Stopped pause and recenter on migrant arrival
things which should go into the base gameare really the whole point of this mod.
I would say mining, stone engraving and farming are the biggest culprits. With just 1 good farmer you can create tons of food, since the stack size of the finished plants depend on the skill.
Also, if we're going to slow down some civilian skills maybe there are some others in need of speeding up? Swimming and crutch-walking can get really annoying in Adventure Mode.Crutch-walking buff would probably help in dwarf mode too, so there would be less killing off crippled dwarves.
I'm not sure that the crossbow and archer should go back to 100%, since it's pretty easy to hunt your local creature populations into extinction with more than a couple rangers. Maybe 150%?Hmm, you might be right, if we're talking about multiple rangers that can overhunt your biome. I tried 125% and it seems to balance it between the hunting and the training, though not sure if that's a bit too slow.
Finally, what do people think about applying some of these same skill changes to other races? Not the combat skills, but the civilian skills. I just think it'd be weird for, say, humans to learn mining faster than dwarves.Adventurers would definitely benefit from it, I think, at least from the combat boosts. IIRC, worldgen soldiers increase their skills just as quickly, so your soldiers companions would be stronger.
I would leave the skill rates at alone and I would go so far as to say I would make a point of changing them back if I used this mod.
... If I remove the regular mechanic and mason's workshops from the dwarf entity def...And how would you do that?
we need a way of specifying magma safe stone, for masons and mechanics. Or sometimes, if you are in a flux rich area, you may want to have all furniture (and by extension everything else I guess) made from flux because it has twice the material value.Signed. I currently do this by forbidding some types when making furniture/blocks, others when making crafts, and still others when making stuff that has to be magma safe (actually, I forbid all types but one or two most of the time). But that means I can't make stone crafts and furniture at the same time if I want them to be made from different materials, which sucks. My current solution is not doing stone crafts at all (using horns, hooves and skulls for crafting), and cutting all that excess stone into gems (which can be queued even when the type of stone is forbidden in the "z" menu).
You can already specify that everything should be made out of marble by marking all other stones as non-economic in the Stones menu.
Marble is a flux stone. This is identical to previous behaviour. The issue with it is that mircoline or orthoclase items can't be ordered directly, and gypsum and raw adamantine are much too expensive to use for flooring. The workaround I use is giving all of them [REACTION_CLASS:ROCK] and creating a dummy reaction.You can already specify that everything should be made out of marble by marking all other stones as non-economic in the Stones menu.
I may just be doing it wrong but I know this was possible in previous versions (and thats how I used to do it) but I don't think it is in the current version. The stones menu only lists ores and flux now.
Marble is a flux stone. This is identical to previous behaviour. The issue with it is that mircoline or orthoclase items can't be ordered directly, and gypsum and raw adamantine are much too expensive to use for flooring. The workaround I use is giving all of them [REACTION_CLASS:ROCK] and creating a dummy reaction.You can already specify that everything should be made out of marble by marking all other stones as non-economic in the Stones menu.
I may just be doing it wrong but I know this was possible in previous versions (and thats how I used to do it) but I don't think it is in the current version. The stones menu only lists ores and flux now.
Marble is a flux stone. This is identical to previous behaviour. The issue with it is that mircoline or orthoclase items can't be ordered directly, and gypsum and raw adamantine are much too expensive to use for flooring. The workaround I use is giving all of them [REACTION_CLASS:ROCK] and creating a dummy reaction.You can already specify that everything should be made out of marble by marking all other stones as non-economic in the Stones menu.
I may just be doing it wrong but I know this was possible in previous versions (and thats how I used to do it) but I don't think it is in the current version. The stones menu only lists ores and flux now.
No, I want them to make furnature from marble only, not reglar stone. And it used to list all stones in the menu.
Gem-cutting is annoying, since it would be perfectly fine if it only affected gems. Ideally, most stones just wouldn't be cuttable, but that's never going to happen outside of mods. I don't think you can even specify some rocks as cuttable and others as not. ...
I'm not sure yet how much freedom I should allow myself for Plus... heck, I might end up with a Plus-Plus version, or a pick-and-choose interface thing like Masterwork.
alot of the "fixes" just seem to be workarounds, like Kobolds not eating . I still want my Kobolds to eat, giving them the ability to not have to eat kindof kills the reasisim, you know?
I remember in 31.25 you had to remove all the [PET_EXOTIC] tags from animals to be able to both tame exotic animals, then train to war/hunter status. As I don't see a mention of this in the features of this mod, I assume this is no longer necessary?Yep, PET_EXOTIC was fixed with the animal training rewrite.
If you're still trying to setup some reactions based on specific stones only, feel free to grab them out of the mod I made for Genesis and use them as you will. I have reactions in there which allows you to pretty much build anything from anything and listed individually by regeant type. (http://dffd.wimbli.com/file.php?id=5075)Thanks, Mechanixm. I prefer to write all of my own mods from scratch, but I'll certainly have a look at how you did yours.
