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Author Topic: Community Mods and utilities list.  (Read 1187049 times)

FakerFangirl

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Re: Community Mods and utilities list.
« Reply #930 on: January 10, 2017, 11:18:06 am »

How do I play as humans or elves? (Edit: nvm found it!) http://www.bay12forums.com/smf/index.php?topic=125638.0
« Last Edit: January 10, 2017, 11:22:16 am by FakerFangirl »
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pikachu17

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Re: Community Mods and utilities list.
« Reply #931 on: January 10, 2017, 11:23:06 am »

How do I play as humans or elves?
Unless you said something before this, going to need a little more information. If you're playing near-vanilla, need to add [SITE_CONTROLLABLE] to the entity. Then you can select it. you can select what race your civ is by going to the civ selection part of site selection screen, changing the civ, then go to neighbors, and your civ's race will be on the top.
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Enemy post

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Re: Community Mods and utilities list.
« Reply #932 on: January 17, 2017, 02:27:40 pm »

Hey, sorry, but could you eliminate It's The Small Things from the mod section? It's not really for the current version.
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profit

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Re: Community Mods and utilities list.
« Reply #933 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.
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Mods and the best utilities for dwarf fortress
Community Mods and utilities thread.

Amostubal

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Re: Community Mods and utilities list.
« Reply #934 on: January 27, 2017, 08:12:32 pm »

Thanks for adding my mod to the list.  I'm working on a new version, hopefully to release mid February now, progress is slow as its a line by line edit of the files, but I appreciate being listed anywhere!
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snow dwarf

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Re: Community Mods and utilities list.
« Reply #935 on: February 04, 2017, 11:21:36 am »

I'm just wondering is there a mod that makes the world more Tolkienish?
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JKMaxx

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Re: Community Mods and utilities list.
« Reply #936 on: February 25, 2017, 03:30:22 pm »

Does anyone have a link to Make Science! since the link on the thread is non-functional?
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Enemy post

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Re: Community Mods and utilities list.
« Reply #937 on: February 25, 2017, 04:48:07 pm »

That mod is really old, it won't work with the current version. I suspect the reason the link doesn't work is because the mod was deleted. This hybrid mod says it has the files if you really want them, but you'll have to dig them out from the other mods.

http://dffd.bay12games.com/file.php?id=2329
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JKMaxx

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Re: Community Mods and utilities list.
« Reply #938 on: February 25, 2017, 05:21:47 pm »

I found some of the Make Science .txts in that pack, but the graphic/music set isn't in it and the additional races don't show up in game. I dont mind using the old DF version for the sake of running MS but I would definitely like the full mod.
« Last Edit: February 25, 2017, 06:30:57 pm by JKMaxx »
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snow dwarf

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Re: Community Mods and utilities list.
« Reply #939 on: March 10, 2017, 06:12:02 am »

I'm just wondering is there a mod that makes the world more Tolkienish?
Re-asking the question. If no answer again, than I gonna have to learn to mod.
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Here at Bay12 we excel at Theoretical Biology. Need to know the value of Merbone? Check. Need to know the density of a thrown Fluffy Wambler? Check. Need to know how a walking Mushroom can theoretically talk? Check.

Enemy post

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Re: Community Mods and utilities list.
« Reply #940 on: March 10, 2017, 12:22:44 pm »

There's Deon's mod, but I'm not sure if it works in the current version.

http://www.bay12forums.com/smf/index.php?topic=124279.0

Here's the download, the link in the thread is broken.

http://dffd.bay12games.com/file.php?id=7501
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snow dwarf

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Re: Community Mods and utilities list.
« Reply #941 on: March 14, 2017, 06:11:41 am »

There's Deon's mod, but I'm not sure if it works in the current version.

http://www.bay12forums.com/smf/index.php?topic=124279.0

Here's the download, the link in the thread is broken.

http://dffd.bay12games.com/file.php?id=7501
Thanks, I checked and am 80% sure it won't work with the current version, but gonna try and make a mod based on this for the latest version.
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Here at Bay12 we excel at Theoretical Biology. Need to know the value of Merbone? Check. Need to know the density of a thrown Fluffy Wambler? Check. Need to know how a walking Mushroom can theoretically talk? Check.

waterphage13

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Re: Community Mods and utilities list.
« Reply #942 on: April 28, 2017, 03:44:42 pm »

How about my XXTatteredXX graphics?
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profit

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Re: Community Mods and utilities list.
« Reply #943 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.   
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Mods and the best utilities for dwarf fortress
Community Mods and utilities thread.

waterphage13

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Re: Community Mods and utilities list.
« Reply #944 on: July 28, 2017, 04:05:09 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).
« Last Edit: July 28, 2017, 04:31:57 pm by waterphage13 »
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