Abandon Hope Ye Who Enter Here
(The actual fort has started, you can skip to the beginning of the story on page 35
Here, and you can skip to the beginning of the fort on page 51
Here. I would suggest reading the process of creating this though, as it was quite entertaining)
Over my career of playing dwarf fortress I have amassed a stockpile of mods for personal use. Most of which conflicted gloriously and often led to, say, an invasion of Goombas wielding master swords with war allosaurs that breath fire. Some of which was my own personal tinkering to make everything even more broken and !fun!. The combination of many of these mods that were intended to stand alone and create their own world led to a very entertaining hell with many events that shouldn't exist. Not wanting to keep all the fun for myself I've decided to create and document a new (possibly succession fort depending on how much interest there is in it being succession) fort when the next dwarf fortress update comes out with all of my mod folder. But that's not all! Until I decide to start the fort I will be accepting
Any mod personal or official (unless deemed to have an element that might destroy the experience too hard) or modification to existing game or mod functions to the fort. This is going to be a dictatorial democracy process.
The fort has been started, so mods will be no longer added. You can still submit them, but they'll be put to the side until further notice.
A simple bar fight could easily turn into a fruit salad in seconds.
This process has already turned into quite a spectacle.
Mod Accepting Process
If I deem that something is too bad (such as say, changing rain out for lava or making an unbeatable beast as common as vermin) I may veto it, but if there is enough of a desire to over rule the veto than so be it. Otherwise, make any changes as small or extensive as you want (within reason). You can post a spoiler with the raw text in it, or send me a download link. If an official mod is desired point me towards it's thread. I'm not going to call anyone out for plagiarism, but don't steal too much. I only ask that you give a general overview of what the mod contains and a reason you want it, preferably with extra emphasis on what's in it that might bring the fortress to it's knees. It doesn't have to be balanced, but the game should at least not crash from just thinking about it.
Lore
It has been determined, because of the stupid amount of effort that was put into making them reproduce asexually, that we are a fort of lawnmower ranchers.
Our resident lore master has begun to compile the know information of this world, found here:
I took a couple hours and wrote this, I hope it captures the egocentric, communist, & out right wrong veiwpoint of the Koopas.
UNTIL FURTHER NOTICE, ONLY MODS UPDATED TO 44.02 WILL BE IMPLEMENTED FOR SAFETY REASON, OUTDATED MODS CAN STILL BE SUBMITTED, BUT WILL HAVE TO CONTAIN NO ITEMS THAT CAUSE INSTABILITY IN THE GAME, THEY WILL ALSO HAVE TO UNDERGO RIGOROUS TESTING TO ENSURE THAT NOTHING GAME BREAKING IS MISSED.
I've lost track of what's actually made it in, everything that is in is listed here, but I have no idea what's actually in and what got cut.
Tampered with Mods (be aware that I might miss a few)
Rise of The Mushroom Kingdom
Dwarvemon (updated to 1.13) [Updated]
Zelda Breath of The Wild (or something, can't remember the name, civs taken out because of bugs)
Fortress Defense
Meds Rhendrow (most of it had to be removed because of bugs)
ZM5's Spooky Halloween Mod [Updated]
Untampered Mods (tampering encouraged)
Mostly Mythical Creatures Mod
What Lurks Below [Updated]
Black Powder Fire Arms
Deeper Dwarven Domestication
DFhack
Saurfortress
Modest Mod (I think it's in there, but I'm not sure)
Procedural legends
Teh Lol Mod [updated]
The Earth Strikes Back (could never get it to work, made a serious attempt at it but likely isn't working, help appreciated)
Enemy Post's Creature Pack [Updated]
Secrets of capitalism and communism by Bearskie
Burrito25man's script for butchering sapient creatures (maybe working)
IndigoFenix's Dwarven Bread
Scourge's extinct animals [Updated]
Stals Armory pack (I only gave the new stuff to the Koopa's, might give the stuff to the other civs)
Scourge's mundane animals [Updated]
Asin's Wee Folk Mod [Updated]
Asin's Golbinoids (and orcs) mod
Fluffyshambler's caverns of peace, friendship, and fun mod [Updated]
squamous's fantastic races mod [Updated]
Jazz Cat's dwarfsday winter holiday mod [updated]
ZM5's darkest dungeon mod [updated]
Dunamisdeos's Speecho the Trust Worm mod
Dunamisdeos's Fruit Engine mod
Modifications (as they are added/remembered)
Changed the Koopa people to be metal, six armed, lightning and laving spitting harbingers of destruction (I kept getting curb stomped by everything in the first month so I gave them a boost, not as OP as you'd think they are still quite susceptible to tidal waves of ruin that come with each invasion or wild animal wave)
Swapped around the alliances of some of the civs so we could be attacked by the useless trader ones while still having the useful trader ones
A lot more, going to be posted here as they are rediscovered
Pending Mods
Zelda Breath of the Wild Civs (they always made my game crash during world gen, if someone can fix them or tell me whats wrong they'll be put back in)
Orichalum
Enemy Post's Composite Pack (have to weed out what we already have in from what we don't)
Urlance Woolsbane's changes to procedural monsters
Mods That Don't Work
Saurfortress - ancient mammals addition (outdated)
Personal Mods That Work
Derpy Dev's meat block mod
bloop_bleep script that allows lawn mowers to self inpregnate
Pikachu17's billdads [not updated, but added because I felt like it]
Personal Mods That Don't Work/Ideas for Future Additions/Are in development
VolcanoQueen's BEE Fortress
I tried to make a Wasp Civ, but they never appeared in world gen and in the arena their stingers were indestructible and caused all attacks to be directed to it, I'll post the raws I have so far if anyone wants to try fixing it
I have a lot of other ideas, but I don't want to ask someone to basically make a modpack for me, so unless someone is interested I'm leaving this ambiguous
Art
Here we find the art of those who have been inspired by the koopa cause.
