Creation Forge — Dwarf Fortress mods
A cheat/QoL mod family for
Dwarf Fortress (v52.01+). A base "Creation Forge" workshop mod plus additive add-on packs, most built with DF's
vanilla Lua raw generation (not DFHack).
Base + 13 packs are on the Steam Workshop:
base item 2898393468 ·
collection 3758458696. This repo is the mod
source.
Layout
Each folder is a self-contained DF mod (info.txt + scripts/ and/or raw objects/).
- creationforge — base mod: Creation Forge / Training Forge workshops (static raws + a Lua port).
- creationforge_lua — standalone Lua-gen base: one script generates 1104 reactions + 2 custom items (BOWL/PLATE) via raws.register_*. Published base (Workshop 2898393468).
- creationforge_sandbox — mega-containers (reuses base TOOLS submenu). Passive stockpile containers, not placeable.
- creationforge_furnishings — placeable furniture: vanilla types in steel/gold/platinum/obsidian, plus 6 custom buildable fixtures ([FURNITURE] + a buildable TOOL_USE).
- creationforge_dining — cutlery + serving vessels (own Dining submenu).
- creationforge_military — exotic weapons + armor (custom subtypes, vanilla-derived stats).
- creationforge_trapammo — custom trap components + heavier ammo.
- creationforge_toys — custom toys (ITEM_TOY).
- creationforge_potions — drinkable buff potions via inorganic alcohols + ingested syndrome. Experimental.
- creationforge_metals — custom weapon/armor-grade metals (mithril, orichalcum, …) + bar/gear reactions.
- creationforge_bulk — QoL 500-stack reactions of common goods.
- creationforge_gems — custom gemstones ([IS_GEM], forge-only) + rough/cut reactions.
- creationforge_palette — QoL 100-stack blocks in a 20-color vanilla-stone palette.
- creationforge_kits — one-click multi-product "starter kit" bundles.
- creationforge_flora — custom subterranean crops (plump-helmet clones).
- creationforge_curses — craftable poisons: ingested brews + contact-venom powder. Experimental.
- creationforge_addon_template — copy-me skeleton for a new add-on pack.
Architecture
- Base + additive packs. A pack ships only scripts/ — reactions and items on the base building, stamped so no entity permit or building/graphics files are needed; the base provides those.
- Load order. Each pack's info.txt declares its dependency on the base, so it loads after the base and reuses its building ids.
- Namespace every pack's ids; reuse a base submenu or declare your own.
The tokens involved:
Code:
[BUILDING:CREATION_FORGE:NONE] reactions bind the base workshop
[FORTRESS_MODE_ENABLED] usable by any fort civ, no PERMITTED_REACTION
[REQUIRES_ID:creationforge] pack only loads when the base is present
[REQUIRES_ID_BEFORE_ME:creationforge] ...and only after it
[CATEGORY:TOOLS] drop into a base submenu, or declare your own
Install
Copy the folders you want into DF's mods/ directory (base first), then enable them per-world at worldgen. Full walkthrough — install paths, load order, enabling, verifying, troubleshooting — is in
INSTALL.md.
Notes
- Built for DF vanilla Lua modding (added experimentally in v51.06, shipped in v52.01) — not DFHack. Randomness uses DF's RNG (trandom / pick_*), never math.random.
- STEAM_FILE_ID values in info.txt are public Workshop item ids.