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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 ... 6 7 [8] 9 10 ... 30

Author Topic: Modest Mod v0.42.06-1  (Read 153748 times)

Button

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Re: Modest Mod v0.40.24-2a
« Reply #105 on: June 14, 2015, 07:10:46 pm »

What did you do to plant_standard.txt?

(image)

The differences you're seeing on the sidebar there are just different locations for the same tokens. I used this release as a proving ground for my new automatic tileset applicator, BAMM!, which adds any tileset-specific tags (i.e. tags which don't exist in the ASCII version of the file) as soon as they're legal, instead of where they existed in the original graphics file.

It should have no actual effect on the play experience. (If it does, please let me know.)
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Foffy123

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Re: Modest Mod v0.40.24-2a
« Reply #106 on: June 17, 2015, 11:28:35 am »

Why is there sphalerite in Accelerated but no zinc?

Button

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Re: Modest Mod v0.40.24-2a
« Reply #107 on: June 17, 2015, 11:29:09 pm »

Why is there sphalerite in Accelerated but no zinc?

Sphalerite has certain... dwarfy applications.

Spoiler (click to show/hide)

If it's still marked as an economic stone, let me know and I'll fix it.
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Agent_Irons

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Re: Modest Mod v0.40.24-2a
« Reply #108 on: June 18, 2015, 09:05:53 am »

In reaction_modest_plants there's a SKILL:PROCESSPLANT token, which I *think* should be SKILL:PROCESSPLANTS. As far as I know it's not causing any problems but there was an errorlog entry for me which went away upon application of S.

Unless I screwed that up somehow while merging in other things. I really should put all my DF versions into literal version control.
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ldog

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Re: Modest Mod v0.40.24-2a
« Reply #109 on: June 21, 2015, 12:55:13 pm »

So loving this mod now that I got the reaction thing straight.
Using the pedestal and body modules too.

Tempted to use part of the accelerated, there's some materials I'd like to simplify (fat & tallow for sure FFS), tempted to do leather & some of the other materials but is there a way to do most but keep the special ones separate? (like dragonhide and GCS) It seems like too much trouble.

Any idea what's with the grape & berry seeds? I was hoping the mod would resolve them, but they're still useless. Everything looks right so I'm guessing it is hardcoded stuff. They can neither be planted nor are edible. Don't show up in kitchen stocks either.

Speaking of kitchen stocks. Is there any way to separate rocknuts and quarry bushes from rocknut paste and qb leaves? I know this is a vanilla issue as well. I've looked at them but not sure if it's fixable.

I also have a suggestion for a few more reactions. Make booze out of specific ingredients. At least for the subteranean ones. To try to keep variety, like when you've got tons of dwarven wine, but little of the other 3.
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For example, if you wanted to check if a unit was eligible to be a politician or a car salesman, you'd first want to verify that there is no soul present...

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The more appropriate question becomes, are they awesome and dwarven enough.

Button

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Re: Modest Mod v0.40.24-2a
« Reply #110 on: June 22, 2015, 07:33:59 am »

In reaction_modest_plants there's a SKILL:PROCESSPLANT token, which I *think* should be SKILL:PROCESSPLANTS. As far as I know it's not causing any problems but there was an errorlog entry for me which went away upon application of S.

Unless I screwed that up somehow while merging in other things. I really should put all my DF versions into literal version control.

Nope, that was my bad. Thanks for mentioning it!

Tempted to use part of the accelerated, there's some materials I'd like to simplify (fat & tallow for sure FFS), tempted to do leather & some of the other materials but is there a way to do most but keep the special ones separate? (like dragonhide and GCS) It seems like too much trouble.

All of the megabeasts retain their separate materials, for reasons that are complicated to explain. I believe I also didn't consolidate silk, just because there was already barely any of it.


Quote
Any idea what's with the grape & berry seeds? I was hoping the mod would resolve them, but they're still useless. Everything looks right so I'm guessing it is hardcoded stuff. They can neither be planted nor are edible. Don't show up in kitchen stocks either.

Grape and (non-tree) berry seeds are plantable in the vanilla game, and show up in the stockpiles as well. You may just be in a biome they won't grow in. Grapes require temperate biomes, IIRC. Unfortunately I can't selectively destroy seeds based on the biome you're in - if they're plantable anywhere, they need to stay in, otherwise people playing in the right biomes won't be able to plant them!

If by kitchen stocks you mean the kitchen menu, that's because it only shows things that can be cooked or brewed, and as you've noted, grape seeds can't be cooked or brewed.

