v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing 40d:List of mods

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "40d"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{av}}
+
[[Category:Modding]]
{{mod}}
 
  
 
= Modbase =
 
= Modbase =
Line 10: Line 9:
 
= List of Mods =
 
= List of Mods =
  
== Angler Mod 2==
+
== Angler Mod ==
  
Updated August 11, 2009
+
adds 13 new fish
  
adds 35 new fish
+
[[User:Chariot#Angler_Mod|Angler Mod]]
 
 
[http://dffd.wimbli.com/file.php?id=1327 Angler Mod 2 Download]
 
  
 
== Botany Mod '''2'''==
 
== Botany Mod '''2'''==
Line 28: Line 25:
  
 
http://www.bay12games.com/forum/index.php?topic=18927.0
 
http://www.bay12games.com/forum/index.php?topic=18927.0
 
== Chaos Reigns Mod ==
 
<!-- Didn't see it here so I thought I'd put the links to it at least. NOT MINE!--~~~~-->
 
 
Chaos reigns is a major modification to Dwarf Fortress by Deathbane, and at the moment requires a clean install (modbase incompatible for some reason). It introduces new races, creatures, materials, and even a few plants and drinks. There's also somewhat of a difficulty ramp-up from vanilla, though not so much as many other mods promising the same.
 
 
[[Main:Chaos_Reigns|Wiki]]
 
 
[http://www.bay12games.com/forum/index.php?topic=23878.0 Forum Post]
 
 
[http://dffd.wimbli.com/file.php?id=491 Download]
 
 
(Note: A bit old, but plays fine)
 
  
 
== Civilization Forge Mod ==
 
== Civilization Forge Mod ==
Line 48: Line 32:
  
  
[http://dffd.bay12games.com/file.php?id=2277 Full details and Download!] Version v2.8
+
[http://dffd.wimbli.com/file.php?id=161 Full details and Download!] Version 1.7
  
 
[http://www.bay12games.com/forum/index.php?topic=18746.0 Join the discussion!]
 
[http://www.bay12games.com/forum/index.php?topic=18746.0 Join the discussion!]
  
[[Main:Civilization_Forge|Wiki page]]
+
[[Civilization_Forge|Wiki page]]
 
 
== Dendrology Mod ==
 
 
 
Updated August 11, 2009
 
 
 
Adds 67 new trees.
 
 
 
[http://dffd.wimbli.com/file.php?id=1326 Dendrology Mod Download]
 
  
 
== Dire Animals Mod ==
 
== Dire Animals Mod ==
Line 92: Line 68:
 
== Dwarvus Romanus: Rome Fortress ==
 
== Dwarvus Romanus: Rome Fortress ==
  
A full-scale DF conversion, changing it to a Roman-style fortress game. Many game aspects (civs, weapons, plants, etc.) are changed, see the readme for details.
+
A full-scale DF conversion, changing it to a Roman-style fortress game. Many game aspects (civs, weapons, plants, etc) are changed, see the readme for details.
  
This mod could formerly be downloaded [http://teldin.wikispaces.com/space/showimage/rome+fortress.zip here], but Wikispaces is now defunct.
+
[http://teldin.wikispaces.com/space/showimage/rome+fortress.zip Download!]
 
 
== Gnome Mod ==
 
 
 
Adds in a new breed of gnome as a playable civilization.  The gnomes have a large assortment of unorthodox weapons, toys and traps.  While peaceful, they have a tendency to wage genocidal war against elves.
 
 
 
[http://www.bay12games.com/forum/index.php?topic=48381.0 Forum Post]
 
  
 
== Goblin Mod ==
 
== Goblin Mod ==
Line 159: Line 129:
 
== Morlark's Plant Mod ==
 
== Morlark's Plant Mod ==
  
This mod aims to spice up farming a little bit by adding some new plants and tweaking the existing ones.
+
This mod adds ten new plants, six outdoor ones and four cave ones.
 
 
Plants can no longer be farmed during winter. Dyes can no longer be farmed, only gathered wild. Three new dye colours, four new farm crops, and one new rare herb.
 
 
 
[http://morlark.uwcs.co.uk/misc/df/matgloss_plant.zip Download!]
 
