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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


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Author Topic: Modest Mod v0.42.06-1  (Read 146391 times)

Toothspit

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Re: Modest Mod v0.42.06-1
« Reply #315 on: April 21, 2016, 07:39:15 pm »

this isn't the same as the adventure mode issue from before.

I did a little science. Genned 3 worlds, and counted historical yaks in each using Parker147's excellent Legends Viewer, since I happened to embark with both pack animals as yaks each time. Results:
Code: [Select]
region1 pocket 550yr 0 historical yak, 2 embarked yak
retired, 0 hist yak

region2 pocket 550yr 0 historical yak, 2 embarked yak
retired, 0 hist yak

region3 pocket 1050yr 0 historical yak, 2 embarked yak
retired, 0 hist yak

This implies, at least with this sample, that fort-created creatures are not automatically historical figures. Since I can only assume that the baby rhinos and GCSs in the linked save didn't have time to establish themselves as historical figures before autobutcher ate them, I believe you're right, we're looking at a separate issue.

Un-pseudo-scientifically, the amounts of UFCS look an awful lot like intestine/heart/tripe/etc. amounts. Again, I believe you're right, the body definitions may be handled differently now.
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Button

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Re: Modest Mod v0.42.06-1
« Reply #316 on: April 22, 2016, 10:08:58 am »

Hi, I'm working on my own personal mod using Modest mod as the base, and I'm in the process of adding extra prefstrings to everything to add a little more variety to the preferences text. Is this something you would be interested in as an add-on or anything?

Can you give some examples of your new/improved prefstrings?

Un-pseudo-scientifically, the amounts of UFCS look an awful lot like intestine/heart/tripe/etc. amounts. Again, I believe you're right, the body definitions may be handled differently now.

Hm, interesting.

Now that the weekend is almost upon us I should be able to dig in properly.
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I used to work on Modest Mod and Plant Fixes.

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Ryga_

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Re: Modest Mod v0.42.06-1
« Reply #317 on: April 22, 2016, 11:38:55 pm »

I've mostly been going through the bird raws so far since they were the biggest offenders. 90% of the entries were just [PREFSTRING:coloration]. I also took a stab at the creature_domestic file but it needs another pass. Some random examples below:

Code: [Select]
[CREATURE:BIRD_CARDINAL]
[PREFSTRING:striking red plumage]
[PREFSTRING:pronounced crest]
[PREFSTRING:song-learning ability]

[CREATURE:BIRD_KIWI]
[PREFSTRING:long beaks](vanilla)
[PREFSTRING:shyness]
[PREFSTRING:brown feathers]

[CREATURE:BIRD_GRACKLE]
[PREFSTRING:harsh, raucous calls]
[PREFSTRING:iridescent black plumage]
[PREFSTRING:cacophony]

[CREATURE:BIRD_CROW]
[PREFSTRING:intelligence](vanilla)
[PREFSTRING:iridescent black feathers]
[PREFSTRING:cunning]

[CREATURE:BIRD_OWL_BARN]
[PREFSTRING:pale face]
[PREFSTRING:screeching call]
[PREFSTRING:ability to rotate its head]

[CREATURE:DOG]
[PREFSTRING:loyalty](vanilla)
[PREFSTRING:playfulness]
[PREFSTRING:wet tongues]

[CREATURE:CAT]
[PREFSTRING:aloofness](vanilla)
[PREFSTRING:curiosity]
[PREFSTRING:purring]

[CREATURE:WATER_BUFFALO]
[PREFSTRING:water wallowing](vanilla)
[PREFSTRING:long horns]
[PREFSTRING:dark black skin]

My aim is to have 3 PREFSTRINGs for each animal, and to reword/replace things that feel very copy-paste or placeholder. For the birds, oftentimes I'd see a dwarf prefer one for their coloration, but have no idea what that color actually was since there wouldn't be a live one to inspect. I'm trying to give the birds something that lets you know what they look like, or gives them personality. For the domestic creatures, I'm focusing more on traits and characteristics since they're more diverse in specific looks, and most people know what those animals look like.

I'm working on this for my own little personal mod, but because I like to tinker with lots of different things in the creature raws, just wanted to know if you'd like me to keep a clean branch of it for MM. =)
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PeridexisErrant

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Re: Modest Mod v0.42.06-1
« Reply #318 on: April 23, 2016, 12:00:14 am »

If you could maintain a clean branch, Toady sometimes accepts raw improvements from the community - send him an email and ask if he's interested at least :)
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Button

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Re: Modest Mod v0.42.06-1
« Reply #319 on: April 23, 2016, 04:09:16 pm »

I do like those prefstrings! I was a little afraid because when I add my own prefstrings, they're usually pop culture references, which is obviously not French Vanilla. But prefs that are immersive are a good idea and I think they could be a good module.
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Always assume I'm not seriously back

Ryga_

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Re: Modest Mod v0.42.06-1
« Reply #320 on: April 23, 2016, 04:53:31 pm »

Yeah I completely understand that fear haha. Most of the prefstring mods I've seen are super cool and fun, but not very vanilla friendly. I've been burning through wikipedia articles to make sure they're accurate. I'll update you guys when I'm further along in the future, and I'll keep separate MM and Vanilla versions just in case.
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Button

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Re: Modest Mod v0.42.06-1
« Reply #321 on: April 23, 2016, 06:06:29 pm »

Re: the UFCS, I've taken a look and I think this is the same thing as the adventure mode problem. For a bit I thought it wasn't because you said that all the creature products were there too, but it does appear to be taking the place of the meats. My question wasn't clear, I guess. :)

Historical Figure-age was expanded a lot in 0.42.x, and I've seen even completely worthless crap like a semi-wild weasel in a cage become historical figures over the course of a fort mode game. (I suspect it may be that any animals you have tamed when you're invaded become histfigs? not sure.)

