63082.msg1457019#msg1457019

Added.
Title: Re: Community Mods and utilities list.
Post by: Foamy on August 14, 2010, 08:19:19 am
Thanks. And also thanks for maintaining this list. it was so helpful when i first started experimenting with the new version.
Title: Re: Community Mods and utilities list.
Post by: profit on August 15, 2010, 02:46:34 am
Thanks. And also thanks for maintaining this list. it was so helpful when i first started experimenting with the new version.
Most welcome =)
Title: Re: Community Mods and utilities list.
Post by: NiknudStunod on August 15, 2010, 06:11:08 pm
I just switched to mac.  I was wondering if mods were still compatible?
Title: Re: Community Mods and utilities list.
Post by: LizardKing on August 17, 2010, 05:43:27 am
I just switched to mac.  I was wondering if mods were still compatible?

I would assume so, since they mostly just replace existing files. If DF runs, the mods should work.

You may not be so lucky with the utilities though. Your mileage z-levels may vary.
Title: Re: Community Mods and utilities list.
Post by: profit on August 17, 2010, 01:10:35 pm
I believe most mods do work on mac's.   

There are a couple mods I tossed down in the miscellaneous area that require the executable to be altered and they wont work... also most of the utilities with the exception of dwarf therapist will be a no go. (DT has a mac version)
Title: Re: Community Mods and utilities list.
Post by: nonobots on August 21, 2010, 10:08:35 am
I'm surprised Flora and Fauna (http://www.bay12forums.com/smf/index.php?topic=61516) by SethCreiyd ain't on the list. It's very stable and very enjoyable. Tons of new animals and plants, both above ground and underground. Adds a lot of variety and flavor to the game.
Title: Re: Community Mods and utilities list.
Post by: profit on August 21, 2010, 09:06:41 pm
I'm surprised Flora and Fauna (http://www.bay12forums.com/smf/index.php?topic=61516) by SethCreiyd ain't on the list. It's very stable and very enjoyable. Tons of new animals and plants, both above ground and underground. Adds a lot of variety and flavor to the game.

I can only add what I know about.  If more people like you tell me what is missing the list gets more and more complete =)
Title: Re: Community Mods and utilities list.
Post by: Eagle_eye on August 24, 2010, 09:06:52 pm
can you add my dune mod? I think it fits under total conversion: http://www.bay12forums.com/smf/index.php?topic=64540.0
Title: Re: Community Mods and utilities list.
Post by: profit on August 25, 2010, 01:40:31 pm
can you add my dune mod? I think it fits under total conversion: http://www.bay12forums.com/smf/index.php?topic=64540.0

Yep, it looks like a TC to me.  It has been added =)

Since you did not give a description I decided on a quote from the movie.
Title: Re: Community Mods and utilities list.
Post by: LucasUP on September 04, 2010, 02:01:30 pm
Why is Maydays graphics pack not here? Its been around long enough for sure!
http://www.bay12forums.com/smf/index.php?topic=53649.0

Anyways, figured I should also request to add my Lazy Newb Pack
http://www.bay12forums.com/smf/index.php?topic=59026.0

A pack which includes the latest version of Dwarf Fortress, graphics, and all the best compatible utilities!
Title: Re: Community Mods and utilities list.
Post by: profit on September 04, 2010, 05:50:15 pm
Why is Maydays graphics pack not here? Its been around long enough for sure!
http://www.bay12forums.com/smf/index.php?topic=53649.0

Anyways, figured I should also request to add my Lazy Newb Pack
http://www.bay12forums.com/smf/index.php?topic=59026.0

A pack which includes the latest version of Dwarf Fortress, graphics, and all the best compatible utilities!

Hmm.. Mayday must have slipped through the cracks. 

However Toady specifically asked me not to include things like the lazy newb pack and he would prefer if they were not created.  Sorry.
Title: Re: Community Mods and utilities list.
Post by: LucasUP on September 04, 2010, 10:24:15 pm
Ah thanks anyways. I wondered if such things would be problematic or looked down upon. I've gone to great lengths to keep things clear though.
What exactly does he want people to stay away from? Packs with the game included? Most graphical sets do this already. Or is it having utilities packed with it?
Interesting to think about though. I could feasibly make a version which does not include the game itself in the future. I don't want to make Toady angry :P
Title: Re: Community Mods and utilities list.
Post by: profit on September 05, 2010, 07:10:57 pm
Ah thanks anyways. I wondered if such things would be problematic or looked down upon. I've gone to great lengths to keep things clear though.
What exactly does he want people to stay away from? Packs with the game included? Most graphical sets do this already. Or is it having utilities packed with it?
Interesting to think about though. I could feasibly make a version which does not include the game itself in the future. I don't want to make Toady angry :P

You know, I don't know where he draws the line exactly, but I had once made a pack similar to yours as it had an installer and an uninstall for DF and he politely asked that bay12 be the only source of the program and that he did not want it on this list or me to have it at all if I would be so kind as to remove it entirely.  Other than that I really dont know.  Perhaps he has asked the others already to stop and they ignored him or maybe he see's them as necessary in some way but it is all speculation, all I know for certain is he said to me he wanted to be the only source of dwarf fortress files.

I would encourage you to ask him for permission though, maybe he just did not like mine because I didn't ask first and just did.   I can see how it would be highly valuable for new players (as I thought mine might be)
Title: Re: Community Mods and utilities list.
Post by: Spaghetti on September 10, 2010, 01:03:47 am
Hey i was looking around and is there sort of a neolithic mod?

like cavemen and sh*t?

If not Ill probably get to work on one.
Title: Re: Community Mods and utilities list.
Post by: profit on September 11, 2010, 05:09:22 am
Hey i was looking around and is there sort of a neolithic mod?

like cavemen and sh*t?

If not Ill probably get to work on one.

Umm dont think so.. But I don't keep up on all the mods and what they do.  I just maintain the list =)
Title: Re: Community Mods and utilities list.
Post by: profit on September 11, 2010, 05:19:07 am
Toady says the lazy newb pack is ok, so it has been placed on the list.
Title: Re: Community Mods and utilities list.
Post by: xtank5 on September 15, 2010, 05:30:21 pm
New raws at:
http://dffd.wimbli.com/file.php?id=3116
A fresh set of raws for modders to start anew.
Title: Re: Community Mods and utilities list.
Post by: profit on September 17, 2010, 06:11:55 pm
New raws at:
http://dffd.wimbli.com/file.php?id=3116
A fresh set of raws for modders to start anew.
Oh yeah, it is that time again isn't it.
Title: Re: Community Mods and utilities list.
Post by: Urist Imiknorris on September 24, 2010, 04:20:09 pm
Is there a tile editor for 31.14? I need sand floors so I can farm on a megaproject floating island.
Title: Re: Community Mods and utilities list.
Post by: profit on September 28, 2010, 11:15:50 am
Is there a tile editor for 31.14? I need sand floors so I can farm on a megaproject floating island.
I don't know but I don't think so
Title: Re: Community Mods and utilities list.
Post by: xtank5 on October 03, 2010, 10:48:37 am
Moar Raws!!
http://dffd.wimbli.com/file.php?id=3213
Download (http://www.bay12games.com/dwarves) (Click refresh on your browser if it doesn't show up)

The purpose of this release is to restore the missing invasions, and I threw in some easy fixes on top of it, mostly to the raws.

Major bug fixes
   (*)made invasions come again

Other bug fixes/tweaks
   (*)lots of raw fixes (see "file changes.txt")
   (*)made reactions show the proper building
   (*)made LEAVES load the 'character' style tile properly
   (*)corrected labor name "soap maker" -> "soap making"
   (*)fixed typo in world gen rejection dialog for missing civ definitions
   (*)fixed spelling of chinchilla for forgotten beasts (new ones only)
Emphasis mine.  Thought new raws would be needed.  Didn't get .14 ones cause I'm lazy, busy with school, etc.
Title: Re: Community Mods and utilities list.
Post by: profit on October 03, 2010, 11:13:58 am
Moar Raws!!
http://dffd.wimbli.com/file.php?id=3213
Download (http://www.bay12games.com/dwarves) (Click refresh on your browser if it doesn't show up)

The purpose of this release is to restore the missing invasions, and I threw in some easy fixes on top of it, mostly to the raws.

Major bug fixes
   (*)made invasions come again

Other bug fixes/tweaks
   (*)lots of raw fixes (see "file changes.txt")
   (*)made reactions show the proper building
   (*)made LEAVES load the 'character' style tile properly
   (*)corrected labor name "soap maker" -> "soap making"
   (*)fixed typo in world gen rejection dialog for missing civ definitions
   (*)fixed spelling of chinchilla for forgotten beasts (new ones only)
Emphasis mine.  Thought new raws would be needed.  Didn't get .14 ones cause I'm lazy, busy with school, etc.
LOL well I shall update to .15's  =)
Title: Re: Community Mods and utilities list.
Post by: dephelis on October 05, 2010, 04:44:24 am
Hey all, i just noticed my visualizer category is empty.  Does anyone know of any visualizers that work with the current version of Dwarf fortress?  (0.31.10)

Hi Profit,

Just noticed that the visualiser category is still empty, so here are a few ...

Stonesense
Works up to 31.12
http://www.bay12forums.com/smf/index.php?topic=43260.msg1336847#msg1336847 (http://www.bay12forums.com/smf/index.php?topic=43260.msg1336847#msg1336847)

Fortress Overseer
Works up to 31.15
http://www.bay12forums.com/smf/index.php?topic=63484 (http://www.bay12forums.com/smf/index.php?topic=63484)

DFize
No thread activity since the end of August.
http://www.bay12forums.com/smf/index.php?topic=61664.0 (http://www.bay12forums.com/smf/index.php?topic=61664.0)

I haven't been able to verify if 3DDwarf or Visual Fortress can work with the new versions. I'll post back if they can.

Title: Re: Community Mods and utilities list.
Post by: profit on October 05, 2010, 02:35:03 pm
Thanks. =)

I also updated the wiki link... missed my one up top only updated the one in modding.   thankfully Mozleron finally messaged me about it

will post  the visualizer that works with .15 seems most likely to be maintained
Title: Re: Community Mods and utilities list.
Post by: Deon on October 06, 2010, 02:58:04 pm
Please move Shaoustoul's guide to "tutorials" and add "MODDERS WORKSHOP" thread (http://www.bay12forums.com/smf/index.php?topic=53740.0) to tutorials.
Title: Re: Community Mods and utilities list.
Post by: profit on October 06, 2010, 05:24:01 pm
I guess since this is a mods list, in the modding forum, a modding tutorial would belong up in tutorials
Title: Re: Community Mods and utilities list.
Post by: Urist Imiknorris on October 06, 2010, 06:14:34 pm
They could count as utilities.
Title: Re: Community Mods and utilities list.
Post by: Sphalerite on October 06, 2010, 08:09:51 pm
Should the Uplift Engine be added here?  It's really demonstrated more as a proof of concept and source for examples for animalpeople raws, although it can be played as is if you want a world with way too many civilizations in it.  It includes creature and entity files for the default raw derived animal-person civilizations, as well as the script used to generate them.

http://dffd.wimbli.com/file.php?id=3117
Title: Re: Community Mods and utilities list.
Post by: profit on October 07, 2010, 05:02:07 pm
Should the Uplift Engine be added here?  It's really demonstrated more as a proof of concept and source for examples for animalpeople raws, although it can be played as is if you want a world with way too many civilizations in it.  It includes creature and entity files for the default raw derived animal-person civilizations, as well as the script used to generate them.

http://dffd.wimbli.com/file.php?id=3117
i uhh dont know what to do with that... i will probably add it but i want to think about it before i list a script to redo your raw files like that... probably in a few days depending on my thoughts
Title: Re: Community Mods and utilities list.
Post by: Grax on October 08, 2010, 12:01:58 am
I'm still missing DwarfCompanion.
Title: Re: Community Mods and utilities list.
Post by: dephelis on October 08, 2010, 08:33:14 am
Thanks. =)

I also updated the wiki link... missed my one up top only updated the one in modding.   thankfully Mozleron finally messaged me about it

will post  the visualizer that works with .15 seems most likely to be maintained

I'd include Stonesense too, it is actively maintained.

It uses more offsets than just terrain and basic construction data (try dwarfs, critters, workshops, stockpiles then add a few more things) so takes slightly longer to update than basic visualisers do. Which is further complicated by Toady's recent ninja releases.

They use dfhack as a core component and are testing the lastest version (which gives compatibility up to .16) as we post.
Title: Re: Community Mods and utilities list.
Post by: profit on October 08, 2010, 04:37:18 pm
Thanks. =)

I also updated the wiki link... missed my one up top only updated the one in modding.   thankfully Mozleron finally messaged me about it

will post  the visualizer that works with .15 seems most likely to be maintained

I'd include Stonesense too, it is actively maintained.

It uses more offsets than just terrain and basic construction data (try dwarfs, critters, workshops, stockpiles then add a few more things) so takes slightly longer to update than basic visualisers do. Which is further complicated by Toady's recent ninja releases.

They use dfhack as a core component and are testing the lastest version (which gives compatibility up to .16) as we post.

Oh good. Added it in.
Title: Re: Community Mods and utilities list.
Post by: magistrate101 on October 09, 2010, 04:22:57 pm
Incubus/Succubus Mod (http://www.bay12games.com/forum/index.php?topic=52062.0) Not Safe for work.

i'm afraid that most of the DF combat system is NSFW :D
Title: Re: Community Mods and utilities list.
Post by: profit on October 10, 2010, 09:14:26 pm
Incubus/Succubus Mod (http://www.bay12games.com/forum/index.php?topic=52062.0) Not Safe for work.

i'm afraid that most of the DF combat system is NSFW :D

You would be surprised how much more lenient Americans are about violence than sexuality....

EXAMPLE: GTA4  Kill with guns, hand to hand, run pedestrians down with cars, kill, kill, blood, death....  No one complains.....   Someone discovers there is one blurry cock that the programmers had locked out and cannot be accessed unless the game is cracked....   AHHHHHHHHH ITS A SEX BLAH BLAH *GASP* Retailers pull it, and the ratings agency gives it a Adults only rating making it so only adults can buy it... Instead of Mature which means kids could buy it...   Anyhow... I digress....

I decided not to add that one script thingy today that I had mixed feelings about adding.

The link does not point to a forum post and it seems like a game eater... If the makers of it give it a forum home with some instructions and a place to ask questions and the like I will probably reconsider but for now it is off.


Title: Re: Community Mods and utilities list.
Post by: Tellemurius on October 11, 2010, 11:17:23 pm
here is the new link: http://www.bay12forums.com/smf/index.php?topic=63529.0 (http://www.bay12forums.com/smf/index.php?topic=63529.0) gives me a idea to make the most perverted and realisitic mod there can be.
Title: Re: Community Mods and utilities list.
Post by: Deon on October 11, 2010, 11:18:59 pm
Yeah, the current link to I/S mod is broken. Which kind of perverted/realistic mod do you want? If you mean the addition of genitals, Genesis already does it.
Title: Re: Community Mods and utilities list.
Post by: profit on October 12, 2010, 05:13:00 pm
Oh link changed?  Thank you =)
Title: Re: Community Mods and utilities list.
Post by: bluephoenix on October 14, 2010, 05:49:57 am
Soundsense should be added to the list, it is a really nice mod.

http://www.bay12forums.com/smf/index.php?topic=60287.msg1639698#new (http://www.bay12forums.com/smf/index.php?topic=60287.msg1639698#new)
Title: Re: Community Mods and utilities list.
Post by: profit on October 15, 2010, 01:30:46 am
Soundsense should be added to the list, it is a really nice mod.

http://www.bay12forums.com/smf/index.php?topic=60287.msg1639698#new (http://www.bay12forums.com/smf/index.php?topic=60287.msg1639698#new)
Ok.
Title: Re: Community Mods and utilities list.
Post by: Vattic on October 15, 2010, 06:37:41 pm
I use WinMerge (http://winmerge.org) all the time when modifying raws. You can compare the contents of two folders or two documents. You view both side by side with highlights and a zoomed out view so you can easy jump to differing lines. Really useful and free.
Title: Re: Community Mods and utilities list.
Post by: zilpin on October 15, 2010, 07:48:09 pm

 K Diff 3 (http://kdiff3.sourceforge.net/)

Supports 3 way merges.
Read the info on the website before trying to use.
Title: Re: Community Mods and utilities list.
Post by: profit on October 16, 2010, 06:42:39 pm
I use WinMerge (http://winmerge.org) all the time when modifying raws. You can compare the contents of two folders or two documents. You view both side by side with highlights and a zoomed out view so you can easy jump to differing lines. Really useful and free.

I use it to... I had really never thought about adding it to the list but it makes sense.
Title: Re: Community Mods and utilities list.
Post by: darkflagrance on October 16, 2010, 10:54:15 pm
How strange. The Fortress Defense Mod (http://www.bay12forums.com/smf/index.php?topic=62874.0) is not yet here. I would like to request that it be added.

The Fortress Defense Mod adds a host of new enemies to the game that launch sieges against the player's fortress. It is designed to give players who are experienced with the military and desire more/stronger opponents than goblins a challenge worth facing.

Edit: thanks!
Title: Re: Community Mods and utilities list.
Post by: profit on October 17, 2010, 03:04:39 pm
How strange. The Fortress Defense Mod (http://www.bay12forums.com/smf/index.php?topic=62874.0) is not yet here. I would like to request that it be added.

The Fortress Defense Mod adds a host of new enemies to the game that launch sieges against the player's fortress. It is designed to give players who are experienced with the military and desire more/stronger opponents than goblins a challenge worth facing.

Adding it now =)
Title: Re: Community Mods and utilities list.
Post by: profit on October 18, 2010, 11:47:23 am
Updated the Dwarf therapist link to reflect the new projects maintainer.

Title: Re: Community Mods and utilities list.
Post by: Jordrake on October 27, 2010, 09:51:38 am
I nominate MixMod (http://www.bay12forums.com/smf/index.php?topic=57074.0) for addition, if only to draw attention to it because I feel someone, if not the original creator, needs to pick up it's torch. Also it's one of few mods that I use.

*Cough*Also S.L.A.D.E (http://www.bay12forums.com/smf/index.php?topic=67002.0)
Title: Re: Community Mods and utilities list.
Post by: profit on October 27, 2010, 04:37:45 pm
I nominate MixMod (http://www.bay12forums.com/smf/index.php?topic=57074.0) for addition, if only to draw attention to it because I feel someone, if not the original creator, needs to pick up it's torch. Also it's one of few mods that I use.

*Cough*Also S.L.A.D.E (http://www.bay12forums.com/smf/index.php?topic=67002.0)

LOL K added.
Title: Re: Community Mods and utilities list.
Post by: RantingRodent on November 02, 2010, 10:32:57 pm
I just posted a raw merging utility: http://www.bay12forums.com/smf/index.php?topic=69655.0
Title: Re: Community Mods and utilities list.
Post by: profit on November 03, 2010, 08:32:21 pm
I just posted a raw merging utility: http://www.bay12forums.com/smf/index.php?topic=69655.0

Added

Also cleaned up a missing bracket in the list.
Title: Re: Community Mods and utilities list.
Post by: Hugo_The_Dwarf on November 11, 2010, 09:16:56 am
DFusion the link to the Fourm thread is: http://www.bay12forums.com/smf/index.php?topic=69682.0
This utility lets the user have more then just Dwarves as your playable race so if you ever wanted humans and dwarves, or Dwarves and Golems you can or ten races all under one fort. It also comes with Embark Anywhere, a Race changer (affects migrants), Embark (which you can customize) and simple embark (just changes how many dwarves you start with), and more.
Title: Re: Community Mods and utilities list.
Post by: profit on November 11, 2010, 12:41:52 pm
DFusion the link to the Fourm thread is: http://www.bay12forums.com/smf/index.php?topic=69682.0
This utility lets the user have more then just Dwarves as your playable race so if you ever wanted humans and dwarves, or Dwarves and Golems you can or ten races all under one fort. It also comes with Embark Anywhere, a Race changer (affects migrants), Embark (which you can customize) and simple embark (just changes how many dwarves you start with), and more.

Alright, I will add it.   For now I am going to drop it under utilities.

Title: Re: Community Mods and utilities list.
Post by: Tarran on November 14, 2010, 01:23:39 am
You should remove "Friendship" enhancer since it's been succeeded by DFusion.
Title: Re: Community Mods and utilities list.
Post by: profit on November 14, 2010, 09:11:56 am
You should remove "Friendship" enhancer since it's been succeeded by DFusion.

OK, I will do so.

Thanks for the vigilance.
Title: Re: Community Mods and utilities list.
Post by: Lagotrope on November 16, 2010, 07:43:24 pm
Kobold Camp's moved to a new thread, at http://www.bay12forums.com/smf/index.php?topic=70558.0 (http://www.bay12forums.com/smf/index.php?topic=70558.0)

Doesn't appear it was on the list anyhow, but if it could be at this link then that would be peachy. (Major Mod, should that not be known.)
Title: Re: Community Mods and utilities list.
Post by: Rumrusher on November 17, 2010, 03:15:21 am
someone updated tweak for .17-18 but mostly the tile editer
Title: Re: Community Mods and utilities list.
Post by: profit on November 17, 2010, 04:12:06 am
Kobold Camp's moved to a new thread, at http://www.bay12forums.com/smf/index.php?topic=70558.0 (http://www.bay12forums.com/smf/index.php?topic=70558.0)

Doesn't appear it was on the list anyhow, but if it could be at this link then that would be peachy. (Major Mod, should that not be known.)

that's odd... I thought it was on there ages ago... Anyhow.. it is on now.
Title: Re: Community Mods and utilities list.
Post by: profit on November 17, 2010, 04:13:34 am
someone updated tweak for .17-18 but mostly the tile editer

Fine.. I will hunt it down...  >:(   

Next time a link would be nice.

*Edit* I am not adding it currently due to 2 things.

#1 It does not appear to be the origional authors work.
#2 It does not have a forum link, I can only find it on DFFD.

If I am incorrect in both of those things please inform me with links pointing to appropriate forum messages.

Title: Re: Community Mods and utilities list.
Post by: Rumrusher on November 17, 2010, 06:20:52 am
someone updated tweak for .17-18 but mostly the tile editer

Fine.. I will hunt it down...  >:(   

Next time a link would be nice.

*Edit* I am not adding it currently due to 2 things.

#1 It does not appear to be the origional authors work.
#2 It does not have a forum link, I can only find it on DFFD.

If I am incorrect in both of those things please inform me with links pointing to appropriate forum messages.
sorry about not giving the link (http://dffd.wimbli.com/file.php?id=3271). I wonder if I make a thread for this would tweak be added?
or would 1# prevent this from being put on the list seeing a third party updated the version?
Title: Re: Community Mods and utilities list.
Post by: profit on November 17, 2010, 11:55:48 pm
sorry about not giving the link (http://dffd.wimbli.com/file.php?id=3271). I wonder if I make a thread for this would tweak be added?
or would 1# prevent this from being put on the list seeing a third party updated the version?

If you will agree to provide (at least some semblance of) support and make it plain that it is not your original creation I will gladly add it (But would also take it down if for some reason the original author wanted me to).   It is a good tool, I just would prefer to not have a bunch of completely unsupported / "borrowed" things on the list.   It would conflict with the spirit of the threads creation.

So yeah,  Just make a thread, explain it's use, and drop a link here and I will add it.
Title: Re: Community Mods and utilities list.
Post by: Demantiae on November 18, 2010, 12:43:52 pm
I'm thinking of expanding my game with mods. I like to play with various graphic sets included because the ASCII interface turns me off a little. Are any of the graphics packs compatible with any of the mods? I'd like to use some mods that add more creatures to the game but I don't want to have a mix of nice looking graphics and ASCII symbols running around. What's the best way to add these mods?
Title: Re: Community Mods and utilities list.
Post by: profit on November 18, 2010, 03:06:46 pm
I'm thinking of expanding my game with mods. I like to play with various graphic sets included because the ASCII interface turns me off a little. Are any of the graphics packs compatible with any of the mods? I'd like to use some mods that add more creatures to the game but I don't want to have a mix of nice looking graphics and ASCII symbols running around. What's the best way to add these mods?

Umm..... Some mods are compatible, some are not.

I used mayday's graphics set with few problems with most mods, but there were a couple ascii symbols that ran around when new creatures came out to play.
Title: Re: Community Mods and utilities list.
Post by: Captain Mayday on November 19, 2010, 03:44:05 am
Profit, please add my Legendary Lands mod (http://www.bay12forums.com/smf/index.php?topic=61301.0) to the list under Major Mods with description: A total conversion mod that substantially increases the biodiversity of the world above, and the world below, as well as increasing the difficulty of the game in general.
Title: Re: Community Mods and utilities list.
Post by: profit on November 20, 2010, 05:17:30 pm
Profit, please add my Legendary Lands mod (http://www.bay12forums.com/smf/index.php?topic=61301.0) to the list under Major Mods with description: A total conversion mod that substantially increases the biodiversity of the world above, and the world below, as well as increasing the difficulty of the game in general.

Added, but I dropped the words "total conversion" from the description so that it would not be awkward to have it in major mods instead of total conversion mods =)

Glad to see the mod though.  Always love the mayday quality stuff.
Title: Re: Community Mods and utilities list.
Post by: profit on November 29, 2010, 01:43:03 pm
Added †++†SAECULAR†++† (http://www.bay12forums.com/smf/index.php?topic=71828.0)  to the list today.
Title: Re: Community Mods and utilities list.
Post by: Frogwarrior on December 02, 2010, 12:38:41 am
Hmmm... Will any of these allow me to see what sort of creatures are currently sneaking? Dwarf Companion used to do this back in the days of 40d; good if you want advance warning on GCS or ambushes.
Title: Re: Community Mods and utilities list.
Post by: profit on December 03, 2010, 07:46:17 pm
Hmmm... Will any of these allow me to see what sort of creatures are currently sneaking? Dwarf Companion used to do this back in the days of 40d; good if you want advance warning on GCS or ambushes.

I don't know, but I do not think so.
Title: Re: Community Mods and utilities list.
Post by: Axecleaver on December 05, 2010, 08:49:31 am
Dwarf Temp Tool  (http://andvari.us/dwarf_temp_tool.html) This tool allows you to convert Kelvin, Fahrenheit and even the Celsius temperature scale to the dwarf fortress units of temperature.

This link is broken. And searches on DFFD and the forum turned up nothing. Does anybody know of a mirror (an alternate link)? Or a way to contact the author?
Alternatively, does anyone have a copy they could upload or share?
Title: Re: Community Mods and utilities list.
Post by: profit on December 05, 2010, 02:12:19 pm
Dwarf Temp Tool  (http://andvari.us/dwarf_temp_tool.html) This tool allows you to convert Kelvin, Fahrenheit and even the Celsius temperature scale to the dwarf fortress units of temperature.

This link is broken. And searches on DFFD and the forum turned up nothing. Does anybody know of a mirror (an alternate link)? Or a way to contact the author?
Alternatively, does anyone have a copy they could upload or share?
I am sorry, it appears that it is gone.

I *thought* I downloaded a copy for my own use, but I cannot find it.


Title: Re: Community Mods and utilities list.
Post by: TALLPANZER on December 17, 2010, 04:52:38 pm
Rune Smith dose not work with the current version of Genesis.
Do you know of a tool would allow me too edit my dwarves fully (cast and all)?
Title: Re: Community Mods and utilities list.
Post by: Nivim on December 17, 2010, 09:04:42 pm
 Is Warlord's Bonfire mod (http://www.bay12forums.com/smf/index.php?topic=58806.0) not here because it's not compatible with the newer versions?
Title: Re: Community Mods and utilities list.
Post by: profit on December 18, 2010, 12:39:28 am
Rune Smith dose not work with the current version of Genesis.
Do you know of a tool would allow me too edit my dwarves fully (cast and all)?

I am fairly certain a tool does not exist.  HOWEVER if you knew the offsets you could do it the very hard way and using cheat engine do it...

Not something I would recommend, just possible.

Is Warlord's Bonfire mod (http://www.bay12forums.com/smf/index.php?topic=58806.0) not here because it's not compatible with the newer versions?

I have to be honest, it is not here because it has never been mentioned to me before.   I do not know anything about it's compatibility or version, however it appears to be using the newer raws.. including correct entity settings.  So I am thinking it probably could work.   

Test it on .18 for me if you would and if it still works we will have another mod for the list =)
Title: Re: Community Mods and utilities list.
Post by: Mason11987 on December 20, 2010, 04:22:06 pm
Hey, can you change my world viewer item on this list to the new link?

http://www.bay12forums.com/smf/index.php?topic=72900.0

Thanks!
Title: Re: Community Mods and utilities list.
Post by: profit on December 20, 2010, 05:03:00 pm
Hey, can you change my world viewer item on this list to the new link?

http://www.bay12forums.com/smf/index.php?topic=72900.0

Thanks!

I think you are good to go.  Double check my work though =)
Title: Re: Community Mods and utilities list.
Post by: zilpin on December 22, 2010, 10:40:38 am
Is Warlord's Bonfire mod (http://www.bay12forums.com/smf/index.php?topic=58806.0) not here because it's not compatible with the newer versions?

I have to be honest, it is not here because it has never been mentioned to me before.   I do not know anything about it's compatibility or version, however it appears to be using the newer raws.. including correct entity settings.  So I am thinking it probably could work.   

Test it on .18 for me if you would and if it still works we will have another mod for the list =)


I can confirm that Warlord's Bonfire mod (http://www.bay12forums.com/smf/index.php?topic=58806.0) works in 31.18
I genned a new world with it, worked as described.
I also used DF World Tinker (http://www.bay12forums.com/smf/index.php?topic=67059.msg1602138#msg1602138) to add it into an existing embark and it worked there too.
*wink wink, hint hint*

Title: Re: Community Mods and utilities list.
Post by: profit on December 22, 2010, 03:52:20 pm
Is Warlord's Bonfire mod (http://www.bay12forums.com/smf/index.php?topic=58806.0) not here because it's not compatible with the newer versions?

I have to be honest, it is not here because it has never been mentioned to me before.   I do not know anything about it's compatibility or version, however it appears to be using the newer raws.. including correct entity settings.  So I am thinking it probably could work.   

Test it on .18 for me if you would and if it still works we will have another mod for the list =)


I can confirm that Warlord's Bonfire mod (http://www.bay12forums.com/smf/index.php?topic=58806.0) works in 31.18
I genned a new world with it, worked as described.
I also used DF World Tinker (http://www.bay12forums.com/smf/index.php?topic=67059.msg1602138#msg1602138) to add it into an existing embark and it worked there too.
*wink wink, hint hint*
Sweet!

Added em both.
Title: Re: Community Mods and utilities list.
Post by: UristMcStudent on December 31, 2010, 08:10:06 am
So, still no tile editors?  ::)
Title: Re: Community Mods and utilities list.
Post by: profit on January 01, 2011, 03:07:35 pm
So, still no tile editors?  ::)
Actually.. I think someone re-did dftweak and made the tile editor part work.  But I am not 100% sure.  Just heard a rumor.
Title: Re: Community Mods and utilities list.
Post by: Nighthawk on January 14, 2011, 03:44:55 pm
Hey, has there been a poll on this thread for the favorite total-conversion mod? I really think there ought to be.
Title: Re: Community Mods and utilities list.
Post by: profit on January 14, 2011, 09:07:55 pm
I really think that if someone wants to make a poll they should make it in their own thread.  It is "community mods and utilities" not "Survivor:Mods and utilities".


Hey, has there been a poll on this thread for the favorite total-conversion mod? I really think there ought to be.
Title: Re: Community Mods and utilities list.
Post by: Flaede on January 31, 2011, 10:58:51 pm
Is there any reason the IsoWorld utility isn't in here? I just discovered it randomly, and it looks awesome.

(here's the thread: http://www.bay12forums.com/smf/index.php?topic=70700.60 )
Title: Re: Community Mods and utilities list.
Post by: Sean Mirrsen on February 01, 2011, 01:13:30 am
I just noticed that there's something called Mozy in the list. Since it's there, you can add Dropbox as well. You can even use the ref'd link in my sig. :)

Otherwise, this one (http://www.dropbox.com) will do.

I don't know what Mozy does, but DB also gives you two gigs of free space (that's without refs) for free, and keeps versions of changed files as well.

Looked up Mozy, and it seems DB is handier in that you don't choose what files to backup, rather they are automatically uploaded to storage whenever they're saved into the DB directory. Quite useful for modding.
Title: Re: Community Mods and utilities list.
Post by: profit on February 02, 2011, 01:14:29 am
Is there any reason the IsoWorld utility isn't in here? I just discovered it randomly, and it looks awesome.

(here's the thread: http://www.bay12forums.com/smf/index.php?topic=70700.60 )

Same reason many mods are not on here.  I dont search the mods all the time, I add when someone asks.

I just noticed that there's something called Mozy in the list. Since it's there, you can add Dropbox as well. You can even use the ref'd link in my sig. :)

Otherwise, this one (http://www.dropbox.com) will do.

I don't know what Mozy does, but DB also gives you two gigs of free space (that's without refs) for free, and keeps versions of changed files as well.

Looked up Mozy, and it seems DB is handier in that you don't choose what files to backup, rather they are automatically uploaded to storage whenever they're saved into the DB directory. Quite useful for modding.

One is geared for backups, and the other is geared for filesharing, but if you were only backing up mods I can see how dropbox could be a little nicer.

Anyhow.. I don't begrudge you your referrals so I put your referral link on there.
Title: Re: Community Mods and utilities list.
Post by: rephikul on February 02, 2011, 01:16:46 am
Same reason many mods are not on here.  I dont search the mods all the time, I add when someone asks.
Nice sense of responsibility you have, stickied 'n' all.
Title: Re: Community Mods and utilities list.
Post by: profit on February 02, 2011, 03:17:55 pm
Same reason many mods are not on here.  I dont search the mods all the time, I add when someone asks.
Nice sense of responsibility you have, stickied 'n' all.
Yeah, I know, but I dont think I could work at this even full time and get all the mods, hence why I let forum members test them and recommend them.  It has worked well since 2008 and I am not burned out yet (unlike many mod makers).   If anyone does want to become a full time mod tester and recommend ones that are in stable conditions the spot is always open. 

Just test them make sure they are in a condition that allows most users to enjoy it and add a message onto here giving a link to their forum post and a short description.   If you want the simple method I use to make the links just quote my original message to see the code, and I will do my best to always keep them up to date in the list.
Title: Re: Community Mods and utilities list.
Post by: Iados on February 06, 2011, 09:07:47 am
can you add my mod to the list? im still working on it, but is already playable and rapidly expanding.

Monster Hunter Creatures (http://www.bay12forums.com/smf/index.php?topic=75325.0)
Title: Re: Community Mods and utilities list.
Post by: profit on February 06, 2011, 01:00:51 pm
can you add my mod to the list? im still working on it, but is already playable and rapidly expanding.

Monster Hunter Creatures (http://www.bay12forums.com/smf/index.php?topic=75325.0)

Added =)
Title: Re: Community Mods and utilities list.
Post by: profit on February 07, 2011, 08:59:03 am
I am heading on my yearly pilgrimage to the great white north, for the next couple weeks I might be delayed in getting new mods on the list.  I will get to them as internet availability allows.
Title: Re: Community Mods and utilities list.
Post by: BradUffner on February 20, 2011, 08:52:20 pm
I just recently released Tile Genie, can you add it to the list?. Currently it allows you to splice multiple tile sets together.  Eventually it will allow for direct tile editing and adjustments for things like Brightness.

Thread is here: http://www.bay12forums.com/smf/index.php?topic=77724.0
Title: Re: Community Mods and utilities list.
Post by: profit on February 21, 2011, 10:33:17 pm
I just recently released Tile Genie, can you add it to the list?. Currently it allows you to splice multiple tile sets together.  Eventually it will allow for direct tile editing and adjustments for things like Brightness.

Thread is here: http://www.bay12forums.com/smf/index.php?topic=77724.0

Added =)
Title: Re: Community Mods and utilities list.
Post by: JacenHanLovesLegos on February 24, 2011, 04:52:25 pm
Could you add Colonization: 3000?
Title: Re: Community Mods and utilities list.
Post by: profit on February 24, 2011, 09:04:27 pm
Could you add Colonization: 3000?

For future reference a link would be nice, but yeah, I will add it.

As a side note I am glad the author got that mod off the ground so to speak.
Title: Re: Community Mods and utilities list.
Post by: profit on February 24, 2011, 09:09:18 pm
Updated the modding guide link as they had moved it on the WIKI.
Title: Re: Community Mods and utilities list.
Post by: Brandstone on February 24, 2011, 11:16:30 pm
There isn't much to it yet so I'm not sure if it qualifies, but I wouldn't mind Hippo Pack (http://www.bay12forums.com/smf/index.php?topic=74800.0) being listed.
Title: Re: Community Mods and utilities list.
Post by: profit on February 25, 2011, 06:50:46 pm
There isn't much to it yet so I'm not sure if it qualifies, but I wouldn't mind Hippo Pack (http://www.bay12forums.com/smf/index.php?topic=74800.0) being listed.
Looks complete enough as you have a download link and a description up. 

Good luck on the rest of it.
Title: Re: Community Mods and utilities list.
Post by: profit on February 26, 2011, 09:08:04 am
Added "Just Embark tool" and "More Embark Dwarves" to the list.
Title: Re: Community Mods and utilities list.
Post by: Urist Imiknorris on February 27, 2011, 04:46:32 pm
I recall there being a utility for 40d that would remove the limit of 30 jobs per manager order. Is this still around and(more importantly) does it work for 31.18?
Title: Re: Community Mods and utilities list.
Post by: profit on March 01, 2011, 01:43:23 pm
I recall there being a utility for 40d that would remove the limit of 30 jobs per manager order. Is this still around and(more importantly) does it work for 31.18?

I have not seen it yet for 31.xx series.

(Bothers to look it up)

Hmm looks like it was made up to 31.12 but has not been supported since.

http://www.bay12forums.com/smf/index.php?topic=62364.0
Title: Re: Community Mods and utilities list.
Post by: Iados on March 10, 2011, 02:51:57 pm
i changed my mod's name from "Monster Hunter Creatures" to "Monster Hunter Universe". Also, the description: the bone thing is a part of the mod but it also adds a lot of more things, check the thread :)
Title: Re: Community Mods and utilities list.
Post by: profit on March 10, 2011, 06:26:13 pm
i changed my mod's name from "Monster Hunter Creatures" to "Monster Hunter Universe". Also, the description: the bone thing is a part of the mod but it also adds a lot of more things, check the thread :)
Updated.
Title: Re: Community Mods and utilities list.
Post by: Aramco on March 14, 2011, 03:04:45 pm
*Cough*I just made an awesome mod (http://www.bay12forums.com/smf/index.php?topic=79641.0)*cough*
Title: Re: Community Mods and utilities list.
Post by: profit on March 14, 2011, 06:25:33 pm
*Cough*I just made an awesome mod (http://www.bay12forums.com/smf/index.php?topic=79641.0)*cough*

LOL!

Added.
Title: Re: Community Mods and utilities list.
Post by: Uristocrat on March 21, 2011, 05:25:07 pm
You can add this density and color (http://www.bay12forums.com/smf/index.php?topic=80190.0) mod to the list if you want.

I really intended it as a suggestion, not a mod, but somehow things turned out this way.
Title: Re: Community Mods and utilities list.
Post by: profit on March 21, 2011, 10:20:35 pm
You can add this density and color (http://www.bay12forums.com/smf/index.php?topic=80190.0) mod to the list if you want.

I really intended it as a suggestion, not a mod, but somehow things turned out this way.

Added =)
Title: Re: Community Mods and utilities list.
Post by: Daywalkah on March 22, 2011, 03:46:26 pm
Could you add my Dragon Age mod (http://www.bay12forums.com/smf/index.php?topic=80079.0)? Also could you remove my Immortal Dragons mod? That wasn't much of a mod anyway.
Title: Re: Community Mods and utilities list.
Post by: profit on March 22, 2011, 03:59:03 pm
Could you add my Dragon Age mod (http://www.bay12forums.com/smf/index.php?topic=80079.0)? Also could you remove my Immortal Dragons mod? That wasn't much of a mod anyway.

Done =)
Title: Re: Community Mods and utilities list.
Post by: Uristocrat on March 26, 2011, 10:13:46 pm
Might want to add the temperature conversion tool (http://www.bay12forums.com/smf/index.php?topic=80523.0) I made.
Title: Re: Community Mods and utilities list.
Post by: profit on March 27, 2011, 12:15:48 am
Might want to add the temperature conversion tool (http://www.bay12forums.com/smf/index.php?topic=80523.0) I made.

Ahh Finally there is a replacement.  The web based one that I use to have on the list before it disappeared was a little nicer (It had 6 boxes and you just filled in any one and it put the values in the rest) but since it is offline It is good that there is one that works.
Title: Re: Community Mods and utilities list.
Post by: Uristocrat on March 27, 2011, 01:44:49 am
Might want to add the temperature conversion tool (http://www.bay12forums.com/smf/index.php?topic=80523.0) I made.

Ahh Finally there is a replacement.  The web based one that I use to have on the list before it disappeared was a little nicer (It had 6 boxes and you just filled in any one and it put the values in the rest) but since it is offline It is good that there is one that works.

It's not that hard to make one that does that, but I'm not sure how much better it would be.

Do people really convert things to multiple temperature scales?  I figured you were either trying to figure out what a DF temperature corresponded to on a scale you understood or trying to convert some temperature information you found online into a DF temperature.  Frankly, I only put in Kelvin and Rankin because there were formulas for them on the wiki, so I assumed that someone must have wanted them :)

Incidentally, that's just a basic HTML file with some JavaScript.  It requires nothing but your browser.  Feel free to upload it to any websites you want or to integrate it into any web pages you want so that it doesn't get lost someday.
Title: Re: Community Mods and utilities list.
Post by: Jeoshua on March 27, 2011, 03:53:07 am
Kelvin is super useful since one often finds these kind of temperatures in a scientific format, which almost exclusively uses Kelvin (since it's more scientific)
Title: Re: Community Mods and utilities list.
Post by: Uristocrat on March 27, 2011, 05:49:24 am
Kelvin is super useful since one often finds these kind of temperatures in a scientific format, which almost exclusively uses Kelvin (since it's more scientific)

All the material properties I've found were listed in C, but who knows? :)
Title: Re: Community Mods and utilities list.
Post by: profit on March 27, 2011, 05:11:34 pm
"Some words from the maker of a good temp conversion tool"
The only real differences are it is a little easier to copy the values because they are contained in a bounded field, and when you are working with urist and another temperature scale back and forth.  But I am still happy there is any temperature tool again.
Title: Re: Community Mods and utilities list.
Post by: Inzaniak on March 29, 2011, 08:15:44 am
You can add my RRC(RandomRawCreator) (http://www.bay12forums.com/smf/index.php?topic=79875.msg2083243#msg2083243) if you want.
Title: Re: Community Mods and utilities list.
Post by: profit on March 29, 2011, 05:13:24 pm
You can add my RRC(RandomRawCreator) (http://www.bay12forums.com/smf/index.php?topic=79875.msg2083243#msg2083243) if you want.

Added
Title: Re: Community Mods and utilities list.
Post by: Kipi on March 30, 2011, 05:00:52 am
Could you add my Dwarf Fortress Advanced (http://www.bay12forums.com/smf/index.php?topic=78436.0) mod?

As for description, the mod adds lots of small tweaks and features, like religion, block industry, new castes, creatures and entities as well as some nifty mods from others.
Title: Re: Community Mods and utilities list.
Post by: Tarran on March 30, 2011, 05:22:40 am
I've found something very interesting. It converts Arena mode map text to an image, and back. Nice for Arena map editing, as doing it by hand takes ages.

UristV (http://www.bay12forums.com/smf/index.php?topic=55161.0) - Arena mode map editing.
Title: Re: Community Mods and utilities list.
Post by: Grax on March 30, 2011, 03:46:14 pm
Can we somewhen have a somewhat SORTING feature for animals?..
Title: Re: Community Mods and utilities list.
Post by: Grax on March 30, 2011, 03:48:57 pm
It's somewhat inconvenient to decide who goes to butchery next - because of this:
(http://gyazo.com/24fb75cd86a060f2c47d00f9899293eb.png)
Title: Re: Community Mods and utilities list.
Post by: The Scout on March 30, 2011, 06:39:43 pm
Is there any mod out there to increase starting amount of dwarves expendables? The Embark thingy doesn't seem to work for me.
Title: Re: Community Mods and utilities list.
Post by: profit on March 30, 2011, 06:59:49 pm
Is there any mod out there to increase starting amount of dwarves expendables? The Embark thingy doesn't seem to work for me.

It might not have been updated yet.
Title: Re: Community Mods and utilities list.
Post by: profit on March 30, 2011, 07:26:46 pm
Could you add my Dwarf Fortress Advanced (http://www.bay12forums.com/smf/index.php?topic=78436.0) mod?

As for description, the mod adds lots of small tweaks and features, like religion, block industry, new castes, creatures and entities as well as some nifty mods from others.

Added.

I've found something very interesting. It converts Arena mode map text to an image, and back. Nice for Arena map editing, as doing it by hand takes ages.

UristV (http://www.bay12forums.com/smf/index.php?topic=55161.0) - Arena mode map editing.

Added =)
Can we somewhen have a somewhat SORTING feature for animals?..

