Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

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


Pages: 1 ... 10 11 [12] 13 14 ... 30

Author Topic: Modest Mod v0.42.06-1  (Read 153535 times)

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: Modest Mod v0.40.24-2a
« Reply #165 on: September 15, 2015, 12:42:57 pm »

Good explanation.  Does modifying the TISSUE_TEMPLATE raws do much of anything for things like bone?  I see you have things like:

   [TISSUE_MATERIAL:CREATURE_MAT:ANIMAL:BONE]

but I'm not sure they're doing anything as the butchered creature still drops ANIMAL_TYPE bone.

This is consolidating the bone materials. The bones themselves, as CORPSEPIECEs, are kept track of according to source; but things made out of bone, like crossbows, crafts, etc., are kept track of according to material.

This is why in vanilla, if you make crossbows out of the bones of a cave crocodile, you take "Ngongo Hatchetstrikes the Deadly Spittle" bones and turn them into "cave crocodile bone" crossbows. Although their bones are labeled according to what beast they come from, the source is forgotten when they're used, and only the material is displayed. The tags you highlighted there are responsible for turning them into "bone" crossbows, instead of "cave crocodile bone" crossbows.

tl;dr those tags aren't for bones themselves, they're for objects made out of bone.
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

qorthos

  • Bay Watcher
    • View Profile
Re: Modest Mod v0.40.24-2a
« Reply #166 on: September 15, 2015, 01:51:07 pm »

Ah hah.  It's all starting to make sense  :)
Logged

EuchreJack

  • Bay Watcher
  • Lord of Norderland - Lv 20 SKOOKUM ROC
    • View Profile
Re: Modest Mod v0.40.24-2a
« Reply #167 on: October 23, 2015, 02:22:49 pm »

Yay, you fixed the Moon Snail Men!  Now my modded Moon Snail Men civilization can do something rather than just lie there!

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: Modest Mod v0.40.24-2a
« Reply #168 on: October 23, 2015, 03:33:20 pm »

Yay, you fixed the Moon Snail Men!  Now my modded Moon Snail Men civilization can do something rather than just lie there!

Not sure if sarcasm...  :D
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

EuchreJack

  • Bay Watcher
  • Lord of Norderland - Lv 20 SKOOKUM ROC
    • View Profile
Re: Modest Mod v0.40.24-2a
« Reply #169 on: October 23, 2015, 03:47:31 pm »

Yay, you fixed the Moon Snail Men!  Now my modded Moon Snail Men civilization can do something rather than just lie there!

Not sure if sarcasm...  :D

Actually, I have a mod (see signature) in which Moon Snail Men are a playable civilization.  A couple of weeks ago, I saw they weren't able to do anything.  Today, I sat down to fix the problem, but couldn't figure it out.  I was going to cut them from the mod entirely until I found your fix.

So the Moon Snail Empire thanks you.  :D

Deinos

  • Bay Watcher
    • View Profile
Re: Modest Mod v0.40.24-2a
« Reply #170 on: October 26, 2015, 12:15:10 pm »

So I have an issue. I tried to mod in werewolves as an interaction curse, and while I thought I lifted it straight from the way other werebeasts work in the world.dat, this is instead causing errors.

The interaction:
Spoiler (click to show/hide)


The Creature:
Spoiler (click to show/hide)

But instead of resulting in a werewolf, they just turn into a red dwarf icon described as a Nothing. What'd I do wrong?
I'm guessing the culprit is the difference in body types -- how do I need to adjust them? I didn't think I needed to modify them since its straight from the procedural generation.

Or is it that I forgot to put no_gender?
Logged

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: Modest Mod v0.40.24-2a
« Reply #171 on: October 26, 2015, 12:33:21 pm »

So I have an issue. I tried to mod in werewolves as an interaction curse, and while I thought I lifted it straight from the way other werebeasts work in the world.dat, this is instead causing errors.

The interaction:
Spoiler (click to show/hide)


The Creature:
Spoiler (click to show/hide)

But instead of resulting in a werewolf, they just turn into a red dwarf icon described as a Nothing. What'd I do wrong?
I'm guessing the culprit is the difference in body types -- how do I need to adjust them? I didn't think I needed to modify them since its straight from the procedural generation.