How well what works for me ? The metatags for the options ? You have to shape the raws around them, the easiest way is just commenting out the OBJECT on top, and not single entries in the files. Switching stuff in between multiple files, like my "less solid stones" option is rather complicated, while adding/removing entities is simple for example.Well, specifically I was wondering about how much work it is to rearrange the raws to fit the metatags, whether there's a generic script for changing the raws or I'll have to write it myself, and how much the metatags interfere if other people try to extend the mod. Modest Mod is, among other things, a base for other mods to work off of, and if it's easy to unwittingly break the metatags then that might be a problem.
Version 1.3 has been uploaded. (http://dffd.wimbli.com/file.php?id=6026)
In the end, I decided to only add specific reactions for milling--if you want a magma-safe floodgate, the Stones menu should be sufficient.
I also did two things that might potentially be controversial: I reduced the frequency of animalmen (they all have FREQUENCY:5 instead of whatever the original animal had), and I added an "Overseer" position for succession games. The position doesn't do anything except flash and determine coin design, although it would be easy to give it a custom sprite if you so desired.
One idea for consideration, though it probably would be 'controversial,' is some workaround for the 'clothing wear' issue. Hearsay suggests that clothing wearing out contributes a lot to FPS death, so I don't know how feasible/useful some method of working around that would be. (Since armor will count against nudity in the upcoming release, maybe some reclassification of clothing as armor?)That's a good point. I believe Meph stopped clothing wear by putting the ARMORLEVEL:1 tag on everything, so I could easily do the same. It would change the game some, though, making the clothing industry a lot less important. This might be good as an optional module.
Can I suggest we put in a feature request that this mod be a feature request? Basically it become a community raws bugfix for Toady to adopt into the game? It may interfere with future goals he has, but presumably he'd just modify the raws again when those features arrive.Sure, go ahead.
One of the LNP dudes.As mentioned above, feel free to mine whatever you like from the Modest Mod. I'm planning to start adding support for major graphics packs sometime soon.
Posting to watch.
And version 1.4 is out! This version introduces the first Modest Mod Modules: extra changes that are a little too ambitious for the core mod.
Current modules include:
Rubbless:
Tired of all that useless stone lying around your fortress and clogging your FPS? Now you can say goodbye to wasted stone with Rubbless, the Rubble Remover! Thanks to our secret formula, Rubbless actually evaporates layer rocks as they're mined, leaving you with a fortress that's clean and smooth.
Warning: Do not use Rubbless if your fortress contains load-bearing pillars of non-economic rock. Side effects may include evaporating trade goods, furniture, and workshops. If you're using another mineral mod, ask your doctor if Rubbless is right for you.
Cat Damper:
Removes [ADOPTS_OWNER] and [RETURNS_VERMIN_KILLS_TO_OWNER] from cats, preventing catsplosion and widespread miasma.
Eternal Fashion:
Clothing no longer suffers wear and decay, preventing FPS loss and worries about nudity.
Pedestals:
Adds a pedestal building so you can put otherwise useless artifacts and masterworks on display.
Note that pedestals are built from the Workshops menu.
Skill Tweaks:
Increases dwarves' skill gain rates for all combat skills (except wrestling, which already trains really fast), plus crutch-walking and swimming.
I suppose a suggestion to go along with increasing the combat skill rate, is a similar thing for the medical skills? I usually have all medical skills at 400% learn rate, plus no decay for those particular skills, to offset how slowly and sporadically doctors learn stuff. E.G.I personally haven't had any trouble with doctors in 34.11, but that's mostly because they seem to do a good job even without high levels of skill. I'll probably add another, even broader skill tweak module in the next release, with modifications to a bunch of civilian skills... this can definitely be one of them.Spoiler (click to show/hide)
This was based off of how back in 31.25 things worked; not sure what the state of doctor skill rates are now. Granted, I turned off all Attribute decay too because at least back then there was mass hysteria of all dwarves inevitably becoming obese since attribute gain couldn't keep up with the super-fast attribute decay.
Can I put this into my science mod?Absolutely.
The module eternal fashion is nowhere to be found :(Oops! Fixed now.
Great mod or nonmod by the way!
Why give elves LOCAL_BANDITRY?There's no way to interact with elven entities in vanilla (since forest retreats aren't implemented), and it didn't feel right to give them towns, fortresses or tombs. LOCAL_BANDITRY makes the elves send out patrols, giving you a way to meet them. I believe they won't attack you if your civilization is at peace with theirs, but I'm not certain.
Would some kind of farming rebalance be appropriate here? Making most plants take longer and making some aboveground plants seasonal?
Hmm, that might be interesting. I've definitely wanted to do something like Seasonal Crops for a while now, either in this mod or a different one.
On the other hand, I have to be very careful with which modules affect which files. If Seasonal Crops needs to change farming skill gain rates, then it'll have to affect the creatures_standard.txt file, which will make it incompatible with the skill tweak module(s). That's a little undesirable.
I have another idea, though. The CLUSTERSIZE tag determines the maximum size for a stack of plants gathered by herbalism; does it apply to farmed crops as well? A module that halves the cluster size of everything would increase the amount of farm plots needed, and reduce the impact of high-skill planters.
Alternatively, I could use a different planting schedule from Seasonal Crops, ensuring that there's always something that needs planting. Maybe I'd keep plump helmets as a year-round crop?