I doubt that will be available for a mod. It would require coding changes to dwarf fortress.
Title: Re: Community Mods and utilities list.
Post by: Tarran on March 30, 2011, 08:19:57 pm
Is there any mod out there to increase starting amount of dwarves expendables? The Embark thingy doesn't seem to work for me.
If you don't mind doing some hex editing...
To set your own number of dwarves:
  • Download Hexedit
  • Use Hexedit to open your Dwarf Fortress executable
  • Click Find and select the hex radio button(Make sure to select hex before pasting or you will just have to paste again)
  • Paste 24 14 07 00 00 00 eb 08 into the search box and click Ok
  • Click Find again and repeat the search(Because the result we are looking for is the second one)
  • Change the 07 to the number of dwarves you want(Don't forget to convert your desired number into hex format a.k.a. 14 = 0E)
  • Click File -> Save As and save it in your Dwarf Fortress folder with your desired file name
Title: Re: Community Mods and utilities list.
Post by: AdeleneDawner on March 30, 2011, 09:59:04 pm
Dwarf Caramel (http://www.bay12forums.com/smf/index.php?topic=80901.0) is probably finished enough to be included, now. If not, it should be soon; I'm trying to get at least one creature done per day 'till I have the current list finished.
Title: Re: Community Mods and utilities list.
Post by: profit on March 31, 2011, 12:19:20 am
Dwarf Caramel (http://www.bay12forums.com/smf/index.php?topic=80901.0) is probably finished enough to be included, now. If not, it should be soon; I'm trying to get at least one creature done per day 'till I have the current list finished.
Added.
Title: Re: Community Mods and utilities list.
Post by: Grax on March 31, 2011, 07:53:09 am
Can we somewhen have a somewhat SORTING feature for animals?..
I doubt that will be available for a mod. It would require coding changes to dwarf fortress.
I don't think it will require massive changes and rewriting, just a little procedure that sorts out array of animals on their name.
Now they're sorted in order of chronology of appearance on the scene, so they can be sorted in another order. ;-)
Title: Re: Community Mods and utilities list.
Post by: profit on March 31, 2011, 02:24:24 pm
Can we somewhen have a somewhat SORTING feature for animals?..
I doubt that will be available for a mod. It would require coding changes to dwarf fortress.
I don't think it will require massive changes and rewriting, just a little procedure that sorts out array of animals on their name.
Now they're sorted in order of chronology of appearance on the scene, so they can be sorted in another order. ;-)
Never said it would require massive changes or anything just was pointing out you were barking up the wrong tree.  even a little procedure is beyond the scope of modding, it is in the domain of the toady.

If you are serious about getting that ability, place it in the suggestions forum because it is something Mr. Adams would need to do.
Title: Re: Community Mods and utilities list.
Post by: Lofn on March 31, 2011, 02:31:27 pm
It would be excellent if you could add 'Makes several creature materials (scale, fur, etc) tannable and adds extensive Adventure mode crafting' to the Wanderer's Friend entry, rather than having no description there.  Thanks.
Title: Re: Community Mods and utilities list.
Post by: profit on March 31, 2011, 02:40:00 pm
It would be excellent if you could add 'Makes several creature materials (scale, fur, etc) tannable and adds extensive Adventure mode crafting' to the Wanderer's Friend entry, rather than having no description there.  Thanks.
Done =)
Title: Re: Community Mods and utilities list.
Post by: Kipi on April 06, 2011, 02:42:02 am
Could you move the Dwarf Fortress Advanced mod under the major mods listing? I think it fits better there than under normal mods.  :)

Thanks in advance!
Title: Re: Community Mods and utilities list.
Post by: profit on April 06, 2011, 02:58:03 pm
Could you move the Dwarf Fortress Advanced mod under the major mods listing? I think it fits better there than under normal mods.  :)

Thanks in advance!

Yep, it definitely qualifies. I will move it and double check the description to make sure it is still accurate.
Title: Re: Community Mods and utilities list.
Post by: Aramco on April 06, 2011, 08:22:36 pm
I just released a mod.  Like, just now.

http://www.bay12forums.com/smf/index.php?topic=81647.0
Title: Re: Community Mods and utilities list.
Post by: profit on April 06, 2011, 09:12:20 pm
I just released a mod.  Like, just now.

http://www.bay12forums.com/smf/index.php?topic=81647.0
Added.
Title: Re: Community Mods and utilities list.
Post by: IT 000 on April 07, 2011, 09:16:40 pm
I would like to submit my mod Corrosion under Total Conversions.

http://www.bay12forums.com/smf/index.php?topic=81068.0 (http://www.bay12forums.com/smf/index.php?topic=81068.0)

Years ago, A drug was made that cured aging, it was widely accepted. While aging itself has been cured, the brain deteriorated as normal, resulting in madness. One emotion remained hunger. The Infected pushed the humans to the edge. After years of fighting, humanity able to band together again. However, they are far from winning, face hordes of Infected, and thieving humans in an effort to achieve a new life.

Tell me if there's any problems with the length. Thanks in advance.
Title: Re: Community Mods and utilities list.
Post by: profit on April 07, 2011, 11:34:05 pm
I would like to submit my mod Corrosion under Total Conversions.

http://www.bay12forums.com/smf/index.php?topic=81068.0 (http://www.bay12forums.com/smf/index.php?topic=81068.0)

Years ago, A drug was made that cured aging, it was widely accepted. While aging itself has been cured, the brain deteriorated as normal, resulting in madness. One emotion remained hunger. The Infected pushed the humans to the edge. After years of fighting, humanity able to band together again. However, they are far from winning, face hordes of Infected, and thieving humans in an effort to achieve a new life.

Tell me if there's any problems with the length. Thanks in advance.

I really had no problems with the length except that saying "It is a zombie total conversion mod" says exactly the same thing.  Also it lacked telling anything about the mod itself.

Anyhow added it in.
Title: Re: Community Mods and utilities list.
Post by: Niseg on April 17, 2011, 07:49:56 am
I've made a path-finding simulator (js/html) with a simple maze drawing ,dumping,linking . It's intended to simulate A* and implement demos for alternative path finding schemes to the  pure weighted A* in Dwarf Fortress which can cause slow downs due to it's high complexity .

http://www.bay12forums.com/smf/index.php?topic=81686.0
Title: Re: Community Mods and utilities list.
Post by: profit on April 17, 2011, 12:51:19 pm
I've made a path-finding simulator (js/html) with a simple maze drawing ,dumping,linking . It's intended to simulate A* and implement demos for alternative path finding schemes to the  pure weighted A* in Dwarf Fortress which can cause slow downs due to it's high complexity .

http://www.bay12forums.com/smf/index.php?topic=81686.0

This is a highly useful thing, and perhaps very important to the development of dwarf fortress, however I am not sure it belongs in the community MODS and UTILITIES list.   HOWEVER I agree the list is currently an eclectic mix of things, so i would be open to hearing why you think it should be included, and I will weigh a judgment after that and possibly another judgment if the the community thinks different.
Title: Re: Community Mods and utilities list.
Post by: AdeleneDawner on April 17, 2011, 04:48:36 pm
I've made a path-finding simulator (js/html) with a simple maze drawing ,dumping,linking . It's intended to simulate A* and implement demos for alternative path finding schemes to the  pure weighted A* in Dwarf Fortress which can cause slow downs due to it's high complexity .

http://www.bay12forums.com/smf/index.php?topic=81686.0

This is a highly useful thing, and perhaps very important to the development of dwarf fortress, however I am not sure it belongs in the community MODS and UTILITIES list.   HOWEVER I agree the list is currently an eclectic mix of things, so i would be open to hearing why you think it should be included, and I will weigh a judgment after that and possibly another judgment if the the community thinks different.

Sounds like a utility to me...
Title: Re: Community Mods and utilities list.
Post by: profit on April 17, 2011, 05:13:45 pm
Sounds like a utility to me...

Yeah, it does, but I cannot figure out a way that it really improves game play.  It is just a pathing simulation and nothing distinguishes it really from the thousands of other pathing simulations on the web.
Title: Re: Community Mods and utilities list.
Post by: Niseg on April 18, 2011, 04:31:49 am
It's not really a big deal it's still being developed( I'm at the 25th~ version ). The only thing it can do that might be useful for DF is being a web maze drawing tool with forum output and ability to generate links to maze (b64 encoded string with maze). I've did some modifications to add room based navigation and I can farther modify it to use "traffic zones" this way you can really simulate the game.

It's still a general path finding simulator the main connection to DF is that DF sparked the motivation to create it. It's intention is to convert suggestions from path finding thread into a working system that's easily accessible on any platform (my primitive i856 iden phone can run it) .

Even without it on this thread I'll be glad to get any feature requests and feedback.
Title: Re: Community Mods and utilities list.
Post by: profit on April 19, 2011, 02:37:23 am
It's not really a big deal it's still being developed( I'm at the 25th~ version ). The only thing it can do that might be useful for DF is being a web maze drawing tool with forum output and ability to generate links to maze (b64 encoded string with maze). I've did some modifications to add room based navigation and I can farther modify it to use "traffic zones" this way you can really simulate the game.

It's still a general path finding simulator the main connection to DF is that DF sparked the motivation to create it. It's intention is to convert suggestions from path finding thread into a working system that's easily accessible on any platform (my primitive i856 iden phone can run it) .

Even without it on this thread I'll be glad to get any feature requests and feedback.

Actually now it is sounding more like a utility that belongs on the list =)

Added
Title: Re: Community Mods and utilities list.
Post by: Cave Man on April 25, 2011, 05:29:33 am
This is very interesting utility http://www.bay12forums.com/smf/index.php?topic=62364.0
Title: Re: Community Mods and utilities list.
Post by: profit on April 25, 2011, 03:18:48 pm
This is very interesting utility http://www.bay12forums.com/smf/index.php?topic=62364.0

Wow... I thought that was on the list ages ago.... Maybe it just never got back on since the 40d days....

Title: Re: Community Mods and utilities list.
Post by: Inzaniak on April 28, 2011, 05:32:35 pm
You can add my mini-mods gallery if you want. http://www.bay12forums.com/smf/index.php?topic=82884.0 (http://www.bay12forums.com/smf/index.php?topic=82884.0)
Title: Re: Community Mods and utilities list.
Post by: profit on April 29, 2011, 12:22:06 am
You can add my mini-mods gallery if you want. Inzaniak's furnace of mods (http://www.bay12forums.com/smf/index.php?topic=82884.0)


Added =)
Title: Re: Community Mods and utilities list.
Post by: Draxis on April 29, 2011, 08:53:25 pm
The Dwarf Fortress Mod manager is a useful utility that makes it much easier to combine and install multiple mods.  It is great, it should really be added  to Modding Utilities.

http://www.bay12forums.com/smf/index.php?topic=74828.0 (http://www.bay12forums.com/smf/index.php?topic=74828.0)
Title: Re: Community Mods and utilities list.
Post by: profit on April 29, 2011, 08:56:35 pm
The Dwarf Fortress Mod manager is a useful utility that makes it much easier to combine and install multiple mods.  It is great, it should really be added  to Modding Utilities.

Dwarf Fortress Mod manager (http://www.bay12forums.com/smf/index.php?topic=74828.0)

Added =)
Title: Re: Community Mods and utilities list.
Post by: knaveofstaves on April 29, 2011, 10:52:06 pm
Have a look at DGC (http://www.bay12forums.com/smf/index.php?topic=83112), I think the most recent release is in a pretty good state.
Title: Re: Community Mods and utilities list.
Post by: Fullmoon on May 04, 2011, 07:47:30 am
Umm, sorry for posting there. I'm searching for an old utility for 40d.

What it did was increasing 'see' distance in stone (It's one by default, so you see only nearest stone when mining). And IIRC it was unfortunately named StoneSense, so no luck googling it.
Title: Re: Community Mods and utilities list.
Post by: Knight Otu on May 04, 2011, 07:56:19 am
There's a version of the Stone Sense utility for 31.x here (http://dffd.wimbli.com/file.php?id=2066). From the sound of it, the 40d version isn't online, but the author may be able to help you if you contact him.
Title: Re: Community Mods and utilities list.
Post by: profit on May 17, 2011, 04:35:32 am
Have a look at DGC (http://www.bay12forums.com/smf/index.php?topic=83112), I think the most recent release is in a pretty good state.

Added. 
Title: Re: Community Mods and utilities list.
Post by: Ult1mara on May 17, 2011, 05:17:22 pm
I was wondering Would u like my Reviews thread on here too? Or is it not summit that should be on here? lols

If not it's cool ^_^
Title: Re: Community Mods and utilities list.
Post by: profit on May 17, 2011, 07:16:34 pm
I was wondering Would u like my Reviews thread on here too? Or is it not summit that should be on here? lols

If not it's cool ^_^
I would need to see it..  A link would be handy.
Title: Re: Community Mods and utilities list.
Post by: Ult1mara on May 17, 2011, 08:29:59 pm
Lol ok sorry link is here:

http://www.bay12forums.com/smf/index.php?topic=84405.0

P.S. The Thread is ongoing and so are all the reviews
Title: Re: Community Mods and utilities list.
Post by: profit on May 17, 2011, 10:16:22 pm
Lol ok sorry link is here:

http://www.bay12forums.com/smf/index.php?topic=84405.0

P.S. The Thread is ongoing and so are all the reviews

Alright it is added to the list, as it has information that people who use the mods could certainly use.   I will think about where to put it in the list later, but for now it has a fairly prominent spot.
Title: Re: Community Mods and utilities list.
Post by: Reelyanoob on May 18, 2011, 08:19:01 am
(Nvm)
Title: Re: Community Mods and utilities list.
Post by: Koji on June 01, 2011, 05:33:44 pm
Heya, I was wondering if we could add my mod, Dwarvenrealms, to the list. It's a mod that adds in 220+ new creatures, new industries, new plants and trees, and significantly modifies the core gameplay. It also has a complete tileset and graphics pack using Ironhand's sets and a lot of my originals.

Here's the thread: http://www.bay12forums.com/smf/index.php?topic=80674 (http://www.bay12forums.com/smf/index.php?topic=80674)
Title: Re: Community Mods and utilities list.
Post by: profit on June 01, 2011, 06:29:22 pm
(Nvm)
Ok...

Heya, I was wondering if we could add my mod, Dwarvenrealms, to the list. It's a mod that adds in 220+ new creatures, new industries, new plants and trees, and significantly modifies the core gameplay. It also has a complete tileset and graphics pack using Ironhand's sets and a lot of my originals.

Here's the thread: http://www.bay12forums.com/smf/index.php?topic=80674 (http://www.bay12forums.com/smf/index.php?topic=80674)

Added.
Title: Re: Community Mods and utilities list.
Post by: profit on June 11, 2011, 10:13:44 pm
* hears crickets...

Someone find some mods that peeps are working on and request they be added =p
Title: Re: Community Mods and utilities list.
Post by: Thundercraft on June 12, 2011, 09:00:41 pm
I recommend reorganizing the list of "Miscellaneous mods and utilities" in the OP.
That section is the largest part of the OP and it does not seem organized, especially with mods and utilities listed together. Perhaps it could be divided into "Miscellaneous mods" and "Miscellaneous utilities & files" ?

On my hard drive I have these categorized into folders such as Mods, 3D Visualizers (Stonesense, Fortress Overseer, & TerrainViewer), Utilities, Map Tools (Quickfort, QuickFort Assist, Chromafort, DF Designer, & DF Map Compressor), and Tools (SoundSense, M.O.U.S.E Fortress, & Beyond Compare).
Title: Re: Community Mods and utilities list.
Post by: profit on June 13, 2011, 02:06:06 pm
I recommend reorganizing the list of "Miscellaneous mods and utilities" in the OP.
That section is the largest part of the OP and it does not seem organized, especially with mods and utilities listed together. Perhaps it could be divided into "Miscellaneous mods" and "Miscellaneous utilities & files" ?

On my hard drive I have these categorized into folders such as Mods, 3D Visualizers (Stonesense, Fortress Overseer, & TerrainViewer), Utilities, Map Tools (Quickfort, QuickFort Assist, Chromafort, DF Designer, & DF Map Compressor), and Tools (SoundSense, M.O.U.S.E Fortress, & Beyond Compare).

While your suggestion is appreciated, you may note there are not any actual mods listed in that section, only utilities.. and before I would want to bother with subcatagories, I would like some of you to go through and check and see which utilities do not support the last version of dwarf fortress so I can clear out the unsupported deadwood.
Title: Re: Community Mods and utilities list.
Post by: Thundercraft on June 14, 2011, 01:15:40 pm
...and before I would want to bother with subcatagories, I would like some of you to go through and check and see which utilities do not support the last version of dwarf fortress so I can clear out the unsupported deadwood.

OK, I just spent several hours going through the Miscellaneous mods and utilities section, updating the links and descriptions and sorting out which ones are obsolete and which will work with 0.31.25.

First of all, I suggest the following links under Miscellaneous mods and utilities should be moved to the Modding Utilities section:

Dwarf Fortress Mod manager (http://www.bay12forums.com/smf/index.php?topic=74828.0) Allows the creation and editing of mods and makes merging them together easy. Also helps to export mods into compact patch files, allows splitting and tweaking mods, & much more. (Works with 0.31.25)
Random Raw Creator (RRC) (http://www.bay12forums.com/smf/index.php?topic=79875.msg2083243) This tool uses a list of nouns to create new raws for DF. It can create random Toys, Plants, Weapons, Stone, Food, Instruments, Minerals, and Gems. (Coincides with v0.31.21, but should work on 0.31.25)
DF World Tinker (http://www.bay12forums.com/smf/index.php?topic=67059.msg1602138#msg1602138) An advanced modding tool. It allows code gurus to add custom workshops and reactions to an established fort. Also, it can swap materials around and find raw data for Titans. (Works with 0.31.25)

And while you're at it, the following utility should be added to the Modding Utilities section as well:

Random plant creation script (http://www.bay12forums.com/smf/index.php?topic=76451.0) Creates 70-80 new random plant species. It uses existing language and symbol files to generate random plant names and derive properties from the name. (Sounds a bit buggy, but it should work for 0.31.25)

The following is what I consider an updated Miscellaneous mods and utilities section:

NOTE:

Miscellaneous mods and utilities: These do not fit neatly into other categories.

PerfectWorldDF (http://www.bay12forums.com/smf/index.php?topic=57428.0) Utility to make your own world in any manner you want and how you want it to be. You want a world that looks like a smiley face or the united states? THIS IS THE UTILITY! (Personal Opinion: Looks amazing) (Works in 0.31.25, but a few report crashes)
SoundSense (http://www.bay12forums.com/smf/index.php?topic=60287.0) A sound engine for DF which brings tons of new sound FX and music. It takes the game to a whole new level. Many who try it are no longer willing to play without. (Java-based, version independent)
Quickfort (http://www.bay12games.com/forum/index.php?topic=35931.0) Some people would classify this as an essential utility, it allows you to use .CSV spreadsheets to plan and build a fort... Very rapidly I might add. (Mostly functional in 0.31.25)
ChromaFort (http://www.bay12forums.com/smf/index.php?topic=55025.0) A Utility to be used with quickfort. Turns bitmaps into .CSV Spreadsheets. (Version N/A)
Embark Anywhere (http://dffd.wimbli.com/file.php?id=3816) Extract into dwarf fortress folder and run the .exe while selecting a site. (Appears to work in 0.31.25)
Just embark (http://www.bay12forums.com/smf/index.php?topic=71007.0) Just run this once and it will hack your DF so you can embark anywhere. (Works in 0.31.25)
10-15-20-30 Embark size (http://dffd.wimbli.com/file.php?id=4074) As the name implies, it allows you to change your embark party to 10, 15, 20, or 30 dwarves. (Designed for 0.31.25)
Nano Fortress (http://www.bay12forums.com/smf/index.php?topic=21601.0) This Utility allows you to embark on areas that are normally too small, like a 1 by 1 tile fortress. (Works in 0.31.25)
DFusion (http://www.bay12forums.com/smf/index.php?topic=69682.0) * Embark expander: have other races join * Simple_embark: modify your start dwarf count * Friendship: allows other races to do jobs * Tools: Race changer, Job select enabler, Embark anywhere, Adventurer swapper, Make creatures follow * Adv_tools: some tools for adventurers * Migrants: immigrants are random races (Works in 0.31.25)
Dwarf Foreman (http://www.bay12forums.com/smf/index.php?topic=62364.0) Automatic job manager.  Allows you to do certain things like setting a level of stock you want something to be at and taking the repetitiveness out of general fortress management. (Works with 0.31.25)
NoExotic (http://www.bay12forums.com/smf/index.php?topic=59411.0) Removes the exotic tags from creatures to allow them to be trained without a dungeon master. (Should still work)
Legends Viewer (http://www.bay12forums.com/smf/index.php?topic=72702.0) (Superceded World Viewer (http://www.bay12forums.com/smf/index.php?topic=72900.0).) Recreates Legends Mode from exported data. Browser like navigation, including tabs, allows to easily view other people/places/entities by just clicking names in the event logs or search lists, including a graphical map. (Works in 0.31.25)
Runesmith (http://www.bay12forums.com/smf/index.php?topic=59056.0) A entity information and alteration Program. (Works in 0.31.25, but has minor bugs)
DGC (http://www.bay12forums.com/smf/index.php?topic=83112) Dwarven Guidance Counselor: As the name suggests, it gives job recommendations based on attributes & traits. (Should work with 0.31.25)
Pathing Simulator (http://www.bay12forums.com/smf/index.php?topic=81686.0) A maze navigation simulator which functions as a demo for path finding optimizations. (Java-based, version independent)
WinMerge (http://winmerge.org) Open source software. Useful for installing mods as you can see what is changing.

Finally, I think the following section should be created. (Although there is only one utility that fits there right now, I suspect more will fit there later as the rest of the OP gets updated.)

Obsolete Utilities: Tools which do not work with recent versions, but are useful and unique enough to keep checking for updates (or to consider do-it-yourself updating).

M.O.U.S.E Fortress (http://www.bay12forums.com/smf/index.php?topic=62301.0) An AHK script allowing you to use mouse commands inside Dwarf Fortress.
Title: Re: Community Mods and utilities list.
Post by: profit on June 15, 2011, 07:48:25 pm
...and before I would want to bother with subcatagories, I would like some of you to go through and check and see which utilities do not support the last version of dwarf fortress so I can clear out the unsupported deadwood.

OK, I just spent several hours going through the Miscellaneous mods and utilities section, updating the links and descriptions and sorting out which ones are obsolete and which will work with 0.31.25.

First of all, I suggest the following links under Miscellaneous mods and utilities should be moved to the Modding Utilities section:

Dwarf Fortress Mod manager (http://www.bay12forums.com/smf/index.php?topic=74828.0) Allows the creation and editing of mods and makes merging them together easy. Also helps to export mods into compact patch files, allows splitting and tweaking mods, & much more. (Works with 0.31.25)
Random Raw Creator (RRC) (http://www.bay12forums.com/smf/index.php?topic=79875.msg2083243) This tool uses a list of nouns to create new raws for DF. It can create random Toys, Plants, Weapons, Stone, Food, Instruments, Minerals, and Gems. (Coincides with v0.31.21, but should work on 0.31.25)
DF World Tinker (http://www.bay12forums.com/smf/index.php?topic=67059.msg1602138#msg1602138) An advanced modding tool. It allows code gurus to add custom workshops and reactions to an established fort. Also, it can swap materials around and find raw data for Titans. (Works with 0.31.25)

And while you're at it, the following utility should be added to the Modding Utilities section as well:

Random plant creation script (http://www.bay12forums.com/smf/index.php?topic=76451.0) Creates 70-80 new random plant species. It uses existing language and symbol files to generate random plant names and derive properties from the name. (Sounds a bit buggy, but it should work for 0.31.25)

The following is what I consider an updated Miscellaneous mods and utilities section:

NOTE:

Miscellaneous mods and utilities: These do not fit neatly into other categories.

PerfectWorldDF (http://www.bay12forums.com/smf/index.php?topic=57428.0) Utility to make your own world in any manner you want and how you want it to be. You want a world that looks like a smiley face or the united states? THIS IS THE UTILITY!  (Works in 0.31.25, but a few report crashes)
SoundSense (http://www.bay12forums.com/smf/index.php?topic=60287.0) A sound engine for DF which brings tons of new sound FX and music. It takes the game to a whole new level. Many who try it are no longer willing to play without. (Java-based, version independent)
Quickfort (http://www.bay12games.com/forum/index.php?topic=35931.0) Some people would classify this as an essential utility, it allows you to use .CSV spreadsheets to plan and build a fort... Very rapidly I might add. (Mostly functional in 0.31.25)
ChromaFort (http://www.bay12forums.com/smf/index.php?topic=55025.0) A Utility to be used with quickfort. Turns bitmaps into .CSV Spreadsheets. (Version N/A)
Embark Anywhere (http://dffd.wimbli.com/file.php?id=3816) Extract into dwarf fortress folder and run the .exe while selecting a site. (Appears to work in 0.31.25)
Just embark (http://www.bay12forums.com/smf/index.php?topic=71007.0) Just run this once and it will hack your DF so you can embark anywhere. (Works in 0.31.25)
10-15-20-30 Embark size (http://dffd.wimbli.com/file.php?id=4074) As the name implies, it allows you to change your embark party to 10, 15, 20, or 30 dwarves. (Designed for 0.31.25)
Nano Fortress (http://www.bay12forums.com/smf/index.php?topic=21601.0) This Utility allows you to embark on areas that are normally too small, like a 1 by 1 tile fortress. (Works in 0.31.25)
DFusion (http://www.bay12forums.com/smf/index.php?topic=69682.0) * Embark expander: have other races join * Simple_embark: modify your start dwarf count * Friendship: allows other races to do jobs * Tools: Race changer, Job select enabler, Embark anywhere, Adventurer swapper, Make creatures follow * Adv_tools: some tools for adventurers * Migrants: immigrants are random races (Works in 0.31.25)
Dwarf Foreman (http://www.bay12forums.com/smf/index.php?topic=62364.0) Automatic job manager.  Allows you to do certain things like setting a level of stock you want something to be at and taking the repetitiveness out of general fortress management. (Works with 0.31.25)
NoExotic (http://www.bay12forums.com/smf/index.php?topic=59411.0) Removes the exotic tags from creatures to allow them to be trained without a dungeon master. (Should still work)
Legends Viewer (http://www.bay12forums.com/smf/index.php?topic=72702.0) (Superceded World Viewer (http://www.bay12forums.com/smf/index.php?topic=72900.0).) Recreates Legends Mode from exported data. Browser like navigation, including tabs, allows to easily view other people/places/entities by just clicking names in the event logs or search lists, including a graphical map. (Works in 0.31.25)
Runesmith (http://www.bay12forums.com/smf/index.php?topic=59056.0) A entity information and alteration Program. (Works in 0.31.25, but has minor bugs)
DGC (http://www.bay12forums.com/smf/index.php?topic=83112) Dwarven Guidance Counselor: As the name suggests, it gives job recommendations based on attributes & traits. (Should work with 0.31.25)
Pathing Simulator (http://www.bay12forums.com/smf/index.php?topic=81686.0) A maze navigation simulator which functions as a demo for path finding optimizations. (Java-based, version independent)
WinMerge (http://winmerge.org) Open source software. Useful for installing mods as you can see what is changing.

Finally, I think the following section should be created. (Although there is only one utility that fits there right now, I suspect more will fit there later as the rest of the OP gets updated.)

Obsolete Utilities: Tools which do not work with recent versions, but are useful and unique enough to keep checking for updates (or to consider do-it-yourself updating).

M.O.U.S.E Fortress (http://www.bay12forums.com/smf/index.php?topic=62301.0) An AHK script allowing you to use mouse commands inside Dwarf Fortress.

Awesome.  I appreciate the help, and I will implement those changes on the list.  Thanks for doing all of that Thunder!
Title: Re: Community Mods and utilities list.
Post by: blue sam3 on June 16, 2011, 10:32:59 am
Noblemod - http://www.bay12forums.com/smf/index.php?topic=86601.0 (http://www.bay12forums.com/smf/index.php?topic=86601.0) - adds a whole variety of nobles back into the game and makes the default ones work.
Title: Re: Community Mods and utilities list.
Post by: profit on June 16, 2011, 12:54:43 pm
Noblemod - http://www.bay12forums.com/smf/index.php?topic=86601.0 (http://www.bay12forums.com/smf/index.php?topic=86601.0) - adds a whole variety of nobles back into the game and makes the default ones work.
Added.
Title: Re: Community Mods and utilities list.
Post by: Agon MD on June 16, 2011, 03:58:57 pm
Hi, I'm not sure if mine qualifies but if it's worthy, you can add it if you want.  thanks!

edit: oops, ps. it's in my sig.
Title: Re: Community Mods and utilities list.
Post by: profit on June 16, 2011, 04:57:29 pm
Hi, I'm not sure if mine qualifies but if it's worthy, you can add it if you want.  thanks!

edit: oops, ps. it's in my sig.
Works for me.   Added.
Title: Re: Community Mods and utilities list.
Post by: arclance on June 18, 2011, 03:26:41 pm
You can add my mod Dwarven Lamination (http://www.bay12forums.com/smf/index.php?topic=86918.0) if you like.

It adds a system to recycle wooden items into logs by breaking them down to scrap wood and making a new log from scrap wood using new glues.
High value laminates can be made from normal logs obtained by cutting down trees.
A way to farm plants that can be made into logs using this system is also included.
Title: Re: Community Mods and utilities list.
Post by: profit on June 18, 2011, 08:58:50 pm
You can add my mod Dwarven Lamination (http://www.bay12forums.com/smf/index.php?topic=86918.0) if you like.

It adds a system to recycle wooden items into logs by breaking them down to scrap wood and making a new log from scrap wood using new glues.
High value laminates can be made from normal logs obtained by cutting down trees.
A way to farm plants that can be made into logs using this system is also included.

Added =)
Title: Re: Community Mods and utilities list.
Post by: The13thRonin on June 25, 2011, 12:45:42 am
Could Dig Deeper Gold please be added to the list of major mods?
Title: Re: Community Mods and utilities list.
Post by: profit on June 25, 2011, 07:20:45 am
Could Dig Deeper Gold please be added to the list of major mods?

Added =)

And good to see it back!
Title: Re: Community Mods and utilities list.
Post by: arclance on July 04, 2011, 09:20:12 pm
You can add my utility Tileset Resizer (http://www.bay12forums.com/smf/index.php?topic=87196.msg2370618#msg2370618) if you like.

Tileset Resizer is a collection of Octave Functions to resize Dwarf Fortress tilesets with minimum loss of quality.
Sample results are in the forum thread if you want to see them.
Title: Re: Community Mods and utilities list.
Post by: profit on July 05, 2011, 12:16:26 pm
You can add my utility Tileset Resizer (http://www.bay12forums.com/smf/index.php?topic=87196.msg2370618#msg2370618) if you like.

Tileset Resizer is a collection of Octave Functions to resize Dwarf Fortress tilesets with minimum loss of quality.
Sample results are in the forum thread if you want to see them.

Added
Title: Re: Community Mods and utilities list.
Post by: Teneb on July 05, 2011, 07:15:50 pm
I shamelessly ask for Nchardahrk to be added to the Total Conversion section
Title: Re: Community Mods and utilities list.
Post by: profit on July 06, 2011, 03:07:23 am
I shamelessly ask for Nchardahrk to be added to the Total Conversion section
Added
Title: Re: Community Mods and utilities list.
Post by: Vattic on July 06, 2011, 03:26:06 am
I'd say NW_Kohaku's Expanded Glazes Mod (http://www.bay12forums.com/smf/index.php?topic=81976.0) belongs on this list.
Title: Re: Community Mods and utilities list.
Post by: profit on July 06, 2011, 12:39:00 pm
I'd say NW_Kohaku's Expanded Glazes Mod (http://www.bay12forums.com/smf/index.php?topic=81976.0) belongs on this list.
Added
Title: Re: Community Mods and utilities list.
Post by: Pan on July 08, 2011, 10:52:00 am
Requesting Legend of Forlorn Realms to be added. Major mods section  :D
Title: Re: Community Mods and utilities list.
Post by: Khris on July 09, 2011, 11:55:40 am
So I have looked through the list but haven't found anything, so my question is this:
Is there a tool similar to Dwarf Therapist that helps managing you military?
Something that shows my dwarves and their equipment and which lets me e.g. tell my whole squad to equip only steel with one click.
Something like this would be very helpful.
Title: Re: Community Mods and utilities list.
Post by: zilpin on July 09, 2011, 07:49:16 pm
So I have looked through the list but haven't found anything, so my question is this:
Is there a tool similar to Dwarf Therapist that helps managing you military?
Something that shows my dwarves and their equipment and which lets me e.g. tell my whole squad to equip only steel with one click.
Something like this would be very helpful.

Don't think dfhack can handle any of that yet, but +1 this as a request.
Title: Re: Community Mods and utilities list.
Post by: profit on July 10, 2011, 02:48:25 pm
Requesting Legend of Forlorn Realms to be added. Major mods section  :D

A link would be nice next time.. But I will hunt it down..
Title: Re: Community Mods and utilities list.
Post by: profit on July 10, 2011, 02:55:41 pm
So I have looked through the list but haven't found anything, so my question is this:
Is there a tool similar to Dwarf Therapist that helps managing you military?
Something that shows my dwarves and their equipment and which lets me e.g. tell my whole squad to equip only steel with one click.
Something like this would be very helpful.
No.
Title: Re: Community Mods and utilities list.
Post by: cephalo on July 10, 2011, 10:11:54 pm
PerfectWorldDF Utility to make your own world in any manner you want and how you want it to be. You want a world that looks like a smiley face or the united states?
THIS IS THE UTILITY! (Personal Opinion: Looks amazing) (Works in 0.31.25, but a few report crashes)

Hmm, nobody has reported any crashes to me. I would appreciate if they did because I'm working on a new version.
Title: Re: Community Mods and utilities list.
Post by: Pan on July 11, 2011, 01:01:48 am
Requesting Legend of Forlorn Realms to be added. Major mods section  :D

A link would be nice next time.. But I will hunt it down..

I'm terribly sorry about the inconvenience. I forgot.  :-\

(I'm aware that the previous sentence made me sound like a 7 year old...)
Title: Re: Community Mods and utilities list.
Post by: Thundercraft on July 11, 2011, 01:44:27 am
PerfectWorldDF Utility to make your own world in any manner you want and how you want it to be. You want a world that looks like a smiley face or the united states?
THIS IS THE UTILITY! (Personal Opinion: Looks amazing) (Works in 0.31.25, but a few report crashes)

Hmm, nobody has reported any crashes to me. I would appreciate if they did because I'm working on a new version.

In trying to help update these lists, all I was looking for was to confirm whether or not it would work with 0.31.25. But digging back to page 26 in your PerfectWorldDF forum thread (http://www.bay12forums.com/smf/index.php?topic=57428.375), I noticed several users had reported crashes. I figured that having three posts in a row by different users, all reporting crashes with the latest DF version, made it more than unusual circumstances. At the very least, I thought it deserved mention that some users reported crashes. Perhaps you missed these posts?:




To be fair, those posts date back to April and the latest version of PerfectWorld was in May.
Spoiler: but... (click to show/hide)
Title: Re: Community Mods and utilities list.
Post by: cephalo on July 11, 2011, 09:00:41 am

In trying to help update these lists, all I was looking for was to confirm whether or not it would work with 0.31.25. But digging back to page 26 in your PerfectWorldDF forum thread (http://www.bay12forums.com/smf/index.php?topic=57428.375), I noticed several users had reported crashes. I figured that having three posts in a row by different users, all reporting crashes with the latest DF version, made it more than unusual circumstances. At the very least, I thought it deserved mention that some users reported crashes. Perhaps you missed these posts?:

Oh yeah, the software itself crashes as there are certain areas that are unstable, but when you say that it 'works with 31.25 but with crashes' it implies that the output causes DF to crash, which is a much more serious issue. That's what I thought you meant. I'm sure there aren't many utilities in the list that are bug free in themselves...

World gen does crash in game sometimes with or without PWDF, but I haven't seen that it is related to using specific map data. You need to have a look at some additional map gen options that are undefined so you don't get too many nightcreatures or whatever, but a knowledgable user should never get a crash in DF caused by PWDF. I think that's an important distinction.
Title: Re: Community Mods and utilities list.
Post by: Niseg on July 12, 2011, 04:27:43 am
Quote
Pathing Simulator A maze navigation simulator which functions as a demo for path finding optimizations. (Java-based, version independent)

The things in parentheses is incorrect . My little simulator is  a Web app that's written in Javascript , HTML, and uses CSS. It runs on most web browsers (just tested IE and it works, tested on Firefox, Chrome and Opera ). It is platform independent . I wouldn't recommend using it from a cell phone even though my last update (a few month ago ) concentrated in improving UI performance on mobile platforms. 

Unfortunately I haven't had time to play with it for a while and my hdd died but it's not a big deal because I have backups on 3 websites  ;).
Title: Re: Community Mods and utilities list.
Post by: Thundercraft on July 12, 2011, 07:44:03 pm
World gen does crash in game sometimes with or without PWDF, but I haven't seen that it is related to using specific map data. You need to have a look at some additional map gen options that are undefined so you don't get too many nightcreatures or whatever, but a knowledgable user should never get a crash in DF caused by PWDF. I think that's an important distinction.
Ah, I see. That is an important distinction.

However, while in your last post to the PerfectWorld thread (http://www.bay12forums.com/smf/index.php?topic=57428.msg2402381#msg2402381) you made it clear that PerfectWorld works with 31.25, it was with the caveat that "You just need to visit the advanced parameter screen to check a couple of things." It was difficult for me to find an explanation of specifically what needs to be changed in the advanced parameter screen. This was not even mentioned in your OP or in the PerfectWorldDF HTML Manual. (Nice job writing that manual, BTW! It was otherwise very detailed and well-written.)

All I could find was a somewhat vague explanation in a previous post:
...Compare the world_gen.txt file in 31.25 with the one that PWDF generates, you'll see some additional tags that you want to have in there. Otherwise they will use default values, which are unlikely to be what you want. If you leave the tags out, you can still change them in the 'advanced parameters' screen before genning a new world.
I guess I'm trying to point out that quite a few DF players do not read very far through forum threads before trying out a mod or utility for the first time. (And many are not knowledgeable about which world-gen parameters are likely to cause a crash if they are not within certain expected ranges.) Perhaps this should also be mentioned in your OP, at least until you achieve the "version independence" you're currently working on?

Anyway... perhaps profit should change my parenthesis to the following?
Quote
(Works in 0.31.25)

The things in parentheses is incorrect . My little simulator is  a Web app that's written in Javascript , HTML, and uses CSS.
Sorry, my bad. Even though I know they're very different, I sometimes confuse Javascript with Java. (And I was probably sleep deprived when I typed it up.)

It is platform independent.
As I said,  all I was looking for was to confirm whether or not it would work with 0.31.25. I wasn't concerned about the platform a mod or utility runs on. I described Pathing Simulator as "version independent" to let prospective users know it does not matter what version of Dwarf Fortress they use. (Though, I suppose that this could become inaccurate as Toady may eventually decide to recode pathing.)

Would changing my parenthesis to the following be acceptable? If not, what would you prefer?
Quote
(Pathing Simulator is a web app, independent of DF version)
Title: Re: Community Mods and utilities list.
Post by: profit on July 13, 2011, 12:31:51 pm
Thanks for all the comments,  The things in parenthesis have been done by thundercraft who donated his time to help me determine which utilities still worked with what versions.

Please go easy on the comments, since it is a major undertaking to do such a thing and a few minor bits will slip by even by the best tester.

I am changing the descriptions now though to reflect your corrections.
Title: Re: Community Mods and utilities list.
Post by: profit on July 24, 2011, 12:01:22 pm
Not going to be home this week. (on top of my already hectic work schedule)  Feel free to add submissions but they will not be put on the list till probably august.
Title: Re: Community Mods and utilities list.
Post by: jaxy15 on July 30, 2011, 12:18:35 pm
Could you add Jaxmod (http://www.bay12forums.com/smf/index.php?topic=87728.0) when you get back?
Title: Re: Community Mods and utilities list.
Post by: profit on August 02, 2011, 04:24:20 am
Could you add Jaxmod (http://www.bay12forums.com/smf/index.php?topic=87728.0) when you get back?

Added.
Title: Re: Community Mods and utilities list.
Post by: UristMcHuman on August 06, 2011, 01:37:57 pm
When I try to use Hacked Embark Size, it says "The file 'index' must be in the 'data' folder". It is. the next sentence says "Make sure DF decompressed into its folders properly". What gives?

And will the Civ Forge mod and the mods I've done to it show up with the Hacked Embark Size games?
Title: Re: Community Mods and utilities list.
Post by: profit on August 06, 2011, 04:54:46 pm
When I try to use Hacked Embark Size, it says "The file 'index' must be in the 'data' folder". It is. the next sentence says "Make sure DF decompressed into its folders properly". What gives?

And will the Civ Forge mod and the mods I've done to it show up with the Hacked Embark Size games?
It would be best to ask these questions in the threads of the utilities and mods they are associated with rather than here.  most of the mod creators do not monitor this thread.
Title: Re: Community Mods and utilities list.
Post by: profit on August 09, 2011, 01:41:57 pm
Added fortbent.
Title: Re: Community Mods and utilities list.
Post by: Necro910 on August 12, 2011, 05:46:22 pm
http://www.bay12forums.com/smf/index.php?topic=85167.0 (http://www.bay12forums.com/smf/index.php?topic=85167.0)

I fixed the Armok damn embark crash bug, so now it is finally playable!
Title: Re: Community Mods and utilities list.
Post by: The Master on August 15, 2011, 11:34:43 pm
This mod is truly awesome! I think it should be in here!
http://dffd.wimbli.com/file.php?id=4831 (http://dffd.wimbli.com/file.php?id=4831)
Title: Re: Community Mods and utilities list.
Post by: narhiril on August 19, 2011, 02:22:35 am
Normally I don't criticize other people's opinions or descriptions of my work...  but I find the description for legends of Forlorn Realms a bit...  overly simple.  "Lots of stuff" isn't quite doing it for me.

LFR adds an immense number of creatures, weapons, buildings, and new races to the world of DF.  A full set of graphics for all associated creatures is included.  The mod is most notable for its chance-based implementation of alchemical "experiments," its "tech tree" advancements (buildings and reactions which unlock other buildings and reactions), associated documentation and lore files, and countless hidden features.

LFR was released to the general public on May 8th, 2011 (version 0.10a).  It has since progressed and expanded to the current version, 0.14b, released August 12th. 

For more information on the mod or its future developments, the parent thread can be found here. (http://www.bay12forums.com/smf/index.php?topic=84186.0)
Title: Re: Community Mods and utilities list.
Post by: profit on August 22, 2011, 01:05:44 pm
Normally I don't criticize other people's opinions or descriptions of my work...  but I find the description for legends of Forlorn Realms a bit...  overly simple.  "Lots of stuff" isn't quite doing it for me.

LFR adds an immense number of creatures, weapons, buildings, and new races to the world of DF.  A full set of graphics for all associated creatures is included.  The mod is most notable for its chance-based implementation of alchemical "experiments," its "tech tree" advancements (buildings and reactions which unlock other buildings and reactions), associated documentation and lore files, and countless hidden features.

LFR was released to the general public on May 8th, 2011 (version 0.10a).  It has since progressed and expanded to the current version, 0.14b, released August 12th. 

For more information on the mod or its future developments, the parent thread can be found here. (http://www.bay12forums.com/smf/index.php?topic=84186.0)

fair enough... I work 12 hour days, 6 days a week so some of my descriptions are kinda bland... Make a shorter description that hits the highlights of the mod*Does not have to be complete sentences*  and I will put it in its place when I get back from work tonight if I remember.





Also Added Dorf Space a while ago.  Never wrote a message because I was in a hurry. 




can I please have the link to the forum post for the REGEN mod, I try not to link to anything but forum posts so users can get support.
Title: Re: Community Mods and utilities list.
Post by: Azrathud on August 22, 2011, 05:32:30 pm
The DFHack page was updated. The OP is now linking to the legacy thread.
Here's the current thread: http://www.bay12forums.com/smf/index.php?topic=91166.0 (http://www.bay12forums.com/smf/index.php?topic=91166.0)
Title: Re: Community Mods and utilities list.
Post by: narhiril on August 22, 2011, 07:24:37 pm
Legends of Forlorn Realms - Adds a variety of creatures, items, races, and a tier-based system of "advancement" in the form of new buildings and reactions.  Lots of hidden features.

Take your time, profit, I apologize if my earlier post sounded rude.  I realize that maintaining this list is not a small project.
Title: Re: Community Mods and utilities list.
Post by: profit on August 23, 2011, 03:42:04 am
The DFHack page was updated. The OP is now linking to the legacy thread.
Here's the current thread: http://www.bay12forums.com/smf/index.php?topic=91166.0 (http://www.bay12forums.com/smf/index.php?topic=91166.0)

Thanks, I will get that updated.

Legends of Forlorn Realms - Adds a variety of creatures, items, races, and a tier-based system of "advancement" in the form of new buildings and reactions.  Lots of hidden features.

Take your time, profit, I apologize if my earlier post sounded rude.  I realize that maintaining this list is not a small project.

I didn't take it as rude so don't worry, I took it as yeah, I know a bunch of mods have pathetic or no descriptions, and I was hoping someone who knows the mods will make one for me.

