Community Library
Version Number 2.10.12 (Miscellaneous Fixes)
Released on 14/03/2026 (dd/mm/yyyy).
A mod-breaking update has been released on Saturday 28th February 2026 at 17:00 UTC. All of the affected mods that I maintain were updated by 17:20 UTC.
Multiple effected mods updates are all being released sequentially. If you launch your game in this window, you may have only received some of the updated mods from Steam, and you may experience crashes, failures to load, or other related errors.
Verifying your local game files usually triggers an immediate update, but not always. Unsubscribing and Resubscribing is the most certain way. If you do take this approach, make sure that the mod order and your mod configuration settings are still correct.
Any mod that uses the onPopulatingPathfindingDelegates and onPathfinding_AllowSecondPass hooks or delegates needs to update and recompile.
Download the 2.10.00 pre release build from Github: https://github.com/ilikegoodfood/CommunityLib/releases
The changes are detailed in the release notes on Github. Updating should be a five minute job.
The Github wiki has been updated to match the content of the pre-release.
The Community Library’s OrderedDictionary implementation was also completely rebuilt, with different internals and different methods and indexers. If you make use of it, you may need to change which methods you are using to get data into or out of the collection.
Most of the Community Library’s features are designed to fix bugs and oversights in the game’s code, and to extend the game’s modability and mod compatibility. It completely replaces the trade route system, pathfinding system, and the AI for neutral agents (Cave Spiders, Deep Ones, Ghasts, Orc Upstarts, and Vampires) integrating them with the UI.
IMPORTANT: The Community Library must be loaded before (above) all dependant mods. It is recommended to place it first (at the top) in the load order.
Shadows of Forbidden Gods uses Unity’s dynamic multi-threading system. As such, the order in which a mod finishes loading is not deterministic. Later mods can finish loading before earlier ones in some cases.
To minimise the chance of Mod Load Errors for dependent mods, place them as far from the Community Library in the load order as possible (as low in the mod load order as you can).
The community Library offers the following features:
- Vanilla Fixes – Sadly, the base game and DLC were left with a fair few bugs, and poorly integrated features. The Community Library has a growing list of fixes for bugs in the base game.
- Custom Hooks – Hooks that mods can use to access parts of the code not currently accessible in the base game. These will be expanded as needed.
- Modded Map Mask Support – The Communbity Library completes the work that the developer had started for fully functioning Modded Map Masks. Check the github wiki for documentation.
- Dijkstra’s Algorithm Pathfinding – The Community Library completely replaces the vanilla pathfinding solution with an A* pathfinding algorithm. This solution also allows mods to pass in custom weightings for determining a path’s value. This also applies to the Trade Route system.
- Event Modifications – Modifies some vanilla event fields and properties to be more mod-friendly, adds many missing event fields, and adds fields and properties to interact with other mods safely.
- Universal Agent AI – A pre-built AI that can handle all base-game behaviours, as well testing rituals against all map locations. It’s also hooked into the Unit UI, so you can always see what challenges and unit interactions they are considering, and their utility scores. This AI can have challenges added to or removed from it by multiple mods at once, allowing for cross-mod compatibility.
- Mod Culture Data – The ability to assign cultural graphics to minor human settlements.
- Shipwrecks – The Community Library now offers Shipwrecks as an option. These are off by default in the mod config menu, but can be enabled by the user and by a dependent mod if desired. They currently only contain 7 generic exploration events, but they can be added to by other dependent mods.
- randStore – The randStore is a method for generating and using random values within the Universal Agent AI for profile, utility and validity values, that ensures they remain consistent within the UI.
- The ability to add new tasks and challenges to commandable military units, and have them show up properly in the unit UI.
- The ability to change the Religion UI including the values and description text.
- A registry that allows control over which settlement types orcs can expand onto.
- A task that lets you send a unit to a different location to perform rituals, which can also handle safe movement, and gives greater message detail compared to the base game.
- A task that lets you send an agent to attack another with a custom military escort.
Breakdown of the Mod Options and what they do: https://github.com/ilikegoodfood/CommunityLib/wiki#mod-options
Documented Vanilla Fixes: https://github.com/ilikegoodfood/CommunityLib/wiki#vanilla-fixes
For documentation of it’s features, please visit the github project’s wiki:
https://github.com/ilikegoodfood/CommunityLib/wiki
For non-Steam use, please visit the github project’s releases page:
https://github.com/ilikegoodfood/CommunityLib/releases
- The tutorial must be completed without mods. Most mods, including the Community Library, do not support it. I do not believe that it is possible to change this due to the game treating it in a fundamentally different way to other games.
Revisions:
Old revisions of this mod are available below. Click the link to download.