Bay 12 Games Forum

Dwarf Fortress => DF Modding => Mod Releases => Topic started by: LargeSnail on July 06, 2019, 07:12:14 pm

Title: «Modest Mod» [v0.47.05-2] Updated & Accelerated
Post by: LargeSnail on July 06, 2019, 07:12:14 pm
Modest Mod v0.47.05-2

The most indispensable mod for Dwarf Fortress is back!

Created by Igfig
With Thanks to CryptoCactus and Button
Updated for 0.47+ by LargeSnail


The Modest Mod is a collection of vital bugfixes and tweaks that everyone should be able to use comfortably and without reservation. This mod doesn't add anything new. It doesn't do anything controversial. It's just like vanilla DF, but a little better. French vanilla.


Download (https://dffd.bay12games.com/file.php?id=15106)

The old Modest Mod threads can be found here:
http://www.bay12forums.com/smf/index.php?topic=105871.0 (http://www.bay12forums.com/smf/index.php?topic=105871.0) (Very First Modest Mod)
http://www.bay12forums.com/smf/index.php?topic=148265.0 (http://www.bay12forums.com/smf/index.php?topic=148265.0) (Modest Mod v0.42.06-1 by Button)

Installation
   1) Back up your existing 'raw' folder.
   2) Install any graphics packs.
   3) Unzip the archive into your Dwarf Fortress directory.
   4) Say yes when it asks if you want to replace files.

Compatibility

Modest Mod should be compatible with many mods and some graphics packs.

Even if for mods which are incompatible, it's pretty easy to merge things manually. All of my changes are clearly marked in the raw files with the phrase "Modest Mod". We recommend using WinMerge (http://winmerge.org).

Modules

Modest Modules involve changes that, while popular, are a little too ambitious for the core mod.

Modules included in release 0.47.05-2 are:

Unless otherwise noted, Modest Modules are compatible with each other and can be installed in any order.

Module Installation

1. Install the Modest Mod as directed above.
2. Check your Dwarf Fortress directory for the folder named "Modest Modules." Open this folder.
3. Unzip the modules you want to install into your Dwarf Fortress directory, as you did with the Modest Mod.
4. Say yes when it asks if you want to replace files.

Spoiler: Features (click to show/hide)

Spoiler: Changelog (click to show/hide)

-For Mod Authors-

The Modest Mod belongs to the Dwarf Fortress community. You are free to remix, build upon, pull from, and otherwise use these raws for any purpose. Attribution is nice, but you don't even have to do that.

Special thanks to:

    Vintermann, for starting the thread that inspired this mod
    Igfig, for doing the majority of the work
    Meph, for identifying and addressing a lot of issues
    Quietust, Elvang, RavingManiac, Joben, and Ag, for major contributions to the 0.34.11 Modest Mod
    Urist Da Vinci, Vattic, Kaos, Taverius, Quarterblue, and others I may have forgotten, for good suggestions
    Demonic Spoon for QA
    Zarathustra30, for the Tooltips module
    brolol.404, for the No Aquifers module and some new features for Accelerated
    Everyone else who's contributed to the thread(s)
    MASSIVE THANKS to CryptoCactus and Button for maintaining the Modest Mod during Igfig's absence.
    And Toady One, of course.
Title: Re: «Modest Mod» [Updated] [v0.44.12-1]
Post by: voliol on July 07, 2019, 03:59:18 am
Nice that the modest mod is back, it's been a while. I haven't checked the raws yet, but some of the bugs described as being fixed by this mod have already been fixed in vanilla DF, e.g. moon snails not having bodies. Giant desert scorpions also don't exist in vanilla any more.
Title: Re: «Modest Mod» [Updated] [v0.44.12-1]
Post by: LargeSnail on July 07, 2019, 06:42:55 pm
You're right, some of the bugfixes described are improvements from old versions of the mod. I'll rewrite the feature list soon.

And about the GDS, I think they were awesome. Taking them back don't change the game too much, and adds a bit more of challenge to savage deserts. Maybe I'll set them to a new module, for those ones who wants more difficulty or new creatures (or specific pets to every entity).
Title: Re: «Modest Mod» [Updated] [v0.44.12-1]
Post by: LordBalkan on July 09, 2019, 08:59:09 am
Am I right to assume that this mod probably isn't embedded to Meph os LNP, since this version was released like, last week?
In any case, thank you for the mod!

 :D
Title: Re: «Modest Mod» [Updated] [v0.44.12-1]
Post by: LargeSnail on July 09, 2019, 04:11:52 pm
Am I right to assume that this mod probably isn't embedded to Meph os LNP, since this version was released like, last week?
In any case, thank you for the mod!

 :D

Thanks for comment :)
And yes, the mod isn't adapted to be used with any tileset other than the default and wonderfull ASCII. In a relatively near future, I'll upload new versions with support for the most used tilesets.

For the momment, I'm working on a version for the Phoebus Tileset (available in the LNP), just wait for it.
Title: Re: «Modest Mod» [Updated] [v0.44.12-1]
Post by: brolol.404 on July 09, 2019, 04:24:32 pm
I created a mod that turns all flier birds into vermin. I am also thinking of making a mod that turns all fish (except for large ocean fish) into vermin. I can upload the files if you want to add them to this mod?
Title: Re: «Modest Mod» [Updated] [v0.44.12-1]
Post by: LargeSnail on July 09, 2019, 05:28:31 pm
I created a mod that turns all flier birds into vermin. I am also thinking of making a mod that turns all fish (except for large ocean fish) into vermin. I can upload the files if you want to add them to this mod?

Obviously you can! And thanks :D
Title: Re: «Modest Mod» [Updated] [v0.44.12-1]
Post by: brolol.404 on July 09, 2019, 07:42:51 pm
These are two mods that I made for my personal use that you can include if you want:

No Aquifers (http://dffd.bay12games.com/file.php?id=14443): removes aquifers

Vermin Birds (http://dffd.bay12games.com/file.php?id=14444): Changes all flying birds to vermin (removes "stuck" birds from the wild animal cap)

I'll let you know when I get around to creating the vermin fish mod.
Title: Re: «Modest Mod» [v0.44.12-2] (Now With Graphics!)
Post by: LargeSnail on July 11, 2019, 11:29:37 pm
Released the version 0.44.12-2, with support for Phoebus Tileset.

I'll upload more versions with support for some tilesets, but that will take a time.

Thanks @brolol.404 for your help!
Title: Re: «Modest Mod» [v0.44.12-2] (Now With Graphics!)
Post by: Meph on July 13, 2019, 04:51:24 am
Cool seeing this revived.  8)

Btw, I wrote the original accelerated Df, that was pretty much my first mod. You can check it for some tricks to get even more fps if you like. It's still around.
Title: Re: «Modest Mod» [v0.44.12-2] (Now With Graphics!)
Post by: grody311 on July 16, 2019, 01:20:53 am
YES!! I can play this game again. It's literally unplayable for me without the accelerated mod. Thank you!
Title: Re: «Modest Mod» [v0.44.12-2] (Now With Graphics!)
Post by: LargeSnail on July 20, 2019, 12:09:23 pm
Cool seeing this revived.  8)

Btw, I wrote the original accelerated Df, that was pretty much my first mod. You can check it for some tricks to get even more fps if you like. It's still around.