How does the Eternal Fashion module work? There doesn't seem to be a significant change to the clothing tags in the entity_default file, and there are no item_whatever text files for clothing.
Never mind, I found it. It's in a different 'raw' folder.
Do dwarves turn up naked now when they have no non-armour clothing?
As far as I understand dwarfs need at least have shoes trousers and vests. (or anything that covers the same body parts) cloaks will not be enough methinks...Cloaks are fine for avoiding thoughts about shirtlessness, they're upper body items.
Tilesets do change the raws, since the raw objects have an ID that points towards the proper tile. If #125 is a tree in Phoebus, and a fish in Ironhand, then you have to change the raws for that.
I don't know if it's included, but a request would be to fill up missing child tags from some old and new animals.Which ones are those? I didn't know there were any animals with missing children.
Is it possible they only come once you have a baron?Ah yes, that's almost certainly it! The wiki says that diplomats only show up if you have a baron.
For adv mode you might want to download masterwork and have a look at the speech folder. It will be a nice addition.
I cant help you with adv. mode, but I thought the speech.txts would be nice, because they in no way affect balance or gameplay. They simply add more flavor. Should have remembered the title of the thread: bugfixes, and nothing else ;)
Do you consider custom body and body detail plans bugfixes ? Like proper naming of bodyparts, different real-sizes, addition of brainstem and brainparts (to avoid one-hit-kills)
I cant help you with adv. mode, but I thought the speech.txts would be nice, because they in no way affect balance or gameplay. They simply add more flavor. Should have remembered the title of the thread: bugfixes, and nothing else ;)
Do you consider custom body and body detail plans bugfixes ? Like proper naming of bodyparts, different real-sizes, addition of brainstem and brainparts (to avoid one-hit-kills)
I agree with everything here, but only as optional modules.
Version 2.0 has been uploaded, adding support for the Phoebus and Ironhand graphics packs!Quick question, you said you made Dwarves and Goblins made "Fortresses" in world gen. That, in turn, is badass, but did you actuly get them to make there own type of settlment, or did you just copy the human one?
Also, I added a bunch of CHILD tags to most of the creatures with PET_EXOTIC, as requested. I did, however, skip sexless creatures like the fire imp and cave blob, and also giant vermin.
Version 2.0 has been uploaded, adding support for the Phoebus and Ironhand graphics packs!Quick question, you said you made Dwarves and Goblins made "Fortresses" in world gen. That, in turn, is badass, but did you actuly get them to make there own type of settlment, or did you just copy the human one?
Also, I added a bunch of CHILD tags to most of the creatures with PET_EXOTIC, as requested. I did, however, skip sexless creatures like the fire imp and cave blob, and also giant vermin.
Thanks for this fix btw, its awsome.
Also the orphan traders are still standing at the map edge, getting killed by goblins. Which is not all bad, when the action is over some dwarf will get a new pair of socks.DFhack has a tool for fixing this.
Quote from: QuatchAs part of the flying minecart physics, did you decide on a tile size?
Assuming gravity works like real world gravity and you can invent a time unit (obviously not linked to the dwarf mode calendar, which moves too fast for this), then a choice has been made. It wouldn't make any fewer dragons fit in the tile though. I think for the purposes of the minecarts it turned out to be 2m x 2m x 3m with 10 clicks / second, but it isn't that important or far-ranging in effect.
question since is does bug fixes is it possible to fix the permanent negative thoughts due to long patrol smoothing and engraving there rooms don't even help i finally had enough of it and quit
you could just give your soldiers a break every few months. That's probably easier.
There's a binary patched version of the .exe that claims to fix the 'bad thoughts from long patrol duty' bug, among other bugs, here:
http://dffd.wimbli.com/file.php?id=6741 (http://dffd.wimbli.com/file.php?id=6741)
[Under Consideration]
Add a reaction to empty buckets containing water and/or lye
Ah, I didn't realize it was an actual bug. It never seemed to come up in my games.you could just give your soldiers a break every few months. That's probably easier.that doesn't work you could give them a break for 10 years and they still will go insane
There's a binary patched version of the .exe that claims to fix the 'bad thoughts from long patrol duty' bug, among other bugs, here:That's fantastic. I knew there was a patch like that in an older version, but I had no idea there was a new one. I'll ask Elvang if I can borrow his patched .exe.
http://dffd.wimbli.com/file.php?id=6741 (http://dffd.wimbli.com/file.php?id=6741)
Isn't it easier to empty buckets full of frozen water? You just mark the lump of ice for dumping. I suppose bucket-dumping is still a thing I should implement, though. Any suggestions as to which building it should go in?[Under Consideration]i think this is a good idea especially if it removes frozen water embarking in the arctic ocean should give you an idea why
Add a reaction to empty buckets containing water and/or lye
Isn't it easier to empty buckets full of frozen water? You just mark the lump of ice for dumping. I suppose bucket-dumping is still a thing I should implement, though. Any suggestions as to which building it should go in?
Finally: To the people who responded to the "Do you use the Modest Mod?" poll with "Yes, but with some tweaks of my own", what tweaks have you made? Just curious.
