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Topics - Button

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1
tl;dr

Modest Plants is a minimalist bugfix and convenience patch for vanilla Dwarf Fortress plants. It's a partial port of the DF Classic "Modest Mod".

Modest Plants - Specific Reactions is a companion mod for Modest Plants that adds reactions that allow you to choose what kinds of plants to brew, mill, or process. It's partially ported from the Modest Mod, but also includes a number of new reactions not originally part of the Modest Mod.







THE MODEST MOD PHILOSOPHY

"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." - Igfig

CREDITS

The Modest Mod was originally a single, gigantic overhaul of the Dwarf Fortress raws by more than a dozen contributors over more than a decade. Under these circumstances, it's difficult to know who to thank in the credits for a port of JUST the plant files and their associated reactions.

So! We shall thank them all.

THANKS TO:
  •     Vintermann, for starting the thread that inspired the Modest 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, Button [that's me!], and LargeSnail, as mod maintainers over the years
  •     And Toady One, of course.

You can find previous Modest Mod threads at:


MODEST PLANTS

FEATURES

Most of the changes in this mod come from the Modest Mod. Because significant plant modding is restricted to cut-and-replace on a plant-by-plant level, I have excluded from this port all plants which had only cosmetic modifications in the Modest Mod. This leaves some cosmetic and naming corrections from the Modest Mod un-ported.

Modest Plants contains the following major changes:
1. It fixes bug #6940 (some plants unusable) on the bug tracker, by:
  • Adding a reaction to harvest seeds from seed pods, fixing a number of otherwise unusable aboveground plants (e.g. all beans),
  • Enabling the "process to bag" reaction for farmable plants which functionally don't produce seeds in the base game (e.g. most yams), and
  • Giving seeds to the one brewable growth that doesn't have them in the base game, to make them work like the other brewable growths (just artichokes).
2. It doubles the seed output of the "process to bag" reaction, to make up for processable-to-bag plants having a 50% chance of only their baggable growths being harvested when farmed. (The 50% reduction in seeds per planted Quarry Bush was added apparently inadvertently in the multi-tile tree update 0.40.01, and this corrects it.)
3. It adds reactions for milling plants to flour, sugar, or dye. The base game's milling reaction doesn't allow you to choose which kind of product you're trying to mill for; Modest Plants does.
  • NB. This mod does NOT include the milling and brewing menus where you can choose exactly what kind of plant you want to mill or brew. For that you'll need Modest Plants - Specific Reactions.
4. It makes unusable tree seeds dissolve into nothing immediately after they're created by a reaction, e.g. as a byproduct of brewing. (Unusable seeds created by a creature EATING fruit may linger until the next time the game is loaded due to bug #6432).

The mod also contains a few tree seed edibility changes to more closely align with reality, and fixes for minor bugs #8226 (oats can't be used to make beer) and #9330 (feather tree eggs are unusable). Cosmetic bug #10352 (some vegetation's ASCII color display doesn't match its color description) is partially fixed, but only in those plants which the mod was going to touch anyway.

For a full list of objects touched, added, or replaced by this mod, with a short explanation for each, please see the section labeled COMPATIBILITY (LONG VERSION) below.

COMPATIBILITY (SHORT VERSION)

Mods which make changes to vanilla plants will likely not be compatible with Modest Plants without a compatibility patch.

The reactions introduced in Modest Plants will probably not work on plants added by other mods without a compatibility patch.

Mods which involve playing as civilizations other than dwarves will require a compatibility patch to use any of the reactions introduced in Modest Plants.

For a full list of objects touched, added, or replaced by this mod, with a short explanation for each, please see the section labeled COMPATIBILITY (LONG VERSION) below.

COMPATIBILITY (LONG VERSION)

A complete list of new objects added by Modest Plants:
Spoiler (click to show/hide)

A complete list of Vanilla objects patched by Modest Plants:
Spoiler (click to show/hide)

A complete list of Vanilla objects cut and replaced by Modest Plants:
Spoiler (click to show/hide)



MODEST PLANTS - SPECIFIC REACTIONS

FEATURES

In unmodded Dwarf Fortress, you can choose to brew plants, or choose to brew fruits - but you can't choose which precise type of plant or fruit to brew. With Modest Plants, you can choose to mill for flour, or choose to mill for dye - but you can't choose which precise type of plant to mill.