Thanks for comment Meph!
I didn't know that about the Accelerated DF. I'll check it latter.

YES!! I can play this game again. It's literally unplayable for me without the accelerated mod. Thank you!

I'm happy to hear that. You're welcome  :)
Title: Re: «Modest Mod» [v0.44.12-2] (Now With Graphics!)
Post by: A_Cuter_Triangle on July 30, 2019, 04:02:38 pm
I am now playing after a long hiatus.  I love this mod and am glad to see it is still being updated!  I am merging the files myself because I became impatient and was unable to wait for Spacefox graphics.  I found a typo in creature_large_ocean.txt.  The whale shark's adjective under NAME and CASTE_NAME is "shale shark"  (note the "s").  Also, does the CREATURE_CLASS: MAMMAL tag do anything?  I left it in after the merge even though it is not present in the Modest Mod file.

EDIT:  In creature_large_riverlake.txt, the description of FISH_CARP contains a typo.  "They are bottom-feeders and tend to gather groups."  The word "in" is missing in "in groups."
Title: Re: «Modest Mod» [v0.44.12-2] (Now With Graphics!)
Post by: LargeSnail on July 30, 2019, 04:21:35 pm
I am now playing after a long hiatus.  I love this mod and am glad to see it is still being updated!  I am merging the files myself because I became impatient and was unable to wait for Spacefox graphics.  I found a typo in creature_large_ocean.txt.  The whale shark's adjective under NAME and CASTE_NAME is "shale shark"  (note the "s").  Also, does the CREATURE_CLASS: MAMMAL tag do anything?  I left it in after the merge even though it is not present in the Modest Mod file.

Thanks for your comment.
The CREATURE_CLASS:MAMMAL and CREATURE_CLASS:POISONOUS tags only exists to specify the kobolds' pets (the MAMMAL tag restricts kobolds from taming platypuses). I added the CREATURE_CLASS:KOBOLD_PET tag to avoid adding the MAMMAL and POISONOUS creature classes to every animal in the raws, and it has the same effect in the game.

And about of hiatus, this mod will be in one for a while. I'm working into another project (the Illithid Mod) so until I release the first version of that mod don't expect any updates for this.
Title: Re: «Modest Mod» [v0.44.12-2] (Now With Graphics!)
Post by: Prismaa on August 05, 2019, 12:12:31 am
Is this a bug? I can't specify dwarven wine for mass brew or specific brew (plump helmets), it says it needs "Unrotten" but nothing else (https://i.imgur.com/6Fqrx1Z.png)
Title: Re: «Modest Mod» [v0.44.12-2] (Now With Graphics!)
Post by: Hugo_The_Dwarf on August 05, 2019, 12:42:08 am
Yeah seems to be a bug, I downloaded the mod and checked the raws.

"reaction_modest_brew.txt"

there is 1 reaction that I raise an eyebrow to, and then also the reaction that Prismaa is refering to.

BREW_SPECIFIC_FRUIT_PLUMP_HELMET (eyebrow raiser here,does anything grow plump helmets as a fruit?)

MASS_BREW_SPECIFIC_PLUMP_HELMET <- this is the one Prismaa is having an issue with

Code: [Select]
[REAGENT:plant:6:[color=red]PLANT_GROWTH[/color]:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:MUSHROOM]Should just be PLANT not PLANT_GROWTH
Title: Re: «Modest Mod» [v0.44.12-2] (Now With Graphics!)
Post by: LargeSnail on August 05, 2019, 03:13:23 pm
Thanks Prismaa and Hugo_The_Dwarf. The fact is that, in previous versions of this mod, the plump helmets used to be growths, but in the last update created by Button they turned into regular plants again and she didn't change the reactions for brewing them properly.
If you want to, you can edit the reaction by yourself without needing to generate another world, Prismaa.

I already fixed that, and also updated a little bit the mod. Today I will upload a new version, and after I finish my other project I will focus on this again.
Title: Re: «Modest Mod» [v0.44.12-3] (More Accelerated)
Post by: LargeSnail on August 07, 2019, 05:18:30 pm
Well, after a short testing of the lastest version of this mod I discovered that adding ARMORLEVEL:1 to regular clothes doesn't only prevent those items from wearing, but also makes them unable to being used by dwarves. I'll release a new version, and this time with a new module that adds some dfhack-related tweaks to boost the regular Accelerated Module.
If you're playing with the lastest version of the Modest Mod, the workaround to erase the embarrassment of your dwarves is using DFhack and running the following command:
Code: [Select]
fixnaked
Title: Re: «Modest Mod» [v0.44.12-4] (More Accelerated)
Post by: Hugo_The_Dwarf on August 08, 2019, 10:41:14 pm
They can still "use" it but it has to be for military use. However with the new changes to wear and tear for weapons and armor, you're better off leaving clothing as is, and just making new sets for civvies that need it.
Title: Re: «Modest Mod» [v0.44.12-4] (More Accelerated)
Post by: Jiri Petru on February 07, 2020, 04:19:31 am
Just posting to say that I love Modest Mod and I'm hoping for an update  ;)
Title: Re: «Modest Mod» [v0.44.12-4] (More Accelerated)
Post by: LargeSnail on February 07, 2020, 09:51:21 pm
Just posting to say that I love Modest Mod and I'm hoping for an update  ;)

I'm working on another mod, but I'll update this one as soon as possible. Be patient UwU

Edit: I'm thinking in new modules. Maybe an "All Races Playable" or a hardcore one. Which one would you like to see?

In the last poll, the Meph's Tileset won, so when it gets updated I'll start working on a compatible version for it.
Title: Re: «Modest Mod» [v0.44.12-4] (More Accelerated)
Post by: Dwarf_Fever on February 08, 2020, 08:08:29 am
Just posting to say that I love Modest Mod and I'm hoping for an update  ;)

I'm working on another mod, but I'll update this one as soon as possible. Be patient UwU

Edit: I'm thinking in new modules. Maybe an "All Races Playable" or a hardcore one. Which one would you like to see?

In the last poll, the Meph's Tileset won, so when it gets updated I'll start working on a compatible version for it.

I use Modest Mod for the Accelerated feature. I'd love to see more along those lines. Meph's tileset is amazing, too, so that will be very welcome to see.

