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.
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 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.
Description: A mod adding in materials, creatures, and civilizations themed around LEGOs and around stories based on LEGO creations.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)
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.
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.
Dwarf Companion.
And update my TES Mod, theres v.1.1
Add the samurai mod in my sig to the list. I'll update it for 40d7 soon.
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"
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.
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 worldAdded and changed =)
New Description for the Civilization Forge mod: Adds in many new elements (races, items, metals, plants, etc) and rebalances the game a bit
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.
Just like to mention dwarf manager (http://minoku.net/dwarfmanager), a nice utility that builds upon what dwarf foreman started.
Added RantingRodent's Graphical Overhaul to the list =)
Your masterful spriting deser'es it.
This needs to be stickied.
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
Should be also here, even i promote myself :) :
http://www.bay12games.com/forum/index.php?topic=30214.0
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.Dtil would be the easiest to update. Until Rick comes back, Tweak will be impossible to update.
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.
People other than Rick have done work on tweak, haven't they?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.Dtil would be the easiest to update. Until Rick comes back, Tweak will be impossible to update.
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.
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.People other than Rick have done work on tweak, haven't they?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.Dtil would be the easiest to update. Until Rick comes back, Tweak will be impossible to update.
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.
http://www.bay12games.com/forum/index.php?topic=32237.0
Add it to the list. It's important.
I'm the author. I've edited the first post in that thread to include a link to the mod.Excellent =)
silly me, i put it in the wrong raw file.Ahh. Well excellent it works now =)
Handy thread.Most welcome.
Thank you.
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.
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
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)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.
http://dffd.wimbli.com/file.php?id=659 (http://dffd.wimbli.com/file.php?id=659)
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 =)
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. ???
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.
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.
Also add DiG DeepeR to the list.
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 :)).
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.
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.
I finished my Clown mod: http://www.bay12games.com/forum/index.php?topic=34420.0More mods to the collection.....
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.
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.Added =)
http://www.bay12games.com/forum/index.php?topic=30815.0 (http://www.bay12games.com/forum/index.php?topic=30815.0)
Been kinda slow lately....
Everyone waiting for the next version of DF before they create more mods?
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.
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. ;)
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.
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.
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!
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
No my comment was ment to be somewhere else.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.
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.
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)?
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.
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.
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)
What about Kobold Camp?It's been there, under major mods, for quite some time.
I dun see it on the list, senor.
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)
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.
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.
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.
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 =)
Stonesense, Isometric Visualizer (http://www.bay12games.com/forum/index.php?topic=43260.0) (Not to be confused with the reveal utility)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.
(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)Thanks for finding new things to add.
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.
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
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.
I also strongly support the creation of a Visualizer category.Noted.
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.
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.
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/)
Hey, can I plug my utility?Added =)
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).
http://www.bay12games.com/forum/index.php?topic=43043.0And added =)
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.
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).
QuoteIntroducing 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.
I smell competing interests.
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.)
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)
I was bored, please forgive me :D
http://www.bay12games.com/forum/index.php?topic=47963.0
Where is the Dwarf Companion? :(I do not know... If I had a link I would know though... and it would probably be added.
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 :).
* side note: I believe Khazad is win32 only and not mac compatible.you misspelled it in the first post
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)
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)
Could you add my mod? It adds a new race (moogles) and not much else.
http://dffd.wimbli.com/file.php?id=1874
You mean this?Yep =) Thank you.
http://www.bay12games.com/forum/index.php?topic=49826.0
Moogle mod is the mod's name.
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.
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.
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.
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
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'.
and now they may even come up through the floor! I would need traps everywhere.
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!!!!!
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.
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).
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.
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.
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.
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.
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.
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
I believe that Dwarf Therapist is now up to 0.5.0
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 :)
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.
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 =)
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.
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
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.
This doesn't have the Friendship enhancer yet?
http://www.bay12forums.com/smf/index.php?topic=55713
Minor update - Civilization Forge is now at version 2.02 with some minor bugfixes.KK changed the list to reflect a more general status =)
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.
Dunno if this has already been suggested, but it would be useful to indicate the platform(s) on which each utility works.
Thanks.
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.
Mind adding my graphics pack(see 2nd line of sig) to the graphics section?
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.
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.
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.
Might want to update the dfhack link to this one: http://www.bay12forums.com/smf/index.php?topic=58809.0
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.