Finally: To the people who responded to the "Do you use the Modest Mod?" poll with "Yes, but with some tweaks of my own", what tweaks have you made? Just curious.
also the only thing i changed was set everything to [POPULATION_NUMBER:30000:30000] so nothing goes extinct also hunting is less fps draining than breeding animals
they will still go extinct but will take ages and they should't be any side affects as it only affects the amount of creatures the region has in reserve spawn frequency and cluster size is unaffectedBut would it effect adventure mode at all?
they will still go extinct but will take ages and they should't be any side affects as it only affects the amount of creatures the region has in reserve spawn frequency and cluster size is unaffected
they will still go extinct but will take ages and they should't be any side affects as it only affects the amount of creatures the region has in reserve spawn frequency and cluster size is unaffectedBut would it effect adventure mode at all?
they will still go extinct but will take ages and they should't be any side affects as it only affects the amount of creatures the region has in reserve spawn frequency and cluster size is unaffected
Another quick question since I know very little about modding, would I need to change every instance of 'POPULATION_NUMBER' in the various 'creature' files ?
also the only thing i changed was set everything to [POPULATION_NUMBER:30000:30000] so nothing goes extinct also hunting is less fps draining than breeding animalsThat's pretty cool! I think I might add it as a Modest Module. Maybe just the fish for now, though.
The only thing I've tweaked in your mod so far is the clutch size; I changed them to about halfway between the normal vanilla values and your mod's values, which I found a bit too low.My clutch sizes are actually pretty arbitrary—I think I just used the square roots of the original values. I'd be happy to change them if people think they're too low. I'll set up a poll to find out.
Hey. I noticed you might be looking at extra reactions for adventurer mode. I highly recommend checking the ones used in Dwarf Chocolate - it feels consistent that an adventurer is able to make the same things as workshops with the right setup.Dwarf Chocolate and Wanderer's Friend are very nice, but they both go far beyond the strictly necessary. I'm thinking more of things like spinning and weaving (to use the otherwise useless hair of creatures you butcher), food preparation (if you find a honeycomb, catch a fish, etc), and maaaaybe clothes crafting (so you don't have to spend ages pawing through boutiques and enemy corpses).
I just installed this mod and I'm loving it, but I noticed that for some reason Plump Helmets aren't naturally growing in the cavern floors. My herbalists aren't gathering them, nor can DFhack Prospect find any. Probably as a consequence, the caravans are bringing absolutely loads of them. I haven't installed seasonal crops, nor do I have any other mods installed. Can something be wrong with Modest Mod?
I'm playing with MM and my own mod, how deep is the cavern? There are no plants on the 3rd cavern, iirc. I was pretty annoyed when I missed breaching the first one - couldn't get my underground pastures going :/The only things I've done to the plants are tweak their colours and add reaction classes to some. Plump helmets haven't been changed one bit, except in the Seasonal Crops module (which just changes some seasons and growdurs). Plant_grasses.txt hasn't been touched at all—the file's not even in the download.
I just started using this mod recently, I quite like it. One question though! Is there some way I can separate pearls from other refuse? Or even better, change pearls to be considered gems?It's weird how you can't set refuse stockpiles to accept pearls or not. You might be able to kludge it by allowing every material except shell in a refuse stockpile, but only accepting mussel and oyster products. Making them into gems might very well be easier: just add [BUTCHER_SPECIAL:ROUGH:NONE] to PEARL_TEMPLATE in material_template_default.txt.
I have some problems as well: it seems the pedestal part of the mod isn't showing up for me for some reason. Is there a particular entry I'm supposed to edit, e.g. custom reactions?Nope, you just install the module on top of an existing Modest Mod installation and you're good to go. Maybe you overwrote entities_default.txt? The relevant line in the file is "[PERMITTED_BUILDING:PEDESTAL] added by Igfig - Pedestals module" in the dwarf section.
Dwarf Chocolate and Wanderer's Friend are very nice, but they both go far beyond the strictly necessary. I'm thinking more of things like spinning and weaving (to use the otherwise useless hair of creatures you butcher), food preparation (if you find a honeycomb, catch a fish, etc), and maaaaybe clothes crafting (so you don't have to spend ages pawing through boutiques and enemy corpses).
You can always add Dwarf Chocolate's reaction_adventure_resource.txt file manually, if you really want those reactions.
Nope, you just install the module on top of an existing Modest Mod installation and you're good to go. Maybe you overwrote entities_default.txt? The relevant line in the file is "[PERMITTED_BUILDING:PEDESTAL] added by Igfig - Pedestals module" in the dwarf section.Huh. I must be doing something wrong, cause I have both the entity_default.txt entry as well as the building_pedestal.txt file. @_@ Should I upload a save? It's a custom workshop, right?
Right: you can get metal items from dungeons and shops, so you don't need to be able to make them yourself. If you could, it would change the dynamics of the game; vanilla DF only grants you powerful weapons and armour when you put yourself at some risk (except for the odd situation of castle keeps). Stonecrafting and masonry are almost completely useless for adventurers, so adding them would be superfluous.Dwarf Chocolate and Wanderer's Friend are very nice, but they both go far beyond the strictly necessary. I'm thinking more of things like spinning and weaving (to use the otherwise useless hair of creatures you butcher), food preparation (if you find a honeycomb, catch a fish, etc), and maaaaybe clothes crafting (so you don't have to spend ages pawing through boutiques and enemy corpses).
