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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 145401 times)

Button

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Re: Modest Mod v0.40.24-1
« Reply #60 on: March 09, 2015, 02:02:53 am »

Hi Button,

Maybe until you get the official IronHand release of MM ready, you could have the first post link to the unofficial one I made? It's been working fine for me, and I'll be happy to take it down when you get a chance to finish the real one. Thanks again for picking up this mod and doing a great job with it!

DFDD link: Modest Mod v.0.40.24-1 for Ironhand Graphics

Will do!

hi does this fix the broken freezing biome in v40* were snow melts and plants grow everywhere ?.

It does not.

The plants are not actually a bug - the only plants that grow in tundra biomes are those which are explicitly enabled there. If memory serves, that's a few types of grasses, bilberries and blueberries, which do indeed grow in tundra environments irl.

The snow melt does appear to be a bug, though. If anyone knows of a binary patch that will fix the melt in freezing biomes, I would be happy to include it, but I have no experience with memory hacking.



The Accelerated version of the mod is almost done, but I've run into a weird bug with butchering historical figures. Their skin and fat are being replaced with placeholder liquids or, when applicable, their procedurally-generated extracts. Unfortunately I didn't catch this in early testing because there are no historical figures in the arena. I'm going to have to significantly reorganize creature tissues to work around this, so there's going to be further delay on Accelerated.

If you're chomping at the bit and don't mind that forgotten beast corpses may spill kitten rot serum all over the butcher's shop, I can upload Accelerated Modest Mod in a beta, this-is-a-known-bug state; but any worlds you generate in the beta version would not be compatible with the final version of AMM. Let me know.
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I used to work on Modest Mod and Plant Fixes.

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Max™

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Re: Modest Mod v0.40.24-1
« Reply #61 on: March 09, 2015, 09:19:48 pm »

Hmmm, I wonder if it would break things if you had it untoggle the historical figure flags on the corpses and just replaced them with your trimmed down replacement material,or is that what you were trying to do?
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Button

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Re: Modest Mod v0.40.24-1
« Reply #62 on: March 10, 2015, 11:09:46 am »

Hmmm, I wonder if it would break things if you had it untoggle the historical figure flags on the corpses and just replaced them with your trimmed down replacement material,or is that what you were trying to do?

That's way beyond the scope of the Modest Mod - would require some pretty advanced DFHackery.

The way the Accelerated mods cut down on creature-based materials is by creating a dummy creature (called "animal") and replacing all creatures' materials with their equivalent materials from the dummy creature. I suspect the reason historical figures are causing problems is that their tissues are being instantiated during worldgen, before the dummy creature's materials have been created.

My current solution - which I'm still in the process of implementing, so this may fall through - is to let sapients, procedurally generated creatures, and megabeasts keep their custom materials. This shouldn't reduce fortress mode performance much, as you can't butcher sapients there; and procedurally-generateds and megabeasts are rare enough that it shouldn't cause a performance hit, and special enough that it would feel kind of neat.

However, if for example a giant coyote became a historical figure in worldgen and you later killed and butchered it, I believe its skin and fat would be unusable. This is an extremely rare case in fortress mode - I don't think I've ever seen an animal walk onto the map while already being a historical figure! - but it does come up occasionally in adventure mode.
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I used to work on Modest Mod and Plant Fixes.

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Kazoo

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Re: Modest Mod v0.40.24-1
« Reply #63 on: March 10, 2015, 06:05:28 pm »

Not sure if this is relevant to your struggles, but i've been playing around with troll shearing and came across something strange.

Essentially i set the troll skin to be sheared and its tanned product usable as yarn. The result has lead to any cloth products being made of frozen pus.

Code: [Select]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN] -
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_NOUN:fur:SINGULAR]
[APP_MOD_RATE:1:DAILY:0:300:0:0:NO_END]
[APP_MOD_DESC_RANGE:10:50:100:150:200:300]
[SHEARABLE_TISSUE_LAYER:LENGTH:300]

[SET_TL_GROUP:BY_CATEGORY:ALL:LEATHER]
[YARN]

http://i.imgur.com/ycoQg0i.png
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Button

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Re: Modest Mod v0.40.24-1
« Reply #64 on: March 10, 2015, 06:32:34 pm »

I don't think it's related to my current issue, since that looks like an arena gear list, and my problem doesn't show up in the arena. But that is pretty silly.
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I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

Kazoo

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Re: Modest Mod v0.40.24-1
« Reply #65 on: March 10, 2015, 07:25:04 pm »

Ahh no worries then, though very bizarre indeed.

Spoiler (click to show/hide)
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snowhusky5

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Re: Modest Mod v0.40.24-1
« Reply #66 on: March 22, 2015, 04:58:40 pm »

How exactly are plump helmets changed by this mod in fort mode? It seems like eating them no longer gives the seeds back, which is a problem. If they are supposed to stick around and regrow the pickable part after being harvested in a farm plot, that doesn't seem to be working either.
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Button

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Re: Modest Mod v0.40.24-1
« Reply #67 on: March 23, 2015, 12:10:12 pm »

How exactly are plump helmets changed by this mod in fort mode? It seems like eating them no longer gives the seeds back, which is a problem.

Hm, are you sure about this? The raw should specify that the [GROWTH_HAS_SEED], though I won't be able to confirm that it does until tonight.

Quote
If they are supposed to stick around and regrow the pickable part after being harvested in a farm plot, that doesn't seem to be working either.

No, farmed plants are always destroyed when their fruit is picked. It's the wild plump helmets that should stick around and eventually regrow.