If you find seeds that have no use anywhere - most varieties of tree seeds - and aren't disintegrating, please let me know. Though I believe their disintegration does hinge on having temperature turned on.

Quote
Speaking of kitchen stocks. Is there any way to separate rocknuts and quarry bushes from rocknut paste and qb leaves? I know this is a vanilla issue as well. I've looked at them but not sure if it's fixable.

These are completely separate in vanilla, as well as in the modest mod. Are you maybe using a dfhack plugin that's combining them?

Rock nuts are seeds and get stored with/show up with seeds; quarry bushes are whole plants and inedible, so get stored as whole plants and don't show up in the kitchen menu; quarry bush leaves show up in the kitchen menu and are in stockpiles under leaves & fruits; and rock nut paste shows up in the "other" category of the kitchen menu and is stored in food > paste stockpiles.

Quote
I also have a suggestion for a few more reactions. Make booze out of specific ingredients. At least for the subteranean ones. To try to keep variety, like when you've got tons of dwarven wine, but little of the other 3.

The sheer number of reactions required to deal with this would be mind-boggling. You can achieve the same results by making a (desired ingredients only) stockpile and linking it up to the still. You'll also need to link up a dedicated barrel stockpile as well to make this work.
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ldog

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Re: Modest Mod v0.40.24-2a
« Reply #111 on: June 22, 2015, 02:15:01 pm »

Tempted to use part of the accelerated, there's some materials I'd like to simplify (fat & tallow for sure FFS), tempted to do leather & some of the other materials but is there a way to do most but keep the special ones separate? (like dragonhide and GCS) It seems like too much trouble.

All of the megabeasts retain their separate materials, for reasons that are complicated to explain. I believe I also didn't consolidate silk, just because there was already barely any of it.


Quote
Any idea what's with the grape & berry seeds? I was hoping the mod would resolve them, but they're still useless. Everything looks right so I'm guessing it is hardcoded stuff. They can neither be planted nor are edible. Don't show up in kitchen stocks either.

Grape and (non-tree) berry seeds are plantable in the vanilla game, and show up in the stockpiles as well. You may just be in a biome they won't grow in. Grapes require temperate biomes, IIRC. Unfortunately I can't selectively destroy seeds based on the biome you're in - if they're plantable anywhere, they need to stay in, otherwise people playing in the right biomes won't be able to plant them!

If by kitchen stocks you mean the kitchen menu, that's because it only shows things that can be cooked or brewed, and as you've noted, grape seeds can't be cooked or brewed.

If you find seeds that have no use anywhere - most varieties of tree seeds - and aren't disintegrating, please let me know. Though I believe their disintegration does hinge on having temperature turned on.

Quote
Speaking of kitchen stocks. Is there any way to separate rocknuts and quarry bushes from rocknut paste and qb leaves? I know this is a vanilla issue as well. I've looked at them but not sure if it's fixable.

These are completely separate in vanilla, as well as in the modest mod. Are you maybe using a dfhack plugin that's combining them?

Rock nuts are seeds and get stored with/show up with seeds; quarry bushes are whole plants and inedible, so get stored as whole plants and don't show up in the kitchen menu; quarry bush leaves show up in the kitchen menu and are in stockpiles under leaves & fruits; and rock nut paste shows up in the "other" category of the kitchen menu and is stored in food > paste stockpiles.

Quote
I also have a suggestion for a few more reactions. Make booze out of specific ingredients. At least for the subteranean ones. To try to keep variety, like when you've got tons of dwarven wine, but little of the other 3.

The sheer number of reactions required to deal with this would be mind-boggling. You can achieve the same results by making a (desired ingredients only) stockpile and linking it up to the still. You'll also need to link up a dedicated barrel stockpile as well to make this work.

Thanks for answering all my questions.

Cool with the leather. I'll give it a try.

I'll have to make a surface farm and check, current game I do happen to be in temperate. I thought the biomes only affected what grows naturally, not what you can plant. Will double check. Understand about not destroying them if they do work. Haven't noticed any others that don't get destroyed properly. I use fastheat, but yes, temperature on.

The rock nuts and QB I'm talking strictly about the kitchen stocks menu. Regular stocks, yes, they are properly sorted. The kitchen menu though counts both bushs/bagged leaves & rock nuts/rock nut paste (I think it's paste not cakes..what you get from milling, not pressing) as 1 item. I use the seedwatch dfhack plugin to turn on/off cooking when I get low, noticed because it keeps the rock nuts from being milled if they are under the count, but once you mill some they count towards it. I have run out of rock nuts because of that. The QB is more an annoyance since I look there to see if I should be bagging or not.