I'll get to work on decelerating animal meats - since it's related to the butchering code specifically, the other tissues shouldn't pose a problem.
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Always assume I'm not seriously back

Valikdu

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Re: Modest Mod v0.42.06-1
« Reply #322 on: April 23, 2016, 07:06:31 pm »

I seem to have ran into that too. By "decelerating" you mean that you'll be using vanilla-like BDP's that add creature materials inside every creature?

Button

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Re: Modest Mod v0.42.06-1
« Reply #323 on: April 24, 2016, 10:15:56 am »

Yep
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I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

Meph

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Re: Modest Mod v0.42.06-1
« Reply #324 on: April 29, 2016, 05:39:28 pm »

What is bugged in the accelerated version? Most of the changes are probably still based on my original accelerated DF, I might be able to help.
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Foffy123

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Re: Modest Mod v0.42.06-1
« Reply #325 on: May 03, 2016, 09:15:23 am »

Any updates? I'd like to play DF but would prefer to play with accelerated or masterwork.

Button

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Re: Modest Mod v0.42.06-1
« Reply #326 on: May 03, 2016, 12:20:49 pm »

What is bugged in the accelerated version? Most of the changes are probably still based on my original accelerated DF, I might be able to help.

You know the old adventure mode issue where butchering historical figures which used accelerated tissues would create Unknown Frozen Creature Substance instead of meat? It's happening in fortress mode now. So really what I need to do is put all the custom/local meats back again.

The "problem" is that creature body definitions are boring, and plants and plant reactions are fun. I really just need to bite the bullet.

Any updates? I'd like to play DF but would prefer to play with accelerated or masterwork.

See, this is good. This will help guilt me into working on it.
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I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

Meph

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Re: Modest Mod v0.42.06-1
« Reply #327 on: May 03, 2016, 12:28:34 pm »

Quote
You know the old adventure mode issue where butchering historical figures which used accelerated tissues would create Unknown Frozen Creature Substance instead of meat? It's happening in fortress mode now. So really what I need to do is put all the custom/local meats back again.

The "problem" is that creature body definitions are boring, and plants and plant reactions are fun. I really just need to bite the bullet.
I had to laugh a lot at your last sentence. I HATE PLANTS!

You cant believe how many hours and bugs I had with damn plant_standard.txt. So many tile numbers...

Getting standardized meat in 42.06 I do with a single tag in the tissue templates:

Code: [Select]
YES_STANDARDIZED_MEAT!TISSUE_MATERIAL:LOCAL_CREATURE_MAT:MUSCLE]
YES_STANDARDIZED_MEAT[TISSUE_MATERIAL:CREATURE_MAT:ANIMAL_MEAT:MUSCLE]

The CREATURE:ANIMAL is a fake creature that is used for all meat. I tested it, no issues, but I have not tested it with historical figures yet.

How are you doing the standardized meat atm?
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Button

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Re: Modest Mod v0.42.06-1
« Reply #328 on: May 03, 2016, 12:47:58 pm »

I had to laugh a lot at your last sentence. I HATE PLANTS!

You cant believe how many hours and bugs I had with damn plant_standard.txt. So many tile numbers...

I believe it. I'm doing a complete plant overhaul and, yeah. I think it's just that I "get" them. There's no referencing templates for the layouts of things. This apple is made of apple material, which I just defined the unusual traits of locally. It is a growth and it grows during these times in these places. These are the tiles it uses in different situations.

If your problem is tilesets, have you tried using BAMM yet? Dealing with plant tiles was the reason I made it in the first place. There are bugs when dealing with some kinds of files (colors.txt most notably), but since plant files are my specialty, it's pretty good at that.

Quote
Getting standardized meat in 42.06 I do with a single tag in the tissue templates:

Code: [Select]
YES_STANDARDIZED_MEAT!TISSUE_MATERIAL:LOCAL_CREATURE_MAT:MUSCLE]
YES_STANDARDIZED_MEAT[TISSUE_MATERIAL:CREATURE_MAT:ANIMAL_MEAT:MUSCLE]

The CREATURE:ANIMAL is a fake creature that is used for all meat. I tested it, no issues, but I have not tested it with historical figures yet.

How are you doing the standardized meat atm?

IIRC basically the same. I can't look at it right now to confirm, but I think I collapsed it down a little bit further so that the materials are defined in the tissues themselves.

My working hypothesis is that the butchering code has a fork where if it's a histfig, it's hardcoded to look at creature-local materials, rather than checking the tissue to see what it's made of.
« Last Edit: May 03, 2016, 12:53:28 pm by Button »
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I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

Meph

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Re: Modest Mod v0.42.06-1
« Reply #329 on: May 03, 2016, 12:51:23 pm »

Quote
My working hypothesis is that the butchering code has a fork where if it's a histfig, it's hardcoded to look at creature-local materials, rather than
the declared materials, and since it cant find a local_creature_mat for meat, it takes the first entry from the tissue raws.

I'll keep an eye out for the bug, if it happens in my mod too, I let you know.
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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 :::
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