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 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)
New raws. 0.31.08
http://dffd.wimbli.com/file.php?id=2548 (http://dffd.wimbli.com/file.php?id=2548)
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.
Would you mind adding this tanning mod (http://www.bay12forums.com/smf/index.php?topic=59634.0) to the list?added
Somebody tried to update DF Tweak for 0.3x.xx?
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.
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)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 =)
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'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.
New unchanged raws. For 0.31.10 (Who has 0.31.09 anyway? :P)Added
http://dffd.wimbli.com/file.php?id=2673
Would you please add Wizard Tower (http://www.bay12forums.com/smf/index.php?topic=59311.msg1329658#msg1329658) to the list?ok, Added =)
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)
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.
Nanofortress still works for 31.10.
Download link (as i don't registered on wimbli) - http://www.megaupload.com/?d=3H6ILS5I
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 =)
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
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.
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 =)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.QuoteI 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. ;-)
I have new Raws for you.
http://dffd.wimbli.com/file.php?id=2789
Though you two might not think this task is infuriating, then I would lol at myself :o.
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...
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'
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!
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
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
Thanks. And also thanks for maintaining this list. it was so helpful when i first started experimenting with the new version.Most welcome =)
I just switched to mac. I was wondering if mods were still compatible?
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.
can you add my dune mod? I think it fits under total conversion: http://www.bay12forums.com/smf/index.php?topic=64540.0
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!
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
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.
New raws at:Oh yeah, it is that time again isn't it.
http://dffd.wimbli.com/file.php?id=3116
A fresh set of raws for modders to start anew.
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
Download (http://www.bay12games.com/dwarves) (Click refresh on your browser if it doesn't show up)Emphasis mine. Thought new raws would be needed. Didn't get .14 ones cause I'm lazy, busy with school, etc.
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)
Moar Raws!!LOL well I shall update to .15's =)
http://dffd.wimbli.com/file.php?id=3213Download (http://www.bay12games.com/dwarves) (Click refresh on your browser if it doesn't show up)Emphasis mine. Thought new raws would be needed. Didn't get .14 ones cause I'm lazy, busy with school, etc.
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)
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)
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.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
http://dffd.wimbli.com/file.php?id=3117
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
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.
Incubus/Succubus Mod (http://www.bay12games.com/forum/index.php?topic=52062.0) Not Safe for work.
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
Soundsense should be added to the list, it is a really nice mod.Ok.
http://www.bay12forums.com/smf/index.php?topic=60287.msg1639698#new (http://www.bay12forums.com/smf/index.php?topic=60287.msg1639698#new)
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.
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.
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)
I just posted a raw merging utility: http://www.bay12forums.com/smf/index.php?topic=69655.0
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.
You should remove "Friendship" enhancer since it's been succeeded by DFusion.
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.)
someone updated tweak for .17-18 but mostly the tile editer
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?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?
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?
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.
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.
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.
I am sorry, it appears that it is gone.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?
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)?
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?
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!
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 =)
Sweet!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*
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.
Hey, has there been a poll on this thread for the favorite total-conversion mod? I really think there ought to be.
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 )
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, butDB 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.
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.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.
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)
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
Could you add Colonization: 3000?
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.
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 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.
*Cough*I just made an awesome mod (http://www.bay12forums.com/smf/index.php?topic=79641.0)*cough*
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.
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.
Might want to add the temperature conversion tool (http://www.bay12forums.com/smf/index.php?topic=80523.0) I made.
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.
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)
"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.
You can add my RRC(RandomRawCreator) (http://www.bay12forums.com/smf/index.php?topic=79875.msg2083243#msg2083243) if you want.
Is there any mod out there to increase starting amount ofdwarvesexpendables? The Embark thingy doesn't seem to work for me.
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.
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.
Can we somewhen have a somewhat SORTING feature for animals?..
Is there any mod out there to increase starting amount ofIf you don't mind doing some hex editing...dwarvesexpendables? The Embark thingy doesn't seem to work for me.
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
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.
I don't think it will require massive changes and rewriting, just a little procedure that sorts out array of animals on their name.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.
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.I don't think it will require massive changes and rewriting, just a little procedure that sorts out array of animals on their name.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.
Now they're sorted in order of chronology of appearance on the scene, so they can be sorted in another order. ;-)
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 =)
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!
I just released a mod. Like, just now.Added.
http://www.bay12forums.com/smf/index.php?topic=81647.0
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'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
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...
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.
