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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Bmmodder</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Bmmodder"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Bmmodder"/>
	<updated>2026-05-15T17:04:27Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:Deserted_squad_mod&amp;diff=127376</id>
		<title>Modification:Deserted squad mod</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:Deserted_squad_mod&amp;diff=127376"/>
		<updated>2010-09-10T05:54:44Z</updated>

		<summary type="html">&lt;p&gt;Bmmodder: Re-wrote page for more accuracy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{mod}}&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress Deserted Squad: HELL UNLEASHED is a mod for the baseline game of Slaves to Armok: God of Blood: Dwarf Fortress. The mod will include several modifications, such as:&lt;br /&gt;
&lt;br /&gt;
*Telepaths are included&lt;br /&gt;
        *Ancient Telepaths are pure-blooded, and can create powerful weapons using their knowledge of nature. Weapons include: Staves, Wands, Books, Dragonswords, and Throwing Darts [tipped w/ poison]&lt;br /&gt;
&lt;br /&gt;
        *Medieval Telepaths have tainted blood, and lack the knowledge required to manufacture Staves, Wands, Books, and Dragonswords.&lt;br /&gt;
&lt;br /&gt;
        *Modern Telepaths are humans with some mental powers. Some call them Psychics. They cannot create or use any weapons of the Ancient Telepaths, and only have three of the Powers--Telekinesis, Telepathy, and Teleportation. Thus, they are weak.&lt;br /&gt;
&lt;br /&gt;
*Basilisks included&lt;br /&gt;
        *Red Basilisks found inside volcanoes&lt;br /&gt;
&lt;br /&gt;
        *Blue Basilisks found in bodies of water&lt;br /&gt;
&lt;br /&gt;
        *Cyan Basilisks found everywhere but water and in magma&lt;br /&gt;
&lt;br /&gt;
        *Green Basilisks found in forests&lt;br /&gt;
&lt;br /&gt;
*Dwarves split into three species&lt;br /&gt;
        *Mountain Dwarves life in cities above the ground&lt;br /&gt;
&lt;br /&gt;
        *Deep Dwarves live in tunnels beneath the earth, and have so adapted.&lt;br /&gt;
&lt;br /&gt;
        *Forest Dwarves live in forest retreats, much like the elves.&lt;br /&gt;
&lt;br /&gt;
*Gods exist&lt;br /&gt;
        *Can come down to assist or attack your settlement.&lt;br /&gt;
&lt;br /&gt;
*Minerals added&lt;br /&gt;
        *Dragonstone used for strengthening weapons&lt;br /&gt;
&lt;br /&gt;
        *Darkstone cannot be used for forging directly, but can be mixed with iron to form Darkmetal, a magic-absorbing substance that can be used to create armor or weapons to be used by those possessing no magic of their own&lt;br /&gt;
&lt;br /&gt;
        *Gen, an embodiment of magic itself, can be added to any mineral to create Genmetal, the rarest metal of all.&lt;br /&gt;
&lt;br /&gt;
        *Goldsteel, an alloy of gold, Gen, and Darkstone, can be used to create tepleportation devices, like Teleportation Books, by the Ancient Telepaths&lt;/div&gt;</summary>
		<author><name>Bmmodder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Bmmodder&amp;diff=56656</id>
		<title>User:Bmmodder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Bmmodder&amp;diff=56656"/>
		<updated>2009-10-31T22:00:11Z</updated>

		<summary type="html">&lt;p&gt;Bmmodder: I fixed text errors.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bmmodder is a Dwarf Fortress player and creator of the [[Deserted squad mod]], the [[Basilisk mod]],&lt;br /&gt;
 the [[Dracon mod]], the upcoming mechanical monster mod, the mega-lizard mod, the &lt;br /&gt;
Megalodon mod, and the Serpent mod, among others. This DF player also goes by the name of Wayne Wadr. &lt;br /&gt;
--------------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 &lt;br /&gt;
== Short-Time Mods ==&lt;br /&gt;
&lt;br /&gt;
Christmas-the Christmas mod will be available this Christmas. It will alter a few minor details only, and will be available only this Christmas.&lt;br /&gt;
&lt;br /&gt;
New Year-part of the Christmas mod.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Available Mods ==&lt;br /&gt;
&lt;br /&gt;
[[Basilisk mod]]-adds an extremely deadly [[megabeast]] to the already hazardous game of Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
Dracon mod-a component of the [[Deserted squad mod]].&lt;br /&gt;
&lt;br /&gt;
Deserted squad mod-A mass mod of Dwarf Fortress.&lt;/div&gt;</summary>
		<author><name>Bmmodder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Bmmodder&amp;diff=56655</id>
		<title>User:Bmmodder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Bmmodder&amp;diff=56655"/>
		<updated>2009-10-31T21:59:21Z</updated>

		<summary type="html">&lt;p&gt;Bmmodder: I added info and revised the current information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; Bmmodder is a Dwarf Fortress player and creator of the [[Deserted squad mod]], the [[Basilisk mod]], the [[Dracon mod]], the upcoming mechanical monster mod, the mega-lizard mod, the Megalodon mod, and the Serpent mod, among others. This DF player also goes by the name of Wayne Wadr. &lt;br /&gt;
--------------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 &lt;br /&gt;
== Short-Time Mods ==&lt;br /&gt;
&lt;br /&gt;
Christmas-the Christmas mod will be available this Christmas. It will alter a few minor details only, and will be available only this Christmas.&lt;br /&gt;
&lt;br /&gt;
New Year-part of the Christmas mod.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Available Mods ==&lt;br /&gt;
&lt;br /&gt;
[[Basilisk mod]]-adds an extremely deadly [[megabeast]] to the already hazardous game of Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
Dracon mod-a component of the [[Deserted squad mod]].&lt;br /&gt;
&lt;br /&gt;
Deserted squad mod-A mass mod of Dwarf Fortress.&lt;/div&gt;</summary>
		<author><name>Bmmodder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Bmmodder&amp;diff=56618</id>
		<title>User:Bmmodder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Bmmodder&amp;diff=56618"/>
		<updated>2009-10-31T05:42:05Z</updated>

		<summary type="html">&lt;p&gt;Bmmodder: Fixed linking failiure.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; Bmmodder is a player known for the notorious mods of Dwarf Fortress, such as the [[Basilisk mod]], the [[Dracon mod]], and the upcoming [[Deserted squad mod]].&lt;/div&gt;</summary>
		<author><name>Bmmodder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Bmmodder&amp;diff=56617</id>
		<title>User:Bmmodder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Bmmodder&amp;diff=56617"/>
		<updated>2009-10-31T05:41:05Z</updated>

		<summary type="html">&lt;p&gt;Bmmodder: Fixed lack of information and template error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
 Bmmodder is a player known for the notorious mods of Dwarf Fortress, such as the [[Basilisk]], the [[Dracon]] mod, and the upcoming [[Deserted squad mod]].&lt;/div&gt;</summary>
		<author><name>Bmmodder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Bmmodder&amp;diff=56616</id>
		<title>User:Bmmodder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Bmmodder&amp;diff=56616"/>
		<updated>2009-10-31T05:39:31Z</updated>

		<summary type="html">&lt;p&gt;Bmmodder: I created the page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{stub}}&lt;br /&gt;
&lt;br /&gt;
 Bmmodder is a player known for the notorious mods of Dwarf Fortress, such as the [[Basilisk]], the [[Dracon]] mod, and the upcoming [[Deserted squad mod]].&lt;/div&gt;</summary>
		<author><name>Bmmodder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:Dracon_mod&amp;diff=56615</id>
		<title>Modification:Dracon mod</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:Dracon_mod&amp;diff=56615"/>
		<updated>2009-10-31T05:36:47Z</updated>

		<summary type="html">&lt;p&gt;Bmmodder: /* Dracon Mod Background */  Fixed grammarical errors and lack of information.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{mod}}&lt;br /&gt;
&lt;br /&gt;
== Dracon Mod Background ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- I assume this is a &amp;quot;work in progress&amp;quot; - fix the grammar as you go. &amp;quot;It&amp;quot; = the mod... which is like a wizard... and can use staffs... um, yeah, pretty good for a mod. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dracon mod is basically an add-on to the [[orc]] mod, but it is much, much stronger. &lt;br /&gt;
&lt;br /&gt;
It is a future component in the [[Deserted squad mod]]. The Dracons are also like a [[wizard]] in that it uses magic. It can use staffs, as well as all the weapons Orcs can use.&lt;br /&gt;
&lt;br /&gt;
--[[User:Bmmodder|Bmmodder]] 05:36, 31 October 2009 (UTC)Bmmodder&lt;/div&gt;</summary>
		<author><name>Bmmodder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:Deserted_squad_mod&amp;diff=56613</id>
		<title>Modification:Deserted squad mod</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:Deserted_squad_mod&amp;diff=56613"/>
		<updated>2009-10-31T05:31:52Z</updated>