You can always add Dwarf Chocolate's reaction_adventure_resource.txt file manually, if you really want those reactions.
I've spent a bit of time with both, I suppose it depends on what you mean by strictly necessary - metal products is rare in shops in adv. mode, but somewhat more available in dungeons and keeps. Spinning and weaving definitely make sense and I think are already included. Unfortunately adventurers cannot retrieve honeycombs or fish, from what I can tell. The best you can do would be to have a reaction that transforms ye olde' lungfish into a prepared fish. Then there is leatherworking, stonecrafting, masonry, and so on. Most of this has been done in Dwarf Chocolate hence my recommending it - maybe just ask the mod creator if you can pick and choose the stuff you wanna use :)
It is a custom workshop, yeah. Does the errorlog say anything that might pertain to problems with the raws? If not, then yes, a save would be handy.Nope, you just install the module on top of an existing Modest Mod installation and you're good to go. Maybe you overwrote entities_default.txt? The relevant line in the file is "[PERMITTED_BUILDING:PEDESTAL] added by Igfig - Pedestals module" in the dwarf section.Huh. I must be doing something wrong, cause I have both the entity_default.txt entry as well as the building_pedestal.txt file. @_@ Should I upload a save? It's a custom workshop, right?
Also much thanks for the plug! I do like the idea of 'fixed vanilla' DF mod, and will probably make more of these type of mods in the near future ^_^My pleasure! I'm always thrilled to see more work in this area.
"Necessary" changes are ones that help the game achieve Toady's vision of how the game should currently work. We're filling holes here, not adding dongles. And since it's hard to know what exactly Toady is thinking, we have to be very conservative in our assumptions. Does that explain a bit better what I mean by strictly necessary?Makes sense - I suppose right now it's a bit hard to get a sense of the world from an adventurer POV in the current state of the mode, but this should be much better come next release.
It is a custom workshop, yeah. Does the errorlog say anything that might pertain to problems with the raws? If not, then yes, a save would be handy.Nothing about it in the errorlog, although I did run into some clutter as a result of my joint mod... I should probably think about fixing that. Here's the save (http://dffd.wimbli.com/file.php?id=6944)!
Igfig, thanks a LOT for this mod. This is exactly what I was looking for. Also, thanks a lot for all the other modders who helped in this mod. Also, thanks a lot for making it compatible with Ironhand's and MayDay tilesets. Also, thanks for the helpful forum member who pointed me out to this mod.regading hammers and maces, they are still lethal, though much weaker than hack and slashing stuff. I think that's kind of understandable: an axe really is a bit more dangerous than a blunt mace, isn't it?
It seems the bolts rendering armor useless is corrected by the Broken Arrow mod integrated in your mod, but if I may, I'd like to make a few suggestions. Forgive me if they are already fixed, I readed the "features" and a part of the changelog but didn't saw mention to these things.
1.Melting point for zombies, so they can be melted by magma. This bug was mentioned before and don't seems to be hard to correct. (http://www.bay12forums.com/smf/index.php?topic=115893.0)
2.Wagon wood (http://www.bay12games.com/dwarves/mantisbt/view.php?id=3676). Don't know if its fixable, or how you could do it.
3.Making hammers and other bashing weapons useful. I don't quite know how and I'm not quite sure is essentially needed.
1.Melting point for zombies, so they can be melted by magma. This bug was mentioned before and don't seems to be hard to correct. (http://www.bay12forums.com/smf/index.php?topic=115893.0)I defiantly second this. It doesn't even need to be an optional module seeing as, while it dose change gameplay, it is still obviously a bug/oversight. Besides, living creatures die so fast in magma anyway that the effect it would have on their physiology is mostly irrelevant (probably the reason for the oversight), but the undead defiantly need to be destroyable by magma. And besides, it would be nice to see that people can actually be melted by magma before death anyway, everyone dieing of blood loss just sounds silly.
Igfig, thanks a LOT for this mod. This is exactly what I was looking for. Also, thanks a lot for all the other modders who helped in this mod. Also, thanks a lot for making it compatible with Ironhand's and MayDay tilesets. Also, thanks for the helpful forum member who pointed me out to this mod.regading hammers and maces, they are still lethal, though much weaker than hack and slashing stuff. I think that's kind of understandable: an axe really is a bit more dangerous than a blunt mace, isn't it?
It seems the bolts rendering armor useless is corrected by the Broken Arrow mod integrated in your mod, but if I may, I'd like to make a few suggestions. Forgive me if they are already fixed, I readed the "features" and a part of the changelog but didn't saw mention to these things.
1.Melting point for zombies, so they can be melted by magma. This bug was mentioned before and don't seems to be hard to correct. (http://www.bay12forums.com/smf/index.php?topic=115893.0)
2.Wagon wood (http://www.bay12games.com/dwarves/mantisbt/view.php?id=3676). Don't know if its fixable, or how you could do it.