This is very interesting utility http://www.bay12forums.com/smf/index.php?topic=62364.0
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)
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)
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.
I was wondering Would u like my Reviews thread on here too? Or is it not summit that should be on here? lolsI would need to see it.. A link would be handy.
If not it's cool ^_^
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
(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)
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).
...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.
...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:Spoiler: "some notes on Quickfort's compatibility" (click to show/hide)
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.
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.
Hi, I'm not sure if mine qualifies but if it's worthy, you can add it if you want. thanks!Works for me. Added.
edit: oops, ps. it's in my sig.
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.
Could Dig Deeper Gold please be added to the list of major mods?
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.
I shamelessly ask for Nchardahrk to be added to the Total Conversion sectionAdded
I'd say NW_Kohaku's Expanded Glazes Mod (http://www.bay12forums.com/smf/index.php?topic=81976.0) belongs on this list.Added
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.
Requesting Legend of Forlorn Realms to be added. Major mods section :D
So I have looked through the list but haven't found anything, so my question is this:No.
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.
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)
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..
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?:
Pathing Simulator A maze navigation simulator which functions as a demo for path finding optimizations. (Java-based, version independent)
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.
...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?
(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.)
(Pathing Simulator is a web app, independent of DF version)
Could you add Jaxmod (http://www.bay12forums.com/smf/index.php?topic=87728.0) when you get back?
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?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.
And will the Civ Forge mod and the mods I've done to it show up with the Hacked Embark Size games?
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)
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)
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.
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.
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...
is it still "today"?
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.
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.
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).
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.
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
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)?
Thank you for this list, its come in very handy :D
[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.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]
I would do it myself, but there's the slight issue of hundreds and hundreds of words to translate. So, yeah.
[T_WORD:ACE:ace]
[T_WORD:ACT:act]
In other news, this is amazing for finding stuff. Thanks, profit!
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.
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.
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.
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 :)
Besides, You Will Die !!!, Nope don't really have anything at the moment
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.
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? :PI 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.
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. :)
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)
I would like to request that CivMod be added to the list.Added.
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.
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")
Addedwhenever 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")
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.
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.
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)
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.
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)
Profit, I think it's good time to make a thread for 34.01 version.
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 ...
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
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.
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.
This news.... It pleases me greatly.
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)
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. :PGoing 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
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
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.Added.
Dicemod (http://www.bay12forums.com/smf/index.php?topic=103214.0)
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.
I'm not the one who made it; however, could you post the pokemon mod?No.
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
Can I get the Underhive Settlement (http://www.bay12forums.com/smf/index.php?topic=100255.0) mod added? It's a total conversion.Added.
"Inspired by Necromunda, a game set in the Warhammer 40k universe, take on the role of free settlers in the Underhive."
Thanks!
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.
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.
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.
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.
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
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.
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=106269.0Done.
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).
Could you add my DF beginner pack for Mac named MacNewbie (http://www.bay12forums.com/smf/index.php?topic=106790.0) to the list?
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.
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
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."
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 >_>
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 =)
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.
[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]
Could you please update the descriptions for the Masterwork DF mod ?It's time to update to 34.09 ;D
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]
I would like to promote my demon modAdded
Demon Mod (http://www.bay12forums.com/smf/index.php?topic=83423.0)
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 ;)
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.
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
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)
Thank you for hosting this list :)=)
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
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.
May I ask this be moved to the top of the OP?QuoteGuidelines 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
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
Sorry, posted in the wrong thread.LOL =)
Lucky reply number 666 I suppose.
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?
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
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.
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.
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
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.
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
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)I added two "frames" in the main index called "HugoWiki.html"Spoiler: Image of the layout (click to show/hide)
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
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.
edit: nm
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 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.
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)
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. =)
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
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
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.
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.
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
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
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 =)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.
That notepad++ thing has been outdated since the release of 31.01.
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 :)
? What has the exe, but no raws?
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.
? 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. 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
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.
Please update Genesis description and link it to the Genesis Reborn thread.
http://www.bay12forums.com/smf/index.php?topic=109846.0QuoteGenesis 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 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.
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
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.
can you add the mod in my sig
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. :'( )
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.
☼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.
☼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.
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 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?
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.
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.Somehow it was unnoticed before. Could you please add this to modding utilities?
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.
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.Somehow it was unnoticed before. Could you please add this to modding utilities?
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.
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.
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!
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 :)
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. :)
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 :)
How does one choose what mod to play? There are so many ;/You could roll dice.