		<summary type="html">&lt;p&gt;Bmmodder: /* Development */ Added information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{mod}}&lt;br /&gt;
&lt;br /&gt;
It is essentially an entire re-write of Dwarf Fortress. It adds new creatures, new entities, new Megabeasts, new minerals, and plants. &lt;br /&gt;
&lt;br /&gt;
== New [[creature]]s ==&lt;br /&gt;
* Giant Tarantula: A giant spider, primarily used by the Dracon entity.&lt;br /&gt;
* Armoured elephant: A large, crudely armored elephant, used by the Dracon, Orc, Veilcarisi, and Giant Elf.&lt;br /&gt;
* War wolf: A wolf with light armor, sharp claws, and serrated teeth. Primarily used by the Dracon entity.&lt;br /&gt;
* Megalodon: A giant shark, capable of attacking any creature in its domain, including dwarves who fall into the ocean.&lt;br /&gt;
* Mechanical Spider: Wild, tamable, and trainable with an average animal trainer.&lt;br /&gt;
* Mechanical scorpion: Wild, tamable, and trainable by an average animal trainer.&lt;br /&gt;
* Mechanical wolf: Wild, tamable, and trainable by an average animal trainer.&lt;br /&gt;
* Mechanical dog: Wild, tamable, and trainable by an average animal trainer.&lt;br /&gt;
&lt;br /&gt;
== New entities ==&lt;br /&gt;
* [[Dracon mod|Dracon]]: Larger, more dangerous versions of the Orcs.&lt;br /&gt;
* Giant Elf: Large elves, who are quite willing to trade.&lt;br /&gt;
* Veilcarisi: Large goblins that can evade any trap and can take on 7 champion dwarves. Will not trade.&lt;br /&gt;
&lt;br /&gt;
== New minerals ==&lt;br /&gt;
&lt;br /&gt;
=== [[Metal]]s ===&lt;br /&gt;
* Alumibroniorn: An alloy of alluminum, bronze, and iron.&lt;br /&gt;
&lt;br /&gt;
=== [[Stone]]s ===&lt;br /&gt;
* Raw adamintite: Similar to adamantine, but not nearly as valuable.&lt;br /&gt;
&lt;br /&gt;
== New [[plant]]s ==&lt;br /&gt;
&lt;br /&gt;
=== Shrubs ===&lt;br /&gt;
* Sunflower&lt;br /&gt;
* Bushberry&lt;br /&gt;
* Waterberry&lt;br /&gt;
* Bluebush berry&lt;br /&gt;
&lt;br /&gt;
=== [[Tree]]s ===&lt;br /&gt;
* Giant pine&lt;br /&gt;
* Giant magnolia&lt;br /&gt;
* Giant oak&lt;br /&gt;
&lt;br /&gt;
== New [[Megabeast]]s ==&lt;br /&gt;
Only one completed megabeast is currently in the new mod, and it is almost  indestructable. I am planning to create at least 17 more, at least half of which are going to be mechanical duplicates of their [STANDARD_FLESH] peers. I am also going to improve on existing megabeasts.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
The prototype, not yet available, is currently being tested for impurities before being released. The latest update to the program was 9/27/09, and will be edited on 10/7/09 to include the Creatures discribed above.&lt;br /&gt;
&lt;br /&gt;
The mod is going to be released soon, although how soon that might be is currently disputed. When it is released, however, it will come as seven--or more!--different mods. The first is the Creatures mod. This will include, but is not limited to, dinosaurs, mechanical beasts, snakes, giant tarantulas, war wolves, Megalodons, and many new megabeasts, one of which is already available--the Basilisk. But beware. Some of the megabeasts will be mechanical!&lt;/div&gt;</summary>
		<author><name>Bmmodder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:Deserted_squad_mod&amp;diff=56612</id>
		<title>Modification:Deserted squad mod</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:Deserted_squad_mod&amp;diff=56612"/>
		<updated>2009-10-31T05:31:06Z</updated>

		<summary type="html">&lt;p&gt;Bmmodder: /* Development */  Added info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{mod}}&lt;br /&gt;
&lt;br /&gt;
It is essentially an entire re-write of Dwarf Fortress. It adds new creatures, new entities, new Megabeasts, new minerals, and plants. &lt;br /&gt;
&lt;br /&gt;
== New [[creature]]s ==&lt;br /&gt;
* Giant Tarantula: A giant spider, primarily used by the Dracon entity.&lt;br /&gt;
* Armoured elephant: A large, crudely armored elephant, used by the Dracon, Orc, Veilcarisi, and Giant Elf.&lt;br /&gt;
* War wolf: A wolf with light armor, sharp claws, and serrated teeth. Primarily used by the Dracon entity.&lt;br /&gt;
* Megalodon: A giant shark, capable of attacking any creature in its domain, including dwarves who fall into the ocean.&lt;br /&gt;
* Mechanical Spider: Wild, tamable, and trainable with an average animal trainer.&lt;br /&gt;
* Mechanical scorpion: Wild, tamable, and trainable by an average animal trainer.&lt;br /&gt;
* Mechanical wolf: Wild, tamable, and trainable by an average animal trainer.&lt;br /&gt;
* Mechanical dog: Wild, tamable, and trainable by an average animal trainer.&lt;br /&gt;
&lt;br /&gt;
== New entities ==&lt;br /&gt;
* [[Dracon mod|Dracon]]: Larger, more dangerous versions of the Orcs.&lt;br /&gt;
* Giant Elf: Large elves, who are quite willing to trade.&lt;br /&gt;
* Veilcarisi: Large goblins that can evade any trap and can take on 7 champion dwarves. Will not trade.&lt;br /&gt;
&lt;br /&gt;
== New minerals ==&lt;br /&gt;
&lt;br /&gt;
=== [[Metal]]s ===&lt;br /&gt;
* Alumibroniorn: An alloy of alluminum, bronze, and iron.&lt;br /&gt;
&lt;br /&gt;
=== [[Stone]]s ===&lt;br /&gt;
* Raw adamintite: Similar to adamantine, but not nearly as valuable.&lt;br /&gt;
&lt;br /&gt;
== New [[plant]]s ==&lt;br /&gt;
&lt;br /&gt;
=== Shrubs ===&lt;br /&gt;
* Sunflower&lt;br /&gt;
* Bushberry&lt;br /&gt;
* Waterberry&lt;br /&gt;
* Bluebush berry&lt;br /&gt;
&lt;br /&gt;
=== [[Tree]]s ===&lt;br /&gt;
* Giant pine&lt;br /&gt;
* Giant magnolia&lt;br /&gt;
* Giant oak&lt;br /&gt;
&lt;br /&gt;
== New [[Megabeast]]s ==&lt;br /&gt;
Only one completed megabeast is currently in the new mod, and it is almost  indestructable. I am planning to create at least 17 more, at least half of which are going to be mechanical duplicates of their [STANDARD_FLESH] peers. I am also going to improve on existing megabeasts.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
The prototype, not yet available, is currently being tested for impurities before being released. The latest update to the program was 9/27/09, and will be edited on 10/7/09 to include the Creatures discribed above.&lt;br /&gt;
&lt;br /&gt;
The mod is going to be released soon, although how soon that might be is currently disputed. When it is released, however, it will come as seven--or more!--different mods. The first is the Creatures mod. This will include, but is not limited to, dinosaurs, mechanical beasts, snakes, and many new megabeasts, one of which is already available--the Basilisk. But beware. Some of the megabeasts will be mechanical!&lt;/div&gt;</summary>
		<author><name>Bmmodder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:Deserted_squad_mod&amp;diff=51144</id>
		<title>Modification:Deserted squad mod</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:Deserted_squad_mod&amp;diff=51144"/>
		<updated>2009-10-01T23:22:02Z</updated>

