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Author Topic: Community Mods and utilities list.  (Read 1215894 times)

crash2455

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Re: Community Mods and utilities list.
« Reply #120 on: July 28, 2009, 03:23:06 pm »

My Ice Mod is complete: http://www.bay12games.com/forum/index.php?topic=39469.0

Perfect for freezing and glacier maps.  It allows ice (water) to be smelted into a stone (for crafts and construction) and a bar (for furniture, armor, weapons, etc), and has a reaction for ice beds.  Additionally, if you get tired of ice-colored constructions, you can dye it using dimple cups and whatnot.  You still need to use charcoal to forge weapons and armor, though, so bring some wood.
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The Scout

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Re: Community Mods and utilities list.
« Reply #121 on: July 28, 2009, 04:03:19 pm »

Wrong place. ;D
« Last Edit: July 28, 2009, 04:07:40 pm by RedAlertFan »
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Re: Community Mods and utilities list.
« Reply #122 on: July 29, 2009, 03:59:09 pm »

My Ice Mod is complete: http://www.bay12games.com/forum/index.php?topic=39469.0

Perfect for freezing and glacier maps.  It allows ice (water) to be smelted into a stone (for crafts and construction) and a bar (for furniture, armor, weapons, etc), and has a reaction for ice beds.  Additionally, if you get tired of ice-colored constructions, you can dye it using dimple cups and whatnot.  You still need to use charcoal to forge weapons and armor, though, so bring some wood.
Wrong place. ;D

Nah here is the right place, especially if you want to be part of THE LIST.

Your mod has been added =)

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

The Scout

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Re: Community Mods and utilities list.
« Reply #123 on: July 31, 2009, 07:07:19 pm »

My Ice Mod is complete: http://www.bay12games.com/forum/index.php?topic=39469.0

Perfect for freezing and glacier maps.  It allows ice (water) to be smelted into a stone (for crafts and construction) and a bar (for furniture, armor, weapons, etc), and has a reaction for ice beds.  Additionally, if you get tired of ice-colored constructions, you can dye it using dimple cups and whatnot.  You still need to use charcoal to forge weapons and armor, though, so bring some wood.
Wrong place. ;D

Nah here is the right place, especially if you want to be part of THE LIST.

Your mod has been added =)


No my comment was ment to be somewhere else.
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Re: Community Mods and utilities list.
« Reply #124 on: August 02, 2009, 02:18:31 pm »

No my comment was ment to be somewhere else.

kk =)
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Mods and the best utilities for dwarf fortress
Community Mods and utilities thread.

Nexii Malthus

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Re: Community Mods and utilities list.
« Reply #125 on: August 02, 2009, 10:04:43 pm »

Make a seperate section for visualizers, would be great. Descriptions I think could provide an emphasis on whether it is a realtime 3D overlay or just for looking at a static map in 3D.

My favourite ;D
Visual Fortress: http://www.bay12games.com/forum/index.php?topic=39541.0
Khazard: http://www.bay12games.com/forum/index.php?topic=34633.0

And some others I scooped up with a quick search;
3Dwarf/Dwarvis: http://www.bay12games.com/forum/index.php?topic=22013.0
Ogredwarf: http://www.bay12games.com/forum/index.php?topic=29907.0

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Re: Community Mods and utilities list.
« Reply #126 on: August 03, 2009, 05:26:18 am »

Uhh since I have not used any of them I cannot break them into such categories.  Not sure I want them that way anyhow... they are just utilities.

I will probably add those to the list though
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Mods and the best utilities for dwarf fortress
Community Mods and utilities thread.

deej

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Re: Community Mods and utilities list.
« Reply #127 on: August 04, 2009, 05:51:15 pm »

I'd like to see my Soil Is Fun mod added to the list. It can be found here:
http://dffd.wimbli.com/file.php?id=874

It adds a few items to the soil layer in a realistic fashion. It does change the balance of the game, as soil layers can now include peat and such which will provide fuel. There is also iron ore in the form of bog iron, which is where most civilizations got iron before modern mining methods came along.  There is also some shuffling of gems and ores to provide a touch more realism, and the ability to convert various types of coal into coke.

In my testing, none of this has really changed the balance of the game too much, just made it feasible to start on a mostly soil based map.

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Re: Community Mods and utilities list.
« Reply #128 on: August 04, 2009, 10:04:34 pm »

I'd like to see my Soil Is Fun mod added to the list. It can be found here:
http://dffd.wimbli.com/file.php?id=874

It adds a few items to the soil layer in a realistic fashion. It does change the balance of the game, as soil layers can now include peat and such which will provide fuel. There is also iron ore in the form of bog iron, which is where most civilizations got iron before modern mining methods came along.  There is also some shuffling of gems and ores to provide a touch more realism, and the ability to convert various types of coal into coke.

In my testing, none of this has really changed the balance of the game too much, just made it feasible to start on a mostly soil based map.

Shoot... I have known about your mod for some time and quite liked it, I am surprised I didn't already have it on here.  I will add it post haste.
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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 #129 on: August 04, 2009, 10:08:47 pm »

WOOT!

20K views for the thread!  Thank you all who helped me get it stickied and thank you to all the mod makers that made the thread worthwhile

*And thank you Toady for making a game worth modding =)
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Mods and the best utilities for dwarf fortress
Community Mods and utilities thread.

The13thRonin

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Re: Community Mods and utilities list.
« Reply #130 on: August 10, 2009, 12:32:07 am »

Congratulations!

Also please make DIG DEEPER a major mod. I think/hope it has achieved this status (that's what it is classified under in DFFD)?
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Re: Community Mods and utilities list.
« Reply #131 on: August 10, 2009, 02:41:19 pm »

Congratulations!

Also please make DIG DEEPER a major mod. I think/hope it has achieved this status (that's what it is classified under in DFFD)?

Yeah, I think it can be safely moved there. =)
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Mods and the best utilities for dwarf fortress
Community Mods and utilities thread.

ragnarok667

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Re: Community Mods and utilities list.
« Reply #132 on: August 14, 2009, 03:16:20 pm »

Editor for the raw files: http://www.bay12games.com/forum/index.php?topic=40413.0.

Any help/comments/ideas are greatly appreciated.
« Last Edit: August 15, 2009, 08:16:27 am by ragnarok667 »
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Re: Community Mods and utilities list.
« Reply #133 on: August 15, 2009, 10:47:35 pm »

Editor for the raw files: http://www.bay12games.com/forum/index.php?topic=40413.0.

Any help/comments/ideas are greatly appreciated.


I shall add it to the list.  There is another util that really compliments this one..  Urist McModder I believe its called.. You two should get together and maybe join forces for good, *or evil* or something in between.
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Mods and the best utilities for dwarf fortress
Community Mods and utilities thread.

ragnarok667

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Re: Community Mods and utilities list.
« Reply #134 on: August 16, 2009, 12:01:08 am »

I shall look into this after I'm done with my current 2 requests (parsing/validation for body and attack tokens).

Thanks for the info about "Urist McModder".


Edit: Btw, thanks for adding my utility to the list. I know very soon (in september) my "allowed" dev. time for this will drop a lot with my classes resuming, but I intend to make this as useful as it can be and at least make a small update weekly.
« Last Edit: August 16, 2009, 12:06:43 am by ragnarok667 »
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