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Dwarf Fortress => DF Modding => Mod Releases => Topic started by: Igfig on March 28, 2012, 04:32:23 pm

Title: Modest Mod 2.2 - Under new management
Post by: Igfig on March 28, 2012, 04:32:23 pm
MODEST MOD 2.2
An essential mod for DF 0.34.11

This mod is no longer being updated by Igfig. You can find Button's up-to-date version here (http://www.bay12forums.com/smf/index.php?topic=148265.0).

Download (http://dffd.wimbli.com/file.php?id=6028)
Download (Phoebus-compatible) (http://dffd.wimbli.com/file.php?id=6843)
Download (Ironhand-compatible) (http://dffd.wimbli.com/file.php?id=6844)

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.

This is a mod for people who don't use mods. Don't think of it as a mod at all; it's really more of a patch. That said, it's also a good starting point for if you're making a new mod.

Included with this mod are a number of optional Modest Modules that you can use to further customize your game. These modules involve changes that, while popular, are a little too ambitious for the core mod.

Since I'm sure to have missed some things, and there are sure to be disagreements on what counts as 'vital', please don't hesitate to make your opinion known.  In particular, I have a list of things (see "Under Consideration" below) that I'm not quite sure are vital, but might include or kill entirely if people are adamant one way or the other.

Finally, there now exist two alternate versions of the Modest Mod intended specifically for use with the Ironhand and Phoebus tilesets. Be sure to install Modest Mod AFTER installing the graphics packs!

NEW: Ari Lazarus has written a plugin for Modest Mod! Check out the awesome Modest Bodies here! (http://www.bay12forums.com/smf/index.php?topic=116332.0)

Spoiler: List of Changes (click to show/hide)

Spoiler: Changelog (click to show/hide)

Spoiler: Under Consideration (click to show/hide)
Title: Re: Modest Mod 1.0 - All the vital fixes, nothing else
Post by: Courtesy Arloban on March 30, 2012, 08:40:21 pm
Posting to watch, because I couldn't find this topic when I was searching for it earlier.  I used words like bug and bugfix which isn't in the title.
Title: Re: Modest Mod 1.0 - All the vital fixes, nothing else
Post by: plaidman on March 30, 2012, 09:04:27 pm
This looks really cool. Like Masterwork but without the extra masterworky stuff, which can't be turned on/off on a mac. Speaking of which, any plans on making a mac version? Pretty please?? Or maybe releasing source to have someone with a mac try to build it?
Title: Re: Modest Mod 1.0 - All the vital fixes, nothing else
Post by: Igfig on March 31, 2012, 06:08:22 pm
Updated to DF v0.34.07.

Yeah, Meph and I took a lot of our inspiration from the same place. Masterwork was a pretty good checklist for me while I was developing the Modest Mod, although the actual changes differ (he has some things I don't consider vital, and I've got some new tricks of my own).

The Modest Mod should work just as well on Macs as on PCs. Just unzip it into your DF folder.
Title: Re: Modest Mod 1.0 - All the vital bugfixes, nothing else
Post by: dree12 on March 31, 2012, 06:44:48 pm
I understand most of these changes, but not this:

Quote
Stopped pause and recenter on migrant arrival

What is the point of this? It's generally important to reassign labors to migrants unless you have an extremely diverse industry.
Title: Re: Modest Mod 1.0 - All the vital bugfixes, nothing else
Post by: Igfig on March 31, 2012, 08:58:21 pm
Good question.  In my own experience, when your fort is small it's pretty hard to miss a new migration wave. When it's large, most things work pretty well on their own, to the point that you can afford to go off and do something else for a bit while you play, and an unexpected pause loses you more time than not bothering to micromanage your new dwarves.

...Which, now that I think about it, is a pretty bad reason. Removing that part.
Title: Re: Modest Mod 1.0 - All the vital bugfixes, nothing else
Post by: Tapeworm on March 31, 2012, 11:04:41 pm
I'm not sure of the need to raise the growth rates of non-leadership combat skills. Leadership skills are pretty hard to raise, so I can understand emphasizing their importance; combat skills, however, are already easy to train up by bringing one or two decently skilled dwarfs on embark or having your recruits beat up wild animals. Doubling the growth rates may make it too fast and easy to replace veteran dwarves if you train smartly.

Pause + recenter on civvie deaths might make it pretty simple to find vampires, too (unless it only recenters when the body is discovered).

Other than that, I love all of your changes; they're things which should go into the base game, in fact.
Title: Re: Modest Mod 1.0 - All the vital bugfixes, nothing else
Post by: Igfig on April 01, 2012, 01:56:10 am
I think if combat skills trained at the correct rates right now, danger rooms wouldn't be such a common sight.  It is possible that double speed could turn out to be too fast, though; the only way to know for sure is for you folks to test it.  It's been working well in my home game so far, but I'm only in year 2 at the moment.

Pause and recenter on civilian deaths only happens when the death in question is observed. If a dwarf just goes missing, you'll get a message after a week as usual, with no pause or zoom.

And yup,
things which should go into the base game
are really the whole point of this mod.
Title: Re: Modest Mod 1.0 - All the vital bugfixes, nothing else
Post by: Ferrus on April 01, 2012, 05:24:37 am
I'm surprise nobody had the idea earlier. Very nice mod, I'm trying it out right now.
Title: Re: Modest Mod 1.0 - All the vital bugfixes, nothing else
Post by: Meph on April 01, 2012, 04:39:56 pm
I had this idea, but it happened to grow a bit. ;)

Just downloaded it and will have a look at your solutions. Will be interesting to see different ways to fix the same issues. Like the feather/pearl thing :)
Title: Re: Modest Mod 1.0 - All the vital bugfixes, nothing else
Post by: ydaraishy on April 01, 2012, 09:37:37 pm
I like the idea of adjusting skill rates for balance.  I just tried out the military skill rates in my mod and it improves sparring quite a bit.  I do think that marksdwarves tend to level up a bit too quickly if they're also hunters, since hunting tends to level it up fairly quickly on its own.  I might leave the CROSSBOW skill alone for that reason.

Also, some civilian skillrates might be good for rebalancing too.  Mining especially, which I think goes up too fast in vanilla.

Also also, I've noticed that with the skill rates up, military migrants tend to come with at least Proficient skill in their weapon. 
Title: Re: Modest Mod 1.0 - All the vital bugfixes, nothing else
Post by: Meph on April 01, 2012, 09:49:17 pm
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.
Title: Re: Modest Mod 1.0 - All the vital bugfixes, nothing else
Post by: ydaraishy on April 01, 2012, 09:55:59 pm
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, anything involving carving stone tends to go up very fast, just by the fact that stone is limitless, so I like to reduce those too.  This includes gem-cutting, since you can cut any stone as a cabochon now.
Title: Re: Modest Mod 1.0 - All the vital bugfixes, nothing else
Post by: Igfig on April 03, 2012, 11:12:00 pm
That's a good point about the civilian skill rates. My thoughts:

Mining, engraving, and growing could definitely afford to slow way the hell down. Halving the rate should do it, I think.

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.  As it is, it's about as bad as stonecrafting, which I guess could also afford to be slowed down some. Maybe 75% speed for those two?

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.

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%?

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.
Title: Re: Modest Mod 1.0 - All the vital bugfixes, nothing else
Post by: Meph on April 03, 2012, 11:22:15 pm
Skill learn rates for other races dont matter, since you never see them or play them.

I would add a minor natural skill or simming_innate to dwarves, to avoid stupid drowning accidents. Although this is not a big problem since the ramps.

Rest of the proposed changes sound good :)

You can also make males and females a bit more distinctive, with males being a bit more combat toned, and females having a better rate at farming/medical rates. A bit sexistic, but adds game depth
Title: Re: Modest Mod 1.0 - All the vital bugfixes, nothing else
Post by: ydaraishy on April 03, 2012, 11:26:55 pm
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.
Title: Re: Modest Mod 1.0 - All the vital bugfixes, nothing else
Post by: Igfig on April 04, 2012, 03:47:19 am
The problem with giving other races combat skill buffs is that your opponents would get tougher too.  I wouldn't want to adventure in a world where the average bandit is Skilled instead of Adequate.

Giving them noncombat buffs, however, would do things like ensuring that human goods generated in worldgen aren't higher quality on average than dwarven goods.

Drowning accidents are an important part of the game, and to get rid of them entirely would be contrary to the goals of this mod. Giving men and women different skill gain rates would be sexist, unnecessary, and not really in the spirit of vanilla DF either.
Title: Re: Modest Mod 1.0 - All the vital bugfixes, nothing else
Post by: Moonshine Fox on April 04, 2012, 04:22:05 am
This...this is a brilliant idea! Tagging this so I can track it.
Title: Re: Modest Mod 1.0 - All the vital bugfixes, nothing else
Post by: Pan on April 04, 2012, 08:13:12 am
Is it really necessary to have the kobolds not eat? I thought that was fixed now...
Title: Re: Modest Mod 1.0 - All the vital bugfixes, nothing else
Post by: tj333 on April 04, 2012, 09:53:11 am
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.


I would like to see simplified leather and other materials like Masterwork has.
Title: Re: Modest Mod 1.0 - All the vital bugfixes, nothing else
Post by: Sphalerite on April 04, 2012, 10:01:09 am
Kobold starvation seems to be avoided in the current version even without modding.

Giving scale and chitin the [SHELL] tag sometimes results in finding large gems made from scale or chitin in marketplaces or trade caravans.
Title: Re: Modest Mod 1.0 - All the vital bugfixes, nothing else
Post by: Igfig on April 04, 2012, 02:08:16 pm
Are the kobolds really okay now? I know that goblins still have NO_EAT, so I figured the problem hadn't been solved. I'll look into this further.

Scale and chitin gems? Weird. I didn't know shell gems were possible in the first place. Also something to look into. Have you seen any regular stone large gems? Or pearl gems? Or any pearls at all, for that matter?

Tj333, do you mean all the skill rate changes or just the noncombat ones? And, if I might ask, what exactly don't you like about the idea? Do you like the skill rates as they currently are? Do you think the change would stray too far from vanilla? Or is there another reason?

Simplified leather is one of those things that's never going to happen in this mod. It's great in a streamlined context like Masterwork, but it's quite a departure from the vanilla DF philosophy of having tons of redundant-but-flavourful options.
Title: Re: Modest Mod 1.0 - All the vital bugfixes, nothing else
Post by: daveralph1234 on April 04, 2012, 08:04:38 pm
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.

I second this. It's messing too much with the vanilla aspects of the game. I like the idea of a bugfix mod, but not a rebalancing one. Other than that, this looks great.
Maybe have a bugfix only version, and a seperate one with bugfixes and rebalancing.
Title: Re: Modest Mod 1.0 - All the vital bugfixes, nothing else
Post by: rawrcakes on April 04, 2012, 08:24:28 pm
Just repeating the sentiment here - rebalancing of skill rates is a dealbreaker for me. The current skill rates work just fine, and while I agree that they need to be tuned in relation to each other and the general pacing of the game, the actual level of tuning is completely subjective and as thus shouldn't be in a baseline bugfix-type mod like this, I feel. Especially the military thing sort of feels to me like something spawned by habitual usage of danger rooms to powerlevel your military, then feeling the regular is too slow rather than playing the game without exploits.

If you could adjust the training AI to allow for more dwarves to spar simultaenously, or to make individual training and demonstrations more effective, then that would be an okay alternative, I suppose, but just adjusting the base skill gain rates would lead to ridiculously fast progression in two-man squads, which already are very strong at training.

Alternatively, you could release a double-mod with and without the skill adjustments. 'Modest Mod Plus' or something, which could also feature your view of rebalanced rates.
Title: Re: Modest Mod 1.0 - All the vital bugfixes, nothing else
Post by: Igfig on April 04, 2012, 11:11:35 pm
All right then, it looks like skill rate changes aren't as vital as I thought. I'll put all of them back to the regular 100%... except for the leadership skills. Teacher, Student, and Leader all make demonstrations and individual training more effective, which, as you said, is a reasonable thing to do. Would people be okay with that?

I have actually been planning a Modest Mod Plus, but that would be a little more ambitious. It would involve the most common and/or particularly useful changes made in mods (e.g. pedestals, tougher megabeast materials, an "Overseer" noble), although it would still aim to stay in the same spirit as vanilla. There would also be a bunch of flavour improvements, mostly to creatures (tweaking bodies, adding sounds and relevant interactions).
Title: Re: Modest Mod 1.0 - All the vital bugfixes, nothing else
Post by: Igfig on April 09, 2012, 03:52:04 pm
All right, a new version is out. I've removed the combat skill increases, but left the leadership skill increases in.

The next big question: which reactions need to be given the option to choose specific reagents? Brewing? Milling/pressing/plant processing? Dying? Leatherworking? Stonecrafting? Carpentry?

My personal opinion is that only the reactions where it makes a real difference, where there's no other way to specify what to use, and where there are only a few choices, should be considered for the honour. Brewing doesn't need it, because you can already specify what plants your dwarves are allowed to brew or not. Stonecrafting ditto, and there are also way too many different stones for it to be practical. Leatherworking doesn't really care what kind of leather you use, since they're all pretty much the same.

The only reactions where it makes much sense, I believe, are milling and dying, and those only barely. If you want your military to all be outfitted in red cloaks, say, there's only one way to do that right now: buy the materials one by one from the caravan, mill everything in your fortress until you get enough red dye, dye cloth with all your dye until you get enough red cloth, and then make cloaks with all your cloth until you get enough red cloaks.

Of course, it's not possible to specify custom reactions at the dyer's, so I guess it'd just be milling.

Your thoughts on the matter?
Title: Re: Modest Mod 1.2 - All the vital bugfixes, nothing else
Post by: daveralph1234 on April 09, 2012, 05:47:08 pm
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.

Also, thanks for this, will be trying it out.

I think the easiest way of implementing this would be to add a new workshop with custom reactions, I think I've seen this done elsewere so you may be able to borrow it.
Title: Re: Modest Mod 1.2 - All the vital bugfixes, nothing else
Post by: Igfig on April 10, 2012, 07:22:34 pm
I was about to say that adding a new workshop is really un-vanilla... but then I had an interesting thought. If I remove the regular mechanic and mason's workshops from the dwarf entity def, I can add new workshops that are completely identical to the old ones except for a few new reactions.  Hell, I could do that for a lot of workshops.  I'm going to give this a go.

