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Author Topic: Community Mods and utilities list.  (Read 1190100 times)

profit

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Re: Community Mods and utilities list.
« Reply #540 on: October 19, 2011, 05:06:29 am »

Might I request that Direforged be moved from Dwarf Fortress Mods to Major Mods?

Also, if you want to add this - Random creature script - Horses of Myth (and of Mundanity) - A script based on Sphalerite's random plant script, randomly creating several horse-like or horse-based creatures (and a few sheep).

I have moved direforge, however, I have a rule that major mods need a decent description.. and well the one line from the mod kinda sucks...

Think you can give me a description like "X new weapons, X new Civilizations, X new minerals, Based on X....  Etc..." ? I am looking for under 300 characters, but something that would give someone an idea of what the mod is about.
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Mods and the best utilities for dwarf fortress
Community Mods and utilities thread.

Knight Otu

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Re: Community Mods and utilities list.
« Reply #541 on: October 21, 2011, 09:27:05 am »

A quick one - Direforged is an original mod that includes, among other things, several new entities, many with their own languages, more than fifty creatures of various nature, from hiveable vermin to megabeasts and night creatures, decorative and mythic workshops, and a gem-based adventure mode magic system.
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Direforged Original
Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations
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Re: Community Mods and utilities list.
« Reply #542 on: October 24, 2011, 04:27:56 am »

A quick one - Direforged is an original mod that includes, among other things, several new entities, many with their own languages, more than fifty creatures of various nature, from hiveable vermin to megabeasts and night creatures, decorative and mythic workshops, and a gem-based adventure mode magic system.

ok
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Mods and the best utilities for dwarf fortress
Community Mods and utilities thread.

Xasio7

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Re: Community Mods and utilities list.
« Reply #543 on: October 27, 2011, 07:57:17 am »

I have received Thundercraft's permission to post his graphics pack so if you could add it the url is http://www.bay12forums.com/smf/index.php?topic=76418.0 I would really appreciate it. :)
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Check out my Slimes,Blobs,and Jellies mod and the Blob-Jelly-Slime Graphics Pack. Now with more slime goodness! (Any feedback is greatly appreciated.)

The perfect birthday present, a cute and cuddly blood blob, and for those growing dwarves try some jelly from a jelly, now with new range of flavors to try from.

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Re: Community Mods and utilities list.
« Reply #544 on: October 28, 2011, 01:06:28 pm »

I have received Thundercraft's permission to post his graphics pack so if you could add it the url is http://www.bay12forums.com/smf/index.php?topic=76418.0 I would really appreciate it. :)
I believe that mod is already on the list.  Just updated to include graphics now

* edit*
ok I see.   Aright 2 entries.


« Last Edit: October 28, 2011, 01:11:43 pm by profit »
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Community Mods and utilities thread.

Mechanixm

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Re: Community Mods and utilities list.
« Reply #545 on: November 02, 2011, 06:17:06 pm »

Profit...can I get a link under Major Mods for Mecha-Genesis, A Genesis Mod?

Derkit

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Re: Community Mods and utilities list.
« Reply #546 on: November 04, 2011, 01:42:21 pm »

Thank you for this list, its come in very handy  :D
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Re: Community Mods and utilities list.
« Reply #547 on: November 09, 2011, 08:06:00 am »

Profit...can I get a link under Major Mods for Mecha-Genesis, A Genesis Mod?

Added.  Toss me a quick description if you would please =)

Thank you for this list, its come in very handy  :D

Welcome =)
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Mods and the best utilities for dwarf fortress
Community Mods and utilities thread.

Crazy Cow

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Re: Community Mods and utilities list.
« Reply #548 on: December 06, 2011, 09:27:51 am »

Hey, figured it would be best to ask here instead of in a new thread.
Anyone know of any 'normal' languages? As in, language files without anything special.
Code: [Select]
[T_WORD:ABBEY:abbey]
[T_WORD:ACE:ace]
[T_WORD:ACT:act]
I would do it myself, but there's the slight issue of hundreds and hundreds of words to translate. So, yeah.

In other news, this is amazing for finding stuff. Thanks, profit!

Eric Blank

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Re: Community Mods and utilities list.
« Reply #549 on: December 07, 2011, 02:46:52 am »

I would like to have my mods listed here under major mods. They're listed in the same thread, but I don't see any reason for that to be a problem.

Evil: Moddercluster the Mad Yarns of Editing. Or EMMYE, as Deon prefers. Also in the thread is a draconic beasts mod.
I guess for a description, this will work:
This mod adds 6 new civilizations, populated by 9 new races, including language files and unique equipment for each of them. The thread also lists a draconic beasts mod providing many new species of wildlife and megabeasts to challenge adventurer and fortress alike.
« Last Edit: December 07, 2011, 03:32:50 am by Eric Blank »
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Knight Otu

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Re: Community Mods and utilities list.
« Reply #550 on: December 07, 2011, 07:02:56 am »

Hey, figured it would be best to ask here instead of in a new thread.
Anyone know of any 'normal' languages? As in, language files without anything special.
Code: [Select]
[T_WORD:ABBEY:abbey]
[T_WORD:ACE:ace]
[T_WORD:ACT:act]
I would do it myself, but there's the slight issue of hundreds and hundreds of words to translate. So, yeah.

In other news, this is amazing for finding stuff. Thanks, profit!

Here's a language pack that includes English.
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Direforged Original
Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations
Castle Otu

Crazy Cow

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Re: Community Mods and utilities list.
« Reply #551 on: December 07, 2011, 08:11:10 pm »

Well, thank you very much. No more translating!

IamanElfCollaborator

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Re: Community Mods and utilities list.
« Reply #552 on: December 09, 2011, 05:37:21 pm »

I'd like to have my mod here to, if it isnt too much trouble.

http://www.bay12forums.com/smf/index.php?topic=95094.0 A mod adding content from Final Fantasy up until X. Includes Al-Bhed,  Magicite, and worldkilling monsters.

Sorry if I cant actually show the title of the mod. I cant figure the dang post system, because I'm a complete newby.

« Last Edit: December 09, 2011, 05:43:29 pm by IamanElfCollaborator »
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Eric Blank

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Re: Community Mods and utilities list.
« Reply #553 on: December 09, 2011, 10:08:03 pm »

Er, I just realized that there's a category for mod packs and lists of mods. That is where my thread should be listed, if at all.
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

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Re: Community Mods and utilities list.
« Reply #554 on: December 12, 2011, 12:34:25 pm »

I would like to have my mods listed here under major mods. They're listed in the same thread, but I don't see any reason for that to be a problem.

Evil: Moddercluster the Mad Yarns of Editing. Or EMMYE, as Deon prefers. Also in the thread is a draconic beasts mod.
I guess for a description, this will work:
This mod adds 6 new civilizations, populated by 9 new races, including language files and unique equipment for each of them. The thread also lists a draconic beasts mod providing many new species of wildlife and megabeasts to challenge adventurer and fortress alike.

Added
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Mods and the best utilities for dwarf fortress
Community Mods and utilities thread.
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