Between all races and hardcore, I'd probably prefer more options versus things that change underlying rules, personally.
Title: Re: «Modest Mod» [v0.47.02-1] Slaves to Accelerated Module
Post by: LargeSnail on February 12, 2020, 08:31:46 pm
Updated. No new modules, but I boosted acceleration with standarized instruments.
Enjoy!
Title: Re: «Modest Mod» [v0.47.02-1] Slaves to Accelerated Module
Post by: Dwarf_Fever on February 13, 2020, 05:30:58 am
Updated. No new modules, but I boosted acceleration with standarized instruments.
Enjoy!

Amazing! Thank you!
Title: Re: «Modest Mod» [v0.47.02-1] Slaves to Accelerated Module
Post by: Abadrausar on February 14, 2020, 04:16:35 pm
Updated. No new modules, but I boosted acceleration with standarized instruments.
Enjoy!
Like standard musical instruments? I have searched for those some time to no avail. Only found some incomplete compilations.
Where are they in the download? I do not find them nor in raw/objects nor in accelerated.
Title: Re: «Modest Mod» [v0.47.02-1] Slaves to Accelerated Module
Post by: LargeSnail on February 14, 2020, 08:05:07 pm
Updated. No new modules, but I boosted acceleration with standarized instruments.
Enjoy!
Like standard musical instruments? I have searched for those some time to no avail. Only found some incomplete compilations.
Where are they in the download? I do not find them nor in raw/objects nor in accelerated.

I added one instrument for each skill, priorizing the most simple ones from human history. Those are the Lyre (stringed instrument), the Melodica (keyboard), the Ocarina (wind instrument) and the Slit Drum (percussion instrument).
You can find them in the rar of the Accelerated Module, in "items_accelerated".
Title: Re: «Modest Mod» [v0.47.02-1] Slaves to Accelerated Module
Post by: Taras on February 16, 2020, 03:46:21 pm
Quote
      * Babies born in combat will be noted in the combat log.
      * Citizen deaths cause the game to pause and recenter.
How you made this?
Title: Re: «Modest Mod» [v0.47.02-1] Slaves to Accelerated Module
Post by: LargeSnail on February 16, 2020, 07:39:41 pm
Quote
      * Babies born in combat will be noted in the combat log.
      * Citizen deaths cause the game to pause and recenter.
How you made this?

It was done modifying the announcements file in data/init
Title: Re: «Modest Mod» [v0.47.02-1] Slaves to Accelerated Module
Post by: kaijyuu on February 17, 2020, 12:04:30 am
I'm getting untannable skins from butchering. They seem to go into my food stockpiles and are listed under "fat".

Two creatures I've seen produce this are cats and giant bobcats.
Title: Re: «Modest Mod» [v0.47.02-1] Slaves to Accelerated Module
Post by: Taras on February 17, 2020, 01:30:42 am
Quote
      * Babies born in combat will be noted in the combat log.
      * Citizen deaths cause the game to pause and recenter.
How you made this?

It was done modifying the announcements file in data/init
Thanks!
Title: Re: «Modest Mod» [v0.47.02-1] Slaves to Accelerated Module
Post by: LargeSnail on February 17, 2020, 06:37:15 am
Quick update! Since I'm focusing in Accelerated Module, this one has some new features. This update has new advance worldgen parameters, a bugfix and new reactions for the standarized instruments.

I'm getting untannable skins from butchering. They seem to go into my food stockpiles and are listed under "fat".

Two creatures I've seen produce this are cats and giant bobcats.

That's weird.
While skin certainly has been turned into globs, those should be perfectly tannable. I just tested it, and everything works as intended.

You need 6 skin globs to produce leather.
Title: Re: «Modest Mod» [v0.47.03-1] Slaves to Accelerated Module
Post by: Naryar on February 17, 2020, 07:35:13 am
Oh, Modest Mod updated ! Thanks for the work that you guys are doing. This is one of my go-to mods and it really does make the DF experience better, without changing much from vanilla.

Just to make sure, there is no way to apply Modest Mod to an existing world, yes ?
Title: Re: «Modest Mod» [v0.47.03-1] Slaves to Accelerated Module
Post by: Robsoie on February 17, 2020, 10:23:59 am
Thanks for the quick update.
Title: Re: «Modest Mod» [v0.47.02-1] Slaves to Accelerated Module
Post by: kaijyuu on February 17, 2020, 05:08:41 pm
You need 6 skin globs to produce leather.
Ah, that probably explains it. I think they were in stacks < 6.
Title: Re: «Modest Mod» [v0.47.02-1] Slaves to Accelerated Module
Post by: Dwarf_Fever on February 17, 2020, 06:53:00 pm
I added one instrument for each skill, priorizing the most simple ones from human history. Those are the Lyre (stringed instrument), the Melodica (keyboard), the Ocarina (wind instrument) and the Split Drum (percussion instrument).

Really happy to see more updates for Accelerated - and ocarinas! (Hoping Meph's tileset comes out for the new version soon, too.) Minor question though, since you mention the most basic instruments - is it possible you meant slit drums, as in log drums?
Title: Re: «Modest Mod» [v0.47.03-1] Slaves to Accelerated Module
Post by: Prismaa on February 19, 2020, 02:12:29 am
Is it possible to add this in game with phoebus tileset or? I have no idea how to add them together
Title: Re: «Modest Mod» [v0.47.03-1] Slaves to Accelerated Module
Post by: LargeSnail on February 19, 2020, 03:03:42 am
Oh, Modest Mod updated ! Thanks for the work that you guys are doing. This is one of my go-to mods and it really does make the DF experience better, without changing much from vanilla.

Thanks you for your support! :D

Just to make sure, there is no way to apply Modest Mod to an existing world, yes ?

Nope. Since Modest Mod changes a lot of raw files, you'll need to generate another world in order to enjoy this without problems.

Really happy to see more updates for Accelerated - and ocarinas! (Hoping Meph's tileset comes out for the new version soon, too.) Minor question though, since you mention the most basic instruments - is it possible you meant slit drums, as in log drums?

Aren't "Slit Drum" and "Log Drum" two names for the same instrument?

Is it possible to add this in game with phoebus tileset or? I have no idea how to add them together

You'll need to merge the files manually, since Phoebus changes some creature tiles.
I'll release a version for that tileset, and for others, when DFhack and TWBT gets updated, but that will take a time.
Title: Re: «Modest Mod» [v0.47.03-1] Slaves to Accelerated Module
Post by: Prismaa on February 19, 2020, 03:19:17 am
Apparently someone made working "alpha" dfhack and twbt for the .47.02 version. Called duckpack in DFFD
Title: Re: «Modest Mod» [v0.47.03-1] Slaves to Accelerated Module
Post by: Dwarf_Fever on February 19, 2020, 09:31:21 am
Aren't "Slit Drum" and "Log Drum" two names for the same instrument?

Sounds right, that being said, the mod has them as split drum. I'm not a musician, but I think that's a typo?
Title: Re: «Modest Mod» [v0.47.03-1] Slaves to Accelerated Module
Post by: LargeSnail on February 19, 2020, 12:53:08 pm
Sounds right, that being said, the mod has them as split drum. I'm not a musician, but I think that's a typo?