As for the reactions themselves, I think all we really need is a few for magma-safe stone products. Mechanisms, doors, floodgates, hatches, grates... anything else? You can already specify that everything should be made out of marble by marking all other stones as non-economic in the Stones menu.

And I guess that means I should add a MAGMA_SAFE reaction class. Maybe a few others while I'm at it, just for convenience. Any requests?
Title: Re: Modest Mod 1.2 - All the vital bugfixes, nothing else
Post by: dree12 on April 10, 2012, 07:42:33 pm
... If I remove the regular mechanic and mason's workshops from the dwarf entity def...
And how would you do that?
Title: Re: Modest Mod 1.2 - All the vital bugfixes, nothing else
Post by: Igfig on April 10, 2012, 08:19:10 pm
Ha! I knew there must have been a reason nobody had done it before.

Well played.
Title: Re: Modest Mod 1.2 - All the vital bugfixes, nothing else
Post by: daveralph1234 on April 10, 2012, 10:35:54 pm
I wouldn't say it goes far from vanilla, seeing as it dosen't add, change or rebalence anything, it's more of a practicality issue.
And I think all the default workshops are hardcoded.
Title: Re: Modest Mod 1.2 - All the vital bugfixes, nothing else
Post by: Fjallar on April 11, 2012, 06:48:08 am
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).
The categories "magma-safe", "flux" and "others" should be enough, but adding "ore", "coal" and "plaster" would be nice, just to be complete.

EDIT: The sane way to fix this would be to specify what the stone can be used for in the "z" menu (I'd like "furniture", "crafts" and "blocks" as the options), like it is done with food already. But that's probably hardcoded.
Title: Re: Modest Mod 1.2 - All the vital bugfixes, nothing else
Post by: daveralph1234 on April 11, 2012, 08:14:19 am
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.
Title: Re: Modest Mod 1.2 - All the vital bugfixes, nothing else
Post by: dree12 on April 11, 2012, 03:04:30 pm
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.
Title: Re: Modest Mod 1.2 - All the vital bugfixes, nothing else
Post by: daveralph1234 on April 11, 2012, 03:20:57 pm
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.

No, I want them to make furnature from marble only, not reglar stone. And it used to list all stones in the menu.
Title: Re: Modest Mod 1.2 - All the vital bugfixes, nothing else
Post by: daveralph1234 on April 11, 2012, 03:27:13 pm
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.

No, I want them to make furnature from marble only, not reglar stone. And it used to list all stones in the menu.

*Facepalm*
I'm such an idiot. Turns out you just need to press tab. (It used to all just be one big list of all stone types)
Title: Re: Modest Mod 1.0 - All the vital bugfixes, nothing else
Post by: mek42 on April 11, 2012, 11:14:13 pm
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 trying to figure out how to do just this, any suggestions will be appreciated.

This irritates me to the point of going back to 31.25 and I haven't even had the pleasure of deciding whether vampires are too much fun yet.
Title: Re: Modest Mod 1.2 - All the vital bugfixes, nothing else
Post by: Igfig on April 13, 2012, 02:30:58 pm
Actually, now that I think about it, you could keep regular stones from being cut by removing all of the STONE_SHAPE tags from entity_default.txt.  I don't think I'd do that in the basic Modest Mod, since it's clearly Toady's intention that you be able to cut regular stones, but I'd definitely do it for Modest Mod Plus.  Ditto for adding new workshops for specialized masonry work.

Also, the poll results are getting interesting.  Looks like opinions are actually pretty split on the skill rates issue.  Maybe I should get started on Modest Mod Plus sometime soon.

Question: For the people who do want the skill rate changes, what else would you like in the Plus version? The stonecutting and workshop fixes? Non-adopting cats? An Overseer noble? Pedestals? Expanded animal interactions? 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.
Title: Re: Modest Mod 1.2 - All the vital bugfixes, nothing else
Post by: mek42 on April 14, 2012, 12:01:55 am
I've tried removing all of the stone shape tags from default entities then making a new world and non-gems are still listed for cutting.
Title: Re: Modest Mod 1.2 - All the vital bugfixes, nothing else
Post by: daveralph1234 on April 14, 2012, 06:24:31 am
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.

I would deffinatly go for a pick-and-choose interface if possible, for example I would like the spesific-stone-workshops, but not the skill rate modifiers.
Title: Re: Modest Mod 1.2 - All the vital bugfixes, nothing else
Post by: Igfig on April 14, 2012, 11:40:15 am
Mek42, what happens if you actually try to cut non-gems? Do you just end up with generic "cut <stone>"?

The pick-and-choose interface feels like it could get complicated, and hard for other people to expand on. I remember looking through Masterwork's raws, seeing all the annotations for the various options, and having to spend quite a while tracking all the changes to figure out how they worked. I'll give Meph a shout and ask how well it works for him (or if you see this, Meph, let me know).
Title: Re: Modest Mod 1.2 - All the vital bugfixes, nothing else
Post by: HraTaika on April 14, 2012, 07:21:07 pm
This is a very nice mod, downloading!
Title: Re: Modest Mod 1.2 - All the vital bugfixes, nothing else
Post by: Meph on April 14, 2012, 07:44:20 pm
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.

Anything I can help with ?
Title: Re: Modest Mod 1.2 - All the vital bugfixes, nothing else
Post by: Mechanixm on April 22, 2012, 07:52:25 pm
Hey all...

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)

It's been about 6 months since I've played and I don't remember everything that's in there...  I do remember, though, that it's a ton of stuff.

Good luck and happy Dwarfing.

-Mechanixm
Title: Re: Modest Mod 1.2 - All the vital bugfixes, nothing else
Post by: Xen0n on May 05, 2012, 02:02:19 pm
Not sure if this is the right place to ask...

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?
Title: Re: Modest Mod 1.2 - All the vital bugfixes, nothing else
Post by: WaffleEggnog on May 06, 2012, 02:00:58 am
"Dwarves and goblins build fortresses in worldgen, so you can actually find them"

Ohmygod......

If you wanted my opinion on this mod, i would say its really good, really well done, however 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 am still going to be using this mod 100% of the time from now on, though, good job, iv been looking for something like this.
Title: Re: Modest Mod 1.2 - All the vital bugfixes, nothing else
Post by: daveralph1234 on May 06, 2012, 09:13:14 am
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?

Actually, the mod dosen't change Kobolds anymore, Toady fixed it in .34

but yea, unfortunatly no one can do anything other than workarounds for things like cities/sites as actual site generation is all hardcoded, it can only be made so that they all build cities.
Title: Re: Modest Mod 1.2 - All the vital bugfixes, nothing else
Post by: Jeoshua on May 06, 2012, 09:20:49 am
... and let me tell you that's not a good option.  IF every race has [DEFAULT_SITE:CITY] and [LIKES_SITE:CITY], you'll be left with a whole bunch of multiracial communities, elven dwarf-kings with goblin generals, and impassable cities on the edges of the mountain.

On the other hand, the leader types like going to the outdoor fortifications, and set up basically a castle.  Plus they're named "Dwarven Fortress"
Title: Re: Modest Mod 1.2 - All the vital bugfixes, nothing else
Post by: Igfig on May 06, 2012, 11:52:26 am
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.
Title: Re: Modest Mod 1.3 - All the vital bugfixes, nothing else
Post by: Igfig on May 14, 2012, 04:40:26 pm
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.
Title: Re: Modest Mod 1.3 - All the vital bugfixes, nothing else
Post by: daveralph1234 on May 14, 2012, 05:30:01 pm
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.

I'm fine with the animal men thing, but obviously thats preferance, they've just become very common because Toady has added soo many, so I aprove.
Overseer position is fine seeing as it dosen't actually effect gameplay.
and the new version has spesific matterial selection anyway, so once updated, it won't be nessesery anyway.

Title: Re: Modest Mod 1.3 - All the vital bugfixes, nothing else
Post by: Igfig on May 17, 2012, 02:10:26 pm
Just a heads-up: Modest Mod 1.3 works perfectly fine with 0.34.09, so I won't be doing a new version for this release.
Title: Re: Modest Mod 1.3 - All the vital bugfixes, nothing else
Post by: Meph on May 17, 2012, 02:20:56 pm
Well, I did write it in VisualBasics, based on the LazyNewbPack code, but zenerbufen writes a different GUI for Mac/Linux, and the DwarfBuilder now uses the same mechanic for aquifers/grazing, and is written in Python. So it is up to you. You essentialy do a remote find&replace in a specific raw file.

Dont know how sensible that is for you mod. I wouldnt mind writing a GUI for Vanilla DF though, so people have some more settings, but that would compete with the Lazy New Pack, and people would have to choose between them. I would rather directly work together with Lucas and add it into the LNP.
Title: Re: Modest Mod 1.3 - All the vital bugfixes, nothing else
Post by: daveralph1234 on May 17, 2012, 03:01:32 pm
I know it's possible to work it out from the change log, but it would be helpful if you had a list of everything that the mod currently dose and just edit it each time you change something. It would just make it more accessable.
Title: Re: Modest Mod 1.3 - All the vital bugfixes, nothing else
Post by: Igfig on May 17, 2012, 03:28:08 pm
Good point, Meph. This would be perfect for the Lazy Newb Pack. I'll get in touch with Lucas.

As for the stuff that stays in this thread, I think for now I'll just release the "Modest Plus" content as separate modules that you can download and install on top of the basic Modest Mod.

Sure, DaveRalph, I can do that.
Title: Re: Modest Mod 1.3 - All the vital bugfixes, nothing else
Post by: Meph on May 17, 2012, 03:36:34 pm
I already wrote Lucas about that ;)
Title: Re: Modest Mod 1.3 - All the vital bugfixes, nothing else
Post by: Jiri Petru on May 21, 2012, 09:45:56 am
Posting to follow and to say that I like the idea of this mod. Thanks!
Title: Re: Modest Mod 1.3 - All the vital bugfixes, nothing else
Post by: PTTG?? on May 30, 2012, 03:56:27 pm
I've been looking for something like this for a while. I'll have to set up my fortress for this.
Title: Re: Modest Mod 1.3 - All the vital bugfixes, nothing else
Post by: Xen0n on June 04, 2012, 11:40:51 am
Just letting you know that I've been having a blast with this mod; it's essentially all the little things I used to have to mod individually.  Great work.

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?)
Title: Re: Modest Mod 1.3 - All the vital bugfixes, nothing else
Post by: Martin on June 04, 2012, 12:03:09 pm
This is a fantastic idea.


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.
Title: Re: Modest Mod 1.3 - All the vital bugfixes, nothing else
Post by: TolyK on June 04, 2012, 02:18:14 pm
One of the LNP dudes.
Posting to watch.
Title: Re: Modest Mod 1.3 - All the vital bugfixes, nothing else
Post by: Igfig on June 04, 2012, 07:53:00 pm
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.
Posting to watch.
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.
Title: Re: Modest Mod 1.4 - All the vital bugfixes, nothing else
Post by: Igfig on June 04, 2012, 09:27:52 pm
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.
Title: Re: Modest Mod 1.4 - All the vital bugfixes, nothing else
Post by: Xen0n on June 04, 2012, 11:23:55 pm
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.

Thanks for the release!  Heck, at this rate, there won't be anything left for me to mod in my games with DF Mod Manager; you're covering practically everything essential! :D

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.

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. 

Anyway sorry to mutter on again,
tl;dr: Great job!  A+++ Would install again. :D
Title: Re: Modest Mod 1.4 - All the vital bugfixes, nothing else
Post by: Putnam on June 04, 2012, 11:27:21 pm
Can I put this into my science mod?
Title: Re: Modest Mod 1.4 - All the vital bugfixes, nothing else
Post by: Igfig on June 05, 2012, 01:37:35 am
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.

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.
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.

Can I put this into my science mod?
Absolutely.
Title: Re: Modest Mod 1.4 - All the vital bugfixes, nothing else
Post by: Putnam on June 05, 2012, 08:55:47 am
Why give elves LOCAL_BANDITRY?
Title: Re: Modest Mod 1.4 - All the vital bugfixes, nothing else
Post by: LordBaal on June 05, 2012, 10:39:53 am
The module eternal fashion is nowhere to be found :(
Great mod or nonmod by the way!
Title: Re: Modest Mod 1.4 - All the vital bugfixes, nothing else
Post by: Moogie on June 05, 2012, 12:12:58 pm
Looking forward to using this, as soon as 'Eternal Fashion' gets added anyway! ;)
Title: Re: Modest Mod 1.4 - All the vital bugfixes, nothing else
Post by: Igfig on June 05, 2012, 01:45:33 pm
The module eternal fashion is nowhere to be found :(
Great mod or nonmod by the way!
Oops! Fixed now.

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.
Title: Re: Modest Mod 1.4 - All the vital bugfixes, nothing else
Post by: PTTG?? on June 05, 2012, 02:42:40 pm
Would some kind of farming rebalance be appropriate here? Making most plants take longer and making some aboveground plants seasonal?
Title: Re: Modest Mod 1.4 - All the vital bugfixes, nothing else
Post by: Xen0n on June 05, 2012, 03:17:16 pm
Would some kind of farming rebalance be appropriate here? Making most plants take longer and making some aboveground plants seasonal?

Well, I hadn't wanted to suggest it here since it's encroaching into "full-blown mod" territory instead of the delicious no-brainer bugfixes and improvements of Modest Mod, but I've had great success with the Seasonal Crops Mod (http://www.bay12forums.com/smf/index.php?topic=61293.0)  (Also recommend upping the Farmer skill rate to 400% or so with reduced decay to offset the reduced amount and frequency of planting/harvesting they'll be doing with this mod enabled).

I have never looked back since using this mod; it actually requires a realistic sized farming area and dedicated farmers to sustain a big fort, and makes the first few years a bit more satisfyingly challenging.

I suppose it's worth considering as an optional module, since while I find it a great improvement, it does alter the vanilla gameplay significantly, and not everyone will want that.  I love that Modest Mod is such that there's really never any reason not to install it, unless you've already made these adjustments by modding yourself :D
Title: Re: Modest Mod 1.4 - All the vital bugfixes, nothing else
Post by: Igfig on June 05, 2012, 07:11:57 pm
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?
Title: Re: Modest Mod 1.4 - All the vital bugfixes, nothing else
Post by: Xen0n on June 05, 2012, 10:24:09 pm
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?

