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Poll

Which graphics set should the Modest Mod be uploaded in next?

Afro
- 1 (0.7%)
Duerer
- 8 (5.4%)
GemSet
- 14 (9.5%)
Ironhand
- 29 (19.6%)
Jolly Bastion
- 5 (3.4%)
Mayday
- 15 (10.1%)
Obsidian
- 17 (11.5%)
Spacefox
- 35 (23.6%)
Wanderlust
- 11 (7.4%)
Other (please specify)
- 13 (8.8%)

Total Members Voted: 148


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Author Topic: Modest Mod v0.42.06-1  (Read 153702 times)

Button

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Modest Mod v0.42.06-1
« on: February 04, 2015, 05:38:41 pm »

Modest Mod v0.42.06-1
An indispensable mod for Dwarf Fortress v0.42

By Igfig
With Thanks to CryptoCactus
Updated for 0.40+ by Button

The 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.

Do not use Accelerated! It's bugged, I'm working on it.

Download in ASCII

Download in Phoebus


The original Modest Mod thread can be found at
http://www.bay12forums.com/smf/index.php?topic=105871.0

The Modest Mod for 0.40.24 is still available on DFFD, in the Default, GemSet, Ironhand, Obsidian, Phoebus, and Spacefox tilesets.

INSTALLATION

  • Back up your existing 'raw' folder.
  • Install any graphics packs.
  • Unzip the archive into your Dwarf Fortress directory.
  • Say yes when it asks if you want to replace files.

COMPATIBILITY

Modest Mod should be compatible with many mods and some texture packs--anything that doesn't change one of the files listed in "Modified raw files" (see below).

Even if you /have/ modified these files, it's pretty easy to merge things manually. All of my changes are clearly marked in the raw files with the phrase "Modest Mod". Alternatively, use WinMerge (http://winmerge.org)

There is an alternate version of the Modest Mod intended specifically for use with the Phoebus tileset. Be sure to install Modest Mod AFTER installing the graphics pack.

MODULES

Modest Modules involve changes that, while popular, are a little too ambitious for the core mod.

Modules included in release 0.42.06-1 are:
  • Accelerated - Significantly reduces the number of materials present in the game, increasing performance.
  • Everything Is Tameable - With the exception of the civilized races, you can tame anything. Not compatible with Pedestals.
  • Everything Is Tameable for Accelerated - A version of the Everything Is Tameable module which is compatible with the Accelerated module. Install AFTER Accelerated. Not compatible with Pedestals.
  • Modest Bodies - Modifies body definitions to add joints between "upper" and "lower" limbs, and renames some body parts - e.g. "upper leg" to "thigh."
  • Pedestals - Allows you to mount & display crafts, particularly artifacts. Not compatible with Everything Is Tameable.
  • Pedestals for Accelerated - A version of the Pedestals module which is compatible with the Accelerated module. Install AFTER Accelerated. Not compatible with Everything Is Tameable.
  • 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.

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

  • 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
  • Everyone else who's contributed to the thread(s)
  • MASSIVE THANKS to CryptoCactus for maintaining the Modest Mod during Igfig's absence.
  • And Toady One, of course.



Spoiler: Features (click to show/hide)

« Last Edit: April 23, 2016, 06:07:31 pm by Button »
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Button

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Re: Reserved
« Reply #1 on: February 04, 2015, 05:39:40 pm »

Reserved
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expwnent

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Re: Modest Mod v0.40.24-1
« Reply #2 on: February 05, 2015, 10:22:28 am »

Posting to watch.
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Meph

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Re: Modest Mod v0.40.24-1
« Reply #3 on: February 05, 2015, 10:26:52 am »

Are you intending to add the accelerated modest mod to it too?
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::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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Button

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Re: Modest Mod v0.40.24-1
« Reply #4 on: February 05, 2015, 10:29:50 am »

Are you intending to add the accelerated modest mod to it too?

I was under the impression that an accelerated version was already being kept up in Accelerated Modest Mash. If there's interest I could look into an Accelerated module.
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Meph

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Re: Modest Mod v0.40.24-1
« Reply #5 on: February 05, 2015, 12:07:01 pm »

It kinda is, but the mod mash is both outdated and a mash-up with features that people might or might not like.
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Vattic

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Re: Modest Mod v0.40.24-1
« Reply #6 on: February 05, 2015, 12:51:14 pm »

PTW

Best of luck with your inherited project.
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ptb_ptb

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Re: Modest Mod v0.40.24-1
« Reply #7 on: February 05, 2015, 01:10:32 pm »

This is definitely going in my next new worldgen.

BTW, if the original owner doesn't mind, maybe you could incorporate some or all of your plant fix mod in here?
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Button

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Re: Modest Mod v0.40.24-1
« Reply #8 on: February 05, 2015, 01:58:59 pm »

This is definitely going in my next new worldgen.