		<summary type="html">&lt;p&gt;Bmmodder: /* Megabeasts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{mod}}&lt;br /&gt;
&lt;br /&gt;
== Deserted Squad mod ==&lt;br /&gt;
&lt;br /&gt;
-------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
It is essentially an entire re-write of Dwarf Fortress. &lt;br /&gt;
It adds new creatures, new entities, new Megabeasts, &lt;br /&gt;
new minerals, and plants. &lt;br /&gt;
&lt;br /&gt;
-------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== New creatures ==&lt;br /&gt;
&lt;br /&gt;
---------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Giant Tarantula: a giant spider, primarily used by the &lt;br /&gt;
Dracon entity&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
 Armoured elephant: a large, crudely armored elephant, &lt;br /&gt;
used by the Dracon, Orc, Veilcarisi, and Giant Elf&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
 War wolf: a wolf with light armor, sharp claws, and &lt;br /&gt;
serrated teeth. Primarily used by the Dracon entity&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
 Megalodon: a giant shark, capable of attacking any &lt;br /&gt;
creature in its domain, including dwarves who fall &lt;br /&gt;
into the ocean&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
Mechanical Spider: wild, tamable, and trainable with an &lt;br /&gt;
average animal trainer.&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
Mechanical scorpion: wild, tamable, and trainable by an average &lt;br /&gt;
animal trainer&lt;br /&gt;
-------------------------------------------------------------&lt;br /&gt;
-------------------------------------------------------------&lt;br /&gt;
Mechanical wolf: wild, tamable, and trainable by an average &lt;br /&gt;
animal trainer&lt;br /&gt;
-------------------------------------------------------------&lt;br /&gt;
-------------------------------------------------------------&lt;br /&gt;
Mechanical dog: wild, tamable, and trainable by an average &lt;br /&gt;
animal trainer&lt;br /&gt;
&lt;br /&gt;
== New Entities ==&lt;br /&gt;
 Dracon: larger, more dangerous versions of the Orcs.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Giant Elf: large elves, who are quite willing to trade.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Veilcarisi: large goblins that can evade any trap and &lt;br /&gt;
can take on 7 champion dwarves. Will not trade.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== New Minerals ==&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 '''Metals'''&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  Alumibroniorn: an alloy of alluminum, bronze, and iron.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 '''Stones'''&lt;br /&gt;
&lt;br /&gt;
  Raw adamintite: similar to adamantine, but not nearly as&lt;br /&gt;
 valuble&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== New Plants ==&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 '''shrubs'''&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  sunflower&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  bushberry&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  waterberry&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  bluebush berry&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 '''trees'''&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  Giant Pine&lt;br /&gt;
&lt;br /&gt;
---------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  Giant Magnolia&lt;br /&gt;
&lt;br /&gt;
---------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  Giant Oak&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Megabeasts ==&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------&lt;br /&gt;
Only one completed megabeast is currently in the new mod, &lt;br /&gt;
and it is almost  indestructable. I am planning to create &lt;br /&gt;
at least 17 more, at least half of which are going to be &lt;br /&gt;
mechanical duplicates of their [STANDARD_FLESH] peers. I &lt;br /&gt;
am also going to improve on existing megabeasts.&lt;br /&gt;
&lt;br /&gt;
==Develpoment==&lt;br /&gt;
&lt;br /&gt;
 The prototype, not yet available, is currently being tested&lt;br /&gt;
for impurities before being released. The latest update to the&lt;br /&gt;
program was 9/27/09, and will be edited on 10/7/09 to include&lt;br /&gt;
the Creatures discribed above.&lt;/div&gt;</summary>
		<author><name>Bmmodder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:List_of_mods&amp;diff=30505</id>
		<title>40d:List of mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:List_of_mods&amp;diff=30505"/>
		<updated>2009-09-27T04:51:54Z</updated>