This mod adds specific brewing, milling, processing to thread, processing to bag, harvesting from seedpod, and mashing-to-paper-slurry reactions for every applicable plant or plant growth in Dwarf Fortress and/or Modest Plants.

Modest Plants - Specific Reactions contains the following major features:

1. Every plant or growth that is brewable in vanilla or Modest Plants can be specifically targeted for brewing.
  • Mass-brewing reactions allow the brewing of 6 of a given plant or growth at a time, saving barrels.
  • A mass-brewing reaction is also included for mead.
2. Every plant that is millable in vanilla or Modest Plants can be specifically targeted for milling.
  • Mass-milling reactions allow the milling of 10 of a given plant at a time, saving bags.
3. Every plant that can be processed to bag in vanilla or Modest Plants can be specifically targeted for processing to bag.
  • Mass-processing reactions allow the processing of 6 of a given plant at a time, saving bags.
4. Every seed that can be milled to paste in vanilla can be specifically targeted for milling to paste.
5. Every plant that can be mashed to slurry can be specifically targeted for mashing to slurry.
6. Every plant that can be processed to thread in vanilla can be specifically targeted for processing to thread.
7. Every seedpod growth from Modest Plants can be specifically targeted for harvesting seeds.

FAQ

Q. Why do brewing, milling, and processing to bag have "mass" versions, and the other reactions don't?
A.
The reactions that are processed into containers have mass-processing reactions as a bag- and barrel-saving convenience.

Q. Why are you only including specific versions of these reactions, and not specific versions of [other reaction here]?
A.
The general versions of these reactions can destroy edible-raw plants, create plantable seeds, and/or destroy plantable seeds. Unlucky targeting of reagents for these reactions can therefore cause problems in farming workflows and/or reduce the fortress food supply. In contrast, the only real reason to prefer e.g. pressing linen slurry vs rope reed slurry is if a dwarf has a preference for linen paper or rope reed paper.

Q. Why did you include mead?
A.
The mead mass-brewing reaction was already in the Modest Mod, so it came along for the ride.

COMPATIBILITY (SHORT VERSION)

Most milling reactions, some brewing reactions, most process-to-bag reactions, and all harvest-from-seedpod reactions require Modest Plants.

Plants introduced by other mods will not benefit from any reactions in this mod.

Mods which involve playing as civilizations other than dwarves will require a compatibility patch to use any of the reactions introduced in Modest Plants - Specific Reactions.

For a full list of objects touched, added, or replaced by this mod, please see the section labeled COMPATIBILITY (LONG VERSION) below.

COMPATIBILITY (LONG VERSION)

A complete list of new objects added by Modest Plants - Specific Reactions:
Spoiler (click to show/hide)

A complete list of Vanilla objects patched by Modest Plants - Specific Reactions:
Spoiler (click to show/hide)

No Vanilla objects were cut and replaced by Modest Plants - Specific Reactions.

2
DF Suggestions / Save and load work details
« on: February 02, 2024, 10:37:26 pm »
It sucks having the perfect work detail setup, starting a new game, and having to manually create all those work details again. If we could save a set of work details and then load them in the next fort, that would be cool.

For extra points, you could allow us to add small images to serve as our custom work detail icons!

3
OK so I wouldn't normally ask for this since it's only to support modded functionality, not in-game functionality; but Thanks FantasticDorf for reminding me that this applies to vanilla Gremlins, as well as to modded animal-people! So this is a perfectly valid vanilla suggestion.

If I'm correct this should only take a single if statement and maybe half a dozen lines of code.

Background

I have modded my animal people to be [PET_EXOTIC] since 0.34. I started doing it in order to slaughter them and use their bones, since they weren't good for anything else and they were filling up my cages; but since the advent of visitors, trained wild-caught animal people have essentially functioned as fortress permanent residents, including claiming rooms at the inn, and petitioning for citizenship after two years.

I like this, but there are some problems:

The Problems

First, although they act like permanent residents/citizens in every other way, wild-caught animal people's [v] description always just gives their species description and wounds. I know they have thoughts because I can read some of them with Dwarf Therapist - we just can't see them in game.

Similarly, their labor-setting dialog is the pet labor dialog, even when they're citizens. Since I know that (modded-to-be-tameable) animal people who joined civs in worldgen and then petition for citizenship later are able to have their labors set, I know it's not simply a matter of tameable creatures automatically getting the pet labor dialog.

