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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 153032 times)

Button

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Re: Modest Mod v0.42.04-1
« Reply #240 on: January 04, 2016, 02:46:37 pm »

  • Consider making a Module for Photuris predator fireflies
  • Should make firefly+ flesh inedible
What do these refer to? Did I miss something earlier in the thread?

Thanks for continuing to keep the mod up to date!

These refer to things I discovered about fireflies when researching them for this release.

Photuris is a genus of predatory firefly which has a paralyzing venom. Since they comprise only 2 out of more than 60 species of firefly, I couldn't justify throwing them in to the base Modest Mod.

To point 2, the grand majority of real-life fireflies are toxic/inedible by anything not specialized to handle their chemical payload. Interestingly, the big exceptions are Photuris.

And you're very welcome!
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nomad_delta

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Re: Modest Mod v0.42.04-1
« Reply #241 on: January 04, 2016, 06:04:56 pm »

Thanks Button! This is big news.  Going to fire this up right away.

also: does anyone know if the various changes that ModestMod makes to BOILING_POINT and MELTING_POINT (setting values that in vanilla were just "NONE") to various materials in material_template_default.txt only affects "animated organic material" (ie, zombies) as described in the changelog, or does setting those boiling/melting points have other effects in the game as well?

--nomad_delta
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Button

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Re: Modest Mod v0.42.04-1
« Reply #242 on: January 04, 2016, 07:05:21 pm »

Thanks Button! This is big news.  Going to fire this up right away.

also: does anyone know if the various changes that ModestMod makes to BOILING_POINT and MELTING_POINT (setting values that in vanilla were just "NONE") to various materials in material_template_default.txt only affects "animated organic material" (ie, zombies) as described in the changelog, or does setting those boiling/melting points have other effects in the game as well?

--nomad_delta

Oh it affects living critters too, and animal by-products, but not until they're already goners.

The thing is, living creatures don't actually take burn damage. If you set a dwarf on fire, what kills it is that their fat starts melting, so they start bleeding, and eventually they die by bleeding out. It takes a lot longer for e.g. bone to reach its modded-in melting point, so if you reach the point where it's relevant, your critter should have bled out & died from their fat melting off already.

The reason this is helpful with zombies is that zombies can't die from bleeding out. No death from bleeding out + no burn damage while animated = animated forever.

In terms of items, a !!-cow bone crossbow-!! takes actual burn damage, turning into a !!x-cow bone crossbow-x!! and eventually into a !!XX-cow bone crossbow-XX!! and then being destroyed entirely. With the modded-in bone melting point, it might become a !!glob of melted cow bone!! before being destroyed entirely. No material has had a melting or boiling point introduced below its ignition point, so if it gets to the point of melting, it's almost certainly already lost.

The only real concern is if in the case of leather, bone, or woolen artifacts. Artifacts don't take burn damage, but they can melt. So, if your dragon-slayer is using an artifact leather shield and the shield catches on fire, it will eventually melt instead of just staying on fire for all eternity.
« Last Edit: January 05, 2016, 02:42:46 pm by Button »
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HellishINC

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Re: Modest Mod v0.42.04-1
« Reply #243 on: January 05, 2016, 04:16:00 am »

Have the incubation periods changed at all? I'm into year three now and my eggs, though fertilized, have not hatched.
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Button

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Re: Modest Mod v0.42.04-1
« Reply #244 on: January 05, 2016, 10:04:38 am »

Have the incubation periods changed at all? I'm into year three now and my eggs, though fertilized, have not hatched.

Nope! It's not actually possible to change incubation periods in the raws, unfortunately. The mother may have been disturbed/forced off the nest, or you may have a buggy batch.
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HellishINC

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Re: Modest Mod v0.42.04-1
« Reply #245 on: January 05, 2016, 09:56:00 pm »

Hmm, I'll unforbid them and see if a new batch will hatch. Thanks for the update.
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Zangi

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Re: Modest Mod v0.42.04-1
« Reply #246 on: January 06, 2016, 03:22:43 am »

So, just installed this.... and I think I did it right, copy pasting everything into the raws.