		<summary type="html">&lt;p&gt;Bmmodder: /* Deserted squad mod */  I changed the format around a bit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{mod}}&lt;br /&gt;
&lt;br /&gt;
= Modbase =&lt;br /&gt;
&lt;br /&gt;
Modbase is a great tool made by Sean Mirrsen which allows you to freely swap mods and tweak game settings.&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=18623.0 Get it now!]&lt;br /&gt;
For version 0.38c.&lt;br /&gt;
&lt;br /&gt;
= List of Mods =&lt;br /&gt;
&lt;br /&gt;
== Angler Mod 2==&lt;br /&gt;
&lt;br /&gt;
Updated August 11, 2009&lt;br /&gt;
&lt;br /&gt;
adds 35 new fish&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1327 Angler Mod 2 Download]&lt;br /&gt;
&lt;br /&gt;
== Botany Mod '''2'''==&lt;br /&gt;
&lt;br /&gt;
Adds 73 new plants, some indoor and lots outdoor&lt;br /&gt;
&lt;br /&gt;
[[User:Chariot#Botany_Mod_2|Botany Mod 2]]&lt;br /&gt;
&lt;br /&gt;
== Bronze Mod ==&lt;br /&gt;
Fixes the assumptions DF makes about the relative strengths of bronze and iron. Adds a couple of new alloys.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=18927.0&lt;br /&gt;
&lt;br /&gt;
== Civilization Forge Mod ==&lt;br /&gt;
&lt;br /&gt;
This is a major mod to Dwarf Fortress. It adds in new races, weapons, armor, animals, plants, stones, and metals. &lt;br /&gt;
It also rebalances farming, makes the standard metals more realistic, and makes several tweaks to the Civ Ethics for the base creatures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=161 Full details and Download!] Version 1.81&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=18746.0 Join the discussion!]&lt;br /&gt;
&lt;br /&gt;
[[Civilization_Forge|Wiki page]]&lt;br /&gt;
&lt;br /&gt;
== Dendrology Mod ==&lt;br /&gt;
&lt;br /&gt;
Updated August 11, 2009&lt;br /&gt;
&lt;br /&gt;
Adds 67 new trees.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1326 Dendrology Mod Download]&lt;br /&gt;
&lt;br /&gt;
== Dire Animals Mod ==&lt;br /&gt;
&lt;br /&gt;
Bored with the current deadly animals?&lt;br /&gt;
&lt;br /&gt;
This mod adds more dangerous versions of many existing creatures.&lt;br /&gt;
&lt;br /&gt;
''They can smell your fear.''&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/creature+direrar/;91686 Download!]&lt;br /&gt;
&lt;br /&gt;
== Dwarf Fortress Dig Deeper Mod ==&lt;br /&gt;
&lt;br /&gt;
Expands upon existing Dwarf Fortress game-play to deliver much, much, much more variance from the small things to the large things. Includes a slew of plausible and well researched new creatures, metals, plants, gems, wood and more.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=35736.0 Forum thread]&lt;br /&gt;
&lt;br /&gt;
== Dwarmins Plant Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds eight imaginative new plant breeds that can be made into cloth and alcohol, to clothe all those naked dwarves you have.&lt;br /&gt;
&lt;br /&gt;
Well you can't clothe them with alcohol.&lt;br /&gt;
&lt;br /&gt;
Only clothes.&lt;br /&gt;
&lt;br /&gt;
No matter how hard they dream...&lt;br /&gt;
&lt;br /&gt;
[http://rapidshare.com/files/71696334/matgloss_plant_dwarmod.txt.html Download!]&lt;br /&gt;
&lt;br /&gt;
== Dwarvus Romanus: Rome Fortress ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[http://teldin.wikispaces.com/space/showimage/rome+fortress.zip Download!]&lt;br /&gt;
&lt;br /&gt;
== Goblin Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds Goblins as a playable civilization, along with some goblin specific animals. (Including dwarven slaves).&lt;br /&gt;
&lt;br /&gt;
But beware, Dwarves WILL siege you and elves will steal your babies 0:&lt;br /&gt;
&lt;br /&gt;
[http://rapidshare.com/files/88232854/Goblinsmod4.zip.html Download!]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000303 Forum Post]&lt;br /&gt;
&lt;br /&gt;
== It's The Small Things Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds a ton of flavour text to the game including:&lt;br /&gt;
&lt;br /&gt;
- Over 100 new threats in adventurer mode. (The original only had one.)&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=184 Download!]&lt;br /&gt;
&lt;br /&gt;
- Over 200 new engravings in fortress and adventurer. (They appear as symbols too.)&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=183 Download!]&lt;br /&gt;
&lt;br /&gt;
- 5 new, non-repeating prefstrings (descriptive text) for each and every creature in the game.&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=182 Download!]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the whole set here: [http://dffd.wimbli.com/file.php?id=185 Download!]&lt;br /&gt;
&lt;br /&gt;
Forum thread here: [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000622&amp;amp;p= Link!]&lt;br /&gt;
&lt;br /&gt;
== [[User:Jackard#Language_Mod|Language Mod]] ==&lt;br /&gt;
Enhances the game's vocabulary.&lt;br /&gt;
&lt;br /&gt;
== Legendary Lands Mod ==&lt;br /&gt;
&lt;br /&gt;
This mod adds a significant amount of difficulty and a bunch of new races.  It also changes the balance of the game.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=19228.0 Forum thread]&lt;br /&gt;
&lt;br /&gt;
== Martial Arts Mod ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000260  v1.2 conforms to .38a standarts.&lt;br /&gt;
&lt;br /&gt;
== Mega Toy Mod ==&lt;br /&gt;
For a little spice adds almost 300 toys to DF. All reasonably within period so it wont throw off your game. Enjoy!-Berent&lt;br /&gt;
&lt;br /&gt;
http://www.savefile.com/files/1246546  V 0.3&lt;br /&gt;
&lt;br /&gt;
Contribute to the project(forum link)&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000052&amp;amp;p=1&lt;br /&gt;
&lt;br /&gt;
== Minerals Mod ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000066&lt;br /&gt;
&lt;br /&gt;
== Morlark's Plant Mod ==&lt;br /&gt;
&lt;br /&gt;
This mod aims to spice up farming a little bit by adding some new plants and tweaking the existing ones.&lt;br /&gt;
&lt;br /&gt;
Plants can no longer be farmed during winter. Dyes can no longer be farmed, only gathered wild. Three new dye colours, four new farm crops, and one new rare herb. &lt;br /&gt;
&lt;br /&gt;
[http://morlark.uwcs.co.uk/misc/df/matgloss_plant.zip Download!]&lt;br /&gt;
&lt;br /&gt;
== Morlark's Simplicity Mod (Stones &amp;amp; Metals) ==&lt;br /&gt;
&lt;br /&gt;
This mod aims to remove some of the more pointless or annoying aspects of stones and metals.&lt;br /&gt;
&lt;br /&gt;
Unusual coloured stones can no longer be found in layers or large clusters, so if you get an alert for a non-economic stone, you might still want to set them aside for special projects. Layers in general are simplified by removing or condensing redundant layers, while still keeping enough variety.&lt;br /&gt;
&lt;br /&gt;
Metals are simplified by removing pig iron from the steel-making process, and also removing bismuth. This also means that your nobles will no longer make demands for items of these useless intermediate metals.&lt;br /&gt;
&lt;br /&gt;
I've also added a dummy reaction for bauxite, so that you can enable/disable bauxite usage from the stone screen.&lt;br /&gt;
&lt;br /&gt;
[http://morlark.uwcs.co.uk/misc/df/simplified_stones.zip Download!]&lt;br /&gt;
&lt;br /&gt;
== Morlark's Simplicity Mod (Clothes, Armour &amp;amp; Weapons) ==&lt;br /&gt;
&lt;br /&gt;
This mod aims to reduce the hassle of dealing with the hundreds of useless scraps of clothes that pile up after sieges. The number of different clothing slots is reduced, so no more socks, mittens, caps, cloaks, and who knows what else. Clothing choice in general has been reduced, to make things easier to find in the stocks screen. Armour coverage is still available for all slots. Some of the redundant weapon choices available to non-dwarven civs have been condensed.&lt;br /&gt;
&lt;br /&gt;
[http://morlark.uwcs.co.uk/misc/df/simplified_clothes.zip Download!]&lt;br /&gt;
&lt;br /&gt;
== Prehistoria ==&lt;br /&gt;
&lt;br /&gt;
Adds a bunch of dinosaurs and other prehistoric creatures. Does not overwrite any DF files.&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/prehistoria+005azip/;9304321;/fileinfo.html Version 0.05a]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000004 Forum post with more info]&lt;br /&gt;
&lt;br /&gt;
== Primitive Civilizations Mod ==&lt;br /&gt;
&lt;br /&gt;
This is a minor mod to Dwarf Fortress. It adds in new primitive beastman races. Populate your world with Lizardmen, Wolfmen, Goatmen, and more!&lt;br /&gt;
Also includes two primitive weapons, the hand axe and club.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=544 Full details and Download!]&lt;br /&gt;
&lt;br /&gt;
== Samurai Fortress Mod ==&lt;br /&gt;
&lt;br /&gt;
Play as a Japanese Samurai clan against Chinese, Koreans, Thais, invading Mongols and Ninjas.&lt;br /&gt;
&lt;br /&gt;
With authentic weapons, monsters, items from mythical Japan.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=648 Download!]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=26970.0 Forum Post]&lt;br /&gt;
&lt;br /&gt;
== Zoo Mod 3.5 ==&lt;br /&gt;
&lt;br /&gt;
Updated July 16, 2009&lt;br /&gt;
&lt;br /&gt;
The Zoo Mod adds 84 diverse domestic and wild animals from the real world, with full graphics, to add a little more realism to your fortress.&lt;br /&gt;
&lt;br /&gt;
Created by Chariot, you can find more details on his [[User:Chariot|user page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Wonderment Mod v1.0 ==&lt;br /&gt;
&lt;br /&gt;
Updated August, 2009&lt;br /&gt;
&lt;br /&gt;
The Wonderment Mod makes changes to minerals, metals, and gems to focus on the partially medieval, partially fantasy setting that most of us feel is appropriate for dwarves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Every single mineral, every single metal, and every single gem should have character; you should be able to feel that each one belongs in the game, that it adds to the experience.  Painstakingly researched realism, abundant imagination, and careful adaptation to the inner workings of DF together will, I hope, let you delve more deeply, build more grandly ... and create more Wonderment!&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1324 Download]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=40229.0 Discussion thread]&lt;br /&gt;
&lt;br /&gt;
== Basilisk Mod ==&lt;br /&gt;
&lt;br /&gt;
Updated September, 2009&lt;br /&gt;
&lt;br /&gt;
The Basilisk mod adds a new, nearly invincible megabeast into the game--basically, it is a land-going juggernaught that destroys anything in its path. The file is found on the [[Basilisk mod]] page.&lt;br /&gt;
&lt;br /&gt;
It is currently being modified for even greater [[fun]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Deserted squad mod]] ==&lt;br /&gt;
&lt;br /&gt;
 Work began 9/26/09. This mod adds several dangerous monsters, &lt;br /&gt;
new plants, megabeasts, improves on the standard game elements, &lt;br /&gt;
minerals, etc, and makes it so that the rest of the dwarven world&lt;br /&gt;
has left your dwarves for dead.&lt;/div&gt;</summary>
		<author><name>Bmmodder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:Dracon_mod&amp;diff=51136</id>
		<title>Modification:Dracon mod</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:Dracon_mod&amp;diff=51136"/>
		<updated>2009-09-27T04:42:31Z</updated>

		<summary type="html">&lt;p&gt;Bmmodder: /* Dracon Mod Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{mod}}&lt;br /&gt;
&lt;br /&gt;
== Dracon Mod Background ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- I assume this is a &amp;quot;work in progress&amp;quot; - fix the grammar as you go. &amp;quot;It&amp;quot; = the mod... which is like a wizard... and can use staffs... um, yeah, pretty good for a mod. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dracon mod is basically an add-on to the orc mod, but it is much, much stronger. &lt;br /&gt;
&lt;br /&gt;
It is also a future component in the [[Deserted squad mod]]. It is also like a &lt;br /&gt;
wizard in that it uses magic. It can use staffs, as well as all the weapons Orcs can use.&lt;/div&gt;</summary>
		<author><name>Bmmodder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:Deserted_squad_mod&amp;diff=51143</id>
		<title>Modification:Deserted squad mod</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:Deserted_squad_mod&amp;diff=51143"/>
		<updated>2009-09-27T04:40:06Z</updated>

