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Author Topic: help with some adv mode mods plz  (Read 1061 times)

Deon

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Re: help with some adv mode mods plz
« Reply #15 on: January 04, 2011, 08:32:42 am »

It's not an equivalent of anything. You have to define it within the "graphics" folder. ASCII tile is not connected to graphics in any way.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

D_E

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Re: help with some adv mode mods plz
« Reply #16 on: January 04, 2011, 07:12:21 pm »

i find it interesting how you all seemed to assume i had basic knowledge of how any of this works, i did not, i do now, i did not then.

Couple of things at play there, probably:

First, we don't want to spend a bunch of time typing out super detailed instructions if you don't need them, so I think we give you general instructions and figure that you'll ask for more detailed help if you need it.

Second, I think we all want to encourage you to develop your own understanding of how things work, since you'll have a better time if you can just think "I want to do X" and then do it, instead of having to come to the forums and try to find someone to do it for you.  Plus, the more people around who can mod, the more cool ideas and especially mods will be bouncing around for everyone to enjoy :).

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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

eddyg86

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Re: help with some adv mode mods plz
« Reply #17 on: January 14, 2011, 10:21:08 am »

that's it - with graphics on ; 'tile:#' is meaningless hey; you need to add the new creature into the graphics files yeh?
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my fortress is full of kitties
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