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.
Not in the near future.
Can I ask what changes in the Modest Mod turn you off of it? It's intended to be minimally intrusive, just fixing a few things that are bugged or inconsistent in vanilla Dwarf Fortress.
I suspect of the things you call 'bugs' I call 'things that make the game different from RL and interesting'.
Also, a bunch of your changes are inconvenient from a gameplay perspective. Ex, I want to know when babies are born, but I don't particularly care about citizen deaths because I probably am already aware of all the places citizens could get into trouble in the fort.
Or the changes increase the number of violent NPCs - the military screens are so hilariously bad that I never touch them, so I'm not in favor of making more large predators.
Or the changes are biologically/historically inaccurate - scorpions do not have the body structure to handle being ridden, and all animals that give live birth are milkable, humans included. Humans use lots of animals for hunting that wouldn't produce human-eatable game following their natural instincts, so there's no reason to not have hunting dragons. They'd just be trained to use claws instead of fire, much like most hunting animals are trained to not damage the hunted animals.
I'm very interested in not having to deal with 18 different types of leather bags, but I think we have a very different view of what the issues with DF are, and I'm not interested in the changes you like. It's a problem with any mod that relies on a person's subjective judgement - 'minimally invasive' to you is 'weird and bad' to me, and probably vice versa.
Some of the specific items:
Births do not cause the game to pause and recenter.
Citizen deaths cause the game to pause and recenter.
Butchered creatures produce skin - and thus leather - in proportion to their size.
Giant variations of carnivorous creatures have remembered that they are LARGE_PREDATORs. So have blind cave bears.
Animal people are not milkable.
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.
Giant and animal person variations of vermin hunters no longer hunt vermin.
Canines and felines smaller than a dog cannot be trained for war, only hunting.
Very slow creatures, and creatures that curl up when threatened, can no longer be used as mounts.
Mantises and their variants can no longer fly.
Goblins can ride cave dragons.
Elves can ride giant desert scorpions.
Wild boars have learned how to gore enemies with their tusks.
Warthogs, chimpanzees, gorillas, muskoxen, orcas, sperm whales, and elephant seals aren't very friendly.
Hippos aren't benign either - in fact, they're prone to rage.
Giraffes cannot be trained for war or hunting.
There are twice as many jabberers in cavern biomes, they live twice as long, and they lay half again as many eggs. This is to compensate for their populations getting wrecked by Forgotten Beasts.
There are ten times as many giant cave spiders in cavern biomes. This is to compensate for their populations getting wrecked by Forgotten Beasts.
Giant mantises, giant ticks, giant moon snails, alligators, saltwater crocodiles, giant snapping turtles, giant leeches, giant axolotls, cave crocodiles, giant adders, giant anacondas, and giant pythons are AMBUSHPREDATORs.
Dragons cannot be trained for hunting, because they'll just melt the target and set everything on fire.
Brown recluse spider men & giant brown recluse spiders have webs thick enough to hold non-vermin prey.
Rabbits don't hibernate in winter.
Unicorns become adults at 3 years old, but aren't tamable.
The whole plant section seems to add a lot more complexity to farming, which is the opposite of what I want.
Seeds which grow on trees have hulls, and so can be gathered by an herbalist.
Nuts and legumes can be hulled to obtain their usable, tasty seeds in both Fortress and Adventure mode.
Shrubs with unobtainable seeds (e.g. onions) can be picked whole and processed to bag, like a quarry bush.
Plump helmets can be picked in adventure mode. To accommodate this, they are brewed as fruit in fortress mode.
Dwarves will no longer pick strawberry plants whole, nor try to eat them whole.