How to download mods for dwarf fortress






















OK, now for the messy stuff. In your base installation there are about 65 files there. Mods may, as mentioned above, add to or modify these files to make the modder's intended changes happen in the game world. Since almost all changes are to the files in this one directory, the possibilities for change collisions are the greatest here as well.

In the current version of the game, the process of making changes has also become more complicated, and while it does provide significant benefits, it also greatly increases the possibility of a file-replacement catastrophe for the new mod user.

Since a significant number of all other changes must also be referenced in this file for them to actually be used by the game, virtually every mod out there makes essential changes to this one file!

At this point in time, unless the mod creators actually indicate the specific changes they made, merging two mods together can be difficult or impossible without messing something up. Unless, of course, you can yourself figure out exactly what they changed, and merge those changes together into one new file. This can be easy if the modders kept, and provided, good notes, or a royal pain if they did not. And, if the two mods both make changes to one individual item, they may be permanently incompatible, at least as far as that item is concerned.

In order for some tilesets to work properly, the relevant raw files must be updated with the proper tile information, and, if so, the appropriate files will usually be included with the download package.

This is one major reason why some graphical overhaul files actually include the entire game, since their changes can be extensive enough that it's just easier to pack the whole thing up as a unit than to install each bit individually.

That's the bad news. Inter-mod compatibility is, at this time, very limited or only reached through significant individual user efforts. Unlike some other games the Elder Scrolls games, for example , there is not a really good community standard for mods although this is improving , and there has not emerged one universally-accepted program to allow automated mod merging. The good news is that we have numerous skilled and dedicated programmers in the community right now.

New programs are being written all the time, and several amazing and useful utilities already exist. It is only a matter of time before someone writes that "must-use" app for mod merging, and then the game experience of all mod-users will become radically simpler. In the meantime, you may be forced to choose carefully what mods you want to use, until you become knowledgeable enough to mash them together on your own.

And, by then, you may be well on your way to making some mods of your own! Build an Elf a fire, keep him warm for a day. Drown an Elf in magma, keep him warm for the rest of his life!

Yeah, DFMM is cool. It also works for the vanilla raws, which is handy for just flicking through them looking for something. As a small example to give you an idea of the sheer magnitude of Dwarf Fortress, there are over two hundred different types of rock in the game, all geologically placed where you would logically expect them in the real world. Dwarf Fortress is an enormous and demanding game.

The learning curve is devastating, and getting to grips with the controls and adjusting yourself to its rough visuals, can take quite a while. However, the players who do persevere will find a truly unique experience. To learn what file types can be opened by Dwarf Fortress please visit WikiExt. 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.

It's entirely possible for creatures of different castes to have completely different body structures, even to the extent that they don't resemble each other at all. If you read the section of this guide that dealt with entities, you may remember a passing mention of multi-creature civilisations and how they don't quite work as you may think they would. The castes system is your workaround. You could create a caste that is, for all intents and purposes, a human, and another caste of the same creature that acts exactly like a giant cave spider, put the creature in a civ, and get a human-spider civ.

The only flaw in this approach is that the castes will interbreed. That's the most complex components of creature creation out of the way. You should find the rest trivial by comparison. Items are fairly simple to deal with. By default, each item type is contained in its own file; this may help make browsing for a specific item easier, but from a purely technical point of view, it's possible to throw all items into one file. Unfortunately, item tokens don't seem to be especially well-documented at least not as well as the other object types , but you should be able to figure out most things by way of our explanations and your assumptions.

Most of these are pretty obvious if one compares them to the other entries in the file. There's a layer for the item, determining where it's worn; a coverage value to determine how well it protects you from cold and other things; a size token to determine how much it counts for when it's under something else; a layer permit token to determine how much can be worn under it; and a material size token to determine how much raw material it takes to make it. Now, if you wanted to mod these to turn them into metal thongs ouch!

These tokens work by tying into material properties - some materials are designated as suitable for making hard items, some for soft, etc.. SIZE determines how heavy the weapon is. This has a substantial effect on weapon effectiveness. SKILL determines which skill is used in using the weapon; a list of skills can be found on this page. Attacks take a little more explanation. The first value determines the contact area of the weapon's attack; this should be high for slashing weapons and low for bludgeoning, piercing and poking ones.