Or is it that I forgot to put no_gender?

You'd be better off starting a new thread for this in the Modding forum, since it doesn't have anything to do with the Modest Mod and I've actually never made a transformation syndrome before.

Though off the top of my head - what's the name of the file you put the werewolf creature into? Did you remember to name it creature_whatever.txt and include the file's name as the first line of that file?
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

Deinos

  • Bay Watcher
    • View Profile
Re: Modest Mod v0.40.24-2a
« Reply #172 on: October 26, 2015, 05:34:17 pm »

Didn't know that text thing was something you needed to do, thanks.

As for it not having anything to do with the Modest Mod, I posted it here because I thought the simplified body tissues may have some sort of issue.
Logged

InsanityPrelude

  • Bay Watcher
  • O SHI--
    • View Profile
Re: Modest Mod v0.40.24-2a
« Reply #173 on: November 01, 2015, 12:43:01 am »

Spotted a typo thanks to the errorlog- reaction_modest_plants has the skill for hulling down as "PROCESSPLANT" instead of "PROCESSPLANTS."
Logged
Forget down stairs, make an up stair
And then what?  Mine the sky? . . .  Actually, that'd be awesome.

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: Modest Mod v0.40.24-2a
« Reply #174 on: November 04, 2015, 10:47:45 am »

Spotted a typo thanks to the errorlog- reaction_modest_plants has the skill for hulling down as "PROCESSPLANT" instead of "PROCESSPLANTS."

Acknowledged. (It's been reported before, but thanks for the report anyway! Better to err on the side of extra reports than unreported bugs.)
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

TheBloke

  • Bay Watcher
    • View Profile
Re: Modest Mod v0.40.24-2a
« Reply #175 on: November 05, 2015, 09:19:43 am »

Thanks very much for all your hard work on this mod!

I'm a relative newbie - played about 120 hours so far I guess, over the last few weeks.  I'm just about to start a new embark and I'd thought now would be a good time to add a couple of simple mods, with the primary aim of improving FPS wherever possible.  So I'm going to install Modest Mod + Accelerated+Pedestals (pedestals sound like a good use of artefacts! :) )

I'm playing on Windows and I use PyLNP to manage my game.  I run Spacefox 16px, the version last updated by fricy in July 2015 and supplied with PyLNP; I've also been trying to use LeoCean's new TWBT override versions of Spacefox, but have had some problems at the moment, seemingly mostly related to TWBT (crashes and slowdowns.)

I was a bit concerned that using PyLNP might complicate the install procedure a bit, as it manages the game files including applying the graphical tilesets for me.  But now I look at the Modest Mod zip for Spacefox, and compare it to the PyLNP folders, I think I see how to do it. 

What I think I need to do is:
  • Extract raw/objects from the Modest Mod Spacefox ZIP into a temp dir
  • Extract raw/objects from the Accelerated+Pedestals Module ZIP (Spacefox version) over the top of that temp dir, overwriting
  • Copy the files from that temp dir into LNP/Baselines/df_40_24/raw/objects, overwriting as necessary - this will mean LNP itself will be updated
  • Also copy the files from the temp dir into my DF/raw/objects folder, to ensure my current version of DF is updated
  • Although now I think about it, this probably means PyLNP will now only work for Spacefox - see below..

I must admit I don't fully understand the interaction between mods, raws and graphics sets.  In order to investigate this, I downloaded Modest Mod Phoebus and Starfox ZIPs, extracted their raw/objects directories and compared them with WinMerge.  So I see now that some of the definitions in the raws reference a TILE number, which will differ between tilesets.

Then I also see that PyLNP has the folder Graphics/Spacefox/raw/objects (as well as equivalents for Phoebus, Gemset, etc), containing 28 raw files, which must be the raws that PyLNP installs over LNP/Baselines/df_40_24/raw/objects when I choose Spacefox in PyLNP.