Error Log: STRUCTURAL:Unrecognized Material Token: PLANT_PRODUCT

plant_accelerated.txt:    [PLANT:PLANT_PRODUCT]

Does it have something to do with that?  Will that error bite me in the arse later on?
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Button

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Re: Modest Mod v0.42.04-1
« Reply #247 on: January 06, 2016, 12:06:37 pm »

So, just installed this.... and I think I did it right, copy pasting everything into the raws.

Error Log: STRUCTURAL:Unrecognized Material Token: PLANT_PRODUCT

plant_accelerated.txt:    [PLANT:PLANT_PRODUCT]

Does it have something to do with that?  Will that error bite me in the arse later on?

That would be this:

There's a bug in Accelerated in one of the plants, but the error log won't even tell me what file it's in, so I didn't want to hold up the release for it.
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Zangi

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Re: Modest Mod v0.42.04-1
« Reply #248 on: January 06, 2016, 12:14:14 pm »

Ah, musta glossed over that, sorry.  I only specifically searched the thread for 'plant_product'.


Do you use notepad++ ?

If you do, don't know if you tried this already:
You can open all the files at once and search for PLANT_PRODUCT among all of em.  It'll show where all the instances of it are and the whole line its associated with.  Plus you can double click it to zoom to whichever one.
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Dirst

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Re: Modest Mod v0.42.04-1
« Reply #249 on: January 06, 2016, 12:22:27 pm »

Ah, musta glossed over that, sorry.  I only specifically searched the thread for 'plant_product'.


Do you use notepad++ ?

If you do, don't know if you tried this already:
You can open all the files at once and search for PLANT_PRODUCT among all of em.  It'll show where all the instances of it are and the whole line its associated with.  Plus you can double click it to zoom to whichever one.
You don't even need to open them first.  Just point the find-in-files (CTRL-SHIFT-F) to a folder and use a filename filter if desired.
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

Button

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Re: Modest Mod v0.42.04-1
« Reply #250 on: January 06, 2016, 12:49:11 pm »

PLANT_PRODUCT is friggin everywhere :D It's a dummy plant that holds all the booze, flour, oil, etc. for every plant, so it's referenced in most plant definitions, often multiple times. Presumably one of the references is screwed up, but I've done a couple pass-throughs and missed it each time.
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Dirst

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Re: Modest Mod v0.42.04-1
« Reply #251 on: January 06, 2016, 04:08:55 pm »

PLANT_PRODUCT is friggin everywhere :D It's a dummy plant that holds all the booze, flour, oil, etc. for every plant, so it's referenced in most plant definitions, often multiple times. Presumably one of the references is screwed up, but I've done a couple pass-throughs and missed it each time.
Sort of like saying "It's at the Starbucks in San Francisco," eh?
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

Spacebat

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Re: Modest Mod v0.42.04-1
« Reply #252 on: January 11, 2016, 08:34:01 pm »

Did this mod reduce the number of drinks made per brewing job? It seems like I'm making a LOT less booze than I used to with the standard plants and reactions.
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Button

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Re: Modest Mod v0.42.04-1
« Reply #253 on: January 12, 2016, 12:59:14 am »

Did this mod reduce the number of drinks made per brewing job? It seems like I'm making a LOT less booze than I used to with the standard plants and reactions.

Which reactions are you using? I didn't touch the vanilla brewing reactions, so if you're using those it's almost certainly not my fault. I've had the expected results with the specific- and mass-brewing reactions so far, but it's always possible that I messed something up. there.

Dwarves do go through booze faster and produce booze more slowly in 0.42.x than they did in 0.40.x, due to spillage and recreational drinking in the tavern on the one hand, and brewers spending more time fulfilling their personal needs on the other. You may just be seeing these phenomena in action.
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Button

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Re: Modest Mod v0.42.04-1a
« Reply #254 on: January 14, 2016, 12:09:12 am »

Version 0.42.04-1a is out. As the version number hints, this is a bugfix release.

  • Fixed the specific mill to paste reactions, which were consuming seeds without producing paste
  • Made talc usable in magma-safe reactions
  • Added more reactions for non-magma-safe stone items
  • Added "rock" to the names of the non-/magma-safe item reactions, for clarity from the manager interface
  • Added mass-brewing reaction for mead

I'll be adding more tilesets back in next.
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