I can't find the typo ???

Code: [Select]
[ITEM_INSTRUMENT:ITEM_INSTRUMENT_SLIT_DRUM]
[NAME:slit drum:slit drums]
[VALUE:50]
[SIZE:10000]
[MATERIAL_SIZE:1]
[WOOD_MAT]
[SOUND_PRODUCTION:STRUCK_BY_BP:SELF]
[VOLUME_mB:0:10000]
[PITCH_RANGE:-120:-120]
[TIMBRE:REEDY:RUGGED:MUDDY]
[MUSIC_SKILL:PLAY_PERCUSSION_INSTRUMENT]
[DESCRIPTION:The slit drum is a mid-size hand-held percussion instrument.  It consists of a wooden box with one slit in the top.  The musician strikes the box.  The instrument has a single middle pitch.  The instrument has a reedy rugged muddy timbre.]

[REACTION:INSTRUMENT_SLITDRUM_WOOD]
[NAME:Craft wooden slit drum]
[CATEGORY:INSTRUMENT_MAKING_CRAFTSDWARF]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:log:1:WOOD:NONE:NONE:NONE]
[ANY_PLANT_MATERIAL]
[PRODUCT:100:1:INSTRUMENT:ITEM_INSTRUMENT_SLIT_DRUM:GET_MATERIAL_FROM_REAGENT:log:NONE]
[SKILL:WOODCRAFT]
[DESCRIPTION:Make a percussion instrument from wooden logs.]
Title: Re: «Modest Mod» [v0.47.03-1] Slaves to Accelerated Module
Post by: Dwarf_Fever on February 19, 2020, 04:33:00 pm
I can't find the typo ???

Strange, thought I saw it in mod, too. Maybe it was just in the post. Mind playing tricks on me!
Title: Re: «Modest Mod» [v0.47.03-1] Slaves to Accelerated Module
Post by: Nopenope on February 21, 2020, 07:11:40 am
I was wondering, is there any proven FPS benefit to streamlining materials and objects in Accelerated? I know about Meph's post reporting a 25% increase but that was years ago, and only based on a few anedoctal reports... Maybe current users of the mod could weigh in?
Title: Re: «Modest Mod» [v0.47.03-1] Slaves to Accelerated Module
Post by: Dwarf_Fever on February 21, 2020, 04:07:15 pm
I was wondering, is there any proven FPS benefit to streamlining materials and objects in Accelerated? I know about Meph's post reporting a 25% increase but that was years ago, and only based on a few anedoctal reports... Maybe current users of the mod could weigh in?

I'm sure Meph is 100x more qualified than me to know anything about DF, but I am also sure I have an easier time keeping FPS up using Accelerated. It's hard to quantify, of course.

That having been said, Accelerated also does more than just streamline types (assuming all changes were taken over), and I actually prefer having less redundant stuff to scroll through in lists.
Title: Re: «Modest Mod» [v0.47.03-1] Slaves to Accelerated Module
Post by: socate on March 08, 2020, 09:28:42 am
Have you thought about moving this to an official git repo?
Title: Re: «Modest Mod» [v0.47.03-1] Slaves to Accelerated Module
Post by: Meph on March 08, 2020, 10:06:12 am
My 25% claim is indeed from a very old version, 34.11. It comes from a lot more than standardization: The original accelerated DF outright removes the more rare materials/rocks, it takes away clothing from invaders and gives them custom armor pieces with larger coverage (less items after a siege), changes the cavern layout, default map embark size, worldgen settings, values in the init/d_init, for example for traffic zones, turns off temperature and weather, uses a few dfhack scripts here and there... it's not comparable to the accelerated module in this mod. I don't think that standardizing makes the FPS any higher in a noticable amount, but you certainly save time by scrolling through way shorter lists in the UI. ;)
Title: Re: «Modest Mod» [v0.47.03-1] Slaves to Accelerated Module
Post by: Naryar on March 13, 2020, 06:05:19 am
I'm wondering if the current version works on 0.47.04 too ? I will test and see if it makes DF unstable or not.
Title: Re: «Modest Mod» [v0.47.03-1] Slaves to Accelerated Module
Post by: LargeSnail on March 14, 2020, 12:19:07 am
I'm wondering if the current version works on 0.47.04 too ? I will test and see if it makes DF unstable or not.

It works perfectly fine, since there aren't any raw changes between 0.47.04 and 0.47.03.
Title: Re: «Modest Mod» [v0.47.03-1] Slaves to Accelerated Module
Post by: Naryar on March 14, 2020, 06:57:58 am
I'm wondering if the current version works on 0.47.04 too ? I will test and see if it makes DF unstable or not.

It works perfectly fine, since there aren't any raw changes between 0.47.04 and 0.47.03.

Alright. I wasn't sure the raws were actually changed or not.
Title: Re: «Modest Mod» [v0.47.03-1] Slaves to Accelerated Module
Post by: Azuraal on March 15, 2020, 06:24:25 am
I'm wondering if the current version works on 0.47.04 too ? I will test and see if it makes DF unstable or not.

It works perfectly fine, since there aren't any raw changes between 0.47.04 and 0.47.03.

Alright. I wasn't sure the raws were actually changed or not.
In DF folder there is a file called file changes.txt, whenever a new update comes you can compare what changed and update files accordingly without breaking your setup.
Title: Re: «Modest Mod» [v0.47.03-1] Slaves to Accelerated Module
Post by: Dwarf_Fever on March 16, 2020, 12:02:09 am
The original accelerated DF outright removes the more rare materials/rocks, it takes away clothing from invaders and gives them custom armor pieces with larger coverage (less items after a siege), changes the cavern layout, default map embark size, worldgen settings, values in the init/d_init, for example for traffic zones, turns off temperature and weather, uses a few dfhack scripts here and there.

Yes, I force cavern density to 0 and openness to 100 in every game manually now, and also remove weather and temperature, it definitely helps a ton. Would be nice as a default setting here but I don't mind changing those.

However, the larger-coverage pieces... that would be wonderful to see again, I only vaguely remember that (how did it work with dismemberment?), but I know I hate having a zillion things after every siege - and every sock requires its own trip! Maybe, maybe, it'll be back some day...?
Title: Re: «Modest Mod» [v0.47.03-1] Slaves to Accelerated Module
Post by: Vattic on March 18, 2020, 12:39:49 pm
Edit: Turns out I needed a newer version of WinRar.

