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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


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Author Topic: Modest Mod v0.42.06-1  (Read 153457 times)

Button

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Re: Modest Mod v0.42.06-1
« Reply #330 on: May 03, 2016, 12:53:48 pm »

Yeah that
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I used to work on Modest Mod and Plant Fixes.

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Foffy123

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Re: Modest Mod v0.42.06-1
« Reply #331 on: May 03, 2016, 12:57:10 pm »

Any updates? I'd like to play DF but would prefer to play with accelerated or masterwork.

See, this is good. This will help guilt me into working on it.

I re-wrote my post a few times trying to find the most diplomatic/least demanding way to say it, but in the end I really just can't go back to non-standardized materials. I really appreciate your (and Meph's) work, especially because I've done some modding in other games so I know how grueling it can be at times.

Meph

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Re: Modest Mod v0.42.06-1
« Reply #332 on: May 03, 2016, 01:02:01 pm »

Any updates? I'd like to play DF but would prefer to play with accelerated or masterwork.

See, this is good. This will help guilt me into working on it.

I re-wrote my post a few times trying to find the most diplomatic/least demanding way to say it, but in the end I really just can't go back to non-standardized materials. I really appreciate your (and Meph's) work, especially because I've done some modding in other games so I know how grueling it can be at times.
Not sure how I should say this, but look at this image.

Spoiler (click to show/hide)
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Button

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Re: Modest Mod v0.42.06-1
« Reply #333 on: May 03, 2016, 01:12:47 pm »

It's really all Meph's work. I just tweak it occasionally when I change something unrelated.
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TheHossofMoss

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Re: Modest Mod v0.42.06-1
« Reply #334 on: May 15, 2016, 10:08:21 pm »

Hey folks! Will this work with the recent update, or did it change certain things that need to be adjusted in the mod?  ???
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Re: Modest Mod v0.42.06-1
« Reply #335 on: May 16, 2016, 09:24:14 am »

Should work. The raw changes for 43.x were IIRC only in adventurer carpentry, which got a new file.
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I used to work on Modest Mod and Plant Fixes.

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TheHossofMoss

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Re: Modest Mod v0.42.06-1
« Reply #336 on: May 16, 2016, 06:39:06 pm »

Should work. The raw changes for 43.x were IIRC only in adventurer carpentry, which got a new file.

Thanks Button! :) Have a good day.
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On the Fifth Day of Axemas, my love saved the fort from...
Five sieging Werebeasts, four Giant Dingoes, three sneaky Thieves, two drunken Black bears, and a Titan killing spree!

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Re: Modest Mod v0.42.06-1
« Reply #337 on: May 22, 2016, 08:39:10 pm »

FYI, 43.03's pain fix means that MM's pain values will be severely out of whack until I upload a modified version. Using MM 42.06-1 with DF 0.43.03 is therefore not recommended.
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Dirst

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Re: Modest Mod v0.42.06-1
« Reply #338 on: May 22, 2016, 09:23:04 pm »

is therefore not recommended.
But... wouldn't that make it dwarfy? :)
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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

Witty

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Re: Modest Mod v0.42.06-1
« Reply #339 on: May 22, 2016, 09:57:48 pm »

When you get around to updating pain modifiers - I'd suggest increasing the pain receptors for eye tissue.

Even the toughest creatures on earth are overcome by eye wounds, and right now DF treats it the same as a skin injury.
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Re: Modest Mod v0.42.06-1
« Reply #340 on: May 22, 2016, 11:52:36 pm »

is therefore not recommended.
But... wouldn't that make it dwarfy? :)

Maybe if it made wounds more painful. I'm more afraid that everything will be running around like it's got [NO_PAIN].

When you get around to updating pain modifiers - I'd suggest increasing the pain receptors for eye tissue.

Even the toughest creatures on earth are overcome by eye wounds, and right now DF treats it the same as a skin injury.

As of 43.03, you mean? Or has it been that way for a while and I've just not noticed?
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Witty

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Re: Modest Mod v0.42.06-1
« Reply #341 on: May 22, 2016, 11:57:08 pm »

As of 43.03, you mean? Or has it been that way for a while and I've just not noticed?

As far as I'm aware, it's always been that way.

Right now, vanilla eyes have a pain receptor of 5, so the default. I think a value 40 if not higher would be more realistic.
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Taffer

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Re: Modest Mod v0.42.06-1
« Reply #342 on: May 23, 2016, 12:05:19 am »

When you get around to updating pain modifiers - I'd suggest increasing the pain receptors for eye tissue.

Even the toughest creatures on earth are overcome by eye wounds, and right now DF treats it the same as a skin injury.

Aren't faces targeted unusually often in DF, though? Hitting eyes IRL is pretty difficult, but this isn't really reflected in DF's combat. I care about balanced combat more than I care about realistic eye injuries. I'm thinking of one of my favourite features from Grimlocke's mod, which shrinks the size of cheeks, eyelids, tongues, and lips to keep them from being targeted often. I can't imagine eyelids, lips, and cheeks are targeted in melee combat as often as they are in DF, and eyes are probably similar. It might be worth while to do some solid arena testing to see how often they're actually targeted. I'd hate to introduce yet another "common injury that halts combat earlier than it should" right after the release that supposedly fixed most of that.
« Last Edit: May 23, 2016, 12:19:29 am by Taffer »
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Button

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Re: Modest Mod v0.42.06-1
« Reply #343 on: May 23, 2016, 12:10:04 am »

When you get around to updating pain modifiers - I'd suggest increasing the pain receptors for eye tissue.

Even the toughest creatures on earth are overcome by eye wounds, and right now DF treats it the same as a skin injury.

Aren't faces targeted unusually often, though? Hitting eyes IRL is pretty difficult, but this isn't really reflected in DF's combat. I care about balanced combat more than I care about realistic eye injuries. I'm thinking of Grimlocke's mod, for example, which shrinks the size of cheeks, eyelids, tongues, and lips to keep them from being targeted often. It might be worth while to do some solid arena testing to see how often eyes are targeted in combat. I'd hate to introduce yet another "common injury that halts combat earlier than it should" right after the release that supposedly fixed most of that.

In adventure mode, individual facial features are an order of magnitude harder to hit than the head. It shouldn't be an issue.

Though that does raise the question of whether giant & person version of bugs with giant compound eyes should have their eyes resized to be easier to hit.
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Taffer

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Re: Modest Mod v0.42.06-1
« Reply #344 on: May 23, 2016, 12:12:32 am »

Though that does raise the question of whether giant & person version of bugs with giant compound eyes should have their eyes resized to be easier to hit.

Personally, I'd rather ere on the side of not introducing a new major weakness to giant creatures and animal bugmen: many of them are pushovers already. Realism isn't always preferable, in my opinion.
« Last Edit: May 23, 2016, 12:14:48 am by Taffer »
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