 
 
== Morlark's Simplicity Mod (Stones & Metals) ==
 
 
 
This mod aims to remove some of the more pointless or annoying aspects of stones and metals.
 
 
 
Unusual coloured stones can no longer be found in layers or large clusters, so if you get an alert for a non-economic stone, you might still want to set them aside for special projects. Layers in general are simplified by removing or condensing redundant layers, while still keeping enough variety.
 
 
 
Metals are simplified by removing pig iron from the steel-making process, and also removing bismuth. This also means that your nobles will no longer make demands for items of these useless intermediate metals.
 
 
 
I've also added a dummy reaction for bauxite, so that you can enable/disable bauxite usage from the stone screen.
 
 
 
[http://morlark.uwcs.co.uk/misc/df/simplified_stones.zip Download!]
 
  
== Morlark's Simplicity Mod (Clothes, Armor & Weapons) ==
+
Five of these can be planted, and the remaining five can only be gathered from the wild.
  
This mod aims to reduce the hassle of dealing with the hundreds of useless scraps of clothes that pile up after sieges. The number of different clothing slots is reduced, so no more socks, mittens, caps, cloaks, and who knows what else. Clothing choice in general has been reduced, to make things easier to find in the stocks screen. Armor coverage is still available for all slots. Some of the redundant weapon choices available to non-dwarven civs have been condensed.
+
[http://morlark.uwcs.co.uk/misc/df/matgloss_plant_morlark.txt Download!]
 
 
[http://morlark.uwcs.co.uk/misc/df/simplified_clothes.zip Download!]
 
  
 
== Prehistoria ==
 
== Prehistoria ==
Line 209: Line 161:
 
[http://www.bay12games.com/forum/index.php?topic=26970.0 Forum Post]
 
[http://www.bay12games.com/forum/index.php?topic=26970.0 Forum Post]
  
== Zoo Mod 3.5 ==
+
== Teldinmod 2: Judgment Day ==
  
Updated July 16, 2009
+
Adds plants, food, animals, playable races, instruments, and many more things.
  
The Zoo Mod adds 84 diverse domestic and wild animals from the real world, with full graphics, to add a little more realism to your fortress.
+
Examples include chickens, orcs in fortress mode, spiders in adventure mode, tubas, edible mushrooms and more!
  
Created by Chariot, you can find more details on his [[User:Chariot|user page]]
+
[http://teldin.wikispaces.com/space/showimage/teldin%27s+mod.zip Download!]
  
 +
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=13&t=000092 Forum Post] with more info.
  
== The Wonderment Mod v1.0 ==
+
== Zoo Mod 3.5 ==
  
Updated August, 2009
+
Updated July 16, 2009
  
The Wonderment Mod makes changes to minerals, metals, and gems to focus on the partially medieval, partially fantasy setting that most of us feel is appropriate for dwarves.
+
The Zoo Mod adds 84 diverse domestic and wild animals from the real world, with full graphics, to add a little more realism to your fortress.
  
 
+
Created by Chariot, you can find more details on his [[User:Chariot|user page]]
Every single mineral, every single metal, and every single gem should have character; you should be able to feel that each one belongs in the game, that it adds to the experience.  Painstakingly researched realism, abundant imagination, and careful adaptation to the inner workings of DF together will, I hope, let you delve more deeply, build more grandly ... and create more Wonderment!
 
 
 
[http://dffd.wimbli.com/file.php?id=1324 Download]
 
 
 
[http://www.bay12games.com/forum/index.php?topic=40229.0 Discussion thread]
 
 
 
== Basilisk Mod ==
 
 
 
Updated September, 2009
 
 
 
The Basilisk mod adds a new, nearly invincible megabeast into the game--basically, it is a land-going juggernaught that destroys anything in its path. The file is found on the [[Main:Basilisk mod|Basilisk mod]] page.
 
 
 
It is currently being modified for even greater [[fun]].
 
 
 
 
 
== [[Main:Deserted squad mod|Deserted squad mod]] ==
 
 
 
Work began 9/26/09. This mod adds several dangerous monsters, new plants, megabeasts, improves on the standard game elements, minerals, etc., and makes it so that the rest of the dwarven world has left your dwarves for dead.
 
 
 
== [[Modification:New hats|New Hats]] ==
 
Adds a few new items to be worn on the head.
 

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)