		<summary type="html">&lt;p&gt;Bmmodder: /* Megabeasts */  I changed and added info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{mod}}&lt;br /&gt;
&lt;br /&gt;
== Deserted Squad mod ==&lt;br /&gt;
&lt;br /&gt;
-------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
It is essentially an entire re-write of Dwarf Fortress. &lt;br /&gt;
It adds new creatures, new entities, new Megabeasts, &lt;br /&gt;
new minerals, and plants. &lt;br /&gt;
&lt;br /&gt;
-------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== New creatures ==&lt;br /&gt;
&lt;br /&gt;
---------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Giant Tarantula: a giant spider, primarily used by the &lt;br /&gt;
Dracon entity&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
 Armoured elephant: a large, crudely armored elephant, &lt;br /&gt;
used by the Dracon, Orc, Veilcarisi, and Giant Elf&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
 War wolf: a wolf with light armor, sharp claws, and &lt;br /&gt;
serrated teeth. Primarily used by the Dracon entity&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
 Megalodon: a giant shark, capable of attacking any &lt;br /&gt;
creature in its domain, including dwarves who fall &lt;br /&gt;
into the ocean&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
Mechanical Spider: wild, tamable, and trainable with an &lt;br /&gt;
average animal trainer.&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
Mechanical scorpion: wild, tamable, and trainable by an average &lt;br /&gt;
animal trainer&lt;br /&gt;
-------------------------------------------------------------&lt;br /&gt;
-------------------------------------------------------------&lt;br /&gt;
Mechanical wolf: wild, tamable, and trainable by an average &lt;br /&gt;
animal trainer&lt;br /&gt;
-------------------------------------------------------------&lt;br /&gt;
-------------------------------------------------------------&lt;br /&gt;
Mechanical dog: wild, tamable, and trainable by an average &lt;br /&gt;
animal trainer&lt;br /&gt;
&lt;br /&gt;
== New Entities ==&lt;br /&gt;
 Dracon: larger, more dangerous versions of the Orcs.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Giant Elf: large elves, who are quite willing to trade.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Veilcarisi: large goblins that can evade any trap and &lt;br /&gt;
can take on 7 champion dwarves. Will not trade.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== New Minerals ==&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 '''Metals'''&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  Alumibroniorn: an alloy of alluminum, bronze, and iron.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 '''Stones'''&lt;br /&gt;
&lt;br /&gt;
  Raw adamintite: similar to adamantine, but not nearly as&lt;br /&gt;
 valuble&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== New Plants ==&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 '''shrubs'''&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  sunflower&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  bushberry&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  waterberry&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  bluebush berry&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 '''trees'''&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  Giant Pine&lt;br /&gt;
&lt;br /&gt;
---------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  Giant Magnolia&lt;br /&gt;
&lt;br /&gt;
---------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  Giant Oak&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Megabeasts ==&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------&lt;br /&gt;
Only one completed megabeast is currently in the new mod, &lt;br /&gt;
and it is almost  indestructable. I am planning to create &lt;br /&gt;
at least 17 more, at least half of which are going to be &lt;br /&gt;
mechanical duplicates of their [STANDARD_FLESH] peers. I &lt;br /&gt;
am also going to improve on existing megabeasts.&lt;/div&gt;</summary>
		<author><name>Bmmodder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:Deserted_squad_mod&amp;diff=51142</id>
		<title>Modification:Deserted squad mod</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:Deserted_squad_mod&amp;diff=51142"/>
		<updated>2009-09-27T04:33:28Z</updated>

		<summary type="html">&lt;p&gt;Bmmodder: /* New creatures */ fixed page error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{mod}}&lt;br /&gt;
&lt;br /&gt;
== Deserted Squad mod ==&lt;br /&gt;
&lt;br /&gt;
-------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
It is essentially an entire re-write of Dwarf Fortress. &lt;br /&gt;
It adds new creatures, new entities, new Megabeasts, &lt;br /&gt;
new minerals, and plants. &lt;br /&gt;
&lt;br /&gt;
-------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== New creatures ==&lt;br /&gt;
&lt;br /&gt;
---------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Giant Tarantula: a giant spider, primarily used by the &lt;br /&gt;
Dracon entity&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
 Armoured elephant: a large, crudely armored elephant, &lt;br /&gt;
used by the Dracon, Orc, Veilcarisi, and Giant Elf&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
 War wolf: a wolf with light armor, sharp claws, and &lt;br /&gt;
serrated teeth. Primarily used by the Dracon entity&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
 Megalodon: a giant shark, capable of attacking any &lt;br /&gt;
creature in its domain, including dwarves who fall &lt;br /&gt;
into the ocean&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
Mechanical Spider: wild, tamable, and trainable with an &lt;br /&gt;
average animal trainer.&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
Mechanical scorpion: wild, tamable, and trainable by an average &lt;br /&gt;
animal trainer&lt;br /&gt;
-------------------------------------------------------------&lt;br /&gt;
-------------------------------------------------------------&lt;br /&gt;
Mechanical wolf: wild, tamable, and trainable by an average &lt;br /&gt;
animal trainer&lt;br /&gt;
-------------------------------------------------------------&lt;br /&gt;
-------------------------------------------------------------&lt;br /&gt;
Mechanical dog: wild, tamable, and trainable by an average &lt;br /&gt;
animal trainer&lt;br /&gt;
&lt;br /&gt;
== New Entities ==&lt;br /&gt;
 Dracon: larger, more dangerous versions of the Orcs.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Giant Elf: large elves, who are quite willing to trade.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Veilcarisi: large goblins that can evade any trap and &lt;br /&gt;
can take on 7 champion dwarves. Will not trade.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== New Minerals ==&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 '''Metals'''&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  Alumibroniorn: an alloy of alluminum, bronze, and iron.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 '''Stones'''&lt;br /&gt;
&lt;br /&gt;
  Raw adamintite: similar to adamantine, but not nearly as&lt;br /&gt;
 valuble&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== New Plants ==&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 '''shrubs'''&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  sunflower&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  bushberry&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  waterberry&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  bluebush berry&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 '''trees'''&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  Giant Pine&lt;br /&gt;
&lt;br /&gt;
---------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  Giant Magnolia&lt;br /&gt;
&lt;br /&gt;
---------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  Giant Oak&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Megabeasts ==&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------&lt;br /&gt;
Only one completed megabeast is currently in the new mod, &lt;br /&gt;
and it is almost  indestructable. Also improving on the &lt;br /&gt;
origonal magabeasts.&lt;/div&gt;</summary>
		<author><name>Bmmodder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:Deserted_squad_mod&amp;diff=51141</id>
		<title>Modification:Deserted squad mod</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:Deserted_squad_mod&amp;diff=51141"/>
		<updated>2009-09-27T04:32:41Z</updated>

		<summary type="html">&lt;p&gt;Bmmodder: /* New creatures */  I added info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{mod}}&lt;br /&gt;
&lt;br /&gt;
== Deserted Squad mod ==&lt;br /&gt;
&lt;br /&gt;
-------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
It is essentially an entire re-write of Dwarf Fortress. &lt;br /&gt;
It adds new creatures, new entities, new Megabeasts, &lt;br /&gt;
new minerals, and plants. &lt;br /&gt;
&lt;br /&gt;
-------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== New creatures ==&lt;br /&gt;
 Giant Tarantula: a giant spider, primarily used by the &lt;br /&gt;
Dracon entity&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
 Armoured elephant: a large, crudely armored elephant, &lt;br /&gt;
used by the Dracon, Orc, Veilcarisi, and Giant Elf&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
 War wolf: a wolf with light armor, sharp claws, and &lt;br /&gt;
serrated teeth. Primarily used by the Dracon entity&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
 Megalodon: a giant shark, capable of attacking any &lt;br /&gt;
creature in its domain, including dwarves who fall &lt;br /&gt;
into the ocean&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
Mechanical Spider: wild, tamable, and trainable with an &lt;br /&gt;
average animal trainer.&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
Mechanical scorpion: wild, tamable, and trainable by an average &lt;br /&gt;
animal trainer&lt;br /&gt;
-------------------------------------------------------------&lt;br /&gt;
-------------------------------------------------------------&lt;br /&gt;
Mechanical wolf: wild, tamable, and trainable by an average &lt;br /&gt;
animal trainer&lt;br /&gt;
-------------------------------------------------------------&lt;br /&gt;
-------------------------------------------------------------&lt;br /&gt;
Mechanical dog: wild, tamable, and trainable by an average &lt;br /&gt;
animal trainer&lt;br /&gt;
&lt;br /&gt;
== New Entities ==&lt;br /&gt;
 Dracon: larger, more dangerous versions of the Orcs.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Giant Elf: large elves, who are quite willing to trade.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Veilcarisi: large goblins that can evade any trap and &lt;br /&gt;
can take on 7 champion dwarves. Will not trade.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== New Minerals ==&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 '''Metals'''&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  Alumibroniorn: an alloy of alluminum, bronze, and iron.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 '''Stones'''&lt;br /&gt;
&lt;br /&gt;
  Raw adamintite: similar to adamantine, but not nearly as&lt;br /&gt;
 valuble&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== New Plants ==&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 '''shrubs'''&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  sunflower&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  bushberry&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  waterberry&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  bluebush berry&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 '''trees'''&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  Giant Pine&lt;br /&gt;
&lt;br /&gt;
---------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  Giant Magnolia&lt;br /&gt;
&lt;br /&gt;
---------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  Giant Oak&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Megabeasts ==&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------&lt;br /&gt;
Only one completed megabeast is currently in the new mod, &lt;br /&gt;
and it is almost  indestructable. Also improving on the &lt;br /&gt;
origonal magabeasts.&lt;/div&gt;</summary>
		<author><name>Bmmodder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification_Talk:Deserted_squad_mod&amp;diff=51145</id>
		<title>Modification Talk:Deserted squad mod</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification_Talk:Deserted_squad_mod&amp;diff=51145"/>
		<updated>2009-09-26T21:03:58Z</updated>

