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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 149701 times)

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Re: Modest Mod 2.2 - Under new management
« Reply #300 on: February 04, 2015, 10:00:43 pm »

The thread for v0.40.x-n.

In regards to melee weapon balance changes being removed... what do you mean by that? Can you give me an example?

Pardon my ignorance, I'm just wanting to make sure my combat isn't boosted or nerfed extremely when I download this.

The old Modest Mod had made some changes to melee weapon attack stats. I left them as vanilla DF 0.40.24.
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I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

TheHossofMoss

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Re: Modest Mod 2.2 - Under new management
« Reply #301 on: February 05, 2015, 12:48:00 am »

The thread for v0.40.x-n.

In regards to melee weapon balance changes being removed... what do you mean by that? Can you give me an example?

Pardon my ignorance, I'm just wanting to make sure my combat isn't boosted or nerfed extremely when I download this.

The old Modest Mod had made some changes to melee weapon attack stats. I left them as vanilla DF 0.40.24.

Oh awesome! Thank you for the fast answer.
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TheHossofMoss

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Re: Modest Mod 2.2 - Under new management
« Reply #302 on: February 05, 2015, 10:24:21 am »

One last question, again, I'm just now getting into computers. So this may be common knowledge, but not to me at the moment.

Unzipping my mod into my directory... I just need to put the data in the data folder, the init in the init folder? I tried that, but it didn't work. What am I doing wrong?
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On the Fifth Day of Axemas, my love saved the fort from...
Five sieging Werebeasts, four Giant Dingoes, three sneaky Thieves, two drunken Black bears, and a Titan killing spree!

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Re: Modest Mod 2.2 - Under new management
« Reply #303 on: February 05, 2015, 10:37:46 am »

One last question, again, I'm just now getting into computers. So this may be common knowledge, but not to me at the moment.

Unzipping my mod into my directory... I just need to put the data in the data folder, the init in the init folder? I tried that, but it didn't work. What am I doing wrong?

Working with compressed files is becoming something of a lost art, it seems. Back in MY day... ;)

The idea is that if you put the files in the zip directly into your DF directory, it'll work. Find your DF main directory - it should include the Dwarf Fortress .exe and folders named 'raw' and 'data', among others. Then just extract or copy-paste everything from the zip file into that folder, in one big chunk.
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I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

TheHossofMoss

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Re: Modest Mod 2.2 - Under new management
« Reply #304 on: February 05, 2015, 12:29:44 pm »

One last question, again, I'm just now getting into computers. So this may be common knowledge, but not to me at the moment.

Unzipping my mod into my directory... I just need to put the data in the data folder, the init in the init folder? I tried that, but it didn't work. What am I doing wrong?

Working with compressed files is becoming something of a lost art, it seems. Back in MY day... ;)

The idea is that if you put the files in the zip directly into your DF directory, it'll work. Find your DF main directory - it should include the Dwarf Fortress .exe and folders named 'raw' and 'data', among others. Then just extract or copy-paste everything from the zip file into that folder, in one big chunk.

Ok, so I put the zip file into the folder that has Data, Raw, SDL, and then unzipped it in there. Now there is an unzipped file of Modest Mod in the same file that has Data, Raw, and SDL.

I have the Phoebus tileset of Dwarf Fortress, downloaded directly from Phoebus' thread. It has its own .init file and all that. I know you have the Phoebus version of Modest Mod, and that's the one I'm using.

It seems the medical part of the mod is working, as my broken nose, smashed fingers/toes, and torn ear dwarfs are now going to the hospital. I can't use the "Mill for dye or empty bucket" reactions yet. Will I have to create a new world for that?
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On the Fifth Day of Axemas, my love saved the fort from...
Five sieging Werebeasts, four Giant Dingoes, three sneaky Thieves, two drunken Black bears, and a Titan killing spree!

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Re: Modest Mod 2.2 - Under new management
« Reply #305 on: February 05, 2015, 12:34:12 pm »

One last question, again, I'm just now getting into computers. So this may be common knowledge, but not to me at the moment.

Unzipping my mod into my directory... I just need to put the data in the data folder, the init in the init folder? I tried that, but it didn't work. What am I doing wrong?

Working with compressed files is becoming something of a lost art, it seems. Back in MY day... ;)

The idea is that if you put the files in the zip directly into your DF directory, it'll work. Find your DF main directory - it should include the Dwarf Fortress .exe and folders named 'raw' and 'data', among others. Then just extract or copy-paste everything from the zip file into that folder, in one big chunk.