Yeah, I wouldn't do seperate reactions for all booze, just the 4 dwarven types. I may see if I can get them to work and offer them up here. It's easier to shut them on/off for brewing through the kitchen menu than doing the stockpile thing. The kitchen menu is actually a very handy thing.
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For example, if you wanted to check if a unit was eligible to be a politician or a car salesman, you'd first want to verify that there is no soul present...

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The more appropriate question becomes, are they awesome and dwarven enough.

Button

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Re: Modest Mod v0.40.24-2a
« Reply #112 on: June 22, 2015, 02:34:13 pm »

The rock nuts and QB I'm talking strictly about the kitchen stocks menu. Regular stocks, yes, they are properly sorted. The kitchen menu though counts both bushs/bagged leaves & rock nuts/rock nut paste (I think it's paste not cakes..what you get from milling, not pressing) as 1 item. I use the seedwatch dfhack plugin to turn on/off cooking when I get low, noticed because it keeps the rock nuts from being milled if they are under the count, but once you mill some they count towards it. I have run out of rock nuts because of that. The QB is more an annoyance since I look there to see if I should be bagging or not.

That sounds like a seedwatch problem. In vanilla DF, plantable rock nuts are listed in the kitchen stockpile under Seeds, and are properly pluralized. Rock nuts in paste or pressed form are listed as "Rock nut", no matter how many of them there are, and are mixed into the meat menu.

Additionally, quarry bushes - the whole bushes, not the leaves - shouldn't be turning up in the kitchen menu at all, as they aren't edible either raw or cooked. I'll check again tonight, to make sure that I didn't accidentally put some bad tags in, but this really sounds like a problem with something related to dfhack.
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ldog

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Re: Modest Mod v0.40.24-2a
« Reply #113 on: June 22, 2015, 03:18:37 pm »

The rock nuts and QB I'm talking strictly about the kitchen stocks menu. Regular stocks, yes, they are properly sorted. The kitchen menu though counts both bushs/bagged leaves & rock nuts/rock nut paste (I think it's paste not cakes..what you get from milling, not pressing) as 1 item. I use the seedwatch dfhack plugin to turn on/off cooking when I get low, noticed because it keeps the rock nuts from being milled if they are under the count, but once you mill some they count towards it. I have run out of rock nuts because of that. The QB is more an annoyance since I look there to see if I should be bagging or not.

That sounds like a seedwatch problem. In vanilla DF, plantable rock nuts are listed in the kitchen stockpile under Seeds, and are properly pluralized. Rock nuts in paste or pressed form are listed as "Rock nut", no matter how many of them there are, and are mixed into the meat menu.

Additionally, quarry bushes - the whole bushes, not the leaves - shouldn't be turning up in the kitchen menu at all, as they aren't edible either raw or cooked. I'll check again tonight, to make sure that I didn't accidentally put some bad tags in, but this really sounds like a problem with something related to dfhack.

Seedwatch just checks counts and toggles cook on/off. It doesn't do anything else. I will double-check, but I am pretty sure the kitchen menu is counting the rock nuts & paste as seeds, and then yes, the paste/cakes show up again under the meat menu. Bushes being counted as leaves, first harvest, before bagging anything, watch qb leaves show up in kitchen menu. Not 100% about dfhack since it's been a long time since I played without it, but I think these are all vanilla issues. These have all been longstanding issues for me. I was hoping your mod fixed them, but your mod certainly didn't cause them.
« Last Edit: June 22, 2015, 03:21:09 pm by ldog »
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For example, if you wanted to check if a unit was eligible to be a politician or a car salesman, you'd first want to verify that there is no soul present...

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gopp

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Re: Modest Mod v0.40.24-2a
« Reply #114 on: June 22, 2015, 04:23:33 pm »

Hello, is this version of the modest mod part of your other mod http://dffd.bay12games.com/file.php?id=10546 Button's raws.

If not, can i install normally and then copy-pasta modest mod with any other modules and stuff?

Also, could this be compatible with your mod? http://www.bay12forums.com/smf/index.php?topic=140950.0, it's DF wanderer.
« Last Edit: June 22, 2015, 04:43:36 pm by gopp »
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ldog

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Re: Modest Mod v0.40.24-2a
« Reply #115 on: June 22, 2015, 07:42:27 pm »

So since I've been home tonight I checked everything more carefully.
It seems that traders on map were throwing my counts off.
Everything is indeed as you say it is. Rock nut cake and paste being counted as the same item is about the only legitimate gripe (since you could turn off cooking for paste so that it doesn't get used before pressing). Again, a vanilla issue, not your fault.
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For example, if you wanted to check if a unit was eligible to be a politician or a car salesman, you'd first want to verify that there is no soul present...