		<summary type="html">&lt;p&gt;Bmmodder: I created the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; == Discussion ==&lt;/div&gt;</summary>
		<author><name>Bmmodder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:Deserted_squad_mod&amp;diff=51140</id>
		<title>Modification:Deserted squad mod</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:Deserted_squad_mod&amp;diff=51140"/>
		<updated>2009-09-26T21:02:46Z</updated>

		<summary type="html">&lt;p&gt;Bmmodder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{mod}}&lt;br /&gt;
&lt;br /&gt;
== Deserted Squad mod ==&lt;br /&gt;
&lt;br /&gt;
-------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
It is essentially an entire re-write of Dwarf Fortress. &lt;br /&gt;
It adds new creatures, new entities, new Megabeasts, &lt;br /&gt;
new minerals, and plants. &lt;br /&gt;
&lt;br /&gt;
-------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== New creatures ==&lt;br /&gt;
 Giant Tarantula: a giant spider, primarily used by the &lt;br /&gt;
Dracon entity&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Armoured elephant: a large, crudely armored elephant, &lt;br /&gt;
used by the Dracon, Orc, Veilcarisi, and Giant Elf&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 War wolf: a wolf with light armor, sharp claws, and &lt;br /&gt;
serrated teeth. Primarily used by the Dracon entity&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Megalodon: a giant shark, capable of attacking any &lt;br /&gt;
creature in its domain, including dwarves who fall &lt;br /&gt;
into the ocean&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== New Entities ==&lt;br /&gt;
 Dracon: larger, more dangerous versions of the Orcs.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Giant Elf: large elves, who are quite willing to trade.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Veilcarisi: large goblins that can evade any trap and &lt;br /&gt;
can take on 7 champion dwarves. Will not trade.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== New Minerals ==&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 '''Metals'''&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  Alumibroniorn: an alloy of alluminum, bronze, and iron.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 '''Stones'''&lt;br /&gt;
&lt;br /&gt;
  Raw adamintite: similar to adamantine, but not nearly as&lt;br /&gt;
 valuble&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== New Plants ==&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 '''shrubs'''&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  sunflower&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  bushberry&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  waterberry&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  bluebush berry&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 '''trees'''&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  Giant Pine&lt;br /&gt;
&lt;br /&gt;
---------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  Giant Magnolia&lt;br /&gt;
&lt;br /&gt;
---------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  Giant Oak&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Megabeasts ==&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------&lt;br /&gt;
Only one completed megabeast is currently in the new mod, &lt;br /&gt;
and it is almost  indestructable. Also improving on the &lt;br /&gt;
origonal magabeasts.&lt;/div&gt;</summary>
		<author><name>Bmmodder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:List_of_mods&amp;diff=30504</id>
		<title>40d:List of mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:List_of_mods&amp;diff=30504"/>
		<updated>2009-09-26T21:01:56Z</updated>

		<summary type="html">&lt;p&gt;Bmmodder: /* Deserted Squad Mod */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{mod}}&lt;br /&gt;
&lt;br /&gt;
= Modbase =&lt;br /&gt;
&lt;br /&gt;
Modbase is a great tool made by Sean Mirrsen which allows you to freely swap mods and tweak game settings.&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=18623.0 Get it now!]&lt;br /&gt;
For version 0.38c.&lt;br /&gt;
&lt;br /&gt;
= List of Mods =&lt;br /&gt;
&lt;br /&gt;
== Angler Mod 2==&lt;br /&gt;
&lt;br /&gt;
Updated August 11, 2009&lt;br /&gt;
&lt;br /&gt;
adds 35 new fish&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1327 Angler Mod 2 Download]&lt;br /&gt;
&lt;br /&gt;
== Botany Mod '''2'''==&lt;br /&gt;
&lt;br /&gt;
Adds 73 new plants, some indoor and lots outdoor&lt;br /&gt;
&lt;br /&gt;
[[User:Chariot#Botany_Mod_2|Botany Mod 2]]&lt;br /&gt;
&lt;br /&gt;
== Bronze Mod ==&lt;br /&gt;
Fixes the assumptions DF makes about the relative strengths of bronze and iron. Adds a couple of new alloys.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=18927.0&lt;br /&gt;
&lt;br /&gt;
== Civilization Forge Mod ==&lt;br /&gt;
&lt;br /&gt;
This is a major mod to Dwarf Fortress. It adds in new races, weapons, armor, animals, plants, stones, and metals. &lt;br /&gt;
It also rebalances farming, makes the standard metals more realistic, and makes several tweaks to the Civ Ethics for the base creatures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=161 Full details and Download!] Version 1.81&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=18746.0 Join the discussion!]&lt;br /&gt;
&lt;br /&gt;
[[Civilization_Forge|Wiki page]]&lt;br /&gt;
&lt;br /&gt;
== Dendrology Mod ==&lt;br /&gt;
&lt;br /&gt;
Updated August 11, 2009&lt;br /&gt;
&lt;br /&gt;
Adds 67 new trees.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1326 Dendrology Mod Download]&lt;br /&gt;
&lt;br /&gt;
== Dire Animals Mod ==&lt;br /&gt;
&lt;br /&gt;
Bored with the current deadly animals?&lt;br /&gt;
&lt;br /&gt;
This mod adds more dangerous versions of many existing creatures.&lt;br /&gt;
&lt;br /&gt;
''They can smell your fear.''&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/creature+direrar/;91686 Download!]&lt;br /&gt;
&lt;br /&gt;
== Dwarf Fortress Dig Deeper Mod ==&lt;br /&gt;
&lt;br /&gt;
Expands upon existing Dwarf Fortress game-play to deliver much, much, much more variance from the small things to the large things. Includes a slew of plausible and well researched new creatures, metals, plants, gems, wood and more.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=35736.0 Forum thread]&lt;br /&gt;
&lt;br /&gt;
== Dwarmins Plant Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds eight imaginative new plant breeds that can be made into cloth and alcohol, to clothe all those naked dwarves you have.&lt;br /&gt;
&lt;br /&gt;
Well you can't clothe them with alcohol.&lt;br /&gt;
&lt;br /&gt;
Only clothes.&lt;br /&gt;
&lt;br /&gt;
No matter how hard they dream...&lt;br /&gt;
&lt;br /&gt;
[http://rapidshare.com/files/71696334/matgloss_plant_dwarmod.txt.html Download!]&lt;br /&gt;
&lt;br /&gt;
== Dwarvus Romanus: Rome Fortress ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[http://teldin.wikispaces.com/space/showimage/rome+fortress.zip Download!]&lt;br /&gt;
&lt;br /&gt;
== Goblin Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds Goblins as a playable civilization, along with some goblin specific animals. (Including dwarven slaves).&lt;br /&gt;
&lt;br /&gt;
But beware, Dwarves WILL siege you and elves will steal your babies 0:&lt;br /&gt;
&lt;br /&gt;
[http://rapidshare.com/files/88232854/Goblinsmod4.zip.html Download!]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000303 Forum Post]&lt;br /&gt;