The second value determines how deep the weapon penetrates - for BLUNT attacks this value is ignored as they're not supposed to penetrate anyway, but in the case of EDGE attacks it should generally be lower for slashing attacks and higher for stabbing attacks.

Following these are the nouns and verb used; they should be self-explanatory. Finally, we have the velocity modifier, which has a multiplying effect on the weapon's size for the purposes of determining how powerful it is in combat. Other, more miscellaneous items are generally simple and shouldn't require any further explanation. Once you've made an item, you just add it to the civ entry so a civilization can actually craft it, and it's done.

Dynamic Diplomacy. Created by NilchEi. This mod allows NPC faction to interact with each other without any player input. These events operate on independent timer and do not affect frequency of other events. Created by Saakra Wolf. I am not the one producing updates for Empire. Medieval Madness: Tools of the Trade.

Created by Madman From peasant scythes and sickles Nyaron race. Created by Farmradish. Deity difficulty. This mod adds a difficulty level above merciless. You've reached this sweet spot on merciless where everything is running smoothly? It's time to unleash the full potential of the adaptation mechanics. RimTraits - Medieval Talents. Created by Sierra. This mod is no longer supported as a standalone module. It has been integrated as part of the all-in-one version instead, you can get that HERE.

This is intended as an optional add-on for the Sparkling Worlds Core Mod but also works on it's own as a stand-alone. This is incompatible with the Sparkling Worlds Full Mod! What the hack?! Created by roolo. What better way is there to take revenge on mechanoids than to hack them, and use them as your own combat slaves? What the Hack!? Created by Ravvy. I've always loved the mechanoid concept, however I kept finding them rather lackluster in terms of actual combat even modded mechs were somewhat disappointing due to vanilla balance hugging.

On top of that their salvage yields were hard nerfed to the poin Mod Manager. Created by Fluffy. Juggle your mods like a pro! Project RimFactory Revived. Created by zyMex. Created by Draegon Created by Smash Phil. Note: I'm not maintaining this mod anymore, it's being reworked into a generic vehicle mod air, land, sea. Don't ask about it here, if you want info on the mod, drop by the discord.

I post updates regularly. Alpha Animals. Created by Sarg Bjornson. De-generalize Work. Created by Alias. Striders - a Rimworld of Magic factions expansion. Advanced Biomes Continued. Doors Expanded. Door expansion pack for RimWorld. Adds new types and sizes of doors. Created by Kyrrisayo.

Created by Wisconsin. Updated for 1. Please report any bugs, I still don't know what I'm doing! Tabletop Trove adds tabletop games for your colonists to enjoy.

Some are only available Cobalt Collection. I don't know how to fix this issue. Unless you are okay with this, please don't download this mod.

Cupro's Alloys Continued. Basic Adv Armor for Dragons 1. Created by Jetharius. Adds metallic armor for the dragon race mod created by Broken Valkyrie. Art created by Blake. Animal Gear framework created by Dylan. This uses the Animal Gear Framework. Animals will equip armor on their own, ensure that the armor is in a stockpile Animal Gear. Created by Dylan. Version 1. Random Research. Created by Uuugggg. A scenario option for random research, with optional blind research: You don't even know what is being researched until a certain amount of progress is made Note that you do need to Turn it on as a scenario option.

Which is to say, you can keep Created by Dametri. Door Mat. Ported to B19, 1. Dubs Performance Analyzer. Created by Dubwise. This is a dry boring technical tool to analyze the cpu usage of specific parts of the game to help players and modders figure out performance issues. Also includes some optimizations! Don't go witch hunting modders, join the discord to discuss and analy Centralized Climate Control Continued. Created by Peppsen. Soundcloud [soundcloud. Better Infestations 1.

Created by Machine. This mod changes almost everything about infestations, the way they produce and insect behavior.

Features: Infestations can start in most biomes, almost anywhere. The only exception is icelands. The bugs like warmer, rocky areas, preferably dark caves Research Tree. A better research tree.

Warhammer: Skaven. Created by KompadT. For Rimworld 1. This mod require Alien Framework.



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