Drush Help

New Drupal Modules - 20 November 2017 - 5:33am

To see the drush commands help you need to use drush help COMMAND_NAME from the command line, but if you want to see this information in Drupal you'll can't do it.

This module improves the module help page showing information about the module drush commands.

The drush command help section only will be added if the module for which you are viewing the help have drush commands defined.


As with all contributed modules, when considering submitting an issue:

Categories: Drupal

Commerce DIBS integration

New Drupal Modules - 20 November 2017 - 4:33am

Provides a DIBS payment gateway integration.

This is a very simple module which allows you to send your clients to make an off-site payment directly on the DIBS payment system.

Why this module when already exists? The DIBS Payment Gateway API module is an API and is not integrated with Commerce 2.x.

Commerce DIBS integration is an out of the box module.


Categories: Drupal

Decoupled Router

New Drupal Modules - 20 November 2017 - 3:59am

Decoupled Router provides an endpoint that will help you resolve path aliases and redirects for entity related routes. This is specially useful for decoupled applications where the editor wants full control over the paths available in the consumer application (for instance a React app).

Categories: Drupal

ADCI Solutions: Stories from the #DrupalChanges movement

Planet Drupal - 20 November 2017 - 3:31am

It’s always hard to be a newcomer. Let’s help Drupal beginners to take a step forward this CMS, and show them what changes Drupal brought into our lives. In this blog post, we will tell you about the #DrupalChanges initiative, and how you can help to enhance the Drupal adoption.   


Categories: Drupal

Using Your Creative Obsessions & The Three Things Trick

Gnome Stew - 20 November 2017 - 2:53am

David Lynch, eating cheese, in character.

Today’s guest post is by Kira Magraan, who talks about obsessions and how to use them to fuel your creative desires. – John “Bookhouse Boy” Arcadian

I get obsessed with things pretty easily. It’s part of being an artist, or at least so I hear from other creative types and all those silly huffpost articles about how creative brains work. I guess its also part of being a dreamer and imaginer: my brain doesn’t stay on one thing for very long, it likes to be stimulated and imagine new things. It’s good to have healthy obsessions, as an artist, and a game designer. They help me channel my feelings in directions that are useful.

I’m working on like, a bazillion Tabletop RPG and LARP projects right now, and that’s my preferred method of creation. Working on multiple things means when I hit a wall with one, I can bounce to another. Having a healthy amount of healthy obsessions means that I’ve always got inspiration for games I can prune from my current list of OMG HAVE YOU SEEN TWIN PEAKS YET or HEY DID YOU KNOW I’M IN 15 DIFFERENT SNAKE FB GROUPS. It also means the stuff I’m writing is stuff I’m super excited about… right now! Not something I have to get pumped up for to write. Like Blade says, take that inspiration and uuuuuuuuuse it.

Current Inspiration

One thing I’ve learned is, if I’m obsessed with something, I have to jump on it and use it right away. Like, three months from now, I will no longer be obsessed with Twin Peaks and the creative energy I have to work on projects around those ideas will disappear like fog in pine covered mountains. So when I realize the obsession is at its, ahem, peak, I’ll usually take a deeper dive into that thing and figure out why I like it. Usually, I’ll make lists. I’ll think about the themes, setting, genre, gender dynamics, identity politics, feelings, characters, and story that are involved. Then, I’ll usually end up with something like this:

Obsession = ?

I’m often working on many freelance projects at once, and usually, these are small projects for bigger games. So like, a setting, scenario, or small game for an anthology. So its most useful for me to have a list of inspirations always in my back pocket. Now that I’ve worked out what it is about Twin Peaks I love so much, when someone needs a setting I can easily identify “oh, right, its that retro American aesthetic I’m into, with a bit of the supernatural, and also a self referential awareness of itself.” This is a lovely thing to have rattling around my brain, because I can then apply it to a setting for a project when it comes along.

Specifically, a Twin Peaks type setting would do great in a supernatural game, right, BUT I can also use this inspiration to create a dozen related things. I’ve applied it to a Cortex Plus supplement that will help players build scenarios and drama in a small creepy town, for example, and I’m also going to write a more horror based scenario for Fear Itself for Pelgrane Press. Deconstructing my obsessions in this way has been incredibly helpful!

