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 ... 22 23 [24] 25 26 ... 30

Author Topic: Modest Mod v0.42.06-1  (Read 153520 times)

Witty

  • Bay Watcher
    • View Profile
Re: Modest Mod v0.42.06-1
« Reply #345 on: May 23, 2016, 12:18:03 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.

I care about balanced combat more than I care about realistic eye injuries.

Then I'm afraid we disagree here, which is fine. Was just a suggestion. From my limited tests, it had a negligible impact on combat. But this is the french vanilla of DF, so I thought it'd make sense to replace some of the placeholder numbers Toady tends to put in when there are 'better' options readily available.
« Last Edit: May 23, 2016, 12:19:56 am by Witty »
Logged
Quote from: Toady One
I understand that it is disappointing when a dwarf makes a spiked loincloth instead of an axe.

Igfig

  • Bay Watcher
    • View Profile
Re: Modest Mod v0.42.06-1
« Reply #346 on: May 23, 2016, 02:56:20 pm »

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 err 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.

Could have a separate, less pain-sensitive eye tissue for insectoids, maybe? Since their eyes aren't exactly soft and squishy. This page has some good info.

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Modest Mod v0.42.06-1
« Reply #347 on: May 24, 2016, 01:06:01 am »

Just wanted to let you know that I have crashes when butchering tamed grey langurs, I assume due to the standardized materials + historic figure thing.
Logged
::: ☼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

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: Modest Mod v0.42.06-1
« Reply #348 on: May 24, 2016, 09:05:15 am »

Just wanted to let you know that I have crashes when butchering tamed grey langurs, I assume due to the standardized materials + historic figure thing.

In Accelerated Masterwork, I assume you mean?
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

Thundercraft

  • Bay Watcher
    • View Profile
Re: Modest Mod v0.42.06-1
« Reply #349 on: May 25, 2016, 10:21:49 pm »

Modules included in release 0.42.06-1 are:
  • [...snip...]
  • Everything Is Tameable - With the exception of the civilized races, you can tame anything. Not compatible with Pedestals.
  • Pedestals - Allows you to mount & display crafts, particularly artifacts. Not compatible with Everything Is Tameable.
  • [...snip...]

Q: Why is the Pedestals module incompatible with the Everything Is Tameable module? Ah, I finally see what got added to [ENTITY:MOUNTAIN] in entity_default.txt for Everything Is Tameable:
Code: [Select]
[USE_GOOD_ANIMALS]
[USE_EVIL_ANIMALS]

Wouldn't it be a simple matter to make a version of Pedestals compatible with Everything Is Tameable, like the modules made compatible with Accelerated?

Also, the readme (Modest Mod).txt file needs to be updated. It fails to even mention the existence of the Everything Is Tameable module, for example...

Edit: You did say that Everything Is Tameable is "With the exception of the civilized races." And, to be fair, animal people are not civilized. However, personally, I find it weird that Dwarves can tame animal people (due to changes made to c_variation_default.txt). That's not any different from slavery, is it? Shouldn't that conflict with their [ETHIC:SLAVERY:PUNISH_CAPITAL]?
« Last Edit: May 25, 2016, 11:20:19 pm by Thundercraft »
Logged

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: Modest Mod v0.42.06-1
« Reply #350 on: May 25, 2016, 11:24:48 pm »

Wouldn't it be a simple matter to make a version of Pedestals compatible with Everything Is Tameable, like the modules made compatible with Accelerated?

Yep, but it didn't occur to me that they wouldn't be compatible until I had already uploaded the files  :-[ , because...

Quote
Also, the readme (Modest Mod).txt file needs to be updated. It fails to even mention the existence of the Everything Is Tameable module, for example...

...I had forgotten to update the readme!
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

Thundercraft

  • Bay Watcher
    • View Profile
Re: Modest Mod v0.42.06-1
« Reply #351 on: May 27, 2016, 03:15:16 am »

BTW: In the entity_default.txt for the Everything Is Tameable module, you forgot to comment on which part of the raws you modified. Under [ENTITY:MOUNTAIN]...

Code: [Select]
[USE_GOOD_ANIMALS] Modest Mod - Everything Is Tameable Module
[USE_EVIL_ANIMALS] Modest Mod - Everything Is Tameable Module

I had to add the "Modest Mod - Everything Is Tameable Module" comment in my file because it was missing.
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Modest Mod v0.42.06-1
« Reply #352 on: May 27, 2016, 07:14:22 am »

Just wanted to let you know that I have crashes when butchering tamed grey langurs, I assume due to the standardized materials + historic figure thing.

