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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 153554 times)

ptb_ptb

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Re: Modest Mod v0.40.24-1
« Reply #30 on: February 10, 2015, 12:52:15 pm »

Well, most of them are straight forwards. But what do these three do?

Modest Bodies
Vampire Anti-Sobriety Mod
Basic Adventurer's Pack
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Button

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Re: Modest Mod v0.40.24-1
« Reply #31 on: February 10, 2015, 01:06:47 pm »

Modest Bodies is an existing Module that adds joints to, and renames, a bunch of body definitions

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.

Basic Adventurer's Pack would be a set of handy adventure-mode-enabled reactions. Probably cooking, creating leather & bone armor, creating trophy jewelry.
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I used to work on Modest Mod and Plant Fixes.

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ptb_ptb

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Re: Modest Mod v0.40.24-1
« Reply #32 on: February 10, 2015, 01:16:10 pm »

Modest Bodies is an existing Module that adds joints to, and renames, a bunch of body definitions
Would you say it makes it harder to cripple some creature, easier, or about the same?
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Button

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Re: Modest Mod v0.40.24-1
« Reply #33 on: February 10, 2015, 01:45:37 pm »

Modest Bodies is an existing Module that adds joints to, and renames, a bunch of body definitions
Would you say it makes it harder to cripple some creature, easier, or about the same?

It doesn't really have an effect on the results of combat. The joints are [INTERNAL] and so untargetable. In combat it means there are more joints to be able to lock, but you'd pass out from pain after a couple anyway, so.

The primary effect is that combat logs read more realistically. Instead of the creature grabbing you by the left lower leg and locking your hip, the creature will grab you by the left calf and lock your knee.
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ptb_ptb

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Re: Modest Mod v0.40.24-1
« Reply #34 on: February 10, 2015, 02:05:46 pm »

The primary effect is that combat logs read more realistically. Instead of the creature grabbing you by the left lower leg and locking your hip, the creature will grab you by the left calf and lock your knee.

Hmm, OK.

Plant fixes for me then! :)

Oh, yeah. I just remembered I came across a bug that didn't happen with Modest Mod installed.
Underground tree 'up ramps' can be designated to be removed, which causes tree to collapse

Pure coincidence, or did you fix something? :P
« Last Edit: February 10, 2015, 02:07:49 pm by ptb_ptb »
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Button

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Re: Modest Mod v0.40.24-1
« Reply #35 on: February 10, 2015, 02:34:44 pm »

Don't look at me! Modest Mod currently has no binary patches.
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Button

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Re: Modest Mod v0.40.24-1
« Reply #36 on: February 11, 2015, 09:03:56 am »

Starfox tileset is up. Ironhand is almost complete, I just need to confirm my choice for plump helmets post-picking.

When I was putting together Starfox, I discovered a tileset error I'd made in ASCII. I've corrected it and re-uploaded as 0.40.24-1a. This change is graphical only, and does not require a new worldgen.
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LeoCean

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Re: Modest Mod v0.40.24-1
« Reply #37 on: February 11, 2015, 08:14:11 pm »

The primary effect is that combat logs read more realistically. Instead of the creature grabbing you by the left lower leg and locking your hip, the creature will grab you by the left calf and lock your knee.

Hmm, OK.

Plant fixes for me then! :)

Oh, yeah. I just remembered I came across a bug that didn't happen with Modest Mod installed.
Underground tree 'up ramps' can be designated to be removed, which causes tree to collapse

Pure coincidence, or did you fix something? :P

Check your save to see whether the "up ramps"/ goblin caps that do cause a cave in are touching the ceiling vs the ones that don't that probably aren't. It's probably acting like a pillar or w.e that if you destroy that pillar that is touching the ceiling it causes the floor/tile above it to collapse/cave in onto it. It's still probably a bug in that it shouldn't cause a cave in, but it'd help toady in fixing it.
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Taffer

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Re: Modest Mod v0.40.24-1
« Reply #38 on: February 11, 2015, 11:05:44 pm »

Thank you kindly for making an updated version of the Modest Mod. I'll add a link in my thread.