Third, since they're wild-caught, they need to have their training kept up; but as productive members of the fortress, they assign extremely low priority to getting caught up on their training, which leaves the animal trainers waiting around for them while they Perform in the tavern, for example. This ties up trainers for ages and lets their other charges get out of hand. However, since they're now citizens of the fort, the animal people no longer show up on the Animal screen and their training assignments can no longer be changed!

And if you pre-empt the citizenship request and turn off their training just before they become citizens, you have another issue: once their training decays back to Wild, although they continue to behave as normal citizens, your traps and info screens now treat them like any other wild animal.

So, the solution I would like to propose:

The Possible Solution

An extra "if" statement in the code for accepted citizenship requests. If the person making the request has training levels, then set the flags and linkages necessary to resolve the above issues. If I'm correct, it should be a matter of setting their training levels to 0 and then moving them from a "pets" array belonging to civ X to a "person" array belonging to civ X.

Also if they don't have a name you might want to have them adopt a name at this time, but that's not a big deal.

4
DF Modding / Question for stoners and/or Coloradoans
« on: April 07, 2016, 11:39:46 am »
So, you may know that I'm working on a comprehensive plants mod. Which means that, yes, I'm including hemp's psychogenic properties.

Here's the thing: I've never partaken. So I would appreciate it if someone more knowledgable would take a look at these syndromes, let me know if I'm in the right ballpark, and suggest any tweaks.

Spoiler (click to show/hide)

5
DF Suggestions / Empty RCP creature variation(s?) for modders
« on: March 30, 2016, 03:23:58 pm »
Closest related previous thread was this.

I respectfully request that one or more empty creature variations be added to procedurally-generated megabeasts, so that modders can tweak the properties of the beasts.

For example, perhaps I want to make the hair of forgotten beasts usable as wool. I could add the appropriate tags into the [CREATURE_VARIATION:RCP_FORGOTTEN] variation. Or maybe I think it's stupid that only webbing demons are web-immune - I could add [WEBIMMUNE] to [CREATURE_VARIATION:RCP_DEMON]. Or maybe I just want FB, demon, and titan silk to be worth more than plain old cave spider silk - add the appropriate tags to all of their creature variations.

I know you can approximate this after worldgen, but that's not very useful for a distributed mod.

Suggested variations:

RCP_FORGOTTEN
RCP_DEMON
RCP_TITAN
RCP_WEBBING
RCP_FIRE
RCP_SCALES (This would be a godsend for the common tannable scales modification, as right now the material properties on scales have to be the same for both tanned and untanned varieties to have randomly-generated critters work correctly)
RCP_SPIDER (If people don't like that spiders get webbing in addition to another attack)

And so on. Or some subset - even just a single RCP_GENERATED variation would help a lot.

6
The most popular musical forms in my tavern are from civilizations I don't have trade relationships with. I would like to be able to provide them with the appropriate instruments, but it looks like the only way to do that would be to take an adventurer off on an instrument-gathering quest.

I think that it would make sense if, when long-term residents petition for citizenship, they brought with them the knowledge of how to make the instruments (and, eventually, other procedurally-generated cultural items) of their original culture.

7
Idea courtesy of Pikachu17. Original thread is http://www.bay12forums.com/smf/index.php?topic=155736.0 .

The goal of this succession fortress is to play in such a way that the player two turns after you loses the game. So play badly - but not too badly.