3.Making hammers and other bashing weapons useful. I don't quite know how and I'm not quite sure is essentially needed.
1.Melting point for zombies, so they can be melted by magma. This bug was mentioned before and don't seems to be hard to correct. (http://www.bay12forums.com/smf/index.php?topic=115893.0)I defiantly second this. It doesn't even need to be an optional module seeing as, while it dose change gameplay, it is still obviously a bug/oversight. Besides, living creatures die so fast in magma anyway that the effect it would have on their physiology is mostly irrelevant (probably the reason for the oversight), but the undead defiantly need to be destroyable by magma. And besides, it would be nice to see that people can actually be melted by magma before death anyway, everyone dieing of blood loss just sounds silly.
As for blunt weapons, in reality a hammer is generally more dangerous than an axe, at least in contact with the chest. Flesh and bone is surprisingly hard to cut through, but a giant hammer will easily crush bones or explode organs. Not sure how this is handled ingame though.
he basically made skulls several times thicker and brain two times smaller, if i understand him correctly.
While his fix might be beneficial to game balance, I feel it's kind of rough and clumsy. Multi-part brain (so that not all brain injuries are instadeaths) and tougher skull bones seem neater to me.
That is, unless Toady has really miscalculated and the skull does have to be several times thicker - would be great if someone checks this.
First off, thanks for this mod.This is presumably due to the lack of scissors.
Anyway, here's a suggestion. There is a really minor bug in vanilla Dwarf Fortress where pretty much every human, goblin, and elf has extremely long hair. Seems like something that should be easy to fix.
[TISSUE_STYLE:HAIR]
[TS_PREFERRED_SHAPING:STANDARD_HAIR_SHAPINGS]
[TS_MAINTAIN_LENGTH:1:200] missing from their entries in entity_default. The ts_maintain_length numbers can be changed to whatever. This topic (http://www.bay12forums.com/smf/index.php?topic=112221) deals with it as well.
creature_equipment.txt
creature_standard.txt
entity_default.txt
inorganic_stone_layer.txt
material_template_default.txt
reaction_adventurer_basic.txt
(Density * Volume / 1,000,000) / Contact Area * Velocity ModifierBeen a while since I looked at raws, so just a few quick comments - Girlinhat demonstrated (http://www.bay12forums.com/smf/index.php?topic=88114.msg2408557#msg2408557) how 'directed pressure' is calculated for blunt weapons:Code: [Select](Density * Volume / 1,000,000) / Contact Area * Velocity Modifier
Finally, my experience with edged and blunt attacks have been the exact opposite of yours - I find that slicing limbs and heads is much easier (and quicker) than beating on someone till they give into pain before crushing their skull in. And if the opponent does not feel pain? Well, we're pretty much shit out of luck. Especially if we can't reach their head. At the very least, bleeding out is much easier to accomplish with an axe than relying on internal injuries.
Two things that are easily fixed:
+ Giant armadillo caste names are backwards with male called "sow" and female called "boar".
+ Giant Tortoise and Desert Tortoise don't appear in game because they lack the [LARGE_ROAMING] token.
Found them on the bug tracker and fixed them in my own custom mod.
Two things that are easily fixed:
+ Giant armadillo caste names are backwards with male called "sow" and female called "boar".
+ Giant Tortoise and Desert Tortoise don't appear in game because they lack the [LARGE_ROAMING] token.
Found them on the bug tracker and fixed them in my own custom mod.
I need to have War Tortoises.
Are you farming in a correct biome?
Ah, mountains. There's your issue.
Optional Modules
Rubbless: evaporates worthless layer stone
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.
Reduced clutch size for egg-laying animals
Stopped pause and recenter on citizen birth and warm/damp walls
Content
-------
* Mussels and oysters now give pearls when you clean them
Gave feathers PEARL and ITEMS_SOFT, so you can use them as if they were pearls
Added a few basic adventurer reactions for making crafts
Spoiler: Under Consideration
More adventurer reactions?
Spoiler: Under Consideration
Add a reaction to empty buckets containing water and/or lye
Improve the sort order of stocks menu
Anyway I can get Modest Mod to work with DFHack or are the two incompatible?I apllied the mod on top of advanced LNP (one with dfhack) and nothing seems broken.
Anyway I can get Modest Mod to work with DFHack or are the two incompatible?I apllied the mod on top of advanced LNP (one with dfhack) and nothing seems broken.
On Linux, I added dfhack after applying the mod and nothing seems broken either. Mod sometimes crashes during the worldgen though, idk if it's dfhack related and it's a minor thing anyway.
Anyway I can get Modest Mod to work with DFHack or are the two incompatible?
A mussel pearl is a bodypart, so thats alright, by definition.
What about the crashing... is it the default modest mod, or did you install any of the optional parts? and which tileset ?
I use the skill tweaks and pedestal optional addons.
QuoteI use the skill tweaks and pedestal optional addons.
These shouldnt affect worldgen at all... there is a multitude of things that can affect worldgen crashes, but I couldnt say what causes it for this mod, since the modifications on the vanilla raws is quite extensive. I tested the modest mod myself quite a bit, but never experienced a crash at worldgen myself.
