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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


Pages: 1 ... 4 5 [6] 7 8 ... 30

Author Topic: Modest Mod v0.42.06-1  (Read 153595 times)

oasis789

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Re: Modest Mod v0.40.24-2
« Reply #75 on: April 15, 2015, 08:20:06 pm »

>Nerves, brains, and spines heal extremely slowly, up from not healing at all.

Is there a reason neuroregeneration is allowed? Is dwarf physiology more like amphibians?

Primarily, this is to counteract the bug in vanilla where damaged tissue without a HEALING_RATE won't be treated by doctors, leaving the patient to slowly bleed to death from minor injuries.

Yes, that sounds like a reasonable workaround. Thanks for your hard work.
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Tnx

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Re: Modest Mod v0.40.24-2
« Reply #76 on: April 23, 2015, 01:12:31 pm »

I installed this mod into the Pheobus graphic folder of Lazy New Pack (someone else posted  that doing this should work out fine in the older thread).  When I embark though, there's a huge error log and after playing it awhile the save will always crash on load.  Here's the error log:
Spoiler (click to show/hide)

Any ideas on what's causing this?  Or is Modest Mod just not compatible with LNP?
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Button

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Re: Modest Mod v0.40.24-2
« Reply #77 on: April 23, 2015, 05:46:18 pm »

I installed this mod into the Pheobus graphic folder of Lazy New Pack (someone else posted  that doing this should work out fine in the older thread).  When I embark though, there's a huge error log and after playing it awhile the save will always crash on load.  Here's the error log: <snip>
Any ideas on what's causing this?  Or is Modest Mod just not compatible with LNP?

The advice in the previous thread is out of date. The Modest Mod can be used with LNP, but can't be applied as part of the Phoebus graphics patch.


You'll have to write it into the LNP/Dwarf Fortress directory instead of the LNP/Graphics/Phoebus directory.

By the way, when you're playing with the Accelerated module, you should expect a few errors in the error log even once you've got the installation sorted out. For example, when DF loads up its default embark profile, it assumes that certain vanilla materials will be present to choose from, and when they aren't there it'll write some errors to the log. As long as Accelerated is correctly installed, though, the effects of these errors should be confined to log messages.
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I used to work on Modest Mod and Plant Fixes.

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PeridexisErrant

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Re: Modest Mod v0.40.24-2
« Reply #78 on: April 23, 2015, 07:15:01 pm »

I installed this mod into the Pheobus graphic folder of Lazy New Pack (someone else posted  that doing this should work out fine in the older thread).  When I embark though, there's a huge error log and after playing it awhile the save will always crash on load.  Here's the error log: <snip>
Any ideas on what's causing this?  Or is Modest Mod just not compatible with LNP?

The advice in the previous thread is out of date. The Modest Mod can be used with LNP, but can't be applied as part of the Phoebus graphics patch.


You'll have to write it into the LNP/Dwarf Fortress directory instead of the LNP/Graphics/Phoebus directory.

If you're only using one raw-changing thing, it works fine even for edge cases.  So you can (and IMO should, there's some save-protecting benefits) add it to LNP/Mods/Modest Mod/raw/... and then merge without graphics.  Make sure you're using the latest PyLNP or starter pack for this!   This way, PyLNP logs what went into your raws and saves, and won't eg. break them by overwriting with graphics raws as it used to.

Button is correct that it doesn't deal that well with some mods like the Accelerated module though, which is something we're actively working on.  But it's hard, and to fix it will probably require programmatic comprehension of the structure of DF raws... which is also a lot of work.
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scamtank

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Re: Modest Mod v0.40.24-2
« Reply #79 on: April 24, 2015, 01:15:17 am »

Hey, I have a small suggestion. It's a little quality of life thing that probably fits here best.

