Modest Mod v0.47.05-2
The most indispensable mod for Dwarf Fortress is back!
Created by Igfig
With Thanks to CryptoCactus and Button
Updated for 0.47+ by LargeSnailThe Modest Mod is a collection of vital bugfixes and tweaks that everyone should be able to use comfortably and without reservation. This mod doesn't add anything new. It doesn't do anything controversial. It's just like vanilla DF, but a little better. French vanilla.
The old Modest Mod threads can be found here:
http://www.bay12forums.com/smf/index.php?topic=105871.0 (Very First Modest Mod)
http://www.bay12forums.com/smf/index.php?topic=148265.0 (Modest Mod v0.42.06-1 by Button)
Installation 1) Back up your existing 'raw' folder.
2) Install any graphics packs.
3) Unzip the archive into your Dwarf Fortress directory.
4) Say yes when it asks if you want to replace files.
CompatibilityModest Mod should be compatible with many mods and some graphics packs.
Even if for mods which are incompatible, it's pretty easy to merge things manually. All of my changes are clearly marked in the raw files with the phrase "Modest Mod". We recommend using
WinMerge.
ModulesModest Modules involve changes that, while popular, are a little too ambitious for the core mod.
Modules included in release 0.47.05-2 are:
- Accelerated - Significantly reduces the number of materials present in the game (along with some init tweaks) increasing performance.
- Everything Is Tameable - With the exception of the civilized races, you can tame anything.
- Everything Is Tameable for Accelerated - A version of the Everything Is Tameable module which is compatible with the Accelerated module. Install AFTER Accelerated.
- Modest Bodies - Modifies body definitions to add joints between "upper" and "lower" limbs, and renames some body parts - e.g. "upper leg" to "thigh."
- Tooltips - Provides descriptions & important information for most Fortress Mode reactions. Likely to be helpful for newbies.
- Tooltips for Accelerated - A version of the Tooltips module which is compatible with the Accelerated module. Install AFTER Accelerated.
- No Aquifers - Disables the aquifers
- No Aquifers for Accelerated - A version of the No Aquifers module which is compatible with the Accelerated module. Install AFTER Accelerated.
Unless otherwise noted, Modest Modules are compatible with each other and can be installed in any order.
Module Installation1. Install the Modest Mod as directed above.
2. Check your Dwarf Fortress directory for the folder named "Modest Modules." Open this folder.
3. Unzip the modules you want to install into your Dwarf Fortress directory, as you did with the Modest Mod.
4. Say yes when it asks if you want to replace files.
Announcements
* Births do not cause the game to pause and recenter.
* Babies born in combat will be noted in the combat log.
* Citizen deaths cause the game to pause and recenter.
Creatures (General)
* Fear of commitment no longer causes non-sapient creatures to be sterile. (They can still be asexual or gay.)
* Butchered creatures produce skin - and thus leather - in proportion to their size.
* Scales are tannable into leather.
* Chitin is usable as though it were shell.
* All creatures with real life counterparts, and their giant variations, are tamable in fortress mode.
* All tameable creatures have CHILDhoods, and so can be fully tamed.
* Giant variations of carnivorous creatures have remembered that they are LARGE_PREDATORs. So have blind cave bears.
* Giant variations on vermin that can only bite have learned to use other attacks. Most notably, giant spiders can kick.
* Giant creatures with short-lived base creatures live for a minimum of 10 years.
* Animal people become adults at age 12, and live for 60-80 years total.
* Animal people are not milkable.
* Animal person variations of grazers no longer need to graze.
* Creatures without legs use the legless animal person variation.
* Giant and animal person variations on vermin that spawn in ponds will spawn in lake biomes.
* Aquatic and amphibious creatures cannot be used as mounts.
* Aquatic creatures all give live birth, as they cannot claim nest boxes.
* Unless they're aquatic, insects, gastropods, arachnids, amphibians, most reptiles, and all of their respective variations lay eggs. Also voracious cave crawlers, giant desert scorpions, and hydras.
* A number of creatures which eat vermin in real life now hunt (or dive hunt) vermin.
* Giant and animal person variations of vermin hunters no longer hunt vermin.
* All non-sapient, dog-sized or larger canines and felines can be trained for war or hunting. Also hyenas.
* Canines and felines smaller than a dog cannot be trained for war, only hunting.