Well the Seasonal Crops mod doesn't do any skill tweaking, I just add that on for my own sake.   I can get away with that since when using the Dwarf Fortress Mod Manager (http://www.bay12forums.com/smf/index.php?topic=74828.0) it automatically merges skill tweaks from all the mods I use.  It probably just makes it easier than it needs to be; I have tons of legendary farmers just 3 years in, so it might not be necessary at all, since I'm using huge plots, which means I do a ton of plant / harvest jobs just a few times a year, instead of just a few jobs constantly through the year in vanilla. I guess if you really wanted to add skill tweaks for it, you could have 2 separate skill tweak modules; 1 regular, and 1 regular + farming tweaks, but I can see that becoming more cumbersome than it's worth quickly... 

Not sure if harvesting / plant gathering stack sizes are related; not that savvy at mods yet :P  That is nice since it affects foraging too, which is also kinda easy at the moment.  If you do figure that part out, I suppose your other option would be to keep the Seasonal Crops planting schedule, but bump up the stack size a bit so that having lower skill levels isn't a problem.
Title: Re: Modest Mod 1.4 - All the vital bugfixes, nothing else
Post by: PTTG?? on June 06, 2012, 10:33:53 am
Looks like the Seasonal Crops Mod really fills the niche quite well. There's probably no need to maintain an entirely separate farming rebalanced here, since it is such a large deviation from vanilla.
Title: Re: Modest Mod 1.4 - All the vital bugfixes, nothing else
Post by: Moogie on June 07, 2012, 07:28:26 am
Just posting to alert you of a duplicate reaction in reaction_specific. There are two mill_flour entries. Since they seem to have different purposes (mill flour/mill dye), I suspect one just needs its name changed to something unique.
Title: Re: Modest Mod 1.4 - All the vital bugfixes, nothing else
Post by: Intrinsic on June 07, 2012, 10:42:58 am
ptw
Title: Re: Modest Mod 1.4 - All the vital bugfixes, nothing else
Post by: Sutremaine on June 14, 2012, 12:17:24 pm
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.
Title: Re: Modest Mod 1.4 - All the vital bugfixes, nothing else
Post by: Xen0n on June 14, 2012, 01:11:12 pm
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.

Not sure where to find it in the raws themselves (I do my fiddling with DF Mod Manager (http://www.bay12forums.com/smf/index.php?topic=74828.0)), but when I look at the entries for ITEM_PANTS etc., the change is that all the clothing items have their [ARMORLEVEL] token changed from =0 to =1 (http://dwarffortresswiki.org/index.php/Armor_token).
Title: Re: Modest Mod 1.4 - All the vital bugfixes, nothing else
Post by: Sutremaine on June 14, 2012, 01:19:04 pm
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?
Title: Re: Modest Mod 1.4 - All the vital bugfixes, nothing else
Post by: Xen0n on June 14, 2012, 03:04:13 pm
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?

I believe so, but I only instituted this mod after I reached my pop. cap, so I haven't had any migrant waves to confirm, and am not sure whether this is the kind of mod that needs a worldgen to take effect. 
I have noticed that human/ elven diplomats arrive naked now, which I presume is because they typically wear no non-armor clothing.  Also, still in 34.07, for what it's worth.
Title: Re: Modest Mod 1.4 - All the vital bugfixes, nothing else
Post by: Tierre on June 15, 2012, 04:18:51 am
Well you can use chainmails for clothes now - they are eternal. I think anything with layer OVER is clothes now.
Title: Re: Modest Mod 1.4 - All the vital bugfixes, nothing else
Post by: armandhammer on June 21, 2012, 11:13:45 am
The eternal Fashion module is broken :(
The new migrants come with no armor, as a work around I assigned clothes in the military section. But even with this work around(which is really annoying for 100 dwarves) the hunters still do not wear clothes...
Is there a better way to do this??
Title: Re: Modest Mod 1.4 - All the vital bugfixes, nothing else
Post by: Igfig on June 21, 2012, 01:17:42 pm
Hmm. I haven't actually tested Eternal Fashion myself, so I wasn't aware of the nudity problem.  I suppose I could make COVER layers count as regular clothing, so people would wear cloaks at least.
Title: Re: Modest Mod 1.4 - All the vital bugfixes, nothing else
Post by: splinterz on June 21, 2012, 05:39:30 pm
brilliant idea! ptw
Title: Re: Modest Mod 1.4 - All the vital bugfixes, nothing else
Post by: vonduus on June 22, 2012, 03:40:37 am
What a great mod, thanks. All Toady needs to do now is to copy this mod into his next release, and a lot of people will have a happy thought, without him having to waste his time on bugs that are fixed already.
Title: Re: Modest Mod 1.4 - All the vital bugfixes, nothing else
Post by: armandhammer on June 22, 2012, 10:56:19 am
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...
Title: Re: Modest Mod 1.4 - All the vital bugfixes, nothing else
Post by: Moogie on June 22, 2012, 11:50:11 am
Oh goodness. This may just be why my custom race has been embarking without any clothes. I had totally forgotten I'd installed this. *Facepalm*

Going to revert back to vanilla and test this. I'll report back.

Edit: Sigh, confirmed. Lol. I feel a bit silly now. My thread's already up to three pages of speculation and now I have to go announce that nothing was wrong with the race at all... xD
Title: Re: Modest Mod 1.4 - All the vital bugfixes, nothing else
Post by: Hugo_The_Dwarf on June 22, 2012, 11:57:59 am
Yea any clothes that count as ARMOR or have a ARMORLEVEL are not worn on embark. aka everyones naked.
Title: Re: Modest Mod 1.4 - All the vital bugfixes, nothing else
Post by: Putnam on June 22, 2012, 02:40:18 pm
It's the [SOFT] tag, not [ARMOLEVEL:0] that causes clothes to rot.
Title: Re: Modest Mod 1.4 - All the vital bugfixes, nothing else
Post by: Igfig on June 22, 2012, 10:37:33 pm
Really? I heard (http://dwarffortresswiki.org/index.php/DF2012:Armor_token) exactly the opposite. Can you confirm that?

And good point Armandhammer, they'll need shoes too. I'm willing to risk bad thoughts due to nudity, though: if I included trousers and shirts, that'd be quite a lot of rottable clothing overall, which would negate the entire purpose of Eternal Fashion. I'll put some warnings in the readme to notify people about the problems.

And just in general, I can't guarantee that any of the modules will be entirely without drawbacks. (The core mod should be perfectly fine, though.)
Title: Re: Modest Mod 1.4 - All the vital bugfixes, nothing else
Post by: Garath on June 23, 2012, 06:11:41 am
amazing, this mod includes pretty much everything that I do myself, so this will save me a lot of time. 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.
Title: Re: Modest Mod 1.4 - All the vital bugfixes, nothing else
Post by: Sutremaine on June 23, 2012, 09:59:32 am
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.
Title: Re: Modest Mod 1.4 - All the vital bugfixes, nothing else
Post by: Hesuchia on June 23, 2012, 02:37:44 pm
This mod looks awesome, but I'm just curious: why isn't it inherently compatible with graphics packs?  I'm not sure how the mechanics of all the modding works, but wouldn't raw editing not really mess with packs at all since they just make the tiles look different and this changes the background mechanics themselves?
Title: Re: Modest Mod 1.4 - All the vital bugfixes, nothing else
Post by: Meph on June 23, 2012, 02:57:01 pm
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.
Title: Re: Modest Mod 1.4 - All the vital bugfixes, nothing else
Post by: randyshipp on June 26, 2012, 10:08:54 am
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.

If one wants to use this with the Phoebus tileset, is it a lot of work to get it going?  Is it something fairly simple and systematic to do, or is it a PITA?
Title: Re: Modest Mod 1.4 - All the vital bugfixes, nothing else
Post by: TolyK on June 26, 2012, 10:50:33 am
I'm working on something that makes stuff like that a LOT easier, but... for now you'll have to do it by hand.
Title: Re: Modest Mod 1.5 - All the vital bugfixes, nothing else
Post by: Igfig on July 05, 2012, 05:47:21 pm
Version 1.5 has been released, fixing the bugs people brought up and also adding the Seasonal Crops module.  Next up: Phoebus compatibility.

Also I've finally gone and written some scripts to help me apply the more time-consuming changes (the ones that have to check every creature in the raws, for instance). That should speed up my updates in the future.

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.
Title: Re: Modest Mod 1.5 - All the vital bugfixes, nothing else
Post by: Zheel on July 06, 2012, 07:18:52 pm
Nice job, Igfig, and thanks for putting this together!

I did notice when I installed though that I had to edit raw/objects/entity_default.txt to include the lines:

    [PERMITTED_REACTION:MILL_FLOUR]
    [PERMITTED_REACTION:MILL_DYE]
    [PERMITTED_REACTION:MILL_SUGAR]

in the [ENTITY:MOUNTAIN] section to get those reactions available on my querns/millstones.

Also, I notice that using them produces no seeds, leaving me in a situation where I eventually run out of... say dimple cups. I tried tweaking the reactions to add something like this to each one

    [PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:plant:SEED_MAT]

but it just results in the job producing a generic 'seed' that doesn't seem to be useful. Short of splitting the product-oriented reactions into a longer list of reagent-oriented ones, is there a way to have the custom milling jobs produce seeds like the built in ones?
Title: Re: Modest Mod 1.5 - All the vital bugfixes, nothing else
Post by: Igfig on July 06, 2012, 09:36:45 pm
Wow, however did I miss those? Thanks for alerting me; I'll fix them as soon as possible.

In the meantime: the line you added to the reactions is correct, except that you'll want to use SEED instead of SEED_MAT. wait no what am I thinking
Title: Re: Modest Mod 1.5 - All the vital bugfixes, nothing else
Post by: Urist_McArathos on July 07, 2012, 03:17:08 pm
Can anyone confirm the arrival of diplomats and guild reps?  I haven't had any show up yet.  Also, I'm not seeing an "Overseer" position on my noble list either.
Title: Re: Modest Mod 1.6 - All the vital bugfixes, nothing else
Post by: Igfig on July 07, 2012, 07:03:02 pm
Version 1.6 is out, fixing those problems with the milling reactions. It also makes scale work like leather instead of shell (a recent thread on the topic made me think about it some more).

I definitely got diplomats and guild reps in the last game I played, but that was before I added overseers.
Title: Re: Modest Mod 1.6 - All the vital bugfixes, nothing else
Post by: Urist_McArathos on July 07, 2012, 07:05:45 pm
I fixed overseers, but I don't know how you're getting diplomats and guild reps and I'm not.  You need to add [SITE] to the Overseer's raws (I just put it as the line under their name) for them to appearance.  As it is, they appear above the expedition leader in the noble listing.  To make them appear below, change their precedence to 115 (wasn't sure if first on the list was behavior as intended).

Are you getting elven tree diplomats your first spring?  I just ran a 900 FPS game with a simple fort to rush to spring, and only got elven traders, no diplomat.
Title: Re: Modest Mod 1.6 - All the vital bugfixes, nothing else
Post by: Igfig on July 07, 2012, 08:42:17 pm
I don't remember the timing; it was a couple months ago.  Maybe they don't come until the second spring, so they can compare tree counts with the first caravan's visit?

And thanks for spotting the Overseer bug. I'll have the fix in the next version.
Title: Re: Modest Mod 1.6 - All the vital bugfixes, nothing else
Post by: Urist_McArathos on July 07, 2012, 08:53:26 pm
I"m happy to help; I love the idea of a vanilla-compatible "bugfix" and am happy to help test it for problems.

I'll try the fortress I want to play with it, as is...see if they come after a second year.
Title: Re: Modest Mod 1.6 - All the vital bugfixes, nothing else
Post by: daveralph1234 on July 08, 2012, 08:15:39 am
Is it possible they only come once you have a baron?
Title: Re: Modest Mod 1.6 - All the vital bugfixes, nothing else
Post by: Meph on July 08, 2012, 05:53:56 pm
Hey,

I had the idea for something like this mod as well, but got carried away a bit. The result you know. People give me a lot of feedback/requests, they want my Settings/GUI to revert back to vanilla DF, OR a bugfix/FPS-saving version, without extra features. So, this is what I will do. Would you be interested to combine our efforts ? I made the bugfixes before Toady started with DF34.xx and before his own bugfixes, so most of my stuff should be redundant by now.

What I am saying is: Masterwork DF with all Settings OFF should look a bit like "Modest Mod", maybe (probably) with my homebrewed FPS-saving stuff.
Title: Re: Modest Mod 1.6 - All the vital bugfixes, nothing else
Post by: Igfig on July 08, 2012, 07:25:56 pm
Masterwork and Modest Mod already have a lot of overlap, but if you'd like to borrow some of my work then go ahead! I already went through Masterwork before I started and noted down all the vital parts, but if you've added anything new since then that you think would be of interest to me, I'd love to hear it.

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.
Title: Re: Modest Mod 1.6 - All the vital bugfixes, nothing else
Post by: Urist_McArathos on July 09, 2012, 12:44:46 pm
Good point; I didn't have a baron at the time.  My mistake!
Title: Re: Modest Mod 1.6 - All the vital bugfixes, nothing else
Post by: Meph on July 09, 2012, 01:56:05 pm
Ok, thank you. I remembered, that you asked me about some things when you started this, but my mod is from 31.25, and yours is made for 34.

I will let you know as soon as I start again.
Title: Re: Modest Mod 1.6 - All the vital bugfixes, nothing else
Post by: Urist_McArathos on July 12, 2012, 07:40:03 am
Just got a human guild rep, so I'm going to assume the patch works as intended in regards to reps and diplomats.  Haven't had a baron yet, but I imagine once I do I'll get told to stop chopping trees.
Title: Re: Modest Mod 1.6 - All the vital bugfixes, nothing else
Post by: RomanGuy on August 22, 2012, 09:13:43 pm
This mod is exactly what I wanted for fortress mode to fix little bugs and make little improvements, thanks. 

Besides making tilesets compatible, I would request that it be combined with the Wanderer mod since I think it also makes little but interesting changes to adventurer mode, but I may be the only one who wants that so do as you like.
Title: Re: Modest Mod 1.6 - All the vital bugfixes, nothing else
Post by: Meph on August 23, 2012, 07:36:06 pm
For adv mode you might want to download masterwork and have a look at the speech folder. It will be a nice addition.