Ok, so I put the zip file into the folder that has Data, Raw, SDL, and then unzipped it in there. Now there is an unzipped file of Modest Mod in the same file that has Data, Raw, and SDL.

I have the Phoebus tileset of Dwarf Fortress, downloaded directly from Phoebus' thread. It has its own .init file and all that. I know you have the Phoebus version of Modest Mod, and that's the one I'm using.

It seems the medical part of the mod is working, as my broken nose, smashed fingers/toes, and torn ear dwarfs are now going to the hospital. I can't use the "Mill for dye or empty bucket" reactions yet. Will I have to create a new world for that?

When you say that you have an "unzipped file of Modest Mod" in that folder, do you mean that you have a separate folder, named Modest Mod, in that directory? That is incorrect. You want to unzip the zip file straight into that directory.

You'll know you're doing it correctly when the computer asks you if you want to merge certain folders and replace certain files. (Are you using Apple or Windows?)
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I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

TheHossofMoss

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Re: Modest Mod 2.2 - Under new management
« Reply #306 on: February 05, 2015, 12:44:39 pm »

One last question, again, I'm just now getting into computers. So this may be common knowledge, but not to me at the moment.

Unzipping my mod into my directory... I just need to put the data in the data folder, the init in the init folder? I tried that, but it didn't work. What am I doing wrong?

Working with compressed files is becoming something of a lost art, it seems. Back in MY day... ;)

The idea is that if you put the files in the zip directly into your DF directory, it'll work. Find your DF main directory - it should include the Dwarf Fortress .exe and folders named 'raw' and 'data', among others. Then just extract or copy-paste everything from the zip file into that folder, in one big chunk.

Ok, so I put the zip file into the folder that has Data, Raw, SDL, and then unzipped it in there. Now there is an unzipped file of Modest Mod in the same file that has Data, Raw, and SDL.

I have the Phoebus tileset of Dwarf Fortress, downloaded directly from Phoebus' thread. It has its own .init file and all that. I know you have the Phoebus version of Modest Mod, and that's the one I'm using.

It seems the medical part of the mod is working, as my broken nose, smashed fingers/toes, and torn ear dwarfs are now going to the hospital. I can't use the "Mill for dye or empty bucket" reactions yet. Will I have to create a new world for that?

When you say that you have an "unzipped file of Modest Mod" in that folder, do you mean that you have a separate folder, named Modest Mod, in that directory? That is incorrect. You want to unzip the zip file straight into that directory.

You'll know you're doing it correctly when the computer asks you if you want to merge certain folders and replace certain files. (Are you using Apple or Windows?)

It did ask to merge files, and I did! :) Plump helmets now read as "Plump helmet fungus" and my torn cartilage dwarves are getting medical attention finally. Also I noticed things have been changed a bit in the build screen. But I still have the folder right beside data and raw.

I'm using a Windows computer. Again, sorry I'm so horrible at this. I'm a beginner. I thank you for all your help you're giving me!

Do I need to just take the things from the MM data and raw, and PUT said stuff into the original raw and data?
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On the Fifth Day of Axemas, my love saved the fort from...
Five sieging Werebeasts, four Giant Dingoes, three sneaky Thieves, two drunken Black bears, and a Titan killing spree!

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Re: Modest Mod 2.2 - Under new management
« Reply #307 on: February 05, 2015, 12:48:14 pm »

Nope, if you've got Plump Helmet Fungus you're golden! I hope you enjoy!
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I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

TheHossofMoss

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Re: Modest Mod 2.2 - Under new management
« Reply #308 on: February 05, 2015, 12:51:08 pm »

Nope, if you've got Plump Helmet Fungus you're golden! I hope you enjoy!

AWESOME. Thank you so much! I'm enjoying it already haha!
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On the Fifth Day of Axemas, my love saved the fort from...
Five sieging Werebeasts, four Giant Dingoes, three sneaky Thieves, two drunken Black bears, and a Titan killing spree!

LeoCean

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Re: Modest Mod 2.2 - Under new management
« Reply #309 on: February 05, 2015, 05:05:53 pm »

New reactions require a new savegame/ world generation. Unless they just edit the old one and don't create a new reaction all together. But your dwarves are being healed so I don't know maybe that edited an old reaction.
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Igfig

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Re: Modest Mod 2.2 - Under new management
« Reply #310 on: February 08, 2015, 11:51:55 am »

I'm going to lock this topic to keep all discussion on the mod in the same place. The new thread is here.
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