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* Mods are enabled per world, and cannot be disabled afterwards, however, it is possibly to manually modify the game file, as we did in previous versions, by applying the mods directly to <code>[[Game folder|<Dwarf Fortress>]]/data/vanilla</code>. Be aware, this method has the disadvantage of being a permanent change for all worlds, and may break your game.  
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* Mods are enabled per world, and cannot be disabled afterwards, however, it is possibly to manually modify the game file, as we did in previous versions, by applying the mods directly to <code>[[Game folder|<Dwarf Fortress>]]/data/vanilla</code>. Be aware this method has the disadvantage of being a permanent change for all worlds and may break your game.  
  
 
* Unlike the previous versions of ''Dwarf Fortress'', mods no longer live inside [[save]] and must be installed on every computer where saves using those mods are going to be loaded. Once a world is created that uses mods, the game will copy the relevant mods to the <code>[[Game folder|<Dwarf Fortress>]]/data/installed_mods</code> folder. That is the version that the game actually uses. Installed mods will now show in the main menu->mods screen as 'installed'.
 
* Unlike the previous versions of ''Dwarf Fortress'', mods no longer live inside [[save]] and must be installed on every computer where saves using those mods are going to be loaded. Once a world is created that uses mods, the game will copy the relevant mods to the <code>[[Game folder|<Dwarf Fortress>]]/data/installed_mods</code> folder. That is the version that the game actually uses. Installed mods will now show in the main menu->mods screen as 'installed'.

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