When I try and open the .rar I get an error "The archive is either in unknown format or damaged". I can open other .rar files from DFFD without error. It doesn't sound like other people are having this issue, so I wonder if the error is on my end.
Title: Re: «Modest Mod» [v0.47.03-1] Slaves to Accelerated Module
Post by: SolPyre on March 27, 2020, 10:23:01 am
Why does the modest mod add the Local Banditry tag to elf civs?
It makes adventure mode as an elf almost unplayable! I can't go anywhere in my own civ without being ambushed by patrols, I have to dodge * on the travel map constantly and make sure to sleep outside my civ's borders unless I want to be woken up by another "lethal" fight.
What gives?

At first when elves kept ambushing me I thought that a war had started between my civ and the neighboring elf civ but that wasn't it, it was the Local Banditry tag, which makes and entity send out ambush patrols that are hostile even to their own citizens.
Title: Re: «Modest Mod» [v0.47.03-1] Slaves to Accelerated Module
Post by: SolPyre on March 27, 2020, 11:02:24 am
Advice to anyone facing the same elven Local Banditry issue: If you don't actually want to fight your fellow elves (which might make you hostile to your own civ? i'm not sure) walk around everywhere with "y" (Yield) turned on. The patrols will still ambush-interrupt you if you are sleeping or fast traveling but they won't actually hurt you as long as you are constantly yielding, you can then walk away and start traveling again.
The same cannot be said for your pets. Since they cannot yield your pack-animals will be murdered by patrols even if you are yielding. Get yourself a fast footed baggage animal and hope it can run to safety without getting hit by arrows. 
Sleeping in forest retreat tree-houses seems to reduce the chances of your sleep being rudely interrupted but will not remove the danger completely. Sleeping is the most dangerous time to be elf-ambushed since the patrol might manage to hurt you before you can figure out what's happening and turn yield on.
Also, the Local Banditry tag seems to effect most travelers from your civ so even migrants moving between elf sites may be hostile, to be safe avoid all * while traveling. If you run into a group of migrating tame animals (that can happen apparently) they will be hostile and yielding will not work on them.
Title: Re: «Modest Mod» [v0.47.03-1] Slaves to Accelerated Module
Post by: Vorox on March 27, 2020, 12:06:37 pm
      * Butchered creatures produce skin - and thus leather - in proportion to their size.

I'm trying to incorporate this feature into a mod I'm making for my own use.
I just need to copy those lines, right?

This one into reaction_other.txt
Quote
[REACTION:TAN_A_HIDE]
   [NAME:tan a hide]
   [BUILDING:TANNER:CUSTOM_T]
   --- Modest Mod ---
   (REAGENT:A:1:NONE:NONE:NONE:NONE)(USE_BODY_COMPONENT)
   [REAGENT:A:600:GLOB:NONE:NONE:NONE]
   [REACTION_CLASS:SKIN]
   --- end Modest Mod ---
   [UNROTTEN]
      [HAS_MATERIAL_REACTION_PRODUCT:TAN_MAT]


And this into material_template_default.txt under [MATERIAL_TEMPLATE:SKIN_TEMPLATE]
Quote
   --- Modest Mod ---
   [STOCKPILE_GLOB]
      [DO_NOT_CLEAN_GLOB]
   [BUTCHER_SPECIAL:GLOB:NONE]
   [REACTION_CLASS:SKIN]
   --- end Modest Mod ---
Title: Re: «Modest Mod» [v0.47.03-1] Slaves to Accelerated Module
Post by: Lewa263 on March 31, 2020, 01:35:44 pm
The reaction_modest_brew reactions for plump helmets don't work. It looks just like the problem pointed out on the first page of this thread, but it must be a different cause this time since that was fixed. Maybe it should be using the STRUCTURAL part instead of MUSHROOM? DFHack is showing me that the plump helmets that my farmers picked and have in a barrel are STRUCTURAL.
Title: Re: «Modest Mod» [v0.47.03-1] Slaves to Accelerated Module
Post by: Darneoc on May 31, 2020, 09:39:58 am
DFFD down is there an alternative dl site?
Title: Re: «Modest Mod» [Updated] [v0.44.12-1]
Post by: Dwarf_Fever on June 12, 2020, 04:42:56 pm
For the moment, I'm working on a version for the Phoebus Tileset (available in the LNP), just wait for it.

Is a tileset still in the works?
Title: Re: «Modest Mod» [v0.47.03-1] Slaves to Accelerated Module
Post by: LargeSnail on June 13, 2020, 05:17:10 am
Hello pals.
Pardon me for not answering your questions; I was busy working on my Elven Mod.

Why does the modest mod add the Local Banditry tag to elf civs?
It makes adventure mode as an elf almost unplayable! I can't go anywhere in my own civ without being ambushed by patrols, I have to dodge * on the travel map constantly and make sure to sleep outside my civ's borders unless I want to be woken up by another "lethal" fight.
What gives?

At first when elves kept ambushing me I thought that a war had started between my civ and the neighboring elf civ but that wasn't it, it was the Local Banditry tag, which makes and entity send out ambush patrols that are hostile even to their own citizens.

I actually dunno. It was added by Igfig in the first Modest Mod, and removed by Button, so I added it back to be more loyal to the original mod.

If it's such a big deal, I'll remove that feature on the next version of the mod.

      * Butchered creatures produce skin - and thus leather - in proportion to their size.

I'm trying to incorporate this feature into a mod I'm making for my own use.
I just need to copy those lines, right?

This one into reaction_other.txt
Quote
[REACTION:TAN_A_HIDE]
   [NAME:tan a hide]
   [BUILDING:TANNER:CUSTOM_T]
   --- Modest Mod ---
   (REAGENT:A:1:NONE:NONE:NONE:NONE)(USE_BODY_COMPONENT)
   [REAGENT:A:600:GLOB:NONE:NONE:NONE]
   [REACTION_CLASS:SKIN]
   --- end Modest Mod ---
   [UNROTTEN]
      [HAS_MATERIAL_REACTION_PRODUCT:TAN_MAT]


And this into material_template_default.txt under [MATERIAL_TEMPLATE:SKIN_TEMPLATE]
Quote
   --- Modest Mod ---
   [STOCKPILE_GLOB]
      [DO_NOT_CLEAN_GLOB]
   [BUTCHER_SPECIAL:GLOB:NONE]
   [REACTION_CLASS:SKIN]
   --- end Modest Mod ---


That's all  :)

The reaction_modest_brew reactions for plump helmets don't work. It looks just like the problem pointed out on the first page of this thread, but it must be a different cause this time since that was fixed. Maybe it should be using the STRUCTURAL part instead of MUSHROOM? DFHack is showing me that the plump helmets that my farmers picked and have in a barrel are STRUCTURAL.

There's a problem in the Accelerated Module's plant raws. I located it now, and all the problems with plump helmets will be gone in the next release.

DFFD down is there an alternative dl site?


I'll upload it to Mega.

For the moment, I'm working on a version for the Phoebus Tileset (available in the LNP), just wait for it.

Is a tileset still in the works?

