I started by adding creatures...just to see if I could. After experimenting with minor tweaks to existing creatures, my first full-built creatures were mostly video game species, especially those that I thought would have interesting mechanics rather than just being slightly altered creatures. Kirby was my first (a creature that could not be wounded, but could be killed by bludgeoning - mind you, this was before pulping was a thing, it's much more straightforward now), followed by Chain Chomps (a pet that could be butchered for iron but was hard to control) and Gohma (a megabeast that would be hard to fight unless hit in the eye).
Chain Chomps led to my
Rise of the Mushroom Kingdom mod. Importing cartoony and gimmicky Mario creatures into DF's realistic combat system, and making them function roughly like they did in the games from which they hailed, seemed like an intriguing challenge. It went fairly well and is probably my most popular DF creation overall.
After discovering the flexibility of the interaction system, I used it to create a number of minor mods that would exploit this system, ranging from the Plump Helmet Man Overgrowth (farmable Plump Helmet Men that were edible, but had a devious hidden interaction-based AI and would rebel against your dwarves if their population grew too fast). Sadly this kind of system is no longer as viable as it used to be because the AI's use of interactions is much less reliable. Other experiments included a sphinx that would ask riddles and pretas, a body-hopping vampiric spirit that would be hard to chase down.
That's when I decided to build the
gnomes for the old Masterwork DF, which would use DFHack. I had never really used DFHack before and...well...I went a little mad with power. DFHack can basically alter anything with its scripts, if you know how to program. The automated factories and wild animal training was cool, but I think adding time machines into the game took things a little bit too far.
Then DF updated, and the hack scripts would no longer work. I didn't feel like rebuilding everything, and that is why there are no gnomes in Masterwork anymore. I stopped using DFHack after that. Updates breaking things and installation complexities aside, there was just no
challenge in it.
I continued building ROTMK, consolidated most of my weird experimental mods into the
Mostly Mythical Monsters Modular Mod, and other than that mainly added less elaborate, more conservative modular mods like
Undertale,
Fortal Kombat, and
Citadel of Ricks.
I don't mod much anymore, having mostly moved on to more solo projects, but I generally come back when DF updates to fix up my old mods and fool around with whatever new toys Toady's added to play with.