I had someone go though the utilities a couple months ago and test them for me, just have not done the same for the mods yet.
Title: Re: Community Mods and utilities list.
Post by: nil on August 29, 2011, 06:38:50 pm
hey, profit, add this to the first mod section at your leisure:

Termitefolk Colony (http://www.bay12forums.com/smf/index.php?topic=91853.0): Adds termitepeople as a playable, wood-eating, caste-based civilization.
Title: Re: Community Mods and utilities list.
Post by: Hugo_The_Dwarf on August 29, 2011, 09:09:50 pm
The master had previously posted this here Regeneration (http://www.bay12forums.com/smf/index.php?topic=92138.0) this is the fourm topic. I had been waiting until I had a semi decent and workable version up (my standards for workable and decent are VERY high)

A quick little description for Regeneration or 'Regen' is:
This mod aims to bring a tiered Tech tree made up of three branches; Magic, Religion, and Tech. Also with new creatures and civs too, the toughest being the Undead. As now each faction (race) has its own strengths. Humans might come with holy metal or wizards, where Gnomes might have Steam Powered Battle Mechs. Much much more to come...
Title: Re: Community Mods and utilities list.
Post by: profit on August 30, 2011, 03:31:27 am
Been having internet connectivity problems along with lack of time.. I hope to have them straightened out today sometime. 
Title: Re: Community Mods and utilities list.
Post by: The Master on September 06, 2011, 12:27:02 pm
is it still "today"?
Title: Re: Community Mods and utilities list.
Post by: profit on September 07, 2011, 04:28:37 am
hey, profit, add this to the first mod section at your leisure:

Termitefolk Colony (http://www.bay12forums.com/smf/index.php?topic=91853.0): Adds termitepeople as a playable, wood-eating, caste-based civilization.

Added

The master had previously posted this here Regeneration (http://www.bay12forums.com/smf/index.php?topic=92138.0) this is the fourm topic. I had been waiting until I had a semi decent and workable version up (my standards for workable and decent are VERY high)

A quick little description for Regeneration or 'Regen' is:
This mod aims to bring a tiered Tech tree made up of three branches; Magic, Religion, and Tech. Also with new creatures and civs too, the toughest being the Undead. As now each faction (race) has its own strengths. Humans might come with holy metal or wizards, where Gnomes might have Steam Powered Battle Mechs. Much much more to come...

Added

is it still "today"?

It's been "today" for months..... working 12 hour days, 7 days a week, nothing ever seems to change....   Monday and Friday and Sunday are completely interchangeable.
Title: Re: Community Mods and utilities list.
Post by: Xasio7 on September 21, 2011, 09:47:09 am
Hey just got my mod out of beta status the url is http://www.bay12forums.com/smf/index.php?topic=76322.0 (http://www.bay12forums.com/smf/index.php?topic=76322.0) if you want to add it.

Here is the url to the graphics-pack for my mod Blob-Jelly-Slime Graphics Pack (http://www.bay12forums.com/smf/index.php?topic=76418.0) I'll ask Thundercraft if it ok for you to add this mod since he created , and is maintaining this mod.
Title: Re: Community Mods and utilities list.
Post by: profit on September 23, 2011, 04:41:28 am
Hey just got my mod out of beta status the url is Slimes,Blobs,and Jellies (http://www.bay12forums.com/smf/index.php?topic=76322.0) if you want to add it.

Here is the url to the graphics-pack for my mod Blob-Jelly-Slime Graphics Pack (http://www.bay12forums.com/smf/index.php?topic=76418.0) I'll ask Thundercraft if it ok for you to add this mod since he created , and is maintaining this mod.

Added.
Title: Re: Community Mods and utilities list.
Post by: OneMoreNameless on September 28, 2011, 01:56:01 am
Could you please add Creeper DF (http://www.bay12forums.com/smf/index.php?topic=93794.0) (aka "That's a very nice dwarven fortress you have there ...") to the list? It's a minor mod that works on top of any others, adding Minecraft creepers to the game as both wildlife and a civ.
Title: Re: Community Mods and utilities list.
Post by: profit on October 01, 2011, 03:21:52 am
Could you please add Creeper DF (http://www.bay12forums.com/smf/index.php?topic=93794.0) (aka "That's a very nice dwarven fortress you have there ...") to the list? It's a minor mod that works on top of any others, adding Minecraft creepers to the game as both wildlife and a civ.

Added
Title: Re: Community Mods and utilities list.
Post by: Knight Otu on October 07, 2011, 10:39:00 am
Might I request that Direforged be moved from Dwarf Fortress Mods to Major Mods?

Also, if you want to add this - Random creature script - Horses of Myth (and of Mundanity) (http://www.bay12forums.com/smf/index.php?topic=91255.0) - A script based on Sphalerite's random plant script, randomly creating several horse-like or horse-based creatures (and a few sheep).
Title: Re: Community Mods and utilities list.
Post by: profit on October 19, 2011, 05:06:29 am
Might I request that Direforged be moved from Dwarf Fortress Mods to Major Mods?

Also, if you want to add this - Random creature script - Horses of Myth (and of Mundanity) (http://www.bay12forums.com/smf/index.php?topic=91255.0) - A script based on Sphalerite's random plant script, randomly creating several horse-like or horse-based creatures (and a few sheep).

I have moved direforge, however, I have a rule that major mods need a decent description.. and well the one line from the mod kinda sucks...

Think you can give me a description like "X new weapons, X new Civilizations, X new minerals, Based on X....  Etc..." ? I am looking for under 300 characters, but something that would give someone an idea of what the mod is about.
Title: Re: Community Mods and utilities list.
Post by: Knight Otu on October 21, 2011, 09:27:05 am
A quick one - Direforged is an original mod that includes, among other things, several new entities, many with their own languages, more than fifty creatures of various nature, from hiveable vermin to megabeasts and night creatures, decorative and mythic workshops, and a gem-based adventure mode magic system.
Title: Re: Community Mods and utilities list.
Post by: profit on October 24, 2011, 04:27:56 am
A quick one - Direforged is an original mod that includes, among other things, several new entities, many with their own languages, more than fifty creatures of various nature, from hiveable vermin to megabeasts and night creatures, decorative and mythic workshops, and a gem-based adventure mode magic system.

ok
Title: Re: Community Mods and utilities list.
Post by: Xasio7 on October 27, 2011, 07:57:17 am
I have received Thundercraft's permission to post his graphics pack so if you could add it the url is http://www.bay12forums.com/smf/index.php?topic=76418.0 I would really appreciate it. :)
Title: Re: Community Mods and utilities list.
Post by: profit on October 28, 2011, 01:06:28 pm
I have received Thundercraft's permission to post his graphics pack so if you could add it the url is http://www.bay12forums.com/smf/index.php?topic=76418.0 I would really appreciate it. :)
I believe that mod is already on the list.  Just updated to include graphics now

* edit*
ok I see.   Aright 2 entries.


Title: Re: Community Mods and utilities list.
Post by: Mechanixm on November 02, 2011, 06:17:06 pm
Profit...can I get a link under Major Mods for Mecha-Genesis, A Genesis Mod (http://www.bay12forums.com/smf/index.php?topic=95505.0)?
Title: Re: Community Mods and utilities list.
Post by: Derkit on November 04, 2011, 01:42:21 pm
Thank you for this list, its come in very handy  :D
Title: Re: Community Mods and utilities list.
Post by: profit on November 09, 2011, 08:06:00 am
Profit...can I get a link under Major Mods for Mecha-Genesis, A Genesis Mod (http://www.bay12forums.com/smf/index.php?topic=95505.0)?

Added.  Toss me a quick description if you would please =)

Thank you for this list, its come in very handy  :D

Welcome =)
Title: Re: Community Mods and utilities list.
Post by: Crazy Cow on December 06, 2011, 09:27:51 am
Hey, figured it would be best to ask here instead of in a new thread.
Anyone know of any 'normal' languages? As in, language files without anything special.
Code: [Select]
[T_WORD:ABBEY:abbey]
[T_WORD:ACE:ace]
[T_WORD:ACT:act]
I would do it myself, but there's the slight issue of hundreds and hundreds of words to translate. So, yeah.

In other news, this is amazing for finding stuff. Thanks, profit!
Title: Re: Community Mods and utilities list.
Post by: Eric Blank on December 07, 2011, 02:46:52 am
I would like to have my mods listed here under major mods. They're listed in the same thread, but I don't see any reason for that to be a problem.

Evil: Moddercluster the Mad Yarns of Editing (http://www.bay12forums.com/smf/index.php?topic=81903.0). Or EMMYE, as Deon prefers. Also in the thread is a draconic beasts mod.
I guess for a description, this will work:
This mod adds 6 new civilizations, populated by 9 new races, including language files and unique equipment for each of them. The thread also lists a draconic beasts mod providing many new species of wildlife and megabeasts to challenge adventurer and fortress alike.
Title: Re: Community Mods and utilities list.
Post by: Knight Otu on December 07, 2011, 07:02:56 am
Hey, figured it would be best to ask here instead of in a new thread.
Anyone know of any 'normal' languages? As in, language files without anything special.
Code: [Select]
[T_WORD:ABBEY:abbey]
[T_WORD:ACE:ace]
[T_WORD:ACT:act]
I would do it myself, but there's the slight issue of hundreds and hundreds of words to translate. So, yeah.

In other news, this is amazing for finding stuff. Thanks, profit!

Here's (http://dffd.wimbli.com/file.php?id=4352) a language pack that includes English.
Title: Re: Community Mods and utilities list.
Post by: Crazy Cow on December 07, 2011, 08:11:10 pm
Well, thank you very much. No more translating!
Title: Re: Community Mods and utilities list.
Post by: IamanElfCollaborator on December 09, 2011, 05:37:21 pm
I'd like to have my mod here to, if it isnt too much trouble.

http://www.bay12forums.com/smf/index.php?topic=95094.0 (http://www.bay12forums.com/smf/index.php?topic=95094.0) A mod adding content from Final Fantasy up until X. Includes Al-Bhed,  Magicite, and worldkilling monsters.

Sorry if I cant actually show the title of the mod. I cant figure the dang post system, because I'm a complete newby.

Title: Re: Community Mods and utilities list.
Post by: Eric Blank on December 09, 2011, 10:08:03 pm
Er, I just realized that there's a category for mod packs and lists of mods. That is where my thread should be listed, if at all.
Title: Re: Community Mods and utilities list.
Post by: profit on December 12, 2011, 12:34:25 pm
I would like to have my mods listed here under major mods. They're listed in the same thread, but I don't see any reason for that to be a problem.

Evil: Moddercluster the Mad Yarns of Editing (http://www.bay12forums.com/smf/index.php?topic=81903.0). Or EMMYE, as Deon prefers. Also in the thread is a draconic beasts mod.
I guess for a description, this will work:
This mod adds 6 new civilizations, populated by 9 new races, including language files and unique equipment for each of them. The thread also lists a draconic beasts mod providing many new species of wildlife and megabeasts to challenge adventurer and fortress alike.

Added
Title: Re: Community Mods and utilities list.
Post by: profit on December 12, 2011, 12:44:58 pm
I'd like to have my mod here to, if it isnt too much trouble.

http://www.bay12forums.com/smf/index.php?topic=95094.0 (http://www.bay12forums.com/smf/index.php?topic=95094.0) A mod adding content from Final Fantasy up until X. Includes Al-Bhed,  Magicite, and worldkilling monsters.

Sorry if I cant actually show the title of the mod. I cant figure the dang post system, because I'm a complete newby.

Added.
Title: Re: Community Mods and utilities list.
Post by: profit on December 12, 2011, 12:45:37 pm
Er, I just realized that there's a category for mod packs and lists of mods. That is where my thread should be listed, if at all.

Don't worry had ya covered =)
Title: Re: Community Mods and utilities list.
Post by: profit on December 12, 2011, 12:47:06 pm
Hey all, I have been having computer problems and I have been in the proccess of moving.   Sorry for the delays on getting things posted and pre-apologies if there are more delays getting new mods into the list. 

Thank you all for your paitence =)
Title: Re: Community Mods and utilities list.
Post by: IamanElfCollaborator on December 13, 2011, 10:43:30 am
Thanks man. I didnt think it was big or complete enough to be on this list. Also, it's called the Final Fantasy Mod, but thanks!
Title: Re: Community Mods and utilities list.
Post by: adwarf on December 15, 2011, 06:38:37 pm
It would be great if you could add my mod Corrupted (http://www.bay12forums.com/smf/index.php?topic=96854.0). Whenever you have time :)
Title: Re: Community Mods and utilities list.
Post by: profit on December 15, 2011, 11:27:15 pm
It would be great if you could add my mod Corrupted (http://www.bay12forums.com/smf/index.php?topic=96854.0). Whenever you have time :)

Added under major mods.

If you have a short description you would like (about 100 characters or under) I will try and add it =)   
Title: Re: Community Mods and utilities list.
Post by: adwarf on December 16, 2011, 12:09:36 am
Besides, You Will Die !!!, Nope don't really have anything at the moment
Title: Re: Community Mods and utilities list.
Post by: profit on December 16, 2011, 07:28:27 am
Besides, You Will Die !!!, Nope don't really have anything at the moment

I think I can work with that.
Title: Re: Community Mods and utilities list.
Post by: Pokon on December 25, 2011, 01:52:11 pm
Hey, just saying that the My little Fortress mod by Nidoking could fit snugly under the Major Mod area.
Title: Re: Community Mods and utilities list.
Post by: profit on December 26, 2011, 06:58:59 pm
Hey, just saying that the My little Fortress mod by Nidoking could fit snugly under the Major Mod area.
Link next time would be useful.

Added it in though.

Title: Re: Community Mods and utilities list.
Post by: Di on December 27, 2011, 03:31:12 pm
http://www.bay12forums.com/smf/index.php?topic=70980.0 - Intensifying mod by rephikul, bringing challenge back.
Low labor efficiency for non-dwarfy professions, nerfed farming, friendly dwarves and demanding nobles, constant assault by animals and harder sieges. Fortress Defence mod incorporated (can be toggled off via shift+del in raws)
Title: Re: Community Mods and utilities list.
Post by: Ishar on December 28, 2011, 11:33:09 am
Sorry, didn't want to start a new topic for this, and this seemed liek a good place to ask: Is there a mod that lets you play as humans in fortress mode? I know, I know, dwarves are magnificent. Still, is there something like this?
Title: Re: Community Mods and utilities list.
Post by: IamanElfCollaborator on December 30, 2011, 05:29:41 pm
I think Regeneration does, but why would you want to play as filthy, overground-dwelling humans? :P
Title: Re: Community Mods and utilities list.
Post by: Hugo_The_Dwarf on December 31, 2011, 05:15:54 pm
Sorry, didn't want to start a new topic for this, and this seemed liek a good place to ask: Is there a mod that lets you play as humans in fortress mode? I know, I know, dwarves are magnificent. Still, is there something like this?
I think Regeneration does, but why would you want to play as filthy, overground-dwelling humans? :P
I don't want to start a conversation here so feel free to post in my topic (http://www.bay12forums.com/smf/index.php?topic=92138.0). I have playable humans but they need a overhaul on their caste system.

Also to keep on track of how this topic is built for, I suggest "Masterwork Dwarf Fortress" The creator doesn't have a DL as of yet, but it looks like a promising mod.

EDIT:
What the Devil damn thing keeps messing up heres the link to the OP of the mod http://www.bay12forums.com/smf/index.php?topic=98196.0 (http://www.bay12forums.com/smf/index.php?topic=98196.0)
Title: Re: Community Mods and utilities list.
Post by: Meph on January 03, 2012, 12:37:37 am
Thanks hugo :) Download is aviable now, so, yeah, I'd like it very much if it would be added.

For the description just take this:
More FPS, less Clutter. Turrets and Landmines. Bugfixes and Rebalancing. Special content for new players. Have fun with 3 evil civs, diplomats and tame dragons.

It is currently a open beta test so to speak. I did not play a longer game with it, so most features are unbalanced. But the more people try it out, the easier it is to find and fix bugs. :)
Title: Re: Community Mods and utilities list.
Post by: profit on January 06, 2012, 06:55:40 pm
Thanks hugo :) Download is aviable now, so, yeah, I'd like it very much if it would be added.

For the description just take this:
More FPS, less Clutter. Turrets and Landmines. Bugfixes and Rebalancing. Special content for new players. Have fun with 3 evil civs, diplomats and tame dragons.

It is currently a open beta test so to speak. I did not play a longer game with it, so most features are unbalanced. But the more people try it out, the easier it is to find and fix bugs. :)

Added.  Looks good.   
Title: Re: Community Mods and utilities list.
Post by: Raptor_a22 on January 13, 2012, 07:09:48 pm
I would like to request that CivMod be added to the list.

It adds two new civilisations, two new metals, new ranged weapons and ammo.
I will likely be adding even more stuff.

Thread (http://www.bay12forums.com/smf/index.php?topic=98591.0)
Download (http://dl.dropbox.com/u/25361588/CivMod%20v1.rar)
Title: Re: Community Mods and utilities list.
Post by: Putnam on January 14, 2012, 09:58:22 pm
I would like to request that CivMod be added to the list.

It adds two new civilisations, two new metals, new ranged weapons and ammo.
I will likely be adding even more stuff.

Thread (http://www.bay12forums.com/smf/index.php?topic=98591.0)
Download (http://dl.dropbox.com/u/25361588/CivMod%20v1.rar)

PM profit if you want your mod included.
Title: Re: Community Mods and utilities list.
Post by: profit on January 17, 2012, 11:21:01 am
I would like to request that CivMod be added to the list.

It adds two new civilisations, two new metals, new ranged weapons and ammo.
I will likely be adding even more stuff.

Thread (http://www.bay12forums.com/smf/index.php?topic=98591.0)
Download (http://dl.dropbox.com/u/25361588/CivMod%20v1.rar)
Added.

PM profit if you want your mod included.

I work a lot so I am sometimes gone for weeks at a time, but I check this thread as well as my messages so posting here is valid.
Title: Re: Community Mods and utilities list.
Post by: Tecknojock on January 23, 2012, 11:46:52 am
Would you mind including this utility under the modding utilities section?

DF Language Creation Script. (http://www.bay12forums.com/smf/index.php?topic=99404.0)

It simplifies language creation by generating a word list from an existing language file. This file can then be run through a translation service and then be fed back into the script to generate a new language file.


Nvm it would seem there is a better tool for this.
Title: Re: Community Mods and utilities list.
Post by: RAKninja on January 24, 2012, 07:27:41 pm
whenever you get a chance, care to add goblin fortress (http://"http://www.bay12forums.com/smf/index.php?topic=89755.0") to the list?
Title: Re: Community Mods and utilities list.
Post by: Hugo_The_Dwarf on January 25, 2012, 09:40:36 am
whenever you get a chance, care to add goblin fortress (http://"http://www.bay12forums.com/smf/index.php?topic=89755.0") to the list?
Somehow I can't open that link to GF, anyone else having a issue? Oh found the issue, the link has a "%20http//" that is not needed this should be the proper link to Goblin Fortress (http://www.bay12forums.com/smf/index.php?topic=89755.0")
Title: Re: Community Mods and utilities list.
Post by: profit on January 26, 2012, 09:09:48 pm
whenever you get a chance, care to add goblin fortress (http://"http://www.bay12forums.com/smf/index.php?topic=89755.0") to the list?
Somehow I can't open that link to GF, anyone else having a issue? Oh found the issue, the link has a "%20http//" that is not needed this should be the proper link to Goblin Fortress (http://www.bay12forums.com/smf/index.php?topic=89755.0")
Added
Title: Re: Community Mods and utilities list.
Post by: i2amroy on January 29, 2012, 05:21:24 pm
Can I get the Ultimate Plant Overhaul (http://www.bay12forums.com/smf/index.php?topic=96009.msg2740765#msg2740765) added to the mods section please? It's a mod that reworks the plant system of DF to provide a much more balanced farming experience as well as providing more diversity to the plant world and giving herbalists a purpose again. It is also designed with mod compatibility in mind and should be compatible with most other mods. (Really, I actually needed over 75 squares of farmland to feed my 150 dwarf fortress!)
Title: Re: Community Mods and utilities list.
Post by: narhiril on January 30, 2012, 02:23:36 am
I would like to get this (http://www.bay12forums.com/smf/index.php?topic=99864.0) posted somewhere on here.  Its a handy little patch that fixes some standing issues with DF, and should be fully compatible with any mods.
Title: Re: Community Mods and utilities list.
Post by: Meph on January 30, 2012, 09:48:07 am
Hi,

I uploaded several versions since you added my mod to your list, so many things have changed. Could you please edit the description in your thread ? The mod did grow quite a bit.

☼MASTERWORK☼ Dwarf Fortress - This mod includes a settings program that lets you choose your own playstyle, with over 100 options. Make the game smaller or bigger, easier of harder... Improves your FPS by ~25%. A full list of features would be too long for here, please visit the thread to have a look.

And would it be possible to add a small picture or more text in a spoiler tag?

Like:
Picture of title (very small) or title and Version number (i noticed that some mods in the list are quite outdated)
Description: Bla bla awesome mod and so on. General description of the intended goal.
Details: Spoilers, what the mod actually adds, numbers and names of new items or game mechanics.

Example on my mod:
(https://lh5.googleusercontent.com/-6On1hsquREY/Tyaxgs241QI/AAAAAAAAKAM/wgZb1SiXWd4/s640/mod%2520collection%2520title.PNG)
This mod includes a settings program that lets you choose your own playstyle, with over 100 options. Make the game smaller or bigger, easier of harder... your choice. It fixes many vanilla bugs and rebalances the game. Due to the removal of clutter it improves your FPS by ~25%. This mod is still in production.

Detailed list of features:
Spoiler (click to show/hide)
Title: Re: Community Mods and utilities list.
Post by: profit on January 30, 2012, 07:49:44 pm
Can I get the Ultimate Plant Overhaul (http://www.bay12forums.com/smf/index.php?topic=96009.msg2740765#msg2740765) added to the mods section please? It's a mod that reworks the plant system of DF to provide a much more balanced farming experience as well as providing more diversity to the plant world and giving herbalists a purpose again. It is also designed with mod compatibility in mind and should be compatible with most other mods. (Really, I actually needed over 75 squares of farmland to feed my 150 dwarf fortress!)
Added.
Title: Re: Community Mods and utilities list.
Post by: profit on January 30, 2012, 07:53:52 pm
I would like to get this (http://www.bay12forums.com/smf/index.php?topic=99864.0) posted somewhere on here.  Its a handy little patch that fixes some standing issues with DF, and should be fully compatible with any mods.

I am sorry, No I cannot. 

Tarn Has specifically asked me not to add modified executable versions of his game files to the list.   

There have been exceptions made and if he sends me a message approving it I will add it.
Title: Re: Community Mods and utilities list.
Post by: profit on January 30, 2012, 08:00:35 pm
Hi,

I uploaded several versions since you added my mod to your list, so many things have changed. Could you please edit the description in your thread ? The mod did grow quite a bit.

☼MASTERWORK☼ Dwarf Fortress - This mod includes a settings program that lets you choose your own playstyle, with over 100 options. Make the game smaller or bigger, easier of harder... Improves your FPS by ~25%. A full list of features would be too long for here, please visit the thread to have a look.

And would it be possible to add a small picture or more text in a spoiler tag?

Like:
Picture of title (very small) or title and Version number (i noticed that some mods in the list are quite outdated)
Description: Bla bla awesome mod and so on. General description of the intended goal.
Details: Spoilers, what the mod actually adds, numbers and names of new items or game mechanics.

Example on my mod:
(https://lh5.googleusercontent.com/-6On1hsquREY/Tyaxgs241QI/AAAAAAAAKAM/wgZb1SiXWd4/s640/mod%2520collection%2520title.PNG)
This mod includes a settings program that lets you choose your own playstyle, with over 100 options. Make the game smaller or bigger, easier of harder... your choice. It fixes many vanilla bugs and rebalances the game. Due to the removal of clutter it improves your FPS by ~25%. This mod is still in production.

Detailed list of features:
Spoiler (click to show/hide)

Due to the limitation on the size of a single message, I am afraid I cannot have big blocks of text hidden in spoiler tags for people's mods.   However, your description has been updated. =)

If you wish to suggest alternate descriptions for the mods on the list, feel free, I do not test nor watch the mod's on the list for the most part so if you see one that the description is wrong for, please feel free to post it and when I see it I will update the mods description.
Title: Re: Community Mods and utilities list.
Post by: Meph on January 31, 2012, 06:40:06 pm
Thanks for the quick reply and the addition of the new description.

The other mod descriptions are not wrong, but they do not show for what version a mod is. For example Saecular is for v0.31.18, and Caln Elcaria is for v0.31.03

Would be nice if the readers could see which mod/modder is still active, and which ones have been abandoned and which one have been updated. (or work with any version, this would be mostly the minor mods)
Title: Re: Community Mods and utilities list.
Post by: narhiril on January 31, 2012, 09:54:41 pm
I would like to get this (http://www.bay12forums.com/smf/index.php?topic=99864.0) posted somewhere on here.  Its a handy little patch that fixes some standing issues with DF, and should be fully compatible with any mods.

I am sorry, No I cannot. 

Tarn Has specifically asked me not to add modified executable versions of his game files to the list.   

There have been exceptions made and if he sends me a message approving it I will add it.

Fair enough, I wasn't aware of that. 
Title: Re: Community Mods and utilities list.
Post by: profit on February 02, 2012, 09:08:37 am
Thanks for the quick reply and the addition of the new description.

The other mod descriptions are not wrong, but they do not show for what version a mod is. For example Saecular is for v0.31.18, and Caln Elcaria is for v0.31.03

Would be nice if the readers could see which mod/modder is still active, and which ones have been abandoned and which one have been updated. (or work with any version, this would be mostly the minor mods)

I agree, it would be nice, If you are volunteering for the position, just start doing it and post the results on the thread and I will add it in when I see it.

Just hit quote on the main topic and make the changes that you think would be good.   Be careful about adding much to descriptions  No more than a sentance really unless they are major mods, but feel free to change any that you think would clarify the mod. 

The mods are currently in the order that they were added to the list, and for the most part the age of the mod.  (IE: my stone annihilator mod was the first mod for .31.01 (Yes really =) )  It of course says nothing about how much the mod is maintained or anything so if you want you can add that information as well.
Title: Re: Community Mods and utilities list.
Post by: Haspen on February 16, 2012, 10:44:04 am
Profit, I think it's good time to make a thread for 34.01 version.
Title: Re: Community Mods and utilities list.
Post by: profit on February 16, 2012, 01:29:42 pm
Profit, I think it's good time to make a thread for 34.01 version.

Hmm.. Is this version majorly breaking mods/changing tag layouts and the like?    I did not think it was going to be that major of an overhaul on the modding side, and as long as they did not mess with entities file it would be ok.

Obviously the memory editing utils wont work, but that is a common problem for every update.


Anyhow, I will take it under advisement and later see if I can get a couple mods working or not.

Thank you for bringing it to my attention either way though.
Title: Re: Community Mods and utilities list.
Post by: Meph on February 19, 2012, 05:45:12 pm
It does not chance many files, but most third-party programs seem to have problems. And with truetype support all tilesets undergo changing, and with all: material_breath_attacks and similar things broken, all mods need a lot of work changing those.

I updated my "Masterwork DF mod" btw, it is good to go with 0.34.2
Title: Re: Community Mods and utilities list.
Post by: narhiril on February 20, 2012, 10:42:38 am
Legends of Forlorn Realms (now v0.15c) is good to go for 0.34.02.
Title: Re: Community Mods and utilities list.
Post by: Putnam on February 20, 2012, 01:16:15 pm
Fortbent and my new Dragon Ball (http://www.bay12forums.com/smf/index.php?topic=100799.msg2987641#msg2987641) mod as well.
Title: Re: Community Mods and utilities list.
Post by: profit on February 21, 2012, 01:52:50 am
Awesome, glad to see things were not too hard to update..  Third party programs... well they always will be.
Title: Re: Community Mods and utilities list.
Post by: drivec on February 22, 2012, 11:04:29 pm
iam surprised there arent any mods that are just pure bug fixes. I keep seeing mods that have bug fixes but you have to take them with other stuff ...
Title: Re: Community Mods and utilities list.
Post by: profit on February 23, 2012, 12:33:28 am
iam surprised there arent any mods that are just pure bug fixes. I keep seeing mods that have bug fixes but you have to take them with other stuff ...

This is not fallout - New vegas =p

Title: Re: Community Mods and utilities list.
Post by: Putnam on February 23, 2012, 12:35:51 am
iam surprised there arent any mods that are just pure bug fixes. I keep seeing mods that have bug fixes but you have to take them with other stuff ...

This is not fallout - New vegas =p

Nor is it quite as moddable yet. Bugfixes are few and far in between because most of the bugs in DF are non raw-based.
Title: Re: Community Mods and utilities list.
Post by: profit on February 24, 2012, 03:33:35 pm
iam surprised there arent any mods that are just pure bug fixes. I keep seeing mods that have bug fixes but you have to take them with other stuff ...

This is not fallout - New vegas =p

Nor is it quite as moddable yet. Bugfixes are few and far in between because most of the bugs in DF are non raw-based.

A true statement.   Ahh well.. perhaps one day.
Title: Re: Community Mods and utilities list.
Post by: Shukaro on February 25, 2012, 11:27:48 am
I've completely rewritten my old mouse fortress utility to be compatible with the latest version here (http://www.bay12forums.com/smf/index.php?topic=102563.0). It's still a work-in-progress, but it's perfectly functional.
Title: Re: Community Mods and utilities list.
Post by: profit on February 25, 2012, 11:28:15 pm
I've completely rewritten my old mouse fortress utility to be compatible with the latest version here (http://www.bay12forums.com/smf/index.php?topic=102563.0). It's still a work-in-progress, but it's perfectly functional.
This news.... It pleases me greatly.
Title: Re: Community Mods and utilities list.
Post by: Shukaro on February 26, 2012, 12:00:08 am
This news.... It pleases me greatly.

Hehe, I got around to looking at my old code and realized how horrible it was, and decided I could do much, much better.  :)

Edit: You probably want to change the description text up a bit, as it can do quite a bit more than the old version. It's now a framework which allows fully customizable menus and hotkeys which can do anything from sending keys, to manipulating the game cursor, plus more.
Title: Re: Community Mods and utilities list.
Post by: WillowLuman on February 26, 2012, 07:25:19 pm
Could you put up my Super Heroes & Villains mod? It's not much right now, but I'm still working on it.

http://www.bay12forums.com/smf/index.php?topic=102722.0
Title: Re: Community Mods and utilities list.
Post by: Flying Dice on March 01, 2012, 11:41:12 am
Going to request addition of the humbly-named Dicemod. It's fairly simple for the moment, just some new entities, metals, and items. Basically stuff that will add a bit more variety and depth to vanilla without drastically altering gameplay mechanics or balance.

http://www.bay12forums.com/smf/index.php?topic=103214.0 (http://www.bay12forums.com/smf/index.php?topic=103214.0)
Title: Re: Community Mods and utilities list.
Post by: Putnam on March 01, 2012, 07:00:02 pm
Going to request addition of the humbly-named Dicemod. It's fairly simple for the moment, just some new entities, metals, and items. Basically stuff that will add a bit more variety and depth to vanilla without drastically altering gameplay mechanics or balance.

http://www.bay12forums.com/smf/index.php?topic=103214.0 (http://www.bay12forums.com/smf/index.php?topic=103214.0)

Always remember that the mod that became Genesis mod had a description exactly like that :P
Title: Re: Community Mods and utilities list.
Post by: Flying Dice on March 01, 2012, 08:00:09 pm
Going to request addition of the humbly-named Dicemod. It's fairly simple for the moment, just some new entities, metals, and items. Basically stuff that will add a bit more variety and depth to vanilla without drastically altering gameplay mechanics or balance.

http://www.bay12forums.com/smf/index.php?topic=103214.0 (http://www.bay12forums.com/smf/index.php?topic=103214.0)

Always remember that the mod that became Genesis mod had a description exactly like that :P
I'm trying to forget it. The more I try to make myself view this as a little side thing, the more interested I become, and the more attractive it becomes as a way to procrastinate about doing other things.  :P

Of course, it helps that this is the first time I've ever done any sort of modding, so I'm pretty much teaching myself from scratch, and spend more time figuring out what I screwed up than I do brainstorming or making things.
Title: Re: Community Mods and utilities list.
Post by: profit on March 04, 2012, 12:33:45 am
Could you put up my Super Heroes & Villains mod? It's not much right now, but I'm still working on it.

http://www.bay12forums.com/smf/index.php?topic=102722.0

Added.
Title: Re: Community Mods and utilities list.
Post by: profit on March 04, 2012, 12:38:37 am
Going to request addition of the humbly-named . It's fairly simple for the moment, just some new entities, metals, and items. Basically stuff that will add a bit more variety and depth to vanilla without drastically altering gameplay mechanics or balance.

Dicemod (http://www.bay12forums.com/smf/index.php?topic=103214.0)
Added.
Title: Re: Community Mods and utilities list.
Post by: WillowLuman on March 04, 2012, 01:24:21 am
Could you put up my Super Heroes & Villains mod? It's not much right now, but I'm still working on it.

http://www.bay12forums.com/smf/index.php?topic=102722.0

Added.

Thanks!
Title: Re: Community Mods and utilities list.
Post by: tahujdt on March 04, 2012, 09:21:18 pm
I'm not the one who made it; however, could you post the pokemon mod?
Title: Re: Community Mods and utilities list.
Post by: profit on March 05, 2012, 09:20:14 pm
I'm not the one who made it; however, could you post the pokemon mod?
No.

Reason: I believe I use to have it on here, I cannot remember the exact reason why but I believe the author asked me to take it down.

Title: Re: Community Mods and utilities list.
Post by: Meph on March 07, 2012, 01:55:03 am
Going to request addition of the humbly-named Dicemod. It's fairly simple for the moment, just some new entities, metals, and items. Basically stuff that will add a bit more variety and depth to vanilla without drastically altering gameplay mechanics or balance.

http://www.bay12forums.com/smf/index.php?topic=103214.0 (http://www.bay12forums.com/smf/index.php?topic=103214.0)

Always remember that the mod that became Genesis mod had a description exactly like that :P

Yep, my one read like this: Just a way to remove redundant features and fix vanilla bugs. Makes the game faster, since less items types are in it. Lol, look at me now ^^
Title: Re: Community Mods and utilities list.
Post by: Destroid on March 17, 2012, 12:28:38 am
Can I get the Underhive Settlement (http://www.bay12forums.com/smf/index.php?topic=100255.0) mod added?  It's a total conversion.
Title: Re: Community Mods and utilities list.
Post by: profit on March 19, 2012, 04:14:22 pm
Can I get the Underhive Settlement (http://www.bay12forums.com/smf/index.php?topic=100255.0) mod added?  It's a total conversion.
Added.

Do you care to make up a 1 line of text description?
Title: Re: Community Mods and utilities list.
Post by: Destroid on March 20, 2012, 11:24:02 am
"Inspired by Necromunda, a game set in the Warhammer 40k universe, take on the role of free settlers in the Underhive."

Thanks!
Title: Re: Community Mods and utilities list.
Post by: profit on March 20, 2012, 07:42:46 pm
"Inspired by Necromunda, a game set in the Warhammer 40k universe, take on the role of free settlers in the Underhive."

Thanks!

Cool, Added.
Title: Re: Community Mods and utilities list.
Post by: arclance on March 25, 2012, 07:36:53 pm
Could you add my mod
The Bloodwinery (http://www.bay12forums.com/smf/index.php?topic=103942.0) - Brew blood brought by caravans, and obtained from body parts or meat into alcohol at The Bloodwinery.
to the list?

Also my mod Dwarven Lamination (http://www.bay12forums.com/smf/index.php?topic=86918.0) has been updated for v0.34.06 if you are keeping track of that.
Title: Re: Community Mods and utilities list.
Post by: SethCreiyd on March 26, 2012, 03:56:22 am
profit, would you please add Dwarf Chocolate (http://www.bay12forums.com/smf/index.php?topic=104833.0) to the list under Major Mods?  It adds a large amount of content constructed and presented in the style of standard DF.
Title: Re: Community Mods and utilities list.
Post by: profit on March 27, 2012, 09:51:52 pm
Could you add my mod
The Bloodwinery (http://www.bay12forums.com/smf/index.php?topic=103942.0) - Brew blood brought by caravans, and obtained from body parts or meat into alcohol at The Bloodwinery.
to the list?

Also my mod Dwarven Lamination (http://www.bay12forums.com/smf/index.php?topic=86918.0) has been updated for v0.34.06 if you are keeping track of that.

Added
Title: Re: Community Mods and utilities list.
Post by: profit on March 27, 2012, 09:56:21 pm
profit, would you please add Dwarf Chocolate (http://www.bay12forums.com/smf/index.php?topic=104833.0) to the list under Major Mods?  It adds a large amount of content constructed and presented in the style of standard DF.

Do you think you could re-write your description it is not vague enough... </sarcasm>

Added the mod though =)

If you wanted to be a smidge more descriptive, I will add your short description as well.
Title: Re: Community Mods and utilities list.
Post by: Putnam on March 27, 2012, 10:20:10 pm
profit, would you please add Dwarf Chocolate (http://www.bay12forums.com/smf/index.php?topic=104833.0) to the list under Major Mods?  It adds a large amount of content constructed and presented in the style of standard DF.

Do you think you could re-write your description it is not vague enough... </sarcasm>

Added the mod though =)

If you wanted to be a smidge more descriptive, I will add your short description as well.

TBH, I've played plenty of the mod. It does pretty much what he says it does >_>

There's very little that I didn't appreciate or think "huh, that doesn't fit" about when playing the mod.
Title: Re: Community Mods and utilities list.
Post by: profit on March 28, 2012, 01:21:45 pm
profit, would you please add Dwarf Chocolate (http://www.bay12forums.com/smf/index.php?topic=104833.0) to the list under Major Mods?  It adds a large amount of content constructed and presented in the style of standard DF.

Do you think you could re-write your description it is not vague enough... </sarcasm>

Added the mod though =)

If you wanted to be a smidge more descriptive, I will add your short description as well.

TBH, I've played plenty of the mod. It does pretty much what he says it does >_>

There's very little that I didn't appreciate or think "huh, that doesn't fit" about when playing the mod.

So...
"It adds a large amount of content constructed and presented in the style of standard DF."  is actually descriptive?

Eh, guess I dont care.   It is just a description

Title: Re: Community Mods and utilities list.
Post by: WillowLuman on March 31, 2012, 05:08:13 pm
Got a new one:
Daleks - Adds fully-functional Daleks from Doctor Who to your game. More monsters coming soon!
http://www.bay12forums.com/smf/index.php?topic=106091.msg3148043#msg3148043
Title: Re: Community Mods and utilities list.
Post by: Igfig on March 31, 2012, 06:12:29 pm
Modest Mod (http://www.bay12forums.com/smf/index.php?topic=105871) (minor mod) is a collection of vital tweaks, bugfixes, and FPS boosters that everyone can enjoy.
Title: Re: Community Mods and utilities list.
Post by: Deon on April 05, 2012, 12:14:35 pm
Profit, could you please replace the Wasteland mod with Post-Apocalypse mod? Same description, the link to the mod is here: http://www.bay12forums.com/smf/index.php?topic=106269.0
Title: Re: Community Mods and utilities list.
Post by: profit on April 07, 2012, 12:24:03 am
Got a new one:
Daleks - Adds fully-functional Daleks from Doctor Who to your game. More monsters coming soon!
http://www.bay12forums.com/smf/index.php?topic=106091.msg3148043#msg3148043

Added.

Modest Mod (http://www.bay12forums.com/smf/index.php?topic=105871) (minor mod) is a collection of vital tweaks, bugfixes, and FPS boosters that everyone can enjoy.

Added.

Profit, could you please replace the Wasteland mod with Post-Apocalypse mod? Same description, the link to the mod is here: http://www.bay12forums.com/smf/index.php?topic=106269.0
Done.
Title: Re: Community Mods and utilities list.
Post by: Putnam on April 07, 2012, 12:37:27 am
How about the Dragon Ball Mod (Minor) and SCP mod (Major) in my sig?

Dragon Ball mod: Play as the saiyans in a quest to... avoid tantrum spirals as much as possible! Defeat great enemies like Cell, or rather, be slaughtered by them!

SCP Mod: Found a site for the foundation! Avoid being killed by the Chaos Insurgency and don't let the Church of the Broken god steal your stuff! (Note: Sanity not guaranteed).
Title: Re: Community Mods and utilities list.
Post by: iXen on April 07, 2012, 03:19:25 pm
Could you add my DF beginner pack for Mac named MacNewbie (http://www.bay12forums.com/smf/index.php?topic=106790.0) to the list?
Title: Re: Community Mods and utilities list.
Post by: profit on April 14, 2012, 01:09:12 pm
How about the Dragon Ball Mod (Minor) and SCP mod (Major) in my sig?

Dragon Ball mod: Play as the saiyans in a quest to... avoid tantrum spirals as much as possible! Defeat great enemies like Cell, or rather, be slaughtered by them!

SCP Mod: Found a site for the foundation! Avoid being killed by the Chaos Insurgency and don't let the Church of the Broken god steal your stuff! (Note: Sanity not guaranteed).

Added.

Could you add my DF beginner pack for Mac named MacNewbie (http://www.bay12forums.com/smf/index.php?topic=106790.0) to the list?

Added.
Title: Re: Community Mods and utilities list.
Post by: WillowLuman on April 14, 2012, 04:04:49 pm
Updated the dalek mod to include cybermen
Title: Re: Community Mods and utilities list.
Post by: i2amroy on April 19, 2012, 08:59:58 pm
Can we get the Raw Explorer (http://www.bay12forums.com/smf/index.php?topic=103360.0) added to the modding utilities?

It's a tool which parses the raws and allows editing of the creatures with user definable tokens (so anyone can go online and edit them, then they just need to be approved). It's easily on the road to being the next Dwarf Therapist level tool for modding, and is especially helpful for beginning modders.
Title: Re: Community Mods and utilities list.
Post by: profit on April 22, 2012, 10:43:42 pm
Can we get the Raw Explorer (http://www.bay12forums.com/smf/index.php?topic=103360.0) added to the modding utilities?

It's a tool which parses the raws and allows editing of the creatures with user definable tokens (so anyone can go online and edit them, then they just need to be approved). It's easily on the road to being the next Dwarf Therapist level tool for modding, and is especially helpful for beginning modders.

Added.
Title: Re: Community Mods and utilities list.
Post by: Krantz86 on May 04, 2012, 12:54:32 pm
can you please add Warhammer Fortress?
it's a groeing total conversion based on warhammer fantasy, it features many playable races with many custom buildings

here the links
http://www.bay12forums.com/smf/index.php?topic=93254.0
http://dffd.wimbli.com/file.php?id=4962

Title: Re: Community Mods and utilities list.
Post by: profit on May 05, 2012, 02:45:56 am
can you please add Warhammer Fortress?
it's a groeing total conversion based on warhammer fantasy, it features many playable races with many custom buildings

here the links
Warhammer: Fortress (http://www.bay12forums.com/smf/index.php?topic=93254.0) A a growing total conversion based on warhammer fantasy, many playable races and custom buildings
http://dffd.wimbli.com/file.php?id=4962

Umm....

I might,  but you do realize there is another one already.... Right?   Is there any reason you do not like theirs?


* edit...

Well.. I could have swore there was...   Maybe it was for the old 40D version....


Title: Re: Community Mods and utilities list.
Post by: Jake on May 05, 2012, 03:38:07 am
Don't rightly know whether Black Powder Firearms (http://www.bay12forums.com/smf/index.php?topic=85060.0) counts as a minor mod or a major one, but I think it's at the point of being functional enough to warrant inclusion.
Description: "Arm your dwarves with guns! Three new workshops, six new weapons and counting, complex reactions to create firearms and ammunition. Based on the Dwarven Muskets mod (v0.4) by Michael_Almeida."
Title: Re: Community Mods and utilities list.
Post by: Putnam on May 05, 2012, 10:55:30 am
Don't rightly know whether Black Powder Firearms (http://www.bay12forums.com/smf/index.php?topic=85060.0) counts as a minor mod or a major one, but I think it's at the point of being functional enough to warrant inclusion.
Description: "Arm your dwarves with guns! Three new workshops, six new weapons and counting, complex reactions to create firearms and ammunition. Based on the Dwarven Muskets mod (v0.4) by Michael_Almeida."

I would consider it minor because it just adds a few new reactions.

Now that I think of it, a lot of my mods could be considered major pretty easily >_>
Title: Re: Community Mods and utilities list.
Post by: profit on May 06, 2012, 11:00:07 pm
Don't rightly know whether Black Powder Firearms (http://www.bay12forums.com/smf/index.php?topic=85060.0) counts as a minor mod or a major one, but I think it's at the point of being functional enough to warrant inclusion.
Description: "Arm your dwarves with guns! Three new workshops, six new weapons and counting, complex reactions to create firearms and ammunition. Based on the Dwarven Muskets mod (v0.4) by Michael_Almeida."


Don't rightly know whether Black Powder Firearms (http://www.bay12forums.com/smf/index.php?topic=85060.0) counts as a minor mod or a major one, but I think it's at the point of being functional enough to warrant inclusion.
Description: "Arm your dwarves with guns! Three new workshops, six new weapons and counting, complex reactions to create firearms and ammunition. Based on the Dwarven Muskets mod (v0.4) by Michael_Almeida."

I would consider it minor because it just adds a few new reactions.