The Three Things Trick

The Three Things Trick – Take three of your obsessions and recombine them in weird ways.  Spread The Stew:

This is maybe my favorite obsession thing to do, and I recently learned that David Lynch does the same thing so I feel legit as hell. Take three of your obsessions and recombine them in weird ways. I do this in all my creative endeavors but one I did recently was for Rob Bohl’s Misspent Youth. PUNK ROCK + FEMINISM + FAST FURIOUS was the combination I used, and what it got me was “The Diesel Ceiling”, a rad scenario about lady and genderqueer humans in future Dubai racing cars in an all dude street game and being punk rock about it. Interestingly enough, the thing I learned most from writing that project was gender, queerness, and punk rockness in Dubai, which was super interesting.

If you want to do this for your own game design, or even a session of a game you’re running, make a list of all your current obsessions. Try to think of at least ten, even if they don’t seem to match up with what the main themes of your game are. Then, go through that list and find three that might be combined well together, and compare to your game or game session. Once you have the big three, write them down. Then, make a new list of all the ways this could apply to your project. Voila, now you’ve got your new obsession based idea!

Write your heart, but know your heart first, lads. Follow obsessions to find what really drives those excited feels, and then recombine til you find that magic something that inspires all your weirdest ideas.


Categories: Game Theory & Design

Fuzzy Thinking: Pyew! Pyew!

RPGNet - 20 November 2017 - 12:00am
Fuzzy Saturday Night Light!
Categories: Game Theory & Design

Files size

New Drupal Modules - 19 November 2017 - 10:58pm

Files size module provides the counts of the file size and show the icon of the file type.

File size module is depends on the views module. User needs to call show the files by using view and needs

to select "URL to File".

There are the configuration option to allow files icon and Mime Type with extension. Please go to the below

url after login to the admin.

admin/config/development/files_size (Configuration >> Development >> File icon and File size settings).

Categories: Drupal

PreviousNext: Have We Reached Peak Drupal?

Planet Drupal - 19 November 2017 - 8:14pm

In my recent talk at DrupalSouth Auckland 2017 I took a hard look at the hyperbole of Drupal supposedly powering over a million websites. Where does Drupal really sit in relation to other CMS platforms, both open source and proprietary? What trends are emerging that will impact Drupal's market share? The talk looked outside the Drupal bubble and took a high level view of its market potential and approaches independent firms can take to capitalise on Drupal's strengths and buffer against its potential weaknesses.

by Owen Lansbury / 20 November 2017 But, Drupal powers over a million websites!

One of the key statistics that Drupalers hold onto is that it's powered over a million websites since mid 2014 when Drupal 7 was in ascendance. However, since Drupal 8 was released in late 2015, Drupal's overall use has stalled at around 1.2m websites, as seen circled in red on the Drupal Core usage statistics graph below.

The main reason for this stall in growth was that Drupal 8 was a major architectural re-write that wasn't essential or even affordable for many Drupal 7 sites to migrate to. For clients considering major new projects, many held off on committing to Drupal 8 until there were more successful case studies in the wild and didn't commission new Drupal 7 sites given that version was nearing a decade old. Anecdotally, 2016 was a tough year for many Drupal firms as they grappled with this pause in adoption.

Of course, Drupal 8 is now a well-proven platform and is experiencing steady uptake as circled in green on the usage graph above. This uptake corresponds with a down tick in Drupal 7 usage, but also indicates a softening of total Drupal usage. If we extrapolate these trend lines in a linear fashion, then we can see that Drupal 8 might surpass Drupal 7 usage around 2023.

Of course, technology adoption doesn't move in a straight line! Disruptive technologies emerge that rapidly change the playing field in a way that often can't be envisaged. The example that springs to mind is Nokia's market share was still growing when the iPhone 4 was released in 2010. By the time the iPhone 4s was released in 2011, Nokia's sales volumes had almost halved, leading to Microsoft's catastrophic purchase of the handset division in 2013 and subsequent re-sale for 5% of the purchase value in 2016. Oops!

Despite this downward trend in overall Drupal usage, we can take comfort that its use on larger scale sites is growing, powering 5.7% of the Top 10,000 websites according to However, its market share of the Top 100,000 (4.3%) and Top Million (3%) websites is waning, indicating that other CMS are gaining ground with smaller sites. It's also worth noting that Builtwith only counts ~680,000 Drupal websites, indicating that the other ~500,000 is detecting are likely to be development and staging sites.

