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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 148488 times)

Moogie

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Re: Modest Mod 1.4 - All the vital bugfixes, nothing else
« Reply #75 on: June 07, 2012, 07:28:26 am »

Just posting to alert you of a duplicate reaction in reaction_specific. There are two mill_flour entries. Since they seem to have different purposes (mill flour/mill dye), I suspect one just needs its name changed to something unique.
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I once shot a bear in the eye with a bow on the first shot, cut it up, found another one, and shot it in the eye too. The collective pile of meat weighed more than my house.

Intrinsic

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Re: Modest Mod 1.4 - All the vital bugfixes, nothing else
« Reply #76 on: June 07, 2012, 10:42:58 am »

ptw
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Sutremaine

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Re: Modest Mod 1.4 - All the vital bugfixes, nothing else
« Reply #77 on: June 14, 2012, 12:17:24 pm »

How does the Eternal Fashion module work? There doesn't seem to be a significant change to the clothing tags in the entity_default file, and there are no item_whatever text files for clothing.
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

Xen0n

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Re: Modest Mod 1.4 - All the vital bugfixes, nothing else
« Reply #78 on: June 14, 2012, 01:11:12 pm »

How does the Eternal Fashion module work? There doesn't seem to be a significant change to the clothing tags in the entity_default file, and there are no item_whatever text files for clothing.

Not sure where to find it in the raws themselves (I do my fiddling with DF Mod Manager), but when I look at the entries for ITEM_PANTS etc., the change is that all the clothing items have their [ARMORLEVEL] token changed from =0 to =1.
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Sutremaine

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Re: Modest Mod 1.4 - All the vital bugfixes, nothing else
« Reply #79 on: June 14, 2012, 01:19:04 pm »

Never mind, I found it. It's in a different 'raw' folder.

Do dwarves turn up naked now when they have no non-armour clothing?
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

Xen0n

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Re: Modest Mod 1.4 - All the vital bugfixes, nothing else
« Reply #80 on: June 14, 2012, 03:04:13 pm »

Never mind, I found it. It's in a different 'raw' folder.

Do dwarves turn up naked now when they have no non-armour clothing?

I believe so, but I only instituted this mod after I reached my pop. cap, so I haven't had any migrant waves to confirm, and am not sure whether this is the kind of mod that needs a worldgen to take effect. 
I have noticed that human/ elven diplomats arrive naked now, which I presume is because they typically wear no non-armor clothing.  Also, still in 34.07, for what it's worth.
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Tierre

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Re: Modest Mod 1.4 - All the vital bugfixes, nothing else
« Reply #81 on: June 15, 2012, 04:18:51 am »

Well you can use chainmails for clothes now - they are eternal. I think anything with layer OVER is clothes now.
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armandhammer

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Re: Modest Mod 1.4 - All the vital bugfixes, nothing else
« Reply #82 on: June 21, 2012, 11:13:45 am »

The eternal Fashion module is broken :(
The new migrants come with no armor, as a work around I assigned clothes in the military section. But even with this work around(which is really annoying for 100 dwarves) the hunters still do not wear clothes...
Is there a better way to do this??
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Igfig

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Re: Modest Mod 1.4 - All the vital bugfixes, nothing else
« Reply #83 on: June 21, 2012, 01:17:42 pm »

Hmm. I haven't actually tested Eternal Fashion myself, so I wasn't aware of the nudity problem.  I suppose I could make COVER layers count as regular clothing, so people would wear cloaks at least.

splinterz

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Re: Modest Mod 1.4 - All the vital bugfixes, nothing else
« Reply #84 on: June 21, 2012, 05:39:30 pm »

brilliant idea! ptw

vonduus

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Re: Modest Mod 1.4 - All the vital bugfixes, nothing else
« Reply #85 on: June 22, 2012, 03:40:37 am »

What a great mod, thanks. All Toady needs to do now is to copy this mod into his next release, and a lot of people will have a happy thought, without him having to waste his time on bugs that are fixed already.
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armandhammer

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Re: Modest Mod 1.4 - All the vital bugfixes, nothing else
« Reply #86 on: June 22, 2012, 10:56:19 am »

As far as I understand dwarfs need at least have shoes trousers and vests. (or anything that covers the same body parts) cloaks will not be enough methinks...
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Moogie

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Re: Modest Mod 1.4 - All the vital bugfixes, nothing else
« Reply #87 on: June 22, 2012, 11:50:11 am »

Oh goodness. This may just be why my custom race has been embarking without any clothes. I had totally forgotten I'd installed this. *Facepalm*

Going to revert back to vanilla and test this. I'll report back.

Edit: Sigh, confirmed. Lol. I feel a bit silly now. My thread's already up to three pages of speculation and now I have to go announce that nothing was wrong with the race at all... xD
« Last Edit: June 22, 2012, 11:54:27 am by Moogie »
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I once shot a bear in the eye with a bow on the first shot, cut it up, found another one, and shot it in the eye too. The collective pile of meat weighed more than my house.

Hugo_The_Dwarf

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Re: Modest Mod 1.4 - All the vital bugfixes, nothing else
« Reply #88 on: June 22, 2012, 11:57:59 am »

Yea any clothes that count as ARMOR or have a ARMORLEVEL are not worn on embark. aka everyones naked.
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Putnam

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Re: Modest Mod 1.4 - All the vital bugfixes, nothing else
« Reply #89 on: June 22, 2012, 02:40:18 pm »

It's the [SOFT] tag, not [ARMOLEVEL:0] that causes clothes to rot.
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