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Author Topic: Community Mods and utilities list.  (Read 1209372 times)

narhiril

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Re: Community Mods and utilities list.
« Reply #585 on: January 31, 2012, 09:54:41 pm »

I would like to get this posted somewhere on here.  Its a handy little patch that fixes some standing issues with DF, and should be fully compatible with any mods.

I am sorry, No I cannot. 

Tarn Has specifically asked me not to add modified executable versions of his game files to the list.   

There have been exceptions made and if he sends me a message approving it I will add it.

Fair enough, I wasn't aware of that. 

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Re: Community Mods and utilities list.
« Reply #586 on: February 02, 2012, 09:08:37 am »

Thanks for the quick reply and the addition of the new description.

The other mod descriptions are not wrong, but they do not show for what version a mod is. For example Saecular is for v0.31.18, and Caln Elcaria is for v0.31.03

Would be nice if the readers could see which mod/modder is still active, and which ones have been abandoned and which one have been updated. (or work with any version, this would be mostly the minor mods)

I agree, it would be nice, If you are volunteering for the position, just start doing it and post the results on the thread and I will add it in when I see it.

Just hit quote on the main topic and make the changes that you think would be good.   Be careful about adding much to descriptions  No more than a sentance really unless they are major mods, but feel free to change any that you think would clarify the mod. 

The mods are currently in the order that they were added to the list, and for the most part the age of the mod.  (IE: my stone annihilator mod was the first mod for .31.01 (Yes really =) )  It of course says nothing about how much the mod is maintained or anything so if you want you can add that information as well.
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Mods and the best utilities for dwarf fortress
Community Mods and utilities thread.

Haspen

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Re: Community Mods and utilities list.
« Reply #587 on: February 16, 2012, 10:44:04 am »

Profit, I think it's good time to make a thread for 34.01 version.
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Re: Community Mods and utilities list.
« Reply #588 on: February 16, 2012, 01:29:42 pm »

Profit, I think it's good time to make a thread for 34.01 version.

Hmm.. Is this version majorly breaking mods/changing tag layouts and the like?    I did not think it was going to be that major of an overhaul on the modding side, and as long as they did not mess with entities file it would be ok.

Obviously the memory editing utils wont work, but that is a common problem for every update.


Anyhow, I will take it under advisement and later see if I can get a couple mods working or not.

Thank you for bringing it to my attention either way though.
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Community Mods and utilities thread.

Meph

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Re: Community Mods and utilities list.
« Reply #589 on: February 19, 2012, 05:45:12 pm »

It does not chance many files, but most third-party programs seem to have problems. And with truetype support all tilesets undergo changing, and with all: material_breath_attacks and similar things broken, all mods need a lot of work changing those.

I updated my "Masterwork DF mod" btw, it is good to go with 0.34.2
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narhiril

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Re: Community Mods and utilities list.
« Reply #590 on: February 20, 2012, 10:42:38 am »

Legends of Forlorn Realms (now v0.15c) is good to go for 0.34.02.

Putnam

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Re: Community Mods and utilities list.
« Reply #591 on: February 20, 2012, 01:16:15 pm »

Fortbent and my new Dragon Ball mod as well.

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Re: Community Mods and utilities list.
« Reply #592 on: February 21, 2012, 01:52:50 am »

Awesome, glad to see things were not too hard to update..  Third party programs... well they always will be.
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drivec

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Re: Community Mods and utilities list.
« Reply #593 on: February 22, 2012, 11:04:29 pm »

iam surprised there arent any mods that are just pure bug fixes. I keep seeing mods that have bug fixes but you have to take them with other stuff ...
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Re: Community Mods and utilities list.
« Reply #594 on: February 23, 2012, 12:33:28 am »

iam surprised there arent any mods that are just pure bug fixes. I keep seeing mods that have bug fixes but you have to take them with other stuff ...

This is not fallout - New vegas =p

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Putnam

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Re: Community Mods and utilities list.
« Reply #595 on: February 23, 2012, 12:35:51 am »

iam surprised there arent any mods that are just pure bug fixes. I keep seeing mods that have bug fixes but you have to take them with other stuff ...

This is not fallout - New vegas =p

Nor is it quite as moddable yet. Bugfixes are few and far in between because most of the bugs in DF are non raw-based.

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Re: Community Mods and utilities list.
« Reply #596 on: February 24, 2012, 03:33:35 pm »

iam surprised there arent any mods that are just pure bug fixes. I keep seeing mods that have bug fixes but you have to take them with other stuff ...

This is not fallout - New vegas =p

Nor is it quite as moddable yet. Bugfixes are few and far in between because most of the bugs in DF are non raw-based.

A true statement.   Ahh well.. perhaps one day.
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Shukaro

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Re: Community Mods and utilities list.
« Reply #597 on: February 25, 2012, 11:27:48 am »

I've completely rewritten my old mouse fortress utility to be compatible with the latest version here. It's still a work-in-progress, but it's perfectly functional.
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Mouse Fortress | Custom Menu and Hotkey Framework
Dwarven Higher Learning Mod | Alternative Skill Training

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Re: Community Mods and utilities list.
« Reply #598 on: February 25, 2012, 11:28:15 pm »

I've completely rewritten my old mouse fortress utility to be compatible with the latest version here. It's still a work-in-progress, but it's perfectly functional.
This news.... It pleases me greatly.
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Shukaro

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Re: Community Mods and utilities list.
« Reply #599 on: February 26, 2012, 12:00:08 am »

This news.... It pleases me greatly.

Hehe, I got around to looking at my old code and realized how horrible it was, and decided I could do much, much better.  :)

Edit: You probably want to change the description text up a bit, as it can do quite a bit more than the old version. It's now a framework which allows fully customizable menus and hotkeys which can do anything from sending keys, to manipulating the game cursor, plus more.
« Last Edit: February 26, 2012, 12:03:15 am by Shukaro »
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Mouse Fortress | Custom Menu and Hotkey Framework
Dwarven Higher Learning Mod | Alternative Skill Training
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