Dwarf Fortress

Dwarf Fortress

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indigofenix 3 15 Dec, 2022 @ 7:53am
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What can and cannot be modded in Dwarf Fortress
I'm seeing a LOT of mod request threads, many of them requesting things that cannot be modded in Dwarf Fortress. As a DF modding veteran, I figured it would be a good idea to make a post explaining what kinds of things you CAN mod and what kinds of things you CANNOT mod, both to inspire the creative and give requesters a reality check.


Things you CAN mod in Dwarf Fortress:

Almost anything related to creatures (both civilized and non-civilized), including body shapes, personality traits, multiple castes (each of which can be almost completely unique), natural magic abilities...loads and loads of stuff here. You don't need to play as dwarves at all.

Ditto for plants - how they grow, what kind of fruits they produce, what kind of resources can be extracted from them, etc.

Materials, including where they can be found, what their physical properties are, and what happens if you eat, touch, or get injected with them. Also, parts of plants and creatures can be made of any material.

Weapons, armor/clothing, and tools (projectile weapons are limited in how much you can change them, you can't really fine-tune firing rate for example, though you can make different kinds of ammo)

Workshops that can be built in-game

Reactions (essentially crafting recipes) that can be performed in said workshops, which can take pretty much any item or items and convert it into other item or items

Civilizations - what biomes they prefer, what kind of sites they build (though it must be one of the existing 5 types of existing sites - cities, underground forts, enchanted forests, dark fortresses, or caves), what their values and ethics are, what aspects of nature they worship, all sorts of stuff related to how their nobility works

Languages (that is to say the fictional language your creatures speak)

"Syndromes", which is basically the game's short-hand for "temporary or permanent status effects that can be applied to a creature to alter their base state". These are extremely fun and flexible, they can do anything from making a creature's skin rot off to turning them immortal or giving them the power to inflict a different (or the same) syndrome on another creature with magic. There are some limitations to magic in its current state (no teleports, ice is finicky, transformation always instantly heals all wounds, removing syndromes that do not wear off naturally is annoyingly still impossible) but you can have loads of fun here.

Divine secrets and curses, which basically apply a syndrome to creatures who worship/anger the gods. Secrets can also be taught to acolytes (but in practice this only happens if the secret incorporates some form of animating the dead, because only zombie-raisers will build towers and only towers will attract acolytes). However, your dwarves can learn magic if you get your hands on a magic slab or book.

Graphics and sounds (these are new and I don't know much about them yet)


Things you CANNOT mod in Dwarf Fortress:

Interface changes (aside from graphics)
Entirely new AI behaviors
Pretty much anything not mentioned in the above list


In a nutshell:
If it involves changing the game's world or setting, you can probably mod it.
If it involves changing the way you interact with the game, you probably can't mod it.

Feel free to ask any questions here, I've been modding this game for years and have a pretty good grasp of what is and isn't possible, but please do not waste time asking for things that are not in the above list of things that are possible to mod, because if it's not there, the answer is no.*

*Without DFHack or another unofficial hacking tool.
Last edited by indigofenix; 15 Dec, 2022 @ 10:34am
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Robert 15 Dec, 2022 @ 1:43pm 
*Without DFHack or another unofficial hacking tool.

With dfhack, pretty much anything goes. But you mentioned that.

It's utterly amazing what you guys can achieve by "modding" the files in the \vanilla folder, don't get me wrong. But it's also really limited by the short-sightedness of Toady because he never bothered with adding a real modding API. When people think about modding, they automatically assume that stuff which they are used to from other games will be possible in dwarf fortress, too. It's not.

That's why - personally - I'm waiting for the dfhack team to catch up to the Steam release, and then the real fun will start. Trust me bro, lol.
Last edited by Robert; 15 Dec, 2022 @ 1:45pm
>:3 15 Dec, 2022 @ 7:09pm 
So if i wanted a mod that lets me change dwarf titles or names from the citizen menu, that will fall into what a modder *CANT* do?
indigofenix 3 15 Dec, 2022 @ 8:54pm 
Originally posted by >:3:
So if i wanted a mod that lets me change dwarf titles or names from the citizen menu, that will fall into what a modder *CANT* do?

You can do that. Profession names are defined according to the creature, and names are taken from the language.