I also wanted to ask if you have added the child tag to all animals that are missing it. Seemingly many vanilla creatures that can now be tamed and owned (due to fixing the pet_exotic thing) do not breed.
Title: Re: Modest Mod 1.6 - All the vital bugfixes, nothing else
Post by: Putnam on August 23, 2012, 11:01:32 pm
For adv mode you might want to download masterwork and have a look at the speech folder. It will be a nice addition.

That sounds suspiciously like adding things.
Title: Re: Modest Mod 1.6 - All the vital bugfixes, nothing else
Post by: Igfig on August 24, 2012, 03:16:50 pm
I've been considering a Speech Expansion module for a while now, but I'd need to do some curation first. That could take a while, so I've been putting it off. Even if it doesn't end up here, it'll definitely be in my forthcoming Easy Flavour mod.

Adding the missing child tags is a great idea. I'll keep an eye on that thread about it, and have it in the next release.

Wanderer's Friend adds a lot of non-vital content like elixirs, new tools, and mages. It also makes some broad changes to the raws that would be a pain to apply, and would make the Modest Mod less compatible with other mods. 

I would, however, be willing to add a few more adventurer reactions if you made a good case for them.  I already have some basic ones for tanning hides and making crafts; are there any other adventurer reactions that you would consider vital?
Title: Re: Modest Mod 1.6 - All the vital bugfixes, nothing else
Post by: Meph on August 24, 2012, 04:34:27 pm
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)
Title: Re: Modest Mod 1.6 - All the vital bugfixes, nothing else
Post by: daveralph1234 on August 24, 2012, 05:26:22 pm
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.
Title: Re: Modest Mod 1.6 - All the vital bugfixes, nothing else
Post by: Igfig on August 27, 2012, 12:35:43 am
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.

All planned for the Easy Flavour mod. Body detail plan changes will be a major part of it. I'll be sure to let you know when I start work on it in earnest.
Title: Re: Modest Mod 2.0 - Now with graphics support!
Post by: Igfig on August 29, 2012, 09:01:52 pm
Version 2.0 has been uploaded, adding support for the Phoebus and Ironhand graphics packs!

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.
Title: Re: Modest Mod 2.0 - Now with graphics support!
Post by: WaffleEggnog on August 30, 2012, 08:02:34 pm
Version 2.0 has been uploaded, adding support for the Phoebus and Ironhand graphics packs!

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.
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?

Thanks for this fix btw, its awsome.
Title: Re: Modest Mod 2.0 - Now with graphics support!
Post by: Igfig on August 30, 2012, 08:55:07 pm
They're the same sort of castle-fortresses as humans build, although I think there should be more civilians living in dwarf and goblin fortresses.
Title: Re: Modest Mod 2.0 - Now with graphics support!
Post by: Putnam on September 01, 2012, 05:45:38 pm
Version 2.0 has been uploaded, adding support for the Phoebus and Ironhand graphics packs!

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.
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?

Thanks for this fix btw, its awsome.

Yeah, that's impossible, so don't be expecting anything like that till the next version of DF :P
Title: Re: Modest Mod 2.0 - Now with graphics support!
Post by: vonduus on September 03, 2012, 02:52:23 am
It is a while since I played DF without this mod. I believe it does what it is supposed to do, but I really cannot tell, it is indeed a very modest mod.

One point though: Competent stonecrafter Urist McStoney got himself ignited, when he carved fortifications into the magma shaft. He was burning for almost two years, before I thought of digging a pond in the entrance of the main hall. Before modest mod I had a few incidents with burning dwarves, but they normally died (of thirst I believe) within three to six months. Have you changed dwarven combustion rates in your mod?

And another thing: My grazers still starve very fast. I use DFHack to regrass, so it is no big deal. But I don't really see any difference in starving rate. Perhaps I have forgotten how fast they starve in vanilla.

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.

Anyway, thanks for the mod, I really believe it works as intended.
Title: Re: Modest Mod 2.0 - Now with graphics support!
Post by: daveralph1234 on September 03, 2012, 10:37:11 am
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.
tweak fixmigrant
Title: Re: Modest Mod 2.0 - Now with graphics support!
Post by: Igfig on September 03, 2012, 11:01:08 am
Nope, I didn't touch dwarven flammability. Anything that causes more fire can't be a bug.

Large grazers do still need a big area to survive. Elephants, for instance, need a 20x20 square to themselves for sustainable grazing. That might sound like a lot, but in vanilla they needed a 40x40 space and would starve to death even if they ate constantly. Cows used to need 14x14, now they need 8x8. I suppose I could reduce the necessary pasture sizes even further... maybe that'll be my next poll.

And I'm afraid the orphan traders aren't a bug that can be fixed in the raws. DFHack is your best bet.
Title: Re: Modest Mod 2.0 - Now with graphics support!
Post by: Joben on September 03, 2012, 06:19:02 pm
I did a little googling. Apparently IRL ~2.5 acres per cow is a ball park figure.

I'm not sure how applicable that is though considering the complete other-worldliness of distance, size and time in DF.
Title: Re: Modest Mod 2.0 - Now with graphics support!
Post by: Igfig on September 04, 2012, 10:56:29 am
Toady recently set a specific size for tiles:
Quote from: Quatch
As 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.

2.5 acres is about 1 hectare, which is 100m x 100m. That's a 50x50 square. If cows needed that much space, then even capybaras would be doomed to death by starvation.

Otherworldliness indeed.
Title: Re: Modest Mod 2.0 - Now with graphics support!
Post by: Stromko on September 04, 2012, 11:20:01 am
There are still troubles with the Eternal Fashion submod. As you already know Dwarves arrive wearing only a cloak and two shoes, and they won't wear anything else unless they're assigned a uniform.

The starting seven dwarves don't seem to mind, the trouble is that all my migrants are quite unhappy about being 'exposed'. One has already gone babbling insane, with seemingly little else bothering him. Granted the fortress was still new so he didn't have an excellent bedroom or dining room to cheer him up.

I hope there is some workaround to making this work, as having loads of rotted clothing laying about is both messy and won't do the frame rate any favors, but having your dwarves naked and mad isn't any kind of good.

Sticking them all in the military and assigning them a uniform does seem to work to get them to put on some clothes now that I've given that a shot. It is unfortunate they don't arrive with any clothes so you have to expend a lot of effort to getting them all dressed when they get there, plus sticking them all in squads is going to get unwieldy down the line.
Title: Re: Modest Mod 2.0 - Now with graphics support!
Post by: Igfig on September 06, 2012, 09:41:49 pm
Yeah, maybe I should make one of the lower-body articles of clothing act as regular clothing again. Loincloths, maybe? I know I never make loincloths, myself.

Now that I think about it, maybe the default upper-body clothing should be something useless too, like a vest. It must be annoying to have to replace people's cloaks all the time.

Unfortunately there's nothing I can do about having to put people in the military to get them to wear better clothing. That's the trade-off of Eternal Fashion. I can put a more specific warning in the readme, though.
Title: Re: Modest Mod 2.0 - Now with graphics support!
Post by: gabranth on September 08, 2012, 04:05:52 am
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
Title: Re: Modest Mod 2.0 - Now with graphics support!
Post by: Putnam on September 08, 2012, 03:15:21 pm
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

Thoughts are unmoddable.
Title: Re: Modest Mod 2.0 - Now with graphics support!
Post by: Igfig on September 08, 2012, 09:20:33 pm
Increasing their DUITFULNESS, SELF_DISCIPLINE, and ACHIEVMENT_STRIVING attributes might help with that.

Or you could just give your soldiers a break every few months. That's probably easier.
Title: Re: Modest Mod 2.0 - Now with graphics support!
Post by: Slythe on September 08, 2012, 10:06:47 pm
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)
Title: Re: Modest Mod 2.0 - Now with graphics support!
Post by: gabranth on September 09, 2012, 09:46:55 am
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:

http://dffd.wimbli.com/file.php?id=6741 (http://dffd.wimbli.com/file.php?id=6741)


im trying that now


[Under Consideration]
Add a reaction to empty buckets containing water and/or lye

i think this is a good idea especially if it removes frozen water embarking in the arctic ocean should give you an idea why
Title: Re: Modest Mod 2.0 - Now with graphics support!
Post by: Igfig on September 09, 2012, 02:36:37 pm
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
Ah, I didn't realize it was an actual bug. It never seemed to come up in my games.

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)
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.

Quote
[Under Consideration]
Add a reaction to empty buckets containing water and/or lye
i think this is a good idea especially if it removes frozen water embarking in the arctic ocean should give you an idea why
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.
Title: Re: Modest Mod 2.0 - Now with graphics support!
Post by: gabranth on September 09, 2012, 03:47:53 pm
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.


i didn't try i tried dumping frozen blood out of barrels and dwarfs ignored it and thought buckets did the same and used the trade method and you could put it in the kitchen they usually have sinks for that sort of thing

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
Title: Re: Modest Mod 2.0 - Now with graphics support!
Post by: Slythe on September 10, 2012, 07:02:04 am
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.

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.
Title: Re: Modest Mod 2.0 - Now with graphics support!
Post by: Slythe on September 10, 2012, 03:30:03 pm
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

Hmm I've never heard of this.  So this would prevent wildlife from going extinct due to overhunting?  If so I'd definitely want to use it, but are there any other side effects?
Title: Re: Modest Mod 2.0 - Now with graphics support!
Post by: gabranth on September 11, 2012, 09:06:47 am
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
Title: Re: Modest Mod 2.0 - Now with graphics support!
Post by: daveralph1234 on September 11, 2012, 10:52:49 am
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
But would it effect adventure mode at all?
Title: Re: Modest Mod 2.0 - Now with graphics support!
Post by: Slythe on September 11, 2012, 12:58:46 pm
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 ?
Title: Re: Modest Mod 2.0 - Now with graphics support!
Post by: gabranth on September 12, 2012, 04:50:57 am
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
But would it effect adventure mode at all?

i have no idea i don't do adventure mod sorry



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 ?

you can change it for any creature you don't want to go extinct but it will take a while for them to go extinct with default settings so don't expect to notice anything straight away except for fish that can get wiped out very quickly by a single legendary fisherdwarf
Title: Re: Modest Mod 2.0 - Now with graphics support!
Post by: Ari Lazarus on September 14, 2012, 01:13:55 pm
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.
Title: Re: Modest Mod 2.0 - Now with graphics support!
Post by: ZawB on September 15, 2012, 02:04:40 am
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?
Title: Re: Modest Mod 2.0 - Now with graphics support!
Post by: Ari Lazarus on September 15, 2012, 12:18:18 pm
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 :/
Title: Re: Modest Mod 2.0 - Now with graphics support!
Post by: ZawB on September 15, 2012, 12:27:25 pm
There should be loads of plants in the third cavern. Even a dry cavern without moss should have those red cactus ones. In any case, I've pierced all three in the current fort, which is the first fort I'm doing with MM.

EDIT: All right, a lot of weird stuff gradually started happening. Walls not collapsing when they should have, weird FPS slumps... I reinstalled MM from a backup and now it's working. No clue what I did wrong the first time, but sorry for the trouble.
Title: Re: Modest Mod 2.0 - Now with graphics support!
Post by: lwCoyote on September 17, 2012, 05:12:27 pm
Heyo!

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?
Title: Re: Modest Mod 2.0 - Now with graphics support!
Post by: Ari Lazarus on September 18, 2012, 01:24:24 pm
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?
Title: Re: Modest Mod 2.0 - Now with graphics support!
Post by: Igfig on September 18, 2012, 05:13:17 pm
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
That'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).

You can always add Dwarf Chocolate's reaction_adventure_resource.txt file manually, if you really want those reactions.

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.

If you're ever getting weird bugs like that, it's probably not the mod's fault. MM just doesn't make big enough changes to have that kind of effect. Reinstalling on a fresh set of raws should fix most problems.

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.


Finally, I just want to plug Ari Lazarus' Modest Bodies (http://www.bay12forums.com/smf/index.php?topic=116332.0) plugin to any of you who haven't seen it yet. It adds joints to many creatures that were lacking them before, and renames body parts to reflect their real-world names. Check it out!
Title: Re: Modest Mod 2.0 - Now with graphics support!
Post by: Ari Lazarus on September 18, 2012, 11:31:02 pm
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 :)

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 ^_^
Title: Re: Modest Mod 2.0 - Now with graphics support!
Post by: Igfig on September 19, 2012, 11:06:23 am
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 :)
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.

"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?

(I think you can grab fish out of rivers the same way you can pick up worms and roaches (not positive though), and you can find honeycombs in old player fortresses. Having these extra sources of food is pretty low-impact, and it gives you a use for some things that were useless before.  It's not 100% vital, but it might be an acceptable tradeoff.)

In any case, I'll probably write my adventurer reactions myself. My clothing reactions, for instance, would probably just make a random clothing item of the specified slot and material, to save on space.

And who knows? If there's enough interest, maybe I'll add a module with expanded adventurer reactions.

Quote
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?
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.

Quote
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.
Title: Re: Modest Mod 2.0 - Now with graphics support!
Post by: Ari Lazarus on September 20, 2012, 03:27:08 am
"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)!

Edit: That reminds me, would you consider adding other fixes to MM such as the binary fix for raging military and .. I think the obsidian shear values? IIRC both are pretty out of whack and would fit right up MM's alley.
Title: Re: Modest Mod 2.0 - Now with graphics support!
Post by: Igfig on September 20, 2012, 09:06:11 pm
Okay. I figured it out. The problem is that building_pedestal.txt doesn't have [OBJECT:BUILDING] as its second line, so it's not being recognized as a raw file at all. Add that line and it should work again... it might not show up until you gen a new world, though.

The next version actually includes a binary patched .exe, with fixes for the military problem and a bunch of other things.

Thanks for bringing up the obsidian shear yield, though! That is indeed a perfect fit for the Modest Mod. If you notice any other bugs like that, let me know!
Title: Re: Modest Mod 2.0 - Now with graphics support!
Post by: nomad_delta on September 25, 2012, 05:42:22 pm
I just started a new game with Modest Mod + the Eternal Fashion sub-mod installed, and everything was going great at first but right around the time the first migrant wave showed up I started Bad Thoughts from some of my starting 7 dwarves indicating they were very unhappy about being "uncovered"...

I checked them and found that they were all wearing boots and cloaks but nothing else... this seems to be what all the dwarves came clothed in from embark, and I'd figured that was normal for the mod until my dwarves started becoming Very Unhappy over it.

