Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

Which graphics set should the Modest Mod be uploaded in next?

Afro
- 1 (0.7%)
Duerer
- 8 (5.4%)
GemSet
- 14 (9.5%)
Ironhand
- 29 (19.6%)
Jolly Bastion
- 5 (3.4%)
Mayday
- 15 (10.1%)
Obsidian
- 17 (11.5%)
Spacefox
- 35 (23.6%)
Wanderlust
- 11 (7.4%)
Other (please specify)
- 13 (8.8%)

Total Members Voted: 148


Pages: 1 ... 9 10 [11] 12 13 ... 30

Author Topic: Modest Mod v0.42.06-1  (Read 146726 times)

DwarfCon5

  • Bay Watcher
  • Over and Under
    • View Profile
Re: Modest Mod v0.40.24-2a
« Reply #150 on: July 07, 2015, 02:46:09 pm »

Should be simple for a plant specialist. Thanks, YO!
Logged

Codyo

  • Bay Watcher
    • View Profile
Re: Modest Mod v0.40.24-2a
« Reply #151 on: July 08, 2015, 10:43:43 am »

Fantastic mod. Sigging
Logged

ldog

  • Bay Watcher
    • View Profile
Re: Modest Mod v0.40.24-2a
« Reply #152 on: July 19, 2015, 11:43:10 am »

Button,
Was doing some editing on accelerated mod and noticed in reaction_smelter.txt
[REACTION:BRONZE_MAKING2]
[NAME:make bronze bars (use bars)]
[BUILDING:SMELTER:NONE]
[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:TIN]
[REAGENT:B:150:BAR:NO_SUBTYPE:METAL:COPPER]
[PRODUCT:100:2:BAR:NO_SUBTYPE:METAL:BRONZE][PRODUCT_DIMENSION:150]
Stops there. Missing the 2 lines below:
[FUEL]
[SKILL:SMELT]

This is from Phoebus graphics version download...40.24-2a

That's the only error I found by the way (I use a utility called BeyondCompare to see what changes I am merging in).

I didn't change much, added zinc and brass back in, since it at least adds value for making goods (although my copper mostly tends to go to xbow bolts). Removed lead. Was it left in solely because it's also a source of silver or am I missing something? Was about to add Kaolinite back when I realized Bauxite was modded to take it's place. My own booze reactions, which I am happy to see will still work (by the way I have no objections if you want to add them to modestmod).

Oh, the other thing was graphic changes from * to 42 on economic stone. Going with it for now to see what it looks like, but confused that it changed since I've always used Phoebus.

Assuming this is fine with modest body module since it doesn't modify the same raw.
« Last Edit: July 19, 2015, 02:00:10 pm by ldog »
Logged
Quote from: Dirst
For example, if you wanted to check if a unit was eligible to be a politician or a car salesman, you'd first want to verify that there is no soul present...

Quote from: gchristopher
The more appropriate question becomes, are they awesome and dwarven enough.

Dirst

  • Bay Watcher
  • [EASILY_DISTRA
    • View Profile
Re: Modest Mod v0.40.24-2a
« Reply #153 on: July 20, 2015, 12:02:17 pm »

Oh, the other thing was graphic changes from * to 42 on economic stone. Going with it for now to see what it looks like, but confused that it changed since I've always used Phoebus.

Assuming this is fine with modest body module since it doesn't modify the same raw.
Not sure exactly what changed the raw token, but 42 is the numeric code for *, so it won't look any different.
Logged
Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

ldog

  • Bay Watcher
    • View Profile
Re: Modest Mod v0.40.24-2a
« Reply #154 on: July 20, 2015, 12:18:45 pm »

Oh, the other thing was graphic changes from * to 42 on economic stone. Going with it for now to see what it looks like, but confused that it changed since I've always used Phoebus.

Assuming this is fine with modest body module since it doesn't modify the same raw.
Not sure exactly what changed the raw token, but 42 is the numeric code for *, so it won't look any different.