* Very slow creatures, and creatures that curl up when threatened, can no longer be used as mounts.
* Elves can use most ruminants as PACK_ANIMALs.
* Creatures made of inorganic materials will produce a boulder, bar, or wood block when butchered.
* Animate organic materials will melt or boil in sufficient heat, so undead are not immune to magma.
* Pain in bones is reduced by 4/5.
* Feathers heal fairly quickly, up from not healing at all.
* Horn, hoof, cartilage, hair, facial hair, nails, claws, talons, and ivory have slow healing rates, up from not healing at all.
* Nerves, brains, and spines heal extremely slowly, up from not healing at all.
Creatures (Specific)
* Mantises and their variants can no longer fly.
* Goblins can ride cave dragons.
* Elves can ride giant desert scorpions.
* Reindeer can pull wagons and carry loads.
* Llamas and elk birds can carry loads.
* Wild boars have learned how to gore enemies with their tusks.
* Elephants are tamable in worldgen by non-elves, and can pull wagons and carry loads.
* Grizzly bears, black bears, panda bears and capybaras are no longer tamable in worldgen by non-elves.
* Warthogs, chimpanzees, gorillas, muskoxen, orcas, sperm whales, and elephant seals aren't very friendly.
* Hippos aren't benign either - in fact, they're prone to rage.
* Giraffes cannot be trained for war or hunting.
* There are twice as many jabberers in cavern biomes, they live twice as long, and they lay half again as many eggs. This is to compensate for their populations getting wrecked by Forgotten Beasts.
* There are ten times as many giant cave spiders in cavern biomes. This is to compensate for their populations getting wrecked by Forgotten Beasts.
* Hedgehogs live for 6-16 years. (I'm friends with the proud daddy of two hedgehogs, and he insists.)
* Humans, elves and goblins style their hair.
* Dragons become adults at age 23.
* Dragons cannot be trained for hunting, because they'll just melt the target and set everything on fire.
* Hydras become adults at age 10, and can be trained for war or hunting.
* Sea serpent populations range from 10-20 in biomes they're native to, but still travel alone.
* Black bears, dingos, and anacondas are not LARGE_PREDATORs.
* Hungry heads have switched to an all-vermin diet, in accordance with their small size.
* Giant mantises, giant ticks, giant moon snails, alligators, saltwater crocodiles, giant snapping turtles, giant leeches, giant axolotls, cave crocodiles, giant adders, giant anacondas, and giant pythons are AMBUSHPREDATORs.
* Magma crabs are tamable.
* Snowy owls are diurnal.
* Corrected the grammar & spelling of the peach-faced lovebird and brown recluse spider descriptions, and the magpie, giant magpie, and donkey PREFSTRINGs.
* Water buffalos can be ridden.
* Brown recluse spider men & giant brown recluse spiders have webs thick enough to hold non-vermin prey.
* Giant grasshoppers need to graze.
* The venoms of bark scorpion men, giant bark scorpions, platypus men, and giant platypuses are properly labeled, and their respective species are properly immune to their own venoms.
* Giant kangaroo and giant tapir milk are properly labeled.
* Bark scorpions and platypuses are no longer immune to their variations' venoms.
* Guineafowl occur naturally in a number of tropical environments.
* Rabbits don't hibernate in winter.
* Oysters and mussels produce pearls when cleaned.
* Pandas, red pandas, and their giant variants have reduced food requirements.
* Unicorns become adults at 3 years old, and are war-trainable.
* Kobolds can ride giant rats, giant desert scorpions and other poisonous creatures. Also they're now viviparous.
* Satyrs are playable in adventure mode.
* Mountain and Dark Gnomes are playable in adventure mode.
* Subterranean Animal Peoples are playable in adventure mode as outsiders
* Goblins now need to drink and eat
Plants (General)
* Seeds which grow on trees have hulls, and so can be gathered by an herbalist.
* Nuts and legumes can be hulled to obtain their usable, tasty seeds in both Fortress and Adventure mode.
* Shrubs with unobtainable seeds (e.g. onions) can be picked whole and processed to bag, like a quarry bush.
* The process to bag reaction produces 2 seeds per shrub instead of 1, as farmers and herbalists are as likely to pick the growth as they are the whole shrub.
* Inedible tree seeds disintegrate, reducing clutter and freeing up bags.