Any ideas on what I might be doing wrong? :)

**EDIT: doh! never mind, I had read through most of the thread before posting but not page 9 apparently in which there is discussion about this being normal behavior with the Eternal Fashion submod installed, and one has to manually assign armor to avoid bad thoughts due to lack of clothing.  My posting is bad, and I should feel bad.

--nomad_delta
Title: Re: Modest Mod 2.0 - Now with graphics support!
Post by: arkhometha on October 01, 2012, 02:36:40 pm
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.

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.
Title: Re: Modest Mod 2.0 - Now with graphics support!
Post by: nanomage on October 01, 2012, 02:54:17 pm
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.

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.
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?
Title: Re: Modest Mod 2.0 - Now with graphics support!
Post by: daveralph1234 on October 01, 2012, 03:00:27 pm
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.
Title: Re: Modest Mod 2.0 - Now with graphics support!
Post by: arkhometha on October 01, 2012, 03:08:56 pm
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.

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.
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?

Okay, wasn't that sure about blunt weapons anyway. You just don't get that many people using or recommending it, expect to fight off zombies.

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.

Toady said himself it was a bug. I just can't find the quote. It's also non logical, as almost anything should melt in magma.




Also, adding.
Bug:5312  (http://www.bay12games.com/dwarves/mantisbt/view.php?id=5312)Undead reanimate too quickly (and forever) when killed in areas where corpses/etc. reanimate.
I don't know if it's a feature or a bug, to be honest.

EDIT: Also, I was toying with lashes. I noticed it glanced off in clothes(It should tear or pass through it) but it still could break a skull. It was a bronze skull, by the way.
Title: Re: Modest Mod 2.0 - Now with graphics support!
Post by: arkhometha on October 02, 2012, 07:49:03 pm
Scrap all that, the best research I can do about heat and flame effects on the body is here (http://www.bay12forums.com/smf/index.php?topic=104222.msg3671543).

Spoiler: Old Post (click to show/hide)
Title: Modest Mod 2.0 - possible fix for insta-kill headshot:
Post by: Timeless Bob on October 07, 2012, 04:02:52 am
So I was perusing the back-posts of the "Something Awful" forums when I came across this http://forums.somethingawful.com/showthread.php?threadid=3466523&userid=0&perpage=40&pagenumber=185 (http://forums.somethingawful.com/showthread.php?threadid=3466523&userid=0&perpage=40&pagenumber=185) from a user named "scamtank" sometime last June. 

As a summary, he claims that all default head sizes are small, with relative values making them about the size and toughness of an eyeball, which is why headshots seem to have the "Oops, you seem to have been slain" effect.  By changing the values, (referenced in the post), he has made headshots both more difficult to accomplish and allowed for skull fractures and concussive blows to be debillitating, but not instantly fatal.  I think he said that decapitation with a bladed weapon took several blows and that it took 3-4 from a war-hammer. 

Is this something that would make tantrum spirals less surrealistically "Fun", and Adventurer mode more realistic, do you suppose?

I've often wondered why dwarves don't die out quickly in worldgen, considering that they need at least twelve years to grow into a new generation, and what with goblins, badgers and hill titans roaming the world, how has the main civilization avoided sudden extinction from tantrum spirals for so long?
Title: Re: Modest Mod 2.0 - Now with graphics support!
Post by: nanomage on October 07, 2012, 02:04:14 pm
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.
Title: Re: Modest Mod 2.0 - Now with graphics support!
Post by: arkhometha on October 07, 2012, 03:22:43 pm
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.

I agree with you, his changes do just that, and I do agree it makes it rough and clumsy.
Toady has made some mistakes on material characteristics - I for one know bone density in DF is lower than RL bone and heat properties/damage/melt point is largely incorrect. For multi-part brain, there is the Nihilist's Brain Stem Project.  (http://www.bay12forums.com/smf/index.php?topic=103404.0) For Tissues and body parts, there one of a med student, the San Diego's Realistic Tissue (http://www.bay12forums.com/smf/index.php?topic=71494.0l), and overall, the Grim Grimoire - The Realistic Commune Mod (http://www.bay12forums.com/smf/index.php?topic=104222.msg3082203#msg3082203), that I plan to do a patch to be compatible with modest mod, if both authors permit, and when the new version (of Grim Grimoire) comes out. Also, some modders, Putnam and other guy, are just discussing the bone density/characteristcs over there to try and correct this issues.
(I still think an adventurer with superhuman strength should be able to break a skull barehanded, though).
Title: Re: Modest Mod 2.0 - Now with graphics support!
Post by: tyrannus007 on October 08, 2012, 10:24:46 am
First off, thanks for this mod.
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.
Title: Re: Modest Mod 2.0 - Now with graphics support!
Post by: daveralph1234 on October 08, 2012, 11:41:35 am
First off, thanks for this mod.
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.
This is presumably due to the lack of scissors.
Title: Re: Modest Mod 2.0 - Now with graphics support!
Post by: tyrannus007 on October 09, 2012, 09:07:32 pm
Technically speaking, it's caused by this
Code: [Select]
[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.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Igfig on October 11, 2012, 02:58:50 pm
Updated to version 2.1 (http://dffd.wimbli.com/file.php?id=6028). Lots of fun changes.

The extremely long hair issue is hard to fix entirely, since only historical figures respect the hairstyle tags. I could make hair grow much more slowly, but that would only delay the issue for immortal elves and goblins.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Ari Lazarus on October 11, 2012, 03:12:43 pm
Aw yiss~ binary fix is the big ticket in this release ^_^
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: FluxX on October 11, 2012, 04:33:07 pm
Ohhh. Compatible with Ironhand? Might give this a go. :)
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Akjosch on October 11, 2012, 04:54:32 pm
EDIT: Scratch the first question, I wasn't reading the proper changelog.

For easier merging, the only changed raw files since version 2.0 seem to be those six; is this correct?

Code: [Select]
creature_equipment.txt
creature_standard.txt
entity_default.txt
inorganic_stone_layer.txt
material_template_default.txt
reaction_adventurer_basic.txt
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Igfig on October 13, 2012, 11:28:11 am
In the core mod, yeah. I also changed building_pedestal and some of the clothing files in the modules.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Ari Lazarus on October 14, 2012, 03:32:54 am
Righto, tried firing this up for the first time today, also playing with Seasonal Crops (great idea!), Pedestals, and Modest Bodies. Unsure if this is related to MM at all, but I'll run it by you guys first in case you are aware of some oddities..

Basically my dwarves have stopped eating. They stopped considering plants and eggs as food at some point - which is really odd because they were eating earlier. It's come to the point where I dump food in front of them, make a stockpile next to them (which gets food taken to it) and they still refuse to eat it :/

Edit: I has a save (http://dffd.wimbli.com/file.php?id=7036).

Unrelated Edit: Igfig, would you consider incorporating the skill tweaks in Seasonal Crops? Because your farmers get around 1/2 to 1/3 the planting and harvesting done, it would make sense to up the skill gains. Unless we're keeping farming skills intentionally slower.

Ninja NINJA Edit: The fine-grained reactions for Querns and I assume Mills don't seem to be working, I still get the default mill plants / seed reactions.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Igfig on October 14, 2012, 11:16:05 am
It looks like the only plants you have left are inedible raw. Ditto eggs. I told one of your farmers to start cooking, and she immediately whipped up some turkey egg biscuits and saved the fortress.

Oh, I forgot to mention: I also changed entity_default.txt in the Pedestals module. It was missing the milling reactions before. You appear to be using an older version of that file.

And yeah, I guess I should increase farming skill gain rates for Seasonal Crops. Looks like RavingManiac updated the mod with said increase immediately after I added it as a module. The one problem is that I'd have to change creature_default.txt to make that work, which would create an incompatibility between Seasonal Crops and Skill Tweaks.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Ari Lazarus on October 14, 2012, 04:37:16 pm
Huh. I could've sworn you could eat eggs raw... I guess Seasonal Crops must be doing its job, I'm reduced to raw eggs with nothing else haha.

I'll double check on the entity_default.txt regarding the reactions and get back to ya! Yeah, that is kinda weird. Must've updated sometime between my download and now. Small matter to change anyway.

For the incompatibilities, maybe make a combined one for use with both mods? Just toss it onto your Modest Modules and that should be it. Although, I get that you're trying to make sure everything 'fits' together easily, sometimes it just isn't the case, and raws must be sacrificed. :P
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Taffer on October 20, 2012, 11:20:15 pm
Thanks for the excellent work! For what it's worth, I added a link in my thread as a recommendation. Hope you don't mind!
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: IronValley on October 21, 2012, 05:14:44 pm
PTW


Great Mod!
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Meph on October 21, 2012, 05:54:06 pm
About egg laying creatures: All creatures should lay 1 egg.

Currently you have crocs with 4-8. Get one breeding pair, get ~6 crocs, next year get ~24, next year get ~90 crocs... so much for warbeasts... I just think food is too easy to get in the game, and 1 egg still counts as one meal, so even a small amount of chickens will make food a trivial thing.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: kuki on October 23, 2012, 03:53:44 am
So, Igfig, since you asked...

I think some light re-balancing to melee weapons would fit perfectly in this mod, since it already addresses ranged weapons and their power versus armor. I am going to try out the following changes and see how they perform, but people who actually have an inkling how the combat system works/know how to parse data from large scale arena experiment logs using scripts would probably be better suited to figuring out actual numbers...

Spoiler (click to show/hide)

I've replaced the battle axe's "slap with the the flat of the blade" attack with an additional edge attack, with a contact area slightly smaller than a spear; hopefully, this should give a non-superior-material battle axe an attack which can penetrate armor with slightly better efficiency than a spear would have, but with only the penetration depth of a shortsword stab. Sounds reasonable.

Hammers have had their contact area increased from 10, which was, to be honest, pretty Jedi, to 17, which is slightly more powerful than a mace, which would be 20 [noting retroactively, that this is wrong. correct formula is below].

The old hierarchy of stab attacks from other armor-penetration-capable weapons:

spear (20) > all swords (50) = halberd (50)

Hopefully, with these modifications, it will go:

spear (20) = halberd (20) > short sword (30) > longer swords (40) > scimitar (50)

In vanilla, battle axes, unless they are of a superior material, rattle and rain off of enemy armor to no effect. You can chop off hands and feet, but that's it. A copper war hammer, on the other hand, will offer insta kills through steel helmets if the hammerer is skilled enough, and in general will brutalize any defender through even excellent armor. Since war hammers and battle axes were historically designed at about the same time, for the same purpose - punching through plate armor by concentrating force on a small area, either a hammer point or a curved blade on the end of a long stick - it'd be nice if they weren't polar opposites in this fashion. Likewise, the stab attacks of most other weapons against armor in vanilla are weapons of desperation, compared to the option of just using a hammer, unless you outclass the enemy's materials. I think it's boring if the game is just "go hammers until you get to steel," so here's hoping these changes work out. Not so much going for realism as just... something that makes sense. I would appreciate anybody else's help or criticism in tweaking the numbers and ideas. Thanks!
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Ari Lazarus on October 23, 2012, 04:46:00 am
Been 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
Due to the relationship between size and volume (Volume = Weapon Size / 10), warhammers and maces made of silver exert the same amount of directed pressure, which is 0.8392 kg/cm2. This assumes that both weapons can be used by the dwarf properly (dwarf not too small). If we change warhammers to 17 contact area, they go to 0.4936 kg/cm2, which is 42% or so less 'directed pressure' than the maces. This is probably unintended. In short, the size of a weapon also determines how much energy it can impart to an unlucky recipient. Maces are double the size of warhammers, so increasing the contact area on warhammers might gimp the output in more than one way.

Good idea on getting rid of slaps with blades (no one in real life does that, I think). My own research into dwarven weapons development kinda stopped once I realised it was a little hard to calculate how edged weapons work (contact area vs. penetration depth - do either even contribute to damage? Is density (weight) calculated in determining the power behind a blow? Etc. etc.).

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.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: kuki on October 23, 2012, 04:57:22 am
Been 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

Hay, there it is! A complete formula, instead of random guesses. Thank you. Any idea why warhammers feel like they're more powerful than maces in vanilla, if they should deliver an equivalent amount of directed pressure? Am I just wrong about that? It's something I noted in other !!science!! threads when I went looking around to start this experiment, people concluding that hammers rule in this version.

Quote from: Ari Lazarus
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.

It is a question of materials. With a steel battleaxe, against an iron armored opponent, the slash attack will cause death by blood loss or decapitation quickly, where a steel-wielding hammerer might waste many non-lethal blows on the same opponent, before the skull gets jammed through the brain. An iron battleaxe will not do anything to an iron armored opponent, but a copper hammer will be just as effective as a steel one. I realized this when a group of goblins wielding blunt weapons mulched me in a fight in fortress mode, when we all had equivalent materials and roughly equivalent skills, but I was wielding axes and they were wielding hammers.

amateurish testing notes edited in here (updated)
Spoiler (click to show/hide)
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Meph on October 31, 2012, 07:52:54 pm
Just a little heads up:

Modest Mod merged with Accelerated DF: http://dffd.wimbli.com/file.php?id=7092 (http://dffd.wimbli.com/file.php?id=7092)  The modules in the extra folders I did not touch, so they might mess it up a little bit. I am just waiting on a bit of feedback from Igfig, before I do more. I combines the simpification and raise in FPS of my mod, with the bugfixes and balancing done by igfig. :)
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: kleril on November 04, 2012, 10:35:08 pm
Not sure if this is a symptom of using the bashed patch part of modest mod, or just a sign of my incompetence:
Assigning Dwarves to the military is erratic. When I assign Dwarves to a squad, set 'em up with a barracks, and set them to active/training, some of them just ignore it and go on with their civilian duties. Repeatedly booting them from their squads and adding them back in seemed to fix it. Anyone have any insight as to why this is occuring?
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: ORCACommander on November 10, 2012, 11:37:46 am
the graphics support for ironhand. is that the fan updated version that is compatible with the latest version of DF or is it for the last official ironhand release?
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Vattic on November 16, 2012, 11:42:11 am
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.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Zucchini on November 29, 2012, 02:05:25 am
Your specific heat for skin (870) seems really low.  Doing a bit of poking around trying to figure out values for my own little tanning mod, I found several references to the specific heat of the human body as a whole being around 3470...  which is bleah.  But I found one reference (http://oilab.seas.wustl.edu/epub/2004TD-PMB-Thermal.pdf) with an interest in just the skin that pegged it at 3600.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: PTTG?? on November 29, 2012, 10:57:22 am
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.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Vattic on November 29, 2012, 08:40:15 pm
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.