So actually now I think about it, I'm wondering if the install method I defined above is the best way?   Maybe in order to get Modest Mod working for all tilesets through PyLNP, I need to download the Modest Mod ASCII version and put that as PyLNP's "baseline", and then download all the other versions of Modest Mod - Spacefox, Phoebus, Gemset etc - and put those into PyLNP's individual Graphics/XXX/raw/objects files?

I also noticed that PyLNP has a Mods folder, but it's empty and there's nothing in the UI about Mods so maybe that's not yet implemented.  I will ask PeridexisErrant about that another time.

Anyway this is all getting a bit complicated so maybe I will just go with the method I defined in the list above, which means Modest Mod will only work for Spacefox through PyLNP for now.  But that's OK, I doubt I will want to use any tileset except Spacefox for now (I already tried all the others before I decided to use Spacefox.)

Sorry for all the questions/wondering out loud!  I'm just trying to understand all the interactions here.  If anyone has used PyLNP and can validate any of that for me I'd be most grateful.  Or tell me if I need to go ask in the PyLNP thread instead!

One final question - do I need to regenerate a new world with the Modest Mod files in place?  Or can I do a new embark in an already created world?  It's no big deal to gen another world, it'd just be useful again to understand how these things interact!

Thanks again for the great mod.
« Last Edit: November 05, 2015, 09:23:41 am by TheBloke »
Logged

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: Modest Mod v0.40.24-2a
« Reply #176 on: November 05, 2015, 12:18:02 pm »

Hi TheBloke!

I would recommend against messing with PyLNP's baselines - those are what you use to restore yourself to default if you fuck up mod installation ;). What I would do is use PyLNP to install Spacefox, and then install the mods manually straight into your PyLNP/Dwarf Fortress 40.24/raw folder. (I'm making this recommendation without having the directory structure in front of me - please excuse slight variations in folder name.)

I would also recommend against using PyLNP's mod merging/graphics application functionality on the Accelerated mod. PyLNP's mod merging/graphics application are approximately equivalent to using WinMerge and taking all of its recommendations. This works great for simple mods that e.g. add in new creatures or make minor tweaks, but falls down with mods that remove things - and removing things is how Accelerated achieves most of its performance gains.

You will need to create a new world to make most of the Modest Mod work, but especially Accelerated.
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

TheBloke

  • Bay Watcher
    • View Profile
Re: Modest Mod v0.40.24-2a
« Reply #177 on: November 05, 2015, 12:47:02 pm »

Thanks so much for the fast reply, Button! 

OK, so I will apply Modest + Accelerated only to my master DF folder, and I will stop using PyLNP's tileset switching options.  That's no problem, I really can't imagine myself switching away from Spacefox - none of the others come close to it, in my view.  At most I will try variations on Spacefox, such as those that LeoCean is creating, but those don't involve changes to the raws.

I'm going to go install that and regen my world now.  Thanks again, looking forward to playing with it! :)
Logged

Dozebôm Lolumzalìs

  • Bay Watcher
  • what even is truth
    • View Profile
    • test
Re: Modest Mod v0.40.24-2a
« Reply #178 on: November 07, 2015, 06:19:41 pm »

Deinos: The nothing have spread!  Run!  They will conquer the worlds!  (See Nomekast for more)
Logged
Quote from: King James Programming
...Simplification leaves us with the black extra-cosmic gulfs it throws open before our frenzied eyes...
Quote from: Salvané Descocrates
The only difference between me and a fool is that I know that I know only that I think, therefore I am.
Sigtext!

Ghills

  • Bay Watcher
    • View Profile
Re: Modest Mod v0.40.24-2a
« Reply #179 on: December 01, 2015, 12:15:29 pm »

 Is there any chance of getting the Accelerated mod without the Modest Mod changes?

Looking at the Accelerated raws, it seems that it comes bundled with all of the other changes in the Modest Mod. I'm not interested in the Modest Mod changes, but simplified materials would be very nice. 
Logged
I AM POINTY DEATH INCARNATE
Ye know, being an usurper overseer gone mad with power isn't too bad. It's honestly not that different from being a normal overseer.
To summarize:
They do an epic face. If that fails, they beat said object to death with their beard.
Pages: 1 ... 10 11 [12] 13 14 ... 30