Now that I think of it, a lot of my mods could be considered major pretty easily >_>


I honestly leave it more up to the mod author than myself most of the time... If they do not specify I toss them into mods, if they say it is major I put it in major unless someone says they dont think it should be there...  Most total conversion mods are obvious. 

Added.
Title: Re: Community Mods and utilities list.
Post by: Uristocrat on May 12, 2012, 03:43:54 am
My density & color mod is about to become obsolete per the devlog, which says that the numbers everyone helped me gather are to be incorporated.

It's already based on outdated raws to begin with, though I *think* that plant_standard.txt is the only one that has changed since then.

EDIT:  And now my mod is fully obsolete, its data having been used in Dwarf Fortress 0.34.08.
Title: Re: Community Mods and utilities list.
Post by: profit on May 14, 2012, 07:20:28 pm
My density & color mod is about to become obsolete per the devlog, which says that the numbers everyone helped me gather are to be incorporated.

It's already based on outdated raws to begin with, though I *think* that plant_standard.txt is the only one that has changed since then.

EDIT:  And now my mod is fully obsolete, its data having been used in Dwarf Fortress 0.34.08.

Alright I will remove it.

Thanks for keeping me up to date, and thanks for a great mod =)
Title: Re: Community Mods and utilities list.
Post by: AVE on May 15, 2012, 06:47:53 am
DF entity editor (http://www.bay12forums.com/smf/index.php?topic=108359.0). To the modding utilites, I think. Despite low version number (0.22) it is a release version.

Helps mixing mods (or adding new) by checking entity strings for permitted reactions (and workshops), and adding missing lines. Also able to "cross-check" for not mentioned reactions of existing buildings and vice versa. And some sanity checks on raws for reactions and buildings too.
Title: Re: Community Mods and utilities list.
Post by: Uristocrat on May 16, 2012, 04:18:21 am
Alright I will remove it.

Thanks for keeping me up to date, and thanks for a great mod =)

Thanks!  I marked it at DFFD, too.
Title: Re: Community Mods and utilities list.
Post by: Eric Blank on May 16, 2012, 06:35:17 pm
Please remove the link to the Evil: Moddercluster the Mad Yarns of Editing mod. I'll be creating a new thread and rethinking everything about the current RAWs and distributing my uploaded mods separately.
Title: Re: Community Mods and utilities list.
Post by: Meph on May 17, 2012, 08:11:09 pm
Could you please update the descriptions for the Masterwork DF mod ?

Old text:
Code: [Select]
Masterwork DF This mod includes a settings program that lets you choose your own playstyle, with over 100 options. Make the game smaller or bigger, easier of harder... Improves your FPS by ~25%. A full list of features would be too long for here, please visit the thread to have a look.
New text:
Code: [Select]
[url=http://www.bay12forums.com/smf/index.php?topic=98196.0]☼MASTERWORK☼ Dwarf Fortress[/url] - [b]A mod package that makes DF 3 times as big, but still keeps true to the atmosphere of DF. Adds 75+ Buildings, 1000+ Reactions and 1000+ Creatures. Runs about 25% faster then the unmodded game. Read the thread for more info.[/b]
Title: Re: Community Mods and utilities list.
Post by: Grax on May 17, 2012, 08:24:04 pm
Could you please update the descriptions for the Masterwork DF mod ?
It's time to update to 34.09  ;D
Title: Re: Community Mods and utilities list.
Post by: Meph on May 18, 2012, 03:06:48 pm
Time to update to 34.09 is past... my meaning: Mod is updated to 34.09 :)
Title: Re: Community Mods and utilities list.
Post by: profit on May 18, 2012, 07:18:03 pm
Could you please update the descriptions for the Masterwork DF mod ?

Old text:
Code: [Select]
Masterwork DF This mod includes a settings program that lets you choose your own playstyle, with over 100 options. Make the game smaller or bigger, easier of harder... Improves your FPS by ~25%. A full list of features would be too long for here, please visit the thread to have a look.
New text:
Code: [Select]
[url=http://www.bay12forums.com/smf/index.php?topic=98196.0]☼MASTERWORK☼ Dwarf Fortress[/url] - [b]A mod package that makes DF 3 times as big, but still keeps true to the atmosphere of DF. Adds 75+ Buildings, 1000+ Reactions and 1000+ Creatures. Runs about 25% faster then the unmodded game. Read the thread for more info.[/b]

Added.  However I do not approve of the bold text, it appears that I am showing excessive favoritism to a mod. 

I may show it for Dwarf Therapist, but lets face it, it deserves that favoritism =)
Title: Re: Community Mods and utilities list.
Post by: Naryar on May 20, 2012, 03:41:12 pm
I would like to promote my demon mod

http://www.bay12forums.com/smf/index.php?topic=83423.0
Title: Re: Community Mods and utilities list.
Post by: Meph on May 22, 2012, 01:03:17 am
Yes, favourism... that what I thought about the smilies at Genesis, and the green italic text at Post-Apocalypse :P Thought it was worth a try to do the same, before I go into hibernation. (wont be doing DF stuff for a few months, RL...)

Edit: And please dont take me too serious ;)
Title: Re: Community Mods and utilities list.
Post by: GreatWyrmGold on May 22, 2012, 04:36:03 pm
How come the display case mod isn't on the list yet? Many (most?) major mods make use of it, but it's still useful to have separate.
Title: Re: Community Mods and utilities list.
Post by: profit on May 23, 2012, 01:26:19 am
I would like to promote my demon mod

Demon Mod (http://www.bay12forums.com/smf/index.php?topic=83423.0)
Added

Yes, favourism... that what I thought about the smilies at Genesis, and the green italic text at Post-Apocalypse :P Thought it was worth a try to do the same, before I go into hibernation. (wont be doing DF stuff for a few months, RL...)

Edit: And please dont take me too serious ;)

LOL, honestly... It has been green for so long....I was allowing colors for TC mods I think I had a few more in 40D who used color.... LOL and genesis... he gave me the the description link and I never noticed it so I guess it didn't stand out and make the list look as weird and as bad as bold text =) 

How come the display case mod isn't on the list yet? Many (most?) major mods make use of it, but it's still useful to have separate.

Because no one has given me a link and requested it be added to the list.  =)
Title: Re: Community Mods and utilities list.
Post by: 1v0ry_k1ng on May 26, 2012, 03:30:29 pm
Hi, any chance of my Difficulty+ Plugin Races (http://www.bay12forums.com/smf/index.php?topic=105373.0) making the list? Thanks  :)
Title: Re: Community Mods and utilities list.
Post by: Corai on May 26, 2012, 03:36:07 pm
Its not mine, but I request that Taffers tileset (http://www.bay12forums.com/smf/index.php?topic=107924.msg3216354#msg3216354/) be put on the OP, its great and doesnt wander away from the ascii to much, it makes dwarf fortress easy on the eyes while keeping with ascii.
Title: Re: Community Mods and utilities list.
Post by: profit on May 27, 2012, 12:04:45 am
Hi, any chance of my Difficulty+ Plugin Races (http://www.bay12forums.com/smf/index.php?topic=105373.0) making the list? Thanks  :)
Added

Its not mine, but I request that Taffers tileset (http://www.bay12forums.com/smf/index.php?topic=107924.msg3216354#msg3216354/) be put on the OP, its great and doesnt wander away from the ascii to much, it makes dwarf fortress easy on the eyes while keeping with ascii.
Added
Title: Re: Community Mods and utilities list.
Post by: Hugo_The_Dwarf on June 06, 2012, 01:19:39 am
Regeneration has a new thread http://www.bay12forums.com/smf/index.php?topic=111008.0

So would you be able to update the link? and maybe the name to Regeneration: Forced Evolution (http://www.bay12forums.com/smf/index.php?topic=111008.0)
Title: Re: Community Mods and utilities list.
Post by: profit on June 06, 2012, 04:41:22 pm
Regeneration has a new thread http://www.bay12forums.com/smf/index.php?topic=111008.0

So would you be able to update the link? and maybe the name to Regeneration: Forced Evolution (http://www.bay12forums.com/smf/index.php?topic=111008.0)

It has been updated.  Thank you for helping me maintain the list =)
Title: Re: Community Mods and utilities list.
Post by: Hugo_The_Dwarf on June 06, 2012, 05:38:13 pm
Thank you for hosting this list :)
Title: Re: Community Mods and utilities list.
Post by: profit on June 09, 2012, 01:49:41 am
Thank you for hosting this list :)
=)
Title: Re: Community Mods and utilities list.
Post by: Simokon on June 09, 2012, 03:02:19 pm
I made a list of mods you might want to consider removing from the list do to lack of updates, or posting in the threads.


Dwarf Fortress Mods:

AvP
Community combat overhaul
fantasy flavor
caln elearie
fanciful creatures
fur, hide and feathers
slade
warlords bonfire mod
monster hunter universe
hippopack
Dwarf Caramel
bridge of power
nobelmod
battlecraft 4.5
machanixms vanilla df plus
jaxmod
termitefolk colony
creeper df

Major Mods:

Automation Fortress
Wizard tower
Legendary Lands
DorF space
Direforge
Mecha-genesis, a genesis mod
corrupted
my little pwnies

Mod Packs:

Chariots
mixmod
Inzaniaks

Graphics Packs:
Chariots full graphics
blob-jelly-slime

Total conversion:
Dwaves in a new World
Hunters moon
Fremen Sietch
Saecular
Colonisation: year 3000
Dragon age mod
Title: Re: Community Mods and utilities list.
Post by: profit on June 09, 2012, 04:30:28 pm
I made a list of mods you might want to consider removing from the list do to lack of updates, or posting in the threads.


Dwarf Fortress Mods:

AvP
Community combat overhaul
fantasy flavor
caln elearie
fanciful creatures
fur, hide and feathers
slade
warlords bonfire mod
monster hunter universe
hippopack
Dwarf Caramel
bridge of power
nobelmod
battlecraft 4.5
machanixms vanilla df plus
jaxmod
termitefolk colony
creeper df

Major Mods:

Automation Fortress
Wizard tower
Legendary Lands
DorF space
Direforge
Mecha-genesis, a genesis mod
corrupted
my little pwnies

Mod Packs:

Chariots
mixmod
Inzaniaks

Graphics Packs:
Chariots full graphics
blob-jelly-slime

Total conversion:
Dwaves in a new World
Hunters moon
Fremen Sietch
Saecular
Colonisation: year 3000
Dragon age mod

I am really hesitant to start removing mods.   Especially because many of the older ones still work fairly well with minimal updating.    If you find any that are just bears to get to work with the current version though, tell me and I will move them to a new place on the list.. I will make a section for them that do not work without major re-writes and move them there.


Title: Re: Community Mods and utilities list.
Post by: Simokon on June 09, 2012, 08:35:18 pm
Well fair enough, I just thought the list was really boated with things that are not worked on anymore.
Title: Re: Community Mods and utilities list.
Post by: Putnam on June 09, 2012, 09:37:55 pm
Automaton fortress should still work with the latest version, but yes, it's fairly out-of-date.
Title: Re: Community Mods and utilities list.
Post by: profit on June 10, 2012, 03:45:23 am
If you know of mods that absolutely do not work anymore I would like to know though.   For examples ones that modify the vanilla files, but they are too out of date to work. 
Title: Re: Community Mods and utilities list.
Post by: Hugo_The_Dwarf on June 13, 2012, 11:40:03 pm
May I ask this be moved to the top of the OP?

Quote
Guidelines for Additions:
#1 Pretty much any mod or utility Dwarf Fortress related is welcome.
#2 The mods link should link to a Bay 12 forum post.
#3 The first post in the thread should be clear and explain what the mod does.
#4 The first post in the thread should have the mod or a link to the mod in it.

:P
Title: Re: Community Mods and utilities list.
Post by: profit on June 14, 2012, 03:22:44 am
May I ask this be moved to the top of the OP?

Quote
Guidelines for Additions:
#1 Pretty much any mod or utility Dwarf Fortress related is welcome.
#2 The mods link should link to a Bay 12 forum post.
#3 The first post in the thread should be clear and explain what the mod does.
#4 The first post in the thread should have the mod or a link to the mod in it.

:P

LOL.. No, I think I shall keep it low =)  I enforce those rules somewhat, but it is for people who want mods added, I want to keep things as simple as possible for people who are just looking for a mod =)

If you see any flagrant violations though... Yeah mention them to me in a private message and I will look into it, but we are pretty laid back here so if someone accidentally bends a rule, we most of the time give warnings =)
Title: Re: Community Mods and utilities list.
Post by: Hugo_The_Dwarf on June 14, 2012, 11:56:30 pm
Haha oh my :P Well I know I didn't notice those rules until 2 weeks ago. I didn't happen to feel like reading the entire OP :P until I got bored
Title: Re: Community Mods and utilities list.
Post by: profit on June 15, 2012, 04:08:49 pm
Haha oh my :P Well I know I didn't notice those rules until 2 weeks ago. I didn't happen to feel like reading the entire OP :P until I got bored

They are basically rules that help the new modders... LOL but they are not enforced by fines or anything =)
Title: Re: Community Mods and utilities list.
Post by: Hugo_The_Dwarf on June 15, 2012, 10:56:46 pm
Well... we could get a .gif of a imperial guard from TES Oblivion saying "Stop! You Violated the Law!"

haha ok enough derailing :P at least from me
Title: Re: Community Mods and utilities list.
Post by: profit on June 17, 2012, 01:01:54 pm
LOL
Title: Re: Community Mods and utilities list.
Post by: Nexaduro on June 18, 2012, 05:53:51 pm
Sorry, posted in the wrong thread.

Lucky reply number 666 I suppose.
Title: Re: Community Mods and utilities list.
Post by: profit on June 19, 2012, 11:56:39 pm
Sorry, posted in the wrong thread.

Lucky reply number 666 I suppose.
LOL =)
Title: Re: Community Mods and utilities list.
Post by: JarinArenos on June 25, 2012, 10:29:17 pm
I see a lot of entries on the list that show "working in 31.25". Any chance of getting more listings on what's been updated for .34?
Title: Re: Community Mods and utilities list.
Post by: profit on June 26, 2012, 03:06:39 pm
I see a lot of entries on the list that show "working in 31.25". Any chance of getting more listings on what's been updated for .34?

Yes, ThunderCraft on June 14, 2011, 01:15:40 pm volunteered,checked, and edited all of those, if he or someone else does again, then they will be updated.
Title: Re: Community Mods and utilities list.
Post by: Xasio7 on June 27, 2012, 06:53:07 pm
http://www.bay12forums.com/smf/index.php?topic=112297.0
can you please add my to the list. The mod is a minor mod that adds creatures to the game. The mod name is fey beast mod.
Thank you,
xasio7
Title: Re: Community Mods and utilities list.
Post by: Corai on June 27, 2012, 06:55:55 pm
http://www.bay12forums.com/smf/index.php?topic=112297.0
can you please add my to the list. The mod is a minor mod that adds creatures to the game. The mod name is fey beast mod.
Thank you,
xasio7

I think the point of the mod is to make a entirely new mod, not a modpack.


...Well it is a modpack but you get what I mean.


Title: Re: Community Mods and utilities list.
Post by: Putnam on June 27, 2012, 06:58:49 pm
http://www.bay12forums.com/smf/index.php?topic=112297.0
can you please add my to the list. The mod is a minor mod that adds creatures to the game. The mod name is fey beast mod.
Thank you,
xasio7

I think the point of the mod is to make a entirely new mod, not a modpack.


...Well it is a modpack but you get what I mean.

...not sure what you're trying to say here.
Title: Re: Community Mods and utilities list.
Post by: Corai on June 27, 2012, 06:59:47 pm
http://www.bay12forums.com/smf/index.php?topic=112297.0
can you please add my to the list. The mod is a minor mod that adds creatures to the game. The mod name is fey beast mod.
Thank you,
xasio7

I think the point of the mod is to make a entirely new mod, not a modpack.


...Well it is a modpack but you get what I mean.

...not sure what you're trying to say here.

...Now that I reread what I said I dont either.


Title: Re: Community Mods and utilities list.
Post by: Zanzetkuken The Great on June 27, 2012, 10:07:15 pm
I ask for my mod to be included in this list.  I am not good at making summaries, so I apologize if you think the description is a tad under par.

Link (http://www.bay12forums.com/smf/index.php?topic=108658.0)
Title: Re: Community Mods and utilities list.
Post by: profit on June 28, 2012, 02:54:26 am
http://www.bay12forums.com/smf/index.php?topic=112297.0
can you please add my to the list. The mod is a minor mod that adds creatures to the game. The mod name is fey beast mod.
Thank you,
xasio7

Added.

http://www.bay12forums.com/smf/index.php?topic=112297.0
can you please add my to the list. The mod is a minor mod that adds creatures to the game. The mod name is fey beast mod.
Thank you,
xasio7

I think the point of the mod is to make a entirely new mod, not a modpack.


...Well it is a modpack but you get what I mean.

...not sure what you're trying to say here.

...Now that I reread what I said I dont either.

Please put comments about a mod in a mods main thread not in here. If there is a reason you believe a mod should not be included in this list please message me or the mods creator privately.   

Thank you =)

I ask for my mod to be included in this list.  I am not good at making summaries, so I apologize if you think the description is a tad under par.

Dragonic Civilization (http://www.bay12forums.com/smf/index.php?topic=108658.0) Three powerful enemy civilizations, two allied civilizations, and the playable dragon civilization.  15 different types of dragons

Added.
Title: Re: Community Mods and utilities list.
Post by: Hugo_The_Dwarf on June 28, 2012, 09:21:07 pm
I don't know if this can be listed anywhere "Hugo's Little Wiki (http://dffd.wimbli.com/file.php?id=6588) It has a good amount of Modding tokens from the Wiki in it. Not all but a good deal, it even has a nice navigation window. It is done in HTML so it has to be opened in a browser or something that runs HTML code. Very simple, very small.

If anyone wants me to get the entire Wiki in it. I guess they can PM me.

But I don't know if something like this fits in here. It is more of a modder's resource then a mod or utilitiy
Title: Re: Community Mods and utilities list.
Post by: profit on June 30, 2012, 02:16:33 pm
How is it different than the modding section on the main wiki?
Title: Re: Community Mods and utilities list.
Post by: Hugo_The_Dwarf on June 30, 2012, 10:37:30 pm
Well half the time when I try to get to the modding section on the wiki i'm taken to some tutorial on how to make outdated cheat reactions. Most of the time I'm searching in the search box for tokens I need. So I find it easier to have a quick handbook the flip through then several wiki pages to fuss with (tabs, and all that jazz)

Spoiler: Image of the layout (click to show/hide)
I added two "frames" in the main index called "HugoWiki.html"
what these frames do is:
On the left is the navigation to the various Token categories, click one of the links for the desired topic and BAM
On the right is what is followed by the BAM the info is opened up in here, so switching of pages.

So if you want to have a list of Body tokens, and need to quickly goto some creature tokens. You can do so almost instantly. Also it requires no internet access to use.

So as for different I guess:

Kindof lame reasons, but I like it (probally cause I made it, and I find it annoying to load up the wiki constantly :P) It's a nice thing to have when you just need a quick lookup
Title: Re: Community Mods and utilities list.
Post by: Toxicshadow on July 01, 2012, 11:13:17 pm
Sometime could I get my mod PlayableCiv+ added? It's only in its alpha testing right now so I'm not sure if you'd want to add it or not.
Title: Re: Community Mods and utilities list.
Post by: profit on July 04, 2012, 09:47:00 pm
Well half the time when I try to get to the modding section on the wiki i'm taken to some tutorial on how to make outdated cheat reactions. Most of the time I'm searching in the search box for tokens I need. So I find it easier to have a quick handbook the flip through then several wiki pages to fuss with (tabs, and all that jazz)

Spoiler: Image of the layout (click to show/hide)
I added two "frames" in the main index called "HugoWiki.html"
what these frames do is:
On the left is the navigation to the various Token categories, click one of the links for the desired topic and BAM
On the right is what is followed by the BAM the info is opened up in here, so switching of pages.

So if you want to have a list of Body tokens, and need to quickly goto some creature tokens. You can do so almost instantly. Also it requires no internet access to use.

So as for different I guess:
  • Offline
  • Is not segmented into pages, so click and go with no load inbetween or searching.
  • It's Simple, no fancy-ness

Kindof lame reasons, but I like it (probally cause I made it, and I find it annoying to load up the wiki constantly :P) It's a nice thing to have when you just need a quick lookup

Good enough reasons. I will add it under modding help or something =)
Title: Re: Community Mods and utilities list.
Post by: profit on July 04, 2012, 09:54:03 pm
Sometime could I get my mod PlayableCiv+ added? It's only in its alpha testing right now so I'm not sure if you'd want to add it or not.

The link in your signature needs some more testing as well..  But I have added it.
Title: Re: Community Mods and utilities list.
Post by: profit on July 04, 2012, 09:57:22 pm
I removed the old version info because it was extremely outdated.   IF someone would like to test all the utilities again I would put new data up.
Title: Re: Community Mods and utilities list.
Post by: A Dwarf on July 06, 2012, 10:49:08 pm
edit: nm
Title: Re: Community Mods and utilities list.
Post by: profit on July 09, 2012, 12:31:28 am
edit: nm

Ok.
Title: Re: Community Mods and utilities list.
Post by: IndigoFenix on July 20, 2012, 10:15:04 am
I think that the "Rise of the Mushroom Kingdom" mod has advanced enough to go here.  Care to put it up?

http://www.bay12forums.com/smf/index.php?topic=110704.0 (http://www.bay12forums.com/smf/index.php?topic=110704.0)
Title: Re: Community Mods and utilities list.
Post by: Putnam on July 20, 2012, 11:38:26 am
I think that the "Rise of the Mushroom Kingdom" mod has advanced enough to go here.  Care to put it up?

http://www.bay12forums.com/smf/index.php?topic=110704.0 (http://www.bay12forums.com/smf/index.php?topic=110704.0)

I think my troll mod has been up there ever since it was literally just trolls that would invade you once in a while and mostly trade with you otherwise >_>
Title: Re: Community Mods and utilities list.
Post by: profit on July 21, 2012, 01:05:34 am
I think that the "Rise of the Mushroom Kingdom" mod has advanced enough to go here.  Care to put it up?

Rise of the Mushroom Kingdom (http://www.bay12forums.com/smf/index.php?topic=110704.0) You should view what this mod does, it is Mario themed, but I do not think I can make a description to do it justice.

Added.
Title: Re: Community Mods and utilities list.
Post by: CLA on July 21, 2012, 03:55:47 pm
Hey, I finished adding graphics for all creatures for my ASCII-like Graphic Set. So I guess it's complete now. Can you add it to the Graphic pack category?
Thanks.
EDIT: I forgot, the link is in the signature, of course.
here it is again, nonetheless.
http://www.bay12forums.com/smf/index.php?topic=105376.0
Title: Re: Community Mods and utilities list.
Post by: profit on July 22, 2012, 01:20:58 am
Hey, I finished adding graphics for all creatures for my ASCII-like Graphic Set. So I guess it's complete now. Can you add it to the Graphic pack category?
Thanks.
EDIT: I forgot, the link is in the signature, of course.
here it is again, nonetheless.
CLA Graphic Set (http://www.bay12forums.com/smf/index.php?topic=105376.0)

Added =)
Title: Re: Community Mods and utilities list.
Post by: orius on July 27, 2012, 12:27:23 am
How come the display case mod isn't on the list yet? Many (most?) major mods make use of it, but it's still useful to have separate.

Because no one has given me a link and requested it be added to the list.  =)

If you need a link for the display case, this short topic should suffice:

http://www.bay12forums.com/smf/index.php?topic=105338.msg3120521#msg3120521
Title: Re: Community Mods and utilities list.
Post by: profit on July 27, 2012, 04:25:27 am
How come the display case mod isn't on the list yet? Many (most?) major mods make use of it, but it's still useful to have separate.

Because no one has given me a link and requested it be added to the list.  =)

If you need a link for the display case, this short topic should suffice:

http://www.bay12forums.com/smf/index.php?topic=105338.msg3120521#msg3120521

Ugg..

That violates rules...

#1 Pretty much any mod or utility Dwarf Fortress related is welcome. *it is not really a mod, just lines of code =( but it could make it into modding tools with a bit of work

#3 The first post in the thread should be clear and explain what the mod does.
#4 The first post in the thread should have the mod or a link to the mod in it.

While I let these slide at times, this is one of those times where I am going to ask it be cleaned up. If you wish to make an official topic and support it as a mod, I will add it, but I am not going to link to a code fragment in a message thread and call it a mod.
Title: Re: Community Mods and utilities list.
Post by: Putnam on July 27, 2012, 04:27:35 am
How come the display case mod isn't on the list yet? Many (most?) major mods make use of it, but it's still useful to have separate.

Because no one has given me a link and requested it be added to the list.  =)

If you need a link for the display case, this short topic should suffice:

http://www.bay12forums.com/smf/index.php?topic=105338.msg3120521#msg3120521

#1 Pretty much any mod or utility Dwarf Fortress related is welcome. *it is not really a mod, just lines of code =( but it could make it into modding tools with a bit of work


Buh?

That's all any mod is.
Title: Re: Community Mods and utilities list.
Post by: profit on July 27, 2012, 04:41:21 am
How come the display case mod isn't on the list yet? Many (most?) major mods make use of it, but it's still useful to have separate.

Because no one has given me a link and requested it be added to the list.  =)

If you need a link for the display case, this short topic should suffice:

http://www.bay12forums.com/smf/index.php?topic=105338.msg3120521#msg3120521

#1 Pretty much any mod or utility Dwarf Fortress related is welcome. *it is not really a mod, just lines of code =( but it could make it into modding tools with a bit of work


Buh?

That's all any mod is.

Yes, but usually they include files to add, and a few minor instructions, at least how to install and use it as a mod.   In this case I would like to see some information on how to use this as a modding resource that a novice looking for modding resources could use.
Title: Re: Community Mods and utilities list.
Post by: Hugo_The_Dwarf on July 27, 2012, 12:00:42 pm
If anything I might as well pin it on the "Modder's Resource" thread, or include it in the acual wiki rip.

Which Profit, may I request that:
Hugo's Little Wiki This is an offline modding resource.

Be turned into:
Project: Modder's Resource (http://www.bay12forums.com/smf/index.php?topic=113225.0) FAQ, Links, and a offline Wiki in html.
link is http://www.bay12forums.com/smf/index.php?topic=113225.0

I won't lie, the OP needs alot of work. And I've lacked time to do proper updating for the info that other's have added.
But my wiki rip now has a proper thread, for the great of all modder kind.
Title: Re: Community Mods and utilities list.
Post by: profit on July 28, 2012, 12:53:19 am
If anything I might as well pin it on the "Modder's Resource" thread, or include it in the acual wiki rip.

Which Profit, may I request that:
Hugo's Little Wiki This is an offline modding resource.

Be turned into:
Project: Modder's Resource (http://www.bay12forums.com/smf/index.php?topic=113225.0) FAQ, Links, and a offline Wiki in html.
link is http://www.bay12forums.com/smf/index.php?topic=113225.0

I won't lie, the OP needs alot of work. And I've lacked time to do proper updating for the info that other's have added.
But my wiki rip now has a proper thread, for the great of all modder kind.

Done =)
Title: Re: Community Mods and utilities list.
Post by: profit on October 14, 2012, 02:28:56 pm
Hey all.  I usually get about 2 posts a week to this thread, but I have not had any since July... is everyone suspending modding for some reason or are there just no new mods out?
Title: Re: Community Mods and utilities list.
Post by: Slidey on October 15, 2012, 02:02:05 am
Hey all.  I usually get about 2 posts a week to this thread, but I have not had any since July... is everyone suspending modding for some reason or are there just no new mods out?
I think part of the reason is the huge changes in last bits and upcoming ones. I'm sure it will pick up if there's no release soon or its released, then fixed, then played enough people decide to do something else lol
Title: Re: Community Mods and utilities list.
Post by: Brandstone on October 15, 2012, 09:33:56 am
The link for the Incubus/Succubus mod appears to be broken. Also, I can't seem to find the thread via search.
Title: Re: Community Mods and utilities list.
Post by: Eric Blank on October 16, 2012, 02:33:33 pm
Speaking of that, I can't find it either. I coulda swore it was a popular topic on this board recently... The file's still on DFFD, either way:

http://dffd.wimbli.com/file.php?id=6439
Title: Re: Community Mods and utilities list.
Post by: profit on October 16, 2012, 05:24:55 pm
The link for the Incubus/Succubus mod appears to be broken. Also, I can't seem to find the thread via search.

Speaking of that, I can't find it either. I coulda swore it was a popular topic on this board recently... The file's still on DFFD, either way:

http://dffd.wimbli.com/file.php?id=6439

In this case I have to assume the author or toady one removed it for a reason, as they had to delete the thread.     If anyone finds a new topic please post it on here but until then I am pulling down the link.
Title: Re: Community Mods and utilities list.
Post by: profit on October 20, 2012, 02:38:53 pm
The link for the Incubus/Succubus mod appears to be broken. Also, I can't seem to find the thread via search.

Speaking of that, I can't find it either. I coulda swore it was a popular topic on this board recently... The file's still on DFFD, either way:

http://dffd.wimbli.com/file.php?id=6439

In this case I have to assume the author or toady one removed it for a reason, as they had to delete the thread.     If anyone finds a new topic please post it on here but until then I am pulling down the link.
And since I have heard nothing more... I am removing it completely.  If you are the author and want it back up, send me a message and a link to it on the forums here.   If you pulled it down for a reason, I am sure the masses would love an explanation =)
Title: Re: Community Mods and utilities list.
Post by: Putnam on October 27, 2012, 03:28:44 pm
That notepad++ thing has been outdated since the release of 31.01.
Title: Re: Community Mods and utilities list.
Post by: profit on October 27, 2012, 03:39:11 pm
That notepad++ thing has been outdated since the release of 31.01.

Alright, I shall toss it into the outdated links area.
Title: Re: Community Mods and utilities list.
Post by: Meph on November 01, 2012, 12:17:08 pm
I wrote a new mod, found here: http://www.bay12forums.com/smf/index.php?topic=117954.0 (http://www.bay12forums.com/smf/index.php?topic=117954.0)
It simplifies a few things, and standardizes wood, grass and animal materials, leads to less items and less clutter from invasions. Currently there is a standalone version for 3 different tilesets and 3 OS (win/mac/linux) and a merging with the modest mod.

Here the text you could use:
Accelerated DF - A small mod that increases FPS by ~25% and standardizes animal and plant materials, decreases types of stones and gems, and lowers the amount of clutter left by invasions. A version that includes the modest mod's bugfixes and balancing is aviable as well. Supports Ascii, Phoebus and Ironhand.

It has no big impact gameplaywise, but the raw modding is rather extensive, so you be the judge if this is a minor or major mod. It does edit almost all vanilla raws, so I would put it into major mods, since I uploaded it at DFFD under that topic. Would be nice if you add it to the list :)
Title: Re: Community Mods and utilities list.
Post by: profit on November 01, 2012, 10:16:43 pm
I added this.   I try to use the authors recommendations (if realistic) on what list to put things in so it is in major mods.

Just a bit of forewarning, I have been asked by Toadyone to remove some things that distribute his executable's from the list, however, he does not seem to mind yet when coupled with a mod of the raws, but just letting you know.

I wrote a new mod, found here: http://www.bay12forums.com/smf/index.php?topic=117954.0 (http://www.bay12forums.com/smf/index.php?topic=117954.0)
It simplifies a few things, and standardizes wood, grass and animal materials, leads to less items and less clutter from invasions. Currently there is a standalone version for 3 different tilesets and 3 OS (win/mac/linux) and a merging with the modest mod.

Here the text you could use:
Accelerated DF - A small mod that increases FPS by ~25% and standardizes animal and plant materials, decreases types of stones and gems, and lowers the amount of clutter left by invasions. A version that includes the modest mod's bugfixes and balancing is aviable as well. Supports Ascii, Phoebus and Ironhand.

It has no big impact gameplaywise, but the raw modding is rather extensive, so you be the judge if this is a minor or major mod. It does edit almost all vanilla raws, so I would put it into major mods, since I uploaded it at DFFD under that topic. Would be nice if you add it to the list :)
Title: Re: Community Mods and utilities list.
Post by: Putnam on November 01, 2012, 11:05:52 pm
? What has the exe, but no raws?
Title: Re: Community Mods and utilities list.
Post by: Meph on November 01, 2012, 11:12:59 pm
the unofficial binary patch for once... it is only the .exe with some bugs fixed. It is included in the modest mod merge, but then again masterwork also has a .exe that is large adress aware...

Thanks Profit :)
Title: Re: Community Mods and utilities list.
Post by: Lucelle on November 03, 2012, 11:59:24 pm
Please add in my minor mod Lucelle Weapons and Armour

http://dffd.wimbli.com/file.php?id=7097

Adds a ton of historical weapons and armour from different cultures.
Title: Re: Community Mods and utilities list.
Post by: profit on November 04, 2012, 12:20:34 am
? What has the exe, but no raws?

Installers and some things like hex edits that change the number of starting dwarves.

Please add in my minor mod Lucelle Weapons and Armour

http://dffd.wimbli.com/file.php?id=7097

Adds a ton of historical weapons and armour from different cultures.

Please give me a link that is  in the forum =)
I try and keep them all linked here so people can get technical support.
Title: Re: Community Mods and utilities list.
Post by: Lucelle on November 04, 2012, 01:10:13 am
? What has the exe, but no raws?

Installers and some things like hex edits that change the number of starting dwarves.

Please add in my minor mod Lucelle Weapons and Armour

http://dffd.wimbli.com/file.php?id=7097

Adds a ton of historical weapons and armour from different cultures.

Please give me a link that is  in the forum =)
I try and keep them all linked here so people can get technical support.

Oh, sorry.      www.bay12forums.com/smf/index.php?topic=118653.0
Title: Re: Community Mods and utilities list.
Post by: profit on November 06, 2012, 01:13:13 pm
Oh, sorry.      Lucelle Weapons and Armour (http://www.bay12forums.com/smf/index.php?topic=118653.0) Adds a large number of weapons and armors from history.
Added.  11/06/2012
Title: Re: Community Mods and utilities list.
Post by: Deon on November 12, 2012, 12:07:09 pm
Please update Genesis description and link it to the Genesis Reborn thread.
http://www.bay12forums.com/smf/index.php?topic=109846.0

Quote
Genesis is a world of dark fantasy. The world is being consumed by the Void, another world released into the creation by an event called Worldbreak. The mod includes many unique-tailored races; many enemies; dwarven castes; magic; magical and necromantic secrets; unique fauna and flora; mechanical constructs; religious buildings and heroes; unique cavern layers (cave/underground jungle/hollow caves), custom demons and megabests, multiple dragon types; unique vampires, werebeasts, night creatures and the like; steam engines; siege weapon aiming; custom-tailored combat, material and armor system; adventure mode "companion order" script and many more carefully picked things.

Thank you.
Title: Re: Community Mods and utilities list.
Post by: profit on November 13, 2012, 09:47:25 pm
Please update Genesis description and link it to the Genesis Reborn thread.
http://www.bay12forums.com/smf/index.php?topic=109846.0

Quote
Genesis is a world of dark fantasy. The world is being consumed by the Void, another world released into the creation by an event called Worldbreak. The mod includes many unique-tailored races; many enemies; dwarven castes; magic; magical and necromantic secrets; unique fauna and flora; mechanical constructs; religious buildings and heroes; unique cavern layers (cave/underground jungle/hollow caves), custom demons and megabests, multiple dragon types; unique vampires, werebeasts, night creatures and the like; steam engines; siege weapon aiming; custom-tailored combat, material and armor system; adventure mode "companion order" script and many more carefully picked things.

Thank you.

I am updating the link right now, however the description is just too long.   Normally I will slice them down to size on my own but because of the size and complexity of your mod I do not feel comfortable doing so.   I am going to change it to "Please check link for mod description" but if you could come up with a 1 or 2 line description I will change it to that as soon as I see it.
Title: Re: Community Mods and utilities list.
Post by: EmoSpaceMonkey on November 25, 2012, 08:16:53 am
I have created a new tool for reading and parsing the legend file. It was really put together as a my first ruby rails application. You can read about it on

http://stephenemo.wordpress.com/dwarfquery-ruby-on-rails-application-for-dwarf-fortress/ (http://stephenemo.wordpress.com/dwarfquery-ruby-on-rails-application-for-dwarf-fortress/)

You can take a look on it with uploading your legend file by going to dwarfquery.cloudfoundry.com

Demo user is : testuser@gmail.com. Password is sammy1

To upload a file take a while..the legend files are quote big and then it has to sync it to dropbox as it is a free host i am using. The legend file is then parsed asynchronously after the upload. You should be emailed when it is completed.

Anyhow take a look. If I was to do it again it would be parsed via email. Uploading 100's of megabyte files is way too slow.
Title: Re: Community Mods and utilities list.
Post by: profit on November 28, 2012, 10:30:12 am
I have created a new tool for reading and parsing the legend file. It was really put together as a my first ruby rails application. You can read about it on

http://stephenemo.wordpress.com/dwarfquery-ruby-on-rails-application-for-dwarf-fortress/ (http://stephenemo.wordpress.com/dwarfquery-ruby-on-rails-application-for-dwarf-fortress/)

You can take a look on it with uploading your legend file by going to dwarfquery.cloudfoundry.com

Demo user is : testuser@gmail.com. Password is sammy1

To upload a file take a while..the legend files are quote big and then it has to sync it to dropbox as it is a free host i am using. The legend file is then parsed asynchronously after the upload. You should be emailed when it is completed.

Anyhow take a look. If I was to do it again it would be parsed via email. Uploading 100's of megabyte files is way too slow.

I am going to have to consider this...  But I would really like to see some changes made. 

#1 As always, I need a link to a forum post.  Sometimes I consider letting it slide but with something that will generate so many questions in operation I am going to enforce it.

#2 This probably should be a stand alone thing and not done on a website.  I am betting there is a good reason why it is done this way, but most browsers nowadays can handle running of code in them via java or something if it is necessary. Sending 100's of megs just seems like it is going to cause grief.

#3 it seems very complicated to get to work right, perhaps you can streamline some things.   Particularly the upload process.   Maybe have a button like the attachment button for the forums where someone can attach the legends file in text or zip format if they prefer.


There are some other small things but really the big one is #1, I would really like a forum post on this one...   #2 and 3 I will bend on if you do not want to change things, but I do not think you are going to get a positive community response. The number of hoops they have to jump through, especially since there is already another couple legends parsers out there, makes this one seem kinda kludgey.  (Course these are Dwarf Fortress players so maybe =)
Title: Re: Community Mods and utilities list.
Post by: EmoSpaceMonkey on November 28, 2012, 03:40:39 pm
OK. If you have any comments please put in this post http://www.bay12forums.com/smf/index.php?topic=119730.0 (http://www.bay12forums.com/smf/index.php?topic=119730.0)

I would agree it is a little bit clumsy. A better solution would be to accept emails. I had to make some changes when I deployed it. Developing locally it took no time to upload the file, then when I deployed it, it took longer to upload plus cloudfoundry made me treat the worker class which processes the file a different instance to the server app which uploads it plus they cannot share the same file so it needs to be stored via Dropbox.

It does have the advantage that as it is web based it does not use if your locally resources
Title: Re: Community Mods and utilities list.
Post by: profit on December 01, 2012, 04:09:29 am
OK. If you have any comments please put in this post http://www.bay12forums.com/smf/index.php?topic=119730.0 (http://www.bay12forums.com/smf/index.php?topic=119730.0)

I would agree it is a little bit clumsy. A better solution would be to accept emails. I had to make some changes when I deployed it. Developing locally it took no time to upload the file, then when I deployed it, it took longer to upload plus cloudfoundry made me treat the worker class which processes the file a different instance to the server app which uploads it plus they cannot share the same file so it needs to be stored via Dropbox.

It does have the advantage that as it is web based it does not use if your locally resources

Added 12/1/2012
Title: Re: Community Mods and utilities list.
Post by: Suds Zimmerman on December 16, 2012, 05:50:48 am
Could you please change the link for Underhive Settlement to the one in my sig (http://www.bay12forums.com/smf/index.php?topic=120494.0)? I took over with the original creators' blessing.

Thank you.
Title: Re: Community Mods and utilities list.
Post by: tahujdt on December 16, 2012, 02:08:40 pm
All hail suds! He unretired my favorite mod!
Title: Re: Community Mods and utilities list.
Post by: profit on December 26, 2012, 01:25:36 pm
Could you please change the link for Underhive Settlement to the one in my sig (http://www.bay12forums.com/smf/index.php?topic=120494.0)? I took over with the original creators' blessing.

Thank you.

I have updated the link to point to your forum post.   It is under total conversions if you did not notice the original on the list.
12/26/2012
Title: Re: Community Mods and utilities list.
Post by: profit on December 28, 2012, 06:57:41 am
As the year is coming to a close I would just like to thank everyone who has created new mods.   I may not play all of them but you have helped make dwarf fortress a unique experience no matter when I decide to pick it up. 

To the players, Hope the mod list was useful to you again this year, and make sure you thank your favorite mods creators, sure they do it for fun but they also put a lot into every raw they make. =)

Hope you all had a merry Christmas and have a great new year in 2013!
Title: Re: Community Mods and utilities list.
Post by: sackhead on January 22, 2013, 05:30:58 pm
can you add the mod in my sig
Title: Re: Community Mods and utilities list.
Post by: Dragoon209 on January 23, 2013, 12:05:55 am
Could you please add the two mods in my Signature?  They are simple, but have greatly enhanced the fun for me!

Upgradable Leather Tiers (http://www.bay12forums.com/smf/index.php?topic=121654.0):

Tanned leather can be sent through a series of reactions to upgrade it to much tougher leather, which can be turned into much tougher armor!  This tougher armor allows you to have a bit of an easier early game, but more importantly, have armor made from the skins of your enemies!

Block Crafter's Workshop (http://www.bay12forums.com/smf/index.php?topic=120652.0):

Since stone is now much more of a rare drop, it make sense to convert much of your stone to blocks.  However, most furniture can't be made from blocks.  This mod allows you to create some of the most basic furniture with blocks, to ease that restriction a bit.

Thanks!  (And sorry for the PM, I sent it off before reading the first post.   :'(   )
Title: Re: Community Mods and utilities list.
Post by: profit on January 23, 2013, 04:05:57 am
can you add the mod in my sig

Added 1/23/2013

Could you please add the two mods in my Signature?  They are simple, but have greatly enhanced the fun for me!

Upgradable Leather Tiers (http://www.bay12forums.com/smf/index.php?topic=121654.0):

Tanned leather can be sent through a series of reactions to upgrade it to much tougher leather, which can be turned into much tougher armor!  This tougher armor allows you to have a bit of an easier early game, but more importantly, have armor made from the skins of your enemies!

Block Crafter's Workshop (http://www.bay12forums.com/smf/index.php?topic=120652.0):

Since stone is now much more of a rare drop, it make sense to convert much of your stone to blocks.  However, most furniture can't be made from blocks.  This mod allows you to create some of the most basic furniture with blocks, to ease that restriction a bit.

Thanks!  (And sorry for the PM, I sent it off before reading the first post.   :'(   )

Added 1/23/2013  And it is fine, I have no real preference, just before PM's never use to give me an indication of when they came in so I would miss them for several weeks. 
Title: Re: Community Mods and utilities list.
Post by: Zanzetkuken The Great on January 23, 2013, 12:33:49 pm
I am currently working on my new mod (http://www.bay12forums.com/smf/index.php?topic=121956.msg3967291#msg3967291).  There is a short description in the first post, but I can shorten it further if that is necessary.
Title: Re: Community Mods and utilities list.
Post by: profit on February 01, 2013, 08:44:08 am
I am currently working on my new mod (http://www.bay12forums.com/smf/index.php?topic=121956.msg3967291#msg3967291).  There is a short description in the first post, but I can shorten it further if that is necessary.
Added.
Title: Re: Community Mods and utilities list.
Post by: Meph on February 05, 2013, 10:29:14 pm
Quote
☼MASTERWORK☼ Dwarf Fortress - A mod package that makes DF 3 times as big, but still keeps true to the atmosphere of DF. Adds 75+ Buildings, 1000+ Reactions and 1000+ Creatures. Runs about 25% faster then the unmodded game. Read the thread for more info.

Could you please update the description to this:
Quote
☼MASTERWORK☼ Dwarf Fortress  - A mod package that makes DF 4 times as big, but still keeps true to the atmosphere of DF. Adds 110+ Buildings, 2000+ Reactions and 1000+ Creatures. Runs about 25% faster then the unmodded game. Includes Utilities. Read the thread for more info.

Mostly numbers, been a while since I wrote this description. ^^

And just for your information: It seems that most people use this list here to find mods. I thought that people would mostly use word of mouth, but I made a poll and 90% of the people came from here. So... good work, it really helps people find what they are looking for :)
Title: Re: Community Mods and utilities list.
Post by: profit on February 08, 2013, 08:52:11 pm
Quote
☼MASTERWORK☼ Dwarf Fortress - A mod package that makes DF 3 times as big, but still keeps true to the atmosphere of DF. Adds 75+ Buildings, 1000+ Reactions and 1000+ Creatures. Runs about 25% faster then the unmodded game. Read the thread for more info.

Could you please update the description to this:
Quote
☼MASTERWORK☼ Dwarf Fortress  - A mod package that makes DF 4 times as big, but still keeps true to the atmosphere of DF. Adds 110+ Buildings, 2000+ Reactions and 1000+ Creatures. Runs about 25% faster then the unmodded game. Includes Utilities. Read the thread for more info.