* Separate reactions for milling flour, dye, and sugar from plants.
* Grains are referred to by their proper names, not as "seeds."
Plants (Specific)
* Feather tree eggs are gatherable and edible (cooked).
* In adventure mode, feather tree eggs are no longer drinkable.
* Plump helmets can be picked in adventure mode. To accommodate this, they are brewed as fruit in fortress mode.
* Dwarves will no longer pick strawberry plants whole, nor try to eat them whole.
* "Flaxseed," "hempseed" and "cottonseed," used as descriptors of derived products, are correctly shortened to a single word each. The exception is for oil-based products made from flaxseed, which is described as "linseed."
* "Hazelnut" is one word.
* Cashews, coffee beans, and paradise nuts are edible.
Miscellaneous
* A reaction at the kitchen to empty a bucket of water.
* Three empty reactions, which can be filled in to add new reactions after a world has already been generated.
* Hair can no longer be used to make hard items. You will no longer find huts made out of hair in adventure mode.
* Vital administrators (Managers and brokers) can be assigned on an AS_NEEDED basis, instead of being limited to one per fort.
* New reactions added into Adventure mode
* Feathers can be used to make crafts and decorate items in Adventure Mode
FEATURES REMOVED SINCE v0.42.06-1
*Removed the "Pedestals" and "Pedestals for Accelerated" modules, because they have been incorporated in the vanilla game
FEATURES REMOVED SINCE 0.34.11
Some fixes from the old Modest Mod were incorporated directly into 0.40.x; they are not listed here. These are features that were not incorporated into 0.40.x, but have been removed from the Modest Mod for other reasons.
Because they addressed bugs that have been fixed in the vanilla game:
* Ranged weapon balance changes (the Broken Arrow mod) have been removed.
* Specific GRAZER values for most creatures have been removed.
* MOUNT_EXOTIC has been returned to flying creatures.
* Skill increase modifiers for combat-related skills have been removed.
* Elves no longer have LOCAL_BANDITRY
* Goblins and dwarves no longer build human-like fortresses during world generation.
Because of version differences:
* Melee weapon balance changes have been removed. It won't be clear what fixes will be appropriate here until more SCIENCE has been done.
* All binary patch-based fixes have been removed, because they are not available for the new version (AFAIK).
For inclusion in Modest Modules:
* Egg-layers once again lay their default numbers of eggs.
* Feathers are not usable for decoration.
* Purring maggots are not present in the first cavern layer/not available to dwarven civilizations.
Because of bugs in the fix itself:
* Giant creature age changes have been moved from the GIANT template into the individual creatures, because CV_REPLACE_TAG does not work correctly for numbers.
0.47.05-2
* Fixed the errors with the new ice-related reactions.
* Fixed an error with noble assignment in the modules.
0.47.05-1
* Fixed an error with plump helmet brewing reactions.
* Accelerated Module changes
Fixed goblin starting civ number. Setting it to 0 was a bad idea.
Blizzard men will leave ice boulders on death. Their corpses were useless anyways.
Dragons no longer have an useless fire-breathing attack.
Fire imps are renamed just to "Imps", and their fire-related attacks are replaced with more magic-like powers.
* You can now make ice furniture in the Mason's Workshop.
0.47.04-1
* Accelerated Module changes
Fixed plant-related issues.
Goblins will not appear during worldgen until dwarves dig too deep.
Added simple clothes to other races, so you will not find more naked merchants traveling the world.
Population cap setted to 100.
Blood, pus and other bodily fluids evaporates over time.
* Fixed various animal definitions and tree colour data that was outdated.
* Removed LOCAL_BANDITRY from elves... again.
* Fixed olives being called just "olives" instead of "olive fruits" (an issue from old DF versions).
v.0.47.03-1
* Disabled weather (Accelerated Module Only).
* Added some Adv Worldgen profiles to generate better, more-open caverns in order to avoid lag related to pathfinding.
* Fixed error in the new instruments raw file (Accelerated Module Only).
[SOUND_PRODUCTION:RESONATOR] was changed to [SOUND_PRODUCTION:RESONATOR:SELF]
* Added reactions to construct the new instruments (Accelerated Module Only).
v.0.47.02-1
* Merged (and adapted) the Modest Mod onto the v0.47.02 raws.
* Standarized instruments in Accelerated Module.