BTW, if the original owner doesn't mind, maybe you could incorporate some or all of your plant fix mod in here?

I talked to Igfig about it. He suggested that I incorporate the pure bugfix stuff into the base modest mod (which I have - see tree nuts, legumes etc. above), and possibly put the additional changes into a Modest Module. I've got a poll on the Plant Fixes thread about it, and that seems to be the most popular option so far.

I haven't decided yet which Modest Module to work on/make available first. Plant Fixes (with a different name, presumably) is a candidate, but I feel like I should get the modules people are already familiar with from the original Modest Mod working first.

I've also been thinking about that automatic mod merger program PeredexisErrant gave up on a while ago. ("Gave up" is too strong a word, really - he was satisfied with a less full-featured version than I would have been, is all.) Plant Fixes is composed of a number of small features, so that it might be more appropriate to break it up into multiple modules - but then you'd only be able to install one of those modules, using the existing "copy and replace" form of mod merging. So, I might take a couple weekends and bang that out first.
« Last Edit: February 05, 2015, 02:05:09 pm by Button »
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Re: Modest Mod v0.40.24-1
« Reply #9 on: February 06, 2015, 05:43:54 am »

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Nopenope

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Re: Modest Mod v0.40.24-1
« Reply #10 on: February 06, 2015, 07:16:02 am »

Excellent, but I have a few qualms: why make bears untameable by non-elves? Why not fix the purring maggots bug? Also why solely focus on jaberrers and GCS for cavern creature population?

There's also this one bug about cavern fish population being too low or something, I don't know if it's been fixed in .40.xx
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Re: Modest Mod v0.40.24-1
« Reply #11 on: February 06, 2015, 10:20:36 am »

BTW, why make mantis not able to fly?

Flying and [AMBUSHPREDATOR] don't interact very well. I suppose I could give it back to the vermin and animal people, and just remove it from the giant mantis.

Excellent, but I have a few qualms: why make bears untameable by non-elves? Why not fix the purring maggots bug? Also why solely focus on jaberrers and GCS for cavern creature population?

There's also this one bug about cavern fish population being too low or something, I don't know if it's been fixed in .40.xx

Aboveground, non-evil creatures that are tameable by non-elves (i.e. have [PET] instead of [PET_EXOTIC]) in worldgen are generally those that have been systematically domesticated in real life. So, I removed [PET] from grizzly bears etc., because those are wild animals that have only been "tamed" on an individual basis. This is the same reason that I gave [PET] to elephants: humans have domesticated elephants in real life, so clearly they are domesticable by non-elves.

I was under the impression that purring maggots being unavailable to dwarven civs was a conscious choice on Toady's part, and so not actually a bug. If y'all think otherwise, I can put them back in.

Jabberers and GCSes seem, in my experience, to be the creatures most affected by forgotten beasts' omnicidal habits, because their vanilla populations are so low already, and because they're so useful. I mean, I don't think anyone cares if troglodytes go extinct, for example. I wouldn't be opposed to systematically bumping all cavern pops though.

I beliiiieeeeve the cave fish bug was fixed in vanilla, correct me if I'm wrong though. EDIT: Yep, fixed.
« Last Edit: February 06, 2015, 10:23:34 am by Button »
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Re: Modest Mod v0.40.24-1
« Reply #12 on: February 06, 2015, 10:26:57 am »

Flying and [AMBUSHPREDATOR] don't interact very well. I suppose I could give it back to the vermin and animal people, and just remove it from the giant mantis.
I'm not familiar with that tag - couldn't find much about it with a quick google.

Quote
I was under the impression that purring maggots being unavailable to dwarven civs was a conscious choice on Toady's part, and so not actually a bug. If y'all think otherwise, I can put them back in.
I was vaguely under the impression we should have them.

Quote
I beliiiieeeeve the cave fish bug was fixed in vanilla, correct me if I'm wrong though.
I'm pretty sure it was fixed, I don't usually bother with fishing though so I can't be certain.
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Button

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Re: Modest Mod v0.40.24-1
« Reply #13 on: February 06, 2015, 11:49:49 am »

[AMBUSHPREDATOR] means that when a LARGE_PREDATOR notices prey, it will stop moving and let the prey come within a few tiles of it before attacking. Classic mantis hunting behavior. It also seems to reduce the range at which dwarves will notice the predator, though that could just be due to it not making noise (because it's standing still.)

Anyway, since fliers are usually in the air, a flying ambush predator just ends up sitting in mid-air waiting for dwarves to levitate up to it.
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Re: Modest Mod v0.40.24-1
« Reply #14 on: February 06, 2015, 12:28:21 pm »

Anyway, since fliers are usually in the air, a flying ambush predator just ends up sitting in mid-air waiting for dwarves to levitate up to it.
Hmm, I would say that explains this bug. Except that I doubt that Storkmen are ambush predators.
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