Or did you mean giving them custom names in-game? Can't you do that already?
>:3 16 Dec, 2022 @ 12:08pm 
Originally posted by indigofenix:
Originally posted by >:3:
Or did you mean giving them custom names in-game? Can't you do that already?

i mean, if i had to mass tag my citizens to find a vampire, for instance. I used profession names for expedience, but i had to go one at a time into their own stat screens vs doing that in the citizen list menu so i dont go back and forth through menus
Sir_Fievel 16 Dec, 2022 @ 3:48pm 
Curious if one could mod a UI feature in Dwarf Fortress where you could pull up and view the Legends Information while playing Fortress mode? Just think it would be easier to track stories and places with that kind of access.
Last edited by Sir_Fievel; 16 Dec, 2022 @ 4:39pm
Originally posted by saltybear13:
Curious if one could mod a UI feature in Dwarf Fortress where you could pull up and view the Legends Information while playing Fortress mode? Just think it would be easier to track stories and places with that kind of access.
Viewing the Legends during Fortress Mode is possible, but requires actual coding work (messing with the executable). It will be possible when DFHack is ported, but I don't know of any way to do this with normal modding.
Sir_Fievel 16 Dec, 2022 @ 6:51pm 
Originally posted by True Guesser, Wand Bearer, etc.:
Originally posted by saltybear13:
Curious if one could mod a UI feature in Dwarf Fortress where you could pull up and view the Legends Information while playing Fortress mode? Just think it would be easier to track stories and places with that kind of access.
Viewing the Legends during Fortress Mode is possible, but requires actual coding work (messing with the executable). It will be possible when DFHack is ported, but I don't know of any way to do this with normal modding.

Awesome. What about a mod where artifacts can encounter a 'destroyed' event?
Harmonica 17 Dec, 2022 @ 2:52am 
I will edit this post if I figure this out, but I wonder if anyone knows whether the following is possible yet?

To change the graphics used for:
- statues, specifically non-creatures - a statue of a dwarf god is represented as a cuboid, which although amusing kind of puts the damper on our temple. [the graphic used is in vanilla_items_graphics/graphics/images/statues.png, so could just edit that, but I assume it's being used for a lot of statues that the game can't pick an icon for]
- babies, since it's really jarring having full-size adults spring into being out of nowhere, and because it was always a tiny baby they carried in their arms in the previous graphical tileset I used.

Maybe we can make and reference new sheets in the raws somewhere? Would hope so but can't figure it out so far.

edit: I assume that something needs to be added to this file to make this work, but honestly, the syntax of this is overwhelming and needs a write-up:
graphics_creatures_layered.txt
in data\vanilla\vanilla_creatures_graphics\graphics

There's reference to child but no reference to baby, unlike classic, where we could set a tile to be used. So we got adult looking baby dwarves right now :( I would be happy if I could get babies to display with a singular tile (from Ironhand's old pack).
Last edited by Harmonica; 23 Dec, 2022 @ 1:46pm
Hambone 17 Dec, 2022 @ 2:53am 
Originally posted by Robert:
*Without DFHack or another unofficial hacking tool.

With dfhack, pretty much anything goes. But you mentioned that.

It's utterly amazing what you guys can achieve by "modding" the files in the \vanilla folder, don't get me wrong. But it's also really limited by the short-sightedness of Toady because he never bothered with adding a real modding API. When people think about modding, they automatically assume that stuff which they are used to from other games will be possible in dwarf fortress, too. It's not.

That's why - personally - I'm waiting for the dfhack team to catch up to the Steam release, and then the real fun will start. Trust me bro, lol.
Honestly wouldn't call it shortsightedness as much as practicality. Creating and maintaining a modding API for a pretty heavily in-dev game isn't a simple ask, and if there's already a community team that have made their own API which both works and has become the community standard, well, why split the modding scene and make more work for yourself?

That aside though, I for one can't wait for tools like DFhack and Dwarf Therapist to get ported. The latter isn't AS necessary with the new systems, but still is very convenient for managing large forts.
Half Baked Cat 19 Dec, 2022 @ 2:58am 
There are two behaviors in DFHack I would like to ask about if they can be turned into mods, or if they are DFHack exclusive.

1. Planning Mode where I can place furniture in a bunch of bedrooms without needing to already have the furniture built. I like future proofing my fortresses by setting up orders and having a ton of rooms already dug out and let the dwarves slowly furnish all the rooms as things get built.
2. Auto-assign room to role. Like a manager's office or a Bedroom for a noble specific to that role.
Xcorps 19 Dec, 2022 @ 3:14pm 
Originally posted by demonbunny3po:
There are two behaviors in DFHack I would like to ask about if they can be turned into mods, or if they are DFHack exclusive.

1. Planning Mode where I can place furniture in a bunch of bedrooms without needing to already have the furniture built. I like future proofing my fortresses by setting up orders and having a ton of rooms already dug out and let the dwarves slowly furnish all the rooms as things get built.
2. Auto-assign room to role. Like a manager's office or a Bedroom for a noble specific to that role.

I also miss these two features, a lot.

Originally posted by saltybear13:
Curious if one could mod a UI feature in Dwarf Fortress where you could pull up and view the Legends Information while playing Fortress mode? Just think it would be easier to track stories and places with that kind of access.

I don't know if this will help you or not, but it's worth poking with a stick.

http://www.bay12forums.com/smf/index.php?topic=179848.0
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Date Posted: 15 Dec, 2022 @ 7:53am
Posts: 12