Charge!
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: KoffeeKup on December 12, 2012, 07:37:25 pm
I used this mod and have no complaints but after installing the seasonal farming mod all farming broke and I was unable to use any plots during any season. Everything else works just fine, and the stat boosts are most welcome. It was nearly impossible to get an efficient or even useful militia going because the stats trained so slowly. Even better armor can't help a novice swordsdwarf against a seasoned goblin maceman.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Putnam on December 12, 2012, 08:08:14 pm
Are you farming in a correct biome?
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: KoffeeKup on December 12, 2012, 09:01:46 pm
Are you farming in a correct biome?

Hmm... I didn't realize I needed to be in the correct biome. I had just grabbed wild plants and tried to farm in the mountains. I didn't think it would mater as I was right next to where I got the plants.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Putnam on December 12, 2012, 09:08:58 pm
Ah, mountains. There's your issue.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: KoffeeKup on December 12, 2012, 09:31:14 pm
Ah, mountains. There's your issue.

Yeah, I would like to see more smoothing between biomes. I find it ridiculous that I can't farm on a mountain in the same kind of soil and climate as the forest I got them from. Many cultures have successfully farmed in mountains without many problems. I just hope Toady fleshes out the natural aspects of the game in the coming years.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: thistleknot on December 25, 2012, 09:58:31 am
lgfig: have u seen this updated patch
http://dffd.wimbli.com/file.php?id=7207
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: thistleknot on December 25, 2012, 01:29:29 pm
lgfig: im curious to see ur empty water buckets idea
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Meph on December 25, 2012, 01:46:49 pm
[REACTION:EMPTY_BUCKET]
   [NAME:empty water bucket]
   [BUILDING:name-here:CUSTOM_E]
   [REAGENT:water:1:LIQUID_MISC:NONE:WATER:NONE][PRODUCT_DIMENSION:150]
   [REAGENT:water bucket:1:NONE:NONE:NONE:NONE]
      [CONTAINS:water]
      [NOT_IMPROVED]
      [PRESERVE_REAGENT]
   [SKILL:skill-name]
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: thistleknot on December 25, 2012, 03:26:12 pm
i COULDN'T find an instance of item_hauling in a reaction, but does this look about right


[REACTION:EMPTY_BUCKET]
   [NAME:empty water bucket]
   [BUILDING:KITCHEN:CUSTOM_E]
   [REAGENT:water:1:LIQUID_MISC:NONE:WATER:NONE][PRODUCT_DIMENSION:150]
   [REAGENT:water bucket:1:NONE:NONE:NONE:NONE]
      [CONTAINS:water]
      [NOT_IMPROVED]
      [PRESERVE_REAGENT]
   [SKILL:ITEM_HAULING]
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Meph on December 25, 2012, 03:29:54 pm
no, it doenst. hauling is a labor, not a skill. Otherwise there would be legendary haulers and such running around. All you can do is leave out the skill, then any nearby dwarf will do it. Your errorlog will also show up with a little complaint, if you use hauling as skill ;)
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: thistleknot on December 25, 2012, 05:11:23 pm
I tried to implement it with a [skill:] and with the line completely out, but no empty water bucket shows up when I try to queue a job (using manager screen)
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Meph on December 25, 2012, 05:15:20 pm
Well, which building did you add it to, and did you enable both building and reaction in the entity file ?
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: thistleknot on December 25, 2012, 05:20:50 pm
I added it to kitchen

reaction_other entry
[REACTION:EMPTY_BUCKET]
   [NAME:empty water bucket]
   [BUILDING:KITCHEN:CUSTOM_E]
   [REAGENT:water:1:LIQUID_MISC:NONE:WATER:NONE][PRODUCT_DIMENSION:150]
   [REAGENT:water bucket:1:NONE:NONE:NONE:NONE]
      [CONTAINS:water]
      [NOT_IMPROVED]
      [PRESERVE_REAGENT]
      [SKILL:]

I only modded 1 file for it, reaction_other, I'm green to modding this game.  I felt pretty good about myself for implementing the bronze anvil =D
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Meph on December 25, 2012, 05:30:56 pm
You need [PERMITTED_REACTION:EMPTY_BUCKET] in the entity_default.txt under the dwarven entity for it to be available.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: thistleknot on December 25, 2012, 05:34:14 pm
that entity file you referenced doesnt have an entity:dwar* anything, just mountain, hill, forest, etc

nm, it's under mountain
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Thundercraft on February 09, 2013, 01:43:46 am
Optional Modules
Rubbless: evaporates worthless layer stone

I'm really glad you made this optional. I don't think I want it.

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.

That sounds like a wonderful premise for a mod. I approve.
However...

Reduced clutch size for egg-laying animals

Sounds reasonable, in theory. But reducing chickens from 9.5 average to 3 average and crocodiles 40 average to 6 average is extreem! That would hurt egg food production and it is totally beyond me how this could not be considered controversial. If I use Modest Mod I will have to modify my raws to make it more reasonable because I couldn't live with that.

This adjustment really belongs under Optional Modules. That way, those who really want this could choose Modest Mod's current amounts (or maybe even "something in between").

Stopped pause and recenter on citizen birth and warm/damp walls

I can understand how this can be annoying and/or unwanted to some players. But this should be optional.

Content
-------
* Mussels and oysters now give pearls when you clean them

Awesome!

Gave feathers PEARL and ITEMS_SOFT, so you can use them as if they were pearls

I can understand where this is coming from. Vanilla lacks pearl. And a mood-struck dwarf sometimes (very rarely) needs pearl. But using feathers for pearl? Sounds pretty rediculous to me, especially since you enabled mussels and oysters to give pearls now. So... why? If you *had* to have a pearl substitute as well, why not do that with hooves instead of feathers? Or, better yet, add pearl to a subterranean creature.

My point: It should be considered controversial - hence, optional.

Added a few basic adventurer reactions for making crafts
Spoiler: Under Consideration
More adventurer reactions?

This neither bothers me nor appeals to me. I have not played Adventure Mode very often. Mostly, I find it boring. As such, I'm waiting for Toady to fix and add a bunch more stuff before I could find it interesting enough. However, if I did play Adventure Mode more I probably would approve.

Spoiler: Under Consideration
Add a reaction to empty buckets containing water and/or lye
Improve the sort order of stocks menu

Yes. To both.
I'd like to do both of these.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Darchitect on February 10, 2013, 03:19:31 pm
Any chance of having these fixes integrated? They're at the bottom of the notes section by user ag.

And thanks for making this!!!!

http://www.bay12games.com/dwarves/mantisbt/view.php?id=1445
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Zakarii on February 10, 2013, 03:38:15 pm
Anyway I can get Modest Mod to work with DFHack or are the two incompatible?
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: nanomage on February 11, 2013, 07:23:45 am
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.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Taffer on February 14, 2013, 04:56:08 pm
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.

The Modest Mod crashes on me during worldgen as well, and that's without dfhack at all. It's quite annoying, honestly, as it keeps me from generating worlds with long histories for fear of having the whole thing keel over ten minutes in. I should clarify that this occurs for me in Windows 8, x64.

Also, a necromancer just came and resurrected, among other things....the mussel pearl? Hmm. I suppose since they resurrect human skin, it might be alright, but it still seems off to me somehow.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Meph on February 14, 2013, 07:57:57 pm
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 ?
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Putnam on February 14, 2013, 08:00:51 pm
Anyway I can get Modest Mod to work with DFHack or are the two incompatible?

Nothing can ever be incompatible with DFHack unless it is specifically designed to be so, which, AFAIK, is pretty much impossible.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Taffer on February 14, 2013, 08:03:18 pm
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 ?

My own tileset, so no modified raws apart from the Modest Mod, and no graphics sets. I use the skill tweaks and pedestal optional addons.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Meph on February 14, 2013, 08:06:32 pm
Quote
I 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.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Taffer on February 14, 2013, 08:09:29 pm
Quote
I 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.

It's been happening for me for a bit now, honestly. I should have reported it. I mentioned Win 8/x64 because I blame the hex edits to the exe, rather than the raws. I took it as a safe assumption that if the mod crashed worldgen for most people, it'd have been noticed sooner.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Symmetry on March 05, 2013, 05:31:03 am
It crashes for me too, win7/64bit.  I tried with the original exe and that also crashed.  I've not had problems with eg. accelerated fortress.

I'll see if I can narrow it down.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Symmetry on March 05, 2013, 06:20:54 am
After reverting entity_default it seems to work.  I guessed this was most likely to affect things as it changes site parameters, and makes elves bandits.
It's possible it just resulted in more deaths and triggered something else though?
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Raphite1 on March 07, 2013, 09:49:52 pm
Excellent mod! I'll probably use this when I start a new fortress.

I'm a bit worried about this one, though:
"Stopped pause and recenter on ... warm/damp walls."

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.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Putnam on March 08, 2013, 12:40:04 am
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.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Raphite1 on March 08, 2013, 10:28:03 am
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.

Very awesome. May be trying this earlier than I expected, since half a dozen people in my current fort just caught fire and now have some very unhappy friends and family.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Ruhn on March 08, 2013, 01:11:58 pm
I like French Vanilla, gonna use this mod on the next fort.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: matskuman5 on March 21, 2013, 12:27:13 pm
Can someone help me? I've installed the mod but when i try to start dwarf fortress it says that theres no index file in the data folder. i checked, and there was one.
What am i doing wrong?
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Meph on April 10, 2013, 05:01:09 am
I know that I am repeating myself, but I thought it would be fitting for this thread as well.

I finally finished the merging of Accelerated DF and Modest Mod. First one helps FPS, second one helps balancing/bugs. Together you have a faster, more balanced and less buggy DF. No gameplay changes. I altered the LNP GUI slightly and included it alongside a handful of utilities and a small readme into the download. I currently support 3 tilesets, Ascii, Phoebus and Ironhand.

Just wanted to leave this information here. :) Mod can be found here (http://www.bay12forums.com/smf/index.php?topic=117954.msg3711660#msg3711660)
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Domenic on April 12, 2013, 11:18:03 am
My 5 sheeps that i took wit me on embark are keep starving(and dying). I assighned them to big pasture, and they eat grass ( i can see it disappearign) but  they still starve. wiki says 1 sheep need ~4x4 pasture. i have 40x40...
Im using accelerated modest mod package.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: thistleknot on April 13, 2013, 05:03:07 am
I found the option for skill rate adjustments a little overpowered.  Here's what they are

Spoiler (click to show/hide)

any suggestions on how to nerf them?  I understand current combat progression is really slow.  I'm debating about either halving them from their current increase from 100% or setting them to a quarter from their current increase from a 100%
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Taffer on April 16, 2013, 04:58:04 pm
Is this project abandoned? I hope not. With all kudos and respect to Meph, I'm hoping that the "unaccelerated" modest mod continues to be updated.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: gchristopher on April 16, 2013, 07:34:20 pm
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.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Taffer on April 16, 2013, 07:39:31 pm
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.

There's some posted minor additional bug fixes in the thread, some tweaking requests, and a newer version of the DF binaries. I was asking because Igfig hasn't posted in quite a while, or updated the original post. (ie, responded to the poll results)
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: sackhead on April 30, 2013, 01:07:31 am
i have made a bug fix for the one leather per creature the link is in my sig
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Rocktomato on May 03, 2013, 04:59:32 am
Could you please stop dungeons respawning with clones of their previous inhabitants every team you rest, sleep, or leave and re-enter them? (If you do so without killing anyone it just duplicates them, so you can end up with 10 times as many enemies in 1 dungeons)
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: InsanityPrelude on May 21, 2013, 04:29:42 pm
Correct me if I'm wrong, but it looks like scale tans into... itself. Same material. So wouldn't the "tanned" scale still have TAN_MAT and be tannable again and again?
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Timeless Bob on May 31, 2013, 11:50:49 am
In the real world, when you tan a pangolin's scaly hide into leather, the leather is still scaled, but has been changed by the tanning process.  Tanning is there to kill off all the rot and seal the material so that your belt, boots or backpack don't rot off your body anytime soon. "Tanning" scales so that they become scales again is just a descriptive function, not the fact that the "tanned" scales are somehow no different than the original stinking mess of connective tissue and burst capillaries that it started as.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: InsanityPrelude on May 31, 2013, 08:53:45 pm
I understand the idea, I meant that the MATERIAL_REACTION_PRODUCT line in the template points to the same template. Which means the tanned scale would still have TAN_MAT, so it would still be a valid target for the tanner's workshop, so Urist McTanner might just tan the same hide again and again.

Or rather, that looks like it should happen. But it didn't when I tested, and I don't get why.

(Just to clarify- I'm glad it doesn't recursively tan, since I usually leave auto tan on. I'm just confused by things not working like the raws seem to say they do.)
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Gargomaxthalus on June 07, 2013, 03:40:49 pm
I just want to say that modest mod's treatment of egg laying goes way against Toady's intentions since he tries to make real world stuff as close to real world values as possible and crocodilians in general DO lay 20-60 eggs, they just need viability and survivability of young adjustments. Male crocodilians are known to eat younger versions of them selves for instance. I'd more rather have lots of crocs around than alter a value that's an important part of this being a simulation rather than simply a game. This seems like it would vastly alter adventure mode since it would likely alter the overall populations all egg layers.   
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Witty on June 09, 2013, 08:25:02 pm
Alright, I seem to be a complete and utter novice when it comes to modding. Could someone help me install this baby? Where exactly is the DF directory? Is it just the main folder?
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Deepblade on June 21, 2013, 02:21:04 pm
I think it'd be a great idea to include  Veok's Standardized Leather (http://www.bay12forums.com/smf/index.php?topic=90371.0), and expand it to alter scales
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Harbingerjm on June 25, 2013, 12:58:55 am
Useful mod, but trying to install it manually runs into a problem: the readme list of changed files mentions creature_ocean_new.txt, but it doesn't seem to be contained in the downloaded mod files.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Darkweave on July 07, 2013, 07:39:24 am
I'm also having problems with crashes during worldgen. I seem to be able to get away with it on smaller and below sized worlds but anything above that I get a crash 100 years or so in to world gen. Reverting to the standard entity_default file appears to fix this. All I had installed was this mod and Phoebus' tileset and I checked over the installation instructions very carefully.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Kaos on July 10, 2013, 02:16:00 am
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.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Button on July 11, 2013, 09:06:45 am
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.