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.
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 :)
☼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:
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.
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.
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. ^^Finally got around to the rest. Tell me if I missed anything or you want any further changes.
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 ^^
Kinda wondering. Are workshop-raw only mods that didn't seem to have updated for 34.01 compatible with 34.11?
.
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)
.
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.Oh yeah, I've tried that one, very fun.
Fear the Night (http://www.bay12forums.com/smf/index.php?topic=103747.0)
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
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)
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.
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).
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
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?
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.
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.
I guess no approval then huh?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'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 know that thistleknot has both mine and Mepheanstars approval.
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.
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.
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 :>
Updates:Done 1/12/2014
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
Remove "What has science done?!", replace it with:That message sounds like it came from a killbot but I have done the task.
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.
There's two of them, depending on the perspective you want.
One is the fantasy map maker photoshop action script, the other is isoworld.
A new utility which aims to replace Chromafort - and it's already less temperamental:
http://www.bay12forums.com/smf/index.php?topic=138590
"[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."
"PictureFort (http://www.bay12forums.com/smf/index.php?topic=138590) - a utility that converts images to Quickfort blueprints; more flexible and stable than Chromafort."Thank you =)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."
☼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☼
[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.
I suppose I needed a summary, didn't I?... still hopping maybe to make the list.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. :)
"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 suppose I needed a summary, didn't I?... still hopping maybe to make the list.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. :)
"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."
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:
[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]
[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.
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?
LOL... I would say it like this:I suppose I needed a summary, didn't I?... still hopping maybe to make the list.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. :)
"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."
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?
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.
And now delete the line about the "expanded LNP", since that's the same thing as the starter pack. :)
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 0.40Would you like the listing changed somehow?
Updated my Lucelle Weapons and Armour pack for 0.40Would you like the listing changed somehow?
ok =)Updated my Lucelle Weapons and Armour pack for 0.40Would 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.
Every mod is broken with the current version except for a select few that have already updated.
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. )
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)
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)
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. ;)
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.
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."
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. ;)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.
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
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
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.(The "over 50" part should be "almost 100")
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)
Black Powder Firearms has now been updated to be compatible with 40.13.
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.(The "over 50" part should be "almost 100")
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)
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 12-15-2014Thanks!
(Finally saw this when I was not at work)
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 XDWrong 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)
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.
Could you include this one?Added
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.
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.
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
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.
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.
Hey, Fear the Night should be moved to the 34.11 category.Alright.
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)
Ok new version of DF is up. Talk to me people =)
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.
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
Can race mods and somewhat wip mods make it here?All mods are considered WIP.
