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Author Topic: Testing mods  (Read 1036 times)

Mephansteras

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Testing mods
« on: May 16, 2008, 04:20:00 pm »

How do you do your testing?

Personally, I just end up creating lots of new worlds and running fortresses in them to test most stuff. Doesn't work for megabeasts, really, but for most things it seems to work out ok.

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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
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Kidiri

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Re: Testing mods
« Reply #1 on: May 16, 2008, 04:32:00 pm »

For creatures, I just make them playable and see if everything works out all right. I haven't added minerals or plants myself, but I think I would start up a small fortress in the right zone to see if they are there.
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