Mostly numbers, been a while since I wrote this description. ^^

And just for your information: It seems that most people use this list here to find mods. I thought that people would mostly use word of mouth, but I made a poll and 90% of the people came from here. So... good work, it really helps people find what they are looking for :)

I updated this, yesterday I think, just forgot to write a response saying I did.   

I am pleased that this list is helpful, I really do not get too much feedback, but it definitely pleases me that so far it has been very positive.

Just so you know, your mod is one of the few I run and I find it a lot of fun myself, even if it is a bit overwhelming to learn =)
Title: Re: Community Mods and utilities list.
Post by: Wannabehero on February 12, 2013, 02:40:24 pm
Well here is some more feedback, profit.

This list is extremely useful.  When I first started out on DF, I searched through just about everything on here, looking at what people had been doing and seeing what was interesting.

Then when I started modding I came to this thread to see how other modders tackled various implementations of different features, like modding civs and interactions.

I, for one, am very appreciative for this thread's existence.
Title: Re: Community Mods and utilities list.
Post by: Talvieno on February 16, 2013, 12:54:50 pm
I have a couple utilities that might be added here. The main issue is that they're both in the same thread, and I'm not quite sure how to go about describing both at once... Anyway, here they are.

LangCreate (http://www.bay12forums.com/smf/index.php?topic=119625), a DF utility for creating pseudo-realistic languages.
RandCreatures (http://www.bay12forums.com/smf/index.php?topic=119625), a DF utility that creates random creatures, civs, and megabeasts.

Note that they both link to the same place... If you want to combine them, I'm not against it. I know I'm supposed to PM you, Profit, but my question is this: Should I leave them separate, or combine them into one entry?
Title: Re: Community Mods and utilities list.
Post by: profit on February 16, 2013, 04:07:10 pm
I have a couple utilities that might be added here. The main issue is that they're both in the same thread, and I'm not quite sure how to go about describing both at once... Anyway, here they are.

LangCreate (http://www.bay12forums.com/smf/index.php?topic=119625), a DF utility for creating pseudo-realistic languages.
RandCreatures (http://www.bay12forums.com/smf/index.php?topic=119625), a DF utility that creates random creatures, civs, and megabeasts.

Note that they both link to the same place... If you want to combine them, I'm not against it. I know I'm supposed to PM you, Profit, but my question is this: Should I leave them separate, or combine them into one entry?

Them being separate will be fine, and actually preferable.  It helps keep things clear when it is one mod per listing, even if they happen to point to the same forum message.  I will add them immediately.

Well here is some more feedback, profit.

This list is extremely useful.  When I first started out on DF, I searched through just about everything on here, looking at what people had been doing and seeing what was interesting.

Then when I started modding I came to this thread to see how other modders tackled various implementations of different features, like modding civs and interactions.

I, for one, am very appreciative for this thread's existence.

Awesome =) 
Title: Re: Community Mods and utilities list.
Post by: AVE on February 18, 2013, 02:03:58 am
DF entity editor (http://www.bay12forums.com/smf/index.php?topic=108359.0). To the modding utilities, I think. Despite low version number (0.22) it is a release version.

Helps mixing mods (or adding new) by checking entity strings for permitted reactions (and workshops), and adding missing lines. Also able to "cross-check" for not mentioned reactions of existing buildings and vice versa. And some sanity checks on raws for reactions and buildings too.
Somehow it was unnoticed before. Could you please add this to modding utilities?
Title: Re: Community Mods and utilities list.
Post by: profit on February 18, 2013, 06:20:14 pm
DF entity editor (http://www.bay12forums.com/smf/index.php?topic=108359.0). To the modding utilities, I think. Despite low version number (0.22) it is a release version.

Helps mixing mods (or adding new) by checking entity strings for permitted reactions (and workshops), and adding missing lines. Also able to "cross-check" for not mentioned reactions of existing buildings and vice versa. And some sanity checks on raws for reactions and buildings too.
Somehow it was unnoticed before. Could you please add this to modding utilities?

Yeah, it did get missed.  It has been added.
Title: Re: Community Mods and utilities list.
Post by: mross on February 23, 2013, 12:10:34 am
Looking for a utility that allows pets' butcher flag to be set. The ones I know of haven't been updated since 31.25 or earlier.
Title: Re: Community Mods and utilities list.
Post by: profit on February 24, 2013, 04:17:06 am
Looking for a utility that allows pets' butcher flag to be set. The ones I know of haven't been updated since 31.25 or earlier.

Sorry, I do not know of any...

Perhaps the newest version of Dwarf therapist. 
Title: Re: Community Mods and utilities list.
Post by: smakemupagus on February 28, 2013, 03:46:18 pm
Hi Profit,

Could you please include:

"
Orc Fortress for ☼MASTERWORK☼
A playable Orcish civilization for Masterwork Dwarf Fortress.  Develop your new clan-holding into a pit of heavy industry, a lair of sorcery, a retreat for master artisians and tribal warriors, or a den for thieves and buccaneers.  Or, all of the above.
"

The best way to get it is included with Masterwork, but I think some people who browse your thread might be interested to know that it is in there.  I'll leave it to your discretion whether to include as its own item in the list or just add some of the above text to Meph's info about the Masterwork mod itself. 

Orc Fortress does have its own info and development thread here (http://www.bay12forums.com/smf/index.php?topic=113621.msg3466773#msg3466773).  Thanks for maintaining this list!  I've used it many times :)
Title: Re: Community Mods and utilities list.
Post by: Wannabehero on March 02, 2013, 01:44:14 pm
Hey Profit,

Could you also add Deeper Dwarven Domestication to the list?

Deeper Dwarven Domestication (http://www.bay12forums.com/smf/index.php?topic=123155.0)  A small mod that optionally adds to or replaces the common domestic animals with subterranean and mountain themed creatures.  Includes lovingly crafted custom graphics.


Thanks bud!
Title: Re: Community Mods and utilities list.
Post by: profit on March 04, 2013, 10:14:21 am
Hey Profit,

Could you also add Deeper Dwarven Domestication to the list?

Deeper Dwarven Domestication (http://www.bay12forums.com/smf/index.php?topic=123155.0)  optionally adds to or replaces the common domestic animals with subterranean and mountain themed creatures.  Includes lovingly crafted custom graphics.


Thanks bud!

Added 3/4/2013
Title: Re: Community Mods and utilities list.
Post by: profit on March 04, 2013, 10:23:31 am
Hi Profit,

Could you please include:

"
Orc Fortress for ☼MASTERWORK☼
A playable Orcish civilization for Masterwork Dwarf Fortress.  Develop your new clan-holding into a pit of heavy industry, a lair of sorcery, a retreat for master artisians and tribal warriors, or a den for thieves and buccaneers.  Or, all of the above.
"

The best way to get it is included with Masterwork, but I think some people who browse your thread might be interested to know that it is in there.  I'll leave it to your discretion whether to include as its own item in the list or just add some of the above text to Meph's info about the Masterwork mod itself. 

Orc Fortress does have its own info and development thread Orc Fortress (http://www.bay12forums.com/smf/index.php?topic=113621.msg3466773#msg3466773).  Thanks for maintaining this list!  I've used it many times :)

I am a little torn as to how I am going to include this on the list... But I decided I am going to add it to the masterwork description, I think that would allow for the most exposure for the mod to the people who would be most likely to use it.

Added 3/4/2013
Title: Re: Community Mods and utilities list.
Post by: Meph on March 06, 2013, 04:13:03 am
Orc Fortress is included in the Masterwork Mod Pack, yes. But smakemupagus works on his own on it, has a seperate thread, all the feedback should go to his thread, and he releases Orc Fortress versions more often then I do Masterwork versions. It makes sense to have another link for it here, especially considering that the Masterwork description does not mention Orcs at all. Thanks. :)
Title: Re: Community Mods and utilities list.
Post by: profit on March 06, 2013, 09:57:23 am
Orc Fortress is included in the Masterwork Mod Pack, yes. But smakemupagus works on his own on it, has a seperate thread, all the feedback should go to his thread, and he releases Orc Fortress versions more often then I do Masterwork versions. It makes sense to have another link for it here, especially considering that the Masterwork description does not mention Orcs at all. Thanks. :)

Did you disprove of how it was added to the description? I have edited it slightly to hopefully address those concerns but it is in the description of your mod.  If you did not like it I will change or move it, but I thought it would provide maximum exposure to people who wanted to play it.
Title: Re: Community Mods and utilities list.
Post by: smakemupagus on March 06, 2013, 02:54:52 pm
It looks good to me the way you did it, thanks :)
Title: Re: Community Mods and utilities list.
Post by: Meph on March 06, 2013, 08:46:28 pm
No, it makes sense. :) -all is good, no worries.

Once I have a really nice version of my Kobold Camp, which is completely different from the original Kobold Camp, and probably should use another name, I will pester you again about an entry right next to the orcs. ;)
Title: Re: Community Mods and utilities list.
Post by: profit on March 07, 2013, 03:24:04 am
No, it makes sense. :) -all is good, no worries.

Once I have a really nice version of my Kobold Camp, which is completely different from the original Kobold Camp, and probably should use another name, I will pester you again about an entry right next to the orcs. ;)

It looks good to me the way you did it, thanks :)

Alright, I am glad things look good, and I shall await the Kobolds =)
Title: Re: Community Mods and utilities list.
Post by: mastahcheese on March 25, 2013, 08:12:50 pm
Could you add my Dwarven Voices (http://www.bay12forums.com/smf/index.php?topic=122810.msg4023835#msg4023835) mod to the list?
It's a minor mod that allows your dwarves a bit more flavor and independant expression in the game, and is specifically geared toward community games.
Title: Re: Community Mods and utilities list.
Post by: falconne on March 28, 2013, 01:51:53 am
I've created a number of utility plugins for DFHack that I feel improve the game's user interface and eliminates some of the common annoyances (no gameplay changes, just user experience improvements). I have a thread here (http://www.bay12forums.com/smf/index.php?topic=119575.0) that summarises each plugin with links to more detailed documentation.

I thought it might be good to have them listed in the miscellaneous utilities section. Most of them are unlikely to get included with DFHack by default (because they change the game's UI too much), so having them listed in a post like this would help avoid them dropping into obscurity :)
Title: Re: Community Mods and utilities list.
Post by: wuxia on March 28, 2013, 01:48:36 pm
How does one choose what mod to play? There are so many ;/
Title: Re: Community Mods and utilities list.
Post by: mastahcheese on March 28, 2013, 02:38:03 pm
How does one choose what mod to play? There are so many ;/
You could roll dice.
Title: Re: Community Mods and utilities list.
Post by: profit on March 29, 2013, 01:04:44 pm
Could you add my Dwarven Voices (http://www.bay12forums.com/smf/index.php?topic=122810.msg4023835#msg4023835) mod to the list?
It's a minor mod that allows your dwarves a bit more flavor and independant expression in the game, and is specifically geared toward community games.

Added 3/29/2013

Title: Re: Community Mods and utilities list.
Post by: profit on March 29, 2013, 01:12:22 pm
I've created a number of utility plugins for DFHack that I feel improve the game's user interface and eliminates some of the common annoyances (no gameplay changes, just user experience improvements). I have a thread here (http://www.bay12forums.com/smf/index.php?topic=119575.0) that summarises each plugin with links to more detailed documentation.

I thought it might be good to have them listed in the miscellaneous utilities section. Most of them are unlikely to get included with DFHack by default (because they change the game's UI too much), so having them listed in a post like this would help avoid them dropping into obscurity :)

Added 3/29/2013
Title: Re: Community Mods and utilities list.
Post by: Meph on April 09, 2013, 03:54:54 pm
Could you please add splinterz branch of the therapist to the top of your list, next to the "old" therapist? It does have a ton of features the older one is missing. The wording for any description is up to you or splinterz, but I think it would be good if it includes the hint that splinterz version is newer. ^^

http://www.bay12forums.com/smf/index.php?topic=122968.0 (http://www.bay12forums.com/smf/index.php?topic=122968.0)

EDIT: Once I am here already...  the stonesense link is outdated, japa has continued the work in a new thread, http://www.bay12forums.com/smf/index.php?topic=106497 (http://www.bay12forums.com/smf/index.php?topic=106497), and I noticed you list both Wizards Tower and Dwarf Chocolate. Dwarf Chocolate is the successor to Wizards Tower and includes it in the download.

EDIT2: I just updated my Accelerated DF and wrote a merge of Accelerated DF and the Modest Mod. As you know, AccDF is focussed on improving FPS, while Modest Mod is purely bugfixes and balancing. Several people requested both. But I am a bit at a loss... how would you like to add this to the list? I would prefer if all three (Modest Mod, Accelerated DF and Accelerated Modest Mod) would be under each other, simply because they are closely related. I also put both mods into one thread, so you might only want to do one link. This is the best I could come up with:

Accelerated DF (+Modest Mod) (http://www.bay12forums.com/smf/index.php?topic=117954.0) - A mod that increases FPS by ~25%. Includes all Modest-Mod-Bugfixes, several utilities and a GUI for 3 tilesets.

Would be great if you delete the old "accelerated df" entry, and put this new one directly under the "modest mod" link. :)

EDIT3: And please update this one:
Quote
☼MASTERWORK☼ Dwarf Fortress (http://www.bay12forums.com/smf/index.php?topic=98196.0) A mod package that makes DF 4 times as big, but still keeps true to the atmosphere of DF. Adds 110+ Buildings, 2000+ Reactions and 1000+ Creatures. Runs about 25% faster then the unmodded game. Includes Utilities. Read the thread for more info.  Also there is a plugin available by a seperate author -> Orc Fortress (http://www.bay12forums.com/smf/index.php?topic=113621.msg3466773#msg3466773) that adds even more depth, and allows you to play as Orcs. 
to this:

☼MASTERWORK☼ Dwarf Fortress (http://www.bay12forums.com/smf/index.php?topic=98196.0) A mod package that makes DF 4 times as big, but still keeps true to the atmosphere of DF. Adds 110+ Buildings, 2000+ Reactions and 1000+ Creatures. Runs about 25% faster then the unmodded game. Includes Utilities and 2 playable race plugins -> ☼Orc Fortress☼ (http://www.bay12forums.com/smf/index.php?topic=113621.msg3466773#msg3466773) and ☼Kobold Camp☼ (http://www.bay12forums.com/smf/index.php?topic=123343.0)

I just added the Kobold Camp link... and made the description shorter. :) I should really rename this, since it might cause confusion with the original one that I included at first. Ah... I am so bad with names. Anyway, it does have its own thread and own set of raws, so its similar to the Orc Plugin. Not quite as extensive, buts its work in progress. :) Hope you are not a bit overwhelmed ^^
Title: Re: Community Mods and utilities list.
Post by: profit on April 14, 2013, 06:36:35 pm
Could you please add splinterz branch of the therapist to the top of your list, next to the "old" therapist? It does have a ton of features the older one is missing. The wording for any description is up to you or splinterz, but I think it would be good if it includes the hint that splinterz version is newer. ^^

http://www.bay12forums.com/smf/index.php?topic=122968.0 (http://www.bay12forums.com/smf/index.php?topic=122968.0)

EDIT: Once I am here already...  the stonesense link is outdated, japa has continued the work in a new thread, http://www.bay12forums.com/smf/index.php?topic=106497 (http://www.bay12forums.com/smf/index.php?topic=106497), and I noticed you list both Wizards Tower and Dwarf Chocolate. Dwarf Chocolate is the successor to Wizards Tower and includes it in the download.

These two have been handled.  Thank you, and I will get to the other ones shortly.
Title: Re: Community Mods and utilities list.
Post by: xcorps on April 18, 2013, 05:38:03 pm
Hi, apologies if this is the wrong thread.

I'm looking for a trade screen plug in for DFHack. I found it last month but wasn't able to download and install it. It adds some basic functionality like hitting the enter key marks the item for trade AND moves the selector down to the next item. I can't recall the other uses.

Any help appreciated.
Title: Re: Community Mods and utilities list.
Post by: Meph on April 18, 2013, 07:21:49 pm
http://www.bay12forums.com/smf/index.php?topic=91166.0 (http://www.bay12forums.com/smf/index.php?topic=91166.0)

This is the dfhack thread, you might find more fitting help there. I havent heard about this plugin, sounds like some kind of macro to me.
Title: Re: Community Mods and utilities list.
Post by: falconne on April 18, 2013, 09:19:03 pm
Hi, apologies if this is the wrong thread.

I'm looking for a trade screen plug in for DFHack. I found it last month but wasn't able to download and install it. It adds some basic functionality like hitting the enter key marks the item for trade AND moves the selector down to the next item. I can't recall the other uses.

Any help appreciated.

That's built in functionality in DFHack. You have to add "tweak fast-trade" to your dfhack.init file. It's also in the dfhack.init-example file that comes with DFHack that you should rename if you don't have a custom dfhack.init.
Title: Re: Community Mods and utilities list.
Post by: xcorps on April 19, 2013, 01:01:39 pm
Thank you.

Thank you.

Thank you.
Title: Re: Community Mods and utilities list.
Post by: profit on April 20, 2013, 04:54:14 pm
Could you please add splinterz branch of the therapist to the top of your list, next to the "old" therapist? It does have a ton of features the older one is missing. The wording for any description is up to you or splinterz, but I think it would be good if it includes the hint that splinterz version is newer. ^^

http://www.bay12forums.com/smf/index.php?topic=122968.0 (http://www.bay12forums.com/smf/index.php?topic=122968.0)

EDIT: Once I am here already...  the stonesense link is outdated, japa has continued the work in a new thread, http://www.bay12forums.com/smf/index.php?topic=106497 (http://www.bay12forums.com/smf/index.php?topic=106497), and I noticed you list both Wizards Tower and Dwarf Chocolate. Dwarf Chocolate is the successor to Wizards Tower and includes it in the download.

EDIT2: I just updated my Accelerated DF and wrote a merge of Accelerated DF and the Modest Mod. As you know, AccDF is focussed on improving FPS, while Modest Mod is purely bugfixes and balancing. Several people requested both. But I am a bit at a loss... how would you like to add this to the list? I would prefer if all three (Modest Mod, Accelerated DF and Accelerated Modest Mod) would be under each other, simply because they are closely related. I also put both mods into one thread, so you might only want to do one link. This is the best I could come up with:

Accelerated DF (+Modest Mod) (http://www.bay12forums.com/smf/index.php?topic=117954.0) - A mod that increases FPS by ~25%. Includes all Modest-Mod-Bugfixes, several utilities and a GUI for 3 tilesets.

Would be great if you delete the old "accelerated df" entry, and put this new one directly under the "modest mod" link. :)

EDIT3: And please update this one:
Quote
☼MASTERWORK☼ Dwarf Fortress (http://www.bay12forums.com/smf/index.php?topic=98196.0) A mod package that makes DF 4 times as big, but still keeps true to the atmosphere of DF. Adds 110+ Buildings, 2000+ Reactions and 1000+ Creatures. Runs about 25% faster then the unmodded game. Includes Utilities. Read the thread for more info.  Also there is a plugin available by a seperate author -> Orc Fortress (http://www.bay12forums.com/smf/index.php?topic=113621.msg3466773#msg3466773) that adds even more depth, and allows you to play as Orcs. 
to this:

☼MASTERWORK☼ Dwarf Fortress (http://www.bay12forums.com/smf/index.php?topic=98196.0) A mod package that makes DF 4 times as big, but still keeps true to the atmosphere of DF. Adds 110+ Buildings, 2000+ Reactions and 1000+ Creatures. Runs about 25% faster then the unmodded game. Includes Utilities and 2 playable race plugins -> ☼Orc Fortress☼ (http://www.bay12forums.com/smf/index.php?topic=113621.msg3466773#msg3466773) and ☼Kobold Camp☼ (http://www.bay12forums.com/smf/index.php?topic=123343.0)

I just added the Kobold Camp link... and made the description shorter. :) I should really rename this, since it might cause confusion with the original one that I included at first. Ah... I am so bad with names. Anyway, it does have its own thread and own set of raws, so its similar to the Orc Plugin. Not quite as extensive, buts its work in progress. :) Hope you are not a bit overwhelmed ^^
Finally got around to the rest.  Tell me if I missed anything or you want any further changes.
Title: Re: Community Mods and utilities list/just more feedback
Post by: jimboo on April 21, 2013, 08:49:54 am
As you wrote to Meph,

I am pleased that this list is helpful, I really do not get too much feedback, but it definitely pleases me that so far it has been very positive.
Just so you know, your mod is one of the few I run and I find it a lot of fun myself, even if it is a bit overwhelming to learn =)

"Overwhelming to learn" -- no kidding.   :)
It was your comment above that turned me on to MW.  There are SO MANY ... and you do a real service so, thanks for that.  Yours is one of the more useful threads on Bay12.   
Title: Re: Community Mods and utilities list.
Post by: dwarfkoala on April 21, 2013, 07:56:23 pm
Kinda wondering. Are workshop-raw only mods that didn't seem to have updated for 34.01 compatible with 34.11?
Title: Re: Community Mods and utilities list.
Post by: Meph on April 22, 2013, 05:59:35 am
Yes, everything looks good. :) Thank you.

@dwarfkoala: Yes, they should be fine.
Title: Re: Community Mods and utilities list.
Post by: dwarfkoala on April 22, 2013, 05:55:01 pm
Thanks.
In particular, I was asking because i'm getting back to DF after a good while and I didn't see Maxamillion's Vanilla DF+ update yet. I use that and your own DF accelerated mods when I play.
Title: Re: Community Mods and utilities list.
Post by: Meph on April 22, 2013, 06:09:28 pm
You mean Mechanixm's ?
Title: Re: Community Mods and utilities list.
Post by: zilpin on April 25, 2013, 10:52:00 pm
.


dfWorldTinker 0.34.11.0 released (finally).

Forum Thread (http://www.bay12forums.com/smf/index.php?topic=67059.0)

Download (http://dffd.wimbli.com/file.php?id=7604)


.
Title: Re: Community Mods and utilities list.
Post by: profit on April 26, 2013, 10:37:32 am
Kinda wondering. Are workshop-raw only mods that didn't seem to have updated for 34.01 compatible with 34.11?

Yes, but only if you merge the entity files.
Title: Re: Community Mods and utilities list.
Post by: profit on April 26, 2013, 10:39:54 am
.


dfWorldTinker 0.34.11.0 released (finally).

Forum Thread (http://www.bay12forums.com/smf/index.php?topic=67059.0)

Download (http://dffd.wimbli.com/file.php?id=7604)


.

Added 4/26/2013
Title: Re: Community Mods and utilities list.
Post by: thistleknot on April 27, 2013, 10:42:43 pm
I'm still a newb with modding, but I think at 3 weeks I've done a good job of merging two mods together (accelerated mod and civilization forge plus a few items from masterwork and some of my own changes).  I'd like to add it to the list as CivMWForge

http://www.bay12forums.com/smf/index.php?topic=125119.msg4177533#msg4177533
Title: Re: Community Mods and utilities list.
Post by: Meph on April 29, 2013, 08:38:24 am
Xangi's Fear the Night is missing from the list. Its a quite extensive mod that adds many kinds of custom vampires, werebeasts, disturbances, curses, necromancers, nightcreatures... I was just looking for the link and was surprised that it is not in the list.

Fear the Night (http://www.bay12forums.com/smf/index.php?topic=103747.0)
Title: Re: Community Mods and utilities list.
Post by: mastahcheese on April 29, 2013, 10:54:52 am
Xangi's Fear the Night is missing from the list. Its a quite extensive mod that adds many kinds of custom vampires, werebeasts, disturbances, curses, necromancers, nightcreatures... I was just looking for the link and was surprised that it is not in the list.

Fear the Night (http://www.bay12forums.com/smf/index.php?topic=103747.0)
Oh yeah, I've tried that one, very fun.
Title: Re: Community Mods and utilities list.
Post by: Bludragon on April 29, 2013, 02:35:49 pm
Just wanted to let the OP know that in my search for a way to change the number of dwarves i embark with i discovered that 10-15-20-30 Embark size (http://dffd.wimbli.com/file.php?id=4074) is now obsolete.
Title: Re: Community Mods and utilities list.
Post by: profit on May 01, 2013, 01:38:25 pm
I'm still a newb with modding, but I think at 3 weeks I've done a good job of merging two mods together (accelerated mod and civilization forge plus a few items from masterwork and some of my own changes).  I'd like to add it to the list as CivMWForge

http://www.bay12forums.com/smf/index.php?topic=125119.msg4177533#msg4177533

If you have permission to do such things like the mod merge I will gladly add this mod (I am sure the authors will give it, but I just like to make sure =)

Xangi's Fear the Night is missing from the list. Its a quite extensive mod that adds many kinds of custom vampires, werebeasts, disturbances, curses, necromancers, nightcreatures... I was just looking for the link and was surprised that it is not in the list.

Fear the Night (http://www.bay12forums.com/smf/index.php?topic=103747.0)

Added 5/1/2013

Just wanted to let the OP know that in my search for a way to change the number of dwarves i embark with i discovered that 10-15-20-30 Embark size (http://dffd.wimbli.com/file.php?id=4074) is now obsolete.

Alright, removed it.   (Side note, this is another reason I require links to forum posts and not a file... Pain in the butt to send them a PM on the forum.)

Title: Re: Community Mods and utilities list.
Post by: Knight Otu on May 02, 2013, 09:01:43 am
Please remove "Dwarves in a new World - Legend of Zelda (http://www.bay12forums.com/smf/index.php?topic=61999.0) - This mod drops the dwarves into the world of Hyrule (or thereabout)." from the list. I've retired it in favor of Putnam's mod, and won't update it further than the current 34.11 version (I will continue to update my other mods, hopefully in more timely fashions than right now).
Title: Re: Community Mods and utilities list.
Post by: mastahcheese on May 02, 2013, 11:51:54 am
Hey, I looked through the list and I didn't see Joben's mod Broken Arrow (http://www.bay12forums.com/smf/index.php?topic=115448.0), it's a mod that finally found a fix for the overpowered railguns that are ranged weapons.
Title: Re: Community Mods and utilities list.
Post by: profit on May 04, 2013, 10:13:12 pm
Please remove "Dwarves in a new World - Legend of Zelda (http://www.bay12forums.com/smf/index.php?topic=61999.0) - This mod drops the dwarves into the world of Hyrule (or thereabout)." from the list. I've retired it in favor of Putnam's mod, and won't update it further than the current 34.11 version (I will continue to update my other mods, hopefully in more timely fashions than right now).

Removed

Hey, I looked through the list and I didn't see Joben's mod Broken Arrow (http://www.bay12forums.com/smf/index.php?topic=115448.0), it's a mod that finally found a fix for the overpowered railguns that are ranged weapons.
Added 5/4/2013
Title: Re: Community Mods and utilities list.
Post by: PeridexisErrant on May 09, 2013, 09:28:45 pm
Utility question:  does anyone know of a dfhack plugin or utility which can automate tree farming? 

What I'm after is a way to designate an area for tree-cutting each month without user input, to allow for a longer fortress timespan without any user input (auto-plant gathering would be a nice bonus).  My goal is to generate a young world, build and set up by the year 10, and then leave the fort running for so long that there is nothing else left alive in the world. 

There are a fair few tools that can help keep the fortress running relatively normally (eg autolabor, autobutcher, workflow), but all of these require raw materials from somewhere.  I've worked out how to automate indefinite production of items made of green glass, metals, and fire clay, but I need a zero-input source of wood if I want to avoid the gain-from-smelt trick with metals (for bins, armor, etc.)  I know metal is more dwarfy, but I want an immortal fortress with as little cheating as possible - and I have this image of totally insane dwarves waiting in the dark for the world to die, even willing to emulate elves if it means they can outlive every other race and  flood the world with lava at the end of time...

Sadly nothing like this seems to exist (please prove me wrong!) - surely someone has created a tool for such a trivial task? 
Title: Re: Community Mods and utilities list.
Post by: profit on May 11, 2013, 04:52:07 pm
Utility question:  does anyone know of a dfhack plugin or utility which can automate tree farming? 

What I'm after is a way to designate an area for tree-cutting each month without user input, to allow for a longer fortress timespan without any user input (auto-plant gathering would be a nice bonus).  My goal is to generate a young world, build and set up by the year 10, and then leave the fort running for so long that there is nothing else left alive in the world. 

There are a fair few tools that can help keep the fortress running relatively normally (eg autolabor, autobutcher, workflow), but all of these require raw materials from somewhere.  I've worked out how to automate indefinite production of items made of green glass, metals, and fire clay, but I need a zero-input source of wood if I want to avoid the gain-from-smelt trick with metals (for bins, armor, etc.)  I know metal is more dwarfy, but I want an immortal fortress with as little cheating as possible - and I have this image of totally insane dwarves waiting in the dark for the world to die, even willing to emulate elves if it means they can outlive every other race and  flood the world with lava at the end of time...

Sadly nothing like this seems to exist (please prove me wrong!) - surely someone has created a tool for such a trivial task?

You would not want to use such a thing.  All tree products, that I can think of, end up as permanent products which get used forever.    Idealy, you want only things being actively used to be produced.   You want Auto labor to produce: Clothing, food, drink. These are all produced automatically from a farm plot.  And everything else should be manually assigned.   With clothing food and drink there is no reason a fortress can not survive indefinitely as long as it is sealed in.  (Although I usually have a mushroom farm underground to produce wood as I need it for expansion, it is only cut rarely if ever after the fortress reaches maximum size. )

If you MUST go down this road, may I recommend a mod to allow you to plant tree's and have them automatically harvested then turned into wood at a lumber mill.   I personally really like Masterwork Dwarf Fortress -> http://www.bay12forums.com/smf/index.php?topic=125633.msg4214336#msg4214336 

Also training rooms/library mods would probably be good to keep skills from rusting.
Title: Re: Community Mods and utilities list.
Post by: PeridexisErrant on May 11, 2013, 08:30:28 pm
Charcoal, ash for fertiliser, lye for soap, etc.  Also potentially arrows.  None of these are absolutely essential, but I'd like to have the fort run as 'normally' as possible given the circumstances. 

In the course of normal play, I keep clear-cutting the map for more bins and it'd be nice to automate that. 

The function of autolabor is zero-input labor assignment, which is essential by the time a full generation has died of old age.
Title: Re: Community Mods and utilities list.
Post by: MagmaMcFry on May 15, 2013, 02:41:57 pm
Here's a thing I made. I want you all to see this thing, and I want it to be put in the first post.

Blast (http://www.bay12forums.com/smf/index.php?topic=125997.0) - Raw parser, compiler and assembler. Extends the DF raw language with a dynamical macro template system. Make your mods concise, legible, configurable, intercompatible and perfectly extendable!

Go check it out. Blast is to DF like Forge is to Minecraft. It makes modding so, so much easier.
Title: Re: Community Mods and utilities list.
Post by: milo christiansen on May 15, 2013, 06:13:49 pm
Saurian civilization mod (http://www.bay12forums.com/smf/index.php?topic=125141.0)

Now that I am more-or-less done with this it is time for it to be listed.

"Saurians are a small reptilian race of swamp dwellers that canot dig srone. (inspired by, but not a clone of, Kobold Camp)"
Title: Re: Community Mods and utilities list.
Post by: profit on May 19, 2013, 05:54:06 pm
Here's a thing I made. I want you all to see this thing, and I want it to be put in the first post.

Blast (http://www.bay12forums.com/smf/index.php?topic=125997.0) - Raw parser, compiler and assembler. Extends the DF raw language with a dynamical macro template system. Make your mods concise, legible, configurable, intercompatible and perfectly extendable!

Go check it out. Blast is to DF like Forge is to Minecraft. It makes modding so, so much easier.

Added.  5/19/2013

Saurian civilization mod (http://www.bay12forums.com/smf/index.php?topic=125141.0) Saurians are a small reptilian race of swamp dwellers that can not dig stone.

Now that I am more-or-less done with this it is time for it to be listed.



Added 5/19/2013
Title: Re: Community Mods and utilities list.
Post by: thistleknot on May 24, 2013, 02:36:13 pm
I'm still a newb with modding, but I think at 3 weeks I've done a good job of merging two mods together (accelerated mod and civilization forge plus a few items from masterwork and some of my own changes).  I'd like to add it to the list as CivMWForge

http://www.bay12forums.com/smf/index.php?topic=125119.msg4177533#msg4177533

If you have permission to do such things like the mod merge I will gladly add this mod (I am sure the authors will give it, but I just like to make sure =)

I guess no approval then huh?
Title: Re: Community Mods and utilities list.
Post by: Meph on May 24, 2013, 09:36:57 pm
I know that thistleknot has both mine and Mepheanstars approval.
Title: Re: Community Mods and utilities list.
Post by: palu on May 27, 2013, 01:48:52 pm
Masterwork has been moved to http://www.bay12forums.com/smf/index.php?topic=125633.0, with a subforum at http://www.bay12forums.com/smf/index.php?board=24.0
Title: Re: Community Mods and utilities list.
Post by: profit on May 29, 2013, 12:20:38 am
I'm still a newb with modding, but I think at 3 weeks I've done a good job of merging two mods together (accelerated mod and civilization forge plus a few items from masterwork and some of my own changes).  I'd like to add it to the list as CivMWForge

http://www.bay12forums.com/smf/index.php?topic=125119.msg4177533#msg4177533

If you have permission to do such things like the mod merge I will gladly add this mod (I am sure the authors will give it, but I just like to make sure =)

I guess no approval then huh?

I know that thistleknot has both mine and Mepheanstars approval.

That's good enough for me.    This has been here long enough if anyone disapproved, they could have spoken up by now =)

Added 5/29/2013
Title: Re: Community Mods and utilities list.
Post by: PeridexisErrant on June 18, 2013, 07:33:03 pm
Unofficial updated LNP (http://dffd.wimbli.com/file.php?id=7622) - literally every single component from the classic LNP has been updated, and I included a bunch of other stuff too. 

AFAIK no one has a problem with properly credited redistribution, LucasUP is cool with LNP variants, and I'm happy to change stuff around if there is a problem. 
Title: Re: Community Mods and utilities list.
Post by: profit on June 24, 2013, 04:34:46 pm
Unofficial updated LNP (http://dffd.wimbli.com/file.php?id=7622) - literally every single component from the classic LNP has been updated, and I included a bunch of other stuff too. 

AFAIK no one has a problem with properly credited redistribution, LucasUP is cool with LNP variants, and I'm happy to change stuff around if there is a problem.

Added.   6/24/2013

Just a reminder, I most of the time require a link to the thread not the file, but I saw it in your signature so you are good to go this time.   Just for future reference.


Title: Re: Community Mods and utilities list.
Post by: PeridexisErrant on June 24, 2013, 07:43:18 pm
Thanks - if I ever have something else that goes here, thread it is. 
Title: Re: Community Mods and utilities list.
Post by: profit on June 25, 2013, 04:59:30 am
On that note, by unanimous consent I would like to replace the original Lazy noob pack with the updated lazy noob pack, also I would like to replace Dwarf therapist with splinters version as the prime versions of these helper tools that are linked because the originals are kinda unmaintained as far as I can tell.   

Any opposition to this idea?  ( 6/25/2013 )
Title: Re: Community Mods and utilities list.
Post by: Meph on June 25, 2013, 09:05:41 am
+ for splinterz DT
+ for adv. LNP

I can also imagine that it would be worth waiting a week or two till Toady has figured out a nice way to organize the modding forum, and most authors had a chance to properly sort their threads into the childsboards, and only then update the links.
Title: Re: Community Mods and utilities list.
Post by: Rose on June 25, 2013, 09:06:44 am
Stonesense  (http://www.bay12forums.com/smf/index.php?topic=106497.0)and Isoworld  (http://www.bay12forums.com/smf/index.php?topic=70700.0)have been moved to sub-forums.
Title: Re: Community Mods and utilities list.
Post by: PeridexisErrant on August 29, 2013, 08:21:49 pm
The Macnewbie pack (http://www.bay12forums.com/smf/index.php?topic=128960) has had a similar third-party update to my LNP - worth including. 

There's a new cross-platform LNP gui (http://www.bay12forums.com/smf/index.php?topic=124613) - note though that this is only the gui, and includes no contents - complete packs based on it include (so far) my expanded LNP and fricy's MacNewbie reborn above; there's an open call for someone to maintain a Linux LNP.

My expanded LNP has also recently 'come of age', in that I feel it's a stable and established alternative to the classic LNP; #4 DLs/day could be an early spike, but #9 and rising for all-time most downloads on DFFD counts for something.  However, I'd not want the link to the classic version removed entirely - maybe something like '[Expanded Lazy Newb Pack], an updated and much expanded version of the outdated [classic LNP]'?

ResMar has created an excellent userguide for Splinterz DT (here (http://www.bay12forums.com/smf/index.php?topic=122968.msg4524287#msg4524287)). 

There are two great new graphics packs too; Obsidian (http://www.bay12forums.com/smf/index.php?topic=126934) and Spacefox (http://www.bay12forums.com/smf/index.php?topic=129219)

I think that's all; I'll probably remember other stuff I stuck in my LNP that's not listed later. 
Title: Re: Community Mods and utilities list.
Post by: PeridexisErrant on November 03, 2013, 01:12:19 am
There's also a Lazy Newb Pack for Linux (http://www.bay12forums.com/smf/index.php?topic=130792) now. 

10-15-20-30 Embark size - there's a dfhack script "startdwarf #", which allows you to embark with any number of dwarves - might be worth noting here. 

And it feels kinda awkward, but I do think that the old LNP is truly obsolete now - even the LNP GUI itself has been replaced with an updated, cross-platform edition.
Title: Re: Community Mods and utilities list.
Post by: profit on January 04, 2014, 01:18:30 am
The Macnewbie pack (http://www.bay12forums.com/smf/index.php?topic=128960) has had a similar third-party update to my LNP - worth including. 
There's also a Lazy Newb Pack for Linux (http://www.bay12forums.com/smf/index.php?topic=130792) now. 

10-15-20-30 Embark size - there's a dfhack script "startdwarf #", which allows you to embark with any number of dwarves - might be worth noting here. 

And it feels kinda awkward, but I do think that the old LNP is truly obsolete now - even the LNP GUI itself has been replaced with an updated, cross-platform edition.


I have been watching the forums waiting for things to settle down a bit with the moving and creation of subforums.  I made some of the updates to the list, will probably do more sometime.
 
Title: Re: Community Mods and utilities list.
Post by: Meph on January 04, 2014, 05:58:55 am
I think the moving down has settled a bit. With deons and putnams mods and scripts in the mod-release and utility sections, I dont think there will be many changes anymore. Just phoebus still has his tileset-thread in the old modding section, he hasnt moved it to the tileset releases.
Title: Re: Community Mods and utilities list.
Post by: Knight Otu on January 04, 2014, 11:00:30 am
And moving a thread doesn't change the link anyway.
Title: Re: Community Mods and utilities list.
Post by: dwarf_reform on January 04, 2014, 01:01:14 pm
Was wondering if we could get a separate section that covers mods that either BARELY change, or refine, the main game, or even simplify the main game.. LNP, Perdaxis (maybe, can't exactly remember), the one Deon made/is making as a modder starting base, Accelerated DF, things like those..

I'm looking for a purified DF experience, kinda like what Deon did with removing redundant animals and such, but I'm not sure which one is "the best" as there are five zillion mods and some of them have fallen back multiple pages into the forums, and some are not easily identifiable without researching every one (not that I'm asking you to research every one for me, but, you know :P)

Just a suggestion :>
Title: Re: Community Mods and utilities list.
Post by: profit on January 04, 2014, 06:06:06 pm
Was wondering if we could get a separate section that covers mods that either BARELY change, or refine, the main game, or even simplify the main game.. LNP, Perdaxis (maybe, can't exactly remember), the one Deon made/is making as a modder starting base, Accelerated DF, things like those..

I'm looking for a purified DF experience, kinda like what Deon did with removing redundant animals and such, but I'm not sure which one is "the best" as there are five zillion mods and some of them have fallen back multiple pages into the forums, and some are not easily identifiable without researching every one (not that I'm asking you to research every one for me, but, you know :P)

Just a suggestion :>

LOL no, I have not played any of these mods really, if the authors tell me they want a mod somewhere, I usually put it there, if the community says they want a mod somewhere, sometimes I will put it there, but honestly I do not know what most of them do well enough to go that granular.   You can feel free to ask though and someone who has played them could possibly tell you.
Title: Re: Community Mods and utilities list.
Post by: milo christiansen on January 08, 2014, 06:53:41 pm
Updates:
Remove the listing for my saurian mod, it's way outdated and replaced by Better Dorfs
Better Dorfs, An addon pack for Rubble containing ~50 addons. http://www.bay12forums.com/smf/index.php?topic=126788.0
Rubble, An all-in-one modding utility and mod loader, comes with some useful addons. http://www.bay12forums.com/smf/index.php?topic=128013.0
Title: Re: Community Mods and utilities list.
Post by: profit on January 12, 2014, 01:06:51 pm
Updates:
Remove the listing for my saurian mod, it's way outdated and replaced by Better Dorfs
Better Dorfs, An addon pack for Rubble containing ~50 addons. http://www.bay12forums.com/smf/index.php?topic=126788.0
Rubble, An all-in-one modding utility and mod loader, comes with some useful addons. http://www.bay12forums.com/smf/index.php?topic=128013.0
Done 1/12/2014
Title: Re: Community Mods and utilities list.
Post by: milo christiansen on January 13, 2014, 01:56:56 pm
Thank you :)
Title: Re: Community Mods and utilities list.
Post by: Putnam on March 11, 2014, 03:23:59 pm
Remove "What has science done?!", replace it with:
 Fantastic Dwarf Fortress: (http://www.bay12forums.com/smf/index.php?topic=136658.0) a mod that aims to remove micromanagement while still managing to add features. Aims to have an easier early game but a harder end-game.
Title: Re: Community Mods and utilities list.
Post by: profit on March 15, 2014, 11:13:29 am
Remove "What has science done?!", replace it with:
 Fantastic Dwarf Fortress: (http://www.bay12forums.com/smf/index.php?topic=136658.0) a mod that aims to remove micromanagement while still managing to add features. Aims to have an easier early game but a harder end-game.
That message sounds like it came from a killbot but I have done the task.
Title: Looking For a Mapping Utility
Post by: GarrinG7 on March 26, 2014, 08:32:53 am
Hey Gang,

I'm looking for a utility that takes a DF map file and converts it into a realistically textured image using some sort of conversion. I used it two years ago and for the life of me can't remember the name.
The results are beautiful, with forests, plains, rivers, and even settlements rendered as if hand drawn or taken from space.

Any help would be appreciated,

Garrin
Title: Re: Community Mods and utilities list.
Post by: Rose on March 26, 2014, 01:17:54 pm
There's two of them, depending on the perspective you want.
One is the fantasy map maker photoshop action script, the other is isoworld.
Title: Re: Community Mods and utilities list.
Post by: GarrinG7 on March 27, 2014, 02:31:37 pm
There's two of them, depending on the perspective you want.
One is the fantasy map maker photoshop action script, the other is isoworld.

Awesome, thanks! I found the GIMP version I needed, as well.

G
Title: Re: Community Mods and utilities list.
Post by: PeridexisErrant on May 30, 2014, 07:29:18 pm
A new utility which aims to replace Chromafort - and it's already less temperamental:

http://www.bay12forums.com/smf/index.php?topic=138590
Title: Re: Community Mods and utilities list.
Post by: profit on June 09, 2014, 04:07:43 pm
A new utility which aims to replace Chromafort - and it's already less temperamental:

http://www.bay12forums.com/smf/index.php?topic=138590

Sorry I have not been here in a while.    Can you please give a more descriptive description.  I will add it anyhow, but I dont even know what its name is at this point and would like to have your short description instead of one i bake myself
.
Title: Re: Community Mods and utilities list.
Post by: PeridexisErrant on June 09, 2014, 05:55:06 pm
"PictureFort (http://www.bay12forums.com/smf/index.php?topic=138590) - a utility that converts images to Quickfort blueprints; more flexible and stable than Chromafort."

Code: [Select]
"[url=http://www.bay12forums.com/smf/index.php?topic=138590]PictureFort[/url] - a utility that converts images to Quickfort blueprints; more flexible and stable than Chromafort."
Title: Re: Community Mods and utilities list.
Post by: Evaris on June 10, 2014, 06:43:14 am
Figured I'd bring up my mod for addition to the Dwarf Fortress mods list, Orichalcum.
http://www.bay12forums.com/smf/index.php?topic=139059.0
Title: Re: Community Mods and utilities list.
Post by: profit on June 12, 2014, 08:19:38 pm
"PictureFort (http://www.bay12forums.com/smf/index.php?topic=138590) - a utility that converts images to Quickfort blueprints; more flexible and stable than Chromafort."

