Dwarf Fortress

Dwarf Fortress

What are the Must-Have Mods
Title. I know people will say play vanilla first- but I'm not going to do that. Never have, never will. I want as much extra content as possible. Rimworld is between updates so some of the mods don't work- so which DF workshop mods would you guys consider "essential"?

Thanks
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Showing 1-15 of 50 comments
Norðtann Jan 3, 2023 @ 7:12pm 
df hack.. but it will take months to update to the new version
Teemo Jan 3, 2023 @ 7:12pm 
DF steam release.
wemic Jan 3, 2023 @ 7:15pm 
No aquifers is almost mandatory IMO. being able to just build at any site without worrying about a little dampness stopping your entire mining operations.

Also, picking a mod with a race you enjoy is nice. Most of them don't really do anything special at the moment, but there's some neat ones.
Teemo Jan 3, 2023 @ 7:22pm 
Originally posted by wemic:
No aquifers is almost mandatory IMO. being able to just build at any site without worrying about a little dampness stopping your entire mining operations.

Also, picking a mod with a race you enjoy is nice. Most of them don't really do anything special at the moment, but there's some neat ones.

Aquifers are really very easy to deal with.

https://youtu.be/CicawtANFZ0
Keller Max Jan 3, 2023 @ 7:23pm 
Unlike Rimworld, DF is playable without any mods. But yes, DFHack is the most anticipated thing.
Savok Jan 3, 2023 @ 7:24pm 
It's mostly fixes. Interface Tweaks, See-Through Smoothing, Shaped Boots/Shoes, Audible Alerts and of course, removing aquifers because light aquifers are useless and awful. I do use Better Instruments because the vanilla system is just so awful.

Rimworld is a skeleton of a game you hang 200 mods on. DF is fine without them. You also don't want overlapping mods because unlike Rimworld, you can't fix things when they break with the console. DF is rather more fragile in that sense.
Keller Max Jan 3, 2023 @ 7:24pm 
Originally posted by wemic:
No aquifers is almost mandatory IMO. being able to just build at any site without worrying about a little dampness stopping your entire mining operations.

Also, picking a mod with a race you enjoy is nice. Most of them don't really do anything special at the moment, but there's some neat ones.
Most tutorials are saying to avoid aquifers. But now i always avoid places without aquifers. I need them! Fresh water all year around
clarkeveritas Jan 3, 2023 @ 7:28pm 
So RImworld requires mods to get to the level of detail DF has? Is that my understanding? I really want to try out this Adventure Mode that doesn't exist on steam yet, because I heard you can retake your old lost fortresses.

Also- thanks for not giving me the "play vanilla" speech. If I'm going to do a playthrough that could take hundreds of hours I'd rather do it with all the goodies, even if it means a few bumps in the road. More good content > less good content in my book.

Maybe Rimworld recovered from the last update but I stopped after that..... sucks because it was by-far my best colony yet.
Savok Jan 3, 2023 @ 7:29pm 
Originally posted by Keller Max:
Originally posted by wemic:
No aquifers is almost mandatory IMO. being able to just build at any site without worrying about a little dampness stopping your entire mining operations.

Also, picking a mod with a race you enjoy is nice. Most of them don't really do anything special at the moment, but there's some neat ones.
Most tutorials are saying to avoid aquifers. But now i always avoid places without aquifers. I need them! Fresh water all year around
Just pump from the caverns. Ultimately a light aquifer just makes several z levels useless and eats up CPU time. Heavy ones are different. Miserable as they are to deal with, you can do some cool stuff with them because of their ability to drain water as well.
Savok Jan 3, 2023 @ 7:40pm 
Originally posted by clarkeveritas:
So RImworld requires mods to get to the level of detail DF has? Is that my understanding? I really want to try out this Adventure Mode that doesn't exist on steam yet, because I heard you can retake your old lost fortresses.

Also- thanks for not giving me the "play vanilla" speech. If I'm going to do a playthrough that could take hundreds of hours I'd rather do it with all the goodies, even if it means a few bumps in the road. More good content > less good content in my book.

Maybe Rimworld recovered from the last update but I stopped after that..... sucks because it was by-far my best colony yet.
Combat Extended is vanilla DF behaviour for one thing. A lot of the more complicated mods for Rimworld are to make it more DF like.

Your first forts won't last hundreds of hours. Something will go wrong you won't expect before then. There are complexities and quirks you should know before you start installing mods that might alter them.

Here's a challenge. Make a bar of soap before installing a single content mod.

Also it should be noted mods are baked into worlds. You can't remove them. "Bumps" will be fortress ending because you have no way of fixing them. At least until DFHack, and even then probably not.
Haethei Jan 3, 2023 @ 10:55pm 
Originally posted by clarkeveritas:
So RImworld requires mods to get to the level of detail DF has? Is that my understanding? I really want to try out this Adventure Mode that doesn't exist on steam yet, because I heard you can retake your old lost fortresses.

Also- thanks for not giving me the "play vanilla" speech. If I'm going to do a playthrough that could take hundreds of hours I'd rather do it with all the goodies, even if it means a few bumps in the road. More good content > less good content in my book.

Maybe Rimworld recovered from the last update but I stopped after that..... sucks because it was by-far my best colony yet.

Content mods have a hard time ruining the vanilla gameplay experience in the first place. You'd have to go pretty overboard to ruin the game with mods (total overhaul mods that change every race/item etc). Even playing as another race (like humans) usually doesn't change your gameplay too much, since they're controlled the same way and have similar buildings and body structure

All of the creatures, items, mechanics that DF already has makes it rather compatible with new ideas. Adding a snake-people civilization isn't a strange idea at all when you already have a game with animal people and light magic in it
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Date Posted: Jan 3, 2023 @ 7:09pm
Posts: 50