The next release of the Modest Mod is now in the tileset-application stage, and should be done later this week.
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snowhusky5

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Re: Modest Mod v0.40.24-1
« Reply #68 on: March 23, 2015, 05:16:37 pm »

How exactly are plump helmets changed by this mod in fort mode? It seems like eating them no longer gives the seeds back, which is a problem.

Hm, are you sure about this? The raw should specify that the [GROWTH_HAS_SEED], though I won't be able to confirm that it does until tonight.

Quote
If they are supposed to stick around and regrow the pickable part after being harvested in a farm plot, that doesn't seem to be working either.

No, farmed plants are always destroyed when their fruit is picked. It's the wild plump helmets that should stick around and eventually regrow.



The next release of the Modest Mod is now in the tileset-application stage, and should be done later this week.
It might just be that they are getting eaten less than I remember, and so my plump helmet plot is empty. They do have that tag, yes.
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TheHossofMoss

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Re: Modest Mod v0.40.24-1
« Reply #69 on: March 26, 2015, 02:31:53 pm »

PTW,also I'm having an issue with Upright Spear Traps. It says that I "Need Item" when I have EVERYTHING for an upright spear trap. Has anybody else had this problem? It's working now, I don't know what caused that. Carry on ^_^
« Last Edit: March 26, 2015, 02:42:34 pm by TheHossofMoss »
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Button

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Re: Modest Mod v0.40.24-1
« Reply #70 on: March 27, 2015, 01:42:58 pm »

PTW,also I'm having an issue with Upright Spear Traps. It says that I "Need Item" when I have EVERYTHING for an upright spear trap. Has anybody else had this problem? It's working now, I don't know what caused that. Carry on ^_^

(They were probably in a bin that was being carried somewhere or something like that.)
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Button

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Re: Modest Mod v0.40.24-2
« Reply #71 on: March 28, 2015, 11:45:21 pm »

Modest Mod 0.40.24-2 is out.

If you voted for one of the included modules, your vote has been removed from the thread poll. Feel free to update your vote for the next release.

Modules included in release 0.40.24-2 are:
  • Pedestals - Allows you to mount & display crafts, particularly artifacts.
  • Modest Bodies - Modifies body definitions to add joints between "upper" and "lower" limbs, and renames some body parts - e.g. "upper leg" to "thigh."
  • Accelerated - Significantly reduces the number of materials present in the game, increasing performance.
  • Accelerated+Pedestals Combined - Combines the Accelerated module with the Pedestals module.
   
Modules which work together logically, but would not work correctly if installed separately, are bundled into Combined Modules. Please install the Combined Module(s) of your choice INSTEAD OF their component parts.

Unless otherwise noted, Modest Modules are compatible with each other and can be installed in any order.

Changelog
  • Added edible (cooked) baggable growths to taro, lesser yam, purple yam, and white yam, as they had unobtainable seeds.
  • Changed plump helmets back to plants, to keep them accessible to new players. They are no longer pickable in adventure mode.
  • Doubled the metal reagents and yield of the pig iron and steel smelting reactions, effectively halving the flux and fuel requirements.
  • Re-enabled purring maggots (and thus "dwarven" milk and cheese) for dwarven and goblin civilizations.
  • Adjusted cavern populations to a uniform double of the vanilla amounts, to compensate for forgotten beasts slaughtering them.
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Igfig

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Re: Modest Mod v0.40.24-2
« Reply #72 on: April 11, 2015, 03:15:19 pm »

I just had a thought about that bug where breaking a finger causes people to pass out from the pain.

Most of the time when I see people trying to fix that, they do it by removing all bone from fingers, toes, etc. This makes digits a little too easy to cut off or pulp, though.

A better solution would be to define a new tissue with all of bone's stats except for a much lower PAIN_RECEPTORS value. You could sub that into the finger and toe tissue layers definition in b_detail_plan_default.txt, and that should provide non-floppy digits that don't cause crippling pain when damaged.

oasis789

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Re: Modest Mod v0.40.24-2
« Reply #73 on: April 15, 2015, 01:42:39 pm »

>Nerves, brains, and spines heal extremely slowly, up from not healing at all.

Is there a reason neuroregeneration is allowed? Is dwarf physiology more like amphibians?
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Button

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Re: Modest Mod v0.40.24-2
« Reply #74 on: April 15, 2015, 03:24:54 pm »

>Nerves, brains, and spines heal extremely slowly, up from not healing at all.

Is there a reason neuroregeneration is allowed? Is dwarf physiology more like amphibians?

Primarily, this is to counteract the bug in vanilla where damaged tissue without a HEALING_RATE won't be treated by doctors, leaving the patient to slowly bleed to death from minor injuries.
http://www.bay12games.com/dwarves/mantisbt/view.php?id=7503#c32039
http://www.bay12games.com/dwarves/mantisbt/view.php?id=8137#c29597

The Modest Mod nerve healing rate is slow enough that I've never noticed e.g. a crippled dwarf regaining the use of a limb. Let me know if your experience is different.

I just had a thought about that bug where breaking a finger causes people to pass out from the pain.

Most of the time when I see people trying to fix that, they do it by removing all bone from fingers, toes, etc. This makes digits a little too easy to cut off or pulp, though.

A better solution would be to define a new tissue with all of bone's stats except for a much lower PAIN_RECEPTORS value. You could sub that into the finger and toe tissue layers definition in b_detail_plan_default.txt, and that should provide non-floppy digits that don't cause crippling pain when damaged.

That's a good idea. I'm a bit concerned that that might cause adventure mode problems analogous to those I had with the accelerated tissue replacements, but I'll give it a try.
« Last Edit: April 16, 2015, 01:12:58 pm by Button »
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