So, where are these other sites moving to when they're choosing a new CMS? 

Looking at the stats from W3Techs, it's clear to see that Wordpress accounts for almost all of the CMS growth, now sitting at around 30% of total market share.

Wordpress has been able to achieve this dominance by being a fantastic CMS for novice developers and smaller web agencies to build clients' websites with. This is reinforced by Wordpress having an exceptional editor experience and a hugely popular SAAS platform at

Drupal's place in the CMS market

The challenge Wordpress poses to other open-source CMS platforms, like Joomla, Typo3 and Plone, all with under 1% market share and falling, is their development communities are likely to look direct their efforts to other platforms. Drupal is able to hedge against this threat by having a large and highly engaged community around Drupal 8, but it's now abundantly clear that Drupal can't compete as a platform for building smaller brochure-ware style sites that Wordpress and SAAS CMS like Squarespace are dominating. We're also seeing SAAS platforms like Nationbuilder eat significantly into Drupal's previously strong share of the non-profit sector.

With all the hype around Headless or Decoupled CMS, Drupal 8 is well positioned to play a role as the backend for React or Angular Javascript front-ends. Competitors in this space are SAAS platforms like Contentful and Directus, with proprietary platforms like Kentico pivoting as a native cloud CMS service designed to power decoupled front-ends.

We often talk of Drupal as a CMS Framework, where it competes against frameworks like Ruby on Rails, .NET and Django to build rich web based applications. Drupal 8 is still well placed to serve this sector if the web applications are also relying on large scale content and user management features.

Which brings us to the Enterprise CMS sector, where Drupal competes head to head with proprietary platforms like Adobe Experience Manager, Sitecore and legacy products from Opentext, IBM and Oracle. The good news is that Drupal holds its own in this sector and has gained very strong market share with Government, Higher Education, Media and "Challenger" Enterprise clients.

This "Comfort zone" for Drupal usage is characterised by clients building large scale platforms with huge volumes of content and users, high scalability and integration with myriad third party products. Operationally, these clients often have well established internal web teams and varying degrees of self reliance. They're often using Agile delivery methods and place high value on speed to market and the cost savings associated with open-source software.

Where Drupal is gaining a competitive edge since the release of Drupal 8 is against the large proprietary platforms like Adobe Experience Manager and Sitecore. These companies market a platform of complementary products in a unified stack to their clients through long standing partnerships with major global digital agencies and system integrators. It's no surprise then that Acquia markets their own platform in a similar way to this sector where Drupal serves as the CMS component, complemented by subscription-based tools for content personalisation, customer segmentation and cloud based managed hosting. Acquia have actively courted global digital media agencies with this offering through global partnerships to give Drupal a toe hold in this sector.

This has meant Acquia has made significant headway into larger Enterprise clients through efforts like being recognised as a "Leader" in the Gartner Magic Quadrant for CMS, lending Drupal itself some profile and legitimacy as a result. This has driven Enterprise CIOs, CTOs and CMOs to push their vendors to offer Drupal services, who have looked to smaller Drupal firms to provide expertise where required. This is beneficial to independent Drupal services firms in the short term, but the large digital agencies will quickly internalise these skills if they see a long term market for Drupal with their global clients.

As one of those independent Drupal firms, PreviousNext have staked a bet that not all Enterprise customers will want to move to a monolithic platform where all components are provided by a single vendor's products. We're seeing sophisticated customers wanting to use Drupal 8 as the unifying hub for a range of best-of-breed SAAS platforms and cloud services. 

This approach means that Enterprise customers can take advantage of the latest, greatest SAAS platforms whilst retaining control and consistency of their core CMS. It also allows for a high degree of flexibility to rapidly adapt to market changes. 

What does this all mean for Drupal 8?