How many of the optional modules are you planning on creating?
« Last Edit: February 11, 2015, 11:11:10 pm by Taffer »
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Button

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Re: Modest Mod v0.40.24-1
« Reply #39 on: February 12, 2015, 12:53:41 am »

Modest Bodies is ready to go. Pedestals and Eternal Fashion are probably ready to go, but I'll need to doublecheck. Vampire Anti-Sobriety and Basic Adventurer's Pack are things I've done before, but will need to be merged in to Modest-compatible raws.

Accelerated and expanded plant features are both things I definitely want to do, but they'll take more work. I could probably get Accelerated done in a weekend or two (thanks to Igfig's work in the original Accelerated Modest Mod), but Plant Features is going to take weeks, maybe months, depending on how busy I am with other things. (Plant Features will not be compatible with Accelerated, by the way.)

Cat Damper, Skill Tweaks and Rubbless are super easy, but I don't know that anyone cares about them now that vanilla DF has gelding, rebalanced skill learning, and 1/4 as many boulders.

Seasonal Crops is not possible with the changes Toady has made to farming since in 0.40.10 or so.

I was thinking about a Reduced Yield module as well, reducing the number of eggs creatures lay, the units of booze from brewing, that sort of thing.

Other suggestions are welcome.
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gchristopher

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Re: Modest Mod v0.40.24-1
« Reply #40 on: February 13, 2015, 01:37:12 am »

Hi Button,

I'm a little confused by the "make Plump Helmets into fruit instead of plants" change. In testing it, I found that they now come in a bag instead of a barrel on embark, and aren't eligible for brewing until you force them to be dumped out of the bag. It might be a pretty confusing change for the default starting plant for a new player.

What is the intention there?
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ptb_ptb

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Re: Modest Mod v0.40.24-1
« Reply #41 on: February 13, 2015, 03:51:54 am »

In testing it, I found that they now come in a bag instead of a barrel on embark, and aren't eligible for brewing until you force them to be dumped out of the bag.

Well, needing to dump fruit out of bags on embark is an old bug, and not intentional. (I don't know why it was decided that plump helmets should be handled as fruit)
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Vattic

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Re: Modest Mod v0.40.24-1
« Reply #42 on: February 13, 2015, 08:38:32 am »

It's so adventurerers can harvest and eat them.
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ptb_ptb

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Re: Modest Mod v0.40.24-1
« Reply #43 on: February 13, 2015, 08:56:38 am »

Eternal Fashion
Is that a "clothes don't wear out" thing? 'Cuz I could go for that.
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Button

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Re: Modest Mod v0.40.24-1
« Reply #44 on: February 13, 2015, 10:54:56 am »

What is the intention there?

What Vattic said. In vanilla, there are no easy sources of food underground. This is particularly problematic if you start in a mountain halls, as they don't have aboveground exits. Making plump helmets a fruit provides an easy, reliable source of food when adventuring underground.

Eternal Fashion
Is that a "clothes don't wear out" thing? 'Cuz I could go for that.

Kind of. In the original Eternal Fashion module, clothes didn't wear out, but this was accomplished by making all clothing types armor. All migrants arrived naked, and all civilians were naked in adventure mode. You needed to draft your entire fortress population in order to keep them from tantruming.

The only advantage this had over just making all your civilians wear leather armor was that you could grow your materials.

If I were to re-implement this now, instead of turning all clothing into armor, I'd make duplicates of some cloth items and make those armor. "Eternal robe," "eternal shoe," that sort of thing. That way migrants wouldn't arrive naked, but you'd be able to change them into eternal clothing as you liked. It would still require a fair amount of micromanagement, though.
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Always assume I'm not seriously back
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