Official rules

  • Each player plays for a year, from Spring to Spring, as usual in succession games.
  • The player who went two turns before the ultimate crumbling of the fortress wins.
  • Retiring and abandoning both count as crumbling. No getting around tough situations by reclaiming mid-turn.
  • If the fortress crumbles in the first two years, no one wins.
  • Save scumming (starting over from an earlier save in order to change events) is right out!
  • Players may not use any outside tools except visualisers/graphics tools, Therapist, and/or DFHack Autolabor. You must disable all other DFHack functionality.
  • Players may not perform any memory hacks except those performed by Therapist or Autolabor.
  • Players must use the provided save, including raws, and may not modify the raws except to edit graphics options and/or install their preferred graphics pack.
  • Players must use the following init options:
    • [TEMPERATURE:YES]
    • [WEATHER:YES]
    • [INVADERS:YES]
    • [CAVEINS:YES]
    • [ARTIFACTS:YES]
    • [INVASION_SOLDIER_CAP:60]
    • [INVASION_MONSTER_CAP:40]
    • [SPECIFIC_SEED_CAP:200]
    • [FORTRESS_SEED_CAP:3000]
    • [GRAZE_COEFFICIENT:100]
  • Players must use DF version 42.06.
  • Players should give succession-style writeups of what's going on on their turns. With the exception of the fortress crumbling, players are welcome to lie, exaggerate, omit details, and generally mislead the readers. After the fortress crumbles, please tell the truth.
  • All information, true or false, about your traps, etc. should be conveyed in the thread, where everyone can see it. If everyone PMed their successor with info on how to survive, the Fun would never arrive.
  • No throwing the game/intentionally losing. Even if everything seems hopeless.
  • To keep the game moving, each player will have 2 days to check in/let us know that yes, they're still around, after the player before them uploads their save.
  • To keep the game moving, each player will have 9 days (2 day check in window + 7 days) to complete their turn & upload their save. If a player doesn't meet the deadline, the previously-uploaded save will be handed to the next player in line.

Please don't sign up unless you're willing to abide by these rules. At the end of the game we want to have the story of a chain of dwarf-caused disasters narrowly averted through dwarven ingenuity, not the story of Armok modding a horrible syndrome into dwarf blood with an incubation period of just over a year.



List of Players:

Prologue

Dwarfing Requests:

Name
Deaths
Status
Re-Dwarf?
Notes
Imic3DeadYesArchitect & scapegoat
Mihr2DeadSwordsdwarf or speardwarf
TheCheeseMaker3Dead
Button0PendingYesMust have originally been named Sidos, Vaca, Uze or Atek
MoonyTheHuman3AliveYesStubborn, rarely does the work assigned to him.
Sanctume Diggy2AliveYesMacedwarf with a silver mace After the fallout of Elagn's turn, Sanctume has requested that future redwarfs be as a miner.
DDDragoni3DeadYes
Pikachu172DeadNoVampire, necromancer, or swordsdwarf
Flame3DeadA smith, esp. weaponsmith
Chief1DeadA speardwarf
Professor Beardly, Attorney at Beards3DeadScholar specializing in the history of this fortress
Lunatic1DeadNoElagn's character
Gwolfski2Dead
Nikarus1DeadLinksxc's character
Tuxfanturnip1Dead
Cor, Primarch of the Foehammers0AliveHammerdwarf, speciesunkn0wn's character

8
DF Modding / Uncivilized sapients - behavior w/ and w/out PET_EXOTIC
« on: February 08, 2016, 01:43:39 pm »
I thought I'd make this thread to see how other people have been getting along with PET_EXOTIC sapients. I know it used to be a very popular modification, and I'm not sure how representative my experiences with it in 0.42 have been. I'm hoping others have fiddled around with it and we can learn from each other's experiences.

Here's what I've noticed:

Egg-laying

Egg-laying and incubation seem to be completely borked for my wild-caught kea women. They claim nests and path to them, but unless they're locked in they immediately leave the nest, without even laying. They won't do anything but eat, drink, sleep, and run back and forth between meeting areas and their claimed nests until you force them to lay by locking them in with their nests. They won't even claim clothes until they've laid their first clutches! If you lock one in a room with her claimed nest box she'll lay; but if you lock her in after she reaches the nest box, she'll lay and then immediately leave the nest again, trying to path out. And as soon as you unlock her she's off like a shot again, even if she doesn't have any needs to fulfill.

Since the kea women won't incubate unless they have nowhere else to go, my dwarves can't get in to feed or water them, and I end up releasing them from their nest boxes to let them attend to their physical needs. I'm working up a jury-rigged solution involving a watering hole and a barrel of food dumped onto the nest box preemptively, but my hoary marmot person colony hasn't reproduced despite being of the correct orientations and bumping into each other frequently, so I suspect my efforts would be in vain unless I can get a pair of my keafolk to get married.

Relationships

Speaking of which, has anyone seen two sapients of uncivilized species become lovers, get married and/or have children? Even though my wild-caught sapients spend a lot of time together, I only notice them having relationships with my dwarves (especially the animal trainers), and not with each other.

