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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 153063 times)

dennislp3

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Re: Modest Mod v0.40.24-2a
« Reply #210 on: December 12, 2015, 06:33:12 pm »

probably never considering DF 42.03 is out
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DVNO

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Re: Modest Mod v0.40.24-2a
« Reply #211 on: December 12, 2015, 08:24:50 pm »

Hey Button,

I know you're probably super busy preparing a release for this version, but I thought I'd ask any way if it would be at all possible to make a fix that makes at least cage traps only buildable with metal components. The things are OP to the point where it would be pointless to use anything else. At least this way cage traps would take more resources than with the near infinite supply of surface wood, and make traps more of a mid-game option.

Also, the idea a Dragon can be contained in a wood cage just boggles my brain meat.

« Last Edit: December 12, 2015, 09:20:00 pm by DVNO »
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Vattic

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Re: Modest Mod v0.40.24-2a
« Reply #212 on: December 12, 2015, 11:20:14 pm »

DVNO: That would require hard coded reactions be removed. I think this was possible with DF Hack. Personally I'd just use a house rule against using them.
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Button

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Re: Modest Mod v0.40.24-2a
« Reply #213 on: December 13, 2015, 12:46:28 am »

Probably a question asked by many on other places, but when will 42.02 version of this come out? (dat grammar...) really, need, it...
Jerry

probably never considering DF 42.03 is out

Har har :P

If everything works out perfectly, next weekend (the 19th or 20th). If not, probably the weekend after. (Almost) certainly before the new year.

Sorry this is taking so long; there's a big project at work that's going live first thing in January, so I've been wrapped up in the last few feverish weeks of finishing touches, integration testing, and praying that we didn't miss anything.

Suggestion for the next one: [EDIBLE_COOKED] on the blood template so those barrels of blood the caravans keep bringing are actually good for something. Who's up for black pudding?

Not sure if that's vanilla enough for the base mod, but could definitely see putting it in a module.

Hey Button,

I know you're probably super busy preparing a release for this version, but I thought I'd ask any way if it would be at all possible to make a fix that makes at least cage traps only buildable with metal components.

Sorry, but as Vattic says, that's not something you can change without DFHack.
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I used to work on Modest Mod and Plant Fixes.

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Naryar

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Re: Modest Mod v0.40.24-2a
« Reply #214 on: December 13, 2015, 12:01:11 pm »

Hello,

Can I use your Modest Mod creature raw modifications as a basis for a creature mod of mine ? I like what you have done with the creature raws, and generally do similar stuff in my creature raws. I will of course give all credit where it's due.

Hey Button,

I know you're probably super busy preparing a release for this version, but I thought I'd ask any way if it would be at all possible to make a fix that makes at least cage traps only buildable with metal components. The things are OP to the point where it would be pointless to use anything else. At least this way cage traps would take more resources than with the near infinite supply of surface wood, and make traps more of a mid-game option.

Also, the idea a Dragon can be contained in a wood cage just boggles my brain meat.

You can simply choose to build them scarcely ?

Button

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Re: Modest Mod v0.40.24-2a
« Reply #215 on: December 13, 2015, 01:22:37 pm »

Hello,

Can I use your Modest Mod creature raw modifications as a basis for a creature mod of mine ? I like what you have done with the creature raws, and generally do similar stuff in my creature raws. I will of course give all credit where it's due.

By all means. You probably want to credit the Modest Mod rather than me, as many of the creature modifications are from Igfig's original.
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I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

DVNO

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Re: Modest Mod v0.40.24-2a
« Reply #216 on: December 13, 2015, 11:12:15 pm »

You can simply choose to build them scarcely ?

I can and I do, I was just planning to use Modest Mod for a succession game.
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Dirst

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Re: Modest Mod v0.40.24-2a
« Reply #217 on: December 16, 2015, 11:47:21 am »

You can simply choose to build them scarcely ?

