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Which mod(s) do you use? (Choose up to 3)

Vanilla Dwarf Fortress 40.24
Masterwork for 34.11
Corrosion for 34.11
Dark Ages: Mythos of Rammok
Direforged
Fortbent
Genesis for 40.11
Modest Mod
My Little Fortress
Nchardark
Other (please post)

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Author Topic: Which Mod(s) Do You Use?  (Read 6390 times)

mineforce

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Re: Which Mod(s) Do You Use?
« Reply #15 on: January 26, 2015, 02:31:49 pm »

I have a few df folders

-my little fortress with humans and that mod that adds a lot of secrets such as geomancers and pyromancers (I forgot it's name)

-deon's wasteland mod, it felt kind of empty so I added some things

-genesis

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pisskop

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Re: Which Mod(s) Do You Use?
« Reply #16 on: January 26, 2015, 02:34:04 pm »

I use my own.  Anything else isn't what I want.
  That said, I have used other mods before, for community forts or to try them out.
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IndigoFenix

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Re: Which Mod(s) Do You Use?
« Reply #17 on: January 26, 2015, 02:52:23 pm »

My own, exclusively.  I don't even play that much, except for testing.

That would be Rise of the Mushroom Kingdom and whatever minor or major plugin I happen to be working on at the time.

Button

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Re: Which Mod(s) Do You Use?
« Reply #18 on: January 27, 2015, 11:25:49 am »

I use the mod "Button's Raws."  ;)

The weird thing is that it usually has about a dozen downloads by the time I upload new ones? I'm really curious who else is downloading them, and if they're actually playing with them, or just looking.
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milo christiansen

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Re: Which Mod(s) Do You Use?
« Reply #19 on: January 27, 2015, 06:36:07 pm »

I am with IndigoFenix, so much time spent modding that I only ever play to test nowadays...
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Meph

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Re: Which Mod(s) Do You Use?
« Reply #20 on: January 28, 2015, 11:02:25 am »

I am with IndigoFenix, so much time spent modding that I only ever play to test nowadays...
+1 from me ;)
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YAHG

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Re: Which Mod(s) Do You Use?
« Reply #21 on: February 01, 2015, 01:57:55 pm »

I mostly just do 1 drink per plant (instead of 5), a reaction for automatic cheesemaking, some of the things from Deons adventurer mod and 'meat' leather. I like to play with only peasant dwarves and use larger numbers of workshops :).

I usually only play 1 fort per world delete it and then regen after I have tweaked something :D (those sheep with candy wool were pretty OP O0)

Vattic

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Re: Which Mod(s) Do You Use?
« Reply #22 on: February 01, 2015, 02:58:44 pm »

Seems I'm not alone in spending time working on/playing my own raws. I find it a nice running project with all the related research.

I'm really curious who else is downloading them, and if they're actually playing with them, or just looking.
I downloaded them recently to see how you did a few things after I noticed we've implemented a fair few similar. Also wanted to see your snails.
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Button

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Re: Which Mod(s) Do You Use?
« Reply #23 on: February 02, 2015, 11:05:37 am »

Seems I'm not alone in spending time working on/playing my own raws. I find it a nice running project with all the related research.

I'm really curious who else is downloading them, and if they're actually playing with them, or just looking.
I downloaded them recently to see how you did a few things after I noticed we've implemented a fair few similar. Also wanted to see your snails.

What were your thoughts on the snails? :D
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Eldin00

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Re: Which Mod(s) Do You Use?
« Reply #24 on: February 02, 2015, 05:18:20 pm »

I play fairly close to vanilla, but with a few minor modifications either of my own design or cherry-picked from other mods/forum posts. The most significant changes are:

Added cupronickel, a copper/nickel alloy. I originally copied this from the orichalcum mod, but later adjusted the reaction to make it and the material properties based on engineering data for a 70/30 cupronickel alloy.

Added maxage tag to elves and goblins.

Kobolds have a language and the associated language-related entries in their entity.

Added reactions to convert certain high-silica stones into sand at the millstone.

Added explicit orientation tags to dwarves and most domestic animals, to make non-breeding animals and non-marrying dwarves much rarer.
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Vattic

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Re: Which Mod(s) Do You Use?
« Reply #25 on: February 02, 2015, 06:35:12 pm »

What were your thoughts on the snails? :D
Very detailed and a definite improvement over the vanilla ones. Noticed you went with technical names for parts instead of more generic ones; I've been working on replacement antmen and still can't decide which way to go. Did you consider this and what swayed you? Quite like the new snails too, but am surprised none give a dye. Wasn't keen on snail cheese until I thought of purring maggots being another odd source of cheese.
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twryst

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Re: Which Mod(s) Do You Use?
« Reply #26 on: February 02, 2015, 10:22:01 pm »

I've paused playing until major mods update, but LFR was my favorite till it disappeared. I've been debating restarting it/updating it to 4.2+, but... Time.
If somebody wants to collaborate I would.
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Button

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Re: Which Mod(s) Do You Use?
« Reply #27 on: February 03, 2015, 11:54:22 am »

What were your thoughts on the snails? :D
Very detailed and a definite improvement over the vanilla ones. Noticed you went with technical names for parts instead of more generic ones; I've been working on replacement antmen and still can't decide which way to go. Did you consider this and what swayed you? Quite like the new snails too, but am surprised none give a dye. Wasn't keen on snail cheese until I thought of purring maggots being another odd source of cheese.

There aren't really generic names that work for snails. Like, what do you call a radula? It's not a tongue, it's not a tooth. Or an operculum - the only thing I can think of that would explain what that is would be a "tail shell," and that just sounds silly.

Which isn't to say I would necessarily have used "easier" words if they'd been appropriate - just that I didn't even see it as a decision.

In NonconsensualSurgery's original snail set there was one that was supposed to give dye, but I couldn't get it to work and eventually gave up on it. Thanks for reminding me about that - fixing up NC's snails was my first modding project, so I bet I could make it work now.
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NonconsensualSurgery

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Re: Which Mod(s) Do You Use?
« Reply #28 on: February 05, 2015, 02:09:32 am »

I'm kind of amazed and pleased that my snails are still alive and producing cheese.

They're fairly accurate except operculums are almost exclusively a feature of marine snails while these are clearly terrestrial. The scythe operculums on the predatory version were inspired by fighting conchs.

EDIT for bugfixing:

I downloaded Button's raws to check them out. Adding [USE_MATERIAL_TEMPLATE:CHITIN:CHITIN_TEMPLATE] under [BODY_DETAIL_PLAN:STANDARD_MATERIALS] to the snails in creature_snails stops cavern snail teeth from being made from default material and cleans up the error logs.
« Last Edit: February 05, 2015, 03:19:11 am by NonconsensualSurgery »
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Button

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Re: Which Mod(s) Do You Use?
« Reply #29 on: February 05, 2015, 10:27:50 am »

Thanks for pointing that out NS! I think I introduced that error when I folded in material changes from Deon's adventurer mod a while ago, then took them out. (They just weren't my style.)

Also thanks for the use of your snails! I loove the opium snails - did you see I modded the cheese to have a chance to cause full-body numbness when eaten? It keeps the diagnosers from getting rusty ;).
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