EPM:
The Metal Koopa
Stingpie:
The Shell Cantina
The Defender
Koopas and (possibly) turns
1. Mottled Petrel: Farmer, grower, and animal trainer, pets: none yet
2. bloop_bleep: Possibly mechanic, pets: none yet
3. Derpy Dev: Manager, self proclaimed 'bestest comedian', pets: none yet
4. Enemy Post: Whatever, pets: dinosaur something
5. Gwolfski: Whatever (as of so far), pets: Lol Cat
6. Scourge: Whatever (as of so far), pets: Whatever we have on hand that's the closest to a cat
7. ZM5: Occultist (as of so far), pets: none yet
8. MrLurkety: Whatever, pets: closest thing we have to a war dog
9. Silverlock: maybe something military would be fun/squire, pets: none yet
10. Asin: Duke Nukem wannabe, pets: none yet
11. Urlance Woolsbane: Doctor, pets: something weird
12. wags: bone carver or stone worker, pets: none yet
13. EPM: whatever's funny, pets: none yet
14. Stingpie: lore master, pets: none yet
15. SQman: 'executive' furnace operator, pets: none yet
16. Lord_lemonpie: army lad, pets: none yet
17. Pikalord: animal trainer/soldier with a huge obsession for pikachu, pets: preferably pikachu
18. Auze: scholar or broker, hiding fugitive (probably broker because we can't spare the worker at the beginning), pets: none yet
19. KoopaUnknown: communist, pets: none yet
20. Scarlet_Avenger: lawn equipment technician (animal care taker and mechanic), pets: maybe a lawnmower
21. MoonyTheHuman: Physician (you'll be lucky if I can even find any kind of doctor), pets: none yet
22. Imic: mason, architect, butcher, 'fortressier', pets: none yet
23. rainbowdashfanboi84: Guard (brony), pets: Something horse like
24. TheRedWolf: SwordSpiderKoopa, pets:
dodrio25. Sanctume: Axekoopa or weaponsmith, pets: none
26. Darkening Kaos: Mechanic, pets: none
(27).
(28 ).
Plan for Actual Fortress
It is going to be a Koopa Fortress (this isn't negotiable, I have spent too much time tweaking them and giving them the ability to make all the weapons and armor to have to make another one) preferably right smack in the center of a warzone between as many civs as possible. I would prefer a swamp/jungle with a small area of evil, but I will see what the consensus is for embark point. We have a lot of time to discuss the actual details of the fortress before the update comes out, so have at it.
Important things to keep in mind
This is my first time running a fortress, so I'm not quite sure how to upload a save or pictures or any of that (help requested)
This fort will literally push the bounds of the dwarf fortress experience, technical difficulties will happen, the start and updates will be delayed accordingly, so please be patient
Any with more knowledge than me on these topics should give their two cents and tell me how to do it correctly
There will likely be rollbacks if the fortress is crushed by a dragon necromancer with an army of undead metagrosses in the first five days
I forget things, I may forget to mention something important or forget to post a mod or something, correct me
This front page will be updated constantly as we get new stuff, check it often
It is your job to mess up everything as much as possible while still being playable
Known Bugs
Everything is always broken in modded hell, so I'm no even going to bother. I was keeping track of everything that was going horribly wrong, but the list just became so out of control that I gave up. If you want to see what those things were I posted about them more often than I put them here.
The 1st save (for people that want it)
http://dffd.bay12games.com/file.php?id=13461The 2nd save (for people that still want it)
http://dffd.bay12games.com/file.php?id=13680QUOTES DOWN ON MY SECOND POST