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Author Topic: Community Mods and utilities list.  (Read 1180452 times)

profit

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Re: Community Mods and utilities list.
« Reply #960 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.
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Mods and the best utilities for dwarf fortress
Community Mods and utilities thread.

Asin

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Re: Community Mods and utilities list.
« Reply #961 on: September 30, 2018, 11:56:38 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.

thefriendlyhacker

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Re: Community Mods and utilities list.
« Reply #962 on: October 01, 2018, 12:18:21 am »

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
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Fallout Equestria Redux - that's right, it's back

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Re: Community Mods and utilities list.
« Reply #963 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.
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Mods and the best utilities for dwarf fortress
Community Mods and utilities thread.

Iban

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Re: Community Mods and utilities list.
« Reply #964 on: October 30, 2018, 11:33:40 am »

Is there any mod that expands upon civilizations? I haven't played DF in years and I think that dealing with cave monsters exclusively is incredibly boring. I miss regular goblin sieges. One in particular added Orc sieges and I can't really find any mods that add back in Orcs.
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pikachu17

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Re: Community Mods and utilities list.
« Reply #965 on: October 30, 2018, 12:42:16 pm »

Is there any mod that expands upon civilizations? I haven't played DF in years and I think that dealing with cave monsters exclusively is incredibly boring. I miss regular goblin sieges. One in particular added Orc sieges and I can't really find any mods that add back in Orcs.
Just send a hauler to attack as many civs as possible, and you will be attacked. Make sure to embark closer to one of those civs than any of the rest of your own civ.
Fortress Defense is an oldie but a goodie if the vanilla civs are not good enough for you.
« Last Edit: October 30, 2018, 12:43:53 pm by pikachu17 »
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Iban

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Re: Community Mods and utilities list.
« Reply #966 on: October 30, 2018, 01:14:40 pm »

Just send a hauler to attack as many civs as possible, and you will be attacked. Make sure to embark closer to one of those civs than any of the rest of your own civ.
Fortress Defense is an oldie but a goodie if the vanilla civs are not good enough for you.
Do the Fortress Defense civs have metal? I made an entire industry out of smelting orc garbage.
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ZM5

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Re: Community Mods and utilities list.
« Reply #967 on: October 30, 2018, 01:34:32 pm »

Most of my mods add a lot of hostile civs if you're looking for that (the Warcraft one has the orcs from it, though outside of fel orcs they're friendly - I've still got to do the addon pack that adds the more hostile non-fel/chaos orc clans).

SQman

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Re: Community Mods and utilities list.
« Reply #969 on: October 30, 2018, 03:12:48 pm »

Asin's Monstrous Humanoids mod adds orcs along with few other, well, monstrous humanoid species.

Do the Fortress Defense civs have metal? I made an entire industry out of smelting orc garbage.

Most do. Beak wolves and dark stranglers will arrive completely unarmed and unarmored, frog demons use nothing but copper, but the rest has metal, with some (most?) packing steel.

LordBaal

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Re: Community Mods and utilities list.
« Reply #970 on: November 01, 2018, 04:39:55 pm »

Materful Mod or something along those lines ddid that too.
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Re: Community Mods and utilities list.
« Reply #971 on: November 01, 2018, 05:44:54 pm »

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

Jack-22

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Re: Community Mods and utilities list.
« Reply #972 on: November 16, 2018, 06:24:08 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.
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ZM5

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Re: Community Mods and utilities list.
« Reply #973 on: November 16, 2018, 06:44:57 am »

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.

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Re: Community Mods and utilities list.
« Reply #974 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

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