So a dwarf will burrow through warm stone and straight into magma with no warning, even if it's the first warm stone encountered on the map? If so, avoiding a magma breach would require manual checking for every deep tile that miners carve out, which is hardly less tedious than the vanilla situation.
So a dwarf will burrow through warm stone and straight into magma with no warning, even if it's the first warm stone encountered on the map? If so, avoiding a magma breach would require manual checking for every deep tile that miners carve out, which is hardly less tedious than the vanilla situation.
No, it'll just cancel without pausing/recentering.
The mod's current for 34.11, does it need any updating before the next DF release? I'm very happy with this mod. I think it achieves its goal of being something no-one should object to and limited to obvious and unobjectionable bug fixes and tweaks.
What about yarn stacks being spun into only one unit of thread? If I spin "Sheep wool[7]" I get "Sheep wool thread" shouldn't I get "Sheep wool thread[7]" this is similar to how stacks of bones are made into one decoration in the craftdwarf.
Gave elves and humans diplomatsdoes this work? I just got my first elven caravan with this mod and no elven diplomat showed up, what gives?
I think you have to have a baron firstQuote from: OPGave elves and humans diplomatsdoes this work? I just got my first elven caravan with this mod and no elven diplomat showed up, what gives?
creature_large_ocean
FISH_SWORDFISH (not giant but it was missing the tag despite its description)
FISH_MARLIN (same)
FISH_BARRACUDA_GREAT (same)
Also it looks like the Modest Mod forgot to give octopodes children and the [PET] tag.
The egg-laying nerf is controversial at best, has no reason to be at worst. Most of the clutch size estimates are actually lower than their real-life counterparts, if you examine the raws. Yes, crocodiles do lay that many eggs. Is it unbalanced and broken? Maybe. Does it matter? No, because DF is, after all, a world simulator; and reality happens to be unbalanced.My issue with it is not balance, but how it does not represent the real world.
Also it looks like the Modest Mod forgot to give octopodes children and the [PET] tag.
Which ones? A surprising number of them are vermin, iirc.
GIANT_MOSQUITO (though this is iffy since only the females should be LARGE_PREDATOR but I don't think that's a valid caste-level tag?)
My issue with it is not balance, but how it does not represent the real world.
Pregnancy in DF is twice a year, so its fine for chickens to lay the default number of eggs (possibly it should be higher), while crocodiles which breed every 2 years need to have that number divided by 4.
LARGE_PREDATOR is a caste-level tag, according to the wiki. You should be able to only apply it to the female caste.Yes it is, the problem with using it that way is that (apparently) there is a limit of 1 LARGE_PREDATOR race per biome (possibly 2 in savage biomes). If you make this CASTE, will it spawn the whole race, or just one sex, or none because it fails the test? Unknown behaviour, I think. Needs !!!SCIENCE!!!
It would/will be a ton of research to really nail down average birthrates/quirks for everything, though.Tell me about it. I've been at it 6 days and I'm at CROCODILE.
It would/will be a ton of research to really nail down average birthrates/quirks for everything, though.Tell me about it. I've been at it 6 days and I'm at CROCODILE.
I think the Seasonal Crops addon does that, no?
- Underground plants take one full season (1008 growdur) to grow, to compensate. (Some folks prefer them to take longer, but I think one season is a good compromise between vanilla and more extreme modded growdurs)
- Pig tail thread value down to 1, silk thread value up to 3 (due to relative difficulty of acquirement and the IRL historical value of silk)
there has never been an official release.Why so?
Can you update to DFHack r4?: http://www.bay12forums.com/smf/index.php?topic=91166.msg4720997#msg4720997 (http://www.bay12forums.com/smf/index.php?topic=91166.msg4720997#msg4720997)
- DFHack and related projects are now under a github organization, with me, angavrilov and Quietust: https://github.com/DFHack - this should allow more people than just me to make releases.
- Releases will be moved from my site (http://dethware.org/dfhack/download/) back to github (https://github.com/DFHack/dfhack/releases). I've already begun doing that.
- Release 4 for 0.34.11 will be entirely skipped. I'm pretty sure I've done no builds of it, so they are all 'unofficial'. It's chaotic. I will salvage whatever changelog information I can from it and move on.
- I will begin merging in changes and work towards Release 5. This might take a week or two, because I still have a job and a MultiMC5 to worry about ;)
I'm actually planning to hold off for now, because dfhack r4 has been a dogs breakfast, and we're likley to get an official build r5 pretty soon.
As far as I know he's the only one who took the time to make an executable with all the known binpatches together, and it saves a lot of time.*cough PeridexisErrants starter pack, *cough Masterwork.
*cough PeridexisErrants starter pack, *cough Masterwork.