&lt;br /&gt;
== It's The Small Things Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds a ton of flavour text to the game including:&lt;br /&gt;
&lt;br /&gt;
- Over 100 new threats in adventurer mode. (The original only had one.)&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=184 Download!]&lt;br /&gt;
&lt;br /&gt;
- Over 200 new engravings in fortress and adventurer. (They appear as symbols too.)&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=183 Download!]&lt;br /&gt;
&lt;br /&gt;
- 5 new, non-repeating prefstrings (descriptive text) for each and every creature in the game.&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=182 Download!]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the whole set here: [http://dffd.wimbli.com/file.php?id=185 Download!]&lt;br /&gt;
&lt;br /&gt;
Forum thread here: [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000622&amp;amp;p= Link!]&lt;br /&gt;
&lt;br /&gt;
== [[User:Jackard#Language_Mod|Language Mod]] ==&lt;br /&gt;
Enhances the game's vocabulary.&lt;br /&gt;
&lt;br /&gt;
== Legendary Lands Mod ==&lt;br /&gt;
&lt;br /&gt;
This mod adds a significant amount of difficulty and a bunch of new races.  It also changes the balance of the game.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=19228.0 Forum thread]&lt;br /&gt;
&lt;br /&gt;
== Martial Arts Mod ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000260  v1.2 conforms to .38a standarts.&lt;br /&gt;
&lt;br /&gt;
== Mega Toy Mod ==&lt;br /&gt;
For a little spice adds almost 300 toys to DF. All reasonably within period so it wont throw off your game. Enjoy!-Berent&lt;br /&gt;
&lt;br /&gt;
http://www.savefile.com/files/1246546  V 0.3&lt;br /&gt;
&lt;br /&gt;
Contribute to the project(forum link)&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000052&amp;amp;p=1&lt;br /&gt;
&lt;br /&gt;
== Minerals Mod ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000066&lt;br /&gt;
&lt;br /&gt;
== Morlark's Plant Mod ==&lt;br /&gt;
&lt;br /&gt;
This mod aims to spice up farming a little bit by adding some new plants and tweaking the existing ones.&lt;br /&gt;
&lt;br /&gt;
Plants can no longer be farmed during winter. Dyes can no longer be farmed, only gathered wild. Three new dye colours, four new farm crops, and one new rare herb. &lt;br /&gt;
&lt;br /&gt;
[http://morlark.uwcs.co.uk/misc/df/matgloss_plant.zip Download!]&lt;br /&gt;
&lt;br /&gt;
== Morlark's Simplicity Mod (Stones &amp;amp; Metals) ==&lt;br /&gt;
&lt;br /&gt;
This mod aims to remove some of the more pointless or annoying aspects of stones and metals.&lt;br /&gt;
&lt;br /&gt;
Unusual coloured stones can no longer be found in layers or large clusters, so if you get an alert for a non-economic stone, you might still want to set them aside for special projects. Layers in general are simplified by removing or condensing redundant layers, while still keeping enough variety.&lt;br /&gt;
&lt;br /&gt;
Metals are simplified by removing pig iron from the steel-making process, and also removing bismuth. This also means that your nobles will no longer make demands for items of these useless intermediate metals.&lt;br /&gt;
&lt;br /&gt;
I've also added a dummy reaction for bauxite, so that you can enable/disable bauxite usage from the stone screen.&lt;br /&gt;
&lt;br /&gt;
[http://morlark.uwcs.co.uk/misc/df/simplified_stones.zip Download!]&lt;br /&gt;
&lt;br /&gt;
== Morlark's Simplicity Mod (Clothes, Armour &amp;amp; Weapons) ==&lt;br /&gt;
&lt;br /&gt;
This mod aims to reduce the hassle of dealing with the hundreds of useless scraps of clothes that pile up after sieges. The number of different clothing slots is reduced, so no more socks, mittens, caps, cloaks, and who knows what else. Clothing choice in general has been reduced, to make things easier to find in the stocks screen. Armour coverage is still available for all slots. Some of the redundant weapon choices available to non-dwarven civs have been condensed.&lt;br /&gt;
&lt;br /&gt;
[http://morlark.uwcs.co.uk/misc/df/simplified_clothes.zip Download!]&lt;br /&gt;
&lt;br /&gt;
== Prehistoria ==&lt;br /&gt;
&lt;br /&gt;
Adds a bunch of dinosaurs and other prehistoric creatures. Does not overwrite any DF files.&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/prehistoria+005azip/;9304321;/fileinfo.html Version 0.05a]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000004 Forum post with more info]&lt;br /&gt;
&lt;br /&gt;
== Primitive Civilizations Mod ==&lt;br /&gt;
&lt;br /&gt;
This is a minor mod to Dwarf Fortress. It adds in new primitive beastman races. Populate your world with Lizardmen, Wolfmen, Goatmen, and more!&lt;br /&gt;
Also includes two primitive weapons, the hand axe and club.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=544 Full details and Download!]&lt;br /&gt;
&lt;br /&gt;
== Samurai Fortress Mod ==&lt;br /&gt;
&lt;br /&gt;
Play as a Japanese Samurai clan against Chinese, Koreans, Thais, invading Mongols and Ninjas.&lt;br /&gt;
&lt;br /&gt;
With authentic weapons, monsters, items from mythical Japan.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=648 Download!]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=26970.0 Forum Post]&lt;br /&gt;
&lt;br /&gt;
== Zoo Mod 3.5 ==&lt;br /&gt;
&lt;br /&gt;
Updated July 16, 2009&lt;br /&gt;
&lt;br /&gt;
The Zoo Mod adds 84 diverse domestic and wild animals from the real world, with full graphics, to add a little more realism to your fortress.&lt;br /&gt;
&lt;br /&gt;
Created by Chariot, you can find more details on his [[User:Chariot|user page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Wonderment Mod v1.0 ==&lt;br /&gt;
&lt;br /&gt;
Updated August, 2009&lt;br /&gt;
&lt;br /&gt;
The Wonderment Mod makes changes to minerals, metals, and gems to focus on the partially medieval, partially fantasy setting that most of us feel is appropriate for dwarves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Every single mineral, every single metal, and every single gem should have character; you should be able to feel that each one belongs in the game, that it adds to the experience.  Painstakingly researched realism, abundant imagination, and careful adaptation to the inner workings of DF together will, I hope, let you delve more deeply, build more grandly ... and create more Wonderment!&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1324 Download]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=40229.0 Discussion thread]&lt;br /&gt;
&lt;br /&gt;
== Basilisk Mod ==&lt;br /&gt;
&lt;br /&gt;
Updated September, 2009&lt;br /&gt;
&lt;br /&gt;
The Basilisk mod adds a new, nearly invincible megabeast into the game--basically, it is a land-going juggernaught that destroys anything in its path. The file is found on the [[Basilisk mod]] page.&lt;br /&gt;
&lt;br /&gt;
It is currently being modified for even greater [[fun]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Deserted squad mod]] ==&lt;br /&gt;
&lt;br /&gt;
 This mod is an entire re-write of Dwarf Fortress. In this, all seven of your starting dwarves have military skills only, there will be no dwarven caravans, no migrants, and lots of invaders. &lt;br /&gt;
&lt;br /&gt;
 Work on the mod began 9/26/09.&lt;/div&gt;</summary>
		<author><name>Bmmodder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:List_of_mods&amp;diff=30503</id>
		<title>40d:List of mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:List_of_mods&amp;diff=30503"/>
		<updated>2009-09-26T20:58:57Z</updated>

