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Poll

How many eggs should creatures lay at a time?

Original amounts (chickens 4-15, crocodiles 20-60)
Something in between.
Modest Mod's current amounts (chickens 2-4, crocodiles 4-8)
Fewer than that.

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Author Topic: Modest Mod 2.2 - Under new management  (Read 145081 times)

Taffer

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Re: Modest Mod 2.1 - Now with graphics support!
« Reply #210 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.
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Symmetry

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Re: Modest Mod 2.1 - Now with graphics support!
« Reply #211 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.
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Symmetry

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Re: Modest Mod 2.1 - Now with graphics support!
« Reply #212 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?
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Raphite1

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    • Beards and Brimstone
Re: Modest Mod 2.1 - Now with graphics support!
« Reply #213 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.

Putnam

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Re: Modest Mod 2.1 - Now with graphics support!
« Reply #214 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.

Raphite1

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Re: Modest Mod 2.1 - Now with graphics support!
« Reply #215 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.

Ruhn

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  • Adept Dwarf
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Re: Modest Mod 2.1 - Now with graphics support!
« Reply #216 on: March 08, 2013, 01:11:58 pm »

I like French Vanilla, gonna use this mod on the next fort.

matskuman5

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Re: Modest Mod 2.1 - Now with graphics support!
« Reply #217 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?
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Meph

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Re: Modest Mod 2.1 - Now with graphics support!
« Reply #218 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
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Domenic

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Re: Modest Mod 2.1 - Now with graphics support!
« Reply #219 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.
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thistleknot

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Re: Modest Mod 2.1 - Now with graphics support!
« Reply #220 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%

Taffer

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Re: Modest Mod 2.1 - Now with graphics support!
« Reply #221 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.
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gchristopher

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Re: Modest Mod 2.1 - Now with graphics support!
« Reply #222 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.
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Taffer

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Re: Modest Mod 2.1 - Now with graphics support!
« Reply #223 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)
« Last Edit: April 16, 2013, 07:42:46 pm by Taffer »
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sackhead

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Re: Modest Mod 2.1 - Now with graphics support!
« Reply #224 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
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