Yes. I'll release a version for Meph's tileset, but that will take a long time.
Title: Re: «Modest Mod» [v0.47.04-1] Encrusted with Frames Per Second
Post by: LargeSnail on June 13, 2020, 08:15:46 am
New release! Now with no known bugs in any module.

I'm thinking in a way to make magma still deadly without temperature calculations. I found this thread (http://www.bay12forums.com/smf/index.php?topic=142020.msg5556981#msg5556981), but it doesn't work as intended (and the thread itself is very old). Maybe I'll use DFhack for that, and a new module.
Title: Re: «Modest Mod» [v0.47.04-1] Encrusted with Frames Per Second
Post by: Taffer on June 13, 2020, 09:32:51 pm
New release! Now with no known bugs in any module.

Modest bodies is very strange. It renames upper bodies to chests, for example, but a chest is by definition only the front part of the upper body, not the back. It reads very strangely in combat to have somebody stabbed in the chest from behind.

It also renames lower bodies to abdomens, which I don't really object to—although when I reverted chests to upper bodies it read strangely to have lower bodies be abdomens—but the above changes do make these bodygloss lines useless.

[BODYGLOSS:INSECT_UPPERBODY:upper body:thorax:upper bodies:thoraxes]
[BODYGLOSS:INSECT_LOWERBODY:lower body:abdomen:lower bodies:abdomens]

I like the renaming of upper legs to thighs but as with the chest change, renaming lower legs to calves seems just wrong. Calves by definition are the back part of the lower leg (once again making it a bug IMO to be struck in the calf from the front), and aren't even the entire back part of the lower leg.

The above issues are why I ended up giving up on Modest Bodies in my updated copy of it and Revised (although from the OP it doesn't look like you started from my updated version (http://www.bay12forums.com/smf/index.php?topic=148265.msg7209809#msg7209809), but from Button's last updated version). I quite like the idea but IMO it's a bug to be stabbed in the chest from behind or in the calf from the front, but without those body parts being renamed the remainder seem a little out of place.

Cheers!
Title: Re: «Modest Mod» [v0.47.04-1] Encrusted with Frames Per Second
Post by: LargeSnail on June 14, 2020, 03:47:13 pm
Hi Taffer.

Modest bodies is very strange.

I agree. I don't know if someone actually likes it, but since it was a module in both Igfig and Button's Modest Mod versions, I didn't want to remove it.

(although from the OP it doesn't look like you started from my updated version (http://www.bay12forums.com/smf/index.php?topic=148265.msg7209809#msg7209809), but from Button's last updated version).

Lol, I didn't know that you already updated Modest Mod before. Updating this from your version would have been pretty easier.

I'm thinking about leaving this mod as it is and start another one, focused on Accelerated Module, since your DF Revised is (on my opinion) by a lot better than the standard content of Modest Mod. I'll see what i do.
Title: Re: «Modest Mod» [v0.47.04-1] Encrusted with Frames Per Second
Post by: Taffer on June 14, 2020, 04:19:45 pm
Hi Taffer.

Hello LargeSnail! Also a Stellaris fan, I see. :)

Lol, I didn't know that you already updated Modest Mod before. Updating this from your version would have been pretty easier.

I'm thinking about leaving this mod as it is and start another one, focused on Accelerated Module, since your DF Revised is (on my opinion) by a lot better than the standard content of Modest Mod. I'll see what i do.

Thank you! I don't know if it's worth abandoning ship though, that's entirely up to you. I'm sorry, I didn't want to cause trouble! Just wanted to mention a bug I found in Modest Mod. There are more I could collect, I think there's some in that thread and I know I ran into a few more while keeping Revised up to date. I'm a bit too much of a minimalist for my own good though, I think, and I know there's been lots of little fixes and things I've dropped that I might have been able to keep. For example, I recently dropped most of Button's plant fixes (even though I like them and think they're well done) simply because I've always wanted to try and perfect releases and I never really grokked those changes well enough. You could always compare to current Revised and judge from there whether I went too far or not here or there.

If you do shift focus to Accelerated and have any thoughts on Revised, feel free to speak up in defense of anything I've dropped. Just looking at the initial post I linked, I've since changed my mind on comments and on the MAXAGE changes based on feedback.
Title: Re: «Modest Mod» [v0.47.03-1] Slaves to Accelerated Module
Post by: Dwarf_Fever on June 14, 2020, 04:20:03 pm
Yes. I'll release a version for Meph's tileset, but that will take a long time.

Super excited for Accelerated + Meph's tiles!
Title: Re: «Modest Mod» [v0.47.04-1] Encrusted with Frames Per Second
Post by: Taffer on June 15, 2020, 12:07:19 pm
I'm partway through merging the good parts of Modest Bodies back into Revised and I may as well post some typos I found, emphasis mine:

Code: [Select]
[BP:RF:right **hind** foot:right **rear** feet][CON:RL][STANCE][RIGHT][CATEGORY:FOOT_REAR]
[DEFAULT_RELSIZE:120]
[BP:LF:left **hind** foot:left **rear** feet][CON:LL][STANCE][LEFT][CATEGORY:FOOT_REAR]
[DEFAULT_RELSIZE:120]
Title: Re: «Modest Mod» [v0.47.04-1] Encrusted with Frames Per Second
Post by: LargeSnail on June 19, 2020, 12:07:50 am
Hello LargeSnail! Also a Stellaris fan, I see. :)

I see you're a man of culture as well.

Thank you! I don't know if it's worth abandoning ship though, that's entirely up to you. I'm sorry, I didn't want to cause trouble!

Don't worry pal, you didn't cause anything. The reason for me to update the Modest Mod in the first place was just the Accelerated Module.

The Modest Mod's add-ons used to be great, but now they're completly beated by your DF Revised. It's the greatest bug-fixing & Quality of Life mod for Dwarf Fortress never made, and is the natural evolution of the standard Modest Mod.

If you do shift focus to Accelerated and have any thoughts on Revised, feel free to speak up in defense of anything I've dropped. Just looking at the initial post I linked, I've since changed my mind on comments and on the MAXAGE changes based on feedback.

Thanks :D
At the moment, I like all the content from Revised, so keep working that good!
Title: Re: «Modest Mod» [v0.47.03-1] Slaves to Accelerated Module
Post by: LargeSnail on June 19, 2020, 12:13:01 am
Super excited for Accelerated + Meph's tiles!

Coming soon.
(https://i.imgur.com/nqkWOWu.jpg)
Title: Re: «Modest Mod» [v0.47.03-1] Slaves to Accelerated Module
Post by: Dwarf_Fever on June 20, 2020, 08:42:33 pm
Coming soon.

