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Poll

How many eggs should creatures lay at a time?

Original amounts (chickens 4-15, crocodiles 20-60)
Something in between.
Modest Mod's current amounts (chickens 2-4, crocodiles 4-8)
Fewer than that.

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Author Topic: Modest Mod 2.2 - Under new management  (Read 149619 times)

kleril

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Re: Modest Mod 2.1 - Now with graphics support!
« Reply #180 on: November 04, 2012, 10:35:08 pm »

Not sure if this is a symptom of using the bashed patch part of modest mod, or just a sign of my incompetence:
Assigning Dwarves to the military is erratic. When I assign Dwarves to a squad, set 'em up with a barracks, and set them to active/training, some of them just ignore it and go on with their civilian duties. Repeatedly booting them from their squads and adding them back in seemed to fix it. Anyone have any insight as to why this is occuring?
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ORCACommander

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Re: Modest Mod 2.1 - Now with graphics support!
« Reply #181 on: November 10, 2012, 11:37:46 am »

the graphics support for ironhand. is that the fan updated version that is compatible with the latest version of DF or is it for the last official ironhand release?
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Vattic

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Re: Modest Mod 2.1 - Now with graphics support!
« Reply #182 on: November 16, 2012, 11:42:11 am »

Two things that are easily fixed:

+ Giant armadillo caste names are backwards with male called "sow" and female called "boar".
+ Giant Tortoise and Desert Tortoise don't appear in game because they lack the [LARGE_ROAMING] token.

Found them on the bug tracker and fixed them in my own custom mod.
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6 out of 7 dwarves aren't Happy.
How To Generate Small Islands

Zucchini

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Re: Modest Mod 2.1 - Now with graphics support!
« Reply #183 on: November 29, 2012, 02:05:25 am »

Your specific heat for skin (870) seems really low.  Doing a bit of poking around trying to figure out values for my own little tanning mod, I found several references to the specific heat of the human body as a whole being around 3470...  which is bleah.  But I found one reference (http://oilab.seas.wustl.edu/epub/2004TD-PMB-Thermal.pdf) with an interest in just the skin that pegged it at 3600.
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PTTG??

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Re: Modest Mod 2.1 - Now with graphics support!
« Reply #184 on: November 29, 2012, 10:57:22 am »

Two things that are easily fixed:

+ Giant armadillo caste names are backwards with male called "sow" and female called "boar".
+ Giant Tortoise and Desert Tortoise don't appear in game because they lack the [LARGE_ROAMING] token.

Found them on the bug tracker and fixed them in my own custom mod.

I need to have War Tortoises.
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Vattic

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Re: Modest Mod 2.1 - Now with graphics support!
« Reply #185 on: November 29, 2012, 08:40:15 pm »

Two things that are easily fixed:

+ Giant armadillo caste names are backwards with male called "sow" and female called "boar".
+ Giant Tortoise and Desert Tortoise don't appear in game because they lack the [LARGE_ROAMING] token.

Found them on the bug tracker and fixed them in my own custom mod.

I need to have War Tortoises.

Charge!
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KoffeeKup

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Re: Modest Mod 2.1 - Now with graphics support!
« Reply #186 on: December 12, 2012, 07:37:25 pm »

I used this mod and have no complaints but after installing the seasonal farming mod all farming broke and I was unable to use any plots during any season. Everything else works just fine, and the stat boosts are most welcome. It was nearly impossible to get an efficient or even useful militia going because the stats trained so slowly. Even better armor can't help a novice swordsdwarf against a seasoned goblin maceman.
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...and as all life ends
As elves and trees burn,As goblins are butchered
As humans are slaughtered,As the legions of hell lay waste to the world
Knock back a few drinks and tell yourself:T'was fun while it lasted-The writing on the Adamantine hatch to hell in Gemclod, Armok rest their valiant souls.

Putnam

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Re: Modest Mod 2.1 - Now with graphics support!
« Reply #187 on: December 12, 2012, 08:08:14 pm »

Are you farming in a correct biome?

KoffeeKup

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Re: Modest Mod 2.1 - Now with graphics support!
« Reply #188 on: December 12, 2012, 09:01:46 pm »

Are you farming in a correct biome?

Hmm... I didn't realize I needed to be in the correct biome. I had just grabbed wild plants and tried to farm in the mountains. I didn't think it would mater as I was right next to where I got the plants.
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...and as all life ends
As elves and trees burn,As goblins are butchered
As humans are slaughtered,As the legions of hell lay waste to the world
Knock back a few drinks and tell yourself:T'was fun while it lasted-The writing on the Adamantine hatch to hell in Gemclod, Armok rest their valiant souls.

Putnam

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Re: Modest Mod 2.1 - Now with graphics support!
« Reply #189 on: December 12, 2012, 09:08:58 pm »

Ah, mountains. There's your issue.

KoffeeKup

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Re: Modest Mod 2.1 - Now with graphics support!
« Reply #190 on: December 12, 2012, 09:31:14 pm »

Ah, mountains. There's your issue.

Yeah, I would like to see more smoothing between biomes. I find it ridiculous that I can't farm on a mountain in the same kind of soil and climate as the forest I got them from. Many cultures have successfully farmed in mountains without many problems. I just hope Toady fleshes out the natural aspects of the game in the coming years.
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...and as all life ends
As elves and trees burn,As goblins are butchered
As humans are slaughtered,As the legions of hell lay waste to the world
Knock back a few drinks and tell yourself:T'was fun while it lasted-The writing on the Adamantine hatch to hell in Gemclod, Armok rest their valiant souls.

thistleknot

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Re: Modest Mod 2.1 - Now with graphics support!
« Reply #191 on: December 25, 2012, 09:58:31 am »

lgfig: have u seen this updated patch
http://dffd.wimbli.com/file.php?id=7207

thistleknot

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Re: Modest Mod 2.1 - Now with graphics support!
« Reply #192 on: December 25, 2012, 01:29:29 pm »

lgfig: im curious to see ur empty water buckets idea

Meph

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Re: Modest Mod 2.1 - Now with graphics support!
« Reply #193 on: December 25, 2012, 01:46:49 pm »

[REACTION:EMPTY_BUCKET]
   [NAME:empty water bucket]
   [BUILDING:name-here:CUSTOM_E]
   [REAGENT:water:1:LIQUID_MISC:NONE:WATER:NONE][PRODUCT_DIMENSION:150]
   [REAGENT:water bucket:1:NONE:NONE:NONE:NONE]
      [CONTAINS:water]
      [NOT_IMPROVED]
      [PRESERVE_REAGENT]
   [SKILL:skill-name]
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thistleknot

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Re: Modest Mod 2.1 - Now with graphics support!
« Reply #194 on: December 25, 2012, 03:26:12 pm »

i COULDN'T find an instance of item_hauling in a reaction, but does this look about right


[REACTION:EMPTY_BUCKET]
   [NAME:empty water bucket]
   [BUILDING:KITCHEN:CUSTOM_E]
   [REAGENT:water:1:LIQUID_MISC:NONE:WATER:NONE][PRODUCT_DIMENSION:150]
   [REAGENT:water bucket:1:NONE:NONE:NONE:NONE]
      [CONTAINS:water]
      [NOT_IMPROVED]
      [PRESERVE_REAGENT]
   [SKILL:ITEM_HAULING]
« Last Edit: December 25, 2012, 03:32:13 pm by thistleknot »
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