That's what I discovered. A little disappointed; here I thought I was getting the answer to life, the universe and everything.
Logged
Quote from: Dirst
For example, if you wanted to check if a unit was eligible to be a politician or a car salesman, you'd first want to verify that there is no soul present...

Quote from: gchristopher
The more appropriate question becomes, are they awesome and dwarven enough.

Dirst

  • Bay Watcher
  • [EASILY_DISTRA
    • View Profile
Re: Modest Mod v0.40.24-2a
« Reply #155 on: July 20, 2015, 12:57:48 pm »

Not sure exactly what changed the raw token, but 42 is the numeric code for *, so it won't look any different.
That's what I discovered. A little disappointed; here I thought I was getting the answer to life, the universe and everything.
In my opinion, "What's the difference between * and char(42)?" makes for a much better question to life, the universe and everything.
Logged
Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: Modest Mod v0.40.24-2a
« Reply #156 on: July 20, 2015, 01:31:09 pm »

I left lead in because it's a cheap, heavy material, which is good for some kinds of Science.

The '*'->42 change is a side effect of BAMM!, my graphics applicator utility. I change literal tiles which are likely to have special meanings, into their number codes. It's easier to convert '*' to 42 when I read the string in, than to escape the *, process the escaped characters, and then remove the escape later on. :)

Thank you for the bug report on bronze!
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

Drokles

  • Bay Watcher
  • Armok hates us unconditionally
    • View Profile
Re: Modest Mod v0.40.24-2a
« Reply #157 on: July 28, 2015, 08:38:47 am »

Hey Button,
thanks for maintaining an awesome mod. I have been meaning to try it out for a long time, but I can't seem to make it work.
It's very strange, I have followed instructions very carefully to install it. I've tried to install it on top of vanilla DF with and without using a custom texture pack (I used an ASCII one called dwarf letter).
As far as I can tell, the raws which are in the df raw folder are the correct ones. They have comments and the changes look like they should I guess. I installed modest bodies and pedestals as well.
I play on a linux system, but I guess that shouldn't matter.

df folder:
http://dffd.bay12games.com/file.php?id=11014

Help is much appreciated :)
Logged
On the rare occasions where this fort isnt under siege, wood cutting and hauling is our ultimate priority.

ldog

  • Bay Watcher
    • View Profile
Re: Modest Mod v0.40.24-2a
« Reply #158 on: July 28, 2015, 08:47:04 am »

So after playing with all the modules installed for a good bit now I like em a lot.

I do have some questions about leather/scales, although it's just nitpicky stuff.
   [STOCKPILE_GLOB]
      [DO_NOT_CLEAN_GLOB]
   [BUTCHER_SPECIAL:GLOB:NONE]
   [REACTION_CLASS:SKIN]

I know we need the globby stuff to get the extra hides out, but is the stockpile tag necessary? Will they go back into refuse/fresh raw hides without it or will they go nowhere? Mainly because fat/tallow is already such a PITA to deal with, accelerated makes it better but still too much, and I'd prefer to keep it out of the foodpiles if possible.

Now on scale we've also got:
   [LEATHER]
   [ITEMS_LEATHER]

Is that what allows the tanned scales to be used by the leatherworker? I would have thought it was for the pre-tanned, but then logic seems to break down frequently in DF modding.

Also GCS silk same price as other silk with accelerated, yet I can't find where you made any modification to it, I know most of the tailoring stuff is hardcoded, so I'm confused about this.

Hey Button,
thanks for maintaining an awesome mod. I have been meaning to try it out for a long time, but I can't seem to make it work.
It's very strange, I have followed instructions very carefully to install it. I've tried to install it on top of vanilla DF with and without using a custom texture pack (I used an ASCII one called dwarf letter).
As far as I can tell, the raws which are in the df raw folder are the correct ones. They have comments and the changes look like they should I guess. I installed modest bodies and pedestals as well.
I play on a linux system, but I guess that shouldn't matter.

df folder:
http://dffd.bay12games.com/file.php?id=11014

Help is much appreciated :)

Stupid question. You did start a new game right?
« Last Edit: July 28, 2015, 10:23:45 am by ldog »
Logged
Quote from: Dirst
For example, if you wanted to check if a unit was eligible to be a politician or a car salesman, you'd first want to verify that there is no soul present...