		<summary type="html">&lt;p&gt;Bmmodder: /* Basilisk Mod */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{mod}}&lt;br /&gt;
&lt;br /&gt;
= Modbase =&lt;br /&gt;
&lt;br /&gt;
Modbase is a great tool made by Sean Mirrsen which allows you to freely swap mods and tweak game settings.&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=18623.0 Get it now!]&lt;br /&gt;
For version 0.38c.&lt;br /&gt;
&lt;br /&gt;
= List of Mods =&lt;br /&gt;
&lt;br /&gt;
== Angler Mod 2==&lt;br /&gt;
&lt;br /&gt;
Updated August 11, 2009&lt;br /&gt;
&lt;br /&gt;
adds 35 new fish&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1327 Angler Mod 2 Download]&lt;br /&gt;
&lt;br /&gt;
== Botany Mod '''2'''==&lt;br /&gt;
&lt;br /&gt;
Adds 73 new plants, some indoor and lots outdoor&lt;br /&gt;
&lt;br /&gt;
[[User:Chariot#Botany_Mod_2|Botany Mod 2]]&lt;br /&gt;
&lt;br /&gt;
== Bronze Mod ==&lt;br /&gt;
Fixes the assumptions DF makes about the relative strengths of bronze and iron. Adds a couple of new alloys.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=18927.0&lt;br /&gt;
&lt;br /&gt;
== Civilization Forge Mod ==&lt;br /&gt;
&lt;br /&gt;
This is a major mod to Dwarf Fortress. It adds in new races, weapons, armor, animals, plants, stones, and metals. &lt;br /&gt;
It also rebalances farming, makes the standard metals more realistic, and makes several tweaks to the Civ Ethics for the base creatures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=161 Full details and Download!] Version 1.81&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=18746.0 Join the discussion!]&lt;br /&gt;
&lt;br /&gt;
[[Civilization_Forge|Wiki page]]&lt;br /&gt;
&lt;br /&gt;
== Dendrology Mod ==&lt;br /&gt;
&lt;br /&gt;
Updated August 11, 2009&lt;br /&gt;
&lt;br /&gt;
Adds 67 new trees.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1326 Dendrology Mod Download]&lt;br /&gt;
&lt;br /&gt;
== Dire Animals Mod ==&lt;br /&gt;
&lt;br /&gt;
Bored with the current deadly animals?&lt;br /&gt;
&lt;br /&gt;
This mod adds more dangerous versions of many existing creatures.&lt;br /&gt;
&lt;br /&gt;
''They can smell your fear.''&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/creature+direrar/;91686 Download!]&lt;br /&gt;
&lt;br /&gt;
== Dwarf Fortress Dig Deeper Mod ==&lt;br /&gt;
&lt;br /&gt;
Expands upon existing Dwarf Fortress game-play to deliver much, much, much more variance from the small things to the large things. Includes a slew of plausible and well researched new creatures, metals, plants, gems, wood and more.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=35736.0 Forum thread]&lt;br /&gt;
&lt;br /&gt;
== Dwarmins Plant Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds eight imaginative new plant breeds that can be made into cloth and alcohol, to clothe all those naked dwarves you have.&lt;br /&gt;
&lt;br /&gt;
Well you can't clothe them with alcohol.&lt;br /&gt;
&lt;br /&gt;
Only clothes.&lt;br /&gt;
&lt;br /&gt;
No matter how hard they dream...&lt;br /&gt;
&lt;br /&gt;
[http://rapidshare.com/files/71696334/matgloss_plant_dwarmod.txt.html Download!]&lt;br /&gt;
&lt;br /&gt;
== Dwarvus Romanus: Rome Fortress ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[http://teldin.wikispaces.com/space/showimage/rome+fortress.zip Download!]&lt;br /&gt;
&lt;br /&gt;
== Goblin Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds Goblins as a playable civilization, along with some goblin specific animals. (Including dwarven slaves).&lt;br /&gt;
&lt;br /&gt;
But beware, Dwarves WILL siege you and elves will steal your babies 0:&lt;br /&gt;
&lt;br /&gt;
[http://rapidshare.com/files/88232854/Goblinsmod4.zip.html Download!]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000303 Forum Post]&lt;br /&gt;
&lt;br /&gt;
== It's The Small Things Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds a ton of flavour text to the game including:&lt;br /&gt;
&lt;br /&gt;
- Over 100 new threats in adventurer mode. (The original only had one.)&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=184 Download!]&lt;br /&gt;
&lt;br /&gt;
- Over 200 new engravings in fortress and adventurer. (They appear as symbols too.)&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=183 Download!]&lt;br /&gt;
&lt;br /&gt;
- 5 new, non-repeating prefstrings (descriptive text) for each and every creature in the game.&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=182 Download!]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the whole set here: [http://dffd.wimbli.com/file.php?id=185 Download!]&lt;br /&gt;
&lt;br /&gt;
Forum thread here: [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000622&amp;amp;p= Link!]&lt;br /&gt;
&lt;br /&gt;
== [[User:Jackard#Language_Mod|Language Mod]] ==&lt;br /&gt;
Enhances the game's vocabulary.&lt;br /&gt;
&lt;br /&gt;
== Legendary Lands Mod ==&lt;br /&gt;
&lt;br /&gt;
This mod adds a significant amount of difficulty and a bunch of new races.  It also changes the balance of the game.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=19228.0 Forum thread]&lt;br /&gt;
&lt;br /&gt;
== Martial Arts Mod ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000260  v1.2 conforms to .38a standarts.&lt;br /&gt;
&lt;br /&gt;
== Mega Toy Mod ==&lt;br /&gt;
For a little spice adds almost 300 toys to DF. All reasonably within period so it wont throw off your game. Enjoy!-Berent&lt;br /&gt;
&lt;br /&gt;
http://www.savefile.com/files/1246546  V 0.3&lt;br /&gt;
&lt;br /&gt;
Contribute to the project(forum link)&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000052&amp;amp;p=1&lt;br /&gt;
&lt;br /&gt;
== Minerals Mod ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000066&lt;br /&gt;
&lt;br /&gt;
== Morlark's Plant Mod ==&lt;br /&gt;
&lt;br /&gt;
This mod aims to spice up farming a little bit by adding some new plants and tweaking the existing ones.&lt;br /&gt;
&lt;br /&gt;
Plants can no longer be farmed during winter. Dyes can no longer be farmed, only gathered wild. Three new dye colours, four new farm crops, and one new rare herb. &lt;br /&gt;
&lt;br /&gt;
[http://morlark.uwcs.co.uk/misc/df/matgloss_plant.zip Download!]&lt;br /&gt;
&lt;br /&gt;
== Morlark's Simplicity Mod (Stones &amp;amp; Metals) ==&lt;br /&gt;
&lt;br /&gt;
This mod aims to remove some of the more pointless or annoying aspects of stones and metals.&lt;br /&gt;
&lt;br /&gt;
Unusual coloured stones can no longer be found in layers or large clusters, so if you get an alert for a non-economic stone, you might still want to set them aside for special projects. Layers in general are simplified by removing or condensing redundant layers, while still keeping enough variety.&lt;br /&gt;
&lt;br /&gt;
Metals are simplified by removing pig iron from the steel-making process, and also removing bismuth. This also means that your nobles will no longer make demands for items of these useless intermediate metals.&lt;br /&gt;
&lt;br /&gt;
I've also added a dummy reaction for bauxite, so that you can enable/disable bauxite usage from the stone screen.&lt;br /&gt;
&lt;br /&gt;
[http://morlark.uwcs.co.uk/misc/df/simplified_stones.zip Download!]&lt;br /&gt;
&lt;br /&gt;
== Morlark's Simplicity Mod (Clothes, Armour &amp;amp; Weapons) ==&lt;br /&gt;
&lt;br /&gt;
This mod aims to reduce the hassle of dealing with the hundreds of useless scraps of clothes that pile up after sieges. The number of different clothing slots is reduced, so no more socks, mittens, caps, cloaks, and who knows what else. Clothing choice in general has been reduced, to make things easier to find in the stocks screen. Armour coverage is still available for all slots. Some of the redundant weapon choices available to non-dwarven civs have been condensed.&lt;br /&gt;
&lt;br /&gt;
[http://morlark.uwcs.co.uk/misc/df/simplified_clothes.zip Download!]&lt;br /&gt;
&lt;br /&gt;
== Prehistoria ==&lt;br /&gt;
&lt;br /&gt;
Adds a bunch of dinosaurs and other prehistoric creatures. Does not overwrite any DF files.&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/prehistoria+005azip/;9304321;/fileinfo.html Version 0.05a]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000004 Forum post with more info]&lt;br /&gt;
&lt;br /&gt;
== Primitive Civilizations Mod ==&lt;br /&gt;
&lt;br /&gt;
This is a minor mod to Dwarf Fortress. It adds in new primitive beastman races. Populate your world with Lizardmen, Wolfmen, Goatmen, and more!&lt;br /&gt;
Also includes two primitive weapons, the hand axe and club.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=544 Full details and Download!]&lt;br /&gt;
&lt;br /&gt;
== Samurai Fortress Mod ==&lt;br /&gt;
&lt;br /&gt;
Play as a Japanese Samurai clan against Chinese, Koreans, Thais, invading Mongols and Ninjas.&lt;br /&gt;
&lt;br /&gt;
With authentic weapons, monsters, items from mythical Japan.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=648 Download!]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=26970.0 Forum Post]&lt;br /&gt;
&lt;br /&gt;
== Zoo Mod 3.5 ==&lt;br /&gt;
&lt;br /&gt;
Updated July 16, 2009&lt;br /&gt;
&lt;br /&gt;
The Zoo Mod adds 84 diverse domestic and wild animals from the real world, with full graphics, to add a little more realism to your fortress.&lt;br /&gt;
&lt;br /&gt;
Created by Chariot, you can find more details on his [[User:Chariot|user page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Wonderment Mod v1.0 ==&lt;br /&gt;
&lt;br /&gt;
Updated August, 2009&lt;br /&gt;
&lt;br /&gt;
The Wonderment Mod makes changes to minerals, metals, and gems to focus on the partially medieval, partially fantasy setting that most of us feel is appropriate for dwarves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Every single mineral, every single metal, and every single gem should have character; you should be able to feel that each one belongs in the game, that it adds to the experience.  Painstakingly researched realism, abundant imagination, and careful adaptation to the inner workings of DF together will, I hope, let you delve more deeply, build more grandly ... and create more Wonderment!&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1324 Download]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=40229.0 Discussion thread]&lt;br /&gt;
&lt;br /&gt;
== Basilisk Mod ==&lt;br /&gt;
&lt;br /&gt;
Updated September, 2009&lt;br /&gt;
&lt;br /&gt;
The Basilisk mod adds a new, nearly invincible megabeast into the game--basically, it is a land-going juggernaught that destroys anything in its path. The file is found on the [[Basilisk mod]] page.&lt;br /&gt;
&lt;br /&gt;
It is currently being modified for even greater [[fun]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Deserted Squad Mod]] ==&lt;br /&gt;
&lt;br /&gt;
 This mod is an entire re-write of Dwarf Fortress. In this, all seven of your starting dwarves have military skills only, there will be no dwarven caravans, no migrants, and lots of invaders. &lt;br /&gt;
&lt;br /&gt;
 Work on the mod began 9/26/09.&lt;/div&gt;</summary>
		<author><name>Bmmodder</name></author>
	</entry>
</feed>