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Difference between revisions of "40d:List of mods"

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(Added my two mods to the pile.)

Revision as of 19:16, 11 February 2008


List of Mods

Goblin Mod

Adds Goblins as a playable civilization, along with some goblin specific animals. (Including dwarven slaves).

But beware, Dwarves WILL siege you and elves will steal your babies 0:

Download!

Forum Post

Zoo Mod

The Zoo Mod adds over 80 diverse domestic and wild animals from the real world, to add a little more realism to your fortress.

Created by Chariot, you can find more details on his user page

Teldinmod 2: Judgment Day

Adds plants, food, animals, playable races, instruments, and many more things.

Examples include chickens, orcs in fortress mode, spiders in adventure mode, tubas, edible mushrooms and more!

Download!

Forum Post with more info.

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.

Download!

Morlark's Plant Mod

This mod adds ten new plants, six outdoor ones and four cave ones.

Five of these can be planted, and the remaining five can only be gathered from the wild.

Download!

Botany Mod

Adds several new indoor plans and numerous new outdoor plants.

Botany Mod

Dwarmins Plant Mod

Adds eight imaginative new plant breeds that can be made into cloth and alcohol, to clothe all those naked dwarves you have.

Well you can't clothe them with alcohol.

Only clothes.

No matter how hard they dream...

Download!

Dire Animals Mod

Bored with the current deadly animals?

This mod adds more dangerous versions of many existing creatures.

They can smell your fear.

Download!

Prehistoria

Adds a bunch of dinosaurs and other prehistoric creatures. Does not overwrite any DF files.

Version 0.05a

Forum post with more info

Mega Toy Mod

For a little spice adds almost 300 toys to DF. All reasonably within period so it wont throw off your game. Enjoy!-Berent

http://www.savefile.com/files/1246546 V 0.3

Contribute to the project(forum link) http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=13&t=000052&p=1

Bronze Mod

Fixes the assumptions DF makes about the relative strengths of bronze and iron. Adds a couple of new alloys.

http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=13&t=000064

Martial Arts Mod

Intended as a mod to make different natural (unarmed) attacks for most creatures, this project evolved into more of a creature expansion. Adds several new megabeasts and controllable civs, some new weapons, and the martial arts themselves, too.

http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=13&t=000260 v1.2 conforms to .38a standarts.

Minerals Mod

Rebalances the placement of many minerals and gems in the game. Adds several new metals/alloys, and two more sources of coal. Also includes the Manual Stone Selection hack that turns all stone in the game into economic stone.

http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=13&t=000066