Any chances of reclassify Quickfort as essential?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.
Like therapist and DFhack makes the general experience of playing much more fun...
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.
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!
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
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
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!
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 =)
0.43.05 | Adventurecraft | http://www.bay12forums.com/smf/index.php?topic=153036.0 |
0.43.x | Appearance Tweaks | http://www.bay12forums.com/smf/index.php?topic=158034.0 |
0.40.19 | Arctic Addition Mod! | http://www.bay12forums.com/smf/index.php?topic=145730.10 |
0.43.x | Cloth Armor Mod | http://www.bay12forums.com/smf/index.php?topic=158967.0 |
0.43.03 | Crematory Overhaul | http://www.bay12forums.com/smf/index.php?topic=158680.0 |
0.43.03 | Deadly bleeding! | http://dffd.bay12games.com/file.php?id=12260 |
0.??? | Deeper Dwarven Domestication | http://www.bay12forums.com/smf/index.php?topic=123155.0 |
0.43.05 | Desolation | http://www.bay12forums.com/smf/index.php?topic=157841.0 |
0.43.02 | Expanded Good/Evil Regions | http://www.bay12forums.com/smf/index.php?topic=158152.0 |
0.42.06 | [Rubble] First Landing addon pack | http://www.bay12forums.com/smf/index.php?topic=151180.0 |
0.43.03 | Fluffy Pony Mod | http://dffd.bay12games.com/file.php?id=12155 |
0.43.03 | FORTAL KOMBAT! | http://www.bay12forums.com/smf/index.php?topic=158554.0 |
0.43.05 | Fortress Defense Mod II | http://www.bay12forums.com/smf/index.php?topic=62874.0 |
0.42.06 | Grim's History and Realism Mods | http://www.bay12forums.com/smf/index.php?topic=146737.0 |
0.28..39d | It's The Small Things Mod | http://www.bay12forums.com/smf/index.php?topic=18552.0 |
0.42.05 | Kazoo's Silk Egg | http://www.bay12forums.com/smf/index.php?topic=149293.0 |
0.43.05 | Kobold Kamp | http://www.bay12forums.com/smf/index.php?topic=156989.0 |
0.??? | More leather mod | http://www.bay12forums.com/smf/index.php?topic=122003.0 |
0.43.02 | Mostly Mythical Monsters Modular Mod | http://www.bay12forums.com/smf/index.php?topic=155054.0 |
0.43.05 | My Little Fortress: Friendship is Magma | http://www.bay12forums.com/smf/index.php?topic=121116.0 |
0.43.04 | My Little Fortress: Losing is !!Magic!! | http://www.bay12forums.com/smf/index.php?topic=117374.0 |
0.43.03 | Pikachu's submission for Dwarf 4tress from scratch | http://dffd.bay12games.com/file.php?id=12303 |
0.43.05 | Plump Helmet Invaders | http://dffd.bay12games.com/file.php?id=12250 |
0.??? | Procedural Decoration Legends | http://www.bay12forums.com/smf/index.php?topic=143949.0 |
0.43.05 | Spellcrafts - Another Lame Magic Mod! | http://www.bay12forums.com/smf/index.php?topic=149426.0 |
0.43.05 | Star Wars:Jawa Fortress | http://www.bay12forums.com/smf/index.php?topic=158469.0 |
0.42.06 | Succubus Dungeon | http://www.bay12forums.com/smf/index.php?topic=124135.0 |
0.43.05 | Teh LOLmod | http://www.bay12forums.com/smf/index.php?topic=132175.0 |
0.40.13 | LC's Terrible Weapons Pack | http://www.bay12forums.com/smf/index.php?topic=144493.0 |
0.43.05 | Undertale: Pretale Mod | http://www.bay12forums.com/smf/index.php?topic=159590.0 |
0.43.05 | ZM5's Modpack - Warcraft, Dragon's Dogma, and more | http://www.bay12forums.com/smf/index.php?topic=158898.0 |
Here's a few more mods that might be worth mentioning:
0.39.d It's The Small Things Mod http://www.bay12forums.com/smf/index.php?topic=18552.0
Here's a few more mods that might be worth mentioning:
0.39.d It's The Small Things Mod http://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).
Not sure how that's related to the Masterwork modmods, which I agree are worth mentioning.
Here's a few more mods that might be worth mentioning:
0.43.05 Adventurecraft http://www.bay12forums.com/smf/index.php?topic=153036.0 0.43.x Appearance Tweaks http://www.bay12forums.com/smf/index.php?topic=158034.0 0.40.19 Arctic Addition Mod! http://www.bay12forums.com/smf/index.php?topic=145730.10 0.43.x Cloth Armor Mod http://www.bay12forums.com/smf/index.php?topic=158967.0 0.43.03 Crematory Overhaul http://www.bay12forums.com/smf/index.php?topic=158680.0 0.43.03 Deadly bleeding! http://dffd.bay12games.com/file.php?id=12260 0.??? Deeper Dwarven Domestication http://www.bay12forums.com/smf/index.php?topic=123155.0 0.43.05 Desolation http://www.bay12forums.com/smf/index.php?topic=157841.0 0.43.02 Expanded Good/Evil Regions http://www.bay12forums.com/smf/index.php?topic=158152.0 0.42.06 [Rubble] First Landing addon pack http://www.bay12forums.com/smf/index.php?topic=151180.0 0.43.03 Fluffy Pony Mod http://dffd.bay12games.com/file.php?id=12155 0.43.03 FORTAL KOMBAT! http://www.bay12forums.com/smf/index.php?topic=158554.0 0.43.05 Fortress Defense Mod II http://www.bay12forums.com/smf/index.php?topic=62874.0 0.42.06 Grim's History and Realism Mods http://www.bay12forums.com/smf/index.php?topic=146737.0 0.28..39d It's The Small Things Mod http://www.bay12forums.com/smf/index.php?topic=18552.0 0.42.05 Kazoo's Silk Egg http://www.bay12forums.com/smf/index.php?topic=149293.0 0.43.05 Kobold Kamp http://www.bay12forums.com/smf/index.php?topic=156989.0 0.??? More leather mod http://www.bay12forums.com/smf/index.php?topic=122003.0 0.43.02 Mostly Mythical Monsters Modular Mod http://www.bay12forums.com/smf/index.php?topic=155054.0 0.43.05 My Little Fortress: Friendship is Magma http://www.bay12forums.com/smf/index.php?topic=121116.0 0.43.04 My Little Fortress: Losing is !!Magic!! http://www.bay12forums.com/smf/index.php?topic=117374.0 0.43.03 Pikachu's submission for Dwarf 4tress from scratch http://dffd.bay12games.com/file.php?id=12303 0.43.05 Plump Helmet Invaders http://dffd.bay12games.com/file.php?id=12250 0.??? Procedural Decoration Legends http://www.bay12forums.com/smf/index.php?topic=143949.0 0.43.05 Spellcrafts - Another Lame Magic Mod! http://www.bay12forums.com/smf/index.php?topic=149426.0 0.43.05 Star Wars:Jawa Fortress http://www.bay12forums.com/smf/index.php?topic=158469.0 0.42.06 Succubus Dungeon http://www.bay12forums.com/smf/index.php?topic=124135.0 0.43.05 Teh LOLmod http://www.bay12forums.com/smf/index.php?topic=132175.0 0.40.13 LC's Terrible Weapons Pack http://www.bay12forums.com/smf/index.php?topic=144493.0 0.43.05 Undertale: Pretale Mod http://www.bay12forums.com/smf/index.php?topic=159590.0 0.43.05 ZM5's Modpack - Warcraft, Dragon's Dogma, and more http://www.bay12forums.com/smf/index.php?topic=158898.0