Quote from: gchristopher
The more appropriate question becomes, are they awesome and dwarven enough.

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: Modest Mod v0.40.24-2a
« Reply #159 on: July 28, 2015, 11:17:31 am »

Hey Button,
thanks for maintaining an awesome mod. I have been meaning to try it out for a long time, but I can't seem to make it work.
It's very strange, I have followed instructions very carefully to install it. I've tried to install it on top of vanilla DF with and without using a custom texture pack (I used an ASCII one called dwarf letter).
As far as I can tell, the raws which are in the df raw folder are the correct ones. They have comments and the changes look like they should I guess. I installed modest bodies and pedestals as well.
I play on a linux system, but I guess that shouldn't matter.

df folder:
http://dffd.bay12games.com/file.php?id=11014

Help is much appreciated :)

I'll take a look at this tonight.

So after playing with all the modules installed for a good bit now I like em a lot.

I do have some questions about leather/scales, although it's just nitpicky stuff.
   [STOCKPILE_GLOB]
      [DO_NOT_CLEAN_GLOB]
   [BUTCHER_SPECIAL:GLOB:NONE]
   [REACTION_CLASS:SKIN]

I know we need the globby stuff to get the extra hides out, but is the stockpile tag necessary? Will they go back into refuse/fresh raw hides without it or will they go nowhere? Mainly because fat/tallow is already such a PITA to deal with, accelerated makes it better but still too much, and I'd prefer to keep it out of the foodpiles if possible.

As long as you keep [DO_NOT_CLEAN_GLOB] it should be fine.

Quote
Now on scale we've also got:
   [LEATHER]
   [ITEMS_LEATHER]

Is that what allows the tanned scales to be used by the leatherworker? I would have thought it was for the pre-tanned, but then logic seems to break down frequently in DF modding.

Tannable scales are a hack.

The problem is that procedurally-generated scaly beasties don't get a leather material in their definitions. If scales were supposed to be tanned to a local leather material, and that local leather material didn't exist, you'd get unfortunate results like, say, a sheet of "leather" made out of forgotten beast extract being generated in your tanning workshop, and more likely than not immediately melting/boiling all over your tanner.

However, we know that any scaled beastie is going to have scales. So instead of tanning to a sheet of leather made out of a local leather material, we tan to a sheet of leather made out of the local scale material.

Quote
Also GCS silk same price as other silk with accelerated, yet I can't find where you made any modification to it, I know most of the tailoring stuff is hardcoded, so I'm confused about this.

That change should be in the GCS creature definition. Because materials are shared across most beasties in Accelerated, I removed the [SELECT_MATERIAL:ALL][MULTIPLY_VALUE:X] blocks from most creature definitions. You can put [MATERIAL_VALUE:4] into the GCS silk definition to restore its previous value.
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

Drokles

  • Bay Watcher
  • Armok hates us unconditionally
    • View Profile
Re: Modest Mod v0.40.24-2a
« Reply #160 on: July 28, 2015, 11:42:23 am »

Hey Button,
thanks for maintaining an awesome mod. I have been meaning to try it out for a long time, but I can't seem to make it work.
It's very strange, I have followed instructions very carefully to install it. I've tried to install it on top of vanilla DF with and without using a custom texture pack (I used an ASCII one called dwarf letter).
As far as I can tell, the raws which are in the df raw folder are the correct ones. They have comments and the changes look like they should I guess. I installed modest bodies and pedestals as well.
I play on a linux system, but I guess that shouldn't matter.

df folder:
http://dffd.bay12games.com/file.php?id=11014

Help is much appreciated :)

Stupid question. You did start a new game right?
.... D: That solved it.
Thanks!
Logged
On the rare occasions where this fort isnt under siege, wood cutting and hauling is our ultimate priority.

ldog

  • Bay Watcher
    • View Profile
Re: Modest Mod v0.40.24-2a
« Reply #161 on: July 28, 2015, 11:48:01 am »

As long as you keep [DO_NOT_CLEAN_GLOB] it should be fine.