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The more appropriate question becomes, are they awesome and dwarven enough.

tekfunk

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Re: Modest Mod v0.40.24-2a
« Reply #116 on: June 22, 2015, 11:35:16 pm »

I may be completely ignorant about this, but I've tried to install this mod with no success. it'll crash my game during embark. I'd really like this to work since FPS is so important.

so I downloaded this mod (phoebus), copy the data and raw folders over, replace everything and unrar/replace the folders Accelerated+Pedestals Combined and Modest Bodies, replacing everything. embark still crashes. I made sure I installed the phoebus tileset before replacing everything. I'm overriding the files to LNP/Dwarf Fortress

I'm using the latest Lazy Newb Pack (windows) with the phoebus tileset. if possible, could someone create a working modest dwarf fortress (lazy newb pack) for me and upload it...?


EDIT: looks like its fixed, I had to create a world and embark first before applying the mod.
« Last Edit: June 23, 2015, 02:35:00 am by tekfunk »
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NW_Kohaku

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Re: Modest Mod v0.40.24-2a
« Reply #117 on: June 23, 2015, 12:06:40 am »

After ceramics was added a couple years ago, I noticed how limited its glazes were.  There were many traditional sources of glazes that were even listed in comments in the raws as being traditional glaze materials that were not used.

As such, I made a small mod that added 19 possible materials for glazing.

To make it so that glazing didn't take up a whole ore, I added in a millstone job to grind a boulder into a powder that could be used one-at-a-time. 

Now, there are a few oddities with how it's set up currently.  To keep it out of the sand bag pile, I set it as "bone powder" in the stockpiles, so it's listed under that heading in food.  I also needed to expand the size of jugs to fit the powders, (whose size was not raw-editable,) although this has no apparent game effect, as all actions to put things into jugs require an empty jug, anyway. 

The interface has four types of jobs for grinding, which basically allow you to say you only want to use less-valuable ores, or to specify only white ores.  It also has options for glazing, including ash glazing specifically, monochromatic glazing, dichromatic glazing, and polychromatic glazing, requiring a white glaze, a "reddish" glaze, a "bluish" glaze, and a "yellowish" glaze.  (Categories being somewhat vague where brown-orange glazes would be counted as "red enough", for example.)

Many of the glazes are actually adding an economic use to otherwise useless stones. (For example, cinnabar, AKA, China Red.) 

Looking at the rest, I think this mod is "modest enough" for inclusion, but open for criticism on that front.  Some of the things like the bone powder stockpiling can certainly be changed. 



Beyond this, there is also the fact that similar processes were used for stained glass making.  Traditionally, stained glass in Medieval Western Europe was made through the deliberate addition of iron, copper, and manganese ores, both of which are also glaze powders.  (Technically, the state of oxidation also further changed the color, making iron be either red or blue based upon the state of oxidation, but that's getting a little tricky interface-wise to represent.)

This would allow for a wider variety of colored windows or gem windows that have that three-part flashing "animation". 

Enamels are also a similar branch of non-organic dying, being basically stained glass applied onto metal or ceramic objects.  Hence, you could make a red enamel decoration upon a battleaxe or throne, for example. 

All of these come with the caveat that the raws as they stand do not support the addition of actual images as with engravings, only banding rings of color or similar basic concepts. 

Except for creating a class of different colored glasses for windows, these are mostly going to result in additional decorations options that do not have much in-game impact, and are mostly for the interest of those who enjoy such details in the game, or their historical significance, or who just want to finally have a use for some of that orpiment you've got lying around. 
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ldog

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Re: Modest Mod v0.40.24-2a
« Reply #118 on: June 23, 2015, 10:28:50 am »

So I got around to making a surface plot and lo and behold the grapes and berries are plantable being in a temperate zone. So yeah, everything working properly.

As such, I made a small mod that added 19 possible materials for glazing.

Sounds interesting. Maybe a good candidate for a module, since more minute details is very Dwarfy, but also can be a headache. Using the unused bonepowder group seems like a good idea, although I tend to keep all the furnace related material in the same QSP (easier to be close to magma than close to sand/clay)so it wouldn't impact me any.
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For example, if you wanted to check if a unit was eligible to be a politician or a car salesman, you'd first want to verify that there is no soul present...

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The more appropriate question becomes, are they awesome and dwarven enough.

Button

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Re: Modest Mod v0.40.24-2a
« Reply #119 on: June 23, 2015, 10:50:43 am »

Bushes being counted as leaves, first harvest, before bagging anything, watch qb leaves show up in kitchen menu.