The outcome of our research and analysis has led to a few key conclusions about what the future looks like for Drupal 8:

  • Drupal's overall market share will steadily fall as smaller sites move to SAAS CMS and self-managed Wordpress installs.
  • The "comfort zone" of Government, Media, Higher Education and "Challenger" Enterprise clients will grow as many of these clients upgrade or switch to Drupal 8 from Drupal 7 or proprietary platforms.
  • Drupal will gain traction in the larger Enterprise as the global digital agencies and system integrators adopt Drupal 8 as a direct alternative to proprietary CMS products. 
  • Independent Drupal services firms have a good opportunity to capitalise on these trends through partnerships with larger global agencies and specialisation in technologies that complement Drupal 8 as a CMS.
  • A culture of code contribution needs to grow within the larger clients and agencies moving to Drupal to ensure the burden of maintaining Drupal's development isn't shouldered by smaller independent firms and individual developers. 

Despite the fact that we've probably already passed "Peak Drupal", we're firm believers that Drupal 8 is the right tool for large scale clients and that community has the cohesion to adapt to these existential challenges!

Tagged DrupalSouth

Posted by Owen Lansbury
Managing Director

Dated 20 November 2017

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Categories: Drupal

Video Game Deep Cuts: A Need For Soderbergh's PlayerUnknown

Social/Online Games - Gamasutra - 19 November 2017 - 7:55pm

The best longform articles & podcasts of the week include a look at Need For Speed's monetization, Steven Soderbergh's new interactive film project, and a podcast talking to Brendan 'PlayerUnknown' Greene. ...

Categories: Game Theory & Design

Forge API (Autodesk)

New Drupal Modules - 19 November 2017 - 8:35am

This Module can be used for viewing Model (Autocad, Revit) files using Forge Viewer with in our content

Road Map
  • OAuth 3 Leg
  • BIM 360 file browser, with in content edit
  • Content display with Forge Viewer
Categories: Drupal

Video Game Deep Cuts: A Need For Soderbergh's PlayerUnknown - by Simon Carless Blogs - 19 November 2017 - 7:41am
This installment of the best longform articles & podcasts of the week includes a look at Need For Speed's monetization, Steven Soderbergh's new interactive film project, and a new AIAS podcast talking to Brendan 'PlayerUnknown' Greene.
Categories: Game Theory & Design


New Drupal Modules - 19 November 2017 - 4:40am

Placeholder for a module to connect Drupal to Smart Contracts in the Ethereum blockchain.

Categories: Drupal

GraphQL Mutation

New Drupal Modules - 19 November 2017 - 1:23am
Categories: Drupal

Manage display

New Drupal Modules - 19 November 2017 - 1:23am

This project makes base fields such as 'title' available in "Manage Display"

Categories: Drupal


New Drupal Modules - 18 November 2017 - 5:43pm

Integrates with httpbinusing service description module.

httpbin provides set of JSON APIs for developers to test client. for more details.

Categories: Drupal

Service Description

New Drupal Modules - 18 November 2017 - 3:46pm

Uses Guzzle Services library and Description Loader plugin to manage external services.


Create a service description JSON file for your service provider. place it as module_name/service_description/description.json. See httpbin module for sample implementation.

Categories: Drupal


New Drupal Modules - 18 November 2017 - 3:02pm
Data In Data Out

Provides endpoints for IOT devices, making the data available to subscribers.

Categories: Drupal

Review Roundup

Tabletop Gaming News - 18 November 2017 - 11:00am
It’s the Saturday before Thanksgiving. Man… my grocery list was 2x as long as usual. I got 2 turkeys, some sweet potatoes, russet potatoes, Brussels sprouts, dressing, carrots, and ingredients to make 2 pumpkin pies. … I, uh… kinda take Thanksgiving seriously. My fridge is rather full. But before we get there, we’ve gotta get […]
Categories: Game Theory & Design

Delta Green: Handler's Guide

New RPG Product Reviews - 18 November 2017 - 11:00am
Publisher: Arc Dream Publishing
Rating: 5
So, you've stepped up and offered to run the Delta Green RPG for your group. Here's a massive sourcebook to help you make the world of the game come to horrifying life for the characters... It includes a history of the alternate Earth in which the game is set, loads about the Mythos, rules for new threats, a good understanding of Delta Green as an organisation, and much more; and ideas for adventures are scattered freely throughout as well as there being a complete scenario ready for you to run.