Petitions

I've only had wild-caught sapients petition to join the fortress when I've added PET_EXOTIC after worldgen. I'm not sure if this is causal though, since it takes so long to get a petition in the best of circumstances. Has anyone had wild-caught sapients petition to join their fortress when they were marked PET_EXOTIC during worldgen?

Elf-bought Sapients

When I made them [PET_EXOTIC] in worldgen, the elves brought Tame animal people for trade, as expected. I didn't realize it at first, but they came with a set of clothing inside the cage with them! They're just forbidden at the time. You need to unforbid-all on the square the cage is at.

Unfortunately, the Tame animal people seem to have a lot less personality than the wild-caught ones I catch myself. While my wild-caught sapients eventually start reading and socializing, and in a couple of cases have even petitioned for citizenship, I've yet to see an animal person purchased from the elven caravan do anything except Eat, Drink, Sleep, and No Job.

9
Tilesets and Graphics / Graphics Set Challenge: Vanilla Visitors
« on: December 16, 2015, 11:18:04 am »
As of 0.42.01, (almost) any [INTELLIGENT] race can have any job. You can have a gorlak hammerman, a mosquito woman thresher, a kangaroo woman milker, or a plump helmet man monarch. But as far as I know, no graphics set yet differentiates between a wild plump helmet man, and the one that comes to rule your fortress.

The Challenge

Given a graphics set - your own, or one which the owner has given permission to modify - create graphics for animal people & assorted sapients.

You don't need to do the whole set, or the whole set at once. Grab the folk you're interested in, or those that haven't received any love yet. Go to town. I'll add screenshots of your work in the appropriate category below.

Tier 1

Differentiate wild sapients from civilized sapients.

No examples yet.

Tier 2

Differentiate among civilized sapients by general profession, e.g. farmer, soldier, administrator, craftsman, metalsmith, scholar, doctor.

No examples yet.

Tier 3 - the Holy Grail

Differentiate among civilized sapients by specific profession, e.g. gelder, thresher, surgeon, bookkeeper, lasher.

No examples yet.

10
DF Suggestions / [GROWTH_TIMING] enhancements
« on: July 28, 2015, 12:32:01 pm »
Hey,

I'm working on a mod to make, among other things, plant growth seasons more realistic. (It's super weird how everything ripens at exactly the same time.)

Unfortunately I've run into some limitations with the GROWTH_TIMING tag. So here's my wishlist!

  • I would like to be able to define more than one GROWTH_TIMING per growth. Right now, only one GROWTH_TIMING tag is allowed per growth; additional GROWTH_TIMINGs overwrite earlier ones. This is unfortunate, as a lot of plants (e.g. avocados, most kinds of wheat) can have more than one crop per year. This can be worked around by creating a separate growth for each timing, but this clutters the kitchen menu and, in the case of crops, will change the proportion of harvest products.
  • I would like to be able to define a GROWTH_TIMING that ranges from winter into spring. Right now, GROWTH_TIMING will only function if both arguments are positive, both arguments are less than 403200, and the first argument is less than the second; if any of these isn't true, the growth is just available all the time. While it's mostly reasonable to expect temperate plants to not have any temporary growths present over the winter, it's a little silly for growths on tropical plants to have to work around a winter->spring divide that doesn't exist for them.

    This could be done in a few different ways. One would be to allow growth timings with the first argument larger than the second, up to 403200, with the idea that it starts at time A and continues (across the start of the year) to time B. Another would be to allow negative numbers in the first argument, down to -403200, corresponding to ticks before the start of the year. A third would be to calculate growth timing using mod 403201, which is essentially the same as the first suggestion but would allow you to still require that the second argument be greater than the first.

Links to my other plant-related suggestions, because they're all relevant to the mod I'm working on:

11
BAMM!
Button's Automated Mod Merger
v0.1: The Graphicsenating

BAMM! v0.1 is a utility for applying tilesets to DF raws. It will work with (almost?) any mod. It will work with (almost*) any graphics/tileset. It is currently in pre-release alpha, and only available as Python 3 source code. I will provide an executable once I've gotten rid of those "almost"s.

* Overrides, non-text files and graphics_*.txt files not yet supported. These are easy to do manually - I've only neglected them because I don't need them personally, and will get around to them. Graphics applied as part of creature variations are also not yet supported. This is harder, but very unusual.

Get it here.

