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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 153423 times)

Vardia

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Re: Modest Mod v0.42.06-1
« Reply #300 on: April 11, 2016, 11:12:45 pm »

I'm having a weird issue where the world won't generate any civs. I've extracted everything as the read me says to do and I'm using accelerated and modest bodies. Is it because I'm using it with the LNP?
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Re: Modest Mod v0.42.06-1
« Reply #301 on: April 12, 2016, 09:31:54 am »

I'm having a weird issue where the world won't generate any civs. I've extracted everything as the read me says to do and I'm using accelerated and modest bodies. Is it because I'm using it with the LNP?

Almost certainly not.

Do you have any errors in the error log?

Are you using default or advanced worldgen? What are your worldgen settings? Worlds with excessive good, evil, or savagery will have a hard time placing civs.
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I used to work on Modest Mod and Plant Fixes.

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Vardia

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Re: Modest Mod v0.42.06-1
« Reply #302 on: April 12, 2016, 01:35:00 pm »

Are you using default or advanced worldgen? What are your worldgen settings? Worlds with excessive good, evil, or savagery will have a hard time placing civs.

I'm using default worldgen with medium world, short history, frequent minerals and everything else set to medium. The error is that it is unable to place a controllable civ. I took another look at the read me and it mentioned that the modest moduels can be extracted it any order and I've been going accelerated first then modest bodies. Also figured I should mention that when playing it without the modest modules active my worlds had no iron deposits, which was a bit strange. I'm sure I'm doing something horribly wrong on my end.
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Re: Modest Mod v0.42.06-1
« Reply #303 on: April 12, 2016, 02:23:23 pm »

That's pretty wtf.

You said you're using the LNP - did you change graphics at all? LNP's graphics changing functionality wreaks havoc on Accelerated.
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I used to work on Modest Mod and Plant Fixes.

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Vardia

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Re: Modest Mod v0.42.06-1
« Reply #304 on: April 12, 2016, 04:44:38 pm »

I didn't and it was set to Phoebus when I started it up. It has twbt enabled as well. I'll fiddle with it when I get home.
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Re: Modest Mod v0.42.06-1
« Reply #305 on: April 12, 2016, 06:59:53 pm »

If you'd upload your raw folder to dffd.bay12games.com , that could be v. helpful.
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I used to work on Modest Mod and Plant Fixes.

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Vardia

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Re: Modest Mod v0.42.06-1
« Reply #306 on: April 13, 2016, 01:46:28 am »

If you'd upload your raw folder to dffd.bay12games.com , that could be v. helpful.

Ahh geeze I'm an idiot I didn't notice that the LNP was 40.24 and I was trying to use 42.06. That would explain a lot. Sorry for the trouble  :-[ I appreciate you trying to help me out though.
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Re: Modest Mod v0.42.06-1
« Reply #307 on: April 13, 2016, 09:56:56 am »

There is an LNP for 42.06, and MM for 40.24. MM for 40.24 is linked in the first post of this thread, LNP for 42.06 is linked somewhere in the last few pages of the LNP thread. It's in alpha though, you can expect crashes & bugs to pop up, esp. with DFHack.
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Toothspit

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Re: Modest Mod v0.42.06-1
« Reply #308 on: April 18, 2016, 06:41:03 pm »

<Obligatory thankyou thankyou thankyou>

Eensy-weensy issue. My butcher shop is chock full of 'unknown frozen creature substance'. Of course, once I noticed, it had already piled up, so I don't know which creatures all produce it, but I CAN get rhinoceroses, giant mountain goats and GCSs to produce 'rhinoceros unknown frozen creature substance', 'giant mountain goat unknown frozen creature substance' and 'giant cave spider unknown frozen creature substance' respectively. These do not account for the plain 'unknown frozen creature substance'.
Version 42.06 Phoebus, with Accelerated module
DF version 42.06 Windows, with LNP 42.06-r02 (kept Phoebus, pasted MM over), DFHack enabled
Fort mode
Troubleshooting so far: removed power cord, waited 15 seconds, plugged back in. Re-pasted MM and Accelerated into the save folder. Attempted butchering all species in fort, so far: GCSs, rhinos, giant mountain goats.
Save is at http://dffd.bay12games.com/file.php?id=11964.
I did try searching, but all I could find were references to a bug in 40.<06 with compiler flags, so don't think it's related. Also took a peek in creature_large_tropical, but I have no idea what it's supposed to look like to begin with. Please tell me if I've gone and done goofed something up!

Edit: I just watched a child eat some of the rhino stuff, so at a minimum it resembles food, though it doesn't appear to rot. Added GCS and giant mountain goat.
« Last Edit: April 18, 2016, 06:54:03 pm by Toothspit »
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Re: Modest Mod v0.42.06-1
« Reply #309 on: April 19, 2016, 08:19:30 am »

Iiinteresting.

This is almost certainly not your fault. I've seen it in adventure mode before with historical figures, but this is the first I've heard of it in fortress mode. I'll see if I can replicate.
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I used to work on Modest Mod and Plant Fixes.

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dead

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Re: Modest Mod v0.42.06-1
« Reply #310 on: April 19, 2016, 02:07:56 pm »

Iiinteresting.

This is almost certainly not your fault. I've seen it in adventure mode before with historical figures, but this is the first I've heard of it in fortress mode. I'll see if I can replicate.

I also have the unknown substances, but I have Fortress Defense Mod and the unknown substances came from butchering water buffalos that came with one of the sieges. They also bring vanilla items like <creature> nail rings and such nonsense. My solution is to simply dump destroy the substances once there are a bunch of it since it's not a big deal.
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Re: Modest Mod v0.42.06-1
« Reply #311 on: April 21, 2016, 09:17:19 am »

I haven't had a chance to look at this yet because work, but a thought occurs to me: when you butchered critters & got all this Unknown Frozen Creature Substance, was that the only thing generated by the butcher jobs?

Also, if either of you could upload an affected save to DFFD, that would really help.
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I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

Toothspit

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Re: Modest Mod v0.42.06-1
« Reply #312 on: April 21, 2016, 11:51:18 am »

Save is at http://dffd.bay12games.com/file.php?id=11964.
", Toothspit said with a wink.

No, they still produce normal butchering products for the creature, but also the substance. I did a quick grep if you're thinking duplicate raws, only the one entry showed in each species' respective file. And can we call it UFCS? Feels much cooler.
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Re: Modest Mod v0.42.06-1
« Reply #313 on: April 21, 2016, 12:31:04 pm »

Herp. Sorry.

Nah, I'm not thinking duplicate raws. I'm thinking historical figures. But if the creatures are also dropping their normal butchering products, this isn't the same as the adventure mode issue from before. The adventure mode issue was with tissues being replaced by unknown creature substances. Like, you'd get UFCS instead of meat and bones.

Since I haven't changed anything relevant, it may be that the underlying butchering and/or body composition code is what has changed; in which case, I may have to un-accelerate creature tissues entirely. :-\
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I used to work on Modest Mod and Plant Fixes.

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Ryga_

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Re: Modest Mod v0.42.06-1
« Reply #314 on: April 21, 2016, 04:21:54 pm »

Hi, I'm working on my own personal mod using Modest mod as the base, and I'm in the process of adding extra prefstrings to everything to add a little more variety to the preferences text. Is this something you would be interested in as an add-on or anything? I haven't added custom creatures or plants yet, so I can hold off until I finish the first pass of prefstrings if this is something people are interested in.
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