The Introduction begins by recommending that you go and read the Delta Green RPG Agent's Handbook first. Then it reminds you that first and foremost, Delta Green is a horror game dealing with people finding out just how insignificant human beings are in the universal scheme of things, with the end of humanity itself - and probably going clean off their heads if they aren't killed in the process. It's about conspiracies to keep the horror hidden - some concocted by the horrors themselves to keep us human beings in the dark, some dreamed up by well-meaning folk who want to protect humanity from knowledge that can quite literally drive them insane. It's about humanity's constant struggle to understand things beyond all knowing, to defeat threats that are far too strong and will ultimately destroy them... it's about the struggle, not about the end. We then find out that Delta Green's been running since 1942, born out of the need to deal with Nazi experiments in the occult during World War 2, but by the present day there are TWO Delta Greens, one an unsanctioned conspiracy and one a very deep and dark government operation: both, of course, think they are the real thing - and the one the player-characters work for probably think it's the only one. This section then talks about what Delta Green agents do - and what the Handler does in running the game. Never mind the horrors that they face, Delta Green itself should remain a mystery, with the party only ever being told what they need to know, if that.

Next, The Past delves deep into the (alternate) history of the world and of Delta Green itself, going back to the 1920s - tying in neatly with Lovecraft's writings about a township called Innsmouth in Massachusetts. The amount of background is tremendous and fascinating - but the vast majority is for your eyes only. Your players won't find it out, not even during the course of the game... unless perhaps you choose to run a campaign set during this history rather than in the present day. This history is massive and detailed, often several entries per month for each year from 1928 until May 2017... not to mention sidebars and notes on all manner of stuff.

Then comes The Unnatural, where hidden knowledge unguessed at by even the most experienced Delta Green agent is revealed. Part of this is due to the deleterious effect such knowledge has on the human mind: Delta Green compartmentalises the information that it does keep, and much is destroyed. There's no library of rituals and spells to consult, for example. Here, though, we read of tomes of occult lore, unnatural - perhaps alien - creatures, and more mindbending stuff. Fundamentally, much can never be understood. It's just too weird for the human mind to cope with. There are plenty of unnatural threats here to throw at the party, ideas for plots spawn as you read through their background notes and histories. There's a collection of sample tomes, most of which should be read with caution if they are read at all, and deep discussion of rituals and 'hypergeometry' for those wishing to risk bending reality as well as their own minds. And if the array of unnatural entities paraded for your use is not enough, there are detailed instructions for designing your own.

The next chapter is entitled The Schism. Here is the secret history of Delta Green, and an explanation of why there are two groups who both call themselves Delta Green. The advice as to what to say to your players is simple. Tell them nothing. Of course, you may decide that it's nothing like what is described here. It's your game, after all. There are details of how agents are recruited - this has either already happened to the party or you may decide to play it out with each of them in turn. There are also notes on how typical (if there is such a thing) Delta Green missions run, equipment available, and much more including several senior Delta Green members who might turn up at some point during your game. Both groups claiming to be Delta Green are covered in parallel. Take your pick. This section ends with notes on what Delta Green (either sort) actually knows about matters unnatural. Let's just say it is a very short section.

Now we come to The Opera. Derived from the Delta Green slang for an operation - 'A Night at the Opera' - it explains what goes into an operation: how to design it, how to run it... and even how to expand it into a whole campaign. Plenty of advice here as you put your plans and plots into motion. Learn how to construct the events and clues that will populate them... and to embue the whole with an air of horror, engendering fear and the awful knowledge that they're not in control into the party.

Finally, there's an adventure to help you put everything into practice. Operation FULMINATE: The Sentinels of Twilight tells a tale of disappearances from national parks, and why not everything that's lost ought to be found. Yet it has been...

Equipping you with a wealth of information and ideas to run a Delta Green RPG game, this is an invaluable resource to read and study again and again. Your game will be immeasurably better for it.
Categories: Game Theory & Design

Colorfield: Drupal 8 with Docker CE and Docksal on MacOSX

Planet Drupal - 18 November 2017 - 5:56am
Drupal 8 with Docker CE and Docksal on MacOSX christophe Sat, 18/11/2017 - 14:56 We will cover here two options to get started with Docker for Drupal: the Docker Community Edition, then a more straightforward way with Docksal. Let's have a look at the underlying stack by starting with the bare minimum Docker setup to have a Drupal 8 site running before switching to Docksal.
Categories: Drupal


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