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)
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
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.
Any mods like Stonesense but with abilty to play in it are in development?
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.
Hey, sorry, but could you eliminate It's The Small Things from the mod section? It's not really for the current version.Removed
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.
There's Deon's mod, but I'm not sure if it works in the current version.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.
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
How about my XXTatteredXX graphics?There are specific requirements to have things added, please read the end of the first post.
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).
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?Good idea, Enemy post
Also, could you please add my Movie Creatures Pack (http://www.bay12forums.com/smf/index.php?topic=163773.0), Profit?
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?Added 8-24-2017
Also, could you please add my Assorted Creatures Pack (http://www.bay12forums.com/smf/index.php?topic=163773.0), Profit?
Hey, so i've made made some mods, maybe you could add them to the list:Hey there, I try to only add mods that have references to a forum post so people can receive support and the like.
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
Here's his thread.
http://www.bay12forums.com/smf/index.php?topic=165272.0
There's a new DT thread as of a little over a month ago: http://www.bay12forums.com/smf/index.php?topic=168411.0Ok 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.
Hi! "Genesis" mod is obsolete and "OldGenesis" at thread http://www.bay12forums.com/smf/index.php?topic=156059.msg6789071#msg6789071Pretty sure that it already pointed there, but I changed the name.
is going strong.
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.There's a new DT thread as of a little over a month ago: http://www.bay12forums.com/smf/index.php?topic=168411.0Ok 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.
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.
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.
Could you add FoE, since it probably deserves to be up there now that it has been updated to 0.44.xx:Added.
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
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.
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.Do the Fortress Defense civs have metal? I made an entire industry out of smelting orc garbage.
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.
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
Cool! this is my collaboration:Added, please use the proper format though next time.
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.
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.
Mind adding this? It just recently became stable enough to be presentable.Added
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.
10th year anniversary!
10th year anniversary!Impressive!
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.
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.
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
You should Add my DBDB mod to the list. It has been requested by some to be added.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.
i would suggest linking the current version of theUpdated.
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)
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.
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.
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?
AddedSide 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.
Could I get my new mod listed?Added.
Veterinarian golems - Adds golems that magically heal animals. (http://www.bay12forums.com/smf/index.php?topic=175482.0)
Dark Ages: Mythos of Rammok Massive Horror Fantasy mod. Incorporates features of many older mods.
Dark Ages IV: War & Mythos - Massive Horror Fantasy mod. Incorporates features of many older mods.
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.
QuoteDark 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:QuoteDark 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
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)
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
Could we add the Dwarvemon (http://www.bay12forums.com/smf/index.php?topic=162453.0) mod to the list?
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
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.
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.
DFLang has a 404 link unfortunatelyLink 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.DFLang has a 404 link unfortunatelyLink should be http://www.bay12forums.com/smf/index.php?topic=47332.0
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.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. =)
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.
are the liks not working for anybody else?
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.