[u][b]Mod Resurrection and Maintenance Project[/b][/u]
The Mod Resurrection and Maintenance Project aims to track and maintain mods that are not part of the mainline game. Too many a mod cherished by the community has kicked the bucket since their respective authors leave and changes to the code inevitably break the mod. But no longer! I aim to find mods that break due to neglect and bring them back to you! Below is a list of mods that have been brought back and/or have been modified. If you wish to contribute to this, feel free to simply suggest a mod you would like to see resurrected or do so yourself and PM me the link so I can put it up on this library. Happy modding!
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Resurrected mods:
[spoiler]- Duro’s Doings: [Resurrected] [Tested on Build: 6713] [No errors] [Experimentals only]
Download: https://1drv.ms/u/s!Ajb7I9_jqo4TgVaPbaOiL1P1r2aP
Original Thread: http://smf.cataclysmdda.com/index.php?topic=7270.0
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Forgotten Races: [Resurrected] [Tested on Build: 6713] [No errors] [Conflicting Monster Group] [Experimentals only]
Download: https://1drv.ms/u/s!Ajb7I9_jqo4TgVcIBo3Jeaug4QEt
Original Thread: http://smf.cataclysmdda.com/index.php?topic=11951.msg264468#msg264468 -
Jury-Rigged: [Resurrected] [Tested on Build: 6713] [No errors] [Conflicting Monster Group] [Experimentals only]
Download: https://1drv.ms/u/s!Ajb7I9_jqo4TgVhyM4HDxAyNylNE
Original Thread: http://smf.cataclysmdda.com/index.php?topic=10667.0 -
Nanites: [Resurrected] [Tested on Build: 6713] [No errors] [Experimentals only]
Download: https://1drv.ms/u/s!Ajb7I9_jqo4TgVnSE1RjdLQHQBRn
Original Thread: http://smf.cataclysmdda.com/index.php?topic=11315.msg250201#msg250201 -
Miman Manufacture: [Resurrected] [Tested on Build: 6713] [No errors] [Experimentals only]
Download: https://1drv.ms/u/s!Ajb7I9_jqo4TgVrDPprcDXifIWSi
Original Thread: http://smf.cataclysmdda.com/index.php?topic=10755.msg260995#msg260995
[/spoiler]
Requests:
None at the moment
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Flags:
[spoiler]- [Resurrected]: A mod with this flag has been minimally modified to make it work. Small rebalances might be included such as spelling errors but no further content was added and as such only it’s original author is credited.
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[Modified]: A mod with this flagged has been modified beyond its original authors intent. This may be by either adding new content or rebalancing the mod in a dramatic way. Such mods are credited by both the original mod author and it’s modifier.
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[Broken]: A mod with this flag is currently not operational on the latest experimental. Refer to the [Tested on Build: X] flag to know on what build the mod works on while waiting for a fix.
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[Tested on Build: X]: This flag lets you know on what is the last build this mod was tested to be stable. This mod is guaranteed to work on this build number.
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[No errors]: The mod has no errors on launch or other wise and can be safely used on the latest experimental.
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[Minor Errors]: Mods with this flag displays minor debug error at launch or at other times that can be safety ignored. This should not affect the game what-so-ever.
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[Moderate Errors]: Mods with this flag display errors on launch or at other times that affect the content of the mod but do not break it and as such is still playable. Playing with a mod in such condition is not advisable as other glitches might ensue.
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[Works on stable]: Mods with this flag work on the most current stable version of the game.
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[Stable only]: Mods with this flag only works on the most current stable version of the game and not in the experimental.
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[Works on experimentals]: Mods with this flag work on the most recent experimental version of the game.
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[Experimentals only]: Mods with this flag only works most recent experimental version of the game and not on any stable versions.
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[Conflicting Monster Group]: Mods with this flag have their own monster_groups definitions that conflict with the game and each other. This means only one mod can use its monster group and it will be the mod that is chosen last when creating a world. Alternatively, a patch mod can be made containing monsters from the chosen mods into a single monster_groups file and this patch is then chosen last when creating a mod. If a patched is used, then all mods that that patch covers must be loaded into the world as well. If enough demand is given, I might make a patch for mod combos that are requested.
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[Special instructions]: Mods with this flag require special installation instructions detailed on its section.[/spoiler]
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Reading the modinfo.json file:
[
{
“type”: “MOD_INFO”, ://: “This simply lets the game now what type info follows”,
“ident”: “test_mod”, ://: “This is the ID the game uses when accessing a mod.”,
“name”: “Test Mod”, ://: “The name of the mod, straight forward.”,
“authors”: [ “Faux Author” ], ://: “The people responsible for the content of the mod.”,
“maintainers”: [ “Faux Maintainer” ], ://: “The people committed to fix the mod if it breaks.”,
“description”: "This mod serves as a tutorial for this demonstration.” ://: “Short description of what the mod does.”,
“category”: “creatures”, ://: “Where in the mod list the mod will be on the world creation menu.
“dependencies”: [ “dda” ], ://: “Mods that must be loaded for this mod to work.”
}
]