* Added CANOPENDOORS to Dark and Mountain Gnomes.
* Added PET_ANIMAL interaction to subterranean animal people.
* Foul Blendecs can be played in Adventure Mode, and can rule civilizations (spreading evilness in their surroudings).
* Removed the DFhack Acceleration Module.
v.0.44.12-4
* Added the DFhack Acceleration Module.
* Removed the ARMORLEVEL:1 from regular clothing.
* Kobolds can speak in their unintelligible language, for a better ADV mode experience.
* Set the priority of the game to High (Accelerated Module Only).
* Added MAT_FIXED_TEMP:10000 to obsidian (Accelerated Module Only).
* Kobolds now are viviparous, as intelligent egg-layers are glitchy.
* Unicorns are tamable and war-trainable.
* Fixed feather usage.
Added the "Clean Feathers" reactions to Tanner's Shop
* Satyrs are playable in adventure mode.
* Mountain and Dark Gnomes are playable in adventure mode.
* Subterranean Animal Peoples are playable in adventure mode (as outsiders), and can produce their own clothes.
* Goblins now need to drink and eat, and added LITTERSIZE:4:8 to prevent them from dying in worldgen
v.0.44.12-3
* Fixed an error on the reactions BREW_SPECIFIC_FRUIT_PLUMP_HELMET and MASS_BREW_SPECIFIC_PLUMP_HELMET.
* Fixed typos in the descriptions and/or names of the following creatures:
creature_large_ocean
FISH_CONGER_EEL
SHARK_WHALE
creature_large_riverlake
FISH_CARP
* Added some init-related tweaks (Accelerated Module Only).
init
Disabled Sound
Disabled Intro
Set PRINT_MODE to STANDARD
Set TRUETYPE to NO
FPS cap set to 150
d_init
Disabled Temperature Calculations
Embark rectangle reduced to 3x3
* Added ARMORLEVEL:1 to regular clothing, to prevent wear (Accelerated Module Only).
v.0.44.12-2
* Added the "No Aquifers" Module, and its version for Accelerated.
Thanks to brolol.404
* Fixed an error in the raws causing Kobolds to don't tame Giant Cave Spiders.
* Rams now are slightly bigger than ewes, so they horns are properly relsized.
v.0.44.12-1
* Merged (and adapted) the Modest Mod onto the v0.44.12 raws.
* Removed the following modules: "Pedestals" & "Pedestals for Accelerated".
* Changed LIKES_SITE in EVIL entity from DARK_FORTRESS to CAVE_DETAILED and PLAYER_FORTRESS, in order to reduce lag.
* Added KOBOLD_PET to some creatures in the following files:
creature_next_underground
creature_other
creature_subterranean
creature_temperate_new
creature_tropical_new
creature_desert_new
creature_savage_tropical
* Reverted some features from the old 0.34.11 Modest Mod Version.
Elves now have LOCAL_BANDITRY.
Added some basic Adventure Mode crafting reactions.
* Added GUILD_REPRESENTATIVE position to human civs.
* Kobolds and goblins playable in adventure mode.
* Feathers can be used for decorations and to make crafts (both in Fortress and Adventure Mode).
* Kobolds can and will tame giant rats.
* Kobolds can ride poisonous beasts.
v.42.06-1
* Reverted plump helmets to a plant instead of a growth again, as bags are no longer auto-emptied.
* Fixed the MM grate creation reactions to use masonry instead of mechanics
* Brought the new reptiles in line with other creatures (giant maxages, child names, biting with teeth, etc.)
* Fixed long yams being named lesser yams
* Removed SPECIFIC_FOOD from panda men and red panda men.
* Adjusted the names on giant one-humped camel and giant two-humped camel milk and cheese
* Fixed bug #9621 (the plural of "left foot" is no longer "right feet" for certain bipedal creatures)
* Fixed bug #9620 (kobolds have an invalid agility range)
* Renamed baby toad-variants to "toadlets" instead of "tadpoles"
* Fixed new creatures with teeth, and creatures with new teeth, so that they use their teeth to bite
* Brought giant foxes & giant wolverines in line with other large carnivorans (large predator, trainable)
v.42.04-1a
* Fixed the specific mill to paste reactions, which were consuming seeds without producing paste
* Made talc usable in magma-safe reactions
* Added more reactions for non-magma-safe stone items
* Added "rock" to the names of the non-/magma-safe item reactions, for clarity from the manager interface
* Added mass-brewing reaction for mead
v.42.04-1
* Merged the Modest Mod onto the 0.42.04 raws
Creatures
New in 0.42.04
* Adjusted the max ages for the new giant variations of short-lived creatures, so that they live at least 10 years.