In Accelerated Masterwork, I assume you mean?
In my mod, MasterworkDF. It includes standardized materials as an option. So back to the drawing board on that one.

Edit: I narrowed it down to the standardized bones. Standardized leather, meat, blood, skin, organs, all fine.

Edit2: I'm in the progress of adding the Modest Mod into MasterworkDF, at least parts of it. I really like most of the under-the-hood changes, but clutch sizes strike me as a bit odd, especially when it comes to scoprions, spiders and insects. While being realistic to have 100-170 scorpion babies, I'm not sure if a freshly hatched group of 134 giant desert scorpions wouldnt make the game near trivial; while simultaniously killing FPS.

Edit3: Tiny typo in creature large tropical: [DESCRIPTION:A person with the head and neck a giraffe.] there is an "of" missing.

Edit4: About the "Do not use Accelerated! It's bugged, I'm working on it." message: Restore the bone tissues to normal, and there are no crashes anymore.

Edit5: All your reactions are missing hotkeys.

Edit6: I would suggest to add "empty lye bucket" and "empty any bucket" to the already existing water bucket reaction. Maybe for barrels or any container as well.

Edit7: I added a version of this to MasterworkDF, looks like this:
Code: [Select]
reaction_modest_waterbucket

[OBJECT:REACTION]

[REACTION:EMPTY_BUCKET] added by Crypto with thanks to Meph
[NAME:empty water bucket]
[BUILDING:KITCHEN:CUSTOM_E]
[REAGENT:water:1:LIQUID_MISC:NONE:WATER:NONE]
[REAGENT:bucket:1:BUCKET:NONE:NONE:NONE]
[CONTAINS:water]
[PRESERVE_REAGENT]

[REACTION:EMPTY_BUCKET_LYE]
[NAME:empty lye bucket]
[BUILDING:KITCHEN:CUSTOM_L]
[REAGENT:lye:1:LIQUID_MISC:NONE:LYE]
[REAGENT:bucket:1:BUCKET:NONE:NONE:NONE]
[CONTAINS:lye]
[PRESERVE_REAGENT]

[REACTION:EMPTY_BUCKET_ANY]
[NAME:empty any bucket]
[BUILDING:KITCHEN:CUSTOM_U]
[REAGENT:liquid:1:LIQUID_MISC:NONE:NONE:NONE]
[REAGENT:bucket:1:BUCKET:NONE:NONE:NONE]
[CONTAINS:liquid]
[PRESERVE_REAGENT]

[REACTION:EMPTY_BARREL]
[NAME:empty water barrel/pot]
[BUILDING:KITCHEN:CUSTOM_E]
[REAGENT:water:1:DRINK:NONE:WATER:NONE]
[REAGENT:barrel/pot:1:NONE:NONE:NONE:NONE][FOOD_STORAGE_CONTAINER]
[CONTAINS:water]
[PRESERVE_REAGENT]

[REACTION:EMPTY_BARREL_DRINK]
[NAME:empty drink barrel/pot]
[BUILDING:KITCHEN:CUSTOM_L]
[REAGENT:drink:1:DRINK:NONE:NONE:NONE]
[REAGENT:barrel/pot:1:NONE:NONE:NONE:NONE][FOOD_STORAGE_CONTAINER]
[CONTAINS:drink]
[PRESERVE_REAGENT]

[REACTION:EMPTY_BARREL_ANY]
[NAME:empty any barrel/pot]
[BUILDING:KITCHEN:CUSTOM_U]
[REAGENT:liquid:1:LIQUID_MISC:NONE:NONE:NONE]
[REAGENT:barrel/pot:1:NONE:NONE:NONE:NONE][FOOD_STORAGE_CONTAINER]
[CONTAINS:liquid]
[PRESERVE_REAGENT]
Btw, in the original version you had a PRODUCT_DIMENSION:150 tagged at your reagent. Harmless bug, but could be deleted.
« Last Edit: May 28, 2016, 03:29:50 am by Meph »
Logged
::: ☼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 :::

Codyo

  • Bay Watcher
    • View Profile
Re: Modest Mod v0.42.06-1
« Reply #353 on: May 31, 2016, 10:59:20 am »

So right now, accelerated doesn't work? Where will I go for my FPS boost? :(
Logged

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: Modest Mod v0.42.06-1
« Reply #354 on: May 31, 2016, 07:17:17 pm »

Masterwork should have working acceleration right now.