Spoiler: Testimonials (click to show/hide)

Spoiler: Usage Instructions (click to show/hide)

12
DF Suggestions / Please let us pick grass growths in fort mode?
« on: April 25, 2015, 10:51:17 pm »
This isn't exactly a bug because it's only relevant with mods, but I do think it's an oversight? In fortress mode, gatherers ignore usable ([STOCKPILE_PLANT_GROWTH]) growths on plants with the [GRASS] token.

The reason this is unfortunate is that not all of the grasses are just grasses. For example, the cloudberry plant is named after its sweet, valuable berries; but when I added berries to the "grass," my gatherers ignored them. I could get them in adventure mode just fine, but not in fort mode.

13
DF Dwarf Mode Discussion / Has anyone seen mounted invaders in DF2014?
« on: March 15, 2015, 10:15:13 am »
It occurred to me that I don't think I've seen any mounted enemies in DF2014. Of course that could just be a coincidence... has anybody else seen any?

14
DF Suggestions / Further differentiate TEMPERATE biomes
« on: February 23, 2015, 07:00:55 pm »
TEMPERATE includes such a large temperature range that it's effectively meaningless. Any climate which has any temperature fluctuations is TEMPERATE!

Here's an example. Apricots are native to Turkey & environs. They can stand a frost, but barely. Bilberries are native to Scandinavia, and won't grow anywhere that doesn't get a long season of hard frost and snow.

These two plants could never encounter each other in the wild. They could never grow within a thousand miles of each other in the wild. But they'll both grow in [ANY_TEMPERATE], so in the game, you can harvest a bilberry bush from right underneath an apricot tree.



My proposed solution would be to differentiate TEMPERATE biomes into 3 sub-biomes: COLD, TEMPERATE, and SUBTROPICAL or WARM. These categories already exist for the site finder, so it seems a little weird that they don't exist as a concept in worldgen's flora and fauna placement.

15
Mod Releases / Modest Mod v0.42.06-1
« on: February 04, 2015, 05:38:41 pm »
Modest Mod v0.42.06-1
An indispensable mod for Dwarf Fortress v0.42

By Igfig
With Thanks to CryptoCactus
Updated for 0.40+ by Button

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.

Do not use Accelerated! It's bugged, I'm working on it.

Download in ASCII

Download in Phoebus


The original Modest Mod thread can be found at
http://www.bay12forums.com/smf/index.php?topic=105871.0

The Modest Mod for 0.40.24 is still available on DFFD, in the Default, GemSet, Ironhand, Obsidian, Phoebus, and Spacefox tilesets.

INSTALLATION

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

COMPATIBILITY

Modest Mod should be compatible with many mods and some texture packs--anything that doesn't change one of the files listed in "Modified raw files" (see below).

Even if you /have/ modified these files, it's pretty easy to merge things manually. All of my changes are clearly marked in the raw files with the phrase "Modest Mod". Alternatively, use WinMerge (http://winmerge.org)

There is an alternate version of the Modest Mod intended specifically for use with the Phoebus tileset. Be sure to install Modest Mod AFTER installing the graphics pack.

MODULES

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

Modules included in release 0.42.06-1 are:
  • Accelerated - Significantly reduces the number of materials present in the game, increasing performance.
  • Everything Is Tameable - With the exception of the civilized races, you can tame anything. Not compatible with Pedestals.
  • Everything Is Tameable for Accelerated - A version of the Everything Is Tameable module which is compatible with the Accelerated module. Install AFTER Accelerated. Not compatible with Pedestals.
  • Modest Bodies - Modifies body definitions to add joints between "upper" and "lower" limbs, and renames some body parts - e.g. "upper leg" to "thigh."
  • Pedestals - Allows you to mount & display crafts, particularly artifacts. Not compatible with Everything Is Tameable.
  • Pedestals for Accelerated - A version of the Pedestals module which is compatible with the Accelerated module. Install AFTER Accelerated. Not compatible with Everything Is Tameable.
  • Tooltips - Provides descriptions & important information for most Fortress Mode reactions. Likely to be helpful for newbies.
  • Tooltips for Accelerated - A version of the Tooltips module which is compatible with the Accelerated module. Install AFTER Accelerated.

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

  • 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
  • Everyone else who's contributed to the thread(s)
  • MASSIVE THANKS to CryptoCactus for maintaining the Modest Mod during Igfig's absence.
  • And Toady One, of course.



Spoiler: Features (click to show/hide)


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