Dwarf fortress mod download






















A very handcrafted world, re generated over and over until I obtained an acceptable result. Medium sized world. The year is Entirely created through perfectworld. Oct 10, tohkai. Aug 17, Waistcoats Orbuzong, The Everlasting World Download Now This world has been nearly completely taken over by a criminal organization, the Disemboweled Citadels, run by a dwarven necromancer.

They are the largest "civ" in the game by a Aug 04, acheeseplug. Warale the Ageless Elder - Mischiefsteels Dikb Download Now And, it's happening again, but this time almost all of the military is all limbo. The list does not, however, encompass all up-to-date mods published on the forum, for that one has to search through the Mod Releases board , or even the Dwarf Fortress File Depot , the site where nigh all uploaded mods are stored. Incorporates features of many older mods.

Author: IndigoFenix Type: Total Conversion Summary: A total conversion mod that gives the game the setting of the Mario game world, but in which these games, and Mario himself, are simply legends. This mod can be played on its own without any vanilla raws, or be mixed in to create a world where Dwarves and Koopas, Goblins and Shy Guys, live side by side. Forum thread Download 0. Current version: 0. Creator: Igfig Updater: LargeSnail Type: Modpack Summary: The Modest Mod is a collection of vital bugfixes and tweaks that everyone should be able to use comfortably and without reservation.

This mod doesn't add anything new. It doesn't do anything controversial. It's just like vanilla DF, but a little better. Lastly the Agudners, an ancient race lost to a cataclysm, the last survivors cling to survival spreading out in what small numbers are left, not much is know about them or their technology.

From Dwarf Fortress Wiki. More Info. Categories : Obsolete V0. Namespaces v0. Views Read Edit View history. This page was last edited on 8 July , at This page includes mods. After that, the dwarf entity is told to cull all inappropriate symbols - this applies to everything hence the "ALL" so if the game happens to choose a symbol associated with, say, EVIL for one of the battles, it'll scrap that name and try again.

This sort of thing adds a lot of flavour to DF's entities and can account for a lot of a civ's perceived personality. Another basic thing to note: any entity token that's dealing with weapons, armor, clothing, etc. For example, you could create a species with no clothes specified, but then rob a clothes shop in adventurer mode and wear everything you want, or give them weapons that are too large to wield and they could sell them, but not use them.

This can be anything, so long as it's not already existing. At the end of some of the default entries you'll find a list of positions, both ones that'll directly affect you in fort mode such as nobles and ones that'll primarily affect worldgen and adventure mode.

A list of the tokens applicable to positions can be found here ; they don't require a great deal of explanation. Creature modding is great fun. You can change nearly any aspect of a creature, or make your own completely from scratch. Modding creatures is very similar to modding civs: it's just a matter of editing, adding, or removing tokens, enclosed in square brackets underneath the creature's [CREATURE:] header.

The creature entries contain all of the information about each and every non-random creature in the game, from animals to dwarves to goblins to even caravan wagons. A lot of the creature tokens are fairly self-explanatory; you can find a list of such tokens here. But before you start creating your own creatures, you'll want to learn how the tissues system works.

In the most basic sense, a creature is a series of bodyparts. These parts are defined in their own file, and we'll talk about them later, as a specific aspect of how creatures work, which throws off a lot of prospective modders, is the relationship between bodyparts, tissues, and materials.

We're going to show you part of the creature entry for a bronze colossus bear with us :. At the top, we can see the "BODY:" token, followed by a list of bodyparts. As you've probably guessed, these parts make up the physical form of the colossus. But the colossus has to be made out of something - it has to have tissues. And those tissues also have to be made out of something - in this case, bronze. With us so far?

That's followed by the parts argument itself, which is in this case ALL so the game's looking for parts in all categories, which is to say, every bodypart. The colossus is now made of bronze. By now you're probably thinking "Wow, if this was for a creature made out of however many tissues, this would be amazingly longwinded".

And you're right. Luckily, there are two methods by which we can speed things up a lot. Firstly, there are material and tissue templates. Let's say you were going to make a lot of creatures out of bronze, and you didn't want to have to copy and paste the bronze tissue all over the place. Instead, you create a tissue template. This goes, as you've probably guessed, in a tissue template file. Now, instead of applying the tissue to each and every bronze creature you're making, you can just refer to the template:.

However, if we're looking at something like a dwarf, even with the templates, editing can get very slow indeed:. This is where body detail plans, which have their own file, and are designed to help automate some of the more common processes in creature creation, come in. Much easier. Will we have to type out all of those manually? Nope, detail plans have that covered as well.

It's possible to place variable arguments into a detail plan. For example:. Things left out of the body plans aside, our dwarf's entire body, material, tissue and tissue layer tokens have been boiled down to this:. This can save you a lot of time and space if you're making lots of changes common to many creatures. In general, if you're making a creature that's fleshy or chitinous, there are detail plans already included in the game to help you out.

You should only have to resort to declaring tissues individually like our bronze colossus if you're doing something really out-of-the-ordinary. Another great thing about templates and so, detail plans is that they can be modified after being declared. Let's say we wanted our dwarves to be perpetually on fire don't ask.

We declare the body stuff normally:. Note that this makes use of DF's built-in temperature scale. You can read more about that on this page. We're also referencing material tokens, which we haven't gone over yet - we'll talk about making your own materials later.

Another potentially extremely powerful part of the creature raws is the caste system. The caste system handles both true biological castes and lesser variations, such as sexes. It's evident that the process of creating and editing castes is comparable to the modifications we were making to tissues and materials earlier: A caste is declared, and modifications to the base creature are made.

Declared castes can be selected and subsequently modified, again, just like tissues and materials. After this, there are some modifications to bodyparts.



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