also the only thing i changed was set everything to [POPULATION_NUMBER:30000:30000] so nothing goes extinct also hunting is less fps draining than breeding animals
That's pretty cool! I think I might add it as a Modest Module. Maybe just the fish for now, though.
The only thing I've tweaked in your mod so far is the clutch size; I changed them to about halfway between the normal vanilla values and your mod's values, which I found a bit too low.
My clutch sizes are actually pretty arbitrary—I think I just used the square roots of the original values. I'd be happy to change them if people think they're too low. I'll set up a poll to find out.
Hey. I noticed you might be looking at extra reactions for adventurer mode. I highly recommend checking the ones used in Dwarf Chocolate - it feels consistent that an adventurer is able to make the same things as workshops with the right setup.
Dwarf Chocolate and Wanderer's Friend are very nice, but they both go far beyond the strictly necessary. I'm thinking more of things like spinning and weaving (to use the otherwise useless hair of creatures you butcher), food preparation (if you find a honeycomb, catch a fish, etc), and maaaaybe clothes crafting (so you don't have to spend ages pawing through boutiques and enemy corpses).
You can always add Dwarf Chocolate's reaction_adventure_resource.txt file manually, if you really want those reactions.
I just installed this mod and I'm loving it, but I noticed that for some reason Plump Helmets aren't naturally growing in the cavern floors. My herbalists aren't gathering them, nor can DFhack Prospect find any. Probably as a consequence, the caravans are bringing absolutely loads of them. I haven't installed seasonal crops, nor do I have any other mods installed. Can something be wrong with Modest Mod?
I'm playing with MM and my own mod, how deep is the cavern? There are no plants on the 3rd cavern, iirc. I was pretty annoyed when I missed breaching the first one - couldn't get my underground pastures going :/
The only things I've done to the plants are tweak their colours and add reaction classes to some. Plump helmets haven't been changed one bit, except in the Seasonal Crops module (which just changes some seasons and growdurs). Plant_grasses.txt hasn't been touched at all—the file's not even in the download.
If you're ever getting weird bugs like that, it's probably not the mod's fault. MM just doesn't make big enough changes to have that kind of effect. Reinstalling on a fresh set of raws should fix most problems.
I just started using this mod recently, I quite like it. One question though! Is there some way I can separate pearls from other refuse? Or even better, change pearls to be considered gems?
It's weird how you can't set refuse stockpiles to accept pearls or not. You might be able to kludge it by allowing every material except shell in a refuse stockpile, but only accepting mussel and oyster products. Making them into gems might very well be easier: just add [BUTCHER_SPECIAL:ROUGH:NONE] to PEARL_TEMPLATE in material_template_default.txt.
I have some problems as well: it seems the pedestal part of the mod isn't showing up for me for some reason. Is there a particular entry I'm supposed to edit, e.g. custom reactions?
Nope, you just install the module on top of an existing Modest Mod installation and you're good to go. Maybe you overwrote entities_default.txt? The relevant line in the file is "[PERMITTED_BUILDING:PEDESTAL] added by Igfig - Pedestals module" in the dwarf section.
Finally, I just want to plug Ari Lazarus'
Modest Bodies plugin to any of you who haven't seen it yet. It adds joints to many creatures that were lacking them before, and renames body parts to reflect their real-world names. Check it out!