Oh! Those aren't bushes being counted as leaves, those are actual leaves. As of 0.40.14, quarry bushes have a 50/50 chance to drop whole bushes, or just leaves. To compensate, I doubled the number of seeds the "bag item" reaction creates.

So since I've been home tonight I checked everything more carefully.
It seems that traders on map were throwing my counts off.
Everything is indeed as you say it is. Rock nut cake and paste being counted as the same item is about the only legitimate gripe (since you could turn off cooking for paste so that it doesn't get used before pressing). Again, a vanilla issue, not your fault.

Haha, I'd forgotten about that bug! I'm glad it didn't turn out to be something weird.

Hello, is this version of the modest mod part of your other mod http://dffd.bay12games.com/file.php?id=10546 Button's raws.

If not, can i install normally and then copy-pasta modest mod with any other modules and stuff?[/quote]

Button's Raws could certainly be merged in with the Modest Mod, but not via simple file copy-paste. I cannibalized parts of Button's Raws for Modest Mod, including renaming some files. If you tried to just copy-paste them together, you'd have a bad time.

Quote
Also, could this be compatible with your mod? http://www.bay12forums.com/smf/index.php?topic=140950.0, it's DF wanderer.

It could certainly be merged in, but could not be simply copy-pasted.

I may be completely ignorant about this, but I've tried to install this mod with no success. it'll crash my game during embark. I'd really like this to work since FPS is so important.

so I downloaded this mod (phoebus), copy the data and raw folders over, replace everything and unrar/replace the folders Accelerated+Pedestals Combined and Modest Bodies, replacing everything. embark still crashes. I made sure I installed the phoebus tileset before replacing everything. I'm overriding the files to LNP/Dwarf Fortress

I'm using the latest Lazy Newb Pack (windows) with the phoebus tileset. if possible, could someone create a working modest dwarf fortress (lazy newb pack) for me and upload it...?

Would you mind uploading a save that crashes, please?

Quote
EDIT: looks like its fixed, I had to create a world and embark first before applying the mod.

That should not work, and will cause major problems for you as you play. It also won't include most of the fps tweaks of Accelerated.

After ceramics was added a couple years ago, I noticed how limited its glazes were.  There were many traditional sources of glazes that were even listed in comments in the raws as being traditional glaze materials that were not used.

As such, I made a small mod that added 19 possible materials for glazing.

To make it so that glazing didn't take up a whole ore, I added in a millstone job to grind a boulder into a powder that could be used one-at-a-time. 

Now, there are a few oddities with how it's set up currently.  To keep it out of the sand bag pile, I set it as "bone powder" in the stockpiles, so it's listed under that heading in food.  I also needed to expand the size of jugs to fit the powders, (whose size was not raw-editable,) although this has no apparent game effect, as all actions to put things into jugs require an empty jug, anyway. 

The interface has four types of jobs for grinding, which basically allow you to say you only want to use less-valuable ores, or to specify only white ores.  It also has options for glazing, including ash glazing specifically, monochromatic glazing, dichromatic glazing, and polychromatic glazing, requiring a white glaze, a "reddish" glaze, a "bluish" glaze, and a "yellowish" glaze.  (Categories being somewhat vague where brown-orange glazes would be counted as "red enough", for example.)

Many of the glazes are actually adding an economic use to otherwise useless stones. (For example, cinnabar, AKA, China Red.) 

Looking at the rest, I think this mod is "modest enough" for inclusion, but open for criticism on that front.  Some of the things like the bone powder stockpiling can certainly be changed. 



Beyond this, there is also the fact that similar processes were used for stained glass making.  Traditionally, stained glass in Medieval Western Europe was made through the deliberate addition of iron, copper, and manganese ores, both of which are also glaze powders.  (Technically, the state of oxidation also further changed the color, making iron be either red or blue based upon the state of oxidation, but that's getting a little tricky interface-wise to represent.)

This would allow for a wider variety of colored windows or gem windows that have that three-part flashing "animation". 

Enamels are also a similar branch of non-organic dying, being basically stained glass applied onto metal or ceramic objects.  Hence, you could make a red enamel decoration upon a battleaxe or throne, for example. 

All of these come with the caveat that the raws as they stand do not support the addition of actual images as with engravings, only banding rings of color or similar basic concepts. 

Except for creating a class of different colored glasses for windows, these are mostly going to result in additional decorations options that do not have much in-game impact, and are mostly for the interest of those who enjoy such details in the game, or their historical significance, or who just want to finally have a use for some of that orpiment you've got lying around. 

I'll add it to the thread-top poll. :)
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