I figured out a little while ago that the reason all animals are gigantic is that the HEIGHT and LENGTH size modifiers make the description go mental when they both apply to the same creature, thanks to some broken math. Simply take the HEIGHT stuff out of snakes and other highly horizontal things and LENGTH off the typical quadrupeds and stuff. Then the size descriptions all make sense again.
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Demonic Spoon

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Re: Modest Mod v0.40.24-1
« Reply #80 on: April 24, 2015, 06:04:23 am »

Vampire Anti-Sobriety gives the blood/ichor of sapient creatures a syndrome that temporarily removes [NODRINK] from them. This allows them to get thirsty and go get a drink of booze, but the syndrome wears off before they can die of thirst.
Not an expert on syndromes, but theoretically speaking, wouldn't it be simpler to have the blood syndrome just permanently remove the alchohol_dependent tag?

  • Creatures without legs use the legless animal person variation.
Olms have legs though?

Quote
  • Aquatic creatures all give live birth, as they cannot claim nest boxes.
  • Unless they're aquatic, insects, gastropods, arachnids, amphibians, most reptiles, and all of their respective variations lay eggs. Also voracious cave crawlers, giant desert scorpions, and hydras.
Sea Serpents lay eggs?
« Last Edit: April 24, 2015, 06:14:44 am by Demonic Spoon »
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Button

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Re: Modest Mod v0.40.24-1
« Reply #81 on: April 24, 2015, 09:54:34 am »

Vampire Anti-Sobriety gives the blood/ichor of sapient creatures a syndrome that temporarily removes [NODRINK] from them. This allows them to get thirsty and go get a drink of booze, but the syndrome wears off before they can die of thirst.
Not an expert on syndromes, but theoretically speaking, wouldn't it be simpler to have the blood syndrome just permanently remove the alchohol_dependent tag?

Unfortunately, syndromes can only modify a subset of tags, and alcohol_dependent isn't one of them.

Quote
  • Creatures without legs use the legless animal person variation.
Olms have legs though?

...Herp. I got them mixed up with two-legged rhino lizards. :-[

Quote
Quote
  • Aquatic creatures all give live birth, as they cannot claim nest boxes.
  • Unless they're aquatic, insects, gastropods, arachnids, amphibians, most reptiles, and all of their respective variations lay eggs. Also voracious cave crawlers, giant desert scorpions, and hydras.
Sea Serpents lay eggs?

They shouldn't - they should be covered under "unless they're aquatic." I can't access the mod from this computer, but if sea serpents still lay eggs, that's a bug.

EDIT: Yep, my bad on the sea serpents.
« Last Edit: April 25, 2015, 11:03:15 pm by Button »
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I used to work on Modest Mod and Plant Fixes.

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Tnx

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Re: Modest Mod v0.40.24-2
« Reply #82 on: April 27, 2015, 07:02:58 pm »

Thanks alot for the responses Button and PeriDexis.  Everything seems to be running smoothly now.
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milo christiansen

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Re: Modest Mod v0.40.24-2
« Reply #83 on: May 04, 2015, 12:25:18 pm »

Rubble now come with a base mod that uses the Modest Mod raws (minus some features already provided by other Rubble addons).

If you want to take a look it is the "Modest Base" addon, available in Rubble 6.8+
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Rubble 8 - The most powerful modding suite in existence!
After all, coke is for furnaces, not for snorting.
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NCommander

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Re: Modest Mod v0.40.24-2
« Reply #84 on: May 05, 2015, 02:32:11 am »

So, I'm playing moddest mod in a fort (great work BTW), and I think you broke GCS. Mine won't fire a web despite having line of sight on a dwarf, and using a silk farm design known to work. I'll post a save momentarily.

EDIT: Here http://dffd.bay12games.com/submit.php?action=message&fid=10825
« Last Edit: May 05, 2015, 02:36:52 am by NCommander »
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Button

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Re: Modest Mod v0.40.24-2
« Reply #85 on: May 05, 2015, 09:53:04 am »

Rubble now come with a base mod that uses the Modest Mod raws (minus some features already provided by other Rubble addons).

