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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 144421 times)

Rocktomato

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Re: Modest Mod 2.1 - Now with graphics support!
« Reply #225 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)
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InsanityPrelude

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Re: Modest Mod 2.1 - Now with graphics support!
« Reply #226 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?
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Timeless Bob

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Re: Modest Mod 2.1 - Now with graphics support!
« Reply #227 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.
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InsanityPrelude

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Re: Modest Mod 2.1 - Now with graphics support!
« Reply #228 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.)
« Last Edit: May 31, 2013, 08:56:21 pm by InsanityPrelude »
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Gargomaxthalus

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Re: Modest Mod 2.1 - Now with graphics support!
« Reply #229 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.   
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Witty

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Re: Modest Mod 2.1 - Now with graphics support!
« Reply #230 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?
« Last Edit: June 09, 2013, 09:10:41 pm by Witty »
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Deepblade

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Re: Modest Mod 2.1 - Now with graphics support!
« Reply #231 on: June 21, 2013, 02:21:04 pm »

I think it'd be a great idea to include Veok's Standardized Leather, and expand it to alter scales
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Harbingerjm

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Re: Modest Mod 2.1 - Now with graphics support!
« Reply #232 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.
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Darkweave

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Re: Modest Mod 2.1 - Now with graphics support!
« Reply #233 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.
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Kaos

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Re: Modest Mod 2.1 - Now with graphics support!
« Reply #234 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.
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Button

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Re: Modest Mod 2.1 - Now with graphics support!
« Reply #235 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.
« Last Edit: July 11, 2013, 09:19:27 am by Button »
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Kaos

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Re: Modest Mod 2.1 - Now with graphics support!
« Reply #236 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!
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Kaos

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Re: Modest Mod 2.1 - Now with graphics support!
« Reply #237 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?
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daveralph1234

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Re: Modest Mod 2.1 - Now with graphics support!
« Reply #238 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

Taverius

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Re: Modest Mod 2.1 - Now with graphics support!
« Reply #239 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:

  • [GIANT_CRAB]
  • [GIANT_ELEPHANT_SEAL]
  • [GIANT_GILA_MONSTER]
  • [GIANT_GREEN_TREE_FROG]
  • [GIANT_HARP_SEAL]
  • [GIANT_HORSESHOE_CRAB]
  • [GIANT_KAKAPO]
  • [GIANT_LEOPARD_SEAL]
« Last Edit: September 08, 2013, 02:33:27 am by Taverius »
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