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Mod Releases / Re: Modest Mod v0.40.24-2a
« on: June 23, 2015, 10:50:43 am »Bushes being counted as leaves, first harvest, before bagging anything, watch qb leaves show up in kitchen menu.
Oh! Those aren't bushes being counted as leaves, those are actual leaves. As of 0.40.14, quarry bushes have a 50/50 chance to drop whole bushes, or just leaves. To compensate, I doubled the number of seeds the "bag item" reaction creates.
So since I've been home tonight I checked everything more carefully.
It seems that traders on map were throwing my counts off.
Everything is indeed as you say it is. Rock nut cake and paste being counted as the same item is about the only legitimate gripe (since you could turn off cooking for paste so that it doesn't get used before pressing). Again, a vanilla issue, not your fault.
Haha, I'd forgotten about that bug! I'm glad it didn't turn out to be something weird.
Hello, is this version of the modest mod part of your other mod http://dffd.bay12games.com/file.php?id=10546 Button's raws.
If not, can i install normally and then copy-pasta modest mod with any other modules and stuff?[/quote]
Button's Raws could certainly be merged in with the Modest Mod, but not via simple file copy-paste. I cannibalized parts of Button's Raws for Modest Mod, including renaming some files. If you tried to just copy-paste them together, you'd have a bad time.
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Also, could this be compatible with your mod? http://www.bay12forums.com/smf/index.php?topic=140950.0, it's DF wanderer.
It could certainly be merged in, but could not be simply copy-pasted.
I may be completely ignorant about this, but I've tried to install this mod with no success. it'll crash my game during embark. I'd really like this to work since FPS is so important.
so I downloaded this mod (phoebus), copy the data and raw folders over, replace everything and unrar/replace the folders Accelerated+Pedestals Combined and Modest Bodies, replacing everything. embark still crashes. I made sure I installed the phoebus tileset before replacing everything. I'm overriding the files to LNP/Dwarf Fortress
I'm using the latest Lazy Newb Pack (windows) with the phoebus tileset. if possible, could someone create a working modest dwarf fortress (lazy newb pack) for me and upload it...?
Would you mind uploading a save that crashes, please?
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EDIT: looks like its fixed, I had to create a world and embark first before applying the mod.
That should not work, and will cause major problems for you as you play. It also won't include most of the fps tweaks of Accelerated.
After ceramics was added a couple years ago, I noticed how limited its glazes were. There were many traditional sources of glazes that were even listed in comments in the raws as being traditional glaze materials that were not used.
As such, I made a small mod that added 19 possible materials for glazing.
To make it so that glazing didn't take up a whole ore, I added in a millstone job to grind a boulder into a powder that could be used one-at-a-time.
Now, there are a few oddities with how it's set up currently. To keep it out of the sand bag pile, I set it as "bone powder" in the stockpiles, so it's listed under that heading in food. I also needed to expand the size of jugs to fit the powders, (whose size was not raw-editable,) although this has no apparent game effect, as all actions to put things into jugs require an empty jug, anyway.
The interface has four types of jobs for grinding, which basically allow you to say you only want to use less-valuable ores, or to specify only white ores. It also has options for glazing, including ash glazing specifically, monochromatic glazing, dichromatic glazing, and polychromatic glazing, requiring a white glaze, a "reddish" glaze, a "bluish" glaze, and a "yellowish" glaze. (Categories being somewhat vague where brown-orange glazes would be counted as "red enough", for example.)
Many of the glazes are actually adding an economic use to otherwise useless stones. (For example, cinnabar, AKA, China Red.)
Looking at the rest, I think this mod is "modest enough" for inclusion, but open for criticism on that front. Some of the things like the bone powder stockpiling can certainly be changed.
Beyond this, there is also the fact that similar processes were used for stained glass making. Traditionally, stained glass in Medieval Western Europe was made through the deliberate addition of iron, copper, and manganese ores, both of which are also glaze powders. (Technically, the state of oxidation also further changed the color, making iron be either red or blue based upon the state of oxidation, but that's getting a little tricky interface-wise to represent.)
This would allow for a wider variety of colored windows or gem windows that have that three-part flashing "animation".
Enamels are also a similar branch of non-organic dying, being basically stained glass applied onto metal or ceramic objects. Hence, you could make a red enamel decoration upon a battleaxe or throne, for example.
All of these come with the caveat that the raws as they stand do not support the addition of actual images as with engravings, only banding rings of color or similar basic concepts.
Except for creating a class of different colored glasses for windows, these are mostly going to result in additional decorations options that do not have much in-game impact, and are mostly for the interest of those who enjoy such details in the game, or their historical significance, or who just want to finally have a use for some of that orpiment you've got lying around.
I'll add it to the thread-top poll.