Life is being a bit hectic right now, sorry it's been a little while.

Oh hey, Meph said a bunch of things in edits. I should read those.
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

Thundercraft

  • Bay Watcher
    • View Profile
Re: Modest Mod v0.42.06-1
« Reply #355 on: May 31, 2016, 09:45:21 pm »

So right now, accelerated doesn't work? Where will I go for my FPS boost? :(

For an FPS boost, you could check out the wiki page on Maximizing framerate. The page is very detailed, with dozens of excellent tips. And DFHack has some great tools for that, such as to remove contaminants and destroy excess stone and/or items.

If standardizing stone actually has a significant impact on FPS, I'd like to know about it. But can anyone point me to convincing proof, such as actual tests? Because, a couple years ago I read some convincing posts and evidence which suggested otherwise.

It's seems clear that it's pathfinding that's the main culprit of FPS Death (as mentioned here). In my mind, the final proof was how effective Undump Engines seem to be. (See here, , or here. Undump Engines are a way to circumvent constant pathfinding for stored items.)
Logged

DAOWAce

  • Bay Watcher
    • View Profile
Re: Modest Mod v0.42.06-1
« Reply #356 on: June 02, 2016, 02:03:33 am »

Is there some trick with the mod to getting tooltips working or are they currently broken?

Snagged just them to add to the base game, but it didn't do anything with my active fort.  Started a new one with the entire mod installed as a test.. no change.

Or is it really built for a specific graphic set and won't work without said graphic set? (I'm using Dungeon Set)

Really just wanted tooltips ingame (like the instrument ones) to save me from having to check the wiki all the time, but isn't a total deal breaker if this isn't possible.
Logged

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: Modest Mod v0.42.06-1
« Reply #357 on: June 02, 2016, 07:38:28 am »

Is there some trick with the mod to getting tooltips working or are they currently broken?

Snagged just them to add to the base game, but it didn't do anything with my active fort.  Started a new one with the entire mod installed as a test.. no change.

Or is it really built for a specific graphic set and won't work without said graphic set? (I'm using Dungeon Set)

Really just wanted tooltips ingame (like the instrument ones) to save me from having to check the wiki all the time, but isn't a total deal breaker if this isn't possible.

The tooltips module can only add tooltips to reactions which are defined in raws, which unfortunately is only about a quarter of those in the game. Were there any particular tooltips you were hoping for?

If standardizing stone actually has a significant impact on FPS, I'd like to know about it. But can anyone point me to convincing proof, such as actual tests? Because, a couple years ago I read some convincing posts and evidence which suggested otherwise.

I have no clue. Stone standardization was in the original Accelerated Modest Mod, so I left it in.

Most of the stone that's standardized away is just a matter of flavor, so even if the performance gain is insignificant, I think the loss is trivial enough that it makes sense to include. The sort of people who care about the distinction between claystone and mudstone aren't likely to be playing with a material-standardization mod in the first place.
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

DAOWAce

  • Bay Watcher
    • View Profile
Re: Modest Mod v0.42.06-1
« Reply #358 on: June 02, 2016, 10:32:52 pm »

The tooltips module can only add tooltips to reactions which are defined in raws, which unfortunately is only about a quarter of those in the game. Were there any particular tooltips you were hoping for?
Was hoping it worked?

I look at the render fat job for example and I don't see any tooltip, even after fully installing the mod and starting a brand new fortress (instead of just using the reaction files).

Which is why I asked if it depends on actual support for a graphic set, as I don't use a supported one.. but I don't understand how that would affect tooltip displays since it's just a modification of a raw file.

That, or I'm just not understanding what "tooltips" mean, as I expect it to be like the one displayed in the vanilla game for instruments.
Logged

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: Modest Mod v0.42.06-1
« Reply #359 on: June 02, 2016, 11:27:20 pm »

No, that's what it should be...

Check your reaction_other.txt raw file, the reaction RENDER_FAT should include the following lines:

Quote
   [DESCRIPTION:Render animal fat into tallow.]
   [DESCRIPTION:    ]
   [DESCRIPTION:This reaction is automatically queued when there is available animal fat. To turn off automatic queuing, go to (o)rders (W)orkshop and toggle auto-(k)itchen.]

If those lines are missing, it's an installation problem. If they're there but no tooltip is displayed, it's a mod problem and I'll look into it.
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back
Pages: 1 ... 22 23 [24] 25 26 ... 30