Spoiler (click to show/hide)
Title: Re: «Modest Mod» [v0.47.04-1] Encrusted with Frames Per Second
Post by: Ghost Pickle on June 26, 2020, 02:01:44 pm
I was able to embark with Trolls for some reason. They also have a value of 1 so there was nothing stopping me from starting with a troll army
https://i.imgur.com/vnDB3Kg.png
Title: Re: «Modest Mod» [v0.47.04-1] Encrusted with Frames Per Second
Post by: LargeSnail on June 26, 2020, 08:20:14 pm
I was able to embark with Trolls for some reason. They also have a value of 1 so there was nothing stopping me from starting with a troll army
https://i.imgur.com/vnDB3Kg.png

That's weird as hell. Did you apply some other mod alongside Modest?
Title: Re: «Modest Mod» [v0.47.04-1] Encrusted with Frames Per Second
Post by: MgDark on August 22, 2020, 01:12:48 pm
there is going to be an update for this for other tilesets? Damn the accelerated mod is such a QoL mod
Title: Re: «Modest Mod» [v0.47.04-1] Encrusted with Frames Per Second
Post by: Tachytaenius on September 08, 2020, 07:44:21 am
The latest version of the mod-- the one downloaded (also that rar doesnt play nice with (my version of?) 7zip for some reason)-- seems to still have the same can't-brew-plump-helmets issues as supposedly were in old versions.

EDIT: Fixed! [REAGENT:plant:1:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:MUSHROOM] -- >[REAGENT:plant:1:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL]

It should be STRUCTURAL on the end, not MUSHROOM.
caused me a lot of grief (for some reason), whew
Title: Re: «Modest Mod» [v0.47.04-1] Encrusted with Frames Per Second
Post by: nekoexmachina on October 30, 2020, 03:45:35 am
It seems to me that installing Modest Mod with modules makes my Goblins disappear. I've generated 10 worlds and there wasn't a single goblin in either of them.
Title: Re: «Modest Mod» [v0.47.04-1] Encrusted with Frames Per Second
Post by: Dwarf_Fever on November 06, 2020, 02:49:02 pm
It seems to me that installing Modest Mod with modules makes my Goblins disappear. I've generated 10 worlds and there wasn't a single goblin in either of them.

Did you do a custom generation or change anything in the raws? EG: worlds without clowns won't have goblins outside of the HFS, etc.
Title: Re: «Modest Mod» [v0.47.04-1] Encrusted with Frames Per Second
Post by: Urist_McArathos on January 27, 2021, 05:07:29 am
I seem to be having a problem with horn and pearls being dumped no matter what.  My craftdwarves will make crafts and utilize pearls and horns, but I have to race to reclaim them and hope they gather them to use before the items get dumped again, and they are never stored in a stockpile.

I've tried changing both Refuse and Workshop orders through the Set Orders screen, but no matter how I finagle the settings (or even set it to ignore refuse altogether), my dwarves will dump all pearls and horns.  I have refuse stockpiles set to accept horns (there doesn't seem to be an option for pearls anywhere), but they insist on dumping them.  I tried setting a garbage dump zone on a refuse stockpile, but if I reclaim the items the dwarves simply come, pick them up, and dump them again.

Modest Mod without any of the modules is the only mod I'm running at the moment, and in vanilla I had no issues with shells and horns being dumped repeatedly.

EDIT: I also noticed pearls have a value of 0 currently, making them worthless.  Is that as intended?

SECOND EDIT: I noticed after some more work that setting dwarves to Save Corpses solves the issue, they are stored in refuse stockpiles appropriately afterwards
Title: Re: «Modest Mod» [v0.47.04-1] Encrusted with Frames Per Second
Post by: Urist_McArathos on January 27, 2021, 09:26:55 am
It seems to me that installing Modest Mod with modules makes my Goblins disappear. I've generated 10 worlds and there wasn't a single goblin in either of them.

I am experiencing a similar problem.

It seems to me that installing Modest Mod with modules makes my Goblins disappear. I've generated 10 worlds and there wasn't a single goblin in either of them.

Did you do a custom generation or change anything in the raws? EG: worlds without clowns won't have goblins outside of the HFS, etc.

To pre-empt this question, no other generations in the raws.  I did do advanced world generation, but the only thing I changed was embark points, end year, and number of volcanoes.  Nothing that should have impacted the number of clowns.
Title: Re: «Modest Mod» [v0.47.04-1] Encrusted with Frames Per Second
Post by: ibanix on February 14, 2021, 06:07:15 am
Why are init, d_init and world_gen files included in the modules (over-writing any custom ones)? Are there changes there that are specific to the modules?
Title: Re: «Modest Mod» [v0.47.03-1] Slaves to Accelerated Module
Post by: SolPyre on March 03, 2021, 12:15:28 pm

Why does the modest mod add the Local Banditry tag to elf civs?
It makes adventure mode as an elf almost unplayable! I can't go anywhere in my own civ without being ambushed by patrols, I have to dodge * on the travel map constantly and make sure to sleep outside my civ's borders unless I want to be woken up by another "lethal" fight.
What gives?

At first when elves kept ambushing me I thought that a war had started between my civ and the neighboring elf civ but that wasn't it, it was the Local Banditry tag, which makes and entity send out ambush patrols that are hostile even to their own citizens.

I actually dunno. It was added by Igfig in the first Modest Mod, and removed by Button, so I added it back to be more loyal to the original mod.

If it's such a big deal, I'll remove that feature on the next version of the mod.


Thank You! I appreciate it.
Title: Re: «Modest Mod» [v0.47.05-1] Updated & Accelerated
Post by: LargeSnail on March 12, 2021, 02:53:06 pm
Sorry for the hiatus, pals. I took a break of several months from playing Dwarf Fortress, but now I'm back :D

I fixed all the reported issues, and now the mod should work perfectly fine in all its aspects.

Why are init, d_init and world_gen files included in the modules (over-writing any custom ones)? Are there changes there that are specific to the modules?

Those files contain Accelerated Module tweaks to improve performance. The new world_gen contains optimized maps with better caves to improve framerate.

I also noticed pearls have a value of 0 currently, making them worthless.  Is that as intended?

Pearls should have a value of 1, as in vanilla DF.

there is going to be an update for this for other tilesets? Damn the accelerated mod is such a QoL mod

I attempted to adapt the mod to Meph's Tileset, but strangely it throws a lot of errors in the errorlog without apparent reason. I need to find the way to fix it.
Title: Re: «Modest Mod» [v0.47.05-2] Updated & Accelerated
Post by: decifer on March 21, 2021, 02:35:24 am
Is it possible to just install the Accelerated module without anything else, including the base mod?
Title: Re: «Modest Mod» [v0.47.05-2] Updated & Accelerated
Post by: LargeSnail on March 23, 2021, 01:58:39 am
Is it possible to just install the Accelerated module without anything else, including the base mod?

Here you go, pal. (http://www.bay12forums.com/smf/index.php?topic=178279.0)
Title: Re: «Modest Mod» [v0.47.05-2] Updated & Accelerated
Post by: decifer on March 23, 2021, 03:28:44 am
Is it possible to just install the Accelerated module without anything else, including the base mod?