The fix to this problem for leather is to add [GLOB] and [DO_NOT_CLEAN_GLOB] to the 'skin' template. I guess you could try doing this for wool, bone, shell?

Though oddly enough bones are unstacked for making into crossbows, sooo idk.

Oh, and Suggestion: Add [LARGE_PREDATOR] tags to the raws of certain giant animals, e.g. Giant Mantis, Giant Damselfly, Giant Weasel. You know, the giant versions of creatures that would totally eat us if they were big enough. Because they're big enough now.

And speaking of Giant Mantis, probably want to take away [FLIER] from mantises, because a) only one genus can fly, and barely, irl; b) a Giant Mantis with [FLIER] and [LARGE_PREDATOR] is OP as hell.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Kaos on July 11, 2013, 03:04:38 pm

I see HEALRATES for tissues like NAILS and HOOFS has been added but is there a good reason why CARTILAGE tissue has NOT been moded to have a HEALRATE?

It's annoying to have an eternally broken ear or nose just because the cartilage won't heal..

Also I also add HEALRATE to HAIR, WHISKERS, MOUSTACHES, and everything hair related, I know they are just cosmetic features, but think about it, a dwarf gets his beard chopped off fighting with a goblin, or burns an eyebrow, it should grow back! it's hair!
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Kaos on July 20, 2013, 12:37:51 am

Quote from: OP
Gave elves and humans diplomats
does this work? I just got my first elven caravan with this mod and no elven diplomat showed up, what gives?
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: daveralph1234 on July 20, 2013, 09:09:18 am

Quote from: OP
Gave elves and humans diplomats
does 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 first
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Taverius on September 07, 2013, 10:00:41 am
In the process of implementing Button's LARGE_PREDATOR giant predators idea, I've run across a number of amphibians - and one flier - for which MOUNT_EXOTIC has not been disabled:

Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Quarterblue on September 07, 2013, 08:02:23 pm
Awesome! Exactly what I needed.

Suggestion: add seeds for plants that currently yield nothing and can't be planted (kobold bulbs and bloated tubers come to my mind).
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Button on September 09, 2013, 12:21:03 am
The creatures I gave [LARGE_PREDATOR], for Taverius's reference:

creature_birds_new
GIANT_SNOWY_OWL
GIANT_BARN_OWL
GIANT_GREAT_HORNED_OWL
GIANT_EAGLE

creature_bug_slug_new
GIANT_DAMSELFLY
GIANT_BARK_SCORPION
GIANT_MANTIS
GIANT_TICK
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?)
GIANT_JUMPING_SPIDER
GIANT_MOON_SNAIL
GIANT_BROWN_RECLUSE_SPIDER

creature_desert_new
GIANT_GILA_MONSTER
GIANT_LEOPARD_GECKO

creature_large_ocean
FISH_SWORDFISH (not giant but it was missing the tag despite its description)
FISH_MARLIN (same)
FISH_BARRACUDA_GREAT (same)
GIANT_NARWHAL

creature_large_temperate
Removed LARGE_PREDATOR from BEAR_BLACK because they're not all that aggressive irl.

creature_mountain_new
GIANT_WOLVERINE

creature_ocean_new
GIANT_OCTOPUS
GIANT_CRAB
LEOPARD_SEAL (GIANT_LEOPARD_SEAL will inherit this via templating)
GIANT_CUTTLEFISH
ORCA
SPERM_WHALE
ELEPHANT_SEAL
GIANT_HARP_SEAL
GIANT_NAUTILUS

Also it looks like the Modest Mod forgot to give octopodes children and the [PET] tag.

creature_riverlakepool_new
GIANT_SNAPPING_TURTLE
GIANT_LEECH
GIANT_MINK

creature_small_ocean
GIGANTIC SQUID

creature_temperate_new
GIANT_COYOTE
GIANT_ADDER
GIANT_KINGSNAKE
GIANT_BOBCAT
GIANT_SKUNK
GIANT_GREEN_TREE_FROG
GIANT_RATTLESNAKE
GIANT_WEASEL
GIANT_COPPERHEAD_SNAKE
GIANT_DINGO

creature_tropical_new
GIANT_ANACONDA
GIANT_MONITOR_LIZARD
GIANT_KING_COBRA
GIANT_OCELOT
GIANT_JACKAL
GIANT_BLACK_MAMBA
GIANT_BUSHMASTER
GIANT_PYTHON

creature_tundra_taiga_new
GIANT_STOAT
GIANT_LYNX
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Button on September 09, 2013, 12:40:50 am
Double posting for separating information that was requested of me and further suggestions!

http://www.bay12forums.com/smf/index.php?topic=128536.msg4404924#msg4404924 Creature variation fixes for dealing with vermin variation bugs. Note that these tags need to be added to the end of each creature variation.

Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Taverius on September 09, 2013, 06:58:46 pm
creature_large_ocean
FISH_SWORDFISH (not giant but it was missing the tag despite its description)
FISH_MARLIN (same)
FISH_BARRACUDA_GREAT (same)

Not agreeing here. I did give them BONECARN, and AMBUSHPREDATOR in the barracuda's case, but I don't see them chasing dorfs across the map. The barracuda is the most aggressive of the three and even then nearly all of the few reported attack cases are one bite when confusing something shiny a person has for a fish.

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.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Quarterblue on September 10, 2013, 04:20:57 am
Two things have just crossed my mind:

Purring maggots should be patched so they appear in the first cavern layer, so you can embark with dwarven cheese.

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.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Taverius on September 10, 2013, 03:33:38 pm
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.

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.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Button on September 11, 2013, 12:43:38 pm
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.

The one named OCTOPUS :). Even if it is vermin, plenty of vermin have child and/or pet tags, and since the octopus has creature variations it definitely should have [CHILD] and [PET_EXOTIC].
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: CryptoCactus on September 12, 2013, 04:41:47 pm
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?)

LARGE_PREDATOR is a caste-level tag, according to the wiki. You should be able to only apply it to the female caste.

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.

And adders are ovoviviparous (sp?), meaning they basically give live birth and wouldn't leave any eggs to be harvested. And they only breed once every 2-3 years.

It would/will be a ton of research to really nail down average birthrates/quirks for everything, though.


edit: aaand I just realized it was, in fact, yourself (http://www.bay12forums.com/smf/index.php?topic=128536.msg4591006#msg4591006) I picked up the adder live birth thing from, hah. Ahem.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Taverius on September 13, 2013, 12:42:03 am
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.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: CryptoCactus on September 13, 2013, 09:12:27 am
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.

Good on ya, mate. :p You are more patient than I am. I do look forward to the results, though.



To Igfig: just some random misc stuff I always do in my own personal mods that you might or might not like, copied from my own notes and commented on -


None of it is difficult or world-shattering stuff because I'm just an amateur, but if you want raws for any of it, I've got 'em.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Taverius on September 14, 2013, 12:08:34 am
  • 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)
I think the Seasonal Crops addon does that, no?
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: CryptoCactus on September 14, 2013, 12:10:27 am
Oh yeah. Well it does something with them anyway, I think Ig went a different route than me but yeah.





9/17/13 edit: I'll just tack this on here since my post is still the last one.

Couple other small ideas/fixes for Igfig that I've done with my personal mod that you might like:

Animal fixes:
Weapon & usage tweaks:


Stone/soil tweaks:




edit2: edit harder!

I noticed you're using joben's original stats for missile weapons, rather than his revised ones. Was that intentional?

Spoiler (click to show/hide)



edit3: edit with a vengeance!

I hope I'm not overstepping with all the thoughts/suggestions. I'm easily excitable.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: gchristopher on September 19, 2013, 12:20:50 am
This is the only mod I almost always use, because of the minimalism and sticking to correcting things that are clearly broken. What about increasing the overall population counts of animals at world gen? I'm not sure how to mod that in, but it seems like extinction happens much too easily for many creatures. One fort at one point in the world shouldn't be a black hole to biodiversity.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: WarRoot on September 19, 2013, 04:52:24 pm
Hurray! I was looking for a mod like this, going to try it out with some test forts.

Edit:
Would it be possible to add auto processing for hair and maybe skulls too?
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: CryptoCactus on February 18, 2014, 03:58:22 pm
CryptoCactus has been content lately. He dug a thread's grave recently. He admired own fine Submission lately.

MODEST MOD UNOFFICIAL PATCH v2.1b4
last update: 2/26/14

I have updated Modest Mod to incorporate most of the suggestions within this thread since Igfig's last update, plus a (very few) of my own. This package now also includes a custom patched .exe, with all the binary patches created to date (that I know of).


Update 2.1b4 just squashes on last little bug I introduced last time. Oops.





Update 2/25/14: I have written a few simple, optional modules that go along nicely with MMUP. They are a separate download at the bottom of this post. See the DFFD page for details.



DFHack  (http://www.bay12forums.com/smf/?topic=91166.0)is recommended but not strictly required.

Spoiler: Changelog 2.1b4: (click to show/hide)
Spoiler: Changelog 2.1b3: (click to show/hide)
Spoiler: Changelog 2.1b2 (click to show/hide)
Spoiler: Changelog 2.1b1 (click to show/hide)

If at any point Igfig wishes me to get rid of this, I will, because it's still 99% his work.

Download:
Modest Mod Unofficial Patch v2.1b4 (http://dffd.wimbli.com/file.php?id=8432)

Download Modules:
Unofficial Modules for MMUP 2.1b4 (http://dffd.wimbli.com/file.php?id=8444)

Let me know if I missed anything terrible, or if anyone whose suggestions and/or work I included would rather I not have.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Quarterblue on February 18, 2014, 07:42:07 pm
How about the egg size nerf? The arcane formula used to "balance" it isn't really realistic.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: CryptoCactus on February 18, 2014, 11:16:02 pm
Might look at it. The fixes in the current version were really just because they were super-easy and nobody else had done it. :p
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: palu on February 19, 2014, 10:38:02 am
CryptoCactus, is your update compatible with modest bodies?
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: CryptoCactus on February 19, 2014, 11:26:26 am
Should be. Just overwrite. Let me know if your game explodes. :D


edit: but in all seriousness it should be fine. Modest bodies only alters one file that I'm pretty sure neither MM or my updated version touches.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: palu on February 19, 2014, 11:33:35 am
Do you change body_default.txt? I think that's all modest bodies changes.

EDIT: It seems to work, no errorlog except the one abut HUMANOID_JOINTS mentioned in the thread, going around the arena breaking bones

EDIT2: DF Crashed when I summoned a necromacer, no idea if that's related though.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: CryptoCactus on February 19, 2014, 04:55:51 pm
body_default was not touched, so yes it should work.

Necromancers shouldn't cause any shenanigans that I know of. Let me know if it's a recurring thing.

Also, UPDATED.

The new version DOES include a binary-patched exe, and is re-packed to ModestMod's usual standard, as well as rounding out a few other things I missed.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Nopenope on February 19, 2014, 11:23:09 pm
Could you please go ahead and add dfhack r4? I believe it contains all the bugfixes and patches available.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Intrinsic on February 20, 2014, 04:08:14 am
Excellent work on the update.

From what i've read there is no official r4, and someone mentioned it's got a few issues and they may skip and go straight to r5?
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Meph on February 20, 2014, 07:14:28 am
R4 doesnt have any issues I am aware of, but yes, there has never been an official release.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Nopenope on February 21, 2014, 04:35:10 am
there has never been an official release.
Why so?
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Intrinsic on February 21, 2014, 07:28:31 am
My reasons for saying r4 was a problem came from this post, i haven't used it myself:

http://www.bay12forums.com/smf/index.php?topic=126076.msg4985368#msg4985368

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. 
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Spacebat on February 21, 2014, 10:17:46 am
I've been using WinMerge to try and make MM (the unofficial patch) compatible with a few graphics packs - namely Phoebus, CLA, and Spacefox, as packaged with http://www.bay12forums.com/smf/index.php?topic=126076.0 , but I'm not entirely certain I'm doing it correctly. It seems like the only thing specific to the graphics pack in the raw files that needs to be preserved is any line that contains [CREATURE_TILE:<number>]?
In other words, all the differences between the raw files should be merged from (modest mod raw file)->(graphics pack raw file), withe the exception of any lines containing CREATURE_TILE?

If that's the case, it seems like someone could write a script to make any graphics pack Modest Mod-compatible.

EDIT: Alternatively, if every token that's modified has a note after it denoting that it's modified by Modest Mod, you could just merge only those tokens?
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: CryptoCactus on February 21, 2014, 10:35:48 am
I don't know much about graphics packs, honestly, as I don't use them. Feel free to tinker away if you like.

I believe every change (not a guarantee though) is marked with with "Igfig" or "Crypto", depending on which of us changed what.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: CryptoCactus on February 21, 2014, 10:53:41 am
Also, UPDATED.

This update just fixes a couple of small bugs I accidentally introduced in the last one. Things should be pretty much stable now.

Still kicking around the idea of screwing with the egg stuff per Quarterblue's request (http://www.bay12forums.com/smf/index.php?topic=105871.msg5022217#msg5022217), but not sure if I really want to delve into it.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: CryptoCactus on February 25, 2014, 03:31:50 pm
Great new everyone!

I've written a few simple, optional modules that go along nicely with my MMUP. See my main post (http://www.bay12forums.com/smf/index.php?topic=105871.msg5021367#msg5021367) for linkage.

Quarterblue, you will be happy to know that one of the modules reverts the egg size nerf, giving creatures their vanilla CLUTCH_SIZEs back!

Included modules:

Better Megabeasts
This module upgrades the vanilla megabeasts, without changing them drastically. Probably the biggest "flavor" change is to dragons, which now have wings and can fly. Most of the rest simply have higher skills and/or thicker skin, as well as a few extra tags. See the included readme for specifics.
NOTE: the two egg-centric modules both also contain a creature_standard.txt, which will overwrite this one. If you want to use an egg mod, install this one last. You can then either copy/paste the CLUTCH_SIZE numbers from whichever egg mod to this one, or just leave this as-is, as it won't make a huge difference really.

Standardized Plants
This module is an alternate take on the "Seasonal Crops" module from the official Modest Mod. Indoor plants can be planted all year, but take two full seasons to grow. Outdoor plants grow twice as fast as indoor plants, but not all year. Most outdoor plants grow SPRING/SUMMER/AUTUMN and die in the winter, but GOOD plants only grow in SPRING/SUMMER, and EVIL plants only in AUTUMN/WINTER.