Code: [Select]
"[url=http://www.bay12forums.com/smf/index.php?topic=138590]PictureFort[/url] - a utility that converts images to Quickfort blueprints; more flexible and stable than Chromafort."
Thank you =)
Added 6-12-2014
Title: Re: Community Mods and utilities list.
Post by: Meph on June 12, 2014, 08:37:33 pm
Hey, after seeing some activity here, I thought maybe you could update the MasterworkDF entry. :)

Current message:
Quote
☼MASTERWORK☼ Dwarf Fortress A mod package that makes DF 4 times as big, but still keeps true to the atmosphere of DF. Adds 110+ Buildings, 2000+ Reactions and 1000+ Creatures. Runs about 25% faster then the unmodded game. Includes Utilities and 2 playable race plugins -> ☼Orc Fortress☼ and ☼Kobold Camp☼

New message:
Code: [Select]
[url=http://www.bay12forums.com/smf/index.php?topic=125633.0]☼Masterwork DF☼[/url] - A mod package 6 times the size of DF, but still true to the atmosphere. Adds 500+ Buildings, 10000+ Reactions and 1400+ Creatures. Includes 25 tilesets, settings and 6 playable and unique races.
Not sure if its really necessary, with the entire board and all, but hey, why not?
Title: Re: Community Mods and utilities list.
Post by: Evaris on June 12, 2014, 09:08:08 pm
I suppose I needed a summary, didn't I?... still hopping maybe to make the list. 

"The goal of Orichalcum is to add as much content as possible, while retaining DF's present feel.  This means no magic, no huge expansion on the number of buildings, but giving uses to otherwise underused minerals and objects in-game, as well as a rich expansion within present categories of items and minerals.  The mod is continually undergoing expansion and ideas are always welcome." 
Title: Re: Community Mods and utilities list.
Post by: Meph on June 12, 2014, 09:12:40 pm
I suppose I needed a summary, didn't I?... still hopping maybe to make the list. 

"The goal of Orichalcum is to add as much content as possible, while retaining DF's present feel.  This means no magic, no huge expansion on the number of buildings, but giving uses to otherwise underused minerals and objects in-game, as well as a rich expansion within present categories of items and minerals.  The mod is continually undergoing expansion and ideas are always welcome."
I'll just tell you what Profit probably will say: Its a bit long. Do not name what you dont add, just focus on what you have. :)
Title: Re: Community Mods and utilities list.
Post by: Evaris on June 12, 2014, 09:33:36 pm
I suppose I needed a summary, didn't I?... still hopping maybe to make the list. 

"The goal of Orichalcum is to add as much content as possible, while retaining DF's present feel.  This means no magic, no huge expansion on the number of buildings, but giving uses to otherwise underused minerals and objects in-game, as well as a rich expansion within present categories of items and minerals.  The mod is continually undergoing expansion and ideas are always welcome."
I'll just tell you what Profit probably will say: Its a bit long. Do not name what you dont add, just focus on what you have. :)

So... something like...
"The goal of Orichalcum is to add no huge expansion on the number of buildings, but giving uses to otherwise underused minerals and objects in-game, as well as an expansion of present categories of items and minerals."

then?
Title: Re: Community Mods and utilities list.
Post by: PeridexisErrant on June 13, 2014, 12:27:18 am
Since we're on a roll, and it seems that providing a paste-able line was useful: 

There are two great new graphics packs too; Obsidian (http://www.bay12forums.com/smf/index.php?topic=126934) and Spacefox (http://www.bay12forums.com/smf/index.php?topic=129219)
To add to the graphics section: 
Code: [Select]
[url=http://www.bay12forums.com/smf/index.php?topic=126934]Obsidian Graphics set[/url] - with animated grass
[url=http://www.bay12forums.com/smf/index.php?topic=129219]Spacefox 16x16 Graphic and Tileset[/url]

And two updates for the newbie packs section:  update the description of mine, and add the Linux LNP:
Code: [Select]
[url=http://www.bay12forums.com/smf/index.php?topic=126076]The DF Starter Pack[/url] bundles Dwarf Fortress with the best community graphics packs, tools, and interface improvements already configured - so getting the best of everything only takes a single download and no fiddling.  It replaces the old [url=http://www.bay12forums.com/smf/index.php?topic=59026]Lazy Newb Pack[/url].

[url=http://www.bay12forums.com/smf/index.php?topic=130792]Lazy Newb Pack Installer for Linux[/url] - a script which downloads and configures Linux-native versions of the LNP components, with dependency and checksum verification.
Title: Re: Community Mods and utilities list.
Post by: profit on June 13, 2014, 06:16:59 pm
Hey, after seeing some activity here, I thought maybe you could update the MasterworkDF entry. :)

Current message:
Quote
☼MASTERWORK☼ Dwarf Fortress A mod package that makes DF 4 times as big, but still keeps true to the atmosphere of DF. Adds 110+ Buildings, 2000+ Reactions and 1000+ Creatures. Runs about 25% faster then the unmodded game. Includes Utilities and 2 playable race plugins -> ☼Orc Fortress☼ and ☼Kobold Camp☼

New message:
Code: [Select]
[url=http://www.bay12forums.com/smf/index.php?topic=125633.0]☼Masterwork DF☼[/url] - A mod package 6 times the size of DF, but still true to the atmosphere. Adds 500+ Buildings, 10000+ Reactions and 1400+ Creatures. Includes 25 tilesets, settings and 6 playable and unique races.
Not sure if its really necessary, with the entire board and all, but hey, why not?

Ehh oh well... I updated it anyhow.

6-13-2014
Title: Re: Community Mods and utilities list.
Post by: profit on June 13, 2014, 06:22:18 pm
I suppose I needed a summary, didn't I?... still hopping maybe to make the list. 

"The goal of Orichalcum is to add as much content as possible, while retaining DF's present feel.  This means no magic, no huge expansion on the number of buildings, but giving uses to otherwise underused minerals and objects in-game, as well as a rich expansion within present categories of items and minerals.  The mod is continually undergoing expansion and ideas are always welcome."
I'll just tell you what Profit probably will say: Its a bit long. Do not name what you dont add, just focus on what you have. :)

So... something like...
"The goal of Orichalcum is to add no huge expansion on the number of buildings, but giving uses to otherwise underused minerals and objects in-game, as well as an expansion of present categories of items and minerals."

then?
LOL... I would say it like this:
Orichalcum (http://www.bay12forums.com/smf/index.php?topic=139059.0) This mod gives uses to otherwise underused minerals and objects in-game, as well as an expanding on the present categories of items and minerals.

Title: Re: Community Mods and utilities list.
Post by: profit on June 13, 2014, 06:28:40 pm
Since we're on a roll, and it seems that providing a paste-able line was useful: 

There are two great new graphics packs too; Obsidian (http://www.bay12forums.com/smf/index.php?topic=126934) and Spacefox (http://www.bay12forums.com/smf/index.php?topic=129219)
To add to the graphics section: 
Code: [Select]
[url=http://www.bay12forums.com/smf/index.php?topic=126934]Obsidian Graphics set[/url] - with animated grass
[url=http://www.bay12forums.com/smf/index.php?topic=129219]Spacefox 16x16 Graphic and Tileset[/url]

And two updates for the newbie packs section:  update the description of mine, and add the Linux LNP:
Code: [Select]
[url=http://www.bay12forums.com/smf/index.php?topic=126076]The DF Starter Pack[/url] bundles Dwarf Fortress with the best community graphics packs, tools, and interface improvements already configured - so getting the best of everything only takes a single download and no fiddling.  It replaces the old [url=http://www.bay12forums.com/smf/index.php?topic=59026]Lazy Newb Pack[/url].

[url=http://www.bay12forums.com/smf/index.php?topic=130792]Lazy Newb Pack Installer for Linux[/url] - a script which downloads and configures Linux-native versions of the LNP components, with dependency and checksum verification.

Yeah, it allows me to be lazy.  I do like that.

Everything is added.
Title: Re: Community Mods and utilities list.
Post by: PeridexisErrant on June 13, 2014, 07:07:11 pm
And now delete the line about the "expanded LNP", since that's the same thing as the starter pack. :)
Title: Re: Community Mods and utilities list.
Post by: palu on June 22, 2014, 07:33:04 pm
DFHack has been updated to r5, new thread is [ur=http://www.bay12forums.com/smf/index.php?topic=139553.0l]Here[/url]
Title: Re: Community Mods and utilities list.
Post by: Lucelle on July 07, 2014, 10:46:15 pm
Updated my Lucelle Weapons and Armour pack for 0.40
Title: Re: Community Mods and utilities list.
Post by: profit on July 08, 2014, 06:58:26 pm
And now delete the line about the "expanded LNP", since that's the same thing as the starter pack. :)

Ok done.
DFHack has been updated to r5, new thread is [ur=http://www.bay12forums.com/smf/index.php?topic=139553.0l]Here[/url]
Updated

Updated my Lucelle Weapons and Armour pack for 0.40
Would you like the listing changed somehow?
Title: Re: Community Mods and utilities list.
Post by: profit on July 08, 2014, 07:01:34 pm
NEW VERSION OF DWARF FORTRESS!!!!!

As always make sure if you find mods that do not work or cause problems with the current version mention them on here and to the mods creators.   Happy dwarfing all =)
Title: Re: Community Mods and utilities list.
Post by: Putnam on July 08, 2014, 07:14:37 pm
Every mod is broken with the current version except for a select few that have already updated.
Title: Re: Community Mods and utilities list.
Post by: Lucelle on July 08, 2014, 10:52:12 pm


Updated my Lucelle Weapons and Armour pack for 0.40
Would you like the listing changed somehow?

Yes please, "Adds in over 100 historical weapons and armour from a variety of cultures."

I figure the slightly ambiguous number leaves me a little room to add some more pieces here and there in future updates without having to constantly change the listing message.
Title: Re: Community Mods and utilities list.
Post by: profit on July 10, 2014, 12:29:59 am


Updated my Lucelle Weapons and Armour pack for 0.40
Would you like the listing changed somehow?

Yes please, "Adds in over 100 historical weapons and armour from a variety of cultures."

I figure the slightly ambiguous number leaves me a little room to add some more pieces here and there in future updates without having to constantly change the listing message.
ok =)
Title: Re: Community Mods and utilities list.
Post by: profit on July 10, 2014, 12:33:48 am
Every mod is broken with the current version except for a select few that have already updated.

Great....

Thanks though, i think i will mention it on the mod page.

Actually... I think I may start a new list...   Will need to think on that... And how about some community input...


I am thinking about moving all current mods to a separate list and starting a new one with mods compatible with 40.01+   If you think this is a good or a bad idea, leave a comment saying so.
Title: Re: Community Mods and utilities list.
Post by: MagmaMcFry on July 10, 2014, 12:53:44 am
Good idea.
Title: Re: Community Mods and utilities list.
Post by: PeridexisErrant on July 10, 2014, 01:23:59 am
Yep, good idea.
Title: Re: Community Mods and utilities list.
Post by: Lucelle on July 10, 2014, 02:14:49 am
Sounds like a good idea, or just section off mods based on what version they're for.
Title: Re: Community Mods and utilities list.
Post by: Cozmopolit on July 10, 2014, 02:24:21 pm
Yes, Good Idea. Make it so  8)
Title: Re: Community Mods and utilities list.
Post by: mnjiman on July 10, 2014, 05:34:26 pm
I think that is a great idea. I was waiting for this to occur tbh, but still appreciate you asking the community first.
Title: Re: Community Mods and utilities list.
Post by: Evaris on July 10, 2014, 05:37:08 pm
I approve, and am ready. 
Title: Re: Community Mods and utilities list.
Post by: The Master on July 11, 2014, 03:01:17 am
Make it so!
Title: Re: Community Mods and utilities list.
Post by: fricy on July 11, 2014, 04:56:07 am
+1 for new list,
and please refresh the Macnewbie link to the maintained version. (http://www.bay12forums.com/smf/index.php?topic=128960.0)
Title: Re: Community Mods and utilities list.
Post by: phillosopher on July 11, 2014, 01:58:20 pm
I believe that it might be time to start a new thread with all the mods for 40.01+ as to keep adding here things might start to get lost.
Title: Re: Community Mods and utilities list.
Post by: WJLIII3 on July 11, 2014, 03:10:28 pm
That sounds like a good idea to me. Stickies should not send people off to downloads that will never work with the game they just downloaded.

You know...for all the newbies.
Title: Re: Community Mods and utilities list.
Post by: Rowl on July 11, 2014, 07:42:02 pm
Yes I love the idea
Title: Re: Community Mods and utilities list.
Post by: Dame de la Licorne on July 12, 2014, 10:54:02 am
Hi,

Definitely chiming in on the "for" side, I've been looking for a list of the ones that are getting updated for the new release.

-Dame de la Licorne
Title: Re: Community Mods and utilities list.
Post by: Meph on July 17, 2014, 04:10:32 am
Good idea. :)
Title: Re: Community Mods and utilities list.
Post by: profit on July 19, 2014, 01:24:09 am
Alright, the community has spoken, I will put the current list to an old version list, and bring over only what has been released and updated since 40.01

I have some things I need to do to prepare for the change, but hopefully I will have the new list up in the next week with the old one moved to a page like the v0.28.181.40d and under list.
Title: Re: Community Mods and utilities list.
Post by: The Enigmatic L on July 25, 2014, 08:37:01 am
Definitely on board for a new list!
Title: Re: Community Mods and utilities list.
Post by: profit on July 28, 2014, 03:40:32 am
Alright everyone, new list is up.  If you know of a mod that should be added: Give it's name, give a short description,a link to a bay 12 forum message, and mention which category (Minor mods, utils, graphics packs, ect. )
Title: Re: Community Mods and utilities list.
Post by: Meph on July 28, 2014, 04:23:03 am
Well, if the first page is for 40.x mods only, you better remove MasterworkDF from it. Its still on Df34 and will stay like that for a while. ;)
Title: Re: Community Mods and utilities list.
Post by: PeridexisErrant on July 28, 2014, 05:23:20 am
Well, there was so much still to update in the first post that I just did it for you, which seems to have worked well in the past.  Particularly notable is Putnam, who has done amazing things to update so many mods for 0.40!  (I also re-arranged things to broadly have vanilla stuff and mod stuff in two sections).  Too many changes to note them all, so here's the code:

Spoiler: new OP (click to show/hide)
Spoiler: bbcode (click to show/hide)
Title: Re: Community Mods and utilities list.
Post by: fricy on July 28, 2014, 05:23:35 am
Alright everyone, new list is up.  If you know of a mod that should be added: Give it's name, give a short description,a link to a bay 12 forum message, and mention which category (Minor mods, utils, graphics packs, ect. )

The Macnewbie pack in your list has not been maintained for over 2 years, proper link is in my sig.
Title: Re: Community Mods and utilities list.
Post by: Deon on July 28, 2014, 07:08:29 am
Well, there was so much still to update in the first post that I just did it for you, which seems to have worked well in the past.  Particularly notable is Putnam, who has done amazing things to update so many mods for 0.40!  (I also re-arranged things to broadly have vanilla stuff and mod stuff in two sections).  Too many changes to note them all, so here's the code:

Spoiler: new OP (click to show/hide)
Spoiler: bbcode (click to show/hide)

Good job!

Now please add mine: http://www.bay12forums.com/smf/index.php?topic=140950.0
Wanderer Mod: "Adventure mode crafting and alchemy, more dialogue text, material rebalance and tiered leather and more."
Title: Re: Community Mods and utilities list.
Post by: profit on July 28, 2014, 04:31:38 pm
Well, there was so much still to update in the first post that I just did it for you, which seems to have worked well in the past.  Particularly notable is Putnam, who has done amazing things to update so many mods for 0.40!  (I also re-arranged things to broadly have vanilla stuff and mod stuff in two sections).  Too many changes to note them all, so here's the code:

Spoiler: new OP (click to show/hide)
Spoiler: bbcode (click to show/hide)

That was pretty brash, but I have to admit it is super helpful.  Thank you for taking the time to do that.
Title: Re: Community Mods and utilities list.
Post by: profit on July 28, 2014, 04:38:22 pm
Well, if the first page is for 40.x mods only, you better remove MasterworkDF from it. Its still on Df34 and will stay like that for a while. ;)

Hmm.. well that ruins my way I was checking to see if mods were updated... I was just checking the last edit time on the OP, and people who's last edit was before the release of 40.1 were cut.   Never expected someone to update for the old version of DF.
Title: Re: Community Mods and utilities list.
Post by: profit on July 28, 2014, 04:39:18 pm
Alright everyone, new list is up.  If you know of a mod that should be added: Give it's name, give a short description,a link to a bay 12 forum message, and mention which category (Minor mods, utils, graphics packs, ect. )

The Macnewbie pack in your list has not been maintained for over 2 years, proper link is in my sig.

Updated.
Title: Re: Community Mods and utilities list.
Post by: profit on July 28, 2014, 04:44:32 pm
Well, there was so much still to update in the first post that I just did it for you, which seems to have worked well in the past.  Particularly notable is Putnam, who has done amazing things to update so many mods for 0.40!  (I also re-arranged things to broadly have vanilla stuff and mod stuff in two sections).  Too many changes to note them all, so here's the code:

Spoiler: new OP (click to show/hide)
Spoiler: bbcode (click to show/hide)

Good job!

Now please add mine: http://www.bay12forums.com/smf/index.php?topic=140950.0
Wanderer Mod: "Adventure mode crafting and alchemy, more dialogue text, material rebalance and tiered leather and more."

Added 7-28-2014
Title: Re: Community Mods and utilities list.
Post by: Meph on July 29, 2014, 12:45:44 am
Well, if the first page is for 40.x mods only, you better remove MasterworkDF from it. Its still on Df34 and will stay like that for a while. ;)

Hmm.. well that ruins my way I was checking to see if mods were updated... I was just checking the last edit time on the OP, and people who's last edit was before the release of 40.1 were cut.   Never expected someone to update for the old version of DF.
Its because of the utilities. Even if I updated all the raws and the .exe, I couldnt release the mod without dfhack. And the last mod update was on the 27th June, that was before the latest DF update, not after. ;)

I will let you know once MDF is on DF2014. :)
Title: Re: Community Mods and utilities list.
Post by: Knight Otu on July 29, 2014, 08:19:30 am
Direforged (http://www.bay12forums.com/smf/index.php?topic=53928.0) has been updated to 0.40.05. Direforged introduces several new entities, many with their own languages, more than fifty creatures of various nature, from hiveable vermin to megabeasts and night creatures, decorative and mythic workshops, and a gem-based adventure mode magic system.
Title: Re: Community Mods and utilities list.
Post by: profit on August 07, 2014, 05:36:27 pm
Direforged (http://www.bay12forums.com/smf/index.php?topic=53928.0) has been updated to 0.40.05. Direforged introduces several new entities, many with their own languages, more than fifty creatures of various nature, from hiveable vermin to megabeasts and night creatures, decorative and mythic workshops, and a gem-based adventure mode magic system.
Added back in
8-7-2014
Title: Re: Community Mods and utilities list.
Post by: Knight Otu on August 14, 2014, 05:32:34 pm
My Random Raw Scripts (http://www.bay12forums.com/smf/index.php?topic=91255.0) have been updated for 0.40.x: A set of four Python 2.7 scripts that randomly generate large beasts, vermin (including giant versions), night creature hags, and vampires.
Title: Re: Community Mods and utilities list.
Post by: profit on August 18, 2014, 01:56:29 am
My Random Raw Scripts (http://www.bay12forums.com/smf/index.php?topic=91255.0) have been updated for 0.40.x: A set of four Python 2.7 scripts that randomly generate large beasts, vermin (including giant versions), night creature hags, and vampires.
Added 8-18-2014
Title: Re: Community Mods and utilities list.
Post by: milo christiansen on August 27, 2014, 05:24:47 pm
The entry for Rubble should be replaced with the new version for 40.x (link in sig), also the entry for Better Dorfs (which directly follows Rubble) should be removed.

New description: Rubble: An all-in-one modding utility and mod loader, comes with a large collection (over 50) of mini-mods, ready to install and use.
(or something like that anyway)
Title: Re: Community Mods and utilities list.
Post by: Zanzetkuken The Great on September 01, 2014, 08:54:55 pm
Please add the new thread for Draconic Civilization to the list:

Link is here (http://www.bay12forums.com/smf/index.php?topic=143238.0)

Description: The restarted from scratch version of the Dragonic Civilization mod.  This edition is now prepackaged and hosts new creatures, a new setting, tiered metals, and maps of the eastern and western hemispheres of earth.
Title: Re: Community Mods and utilities list.
Post by: profit on September 14, 2014, 01:12:32 am
Added

Dark Ages: Mythos of Rammok (http://www.bay12forums.com/smf/index.php?topic=143540.0)
Dragonic Civilization (http://www.bay12forums.com/smf/index.php?topic=143238.0) The restarted from scratch version of the Dragonic Civilization mod.  This edition is now prepackaged and hosts new creatures, a new setting, tiered metals, and maps of the eastern and western hemispheres of earth.

My gf is complaining though about not seeing her though so I have to run.
Title: Re: Community Mods and utilities list.
Post by: milo christiansen on September 22, 2014, 03:23:37 pm
The Rubble entry is still way out of date...

The entry for Rubble should be replaced with the new version for 40.x (link in sig), also the entry for Better Dorfs (which directly follows Rubble) should be removed.

New description: Rubble: An all-in-one modding utility and mod loader, comes with a large collection (over 50) of mini-mods, ready to install and use.
(or something like that anyway)
(The "over 50" part should be "almost 100")
Title: Re: Community Mods and utilities list.
Post by: Jake on October 05, 2014, 07:49:34 am
Black Powder Firearms has now been updated to be compatible with 40.13.
Title: Re: Community Mods and utilities list.
Post by: profit on October 15, 2014, 05:39:38 pm
Black Powder Firearms has now been updated to be compatible with 40.13.

Added

The Rubble entry is still way out of date...

The entry for Rubble should be replaced with the new version for 40.x (link in sig), also the entry for Better Dorfs (which directly follows Rubble) should be removed.

New description: Rubble: An all-in-one modding utility and mod loader, comes with a large collection (over 50) of mini-mods, ready to install and use.
(or something like that anyway)
(The "over 50" part should be "almost 100")

Please do note, I would like to not get in the habit of changing descriptions often, but it has been changed.
Title: Re: Community Mods and utilities list.
Post by: milo christiansen on October 27, 2014, 06:31:32 pm
Thank you!
Title: Re: Community Mods and utilities list.
Post by: Stalhansch on November 18, 2014, 05:32:04 pm
Please add Stal's Armoury Pack (http://www.bay12forums.com/smf/index.php?topic=142993.0)

Suggested description: Contains about 70 historical weapons and 65 historical articles of armour and clothing. Also changes how weapons and armour behave.

Should be compatible with 40.14 and onward.
Title: Re: Community Mods and utilities list.
Post by: profit on December 15, 2014, 06:56:32 pm
Please add Stal's Armoury Pack (http://www.bay12forums.com/smf/index.php?topic=142993.0)

Suggested description: Contains about 70 historical weapons and 65 historical articles of armour and clothing. Also changes how weapons and armour behave.

Should be compatible with 40.14 and onward.

Added 12-15-2014
(Finally saw this when I was not at work)

Title: Re: Community Mods and utilities list.
Post by: Stalhansch on December 17, 2014, 12:46:48 am
Added 12-15-2014
(Finally saw this when I was not at work)
Thanks!
Title: Re: Community Mods and utilities list.
Post by: Teneb on December 26, 2014, 05:45:59 pm
Could you add the 0.40 version of Nchardahrk (http://www.bay12forums.com/smf/index.php?topic=83992.0) to the list?

As for the description, stating that it is an Elder Scrolls total conversion mod should suffice.
Title: Re: Community Mods and utilities list.
Post by: Raidau on January 20, 2015, 06:06:28 am
Could you include this one?

Extended item viewscreen - http://www.bay12forums.com/smf/index.php?topic=147707.0

Description may be the same as on DFFD page:

Shows vast amount if useful information on item view screen. Armor and weapon properties, important material stats.
Easy and convenient - does not need to be manually activated every time, works in fortress and adventure modes, should be compatible with most mods.
Title: Re: Community Mods and utilities list.
Post by: Crimson Beard 13 on February 06, 2015, 07:43:30 pm
ok so im brand new to modding dwarf fortress i wanted to make a different kangaroo that lives longer and is rarer for lols but i dont know where to put it after i have the notepad file o-o ? can anyone tell me how XD
Title: Re: Community Mods and utilities list.
Post by: fricy on February 07, 2015, 04:23:57 am
ok so im brand new to modding dwarf fortress i wanted to make a different kangaroo that lives longer and is rarer for lols but i dont know where to put it after i have the notepad file o-o ? can anyone tell me how XD
Wrong topic. First read up on this (http://dwarffortresswiki.org/index.php/DF2014:Modding_guide), then ask your questions here. (http://www.bay12forums.com/smf/index.php?topic=110027)
Title: Re: Community Mods and utilities list.
Post by: Bohandas on February 18, 2015, 02:13:10 am
WinMerge is a hella useful file comparison tool. I'm glad this thread turned me on to it.
Title: Re: Community Mods and utilities list.
Post by: profit on March 02, 2015, 03:28:17 am
Could you add the 0.40 version of Nchardahrk (http://www.bay12forums.com/smf/index.php?topic=83992.0) to the list?

As for the description, stating that it is an Elder Scrolls total conversion mod should suffice.

Added
Title: Re: Community Mods and utilities list.
Post by: profit on March 02, 2015, 03:31:39 am
Could you include this one?

Extended item viewscreen - http://www.bay12forums.com/smf/index.php?topic=147707.0

Description may be the same as on DFFD page:

Shows vast amount if useful information on item view screen. Armor and weapon properties, important material stats.
Easy and convenient - does not need to be manually activated every time, works in fortress and adventure modes, should be compatible with most mods.
Added
Title: Re: Community Mods and utilities list.
Post by: Igfig on March 07, 2015, 03:53:32 pm
Oh, I just noticed that the Modest Mod fell off the list when DF updated to v0.40.

Modest Mod (http://www.bay12forums.com/smf/index.php?topic=148265.0) - a collection of tweaks, bugfixes, and FPS boosters.
Title: Re: Community Mods and utilities list.
Post by: TomiTapio on March 20, 2015, 05:09:50 pm
The OldGenesis major mod has been finally updated from 40.15 to 40.24. By me.
Post: http://www.bay12forums.com/smf/index.php?topic=52988.msg6103181#msg6103181
Title: Re: Community Mods and utilities list.
Post by: PeridexisErrant on May 03, 2015, 07:20:24 pm
A few updates:

DFHack has been well and truly updated by now.  Falconne's plugins are included by default and no longer exist separately.

Under Visualisers, Fortress Overseer doesn't work for 40.xx and item-info is a misc. util, not a visualiser.  [urlhttp://www.bay12forums.com/smf/index.php?topic=146473]Armok Vision[/url] could be added.

Runesmith isn't compatible past 31.25

PyLNP (http://www.bay12forums.com/smf/index.php?topic=140808) is an open-source and cross-platform launcher for DF and related content - including managing and merging mods.
Title: Re: Community Mods and utilities list.
Post by: profit on May 29, 2015, 10:54:28 am
Sorry all, updated my computer and forgot to check in on the threads since.

Oh, I just noticed that the Modest Mod fell off the list when DF updated to v0.40.

Modest Mod (http://www.bay12forums.com/smf/index.php?topic=148265.0) - a collection of tweaks, bugfixes, and FPS boosters.

Added.

The OldGenesis major mod has been finally updated from 40.15 to 40.24. By me.
Post: http://www.bay12forums.com/smf/index.php?topic=52988.msg6103181#msg6103181

Added.

A few updates:

DFHack has been well and truly updated by now.  Falconne's plugins are included by default and no longer exist separately.

Under Visualisers, Fortress Overseer doesn't work for 40.xx and item-info is a misc. util, not a visualiser.  [urlhttp://www.bay12forums.com/smf/index.php?topic=146473]Armok Vision[/url] could be added.

Runesmith isn't compatible past 31.25

PyLNP (http://www.bay12forums.com/smf/index.php?topic=140808) is an open-source and cross-platform launcher for DF and related content - including managing and merging mods.

Alright I will look into these,
Title: Re: Community Mods and utilities list.
Post by: madk on June 01, 2015, 03:07:05 am
Would you add PyDwarf (http://www.bay12forums.com/smf/index.php?topic=150857.0) to the list? It's a tool in the vein of ModBase and Rubble but it aims to be friendlier and more comprehensive. Essentially its purpose is to provide capable querying and modification of raws to modders, and easy management and use of modders' scripts by players.
Title: Re: Community Mods and utilities list.
Post by: profit on June 11, 2015, 07:48:16 pm
Would you add PyDwarf (http://www.bay12forums.com/smf/index.php?topic=150857.0) to the list? It's a tool in the vein of ModBase and Rubble but it aims to be friendlier and more comprehensive. Essentially its purpose is to provide capable querying and modification of raws to modders, and easy management and use of modders' scripts by players.
Added.
Title: Re: Community Mods and utilities list.
Post by: profit on June 11, 2015, 07:52:45 pm
LOL wow...

Community Mods and utilities list.
 on: December 20, 2008, 07:57:58 am...


Been a minute that I have been running this thread.
Title: Re: Community Mods and utilities list.
Post by: GrizzlyAdamz on July 27, 2015, 09:17:36 am
Hey, Fear the Night should be moved to the 34.11 category.
Title: Re: Community Mods and utilities list.
Post by: profit on August 13, 2015, 02:25:52 pm
Hey, Fear the Night should be moved to the 34.11 category.

Alright.
Title: Re: Community Mods and utilities list.
Post by: Dirst on September 30, 2015, 09:44:23 am
Hi profit, can you add The Earth Strikes Back! to the list?

The Earth Strikes Back! (http://www.bay12forums.com/smf/index.php?topic=144831.0) Adds surprises to mining like valuable gems, pet rocks, and hostile creatures... plus Tribute workshops to make the most of these surprises.

Compatible with DF 0.40.08 and later (basically anything with a functioning 0.40.x DFHack)
Title: Re: Community Mods and utilities list.
Post by: profit on September 30, 2015, 12:43:01 pm
Hi profit, can you add The Earth Strikes Back! to the list?

The Earth Strikes Back! (http://www.bay12forums.com/smf/index.php?topic=144831.0) Adds surprises to mining like valuable gems, pet rocks, and hostile creatures... plus Tribute workshops to make the most of these surprises.

Compatible with DF 0.40.08 and later (basically anything with a functioning 0.40.x DFHack)

Added 9-30-2015
Title: Re: Community Mods and utilities list.
Post by: profit on December 03, 2015, 08:33:44 pm
Ok new version of DF is up.   Talk to me people =)
Title: Re: Community Mods and utilities list.
Post by: PeridexisErrant on December 03, 2015, 09:46:41 pm
Ok new version of DF is up.   Talk to me people =)

I think it's a month or two early to update the page for 0.42.xx, but here's some updates for 40.24:

Under "Tutorials" - add https://df-walkthrough.rtfd.org (no forums thread)

Under "Graphics Packs" - add Gemset (http://www.bay12forums.com/smf/index.php?topic=150753), Obsidian (http://www.bay12forums.com/smf/index.php?topic=126934), and Fricy's graphics sets (https://github.com/Lazy-Newb-Pack/DFgraphics)

Under "Visualizer Utilities", Fortress overseer has been obsolete since 34.11 and Armok Vision (http://www.bay12forums.com/smf/index.php?topic=146473) is certainly worth adding.  Extended Item Viewscreens are now part of DFHack, so delete that too.

Under "Miscellaneous utilities", Runesmith is totally obsolete and Raw explorer is a modding utility.

I think that's about it - not that there isn't more to add, but nothing really jumps out at the moment.
Title: Re: Community Mods and utilities list.
Post by: profit on December 03, 2015, 11:54:29 pm
Ok new version of DF is up.   Talk to me people =)

I think it's a month or two early to update the page for 0.42.xx, but here's some updates for 40.24:

Under "Tutorials" - add https://df-walkthrough.rtfd.org (no forums thread)

Under "Graphics Packs" - add Gemset (http://www.bay12forums.com/smf/index.php?topic=150753), Obsidian (http://www.bay12forums.com/smf/index.php?topic=126934), and Fricy's graphics sets (https://github.com/Lazy-Newb-Pack/DFgraphics)

Under "Visualizer Utilities", Fortress overseer has been obsolete since 34.11 and Armok Vision (http://www.bay12forums.com/smf/index.php?topic=146473) is certainly worth adding.  Extended Item Viewscreens are now part of DFHack, so delete that too.

Under "Miscellaneous utilities", Runesmith is totally obsolete and Raw explorer is a modding utility.

I think that's about it - not that there isn't more to add, but nothing really jumps out at the moment.

The versions are not completely incompatible so I do not plan to do a clean slate, I just want to see typing, it has been months!!!

Thank you for the notations and I will get them added, moved or deleted here soon.

Title: Re: Community Mods and utilities list.
Post by: jaked122 on December 23, 2015, 12:49:21 pm
Could you add my utility here (http://www.bay12forums.com/smf/index.php?topic=154849.0) to the miscellaneous utility section.
Title: Re: Community Mods and utilities list.
Post by: Bearskie on December 24, 2015, 08:53:08 am
How about DFlangOpt? (http://www.bay12forums.com/smf/index.php?topic=140432.0) It's nothing revolutionary, but it's useful when doing language mods.
Title: Re: Community Mods and utilities list.
Post by: profit on December 29, 2015, 01:05:44 pm
Could you add my utility here (http://www.bay12forums.com/smf/index.php?topic=154849.0) to the miscellaneous utility section.
Added

How about DFlangOpt? (http://www.bay12forums.com/smf/index.php?topic=140432.0) It's nothing revolutionary, but it's useful when doing language mods.
Added
Title: Re: Community Mods and utilities list.
Post by: Jerry The Hellbound on January 12, 2016, 08:27:10 am
Can race mods and somewhat wip mods make it here?
Title: Re: Community Mods and utilities list.
Post by: profit on January 15, 2016, 06:52:20 pm
Can race mods and somewhat wip mods make it here?
All mods are considered WIP.
Title: Re: Community Mods and utilities list.
Post by: Abadrausar on January 27, 2016, 07:52:59 am
Any chances of reclassify Quickfort as essential?
Like therapist and DFhack makes the general experience of playing much more fun...
Title: Re: Community Mods and utilities list.
Post by: profit on January 28, 2016, 10:21:31 pm
Any chances of reclassify Quickfort as essential?
Like therapist and DFhack makes the general experience of playing much more fun...
I will use it and consider it, however usability is one of the keys to being essential, I always found quickfort a little advanced for newer people. That obviously could have changed over the years.
Title: Re: Community Mods and utilities list.
Post by: milo christiansen on February 01, 2016, 01:27:48 pm
I just noticed that the link you have for Rubble is way out of date, the current thread (for the 42.x version) is in my signature.
Title: Re: Community Mods and utilities list.
Post by: profit on February 01, 2016, 05:04:40 pm
I just noticed that the link you have for Rubble is way out of date, the current thread (for the 42.x version) is in my signature.
Thank you. 

Updated 2/1/2016
Title: Re: Community Mods and utilities list.
Post by: Quiet-Sun on February 10, 2016, 12:27:51 pm
Hi Profit!

I just created a bunch of tools for streamlining the production and maintenance of graphics sets (http://www.bay12forums.com/smf/index.php?topic=156173.0). I was wondering if you could including them in your list.

I was thinking that the best category is probably "Dwarf Fortress Graphics packs".   These tools are not a graphics pack, but they allow people to create custom graphics packs and contribute to existing projects with tiles.  Thanks!
Title: Re: Community Mods and utilities list.
Post by: profit on February 16, 2016, 12:41:17 pm
Hi Profit!

I just created a bunch of tools for streamlining the production and maintenance of graphics sets (http://www.bay12forums.com/smf/index.php?topic=156173.0). I was wondering if you could including them in your list.

I was thinking that the best category is probably "Dwarf Fortress Graphics packs".   These tools are not a graphics pack, but they allow people to create custom graphics packs and contribute to existing projects with tiles.  Thanks!

I pondered where to place them but I decided in the end to put it in modding utilities.  I know it is a bit more crowded but it fits better there.
Title: Re: Community Mods and utilities list.
Post by: Teneb on March 05, 2016, 01:50:02 pm
Hey, could you include Warhammer Mod (http://www.bay12forums.com/smf/index.php?topic=151209.0) on the list? If you need a brief description, it is a total conversion based on the Warhammer Fantasy setting.
Title: Re: Community Mods and utilities list.
Post by: Jerry The Hellbound on March 30, 2016, 02:03:16 pm
Could you include my mod "Solari" in the list?
It's a transforming race mod that's mainly for adventure mode since I'm mainly an adventure mode guy due to the fortress part is kinda daunting for me.
Title: Re: Community Mods and utilities list.
Post by: TomiTapio on April 03, 2016, 09:14:25 pm
Genesis mod is now OldGenesis and has a new thread, http://www.bay12forums.com/smf/index.php?topic=156059
"OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx"

and it's on DFFD with three tilesets: http://dffd.bay12games.com/who.php?id=1538
Title: Re: Community Mods and utilities list.
Post by: profit on April 07, 2016, 11:34:26 am
Hey, could you include Warhammer Mod (http://www.bay12forums.com/smf/index.php?topic=151209.0) on the list? If you need a brief description, it is a total conversion based on the Warhammer Fantasy setting.

Could you include my mod "Solari" in the list?
It's a transforming race mod that's mainly for adventure mode since I'm mainly an adventure mode guy due to the fortress part is kinda daunting for me.

Genesis mod is now OldGenesis and has a new thread, http://www.bay12forums.com/smf/index.php?topic=156059
"OldGenesis Mod - keeping the spirit of vanilla - Phoebus & Ironhand gfx"

and it's on DFFD with three tilesets: http://dffd.bay12games.com/who.php?id=1538

Added and corrected. 4/7/2016
Title: Re: Community Mods and utilities list.
Post by: Maltavius on April 10, 2016, 10:01:22 am
Mayday has a new thread
http://www.bay12forums.com/smf/index.php?topic=137370.0


And I couldn't find Text Will Be Text in the list
http://www.bay12forums.com/smf/index.php?topic=138754
Title: Re: Community Mods and utilities list.
Post by: profit on May 16, 2016, 11:52:58 am
Mayday has a new thread
http://www.bay12forums.com/smf/index.php?topic=137370.0


And I couldn't find Text Will Be Text in the list
http://www.bay12forums.com/smf/index.php?topic=138754

Finally got around to changing this.

5/16/2016
Title: Re: Community Mods and utilities list.
Post by: Dirst on May 16, 2016, 05:30:19 pm
Hi profit!

Can you add these two minor tools to your list?

Accessibility Utility (http://www.bay12forums.com/smf/index.php?topic=157631.0) reports your location and lets you add bookmarks to the map

Appearance Tweaks (http://www.bay12forums.com/smf/index.php?topic=158034) makes cosmetic changes like pointy elf ears and bearded female dwarves

Thanks for maintaining this resource!
Title: Re: Community Mods and utilities list.
Post by: profit on June 23, 2016, 07:38:35 pm
Hi profit!

Can you add these two minor tools to your list?

Accessibility Utility (http://www.bay12forums.com/smf/index.php?topic=157631.0) reports your location and lets you add bookmarks to the map

Appearance Tweaks (http://www.bay12forums.com/smf/index.php?topic=158034) makes cosmetic changes like pointy elf ears and bearded female dwarves

Thanks for maintaining this resource!

Added 6-23-2016 (After surgery as my excuse if anything is broken)
Title: Re: Community Mods and utilities list.
Post by: darkflagrance on July 12, 2016, 12:21:04 am
How strange. The Fortress Defense Mod (http://www.bay12forums.com/smf/index.php?topic=62874.0) is not yet here. I would like to request that it be added.

The Fortress Defense Mod adds a host of new enemies to the game that launch sieges against the player's fortress. It is designed to give players who are experienced with the military and desire more/stronger opponents than goblins a challenge worth facing.

Adding it now =)

Strange - I thought the Fortress Defense Mod had been added six years, ago, and yet I do not see it.
Title: Re: Community Mods and utilities list.
Post by: Thuellai on July 12, 2016, 11:39:15 pm
The Monster Hunter Universe (http://www.bay12forums.com/smf/index.php?topic=139441.msg7087411#msg7087411) mod is back up and functioning for the latest version of Dwarf Fortress, if you'd be willing to add it to the list!
Title: Re: Community Mods and utilities list.
Post by: Thatotherguy23 on July 21, 2016, 09:29:38 pm
I haven't seen Fortress Defense Mod there at all this year; since I've gotten back into DF and subsequently this amazing mod. Thank you very much by the way darkflagrance!
Title: Re: Community Mods and utilities list.
Post by: jecowa on August 02, 2016, 03:12:22 pm
Thanks for the list of mods with links and short descriptions of most of them. It's very helpful. I still don't see Fortress Defense listed on the list. Maybe there's a formatting error that preventing it from displaying?
Title: Re: Community Mods and utilities list.
Post by: jecowa on August 02, 2016, 05:29:48 pm
Here's a few more mods that might be worth mentioning:
0.43.05Adventurecrafthttp://www.bay12forums.com/smf/index.php?topic=153036.0
0.43.xAppearance Tweakshttp://www.bay12forums.com/smf/index.php?topic=158034.0
0.40.19Arctic Addition Mod!http://www.bay12forums.com/smf/index.php?topic=145730.10
0.43.xCloth Armor Modhttp://www.bay12forums.com/smf/index.php?topic=158967.0
0.43.03Crematory Overhaulhttp://www.bay12forums.com/smf/index.php?topic=158680.0
0.43.03Deadly bleeding!http://dffd.bay12games.com/file.php?id=12260
0.???Deeper Dwarven Domesticationhttp://www.bay12forums.com/smf/index.php?topic=123155.0
0.43.05Desolationhttp://www.bay12forums.com/smf/index.php?topic=157841.0
0.43.02Expanded Good/Evil Regionshttp://www.bay12forums.com/smf/index.php?topic=158152.0
0.42.06[Rubble] First Landing addon packhttp://www.bay12forums.com/smf/index.php?topic=151180.0
0.43.03Fluffy Pony Modhttp://dffd.bay12games.com/file.php?id=12155
0.43.03FORTAL KOMBAT!http://www.bay12forums.com/smf/index.php?topic=158554.0
0.43.05Fortress Defense Mod IIhttp://www.bay12forums.com/smf/index.php?topic=62874.0
0.42.06Grim's History and Realism Modshttp://www.bay12forums.com/smf/index.php?topic=146737.0
0.28..39dIt's The Small Things Modhttp://www.bay12forums.com/smf/index.php?topic=18552.0
0.42.05Kazoo's Silk Egghttp://www.bay12forums.com/smf/index.php?topic=149293.0
0.43.05Kobold Kamphttp://www.bay12forums.com/smf/index.php?topic=156989.0
0.???More leather modhttp://www.bay12forums.com/smf/index.php?topic=122003.0
0.43.02Mostly Mythical Monsters Modular Modhttp://www.bay12forums.com/smf/index.php?topic=155054.0
0.43.05My Little Fortress: Friendship is Magmahttp://www.bay12forums.com/smf/index.php?topic=121116.0
0.43.04My Little Fortress: Losing is !!Magic!!http://www.bay12forums.com/smf/index.php?topic=117374.0
0.43.03Pikachu's submission for Dwarf 4tress from scratchhttp://dffd.bay12games.com/file.php?id=12303
0.43.05Plump Helmet Invadershttp://dffd.bay12games.com/file.php?id=12250
0.???Procedural Decoration Legendshttp://www.bay12forums.com/smf/index.php?topic=143949.0
0.43.05Spellcrafts - Another Lame Magic Mod!http://www.bay12forums.com/smf/index.php?topic=149426.0
0.43.05Star Wars:Jawa Fortresshttp://www.bay12forums.com/smf/index.php?topic=158469.0
0.42.06Succubus Dungeonhttp://www.bay12forums.com/smf/index.php?topic=124135.0
0.43.05Teh LOLmodhttp://www.bay12forums.com/smf/index.php?topic=132175.0
0.40.13LC's Terrible Weapons Packhttp://www.bay12forums.com/smf/index.php?topic=144493.0
0.43.05Undertale: Pretale Modhttp://www.bay12forums.com/smf/index.php?topic=159590.0
0.43.05ZM5's Modpack - Warcraft, Dragon's Dogma, and morehttp://www.bay12forums.com/smf/index.php?topic=158898.0
Title: Re: Community Mods and utilities list.
Post by: Putnam on August 02, 2016, 06:30:45 pm
Here's a few more mods that might be worth mentioning:
0.39.dIt's The Small Things Modhttp://www.bay12forums.com/smf/index.php?topic=18552.0

It's not 0.39.d, it's 0.39d--meaning 0.28.181.39d , so 0.28. Almost too outdated to mention, almost every raw has been overhauled since then (at least, reactions, items, creatures, materials, tissues, interactions and bodies have--literally everything but entities and languages, and I am completely unsure about entities).
Title: Re: Community Mods and utilities list.
Post by: jecowa on August 02, 2016, 06:37:01 pm
Here's a few more mods that might be worth mentioning:
0.39.dIt's The Small Things Modhttp://www.bay12forums.com/smf/index.php?topic=18552.0

It's not 0.39.d, it's 0.39d--meaning 0.28.181.39d , so 0.28. Almost too outdated to mention, almost every raw has been overhauled since then (at least, reactions, items, creatures, materials, tissues, interactions and bodies have--literally everything but entities and languages, and I am completely unsure about entities).

Wow, the version numbers used to be really long. I thought the 13 mods of Master Works might be worth mentioning. That's why I listed that one.
Title: Re: Community Mods and utilities list.
Post by: Putnam on August 02, 2016, 10:42:25 pm
Not sure how that's related to the Masterwork modmods, which I agree are worth mentioning.
Title: Re: Community Mods and utilities list.
Post by: jecowa on August 02, 2016, 11:10:23 pm
Not sure how that's related to the Masterwork modmods, which I agree are worth mentioning.

