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Author Topic: Community Mods and utilities list.  (Read 1187160 times)

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Re: Community Mods and utilities list.
« Reply #840 on: July 19, 2014, 01:24:09 am »

Alright, the community has spoken, I will put the current list to an old version list, and bring over only what has been released and updated since 40.01

I have some things I need to do to prepare for the change, but hopefully I will have the new list up in the next week with the old one moved to a page like the v0.28.181.40d and under list.
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Mods and the best utilities for dwarf fortress
Community Mods and utilities thread.

The Enigmatic L

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Re: Community Mods and utilities list.
« Reply #841 on: July 25, 2014, 08:37:01 am »

Definitely on board for a new list!
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Re: Community Mods and utilities list.
« Reply #842 on: July 28, 2014, 03:40:32 am »

Alright everyone, new list is up.  If you know of a mod that should be added: Give it's name, give a short description,a link to a bay 12 forum message, and mention which category (Minor mods, utils, graphics packs, ect. )
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Mods and the best utilities for dwarf fortress
Community Mods and utilities thread.

Meph

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Re: Community Mods and utilities list.
« Reply #843 on: July 28, 2014, 04:23:03 am »

Well, if the first page is for 40.x mods only, you better remove MasterworkDF from it. Its still on Df34 and will stay like that for a while. ;)
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Re: Community Mods and utilities list.
« Reply #844 on: July 28, 2014, 05:23:20 am »

Well, there was so much still to update in the first post that I just did it for you, which seems to have worked well in the past.  Particularly notable is Putnam, who has done amazing things to update so many mods for 0.40!  (I also re-arranged things to broadly have vanilla stuff and mod stuff in two sections).  Too many changes to note them all, so here's the code:

Spoiler: new OP (click to show/hide)
Spoiler: bbcode (click to show/hide)
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Re: Community Mods and utilities list.
« Reply #845 on: July 28, 2014, 05:23:35 am »

Alright everyone, new list is up.  If you know of a mod that should be added: Give it's name, give a short description,a link to a bay 12 forum message, and mention which category (Minor mods, utils, graphics packs, ect. )

The Macnewbie pack in your list has not been maintained for over 2 years, proper link is in my sig.

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Re: Community Mods and utilities list.
« Reply #846 on: July 28, 2014, 07:08:29 am »

Well, there was so much still to update in the first post that I just did it for you, which seems to have worked well in the past.  Particularly notable is Putnam, who has done amazing things to update so many mods for 0.40!  (I also re-arranged things to broadly have vanilla stuff and mod stuff in two sections).  Too many changes to note them all, so here's the code:

Spoiler: new OP (click to show/hide)
Spoiler: bbcode (click to show/hide)

Good job!

Now please add mine: http://www.bay12forums.com/smf/index.php?topic=140950.0
Wanderer Mod: "Adventure mode crafting and alchemy, more dialogue text, material rebalance and tiered leather and more."
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Re: Community Mods and utilities list.
« Reply #847 on: July 28, 2014, 04:31:38 pm »

Well, there was so much still to update in the first post that I just did it for you, which seems to have worked well in the past.  Particularly notable is Putnam, who has done amazing things to update so many mods for 0.40!  (I also re-arranged things to broadly have vanilla stuff and mod stuff in two sections).  Too many changes to note them all, so here's the code:

Spoiler: new OP (click to show/hide)
Spoiler: bbcode (click to show/hide)

That was pretty brash, but I have to admit it is super helpful.  Thank you for taking the time to do that.
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Mods and the best utilities for dwarf fortress
Community Mods and utilities thread.

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Re: Community Mods and utilities list.
« Reply #848 on: July 28, 2014, 04:38:22 pm »

Well, if the first page is for 40.x mods only, you better remove MasterworkDF from it. Its still on Df34 and will stay like that for a while. ;)

Hmm.. well that ruins my way I was checking to see if mods were updated... I was just checking the last edit time on the OP, and people who's last edit was before the release of 40.1 were cut.   Never expected someone to update for the old version of DF.
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Mods and the best utilities for dwarf fortress
Community Mods and utilities thread.

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Re: Community Mods and utilities list.
« Reply #849 on: July 28, 2014, 04:39:18 pm »

Alright everyone, new list is up.  If you know of a mod that should be added: Give it's name, give a short description,a link to a bay 12 forum message, and mention which category (Minor mods, utils, graphics packs, ect. )

The Macnewbie pack in your list has not been maintained for over 2 years, proper link is in my sig.

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

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Re: Community Mods and utilities list.
« Reply #850 on: July 28, 2014, 04:44:32 pm »

Well, there was so much still to update in the first post that I just did it for you, which seems to have worked well in the past.  Particularly notable is Putnam, who has done amazing things to update so many mods for 0.40!  (I also re-arranged things to broadly have vanilla stuff and mod stuff in two sections).  Too many changes to note them all, so here's the code:

Spoiler: new OP (click to show/hide)
Spoiler: bbcode (click to show/hide)

Good job!

Now please add mine: http://www.bay12forums.com/smf/index.php?topic=140950.0
Wanderer Mod: "Adventure mode crafting and alchemy, more dialogue text, material rebalance and tiered leather and more."

Added 7-28-2014
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Mods and the best utilities for dwarf fortress
Community Mods and utilities thread.

Meph

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Re: Community Mods and utilities list.
« Reply #851 on: July 29, 2014, 12:45:44 am »

Well, if the first page is for 40.x mods only, you better remove MasterworkDF from it. Its still on Df34 and will stay like that for a while. ;)

Hmm.. well that ruins my way I was checking to see if mods were updated... I was just checking the last edit time on the OP, and people who's last edit was before the release of 40.1 were cut.   Never expected someone to update for the old version of DF.
Its because of the utilities. Even if I updated all the raws and the .exe, I couldnt release the mod without dfhack. And the last mod update was on the 27th June, that was before the latest DF update, not after. ;)

I will let you know once MDF is on DF2014. :)
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Re: Community Mods and utilities list.
« Reply #852 on: July 29, 2014, 08:19:30 am »

Direforged has been updated to 0.40.05. Direforged introduces 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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Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations
Castle Otu

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Re: Community Mods and utilities list.
« Reply #853 on: August 07, 2014, 05:36:27 pm »

Direforged has been updated to 0.40.05. Direforged introduces 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.
Added back in
8-7-2014
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Knight Otu

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Re: Community Mods and utilities list.
« Reply #854 on: August 14, 2014, 05:32:34 pm »

My Random Raw Scripts have been updated for 0.40.x: A set of four Python 2.7 scripts that randomly generate large beasts, vermin (including giant versions), night creature hags, and vampires.
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