Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - profit

Pages: 1 [2] 3 4 ... 93
16
DF Modding / Re: Community Mods and utilities list.
« on: January 14, 2019, 05:55:30 pm »
Would you mind adding my new mod, please?

Primal Adds several hundred dinosaurs and prehistoric creatures.

10th year anniversary!

Thanks for doing this for so long, by the way.


Added, and you are welcome.

17
DF Modding / Re: Community Mods and utilities list.
« on: December 24, 2018, 02:22:59 pm »
10th year anniversary!

18
DF Modding / Re: Community Mods and utilities list.
« on: December 11, 2018, 07:58:07 pm »
Mind adding this? It just recently became stable enough to be presentable.

bloop_bleep's Moving Fortress Parts Mod Allows you to create moving parts within your fortress that move on wheels connected to power sources.
Added

19
DF Modding / Re: Community Mods and utilities list.
« on: December 07, 2018, 11:08:14 am »
Cool! this is my collaboration:
 
Adventurer's Journal 2:
http://www.bay12forums.com/smf/index.php?topic=172544.0

I made it to meet my needs, but it is for everyone. From player to player.
Added, please use the proper format though next time.

Made a new mod, mind adding it to the list?
Diablo Mod - large pack that adds monsters and races from Diablo - most of the wild creatures aren't confined to evil/savage biomes only, and will actually appear even in mundane biomes.

Also, I already released the Hexen/Heretic update a while back, so you could remove that part from my Halloween pack's description.


Added and ok.

20
DF Modding / Re: Community Mods and utilities list.
« on: December 07, 2018, 11:01:27 am »
I hope I formatted this is correctly (for it to be added to the list):
Voliol's Various Vivants - adds various real-life animals and plants, such as ibises and lemon trees

Added 12-7-2018


21
DF Modding / Re: Community Mods and utilities list.
« on: October 13, 2018, 08:44:02 pm »
I have a feeling I should add my mods here, to perhaps let them be noticed a bit better.

http://www.bay12forums.com/smf/index.php?topic=171799.0

Here's a list of them up above.

Hey there can you please put them into the requested format. (URL link to message as their name) unlinked Description like thefriendlyhacker
 and ZM5 did?

I may still get around to putting them up, but it will not be today, and it would be much more likely if I could just copy paste.

Could you add FoE, since it probably deserves to be up there now that it has been updated to 0.44.xx:

Fallout Equestria Redux - a continuation of the My Little Pony/Fallout crossover mod, with proper automatic/multi-projectile firearms, dozens of spells, power armor and more
Added.

22
DF Modding / Re: Community Mods and utilities list.
« on: September 22, 2018, 07:30:13 pm »
Working on several updates now, however I've noticed aside from my main pack my other mods aren't on the list for reference - here's the links:
Lands of Duality - adds many new creatures and plant types for good and evil biomes, along with some new weather types.
Dwarfest Dungeon - adds Darkest Dungeon creatures - several invaders, but also many wild creatures, mostly in evil biomes. Many have attacks that will cause negative moodlets in your dwarves.
Zombies Ate My Dwarves - pack with various horror monsters - some cheesy classic horror movie monsters, several invader races (probe-wielding aliens, chainsaw-wielding, inbred cannibal hillbillies, land-locked undead and occasionally mutated pirates, various skeletons that make bad puns, etc.), as well as monsters from Doom and Splatterhouse - will also have an update out for it that includes Hexen/Heretic monsters.
What Lurks Below - a revamp for the caves, adding in many more plants and creatures to make the underground more dangerous and lively.
Merged Megabeasts - simple mod that adds in several new abominable megabeasts that merge the features of existing vanilla ones - i.e the Bronze Roc, a flying mechanical roc-like creature made of bronze, or the Cyclodragon, a giant, scaly humanoid with one eye and fire breath.

Added.  I may chop their descriptions down a little at a later date but for now they are verbatim.

23
DF Modding / Re: Community Mods and utilities list.
« on: January 22, 2018, 06:52:16 pm »
Hi! "Genesis" mod is obsolete and "OldGenesis" at thread http://www.bay12forums.com/smf/index.php?topic=156059.msg6789071#msg6789071
is going strong.
Pretty sure that it already pointed there, but I changed the name.

24
DF Modding / Re: Community Mods and utilities list.
« on: January 22, 2018, 06:44:59 pm »
There's a new DT thread as of a little over a month ago: http://www.bay12forums.com/smf/index.php?topic=168411.0
Ok I updated to DT De'jure... Hopefully they will get someone who will keep maintaining it, I have seen it go though 5 or 6 "Owner" while I have been here.

25
DF Modding / Re: Community Mods and utilities list.
« on: September 17, 2017, 07:37:43 pm »
Here's his thread.

http://www.bay12forums.com/smf/index.php?topic=165272.0

Uhh... That is not super helpful but whatever...   Added 9-17-2017

You may wish to add some descriptions and most people make them separate posts to make it a little more clear what each one does and how to work it.. but you are on the list..

26
DF Modding / Re: Community Mods and utilities list.
« on: August 24, 2017, 07:35:05 pm »
Hey, so i've made made some mods, maybe you could add them to the list:
Necskeleton mod: http://dffd.bay12games.com/file.php?id=12788
Normanid mod: http://dffd.bay12games.com/file.php?id=12932
Shrek cult mod: http://dffd.bay12games.com/file.php?id=13042
Hey there, I try to only add mods that have references to a forum post so people can receive support and the like.

27
DF Modding / Re: Community Mods and utilities list.
« on: August 24, 2017, 07:33:51 pm »
Hi Norman, welcome to Bay12. Your mods look interesting, why not make a thread in Mod Releases to make it easier to find your work?

Also, could you please add my Assorted Creatures Pack, Profit?
Added 8-24-2017

28
DF Modding / Re: Community Mods and utilities list.
« on: August 13, 2017, 10:14:26 pm »
http://www.bay12forums.com/smf/index.php?topic=162023.0 - XXTatteredXX graphics pack. It based on Phoebus tileset and some Meph tileset things such as TWBT support and some animals tiles. XXTatteredXX have unical trees,weapons and clothes, rock ( tetures is based on minecraft block textures), animal corpses and vermins, grass tiles (grass in the biomes have some differentes (swamp grass are dark green, forests have moss, cold areas is covered in reindeer moss, mouintains is full of lichen and white grass, caves are glowing orange)). 0.45.03 have stolen deco from *MASTERWORK* (but you heed huge industry complex to build them).

Added 8-13-2017

29
DF Modding / Re: Community Mods and utilities list.
« on: July 08, 2017, 02:52:44 pm »
How about my XXTatteredXX graphics?
There are specific requirements to have things added, please read the end of the first post.   

30
DF Modding / Re: Community Mods and utilities list.
« on: January 23, 2017, 09:22:03 am »
Hey, sorry, but could you eliminate It's The Small Things from the mod section? It's not really for the current version.
Removed
1-23-2017

Pages: 1 [2] 3 4 ... 93