Bones and Brains
This specific module is NOT compatible with Modest Bodies!

This is a simple MMUP-ready merge of Bone Stacks (http://www.bay12forums.com/smf/index.php?topic=133539.0) by Wannabehero and Brain Stem project (http://www.bay12forums.com/smf/index.php?topic=103404.0) by Nihilist.

Bone Stacks creates - you guessed it - more (but smaller) stacks of bones when butchering, to mitigate the entire-stack-gets-used-to-make-one-thingy bug.
BSP splits the brain into 3 parts, adding a layer of complexity to head injuries and mitigating the one-gentle-tap-kill headshot problem.

Vanilla Eggs
Requested by Quarterblue (http://www.bay12forums.com/smf/index.php?topic=105871.msg5022217#msg5022217), this module simply returns egg CLUTCH_SIZEs to their vanilla values, while still retaining the rest of MMUP's changes. Incompatible (obviously) with Hard-Boiled. Install BEFORE Better Megabeasts if you use it.

Hard-Boiled - Single Eggs Only
On a suggestion from Meph (http://www.bay12forums.com/smf/index.php?topic=105871.msg3716499#msg3716499), this module make ALL egg-laying creatures only lay one egg at a time. This will hurt your food production considerably if you rely on eggs, but the important thing is that it will make it significantly harder to breed legions of War Crocodiles (or whatever). Incompatible (obviously) with Vanilla Eggs. Install BEFORE Better Megabeasts if you use it.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: CryptoCactus on February 26, 2014, 03:11:47 pm
UPDATE. Last one, really this time. :P

I accidentally left a tag in the raws from something I was experimenting with, which was resulting in butchery results of " partial remains" instead of bones.

Fixed.

If any of you are currently playing and want to fix it without restarting, just go to data/save/[region]/raw/objects, open material_template_default.txt, and delete the LAST line under BONE_TEMPLATE (the BUTCHER_SPECIAL etc). Viola, no more " partial remains". And do the same in your normal raw/objects folder as well.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Nopenope on March 12, 2014, 05:50:12 am
I'm not sure about this but shouldn't giant arthropods like Giant Cave Spiders or Giant Desert Scorpions be able to lay eggs?
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: ibanix on March 18, 2014, 01:21:55 pm
I don't know if this has already been reported, but I found the solution to the "my cattle keep dying" bug:

Modest Mod changes all grass to one single grass:

Spoiler (click to show/hide)

The problem is that not all BIOME's are represented under that listing, so any biome not there doesn't regrow grass. To fix this problem, remove the following lines:

[BIOME:GRASSLAND_TEMPERATE]
[BIOME:SAVANNA_TEMPERATE]
[BIOME:SHRUBLAND_TEMPERATE]
[BIOME:ANY_TEMPERATE_FOREST]

and replace with:

[BIOME:ANY_GRASSLAND]
[BIOME:ANY_SAVANNA]
[BIOME:ANY_SHRUBLAND]
[BIOME:ANY_FOREST]
[BIOME:ANY_WETLAND]

and if you want grass in you deserts, add: [BIOME:ANY_DESERT]
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: ToadChild on April 25, 2014, 01:44:51 am
Thanks for putting this mod together, Igfig, and thanks CryptoCactus for updating it. I downloaded it this evening and look forward to trying out a slightly less buggy DF until the next release is out.

Quick question, though.  Does your version include the optional modules that Igfig's original post and the Readme reference?  Rubbless, etc.  I don't see them anywhere, so I'm assuming they were not included.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Igfig on June 30, 2014, 09:09:43 pm
Hi everyone, I'm back. CryptoCactus, thank you so much for keeping this updated!

Since we're about to get an entirely new version of DF sometime soon, I figured I should probably put together a final, definitive version of the Modest Mod for 0.34. Over the next few days, I'll be going through all of Crypto's changes (and any other changes proposed in the thread but not yet added) and adding most of them to the main codebase. (I'll discuss the exceptions below.)

In addition, when DF2014 comes out, the Modest Mod will be undergoing some major changes. The main one is that I'll be adding a GUI, much like LNP and Masterwork, to let you tweak the Modest Mod's settings to better suit your needs. For example: there'll be a slider for clutch sizes,  ranging from the original values to one egg per clutch, which should finally resolve the egg debate once and for all. It'll also make it much easier to install modules, and there won't be any problems with compatibility between modules that modify the same files.

Okay, so here are the things that CryptoCactus changed that I'm not planning to keep. Feel free to try and persuade me otherwise if you disagree:

EDIT: Also, what's the deal with the DFHack files in the unofficial patch download? I don't really use DFHack myself, so I don't know what those files' purpose is.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Quarterblue on July 01, 2014, 08:18:29 pm
DFHack uses scripts for various purposes, the most practical of which being bugfixing and UI improvements. I guess a final Modest Mod with a complete DFHack environment would be the ideal French Vanilla DF.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Igfig on July 03, 2014, 09:56:20 am
Right, but the MMUP has just dfhack.init, hack/plugins/growthfix.plug.dll, and nothing else. DFHack isn't mentioned at all in the readme, so I don't know whether these are there for compatibility with a binary patch, as a useful feature, or just as an accident.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Meph on July 03, 2014, 10:20:17 am
growthfix fixed a major vanilla DF bug, which makes all fortress born creatures not use their actual bodysize. It runs automatically in the background if dfhack is active, and does not interfere with any other scripts or patches you made.

I dont know if you have seen it by now, but I also made this version of your mod: http://www.bay12forums.com/smf/index.php?topic=117954.0 (http://www.bay12forums.com/smf/index.php?topic=117954.0) I made accelerated DF to get maximum FPS out of vanilla DF, and merged it with modest mod at some point, offering people the FPS increase together with your bugfixes.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Darchitect on July 04, 2014, 07:23:55 pm
Hey Igfig, glad you're prepping a final version.

Have you included changes to skull thickness or bone density? I saw some discussion on page 12, but didn't see any references in the change log.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: expwnent on July 05, 2014, 12:46:10 pm
Posting to watch.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Igfig on July 05, 2014, 02:20:58 pm
Ah, thanks for the explanation, Meph.

I did see the Accelerated Modest Mod! If I remember correctly, I left just around the time you released it, and then spent months thinking "I should really go back just for a moment and tell Meph I think it's a great idea." Because it is, it's a great idea. I'll probably also need to talk to you about the GUI—I'll want to make sure the Modest Mod and Accelerated DF GUIs are compatible.

Haven't done anything with the bones yet, but I'll add that to the list! I'll have to go through the thread again and make sure I haven't missed anything else.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Quarterblue on July 05, 2014, 05:51:32 pm
When you release a final version, please binpatch it like CryptoCactus did. 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. A dfhack environment would be nice (because of the further performance tweaks, bugfixes and other additions that really follow the spirit of French vanilla) but not as important.

Also as someone else said, I think giant insect-like animals such as GCS or giant scorpions should lay eggs instead of just breeding viviparously. The number of eggs should be at your discretion.  :P
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Meph on July 05, 2014, 06:32:47 pm
Quote
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.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: expwnent on July 05, 2014, 11:46:24 pm
Is there a reason people don't just enable the binpatches in dfhack.init?
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Nopenope on July 06, 2014, 01:06:58 pm
*cough PeridexisErrants starter pack, *cough Masterwork.

I'm not sure those were ever patched together in an executable, apart from the last one which I know PE uses.
Quote
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
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: Igfig on July 08, 2014, 12:38:53 am
I'll probably be using CryptoCactus' binpatched .exe, unless there are more patches to add.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: quitzy on July 21, 2014, 07:59:02 am
Do I have to start a new game if i want to use Eternal Fashion (clothes doesnt wear off) feature of this mod? Or any save game would work with it?
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: TheHossofMoss on August 31, 2014, 12:55:40 pm
Is this compatible with the current .40.10 release?
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: MDFification on August 31, 2014, 07:10:54 pm
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.
Title: Re: Modest Mod 2.1 - Now with graphics support!
Post by: TheHossofMoss on September 01, 2014, 08:07:06 pm
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.

Oh okay! Thanks for the quick reply.
Title: Re: Modest Mod 2.2 - Now with graphics support!
Post by: Igfig on January 20, 2015, 11:11:08 pm
It's funny, I actually did have the basic 34.11 version ready a few days after my last post... but then I realized I'd have to do it twice more, for the Phoebus and Ironhand versions, and I just was not interested enough to keep going. I haven't even started on the 40.whatever version yet, and I'm starting to be pretty confident that I never will. Dwarf Fortress just isn't my passion any more.

Therefore, I am officially relinquishing control of the project to anybody who wants to take over for me, and who shares my vision for the mod. Someone who can keep the Modest Mod as the basic, universal mod that it is, and resist the temptation to add entirely new content or change the feel of the game (even for the better).

I'll be offering the right of first refusal to CryptoCactus in recognition of his hard work to keep the mod unofficially updated during my absence, but if he's not interested then feel free to put your name forward. If a number of you are interested, we could even do this by committee; I'll put my basic raws up on GitHub for people to work on and branch however they like. I can also stay on to offer advice on balance or why I made some of the choices I did, though I don't intend to do any coding of my own.

In the meantime, I have put up the basic 2.2 Modest Mod for 34.11 on DFFD. No graphics packs or new modules, I'm afraid. Not that people are still playing 34.11 much, but this'll be a sufficient base for your future work.
Title: Re: Modest Mod 2.2 - Now with graphics support!
Post by: Button on January 21, 2015, 10:21:20 am
I based my personal raws (http://dffd.bay12games.com/file.php?id=8696) on the old Modest Mod, so I'd be happy to remove a few sprinkles and put up a Modest Mod for 0.40.x, if CryptoCactus passes on it.

I'd probably bundle part of Plant Fixes into the Modest Mod, because picking tree nuts seems French Vanilla. In your opinion, would additional (real life) products made from the vanilla plants (e.g. peanut butter, avocado oil, pineapple thread) qualify as french vanilla, or is that outside the scope of the Modest Mod?

ETA: It looks like CryptoCactus hasn't been on the forum since July.
Title: Re: Modest Mod 2.2 - Now with graphics support!
Post by: Igfig on January 21, 2015, 11:51:22 am
Adding new content to the game is outside the Modest Mod's mandate, but making existing content usable is. If tree nuts are actually unusable, then fixing them is definitely french vanilla. Adding new plant products isn't, but it's a fine subject for a Modest Module.

I noticed that about CryptoCactus, but I'll give him a couple days to reply before writing him off.
Title: Re: Modest Mod 2.2 - Now with graphics support!
Post by: Igfig on January 25, 2015, 10:55:13 pm
All right, no word from CryptoCactus. Button, the mod is all yours.

Godspeed.
Title: Re: Modest Mod 2.2 - Under new management
Post by: Button on January 26, 2015, 10:34:59 am
Thanks Igfig. I hope to live up to your legacy.
Title: Re: Modest Mod 2.2 - Under new management
Post by: expwnent on January 26, 2015, 11:22:41 am
If you repost the thread let us know here.
Title: Re: Modest Mod 2.2 - Under new management
Post by: gchristopher on January 27, 2015, 09:56:32 pm
And good luck! This is the most essential mod for vanilla gameplay.
Title: Re: Modest Mod 2.2 - Under new management
Post by: Button on February 04, 2015, 06:27:43 pm
The thread for v0.40.x-n (http://www.bay12forums.com/smf/index.php?topic=148265.0).
Title: Re: Modest Mod 2.2 - Under new management
Post by: TheHossofMoss on February 04, 2015, 06:47:26 pm
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.
Title: Re: Modest Mod 2.2 - Under new management
Post by: LeoCean on February 04, 2015, 06:50:35 pm
Probably referring to the whip fixes where whips turn armor into butter? in vanilla df unless that was fixed. I don't think the combat was boosted by this mod.
Title: Re: Modest Mod 2.2 - Under new management
Post by: Button on February 04, 2015, 10:00:43 pm
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.
Title: Re: Modest Mod 2.2 - Under new management
Post by: TheHossofMoss on February 05, 2015, 12:48:00 am
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.

Oh awesome! Thank you for the fast answer.
Title: Re: Modest Mod 2.2 - Under new management
Post by: TheHossofMoss on February 05, 2015, 10:24:21 am
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?
Title: Re: Modest Mod 2.2 - Under new management
Post by: Button on February 05, 2015, 10:37:46 am
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.
Title: Re: Modest Mod 2.2 - Under new management
Post by: TheHossofMoss on February 05, 2015, 12:29:44 pm
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?
Title: Re: Modest Mod 2.2 - Under new management
Post by: Button on February 05, 2015, 12:34:12 pm
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?)
Title: Re: Modest Mod 2.2 - Under new management
Post by: TheHossofMoss on February 05, 2015, 12:44:39 pm
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?)

It did ask to merge files, and I did! :) Plump helmets now read as "Plump helmet fungus" and my torn cartilage dwarves are getting medical attention finally. Also I noticed things have been changed a bit in the build screen. But I still have the folder right beside data and raw.

I'm using a Windows computer. Again, sorry I'm so horrible at this. I'm a beginner. I thank you for all your help you're giving me!

Do I need to just take the things from the MM data and raw, and PUT said stuff into the original raw and data?
Title: Re: Modest Mod 2.2 - Under new management
Post by: Button on February 05, 2015, 12:48:14 pm
Nope, if you've got Plump Helmet Fungus you're golden! I hope you enjoy!
Title: Re: Modest Mod 2.2 - Under new management
Post by: TheHossofMoss on February 05, 2015, 12:51:08 pm
Nope, if you've got Plump Helmet Fungus you're golden! I hope you enjoy!

AWESOME. Thank you so much! I'm enjoying it already haha!
Title: Re: Modest Mod 2.2 - Under new management
Post by: LeoCean on February 05, 2015, 05:05:53 pm
New reactions require a new savegame/ world generation. Unless they just edit the old one and don't create a new reaction all together. But your dwarves are being healed so I don't know maybe that edited an old reaction.
Title: Re: Modest Mod 2.2 - Under new management
Post by: Igfig on February 08, 2015, 11:51:55 am
I'm going to lock this topic to keep all discussion on the mod in the same place. The new thread is here (http://www.bay12forums.com/smf/index.php?topic=148265.0).