Dwarven caravan brought silver crossbow, ITEMS_WEAPON_RANGED ignored in world gen http://www.bay12games.com/dwarves/mantisbt/view.php?id=3759
Vermin can only escape from artifact animal traps http://www.bay12games.com/dwarves/mantisbt/view.php?id=6117
Fish in aquariums interfere with vermin behavior checks http://www.bay12games.com/dwarves/mantisbt/view.php?id=6116
Military dwarves turn off all of their labors when becoming heroes http://www.bay12games.com/dwarves/mantisbt/view.php?id=3100
Diplomats don't bring bodyguards http://www.bay12games.com/dwarves/mantisbt/view.php?id=5854
Underground lake, despite having fish, is always reported as "there is nothing to catch" http://www.bay12games.com/dwarves/mantisbt/view.php?id=5703
Weight fraction not considered when calculating weapon velocities http://www.bay12games.com/dwarves/mantisbt/view.php?id=6364
Is this compatible with the current .40.10 release?
Is this compatible with the current .40.10 release?
Nope. Igfig has stated he's working on a 40.xx version, but he hasn't released it yet.
The thread for v0.40.x-n (http://www.bay12forums.com/smf/index.php?topic=148265.0).
The thread for v0.40.x-n (http://www.bay12forums.com/smf/index.php?topic=148265.0).
In regards to melee weapon balance changes being removed... what do you mean by that? Can you give me an example?
Pardon my ignorance, I'm just wanting to make sure my combat isn't boosted or nerfed extremely when I download this.
The thread for v0.40.x-n (http://www.bay12forums.com/smf/index.php?topic=148265.0).
In regards to melee weapon balance changes being removed... what do you mean by that? Can you give me an example?
Pardon my ignorance, I'm just wanting to make sure my combat isn't boosted or nerfed extremely when I download this.
The old Modest Mod had made some changes to melee weapon attack stats. I left them as vanilla DF 0.40.24.
One last question, again, I'm just now getting into computers. So this may be common knowledge, but not to me at the moment.
Unzipping my mod into my directory... I just need to put the data in the data folder, the init in the init folder? I tried that, but it didn't work. What am I doing wrong?
One last question, again, I'm just now getting into computers. So this may be common knowledge, but not to me at the moment.
Unzipping my mod into my directory... I just need to put the data in the data folder, the init in the init folder? I tried that, but it didn't work. What am I doing wrong?
Working with compressed files is becoming something of a lost art, it seems. Back in MY day... ;)
The idea is that if you put the files in the zip directly into your DF directory, it'll work. Find your DF main directory - it should include the Dwarf Fortress .exe and folders named 'raw' and 'data', among others. Then just extract or copy-paste everything from the zip file into that folder, in one big chunk.
One last question, again, I'm just now getting into computers. So this may be common knowledge, but not to me at the moment.
Unzipping my mod into my directory... I just need to put the data in the data folder, the init in the init folder? I tried that, but it didn't work. What am I doing wrong?
Working with compressed files is becoming something of a lost art, it seems. Back in MY day... ;)
The idea is that if you put the files in the zip directly into your DF directory, it'll work. Find your DF main directory - it should include the Dwarf Fortress .exe and folders named 'raw' and 'data', among others. Then just extract or copy-paste everything from the zip file into that folder, in one big chunk.
Ok, so I put the zip file into the folder that has Data, Raw, SDL, and then unzipped it in there. Now there is an unzipped file of Modest Mod in the same file that has Data, Raw, and SDL.
I have the Phoebus tileset of Dwarf Fortress, downloaded directly from Phoebus' thread. It has its own .init file and all that. I know you have the Phoebus version of Modest Mod, and that's the one I'm using.
It seems the medical part of the mod is working, as my broken nose, smashed fingers/toes, and torn ear dwarfs are now going to the hospital. I can't use the "Mill for dye or empty bucket" reactions yet. Will I have to create a new world for that?
One last question, again, I'm just now getting into computers. So this may be common knowledge, but not to me at the moment.
Unzipping my mod into my directory... I just need to put the data in the data folder, the init in the init folder? I tried that, but it didn't work. What am I doing wrong?
Working with compressed files is becoming something of a lost art, it seems. Back in MY day... ;)
The idea is that if you put the files in the zip directly into your DF directory, it'll work. Find your DF main directory - it should include the Dwarf Fortress .exe and folders named 'raw' and 'data', among others. Then just extract or copy-paste everything from the zip file into that folder, in one big chunk.
Ok, so I put the zip file into the folder that has Data, Raw, SDL, and then unzipped it in there. Now there is an unzipped file of Modest Mod in the same file that has Data, Raw, and SDL.
I have the Phoebus tileset of Dwarf Fortress, downloaded directly from Phoebus' thread. It has its own .init file and all that. I know you have the Phoebus version of Modest Mod, and that's the one I'm using.
It seems the medical part of the mod is working, as my broken nose, smashed fingers/toes, and torn ear dwarfs are now going to the hospital. I can't use the "Mill for dye or empty bucket" reactions yet. Will I have to create a new world for that?
When you say that you have an "unzipped file of Modest Mod" in that folder, do you mean that you have a separate folder, named Modest Mod, in that directory? That is incorrect. You want to unzip the zip file straight into that directory.
You'll know you're doing it correctly when the computer asks you if you want to merge certain folders and replace certain files. (Are you using Apple or Windows?)
Nope, if you've got Plump Helmet Fungus you're golden! I hope you enjoy!