Tannable scales are a hack.

The problem is that procedurally-generated scaly beasties don't get a leather material in their definitions. If scales were supposed to be tanned to a local leather material, and that local leather material didn't exist, you'd get unfortunate results like, say, a sheet of "leather" made out of forgotten beast extract being generated in your tanning workshop, and more likely than not immediately melting/boiling all over your tanner.

However, we know that any scaled beastie is going to have scales. So instead of tanning to a sheet of leather made out of a local leather material, we tan to a sheet of leather made out of the local scale material.

That change should be in the GCS creature definition. Because materials are shared across most beasties in Accelerated, I removed the [SELECT_MATERIAL:ALL][MULTIPLY_VALUE:X] blocks from most creature definitions. You can put [MATERIAL_VALUE:4] into the GCS silk definition to restore its previous value.

Thanks for the answers. I figured you would have ran into this stuff already so you would know off the top of your head. Yeah, realized the scales was a clever hack. *slaps forehead* about the GCS. Yeah, totally overlooked that.

.... D: That solved it.
Thanks!

Yeah. Been there. Done that, not so long ago ;)
« Last Edit: July 28, 2015, 11:50:02 am by ldog »
Logged
Quote from: Dirst
For example, if you wanted to check if a unit was eligible to be a politician or a car salesman, you'd first want to verify that there is no soul present...

Quote from: gchristopher
The more appropriate question becomes, are they awesome and dwarven enough.

qorthos

  • Bay Watcher
    • View Profile
Re: Modest Mod v0.40.24-2a
« Reply #162 on: September 11, 2015, 07:55:57 pm »

So how come the bones/hoofs/cartilage/etc don't get generified into the generic animal type like leather does?
Logged

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: Modest Mod v0.40.24-2a
« Reply #163 on: September 14, 2015, 03:08:36 pm »

So how come the bones/hoofs/cartilage/etc don't get generified into the generic animal type like leather does?

The butchering reactions generate CORPSEPIECEs based on the animal they come from, not the materials of the animal they come from. In order to generify them I'd need to be able to modify the butchering reactions, and those are hardcoded. (This would be necessary, but might not be sufficient - dealing with corpses through reactions is tricky business.)

The reason meats, fat and skin aren't similarly tied to their creatures is because they're not CORPSEPIECEs - they're MEATs and GLOBs.

IIRC, with the exception of the megabeasts & [INTELLIGENT] creatures, products made of bones, hooves, & teeth should be generic.

Warning: rambling follows.

It would be possible to somewhat generify body parts by creating dummy animals for each different category of animal, where the categories are an intersection of average size and what sorts of products they're supposed to produce. For example I could make a generic woolbeast, and make every wooly animal drop a woolbeast corpse instead of its own corpse. However, this has the strong drawback that a newborn lamb would drop a corpse with the same amount of meat, bones & wool as a full-grown ram. This could be worked around with child castes and timed transformation syndromes, but this would require at least 2 new castes, interactions, and syndromes per creature, and I don't think it would be worth it in either development time or performance enhancement. Hell, it might actually reduce performance, as critters tend to spam interactions, and there would be a bunch of ticking syndromes to track.
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

qorthos

  • Bay Watcher
    • View Profile
Re: Modest Mod v0.40.24-2a
« Reply #164 on: September 14, 2015, 11:16:42 pm »

Good explanation.  Does modifying the TISSUE_TEMPLATE raws do much of anything for things like bone?  I see you have things like:

   [TISSUE_MATERIAL:CREATURE_MAT:ANIMAL:BONE]

but I'm not sure they're doing anything as the butchered creature still drops ANIMAL_TYPE bone.
Logged
Pages: 1 ... 9 10 [11] 12 13 ... 30