I'm think "It's The Small Things" is the same mod as the "Small Things" mod included in the Masterworks mod pack.
Title: Re: Community Mods and utilities list.
Post by: LordBaal on August 09, 2016, 10:20:23 am
Profit, that list of Jecowa should be posted on the OP.
Title: Re: Community Mods and utilities list.
Post by: Enemy post on August 14, 2016, 01:15:15 pm
This dinosaur mod should be on the list, please. The dffd entry says it's 34.11, but it was actually updated to 40.x. (http://www.bay12forums.com/smf/index.php?topic=123137.msg4046701#msg4046701)

Also, the link to the 40d mods seems to be broken. I found the list here. (http://www.bay12forums.com/smf/index.php?topic=51805.0)
Title: Re: Community Mods and utilities list.
Post by: profit on August 16, 2016, 02:08:48 pm
Here's a few more mods that might be worth mentioning:
0.43.05Adventurecrafthttp://www.bay12forums.com/smf/index.php?topic=153036.0
0.43.xAppearance Tweakshttp://www.bay12forums.com/smf/index.php?topic=158034.0
0.40.19Arctic Addition Mod!http://www.bay12forums.com/smf/index.php?topic=145730.10
0.43.xCloth Armor Modhttp://www.bay12forums.com/smf/index.php?topic=158967.0
0.43.03Crematory Overhaulhttp://www.bay12forums.com/smf/index.php?topic=158680.0
0.43.03Deadly bleeding!http://dffd.bay12games.com/file.php?id=12260
0.???Deeper Dwarven Domesticationhttp://www.bay12forums.com/smf/index.php?topic=123155.0
0.43.05Desolationhttp://www.bay12forums.com/smf/index.php?topic=157841.0
0.43.02Expanded Good/Evil Regionshttp://www.bay12forums.com/smf/index.php?topic=158152.0
0.42.06[Rubble] First Landing addon packhttp://www.bay12forums.com/smf/index.php?topic=151180.0
0.43.03Fluffy Pony Modhttp://dffd.bay12games.com/file.php?id=12155
0.43.03FORTAL KOMBAT!http://www.bay12forums.com/smf/index.php?topic=158554.0
0.43.05Fortress Defense Mod IIhttp://www.bay12forums.com/smf/index.php?topic=62874.0
0.42.06Grim's History and Realism Modshttp://www.bay12forums.com/smf/index.php?topic=146737.0
0.28..39dIt's The Small Things Modhttp://www.bay12forums.com/smf/index.php?topic=18552.0
0.42.05Kazoo's Silk Egghttp://www.bay12forums.com/smf/index.php?topic=149293.0
0.43.05Kobold Kamphttp://www.bay12forums.com/smf/index.php?topic=156989.0
0.???More leather modhttp://www.bay12forums.com/smf/index.php?topic=122003.0
0.43.02Mostly Mythical Monsters Modular Modhttp://www.bay12forums.com/smf/index.php?topic=155054.0
0.43.05My Little Fortress: Friendship is Magmahttp://www.bay12forums.com/smf/index.php?topic=121116.0
0.43.04My Little Fortress: Losing is !!Magic!!http://www.bay12forums.com/smf/index.php?topic=117374.0
0.43.03Pikachu's submission for Dwarf 4tress from scratchhttp://dffd.bay12games.com/file.php?id=12303
0.43.05Plump Helmet Invadershttp://dffd.bay12games.com/file.php?id=12250
0.???Procedural Decoration Legendshttp://www.bay12forums.com/smf/index.php?topic=143949.0
0.43.05Spellcrafts - Another Lame Magic Mod!http://www.bay12forums.com/smf/index.php?topic=149426.0
0.43.05Star Wars:Jawa Fortresshttp://www.bay12forums.com/smf/index.php?topic=158469.0
0.42.06Succubus Dungeonhttp://www.bay12forums.com/smf/index.php?topic=124135.0
0.43.05Teh LOLmodhttp://www.bay12forums.com/smf/index.php?topic=132175.0
0.40.13LC's Terrible Weapons Packhttp://www.bay12forums.com/smf/index.php?topic=144493.0
0.43.05Undertale: Pretale Modhttp://www.bay12forums.com/smf/index.php?topic=159590.0
0.43.05ZM5's Modpack - Warcraft, Dragon's Dogma, and morehttp://www.bay12forums.com/smf/index.php?topic=158898.0

That is a lot of things.  I will get to adding.
Title: Re: Community Mods and utilities list.
Post by: Enemy post on August 27, 2016, 12:35:01 pm
I had some free time, so I made Jecowa's list into working links. You can just copy this into the OP if you like, Profit.

[Rubble] First Landing addon pack (http://www.bay12forums.com/smf/index.php?topic=151180.0)
Fluffy Pony Mod (http://dffd.bay12games.com/file.php?id=12155)
FORTAL KOMBAT! (http://www.bay12forums.com/smf/index.php?topic=158554.0)
Fortress Defense Mod II (http://www.bay12forums.com/smf/index.php?topic=62874.0)
Grim's History and Realism Mods (http://www.bay12forums.com/smf/index.php?topic=146737.0)
It's The Small Things Mod (http://www.bay12forums.com/smf/index.php?topic=18552.0)
Kazoo's Silk Egg (http://www.bay12forums.com/smf/index.php?topic=149293.0)
Kobold Kamp (http://www.bay12forums.com/smf/index.php?topic=156989.0)
More leather mod (http://www.bay12forums.com/smf/index.php?topic=122003.0)
Mostly Mythical Monsters Modular Mod (http://www.bay12forums.com/smf/index.php?topic=155054.0)
My Little Fortress: Friendship is Magma (http://www.bay12forums.com/smf/index.php?topic=121116.0)
My Little Fortress: Losing is !!Magic!! (http://www.bay12forums.com/smf/index.php?topic=117374.0)
Dwarf 4tress from scratch (http://www.bay12forums.com/smf/index.php?topic=160947.0)
Plump Helmet Invaders (http://dffd.bay12games.com/file.php?id=12250)
Procedural Decoration Legends (http://www.bay12forums.com/smf/index.php?topic=143949.0)
Spellcrafts - Another Lame Magic Mod! (http://www.bay12forums.com/smf/index.php?topic=149426.0)
Star Wars:Jawa Fortress (http://www.bay12forums.com/smf/index.php?topic=158469.0)
Succubus Dungeon (http://www.bay12forums.com/smf/index.php?topic=124135.0)
Teh LOLmod (http://www.bay12forums.com/smf/index.php?topic=132175.0)
LC's Terrible Weapons Pack (http://www.bay12forums.com/smf/index.php?topic=144493.0)
Undertale: Pretale Mod (http://www.bay12forums.com/smf/index.php?topic=159590.0)
ZM5's Modpack - Warcraft, Dragon's Dogma, and more (http://www.bay12forums.com/smf/index.php?topic=158898.0)
FOR DAHRNOSAUWRS AND DORFS: SAUR FORTRESS (http://www.bay12forums.com/smf/index.php?topic=123137.msg4046701)
Title: Re: Community Mods and utilities list.
Post by: profit on October 06, 2016, 10:34:06 pm
I had some free time, so I made Jecowa's list into working links. You can just copy this into the OP if you like, Profit.

[Rubble] First Landing addon pack (http://www.bay12forums.com/smf/index.php?topic=151180.0)
Fluffy Pony Mod (http://dffd.bay12games.com/file.php?id=12155)
FORTAL KOMBAT! (http://www.bay12forums.com/smf/index.php?topic=158554.0)
Fortress Defense Mod II (http://www.bay12forums.com/smf/index.php?topic=62874.0)
Grim's History and Realism Mods (http://www.bay12forums.com/smf/index.php?topic=146737.0)
It's The Small Things Mod (http://www.bay12forums.com/smf/index.php?topic=18552.0)
Kazoo's Silk Egg (http://www.bay12forums.com/smf/index.php?topic=149293.0)
Kobold Kamp (http://www.bay12forums.com/smf/index.php?topic=156989.0)
More leather mod (http://www.bay12forums.com/smf/index.php?topic=122003.0)
Mostly Mythical Monsters Modular Mod (http://www.bay12forums.com/smf/index.php?topic=155054.0)
My Little Fortress: Friendship is Magma (http://www.bay12forums.com/smf/index.php?topic=121116.0)
My Little Fortress: Losing is !!Magic!! (http://www.bay12forums.com/smf/index.php?topic=117374.0)
Pikachu's submission for Dwarf 4tress from scratch (http://dffd.bay12games.com/file.php?id=12303)
Plump Helmet Invaders (http://dffd.bay12games.com/file.php?id=12250)
Procedural Decoration Legends (http://www.bay12forums.com/smf/index.php?topic=143949.0)
Spellcrafts - Another Lame Magic Mod! (http://www.bay12forums.com/smf/index.php?topic=149426.0)
Star Wars:Jawa Fortress (http://www.bay12forums.com/smf/index.php?topic=158469.0)
Succubus Dungeon (http://www.bay12forums.com/smf/index.php?topic=124135.0)
Teh LOLmod (http://www.bay12forums.com/smf/index.php?topic=132175.0)
LC's Terrible Weapons Pack (http://www.bay12forums.com/smf/index.php?topic=144493.0)
Undertale: Pretale Mod (http://www.bay12forums.com/smf/index.php?topic=159590.0)
ZM5's Modpack - Warcraft, Dragon's Dogma, and more (http://www.bay12forums.com/smf/index.php?topic=158898.0)
FOR DAHRNOSAUWRS AND DORFS: SAUR FORTRESS (http://www.bay12forums.com/smf/index.php?topic=123137.msg4046701)

Hey thank you.   I need to get to this and yes I should have done it months ago.   Thank you for helping. (will be at least another week but still this is really helpful)

Title: Re: Community Mods and utilities list.
Post by: Enemy post on October 07, 2016, 10:41:57 am
You're welcome.
Title: Re: Community Mods and utilities list.
Post by: pikachu17 on November 22, 2016, 10:57:56 am
Pikachu's submission for Dwarf 4tress from scratch (http://dffd.bay12games.com/file.php?id=12303)
I only read this post. however, this is only my work. Dwarf 4tress From Scratch itself would be better. http://www.bay12forums.com/smf/index.php?topic=160947.0
Title: Re: Community Mods and utilities list.
Post by: Enemy post on November 22, 2016, 08:18:30 pm
I updated the link in my post.
Title: Re: Community Mods and utilities list.
Post by: profit on November 28, 2016, 11:08:48 am
I have rammed some updates into the list... Things have been going to shit here for months, but I stole some time at work where I have access to a computer to do some quick updates.
Sorry in advance as I didn't check things like I usually do.
Title: Re: Community Mods and utilities list.
Post by: Enemy post on November 28, 2016, 11:51:25 am
Thanks!
Title: Re: Community Mods and utilities list.
Post by: Enemy post on November 30, 2016, 09:35:57 pm
I didn't know you had such trouble getting time to update this. I wanted Jawa Fortress to get it's little description though, so here's an improved version of the whole OP. You can just copy and paste this to replace the entire old OP I think. If anyone objects to their mod's description or sees one I left out, please tell me before Profit comes back.

Community Created Mods and Utilities

Most of the major mods are listed here, along with tutorials and utilities.
I hope you find it useful.  :)

Mods using DF 0.34.11 and under are at a link at the bottom of the page, currently only mods I know work with 40.01+ are here.

Dwarf Fortress (http://www.bay12games.com/dwarves/)

Tutorials: If your having any problems overcoming the steep learning curve of dwarf fortress these are the things to check out.

Dwarf Fortress Wiki (http://dwarffortresswiki.org/index.php/Main_Page) This is an excellent source of information on dwarf fortress, and has tutorial pages devoted to all levels of player.
MacNewbie (http://www.bay12forums.com/smf/index.php?topic=128960) beginner pack for Mac
The DF Starter Pack (http://www.bay12forums.com/smf/index.php?topic=126076) bundles Dwarf Fortress with the best community graphics packs, tools, and interface improvements already configured.
PyLNP (http://www.bay12forums.com/smf/index.php?topic=140808) is an open-source and cross-platform launcher for DF and related content - including managing and merging mods.


Essential Utilities: These utilities take some of the repetition out of many of the common tasks, or can be used to repair things when they break

Dwarf Therapist  (Splinterz) (http://www.bay12forums.com/smf/index.php?topic=122968)  <--- It makes Dwarf fortress playable.  It's that good. Get it!
DFHack (http://www.bay12forums.com/smf/index.php?topic=139553) <--- WHEN things break you will need this.


Dwarf Fortress Mods

Lucelle Weapons and Armour (http://www.bay12forums.com/smf/index.php?topic=118653.0) Adds in over 150 historical weapons and armor from a variety of cultures.
Orichalcum (http://www.bay12forums.com/smf/index.php?topic=139059.0) This mod gives uses to otherwise underused minerals and objects in-game, as well as an expanding on the present categories of items and minerals.
Fantastic Dwarf Fortress: (http://www.bay12forums.com/smf/index.php?topic=136658.0) a mod that aims to remove micromanagement while still managing to add features. Aims to have an easier early game but a harder end-game.
Wanderer Mod (http://www.bay12forums.com/smf/index.php?topic=140950) Adventure mode crafting and alchemy, more dialogue text, material rebalance and tiered leather and more.
Direforged (http://www.bay12forums.com/smf/index.php?topic=53928)  several new entities, many with their own languages, more than fifty creatures of various nature, from hiveable vermin to megabeasts and night creatures, decorative and mythic workshops, and a gem-based adventure mode magic system.
Rise of the Mushroom Kingdom (http://www.bay12forums.com/smf/index.php?topic=110704) (total conversion) You should view what this mod does, it is Mario themed, but I do not think I can make a description to do it justice.
Fortbent (http://www.bay12forums.com/smf/index.php?topic=89267) (total conversion) a Homestuck mod that adds playable trolls and lots of other Homestuck stuff
Dragon Ball (http://www.bay12forums.com/smf/index.php?topic=100799) (total conversion) Play as the saiyans in a quest to... avoid tantrum spirals as much as possible!
Random Raw Scripts (http://www.bay12forums.com/smf/index.php?topic=91255.0) Python 2.7 scripts that randomly generate large beasts, vermin (including giant versions), night creature hags, and vampires.
Dark Ages: Mythos of Rammok (http://www.bay12forums.com/smf/index.php?topic=143540.0) Massive Horror Fantasy mod. Incorporates features of many older mods.
Dragonic Civilization (http://www.bay12forums.com/smf/index.php?topic=143238.0) The restarted from scratch version of the Dragonic Civilization mod.  This edition is now prepackaged and hosts new creatures, a new setting, tiered metals, and maps of the eastern and western hemispheres of earth.
Black Powder Firearms (http://www.bay12forums.com/smf/index.php?topic=85060.0) Superior firepower, realistic manufacturing and rocket launchers!
Stal's Armoury Pack (http://www.bay12forums.com/smf/index.php?topic=142993.0) Contains about 70 historical weapons and 65 historical articles of armour and clothing. Also changes how weapons and armour behave.
Nchardahrk (http://www.bay12forums.com/smf/index.php?topic=83992.0) Elder Scrolls total conversion mod
Modest Mod (http://www.bay12forums.com/smf/index.php?topic=148265.0) - a collection of tweaks, bugfixes, and FPS boosters.
۩۩۩ Genesis Mod ۩۩۩ (http://www.bay12forums.com/smf/index.php?topic=156059) Very old and popular mod with various Fortress Mode enhancements. Aims to "Keep the spirit of Vanillia".
The Earth Strikes Back! (http://www.bay12forums.com/smf/index.php?topic=144831.0) Adds surprises to mining like valuable gems, pet rocks, and hostile creatures... plus Tribute workshops to make the most of these surprises.
Warhammer Mod (http://www.bay12forums.com/smf/index.php?topic=151209.0) total conversion based on the Warhammer Fantasy setting.
Solari (http://www.bay12forums.com/smf/index.php?topic=155455.0) Adds a solari race.
Adventurecraft (http://www.bay12forums.com/smf/index.php?topic=153036.0) Adventure mode expansion.
Appearance Tweaks (http://www.bay12forums.com/smf/index.php?topic=158034.0) Gives elves pointy ears, female dwarves grow beards, and better child names.
Cloth Armor Mod (http://www.bay12forums.com/smf/index.php?topic=158967.0) Adds several types of glass weapons and historical cloth armor with other related buildings, items, and reactions.  Also comes with Minotaur, Drow, Deugar, and Ogre civs.
Crematory Overhaul (http://www.bay12forums.com/smf/index.php?topic=158680.0) Lets you burn garbage.
Desolation (http://www.bay12forums.com/smf/index.php?topic=157841.0) A world of mutations and darkness.
Expanded Good/Evil Regions (http://www.bay12forums.com/smf/index.php?topic=158152.0) Adds a lot of new content to Good and Evil regions to keep the unicorns and zombies company.
[Rubble] First Landing addon pack (http://www.bay12forums.com/smf/index.php?topic=151180.0) A highly elaborate Sci-Fi mod relying on DFhack to go where no other mod has gone before.
FORTAL KOMBAT! (http://www.bay12forums.com/smf/index.php?topic=158554.0) -Round 1:FIGHT!
Fortress Defense Mod II (http://www.bay12forums.com/smf/index.php?topic=62874.0) Adds a bunch of powerful siegers to test your forts against.
Grim's History and Realism Mods (http://www.bay12forums.com/smf/index.php?topic=146737.0) 70 new weapons, and combat rebalanced for realism.
It's The Small Things Mod (http://www.bay12forums.com/smf/index.php?topic=18552.0) Lots of improvements to the small details of Dwarf Fortress.
Kazoo's Silk Egg (http://www.bay12forums.com/smf/index.php?topic=149293.0) A small mod that lets you farm silk from spider eggs.
Kobold Kamp (http://www.bay12forums.com/smf/index.php?topic=156989.0) A playable society of primitive kobolds.
More leather mod (http://www.bay12forums.com/smf/index.php?topic=122003.0) Lets you get more than one unit of leather from butchered animals.
Mostly Mythical Monsters Modular Mod (http://www.bay12forums.com/smf/index.php?topic=155054.0) A massive collection of new creatures.
My Little Fortress: Friendship is Magma (http://www.bay12forums.com/smf/index.php?topic=121116.0) A My Little Pony mod based on Desolation. Includes content from fan works like Fallout:Equestria.
My Little Fortress: Losing is !!Magic!! (http://www.bay12forums.com/smf/index.php?topic=117374.0) Another MLP mod, this one being more loyal to the show.
Procedural Decoration Legends (http://www.bay12forums.com/smf/index.php?topic=143949.0) Heavy improvements to the engraving system allows you to have whole stories engraved on walls.
Spellcrafts - Another Lame Magic Mod! (http://www.bay12forums.com/smf/index.php?topic=149426.0) Yer a wizard, Urist!
Star Wars:Jawa Fortress (http://www.bay12forums.com/smf/index.php?topic=158469.0) A Star Wars total conversion.
Succubus Dungeon (http://www.bay12forums.com/smf/index.php?topic=124135.0) Playing as demons.
Teh LOLmod (http://www.bay12forums.com/smf/index.php?topic=132175.0) A community mod, built to enable the Necrothreat series of succesion forts. (http://www.bay12forums.com/smf/index.php?topic=19244.msg3564784#msg3564784)
LC's Terrible Weapons Pack (http://www.bay12forums.com/smf/index.php?topic=144493.0) "...a whole cartload of destructive, graceless, gruesome rubbish." New weapons, all improvised and ugly.
Undertale: Pretale Mod (http://www.bay12forums.com/smf/index.php?topic=159590.0) This mod fills you with Determination.
ZM5's Modpack - Warcraft, Dragon's Dogma, and more (http://www.bay12forums.com/smf/index.php?topic=158898.0) A wide, eclectic collection of new content, with a Warcraft emphasis.
FOR DAHRNOSAUWRS AND DORFS: SAUR FORTRESS (http://www.bay12forums.com/smf/index.php?topic=123137.msg4046701) Adds dinosaurs to Dwarf Fortress.
Dwarf Fortress From Scratch! (http://www.bay12forums.com/smf/index.php?topic=160947.0) An unusual community mod in which almost all default raws have been removed and slowly replaced by custom creations.
Combo Weapons Mod (http://www.bay12forums.com/smf/index.php?topic=161497.0) A few hybrid weapons.
Amostubal's Expanded Dictionary (http://www.bay12forums.com/smf/index.php?topic=161687.0) Adds almost 15,000 words to each language.
Ancient Guns Mod (http://www.bay12forums.com/smf/index.php?topic=160827.0) Adds some primitive firearms.
Cat Fortress (http://www.bay12forums.com/smf/index.php?topic=161356.0) "Play as cats in fort mode or other animals in adventure mode."
Colony Alpha <<<Warhammer 40k, Squats, Orkz, Eldar and more... >> (http://www.bay12forums.com/smf/index.php?topic=155083.0)  Warhammer 40k mod.
Deadlier combat! Faster bleeding! (http://www.bay12forums.com/smf/index.php?topic=159427.0)Makes people feel more pain and bleed out faster.
New Age Vilous Mod (http://www.bay12forums.com/smf/index.php?topic=140725.0) Content from the Vilous fantasy setting.
Warhammer 40K Underhive Settlement Reboot 2.2.2  (http://www.bay12forums.com/smf/index.php?topic=160305.45) Another 40k mod, this one running on Milo Christiansen's Rubble system.
Undertale Mod (http://www.bay12forums.com/smf/index.php?topic=156722.0) IndigoFenix's take on Undertale.
The Deep Ones: Return of the Carp God (http://www.bay12forums.com/smf/index.php?topic=147937.0) Cultists and Lovecraft's Deep Ones.
 Plump Helmet Invaders (http://dffd.bay12games.com/file.php?id=12250) Self explanatory.
 Fluffy Pony Mod (http://dffd.bay12games.com/file.php?id=12155) Adds Fluffy My Little Pony creatures.





Dwarf Fortress Graphics packs: These change the tilesets and the graphics of the game.

Gemset (http://www.bay12forums.com/smf/index.php?topic=150753)
Phoebus' Graphic Set (http://www.bay12forums.com/smf/index.php?topic=57557)
Ironhand's Graphics Set (http://www.bay12forums.com/smf/index.php?topic=53180)
Mayday's (http://www.bay12forums.com/smf/index.php?topic=137370)
Taffers tileset (http://www.bay12forums.com/smf/index.php?topic=107924)
CLA Graphic Set (http://www.bay12forums.com/smf/index.php?topic=105376)
Spacefox 16x16 Graphic and Tileset (http://www.bay12forums.com/smf/index.php?topic=129219)


Visualizer Utilities: These read the map layout from Dwarf fortress memory and generate different most of the time 3d projections of the terrain in DF.


Stonesense (http://www.bay12forums.com/smf/index.php?topic=106497)
IsoWorld (http://www.bay12forums.com/smf/index.php?topic=70700)
Armok Vision (http://www.bay12forums.com/smf/index.php?topic=146473)

Miscellaneous utilities: These do not fit neatly into other categories, if they become numerous I will make new sections for them.

Quickfort (http://www.bay12games.com/forum/index.php?topic=35931) Some people would classify this as an essential utility, it allows you to use .CSV spreadsheets to plan and build a fort... Very rapidly I might add.
PerfectWorldDF (http://www.bay12forums.com/smf/index.php?topic=57428) Utility to make your own world in any manner you want and how you want it to be. You want a world that looks like a smiley face or the united states? THIS IS THE UTILITY!
SoundSense (http://www.bay12forums.com/smf/index.php?topic=60287) A sound engine for DF which brings tons of new sound FX and music. It takes the game to a whole new level. Many who try it are no longer willing to play without. (version independent)
Legends Viewer (http://www.bay12forums.com/smf/index.php?topic=72702) Recreates legends mode from exported data, plus hyperlinks, better formatting, etc.
World Viewer (http://www.bay12forums.com/smf/index.php?topic=72900).) Recreates Legends Mode from exported data. Browser like navigation, including tabs, allows to easily view other people/places/entities by just clicking names in the event logs or search lists, including a graphical map.
Pathing Simulator (http://www.bay12forums.com/smf/index.php?topic=81686) A maze navigation simulator which functions as a demo for path finding optimizations. (version independent)
WinMerge (http://winmerge.org) Open source software. Useful for installing mods as you can see what is changing.
PictureFort (http://www.bay12forums.com/smf/index.php?topic=138590) - a utility that converts images to Quickfort blueprints.
Symmetricity (http://www.bay12forums.com/smf/index.php?topic=154849) Fortress planning with symmetry
Text Will Be Text (http://www.bay12forums.com/smf/index.php?topic=138754) DF Hack plugin.  Changes the UI some.
Accessibility Utility (http://www.bay12forums.com/smf/index.php?topic=157631.0) reports your location and lets you add bookmarks to the map
Appearance Tweaks (http://www.bay12forums.com/smf/index.php?topic=158034) makes cosmetic changes like pointy elf ears and bearded female dwarves

Modding Utilities: These are tools that help with modding your fortress.

This is the modding guide on the Dwarf Fortress wiki, which may be helpful. (http://dwarffortresswiki.org/index.php/cv:Modding_guide)
DFLang (http://www.bay12games.com/forum/index.php?topic=47332) Generates Language files
Raw tile selector & Raw tile merger (http://www.bay12forums.com/smf/index.php?topic=54669) Raw tile selector: Simple graphical interface to select tiles and colors for plants, stones and small creatures.   Raw tile merger: Easy to use tool to update tile and color data of unmodified raws by comparing them to modified raws.
Custom Workshop Workshop (http://www.bay12forums.com/smf/index.php?topic=54004) Allows you to quickly design custom workshops building patterns.
Creation Forge (http://www.bay12forums.com/smf/index.php?topic=60815) A standard cheat building that allows quick testing of new worlds.
vbase (http://www.bay12forums.com/smf/index.php?topic=62500) Extensive set of body parts and creature variations intended as a modder's resource
DF Raw Patcher (http://www.bay12forums.com/smf/index.php?topic=69655)  The utility goes through the DF raws and modifies the values that were changed in your Mod raws, and adds new entries where none previously existed.
Tile Genie (http://www.bay12forums.com/smf/index.php?topic=77724) Allows you to take multiple tile sets and combine them in to one set by picking and choosing the tiles.
Temperature Conversion Utility (http://www.bay12forums.com/smf/index.php?topic=80523) An html temperature converter.
UristV (http://www.bay12forums.com/smf/index.php?topic=55161) - Arena mode map editing.
Dwarf Fortress Mod manager (http://www.bay12forums.com/smf/index.php?topic=74828) Allows the creation and editing of mods and makes merging them together easy. Also helps to export mods into compact patch files, allows splitting and tweaking mods, & much more.
Random Raw Creator (RRC) (http://www.bay12forums.com/smf/index.php?topic=79875.msg2083243) This tool uses a list of nouns to create new raws for DF. It can create random Toys, Plants, Weapons, Stone, Food, Instruments, Minerals, and Gems.
DF World Tinker (http://www.bay12forums.com/smf/index.php?topic=67059.msg1602138#msg1602138) An advanced modding tool. It allows code gurus to add custom workshops and reactions to an established fort. Also, it can swap materials around and find raw data for Titans.
Tileset Resizer (http://www.bay12forums.com/smf/index.php?topic=87196.msg2370618#msg2370618) Tileset Resizer is a collection of Octave Functions to resize Dwarf Fortress tilesets with minimum loss of quality.
Project: Modder's Resource (http://www.bay12forums.com/smf/index.php?topic=113225) FAQ, Links, and a offline Wiki in html.
Dwarf Heightmap HTML5 (http://www.bay12forums.com/smf/index.php?topic=113416) This looks like perfect world in HTML 5.
Syntax Highlighting for DF raws (http://www.bay12forums.com/smf/index.php?topic=122228) a simple package for Sublime Text that syntax highlights the DF raws.
LangCreate (http://www.bay12forums.com/smf/index.php?topic=119625), a DF utility for creating pseudo-realistic languages.
RandCreatures (http://www.bay12forums.com/smf/index.php?topic=119625), a DF utility that creates random creatures, civs, and megabeasts.
DF entity editor (http://www.bay12forums.com/smf/index.php?topic=108359) Helps mixing mods by checking entity strings for permitted reactions, and adding missing lines.
Notepad++ Highlighting (http://www.bay12forums.com/smf/index.php?topic=130510) New version of it to work with the newer raw files.
Rubble (http://www.bay12forums.com/smf/index.php?topic=154304) Rubble, An all-in-one modding utility and mod loader, comes with a large collection of mini-mods, ready to install and use.
PyDwarf (http://www.bay12forums.com/smf/index.php?topic=150857.0) In the vein of ModBase and Rubble but it aims to be friendlier and more comprehensive. Essentially its purpose is to provide capable querying and modification of raws to modders, and easy management and use of modders' scripts by players.
Raw Explorer (http://www.bay12forums.com/smf/index.php?topic=103360) Helps with modding raw files.
DFlangOpt? (http://www.bay12forums.com/smf/index.php?topic=140432.0)
Quiet-Suns tools (http://www.bay12forums.com/smf/index.php?topic=156173.0) streamline the creation, resizing, merging, maintenance, and update of graphic sets.



-> v0.34.11 and under (http://www.bay12forums.com/smf/index.php?topic=141378.0) <-
-> v0.28.181.40d and under (http://www.bay12forums.com/smf/index.php?topic=51805.0) <-

If you would like your mod posted here or someone Else's mod posted here  Send a message to me on the forum.
If any of these mods were removed and taken down so they are no longer available PLEASE inform me of that as well.

Guidelines for Additions:
#1 Pretty much any mod or utility Dwarf Fortress related is welcome.
#2 The mods link should link to a Bay 12 forum post.
#3 The first post in the thread should be clear and explain what the mod does.
#4 The first post in the thread should have the mod or a link to the mod in it.
Title: Re: Community Mods and utilities list.
Post by: profit on December 05, 2016, 04:50:16 pm
Thank you very much for this!  Yeah, my wife has been very ill and I have been at her parents house taking care of her/working and they live about 1.5 hours from home

I didn't know you had such trouble getting time to update this. I wanted Jawa Fortress to get it's little description though, so here's an improved version of the whole OP. You can just copy and paste this to replace the entire old OP I think. If anyone objects to their mod's description or sees one I left out, please tell me before Profit comes back.

Community Created Mods and Utilities

Most of the major mods are listed here, along with tutorials and utilities.
I hope you find it useful.  :)

Mods using DF 0.34.11 and under are at a link at the bottom of the page, currently only mods I know work with 40.01+ are here.

Dwarf Fortress (http://www.bay12games.com/dwarves/)

Tutorials: If your having any problems overcoming the steep learning curve of dwarf fortress these are the things to check out.

Dwarf Fortress Wiki (http://dwarffortresswiki.org/index.php/Main_Page) This is an excellent source of information on dwarf fortress, and has tutorial pages devoted to all levels of player.
MacNewbie (http://www.bay12forums.com/smf/index.php?topic=128960) beginner pack for Mac
The DF Starter Pack (http://www.bay12forums.com/smf/index.php?topic=126076) bundles Dwarf Fortress with the best community graphics packs, tools, and interface improvements already configured.
PyLNP (http://www.bay12forums.com/smf/index.php?topic=140808) is an open-source and cross-platform launcher for DF and related content - including managing and merging mods.


Essential Utilities: These utilities take some of the repetition out of many of the common tasks, or can be used to repair things when they break

Dwarf Therapist  (Splinterz) (http://www.bay12forums.com/smf/index.php?topic=122968)  <--- It makes Dwarf fortress playable.  It's that good. Get it!
DFHack (http://www.bay12forums.com/smf/index.php?topic=139553) <--- WHEN things break you will need this.


Dwarf Fortress Mods

Lucelle Weapons and Armour (http://www.bay12forums.com/smf/index.php?topic=118653.0) Adds in over 150 historical weapons and armor from a variety of cultures.
Orichalcum (http://www.bay12forums.com/smf/index.php?topic=139059.0) This mod gives uses to otherwise underused minerals and objects in-game, as well as an expanding on the present categories of items and minerals.
Fantastic Dwarf Fortress: (http://www.bay12forums.com/smf/index.php?topic=136658.0) a mod that aims to remove micromanagement while still managing to add features. Aims to have an easier early game but a harder end-game.
Wanderer Mod (http://www.bay12forums.com/smf/index.php?topic=140950) Adventure mode crafting and alchemy, more dialogue text, material rebalance and tiered leather and more.
Direforged (http://www.bay12forums.com/smf/index.php?topic=53928)  several new entities, many with their own languages, more than fifty creatures of various nature, from hiveable vermin to megabeasts and night creatures, decorative and mythic workshops, and a gem-based adventure mode magic system.
Rise of the Mushroom Kingdom (http://www.bay12forums.com/smf/index.php?topic=110704) (total conversion) You should view what this mod does, it is Mario themed, but I do not think I can make a description to do it justice.
Fortbent (http://www.bay12forums.com/smf/index.php?topic=89267) (total conversion) a Homestuck mod that adds playable trolls and lots of other Homestuck stuff
Dragon Ball (http://www.bay12forums.com/smf/index.php?topic=100799) (total conversion) Play as the saiyans in a quest to... avoid tantrum spirals as much as possible!
Random Raw Scripts (http://www.bay12forums.com/smf/index.php?topic=91255.0) Python 2.7 scripts that randomly generate large beasts, vermin (including giant versions), night creature hags, and vampires.
Dark Ages: Mythos of Rammok (http://www.bay12forums.com/smf/index.php?topic=143540.0) Massive Horror Fantasy mod. Incorporates features of many older mods.
Dragonic Civilization (http://www.bay12forums.com/smf/index.php?topic=143238.0) The restarted from scratch version of the Dragonic Civilization mod.  This edition is now prepackaged and hosts new creatures, a new setting, tiered metals, and maps of the eastern and western hemispheres of earth.
Black Powder Firearms (http://www.bay12forums.com/smf/index.php?topic=85060.0) Superior firepower, realistic manufacturing and rocket launchers!
Stal's Armoury Pack (http://www.bay12forums.com/smf/index.php?topic=142993.0) Contains about 70 historical weapons and 65 historical articles of armour and clothing. Also changes how weapons and armour behave.
Nchardahrk (http://www.bay12forums.com/smf/index.php?topic=83992.0) Elder Scrolls total conversion mod
Modest Mod (http://www.bay12forums.com/smf/index.php?topic=148265.0) - a collection of tweaks, bugfixes, and FPS boosters.
۩۩۩ Genesis Mod ۩۩۩ (http://www.bay12forums.com/smf/index.php?topic=156059) Very old and popular mod with various Fortress Mode enhancements. Aims to "Keep the spirit of Vanillia".
The Earth Strikes Back! (http://www.bay12forums.com/smf/index.php?topic=144831.0) Adds surprises to mining like valuable gems, pet rocks, and hostile creatures... plus Tribute workshops to make the most of these surprises.
Warhammer Mod (http://www.bay12forums.com/smf/index.php?topic=151209.0) total conversion based on the Warhammer Fantasy setting.
Solari (http://www.bay12forums.com/smf/index.php?topic=155455.0) Adds a solari race.
Adventurecraft (http://www.bay12forums.com/smf/index.php?topic=153036.0) Adventure mode expansion.
Appearance Tweaks (http://www.bay12forums.com/smf/index.php?topic=158034.0) Gives elves pointy ears, female dwarves grow beards, and better child names.
Cloth Armor Mod (http://www.bay12forums.com/smf/index.php?topic=158967.0) Adds several types of glass weapons and historical cloth armor with other related buildings, items, and reactions.  Also comes with Minotaur, Drow, Deugar, and Ogre civs.
Crematory Overhaul (http://www.bay12forums.com/smf/index.php?topic=158680.0) Lets you burn garbage.
Desolation (http://www.bay12forums.com/smf/index.php?topic=157841.0) A world of mutations and darkness.
Expanded Good/Evil Regions (http://www.bay12forums.com/smf/index.php?topic=158152.0) Adds a lot of new content to Good and Evil regions to keep the unicorns and zombies company.
[Rubble] First Landing addon pack (http://www.bay12forums.com/smf/index.php?topic=151180.0) A highly elaborate Sci-Fi mod relying on DFhack to go where no other mod has gone before.
FORTAL KOMBAT! (http://www.bay12forums.com/smf/index.php?topic=158554.0) -Round 1:FIGHT!
Fortress Defense Mod II (http://www.bay12forums.com/smf/index.php?topic=62874.0) Adds a bunch of powerful siegers to test your forts against.
Grim's History and Realism Mods (http://www.bay12forums.com/smf/index.php?topic=146737.0) 70 new weapons, and combat rebalanced for realism.
It's The Small Things Mod (http://www.bay12forums.com/smf/index.php?topic=18552.0) Lots of improvements to the small details of Dwarf Fortress.
Kazoo's Silk Egg (http://www.bay12forums.com/smf/index.php?topic=149293.0) A small mod that lets you farm silk from spider eggs.
Kobold Kamp (http://www.bay12forums.com/smf/index.php?topic=156989.0) A playable society of primitive kobolds.
More leather mod (http://www.bay12forums.com/smf/index.php?topic=122003.0) Lets you get more than one unit of leather from butchered animals.
Mostly Mythical Monsters Modular Mod (http://www.bay12forums.com/smf/index.php?topic=155054.0) A massive collection of new creatures.
My Little Fortress: Friendship is Magma (http://www.bay12forums.com/smf/index.php?topic=121116.0) A My Little Pony mod based on Desolation. Includes content from fan works like Fallout:Equestria.
My Little Fortress: Losing is !!Magic!! (http://www.bay12forums.com/smf/index.php?topic=117374.0) Another MLP mod, this one being more loyal to the show.
Procedural Decoration Legends (http://www.bay12forums.com/smf/index.php?topic=143949.0) Heavy improvements to the engraving system allows you to have whole stories engraved on walls.
Spellcrafts - Another Lame Magic Mod! (http://www.bay12forums.com/smf/index.php?topic=149426.0) Yer a wizard, Urist!
Star Wars:Jawa Fortress (http://www.bay12forums.com/smf/index.php?topic=158469.0) A Star Wars total conversion.
Succubus Dungeon (http://www.bay12forums.com/smf/index.php?topic=124135.0) Playing as demons.
Teh LOLmod (http://www.bay12forums.com/smf/index.php?topic=132175.0) A community mod, built to enable the Necrothreat series of succesion forts. (http://www.bay12forums.com/smf/index.php?topic=19244.msg3564784#msg3564784)
LC's Terrible Weapons Pack (http://www.bay12forums.com/smf/index.php?topic=144493.0) "...a whole cartload of destructive, graceless, gruesome rubbish." New weapons, all improvised and ugly.
Undertale: Pretale Mod (http://www.bay12forums.com/smf/index.php?topic=159590.0) This mod fills you with Determination.
ZM5's Modpack - Warcraft, Dragon's Dogma, and more (http://www.bay12forums.com/smf/index.php?topic=158898.0) A wide, eclectic collection of new content, with a Warcraft emphasis.
FOR DAHRNOSAUWRS AND DORFS: SAUR FORTRESS (http://www.bay12forums.com/smf/index.php?topic=123137.msg4046701) Adds dinosaurs to Dwarf Fortress.
Dwarf Fortress From Scratch! (http://www.bay12forums.com/smf/index.php?topic=160947.0) An unusual community mod in which almost all default raws have been removed and slowly replaced by custom creations.
Combo Weapons Mod (http://www.bay12forums.com/smf/index.php?topic=161497.0) A few hybrid weapons.
Amostubal's Expanded Dictionary (http://www.bay12forums.com/smf/index.php?topic=161687.0) Adds almost 15,000 words to each language.
Ancient Guns Mod (http://www.bay12forums.com/smf/index.php?topic=160827.0) Adds some primitive firearms.
Cat Fortress (http://www.bay12forums.com/smf/index.php?topic=161356.0) "Play as cats in fort mode or other animals in adventure mode."
Colony Alpha <<<Warhammer 40k, Squats, Orkz, Eldar and more... >> (http://www.bay12forums.com/smf/index.php?topic=155083.0)  Warhammer 40k mod.
Deadlier combat! Faster bleeding! (http://www.bay12forums.com/smf/index.php?topic=159427.0)Makes people feel more pain and bleed out faster.
New Age Vilous Mod (http://www.bay12forums.com/smf/index.php?topic=140725.0) Content from the Vilous fantasy setting.
Warhammer 40K Underhive Settlement Reboot 2.2.2  (http://www.bay12forums.com/smf/index.php?topic=160305.45) Another 40k mod, this one running on Milo Christiansen's Rubble system.
Undertale Mod (http://www.bay12forums.com/smf/index.php?topic=156722.0) IndigoFenix's take on Undertale.
The Deep Ones: Return of the Carp God (http://www.bay12forums.com/smf/index.php?topic=147937.0) Cultists and Lovecraft's Deep Ones.
 Plump Helmet Invaders (http://dffd.bay12games.com/file.php?id=12250) Self explanatory.
 Fluffy Pony Mod (http://dffd.bay12games.com/file.php?id=12155) Adds Fluffy My Little Pony creatures.





Dwarf Fortress Graphics packs: These change the tilesets and the graphics of the game.

Gemset (http://www.bay12forums.com/smf/index.php?topic=150753)
Phoebus' Graphic Set (http://www.bay12forums.com/smf/index.php?topic=57557)
Ironhand's Graphics Set (http://www.bay12forums.com/smf/index.php?topic=53180)
Mayday's (http://www.bay12forums.com/smf/index.php?topic=137370)
Taffers tileset (http://www.bay12forums.com/smf/index.php?topic=107924)
CLA Graphic Set (http://www.bay12forums.com/smf/index.php?topic=105376)
Spacefox 16x16 Graphic and Tileset (http://www.bay12forums.com/smf/index.php?topic=129219)


Visualizer Utilities: These read the map layout from Dwarf fortress memory and generate different most of the time 3d projections of the terrain in DF.


Stonesense (http://www.bay12forums.com/smf/index.php?topic=106497)
IsoWorld (http://www.bay12forums.com/smf/index.php?topic=70700)
Armok Vision (http://www.bay12forums.com/smf/index.php?topic=146473)

Miscellaneous utilities: These do not fit neatly into other categories, if they become numerous I will make new sections for them.

Quickfort (http://www.bay12games.com/forum/index.php?topic=35931) Some people would classify this as an essential utility, it allows you to use .CSV spreadsheets to plan and build a fort... Very rapidly I might add.
PerfectWorldDF (http://www.bay12forums.com/smf/index.php?topic=57428) Utility to make your own world in any manner you want and how you want it to be. You want a world that looks like a smiley face or the united states? THIS IS THE UTILITY!
SoundSense (http://www.bay12forums.com/smf/index.php?topic=60287) A sound engine for DF which brings tons of new sound FX and music. It takes the game to a whole new level. Many who try it are no longer willing to play without. (version independent)
Legends Viewer (http://www.bay12forums.com/smf/index.php?topic=72702) Recreates legends mode from exported data, plus hyperlinks, better formatting, etc.
World Viewer (http://www.bay12forums.com/smf/index.php?topic=72900).) Recreates Legends Mode from exported data. Browser like navigation, including tabs, allows to easily view other people/places/entities by just clicking names in the event logs or search lists, including a graphical map.
Pathing Simulator (http://www.bay12forums.com/smf/index.php?topic=81686) A maze navigation simulator which functions as a demo for path finding optimizations. (version independent)
WinMerge (http://winmerge.org) Open source software. Useful for installing mods as you can see what is changing.
PictureFort (http://www.bay12forums.com/smf/index.php?topic=138590) - a utility that converts images to Quickfort blueprints.
Symmetricity (http://www.bay12forums.com/smf/index.php?topic=154849) Fortress planning with symmetry
Text Will Be Text (http://www.bay12forums.com/smf/index.php?topic=138754) DF Hack plugin.  Changes the UI some.
Accessibility Utility (http://www.bay12forums.com/smf/index.php?topic=157631.0) reports your location and lets you add bookmarks to the map
Appearance Tweaks (http://www.bay12forums.com/smf/index.php?topic=158034) makes cosmetic changes like pointy elf ears and bearded female dwarves

Modding Utilities: These are tools that help with modding your fortress.