Here you go, pal. (http://www.bay12forums.com/smf/index.php?topic=178279.0)

Wow, thank you very much!
Title: Re: «Modest Mod» [v0.47.05-2] Updated & Accelerated
Post by: Dwarf_Fever on March 24, 2021, 03:48:14 pm
Thanks LargeSnail!

Thought I could manage adding a graphics pack manually while waiting for Meph's, but is Vettlingr not compatible? Doesn't seem to want to work for me
Title: Re: «Modest Mod» [v0.47.05-1] Updated & Accelerated
Post by: Dwarf_Fever on March 26, 2021, 06:19:09 pm
I attempted to adapt the mod to Meph's Tileset, but strangely it throws a lot of errors in the errorlog without apparent reason. I need to find the way to fix it.

Huh. I wanted to do a new version of this [Accelerated] for a while, but never did since it's included in the modest mod anyway. Well done. :)

Oof... any chance of a collaboration involving Meph tileset with Modest Mod or at least Accelerated?
Title: Re: «Modest Mod» [v0.47.05-2] Updated & Accelerated
Post by: Meph on March 26, 2021, 07:09:31 pm
Quote
without apparent reason.

Probably because the raws include Taffers Revised mod, they are not vanilla DF.
Title: Re: «Modest Mod» [v0.47.05-2] Updated & Accelerated
Post by: jcannon98188 on November 13, 2021, 01:32:37 am
Installing Accelerated Module appears to make humans unable to make any clothing what so ever. Limited to only making bags, and ropes.

It appears to be caused by the civil clothes that replace [ARMOR:ITEM_ARMOR_SHIRT:COMMON] WITH [ARMOR:ITEM_ARMOR_SHIRT_FOREIGN:COMMON] for Humans, Elfs, and Goblins. Changing this to be like the dwarves has apparently fixes the issue.

The FOREIGN objects are all listed as [LAYER:ARMOR] which the comments say is to stop invaders from wearing them.
Title: Re: «Modest Mod» [v0.47.05-2] Updated & Accelerated
Post by: k13k on February 12, 2022, 08:23:25 am
Bug report:
The animals produce only unknown frozen creature substances when butchered.

Steps to reproduce:
Started a fortress, and retired it. And created an adventure character in the fort, and retired it again. Unretired the fort.
Title: Re: «Modest Mod» [v0.47.05-2] Updated & Accelerated
Post by: fitmoos on March 23, 2022, 05:11:08 pm
Hi, i want to collaborate with excellent mod with this:


if in the world generation file delete  the World rejection parameters:
http://dwarffortresswiki.org/index.php/DF2014:World_rejection

the generation process (specially in large worlds) will be too more fast.
because creating large worlds, imply too many rejections
And the worlds look more organic.

Thanks.
Title: Re: «Modest Mod» [v0.47.05-2] Updated & Accelerated
Post by: A_Curious_Cat on April 11, 2022, 07:12:41 pm
Hi, I’m I’d like to try out Modest Mod (probably just the Tooltips module) but I seem to be having a problem.  None of the tools on my Linux system seem to support the RAR format used by the mod (the best I’ve been able to achieve when extracting into a temporary directory is a bunch of empty zero+length files).  Is there any way that you could put up a version in a more Linux friendly format such as tar.bz2 (or some such)?
Title: Re: «Modest Mod» [v0.47.05-2] Updated & Accelerated
Post by: Ziusudra on April 11, 2022, 07:34:25 pm
Hi, I’m I’d like to try out Modest Mod (probably just the Tooltips module) but I seem to be having a problem.  None of the tools on my Linux system seem to support the RAR format used by the mod (the best I’ve been able to achieve when extracting into a temporary directory is a bunch of empty zero+length files).  Is there any way that you could put up a version in a more Linux friendly format such as tar.bz2 (or some such)?
What linux are you using that doesn't hav unrar available? Baring that there's always 7zip.
Title: Re: «Modest Mod» [v0.47.05-2] Updated & Accelerated
Post by: A_Curious_Cat on April 11, 2022, 07:55:46 pm
Hi, I’m I’d like to try out Modest Mod (probably just the Tooltips module) but I seem to be having a problem.  None of the tools on my Linux system seem to support the RAR format used by the mod (the best I’ve been able to achieve when extracting into a temporary directory is a bunch of empty zero+length files).  Is there any way that you could put up a version in a more Linux friendly format such as tar.bz2 (or some such)?
What linux are you using that doesn't hav unrar available? Baring that there's always 7zip.
The programs I’ve tried are xarchiver and unrar-free.  Xarchiver produced a bunch of empty files, and unrar-free produces an error message saying that the RAR format used by the file is unsupported (it specifically says that it supports only plain RAR 2.0 format files.

Let me try 7zip…

Edit:  I had to install a RAR module for it, but I got it working with 7z.  Thanks!
Title: Re: «Modest Mod» [v0.47.05-2] Updated & Accelerated
Post by: Tachytaenius on April 29, 2022, 07:48:06 am
I noticed the changes from df 0.47.04 to 0.47.05 were not included in the modest mod download. Stuff to do with grasshoppers and geckos and credits name changes.
What version of DF are the raws in the download based on? Gotta know
edit: Reading the changelog it seems to the be 0.47.02. Man this is a lot of work to get set up but it'll be worth it as it'll make updates that much easier.

Also, have you considered using git to track changes? Having a vanilla branch and doing merges and the like. That's what I'm (trying to) do with my own raws though i've started late and I'm trying to do it again but figuring out all the changes I've made to the raws is hard, though I have an idea what to do.
Title: Re: «Modest Mod» [v0.47.05-2] Updated & Accelerated
Post by: GamingMasterAnthony on July 01, 2022, 04:31:15 pm
i'm most likely doing something wrong, but every time the world is halfway done loading in (for embark and adventure) a fatal error pops up and it says Missing Material Template: SKIN_TEMPLATE_ACCELERATED

help please
Title: Re: «Modest Mod» [v0.47.05-2] Updated & Accelerated
Post by: Kluge on July 28, 2022, 09:06:39 pm
i'm most likely doing something wrong, but every time the world is halfway done loading in (for embark and adventure) a fatal error pops up and it says Missing Material Template: SKIN_TEMPLATE_ACCELERATED

help please
This appears to occur if you try to install a graphics set while using Accelerated or Modest Mod. Modifying a graphics set to work with this mod has been moving at a snail's pace for around three years.  :)
Title: Re: «Modest Mod» [v0.47.05-2] Updated & Accelerated
Post by: wickys on September 27, 2022, 03:00:50 pm
Shearing animals gives 'hair thread' which cannot be spin into thread, or placed into cloth stockpiles.

I 'fixed' it by adding [YARN] to the material_template_default raw file in the [MATERIAL_TEMPLATE:HAIR_TEMPLATE] section, but it still will not go into stockpiles