I can and I do, I was just planning to use Modest Mod for a succession game.
Succession games can have house rules.
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(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
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GenericOverusedName

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Re: Modest Mod v0.40.24-2a
« Reply #218 on: December 18, 2015, 08:04:43 am »

As far as I know, you can't change that in particular because it's hardbaked into the game itself, not in the RAWs. Modest Mod only has some basic RAW file changes. You won't be able to do it without dfhack weirdness (and even then may not be able to), or just enforcing a house rule. Embark somewhere without a bunch of trees to encourage proper behaviour?
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Jiri Petru

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Re: Modest Mod v0.40.24-2a
« Reply #219 on: December 20, 2015, 05:22:29 am »

I've just rediscovered this mod, and thanks for doing this. I never liked mods that add stuff because I believe DF is already so complex that we can indefinitely improve it just by expanding the already present mechanisms - Toady doesn't really utilise his own features to 100%.

Anyway, a random thought:

Hey Button,

I know you're probably super busy preparing a release for this version, but I thought I'd ask any way if it would be at all possible to make a fix that makes at least cage traps only buildable with metal components. The things are OP to the point where it would be pointless to use anything else. At least this way cage traps would take more resources than with the near infinite supply of surface wood, and make traps more of a mid-game option.

Also, the idea a Dragon can be contained in a wood cage just boggles my brain meat.

I used to solve the overpowered cage traps by adding TRAPAVOID quite liberally to all sorts of creatures - giants, dragons and other stuff that's simply too big for cages, and to all intelligent and humanoid creatures, even goblins, so cages are no longer the ultimate solution to everything but merely a way to catch normal animals.

Perhaps a suggestion for including into ModestMod?
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Jiri Petru

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Re: Modest Mod v0.40.24-2a
« Reply #220 on: December 20, 2015, 05:44:50 am »

Oh by the way, this change might no longer be needed:

Quote
Seeds which grow on trees have hulls, and so can be gathered by an herbalist.

Because in 42.03, Toady fixed this bug.
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Button

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Re: Modest Mod v0.40.24-2a
« Reply #221 on: December 21, 2015, 11:47:46 am »

I used to solve the overpowered cage traps by adding TRAPAVOID quite liberally to all sorts of creatures - giants, dragons and other stuff that's simply too big for cages, and to all intelligent and humanoid creatures, even goblins, so cages are no longer the ultimate solution to everything but merely a way to catch normal animals.

Perhaps a suggestion for including into ModestMod?

Maybe a module, but probably not the base mod. Cage traps are OP, but the only way to disable them for a given creature is to make all traps ineffective against that creature, and that's way overkill.

Modding is like surgery: with care and a scalpel, you can fix problems and even make improvements; but if all you have available is a broadsword, it's important to exercise restraint. ;)

Oh by the way, this change might no longer be needed:

Quote
Seeds which grow on trees have hulls, and so can be gathered by an herbalist.

Because in 42.03, Toady fixed this bug.

Yep! Saw it, tested it, made the appropriate changes.

***

I'm playtesting now. Unless Toady makes some major changes in the next week, the mod should be ready for release shortly after Christmas.
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I used to work on Modest Mod and Plant Fixes.

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Dirst

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Re: Modest Mod v0.40.24-2a
« Reply #222 on: December 21, 2015, 11:57:03 am »

Modding is like surgery: with care and a scalpel, you can fix problems and even make improvements; but if all you have available is a broadsword, it's important to exercise restraint. ;)
Have you perhaps forgotten that we are discussing Dwarf Fortress?  What is this "restraint" of which you speak?  :P
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

Button

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Re: Modest Mod v0.40.24-2a
« Reply #223 on: December 21, 2015, 12:16:27 pm »

Modding is like surgery: with care and a scalpel, you can fix problems and even make improvements; but if all you have available is a broadsword, it's important to exercise restraint. ;)
Have you perhaps forgotten that we are discussing Dwarf Fortress?  What is this "restraint" of which you speak?  :P

§
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I used to work on Modest Mod and Plant Fixes.

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Romeofalling

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Re: Modest Mod v0.40.24-2a
« Reply #224 on: December 24, 2015, 05:25:12 pm »

Apologies if this has been asked before.

Do I need to run world gen after installing Modest Mod, or can I use it with an existing fort/world?
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