This is the modding guide on the Dwarf Fortress wiki, which may be helpful. (http://dwarffortresswiki.org/index.php/cv:Modding_guide)
DFLang (http://www.bay12games.com/forum/index.php?topic=47332) Generates Language files
Raw tile selector & Raw tile merger (http://www.bay12forums.com/smf/index.php?topic=54669) Raw tile selector: Simple graphical interface to select tiles and colors for plants, stones and small creatures.   Raw tile merger: Easy to use tool to update tile and color data of unmodified raws by comparing them to modified raws.
Custom Workshop Workshop (http://www.bay12forums.com/smf/index.php?topic=54004) Allows you to quickly design custom workshops building patterns.
Creation Forge (http://www.bay12forums.com/smf/index.php?topic=60815) A standard cheat building that allows quick testing of new worlds.
vbase (http://www.bay12forums.com/smf/index.php?topic=62500) Extensive set of body parts and creature variations intended as a modder's resource
DF Raw Patcher (http://www.bay12forums.com/smf/index.php?topic=69655)  The utility goes through the DF raws and modifies the values that were changed in your Mod raws, and adds new entries where none previously existed.
Tile Genie (http://www.bay12forums.com/smf/index.php?topic=77724) Allows you to take multiple tile sets and combine them in to one set by picking and choosing the tiles.
Temperature Conversion Utility (http://www.bay12forums.com/smf/index.php?topic=80523) An html temperature converter.
UristV (http://www.bay12forums.com/smf/index.php?topic=55161) - Arena mode map editing.
Dwarf Fortress Mod manager (http://www.bay12forums.com/smf/index.php?topic=74828) Allows the creation and editing of mods and makes merging them together easy. Also helps to export mods into compact patch files, allows splitting and tweaking mods, & much more.
Random Raw Creator (RRC) (http://www.bay12forums.com/smf/index.php?topic=79875.msg2083243) This tool uses a list of nouns to create new raws for DF. It can create random Toys, Plants, Weapons, Stone, Food, Instruments, Minerals, and Gems.
DF World Tinker (http://www.bay12forums.com/smf/index.php?topic=67059.msg1602138#msg1602138) An advanced modding tool. It allows code gurus to add custom workshops and reactions to an established fort. Also, it can swap materials around and find raw data for Titans.
Tileset Resizer (http://www.bay12forums.com/smf/index.php?topic=87196.msg2370618#msg2370618) Tileset Resizer is a collection of Octave Functions to resize Dwarf Fortress tilesets with minimum loss of quality.
Project: Modder's Resource (http://www.bay12forums.com/smf/index.php?topic=113225) FAQ, Links, and a offline Wiki in html.
Dwarf Heightmap HTML5 (http://www.bay12forums.com/smf/index.php?topic=113416) This looks like perfect world in HTML 5.
Syntax Highlighting for DF raws (http://www.bay12forums.com/smf/index.php?topic=122228) a simple package for Sublime Text that syntax highlights the DF raws.
LangCreate (http://www.bay12forums.com/smf/index.php?topic=119625), a DF utility for creating pseudo-realistic languages.
RandCreatures (http://www.bay12forums.com/smf/index.php?topic=119625), a DF utility that creates random creatures, civs, and megabeasts.
DF entity editor (http://www.bay12forums.com/smf/index.php?topic=108359) Helps mixing mods by checking entity strings for permitted reactions, and adding missing lines.
Notepad++ Highlighting (http://www.bay12forums.com/smf/index.php?topic=130510) New version of it to work with the newer raw files.
Rubble (http://www.bay12forums.com/smf/index.php?topic=154304) Rubble, An all-in-one modding utility and mod loader, comes with a large collection of mini-mods, ready to install and use.
PyDwarf (http://www.bay12forums.com/smf/index.php?topic=150857.0) In the vein of ModBase and Rubble but it aims to be friendlier and more comprehensive. Essentially its purpose is to provide capable querying and modification of raws to modders, and easy management and use of modders' scripts by players.
Raw Explorer (http://www.bay12forums.com/smf/index.php?topic=103360) Helps with modding raw files.
DFlangOpt? (http://www.bay12forums.com/smf/index.php?topic=140432.0)
Quiet-Suns tools (http://www.bay12forums.com/smf/index.php?topic=156173.0) streamline the creation, resizing, merging, maintenance, and update of graphic sets.



-> v0.34.11 and under (http://www.bay12forums.com/smf/index.php?topic=141378.0) <-
-> v0.28.181.40d and under (http://www.bay12forums.com/smf/index.php?topic=51805.0) <-

If you would like your mod posted here or someone Else's mod posted here  Send a message to me on the forum.
If any of these mods were removed and taken down so they are no longer available PLEASE inform me of that as well.

Guidelines for Additions:
#1 Pretty much any mod or utility Dwarf Fortress related is welcome.
#2 The mods link should link to a Bay 12 forum post.
#3 The first post in the thread should be clear and explain what the mod does.
#4 The first post in the thread should have the mod or a link to the mod in it.
Title: Re: Community Mods and utilities list.
Post by: Enemy post on December 05, 2016, 07:06:35 pm
You're welcome, I hope she gets better.
Title: Re: Community Mods and utilities list.
Post by: UristMcTyhender on January 03, 2017, 02:33:26 pm
Any mods like Stonesense but with abilty to play in it are in development?

Title: Re: Community Mods and utilities list.
Post by: PeridexisErrant on January 03, 2017, 05:55:16 pm
Any mods like Stonesense but with abilty to play in it are in development?

Check out Armok Vision, linked in the first post of this thread.
Title: Re: Community Mods and utilities list.
Post by: FakerFangirl on January 10, 2017, 11:18:06 am
How do I play as humans or elves? (Edit: nvm found it!) http://www.bay12forums.com/smf/index.php?topic=125638.0
Title: Re: Community Mods and utilities list.
Post by: pikachu17 on January 10, 2017, 11:23:06 am
How do I play as humans or elves?
Unless you said something before this, going to need a little more information. If you're playing near-vanilla, need to add [SITE_CONTROLLABLE] to the entity. Then you can select it. you can select what race your civ is by going to the civ selection part of site selection screen, changing the civ, then go to neighbors, and your civ's race will be on the top.
Title: Re: Community Mods and utilities list.
Post by: Enemy post on January 17, 2017, 02:27:40 pm
Hey, sorry, but could you eliminate It's The Small Things from the mod section? It's not really for the current version.
Title: Re: Community Mods and utilities list.
Post by: profit on January 23, 2017, 09:22:03 am
Hey, sorry, but could you eliminate It's The Small Things from the mod section? It's not really for the current version.
Removed
1-23-2017
Title: Re: Community Mods and utilities list.
Post by: Amostubal on January 27, 2017, 08:12:32 pm
Thanks for adding my mod to the list.  I'm working on a new version, hopefully to release mid February now, progress is slow as its a line by line edit of the files, but I appreciate being listed anywhere!
Title: Re: Community Mods and utilities list.
Post by: snow dwarf on February 04, 2017, 11:21:36 am
I'm just wondering is there a mod that makes the world more Tolkienish?
Title: Re: Community Mods and utilities list.
Post by: JKMaxx on February 25, 2017, 03:30:22 pm
Does anyone have a link to Make Science! (http://www.bay12forums.com/smf/index.php?topic=84130.0/) since the link on the thread is non-functional?
Title: Re: Community Mods and utilities list.
Post by: Enemy post on February 25, 2017, 04:48:07 pm
That mod is really old, it won't work with the current version. I suspect the reason the link doesn't work is because the mod was deleted. This hybrid mod says it has the files if you really want them, but you'll have to dig them out from the other mods.

http://dffd.bay12games.com/file.php?id=2329
Title: Re: Community Mods and utilities list.
Post by: JKMaxx on February 25, 2017, 05:21:47 pm
I found some of the Make Science .txts in that pack, but the graphic/music set isn't in it and the additional races don't show up in game. I dont mind using the old DF version for the sake of running MS but I would definitely like the full mod.
Title: Re: Community Mods and utilities list.
Post by: snow dwarf on March 10, 2017, 06:12:02 am
I'm just wondering is there a mod that makes the world more Tolkienish?
Re-asking the question. If no answer again, than I gonna have to learn to mod.
Title: Re: Community Mods and utilities list.
Post by: Enemy post on March 10, 2017, 12:22:44 pm
There's Deon's mod, but I'm not sure if it works in the current version.

http://www.bay12forums.com/smf/index.php?topic=124279.0

Here's the download, the link in the thread is broken.

http://dffd.bay12games.com/file.php?id=7501
Title: Re: Community Mods and utilities list.
Post by: snow dwarf on March 14, 2017, 06:11:41 am
There's Deon's mod, but I'm not sure if it works in the current version.

http://www.bay12forums.com/smf/index.php?topic=124279.0

Here's the download, the link in the thread is broken.

http://dffd.bay12games.com/file.php?id=7501
Thanks, I checked and am 80% sure it won't work with the current version, but gonna try and make a mod based on this for the latest version.
Title: Re: Community Mods and utilities list.
Post by: waterphage13 on April 28, 2017, 03:44:42 pm
How about my XXTatteredXX graphics?
Title: Re: Community Mods and utilities list.
Post by: profit on July 08, 2017, 02:52:44 pm
How about my XXTatteredXX graphics?
There are specific requirements to have things added, please read the end of the first post.   
Title: Re: Community Mods and utilities list.
Post by: waterphage13 on July 28, 2017, 04:05:09 pm
http://www.bay12forums.com/smf/index.php?topic=162023.0 - XXTatteredXX graphics pack. It based on Phoebus tileset and some Meph tileset things such as TWBT support and some animals tiles. XXTatteredXX have unical trees,weapons and clothes, rock ( tetures is based on minecraft block textures), animal corpses and vermins, grass tiles (grass in the biomes have some differentes (swamp grass are dark green, forests have moss, cold areas is covered in reindeer moss, mouintains is full of lichen and white grass, caves are glowing orange)). 0.45.03 have stolen deco from *MASTERWORK* (but you heed huge industry complex to build them).
Title: Re: Community Mods and utilities list.
Post by: profit on August 13, 2017, 10:14:26 pm
http://www.bay12forums.com/smf/index.php?topic=162023.0 - XXTatteredXX graphics pack. It based on Phoebus tileset and some Meph tileset things such as TWBT support and some animals tiles. XXTatteredXX have unical trees,weapons and clothes, rock ( tetures is based on minecraft block textures), animal corpses and vermins, grass tiles (grass in the biomes have some differentes (swamp grass are dark green, forests have moss, cold areas is covered in reindeer moss, mouintains is full of lichen and white grass, caves are glowing orange)). 0.45.03 have stolen deco from *MASTERWORK* (but you heed huge industry complex to build them).

Added 8-13-2017
Title: Re: Community Mods and utilities list.
Post by: Norman does minecraft on August 15, 2017, 08:55:28 am
Hey, so i've made made some mods, maybe you could add them to the list:
Necskeleton mod: http://dffd.bay12games.com/file.php?id=12788
Normanid mod: http://dffd.bay12games.com/file.php?id=12932
Shrek cult mod: http://dffd.bay12games.com/file.php?id=13042
Title: Re: Community Mods and utilities list.
Post by: Enemy post on August 15, 2017, 03:50:34 pm
Hi Norman, welcome to Bay12. Your mods look interesting, why not make a thread in Mod Releases to make it easier to find your work?

Also, could you please add my Assorted Creatures Pack (http://www.bay12forums.com/smf/index.php?topic=163773.0), Profit?
Title: Re: Community Mods and utilities list.
Post by: Norman does minecraft on August 20, 2017, 02:58:55 pm
Hi Norman, welcome to Bay12. Your mods look interesting, why not make a thread in Mod Releases to make it easier to find your work?

Also, could you please add my Movie Creatures Pack (http://www.bay12forums.com/smf/index.php?topic=163773.0), Profit?
Good idea, Enemy post
Title: Re: Community Mods and utilities list.
Post by: profit on August 24, 2017, 07:33:51 pm
Hi Norman, welcome to Bay12. Your mods look interesting, why not make a thread in Mod Releases to make it easier to find your work?

Also, could you please add my Assorted Creatures Pack (http://www.bay12forums.com/smf/index.php?topic=163773.0), Profit?
Added 8-24-2017
Title: Re: Community Mods and utilities list.
Post by: profit on August 24, 2017, 07:35:05 pm
Hey, so i've made made some mods, maybe you could add them to the list:
Necskeleton mod: http://dffd.bay12games.com/file.php?id=12788
Normanid mod: http://dffd.bay12games.com/file.php?id=12932
Shrek cult mod: http://dffd.bay12games.com/file.php?id=13042
Hey there, I try to only add mods that have references to a forum post so people can receive support and the like.
Title: Re: Community Mods and utilities list.
Post by: Enemy post on August 24, 2017, 07:41:07 pm
Here's his thread.

http://www.bay12forums.com/smf/index.php?topic=165272.0
Title: Re: Community Mods and utilities list.
Post by: profit on September 17, 2017, 07:37:43 pm
Here's his thread.

http://www.bay12forums.com/smf/index.php?topic=165272.0

Uhh... That is not super helpful but whatever...   Added 9-17-2017

You may wish to add some descriptions and most people make them separate posts to make it a little more clear what each one does and how to work it.. but you are on the list..
Title: Re: Community Mods and utilities list.
Post by: lethosor on January 10, 2018, 07:45:42 pm
There's a new DT thread as of a little over a month ago: http://www.bay12forums.com/smf/index.php?topic=168411.0
Title: Re: Community Mods and utilities list.
Post by: TomiTapio on January 10, 2018, 07:53:04 pm
Hi! "Genesis" mod is obsolete and "OldGenesis" at thread http://www.bay12forums.com/smf/index.php?topic=156059.msg6789071#msg6789071
is going strong.
Title: Re: Community Mods and utilities list.
Post by: profit on January 22, 2018, 06:44:59 pm
There's a new DT thread as of a little over a month ago: http://www.bay12forums.com/smf/index.php?topic=168411.0
Ok I updated to DT De'jure... Hopefully they will get someone who will keep maintaining it, I have seen it go though 5 or 6 "Owner" while I have been here.
Title: Re: Community Mods and utilities list.
Post by: profit on January 22, 2018, 06:52:16 pm
Hi! "Genesis" mod is obsolete and "OldGenesis" at thread http://www.bay12forums.com/smf/index.php?topic=156059.msg6789071#msg6789071
is going strong.
Pretty sure that it already pointed there, but I changed the name.
Title: Re: Community Mods and utilities list.
Post by: lethosor on January 22, 2018, 07:24:45 pm
There's a new DT thread as of a little over a month ago: http://www.bay12forums.com/smf/index.php?topic=168411.0
Ok I updated to DT De'jure... Hopefully they will get someone who will keep maintaining it, I have seen it go though 5 or 6 "Owner" while I have been here.
This is only the third one I can think of (after chmod, who was the original maintainer as far as I know, and splinterz). There is a somewhat better maintenance plan in place now, so even if the current maintainer disappears, at least some things would be possible to update.

Edit: also, new DFHack thread: http://www.bay12forums.com/smf/index.php?topic=164123.0;topicseen
Title: Re: Community Mods and utilities list.
Post by: voliol on July 04, 2018, 10:24:56 am
My mod hasn’t been updated in about a week (working on a bigger update), but I figured having it here would be nice nonetheless: http://www.bay12forums.com/smf/index.php?topic=170936.0
Title: Re: Community Mods and utilities list.
Post by: ZM5 on July 25, 2018, 08:49:15 am
Working on several updates now, however I've noticed aside from my main pack my other mods aren't on the list for reference - here's the links:
Lands of Duality (http://www.bay12forums.com/smf/index.php?topic=170730.0) - adds many new creatures and plant types for good and evil biomes, along with some new weather types.
Dwarfest Dungeon (http://www.bay12forums.com/smf/index.php?topic=168740.0) - adds Darkest Dungeon creatures - several invaders, but also many wild creatures, mostly in evil biomes. Many have attacks that will cause negative moodlets in your dwarves.
Zombies Ate My Dwarves (http://www.bay12forums.com/smf/index.php?topic=168066.0) - pack with various horror monsters - some cheesy classic horror movie monsters, several invader races (probe-wielding aliens, chainsaw-wielding, inbred cannibal hillbillies, land-locked undead and occasionally mutated pirates, various skeletons that make bad puns, etc.), as well as monsters from Doom and Splatterhouse - will also have an update out for it that includes Hexen/Heretic monsters.
What Lurks Below (http://www.bay12forums.com/smf/index.php?topic=167606.msg7575487) - a revamp for the caves, adding in many more plants and creatures to make the underground more dangerous and lively.
Merged Megabeasts (http://www.bay12forums.com/smf/index.php?topic=167998.msg7602239#msg7602239) - simple mod that adds in several new abominable megabeasts that merge the features of existing vanilla ones - i.e the Bronze Roc, a flying mechanical roc-like creature made of bronze, or the Cyclodragon, a giant, scaly humanoid with one eye and fire breath.
Title: Re: Community Mods and utilities list.
Post by: profit on September 22, 2018, 07:30:13 pm
Working on several updates now, however I've noticed aside from my main pack my other mods aren't on the list for reference - here's the links:
Lands of Duality (http://www.bay12forums.com/smf/index.php?topic=170730.0) - adds many new creatures and plant types for good and evil biomes, along with some new weather types.
Dwarfest Dungeon (http://www.bay12forums.com/smf/index.php?topic=168740.0) - adds Darkest Dungeon creatures - several invaders, but also many wild creatures, mostly in evil biomes. Many have attacks that will cause negative moodlets in your dwarves.
Zombies Ate My Dwarves (http://www.bay12forums.com/smf/index.php?topic=168066.0) - pack with various horror monsters - some cheesy classic horror movie monsters, several invader races (probe-wielding aliens, chainsaw-wielding, inbred cannibal hillbillies, land-locked undead and occasionally mutated pirates, various skeletons that make bad puns, etc.), as well as monsters from Doom and Splatterhouse - will also have an update out for it that includes Hexen/Heretic monsters.
What Lurks Below (http://www.bay12forums.com/smf/index.php?topic=167606.msg7575487) - a revamp for the caves, adding in many more plants and creatures to make the underground more dangerous and lively.
Merged Megabeasts (http://www.bay12forums.com/smf/index.php?topic=167998.msg7602239#msg7602239) - simple mod that adds in several new abominable megabeasts that merge the features of existing vanilla ones - i.e the Bronze Roc, a flying mechanical roc-like creature made of bronze, or the Cyclodragon, a giant, scaly humanoid with one eye and fire breath.

Added.  I may chop their descriptions down a little at a later date but for now they are verbatim.
Title: Re: Community Mods and utilities list.
Post by: Asin on September 30, 2018, 11:56:38 pm
I have a feeling I should add my mods here, to perhaps let them be noticed a bit better.

http://www.bay12forums.com/smf/index.php?topic=171799.0

Here's a list of them up above.
Title: Re: Community Mods and utilities list.
Post by: thefriendlyhacker on October 01, 2018, 12:18:21 am
Could you add FoE, since it probably deserves to be up there now that it has been updated to 0.44.xx:

Fallout Equestria Redux (http://www.bay12forums.com/smf/index.php?topic=172157.0) - a continuation of the My Little Pony/Fallout crossover mod, with proper automatic/multi-projectile firearms, dozens of spells, power armor and more
Title: Re: Community Mods and utilities list.
Post by: profit on October 13, 2018, 08:44:02 pm
I have a feeling I should add my mods here, to perhaps let them be noticed a bit better.

http://www.bay12forums.com/smf/index.php?topic=171799.0

Here's a list of them up above.

Hey there can you please put them into the requested format. (URL link to message as their name) unlinked Description like thefriendlyhacker
 and ZM5 did?

I may still get around to putting them up, but it will not be today, and it would be much more likely if I could just copy paste.

Could you add FoE, since it probably deserves to be up there now that it has been updated to 0.44.xx:

Fallout Equestria Redux (http://www.bay12forums.com/smf/index.php?topic=172157.0) - a continuation of the My Little Pony/Fallout crossover mod, with proper automatic/multi-projectile firearms, dozens of spells, power armor and more
Added.
Title: Re: Community Mods and utilities list.
Post by: Iban on October 30, 2018, 11:33:40 am
Is there any mod that expands upon civilizations? I haven't played DF in years and I think that dealing with cave monsters exclusively is incredibly boring. I miss regular goblin sieges. One in particular added Orc sieges and I can't really find any mods that add back in Orcs.
Title: Re: Community Mods and utilities list.
Post by: pikachu17 on October 30, 2018, 12:42:16 pm
Is there any mod that expands upon civilizations? I haven't played DF in years and I think that dealing with cave monsters exclusively is incredibly boring. I miss regular goblin sieges. One in particular added Orc sieges and I can't really find any mods that add back in Orcs.
Just send a hauler to attack as many civs as possible, and you will be attacked. Make sure to embark closer to one of those civs than any of the rest of your own civ.
Fortress Defense is an oldie but a goodie if the vanilla civs are not good enough for you.
Title: Re: Community Mods and utilities list.
Post by: Iban on October 30, 2018, 01:14:40 pm
Just send a hauler to attack as many civs as possible, and you will be attacked. Make sure to embark closer to one of those civs than any of the rest of your own civ.
Fortress Defense is an oldie but a goodie if the vanilla civs are not good enough for you.
Do the Fortress Defense civs have metal? I made an entire industry out of smelting orc garbage.
Title: Re: Community Mods and utilities list.
Post by: ZM5 on October 30, 2018, 01:34:32 pm
Most of my mods add a lot of hostile civs if you're looking for that (the Warcraft one has the orcs from it, though outside of fel orcs they're friendly - I've still got to do the addon pack that adds the more hostile non-fel/chaos orc clans).
Title: Re: Community Mods and utilities list.
Post by: scourge728 on October 30, 2018, 01:39:58 pm
ptw
Title: Re: Community Mods and utilities list.
Post by: SQman on October 30, 2018, 03:12:48 pm
Asin's Monstrous Humanoids mod adds orcs along with few other, well, monstrous humanoid species.

Do the Fortress Defense civs have metal? I made an entire industry out of smelting orc garbage.

Most do. Beak wolves and dark stranglers will arrive completely unarmed and unarmored, frog demons use nothing but copper, but the rest has metal, with some (most?) packing steel.
Title: Re: Community Mods and utilities list.
Post by: LordBaal on November 01, 2018, 04:39:55 pm
Materful Mod or something along those lines ddid that too.
Title: Re: Community Mods and utilities list.
Post by: voliol on November 01, 2018, 05:44:54 pm
I hope I formatted this is correctly (for it to be added to the list):
Voliol's Various Vivants (http://www.bay12forums.com/smf/index.php?topic=170936.0) - adds various real-life animals and plants, such as ibises and lemon trees
Title: Re: Community Mods and utilities list.
Post by: Jack-22 on November 16, 2018, 06:24:08 am
Cool! this is my collaboration:
 
Adventurer's Journal 2:
http://www.bay12forums.com/smf/index.php?topic=172544.0

I made it to meet my needs, but it is for everyone. From player to player.
Title: Re: Community Mods and utilities list.
Post by: ZM5 on November 16, 2018, 06:44:57 am
Made a new mod, mind adding it to the list?
Diablo Mod (http://www.bay12forums.com/smf/index.php?topic=172540.msg7882561#msg7882561) - large pack that adds monsters and races from Diablo - most of the wild creatures aren't confined to evil/savage biomes only, and will actually appear even in mundane biomes.

Also, I already released the Hexen/Heretic update a while back, so you could remove that part from my Halloween pack's description.
Title: Re: Community Mods and utilities list.
Post by: profit on December 07, 2018, 11:01:27 am
I hope I formatted this is correctly (for it to be added to the list):
Voliol's Various Vivants (http://www.bay12forums.com/smf/index.php?topic=170936.0) - adds various real-life animals and plants, such as ibises and lemon trees

Added 12-7-2018

Title: Re: Community Mods and utilities list.
Post by: profit on December 07, 2018, 11:08:14 am
Cool! this is my collaboration:
 
Adventurer's Journal 2:
http://www.bay12forums.com/smf/index.php?topic=172544.0

I made it to meet my needs, but it is for everyone. From player to player.
Added, please use the proper format though next time.

Made a new mod, mind adding it to the list?
Diablo Mod (http://www.bay12forums.com/smf/index.php?topic=172540.msg7882561#msg7882561) - large pack that adds monsters and races from Diablo - most of the wild creatures aren't confined to evil/savage biomes only, and will actually appear even in mundane biomes.

Also, I already released the Hexen/Heretic update a while back, so you could remove that part from my Halloween pack's description.


Added and ok.
Title: Re: Community Mods and utilities list.
Post by: bloop_bleep on December 08, 2018, 10:33:07 pm
Mind adding this? It just recently became stable enough to be presentable.

bloop_bleep's Moving Fortress Parts Mod (http://www.bay12forums.com/smf/index.php?topic=172678) - a mod that allows you to create moving parts within your fortress that move on wheels connected to power sources.
Title: Re: Community Mods and utilities list.
Post by: profit on December 11, 2018, 07:58:07 pm
Mind adding this? It just recently became stable enough to be presentable.

bloop_bleep's Moving Fortress Parts Mod (http://www.bay12forums.com/smf/index.php?topic=172678) Allows you to create moving parts within your fortress that move on wheels connected to power sources.
Added
Title: Re: Community Mods and utilities list.
Post by: profit on December 24, 2018, 02:22:59 pm
10th year anniversary!
Title: Re: Community Mods and utilities list.
Post by: Enemy post on January 12, 2019, 12:46:59 pm
Would you mind adding my new mod, please?

Primal - Adds several hundred dinosaurs and prehistoric creatures. (http://www.bay12forums.com/smf/index.php?topic=172869.0)

10th year anniversary!

Thanks for doing this for so long, by the way.
Title: Re: Community Mods and utilities list.
Post by: TomiTapio on January 13, 2019, 01:32:46 pm
10th year anniversary!
Impressive!
Title: Re: Community Mods and utilities list.
Post by: profit on January 14, 2019, 05:55:30 pm
Would you mind adding my new mod, please?

Primal (http://www.bay12forums.com/smf/index.php?topic=172869.0) Adds several hundred dinosaurs and prehistoric creatures.

10th year anniversary!

Thanks for doing this for so long, by the way.


Added, and you are welcome.
Title: Re: Community Mods and utilities list.
Post by: Superdorf on February 09, 2019, 09:27:13 pm
Might I suggest the All Races Playable (http://www.bay12forums.com/smf/index.php?topic=140713.0) mod for a place on this list? I've found it to be a very nice supplement for vanilla DF, perfect for the odd human or elfin village.
Title: Re: Community Mods and utilities list.
Post by: profit on February 10, 2019, 09:17:28 pm
Might I suggest the All Races Playable (http://www.bay12forums.com/smf/index.php?topic=140713.0) mod for a place on this list? I've found it to be a very nice supplement for vanilla DF, perfect for the odd human or elfin village.

Added 2-10-2019
Title: Re: Community Mods and utilities list.
Post by: Teneb on February 19, 2019, 05:03:02 pm
Profit, could you please include Monstrous Manual (http://www.bay12forums.com/smf/index.php?topic=173304.0) on the list? Here's a brief description: "A pack containing content from Dungeons & Dragons while attempting to be as compatible with other mods as possible".
Title: Re: Community Mods and utilities list.
Post by: profit on March 03, 2019, 10:32:45 pm
Profit, could you please include Monstrous Manual (http://www.bay12forums.com/smf/index.php?topic=173304.0) on the list? Here's a brief description: "A pack containing content from Dungeons & Dragons while attempting to be as compatible with other mods as possible".
Added
Title: Re: Community Mods and utilities list.
Post by: vettlingr on April 22, 2019, 08:05:56 pm
You should Add my DBDB mod to the list. It has been requested by some to be added.

http://www.bay12forums.com/smf/index.php?topic=171979.0

Its the spiritual successor to the Deeper Dwarven Domestication mod with just as many unique entries.
Title: Re: Community Mods and utilities list.
Post by: profit on May 06, 2019, 01:03:01 pm
You should Add my DBDB mod to the list. It has been requested by some to be added.

http://www.bay12forums.com/smf/index.php?topic=171979.0

Its the spiritual successor to the Deeper Dwarven Domestication mod with just as many unique entries.
Added.
Title: Re: Community Mods and utilities list.
Post by: nomad on August 06, 2019, 12:32:03 pm
i would suggest linking the current version of the

Modest Mod (http://www.bay12forums.com/smf/index.php?topic=174231.0) - a collection of tweaks, bugfixes, and FPS boosters.

instead of the old version (http://www.bay12forums.com/smf/index.php?topic=148265.0)
Title: Re: Community Mods and utilities list.
Post by: ZM5 on August 06, 2019, 12:59:15 pm
I'd recommend adding Splint's utility mod (http://www.bay12forums.com/smf/index.php?topic=174289.0) to the list - adds a bunch of workshops and utility reactions for stuff like bulk block making, stone/glass/metal beds, etc. Making constructions (outdoor or indoor) is a lot easier with it.
Title: Re: Community Mods and utilities list.
Post by: profit on October 31, 2019, 11:26:57 pm
i would suggest linking the current version of the

Modest Mod (http://www.bay12forums.com/smf/index.php?topic=174231.0) - a collection of tweaks, bugfixes, and FPS boosters.

instead of the old version (http://www.bay12forums.com/smf/index.php?topic=148265.0)
Updated.

I'd recommend adding Splint's utility mod (http://www.bay12forums.com/smf/index.php?topic=174289.0) to the list - adds a bunch of workshops and utility reactions for stuff like bulk block making, stone/glass/metal beds, etc. Making constructions (outdoor or indoor) is a lot easier with it.

Added

Side note, is there some other way mods are being maintained.  I am not feeling as much love from the modding community, is there a better place that now supersedes this?  Is the modding community winding down?

Title: Re: Community Mods and utilities list.
Post by: ZM5 on November 01, 2019, 03:28:48 am
I think its just there being slightly less people around due to the update drought. I'm still working on stuff but I'm considering taking a break after my most recent batch of modding.

I don't think there's any other thread or anything similar where there's a list of mods - I still link to this thread whenever someone asks about mods, and I see other people doing so as well.
Title: Re: Community Mods and utilities list.
Post by: profit on January 03, 2020, 09:02:52 pm
I think its just there being slightly less people around due to the update drought. I'm still working on stuff but I'm considering taking a break after my most recent batch of modding.

I don't think there's any other thread or anything similar where there's a list of mods - I still link to this thread whenever someone asks about mods, and I see other people doing so as well.

I see, LOL thought after 11 years there might be something like Kerbal Space Programs "CKAN" or something.


Speaking of, yay for another year =)
Title: Re: Community Mods and utilities list.
Post by: Sver on January 22, 2020, 06:29:12 am
Side note, is there some other way mods are being maintained.  I am not feeling as much love from the modding community, is there a better place that now supersedes this?  Is the modding community winding down?

I think it's more about the location of the thread - most people probably go straight for the Mod Releases subforum and don't bother further. Also, stickied posts suffer from a "blind spot" of sorts on the forums with such layouts, being below the subforums, but indefinitely above the newest threads which makes users looking for new discussions overlook them because they are so used to seeing those bold text threads always at the top. I personally am guilty of it, hence, perepetually forgenting to self-promote here. So, I politely request to add...

Sver's DF Combat Reworked (http://www.bay12forums.com/smf/index.php?topic=170474.0) A rebalance to make weapons more distinct, armor more useful, wounds more serious, speed more important, and combat less absurd.
Title: Re: Community Mods and utilities list.
Post by: Enemy post on February 01, 2020, 04:03:20 pm
Could I get my new mod listed?

Veterinarian golems - Adds golems that magically heal animals. (http://www.bay12forums.com/smf/index.php?topic=175482.0)
Title: Re: Community Mods and utilities list.
Post by: profit on February 12, 2020, 06:19:59 pm
Side note, is there some other way mods are being maintained.  I am not feeling as much love from the modding community, is there a better place that now supersedes this?  Is the modding community winding down?

I think it's more about the location of the thread - most people probably go straight for the Mod Releases subforum and don't bother further. Also, stickied posts suffer from a "blind spot" of sorts on the forums with such layouts, being below the subforums, but indefinitely above the newest threads which makes users looking for new discussions overlook them because they are so used to seeing those bold text threads always at the top. I personally am guilty of it, hence, perepetually forgenting to self-promote here. So, I politely request to add...

Sver's DF Combat Reworked (http://www.bay12forums.com/smf/index.php?topic=170474.0) A rebalance to make weapons more distinct, armor more useful, wounds more serious, speed more important, and combat less absurd.
Added

Could I get my new mod listed?

Veterinarian golems - Adds golems that magically heal animals. (http://www.bay12forums.com/smf/index.php?topic=175482.0)
Added.
Title: Re: Community Mods and utilities list.
Post by: Enemy post on February 12, 2020, 06:55:28 pm
Thanks.
Title: Re: Community Mods and utilities list.
Post by: snow dwarf on March 19, 2020, 12:42:55 am
Hi. I noticed that
Legends viewer
http://www.bay12forums.com/smf/index.php?topic=154617.0
and DfHack
http://www.bay12forums.com/smf/index.php?topic=164123.0
links on the original post link to the really old out of date threads. It'd be great if these could be put there instead.
Title: Re: Community Mods and utilities list.
Post by: TomiTapio on March 19, 2020, 07:21:27 am
Hi, are OldGenesis and The Language Overhaul (better site names) on the list?
http://www.bay12forums.com/smf/index.php?topic=175792.0;topicseen 
Title: Re: Community Mods and utilities list.
Post by: GM-X on March 26, 2020, 03:14:30 am
Quote
Dark Ages: Mythos of Rammok Massive Horror Fantasy mod. Incorporates features of many older mods.

Hi Profit, requesting the Dark Ages text be updated as follows:

Quote
Dark Ages IV: War & Mythos - Massive Horror Fantasy mod. Incorporates features of many older mods.

Thank you so much.

http://www.bay12forums.com/smf/index.php?topic=143540.0
Title: Re: Community Mods and utilities list.
Post by: Enemy post on April 02, 2020, 10:07:40 pm
Can I get my update to WillowLuman's Daleks listed?

WillowLuman's Daleks & Cybermen - A small mod that adds the aforementioned Doctor Who monsters. (http://www.bay12forums.com/smf/index.php?topic=176060.0)
Title: Re: Community Mods and utilities list.
Post by: Germanicus on April 13, 2020, 02:07:28 pm
Does the 'VBase - Modding Standard' still work with the current version of DF? It's listed as being for 0.31.21

EDIT: I just tested it, it throws up a ton of problems in the error log but creatures still seem to generate if you use it. It won't gen randomized creatures because it doesn't use Gaits, so I imagine it probably won't work for worldgen without updating.
Title: Re: Community Mods and utilities list.
Post by: profit on April 18, 2020, 10:46:42 pm
Hi. I noticed that
Legends viewer
http://www.bay12forums.com/smf/index.php?topic=154617.0
and DfHack
http://www.bay12forums.com/smf/index.php?topic=164123.0
links on the original post link to the really old out of date threads. It'd be great if these could be put there instead.

Updated.  Thank you for catching this.

Quote
Dark Ages: Mythos of Rammok Massive Horror Fantasy mod. Incorporates features of many older mods.

Hi Profit, requesting the Dark Ages text be updated as follows:

Quote
Dark Ages IV: War & Mythos - Massive Horror Fantasy mod. Incorporates features of many older mods.

Thank you so much.

http://www.bay12forums.com/smf/index.php?topic=143540.0

Updated.

Can I get my update to WillowLuman's Daleks listed?

WillowLuman's Daleks & Cybermen - A small mod that adds the aforementioned Doctor Who monsters. (http://www.bay12forums.com/smf/index.php?topic=176060.0)

Added.

Title: Re: Community Mods and utilities list.
Post by: Enemy post on April 19, 2020, 12:35:46 am
Thanks.
Title: Re: Community Mods and utilities list.
Post by: voliol on April 19, 2020, 12:23:49 pm
I think my DF duplisearch (http://www.bay12forums.com/smf/index.php?topic=175695.0) is ripe for putting up here. As its name suggests, it's a utility/script for detecting duplicated raws.
Title: Re: Community Mods and utilities list.
Post by: profit on April 29, 2020, 02:16:27 am
I think my DF duplisearch (http://www.bay12forums.com/smf/index.php?topic=175695.0) is ripe for putting up here. As its name suggests, it's a utility/script for detecting duplicated raws.
Added
Title: Re: Community Mods and utilities list.
Post by: Enemy post on January 23, 2021, 06:21:43 pm
Could we add the Dwarvemon (http://www.bay12forums.com/smf/index.php?topic=162453.0) mod to the list?
Title: Re: Community Mods and utilities list.
Post by: LordBaal on January 23, 2021, 06:32:12 pm
Wow that is very creative and detailed.
Title: Re: Community Mods and utilities list.
Post by: voliol on January 24, 2021, 05:02:01 am
Surprised that Dwarvemon was not already on the list, maybe there are some others that have been missed... (here’s a quite large dump, but there seem to be even more even only counting bigger mods... I’ll do a PSA reminding people to use this, if you don’t mind)

Dwarf Fortress Revised by Taffer: http://www.bay12forums.com/smf/index.php?topic=161832.0
Splint’s Vanilla Expanded by Splint: http://www.bay12forums.com/smf/index.php?topic=177593.0
The Language Overhaul by Emilovich: http://www.bay12forums.com/smf/index.php?topic=175792.0
Abyssmo’s Monster Hunter Mod by Abyssmo: http://www.bay12forums.com/smf/index.php?topic=174296.0
The Long Night by squamous: http://www.bay12forums.com/smf/index.php?topic=172696.0
Zelda Community Mod: http://www.bay12forums.com/smf/index.php?topic=163084.0
Dog Breeds by brolol.404: http://www.bay12forums.com/smf/index.php?topic=173871.0

Teh LOLmod has a new thread: http://www.bay12forums.com/smf/index.php?topic=172147.0
ZM5’s Modpack is now a ”Mod Depository”: http://www.bay12forums.com/smf/index.php?topic=158898.375

Utilities:
Dwarf Vision by Aqua and RustKnight: http://www.bay12forums.com/smf/index.php?topic=177615.0
Title: Re: Community Mods and utilities list.
Post by: profit on January 25, 2021, 11:23:09 pm
Could we add the Dwarvemon (http://www.bay12forums.com/smf/index.php?topic=162453.0) mod to the list?

Added.

Surprised that Dwarvemon was not already on the list, maybe there are some others that have been missed... (here’s a quite large dump, but there seem to be even more even only counting bigger mods... I’ll do a PSA reminding people to use this, if you don’t mind)

Dwarf Fortress Revised by Taffer: http://www.bay12forums.com/smf/index.php?topic=161832.0
Splint’s Vanilla Expanded by Splint: http://www.bay12forums.com/smf/index.php?topic=177593.0
The Language Overhaul by Emilovich: http://www.bay12forums.com/smf/index.php?topic=175792.0
Abyssmo’s Monster Hunter Mod by Abyssmo: http://www.bay12forums.com/smf/index.php?topic=174296.0
The Long Night by squamous: http://www.bay12forums.com/smf/index.php?topic=172696.0
Zelda Community Mod: http://www.bay12forums.com/smf/index.php?topic=163084.0
Dog Breeds by brolol.404: http://www.bay12forums.com/smf/index.php?topic=173871.0

Teh LOLmod has a new thread: http://www.bay12forums.com/smf/index.php?topic=172147.0
ZM5’s Modpack is now a ”Mod Depository”: http://www.bay12forums.com/smf/index.php?topic=158898.375

Utilities:
Dwarf Vision by Aqua and RustKnight: http://www.bay12forums.com/smf/index.php?topic=177615.0

I will sometimes add without them asking but I usually the mod author requests it be added. I will sit down sometime and add these eventually though even if they are not in quite the right format.(Just takes a while to do searching and typing and cleanup. )
Title: Re: Community Mods and utilities list.
Post by: voliol on January 26, 2021, 07:21:47 am
Yeah, don't feel any pressure to add them quickly :). I haven't had the chance to try most of them out so I didn't think I qualified to write descriptions for them.
I know it's mostly people requesting their own mods be added (with the upside that the modder knows an apt description), but the last few years I feel there has been a lot of mods, and few of them have gotten here. That's why I suggested I make an PSA to tell modders to self-advertise here; I think the root of the problem is modders forgetting this thread exists, which is really a shame.
Title: Re: Community Mods and utilities list.
Post by: profit on January 26, 2021, 10:07:01 pm
Yeah, don't feel any pressure to add them quickly :). I haven't had the chance to try most of them out so I didn't think I qualified to write descriptions for them.
I know it's mostly people requesting their own mods be added (with the upside that the modder knows an apt description), but the last few years I feel there has been a lot of mods, and few of them have gotten here. That's why I suggested I make an PSA to tell modders to self-advertise here; I think the root of the problem is modders forgetting this thread exists, which is really a shame.

Honestly I really thought by now we would have a mod manager similar to rimworlds or the other programs out there that have a ton of mods and people would just be getting them that way by now.. LOL never figured this would be the way they rolled and I would be maintaining a forum thread for *looks* 13ish years now!?
Title: Re: Community Mods and utilities list.
Post by: ZM5 on May 16, 2022, 02:37:15 am
Can I get a new one of mine on the list?
LISA: The Dwarfful - a Life Ruining DF Experience (http://www.bay12forums.com/smf/index.php?topic=179788.0) - TC mod that converts the regular fantasy setting into one based on the LISA games.
Title: Re: Community Mods and utilities list.
Post by: profit on May 18, 2022, 08:32:04 pm
Can I get a new one of mine on the list?
LISA: The Dwarfful - a Life Ruining DF Experience (http://www.bay12forums.com/smf/index.php?topic=179788.0) - TC mod that converts the regular fantasy setting into one based on the LISA games.

Of course. I will add it today.
Title: Re: Community Mods and utilities list.
Post by: beetledjuice on May 29, 2022, 10:08:28 pm
I can't believe Squamous'  The Long Night  (http://www.bay12forums.com/smf/index.php?topic=179676.0) isn't on this list. Can we add it? Everybody should know about it. Dude is a modding beast.
I haven't played his other mods, mostly because The Long Night hooked me hard, but every one of them seems quite incredible and should probably be on this list. His work oozes a very unique charisma.
Title: Re: Community Mods and utilities list.
Post by: Jostino on July 16, 2022, 12:35:50 am
DFLang has a 404 link unfortunately
Title: Re: Community Mods and utilities list.
Post by: Ziusudra on July 16, 2022, 12:42:25 am
DFLang has a 404 link unfortunately
Link should be http://www.bay12forums.com/smf/index.php?topic=47332.0
Title: Re: Community Mods and utilities list.
Post by: newtyrol on August 04, 2022, 10:59:20 pm
Well, there does seem to be tools for managing mods/saves when you download them. But, browsing is still pretty much either this thread, browsing mod releases on the forum, or DFFD. But, maybe a proper manager can be integrated when the steams version comes out. Although, I am slightly concerned you might end up where mods for the steam version mod manager might not want to run in the normal ascii version.
Title: Re: Community Mods and utilities list.
Post by: thegamezbeplayed on August 26, 2022, 01:17:22 pm
how are folks performing these massive tests in the object testing arena? I almost think ima be best off testing in fortress mode so i can save a template and then using the save back ups just restart tests.

As it stands now I need to create creature assign all armor and weapons and skills, Its leading to less comprehensive testing than id like. I am aware of macros but i hear thats not always without kinks. Also is there like a log parser? I want a way to have combat logs in a spread sheet with the actions broken down, like all the deflects, parry's, weapon stuck, etc.


A bit about what i am doing i am trying to mod weapons to be more specialized. For example spears should be better than most swords at slaying beasts. Currently I am just tallying how many times a weapon beats a troll with 5 tests, not very scientific but anything else takes far too long. Id like to just have each test with 100 trials but im obviously going to need a addon or tool for this..
Title: Re: Community Mods and utilities list.
Post by: profit on September 20, 2022, 06:30:40 pm
DFLang has a 404 link unfortunately
Link should be http://www.bay12forums.com/smf/index.php?topic=47332.0
Strangely enough it was correct, not sure why it wasn't working for him.  I remade the link just in case.
Title: Re: Community Mods and utilities list.
Post by: profit on September 20, 2022, 06:35:17 pm
I can't believe Squamous'  The Long Night  (http://www.bay12forums.com/smf/index.php?topic=179676.0) isn't on this list. Can we add it? Everybody should know about it. Dude is a modding beast.
I haven't played his other mods, mostly because The Long Night hooked me hard, but every one of them seems quite incredible and should probably be on this list. His work oozes a very unique charisma.
As stated, players and authors are the ones who tell me what to add, I don't overlook things because I don't look.  Everything that is here are mods that someone requested to be added.  =)
Title: Re: Community Mods and utilities list.
Post by: IndigoFenix on September 28, 2022, 02:19:33 pm
I should add this utility (http://www.bay12forums.com/smf/index.php?topic=179244.0) then. It's an entity ethics and relationship tweaker utility that makes it easier to manage which civs tend to ally or start wars with each other.

I also notice you don't have WTFTools (https://dffd.bay12games.com/file.php?id=4175), so I'll also suggest adding my slightly modified and more user-friendly version of the utility (https://dffd.bay12games.com/file.php?id=15746). It lets you change several text files in the game, like the fortress intro, diplomat dialogues, and help text.
Title: Re: Community Mods and utilities list.
Post by: giovanni_della_verga on November 17, 2022, 03:33:00 pm
are the liks not working for anybody else?
Title: Re: Community Mods and utilities list.
Post by: brewer bob on November 17, 2022, 03:36:21 pm
are the liks not working for anybody else?

DFFD is still down.

There's an update on the situation here:
http://www.bay12forums.com/smf/index.php?topic=180566.0
Title: Re: Community Mods and utilities list.
Post by: profit on November 21, 2022, 08:43:05 pm
I should add this utility (http://www.bay12forums.com/smf/index.php?topic=179244.0) then. It's an entity ethics and relationship tweaker utility that makes it easier to manage which civs tend to ally or start wars with each other.

I also notice you don't have WTFTools (https://dffd.bay12games.com/file.php?id=4175), so I'll also suggest adding my slightly modified and more user-friendly version of the utility (https://dffd.bay12games.com/file.php?id=15746). It lets you change several text files in the game, like the fortress intro, diplomat dialogues, and help text.

Added the first one. 
I do require a link to the forums for a link to be added, so I did not add the second one, but just reply with that and I will add it as well.
Title: Re: Community Mods and utilities list.
Post by: profit on November 24, 2022, 10:08:21 pm
Checking a few mods and it appears a few have some problems.  If I happen upon one or you discover one that is not working, report it, and I will try to add it to an area of the list to encourage the author to fix it up.