If you want to take a look it is the "Modest Base" addon, available in Rubble 6.8+

I'm honored :) I'll probably take a look after I'm done with my most recent project.

So, I'm playing moddest mod in a fort (great work BTW), and I think you broke GCS. Mine won't fire a web despite having line of sight on a dwarf, and using a silk farm design known to work. I'll post a save momentarily.

EDIT: Here http://dffd.bay12games.com/submit.php?action=message&fid=10825

Thanks NCommander :).

I didn't touch the GCS webbing interaction, so I would be surprised if it was the Modest Mod causing this problem. I'll take a look at it tonight though.

You say the silk farm design is known to work - are you sure it's known to work in 0.40.x? A number of silk farm designs broke in DF2014.

I haven't made a GCS silk farm in 0.40.x, but with a forgotten beast I found that it had a much-reduced range to provoke webbing. I set up a farm that looked like
Code: [Select]
C╬║+§c (the FB was a gigantic crab), and it wouldn't web the cat when it was 5 tiles away. I had to build fortifications behind the restraint,
Code: [Select]
C╬║+c╬ to keep the cat close enough for the crab to web it.
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I used to work on Modest Mod and Plant Fixes.

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Button

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Re: Modest Mod v0.40.24-2
« Reply #86 on: May 07, 2015, 09:15:16 pm »

Hey NCommander,

I went ahead and tried your save out in the arena, and the GCS webbed things just fine there. Then I let the guy out on your save, but instead of wreaking webby destruction he ignored all the dwarves in the immediate area and started just running up and down your central staircase. He did attack and kill a single cavy boar, but then resumed his stairmaster training. He didn't attack any of the numerous dwarves and cats that he passed on the stairs, and they didn't seem to be afraid of him, either. Nothing in the error logs. I tried opening up a passage to let the GCS out into the caverns a different way, but he didn't seem interested in that, either.

When I ordered the militia to attack him specifically he did finally engage, but not until he was attacked. He never shot web in the rest of his life.

I'm 99% sure this isn't due to something in the raws, since GCSes using your save's raws shoot web just fine in arena. If I had to guess, I suspect it's something to do with the bug where NPC special abilities sometimes get "stuck." I've only ever seen it for "roll up for self-defense"-type abilities before, though.

I recommend you make a bug ticket in Mantis. Be sure to link the save on dffd in your ticket :).
« Last Edit: May 12, 2015, 08:04:37 am by Button »
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I used to work on Modest Mod and Plant Fixes.

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KillzEmAllGod

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Re: Modest Mod v0.40.24-2
« Reply #87 on: May 24, 2015, 01:53:08 am »

The lack of socks in Accelerated infuriates me, I liked all the clothing. Loved togas, insteasd my dwarfs are forced to wear barbaric trousers and shoes with no socks.
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Button

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Re: Modest Mod v0.40.24-2
« Reply #88 on: May 24, 2015, 11:22:29 pm »

The lack of socks in Accelerated infuriates me, I liked all the clothing. Loved togas, insteasd my dwarfs are forced to wear barbaric trousers and shoes with no socks.

If you want togas and socks in your Accelerated game, they're easy to mod back in. Copy the files item_shoes.txt and item_armor.txt from vanilla DF into your raw/objects directory. Then add the following lines to the file entity_default.txt , underneath the line [ENTITY:MOUNTAIN] :

[ARMOR:ITEM_ARMOR_TOGA:FORCED]
[SHOES:ITEM_SHOES_SOCKS:FORCED]
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I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

Button

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Re: Modest Mod v0.40.24-2
« Reply #89 on: May 26, 2015, 10:57:12 pm »

I'm going to make the Modest Mod available in another tileset, but I don't remember what was next on the old poll. So instead, it's a race! First person to name a new tileset wins... the Modest Mod in that tileset, I guess?
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I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back
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