* Gave giant & animal person variations of non-biting vermin the ability to bite, with the exception of flies, butterflies and moths.
* Made male mosquito variations able to bite, but not to suck blood.
Attacks
* Made animal men without teeth prefer not to bite, in line with animal people with teeth. Exception: animal people with venomous bites.
* Made hooved animal men prefer not to kick, in line with animal people without hooves.
* Made animal men with goring, headbutt, or tail slap attacks prefer not to use them, in line with other animal people's non-venomous natural attacks.
* Removed the "snatch" attack from the animal person variations of various flying birds, and added their talons to their kicks instead.
* Removed kick attacks from penguin men entirely, because their legs are stubby (and adorable).
* Made ostriches', cassowaries', and emus' kicks edged attacks.
* Made giant variations of legged vermin capable of kicking.
* Gave grey parrots & their variations talons and the appropriate attacks.
* Made swans', ducks' and geese's bites no longer edged attacks.
* Replaced domestic sheep rams' gore attack with a headbutt attack.
* Gave domestic goats, mountain goats, gazelles, muskoxen, ibexes, male impalas & their variations a headbutt attack.
* Gave mountain goats, gazelles, muskoxen, male elk, ibexes, male impalas & their variations a horn gore attack.
* Gave desert tortoises & their variations the ability to kick.
* Gave gila monsters, lizards & their variations the ability to scratch
* Made sea lampreys prefer not to tail slap.
* Made hippo & giant hippo bites able to latch
* Made hippos, elephants, rhinos & their variations prefer not to kick
* Gave stag men the ability to attack with their antlers
* Gave rhinos, giraffes & their variations the ability to bite
* Made giant tortoises' & their variations' bites sharp
Other:
* Removed leather & parchment from mussels and oysters.
* Made toads, lice, green tree frogs & their variations carnivores.
* Made worms & worm men appear underground as well as aboveground.
* Made vermin birds that are shy in real life PET_EXOTICs rather than PETs.
* Gave crows and foxes their proper adjectives, in line with the changes to creature_domestic in 0.42.04.
* Restored flight to non-giant mantises.
* Gave gazelles, male impalas & their variations horns.
* Stopped flies from spawning in pools & their variations from spawning in lakes, as they are not water vermin.
* Restored Giant Desert Scorpions
* Reverted all scorpions & variations to giving live birth.
* Added eggs to lizards, toads, a number of insects, & their variations.
Plants
* Added oat beer
* Reverted tree nuts to vanilla now that the seed-picking bug has been fixed.
* Converted plump helmets to fruit for adventure mode picking again, now that the bagged growth bug has been fixed.
Reactions
* Fixed hull seeds reaction to use PROCESSPLANTS skill
* Created specific reactions for brewing and milling
* Created magma-safety-conscious reactions for common masonry, mechanics & stonecrafting tasks
* Modified parchment reaction to work with the skin glob format
Other
* Made helms a shaped item again
v.40.24-2a
* Changed fortress mode seed hulling to require plant processing labor
* Removed eggs from sea serpents
* Gave olm men their legs back
v.40.24-2
* 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.
-For Mod Authors-
The Modest Mod belongs to the Dwarf Fortress community. You are free to remix, build upon, pull from, and otherwise use these raws for any purpose. Attribution is nice, but you don't even have to do that.
Special thanks to: Vintermann, for starting the thread that inspired this mod
Igfig, for doing the majority of the work
Meph, for identifying and addressing a lot of issues
Quietust, Elvang, RavingManiac, Joben, and Ag, for major contributions to the 0.34.11 Modest Mod
Urist Da Vinci, Vattic, Kaos, Taverius, Quarterblue, and others I may have forgotten, for good suggestions
Demonic Spoon for QA
Zarathustra30, for the Tooltips module
brolol.404, for the No Aquifers module and some new features for Accelerated
Everyone else who's contributed to the thread(s)
MASSIVE THANKS to CryptoCactus and Button for maintaining the Modest Mod during Igfig's absence.
And Toady One, of course.