I do appreciate the effort. Thank you for sharing it. I like many of your changes. Though, there are those that I dislike:
Thanks for the nod and for your comments. I apologize in advance if I inadvertently offend: your tone seemed harsh in places, but I tried to explain my choices. You're welcome to just not use my version, if the changes bother you.
Programmers are taught the importance of comments. A lack of comments makes modifications and debugging more complicated. Also, as the readme.txt in the raw folder states:
Well, I am a programmer. Comments explain the logic of a program where it might be unclear from context: this doesn't really describe the modest mod comments. Most simply indicated "this is a change", something your diff utility already tells you. What would have been helpful is if the comments explained
why the changes were made. Finding out why some of these changes were made took a bit of digging, and I would have absolutely kept comments that clarified this. Some of the comments indicate what value something had before it was edited, or where a tag was removed, and I agree that those were helpful. I removed the comments long before I thought to post this, however. I'd be happy to see the helpful comments added back in, but I lack the time to do so myself.
I did keep comments in the entity_default file, as I do find those very helpful. My own mod folder is essentially Modest Wanderer with Appearance Tweaks, dozens of data/speech improvements culled from various sources (and some written by me), silk eggs, the fantastic mini-mod microreduce, and a few other mods. I lack permission to distribute it all, but the comments in entity_default are absolutely helpful in clarifying which changes were made by which mods. In my experience cleaning and merging them all, however, this was the only place where it was unclear what mods contributed which changes.
I sympathize with Toady's request, but it would be a mistake to rely on comments to indicate changes in
any DF mod. Especially when debugging. Many mods that I've examined inconsistently apply DF updates and raw edits, and many don't clearly mark all changes. It's often quite clear to me what mod authors rely on diff utilities and which ones don't. The Modest Mod's comments were also not consistently applied, leading to a false sense of security: "there's no modest mod comment, therefore this is vanilla".
May I ask what diff utility you use? Because when I compare files with WinMerge, the extra 'diff noise' from comments like "changed by modest mod" seem downright inconsequential to me.
The program I use isn't really relevant, but I rely on diff or Meld in Linux/BSD, DiffMerge in Windows. I agree that the diff noise isn't that big a deal, but removing them also seems "downright
inconsequential", as you say. "Number of lines changed" becomes a meaningless measurement with the comments added, when it could be (and is, in my version) a very useful way of seeing, at a glance, what files had more meaningful edits than others. It also cleans up the visual display on the graphical diff utilities: it makes it easier to see that a change only adds or removes one tag.
You're welcome to add the comments back in if you like: I lack the time to add the useful ones back in. I'm still confused why people like them, to be honest: none of them clarified anything beyond what a diff utility can provide. If I can't think of a useful comment to add to a program I'm coding, I don't add one.
Being a base for other mods is all the more reason to leave the comments in. Comments can be useful, especially when code is expected to be worked on by multiple programmers.
Anyone who uses Taffer's Modest Mod as a base for their own mod is creating a mod of a mod of a mod of the vanilla raws. (Actually, considering that Button took over from Igfig, it'd be more like a mod of a mod of a mod of a mod...) Are they expected to keep a diff utility open constantly to compare vanilla raws with the offical Modest Mod and compare with Taffer's version and compare with their own changes?
More comments about the comments. I do consider keeping a diff utility open at all times to be useful. You're modifying a game, and every line you add and remove is meaningful. Why would you not want to keep track of this? I've been tweaking mods almost as long as I've played Dwarf Fortress, and many of them differ from vanilla in odd and inconsistent ways. I'm not really sure why anybody would need to compare "vanilla raws with the official modest mod" AND "the modest mod with Taffer's modest mod". Surely you'd pick one or the other, then compare that version to vanilla. Once you're content with the base that you've chosen, you only need to track changes between your mod and your base (until DF updates).
The modest mod comments don't affect anything, so I'm a little surprised that it was a controversial change. This was probably the most meaningless of my changes.
Why remove it? This was in "file changes.txt" for 0.42.04:
The other savage_tropical creatures were restored. GDS was probably skipped (for now) because, unlike the rest of them, there is no non-giant version. Many players add the GDS back, anyway, and I guess that's what I'll need to do.
Why keep it? This is my minimalist bias again, but I would prefer to defer creative decisions to Toady. I know he said he would add it back in again, but he hasn't. This doesn't seem like it's a bug fix to me, but a creative decision: perhaps this is best kept as a module. In any case, you can just copy and paste the old file back over. Part of it was that it conflicted with Wanderer.
For the longest time, there's been no way to obtain pearl, despite the rare strange moods that demand it. Then pearl was fixed. And you removed it because it 'seems silly'? I disagree that having abundant access to pearl is worse than none at all. I'd rather not lose a skilled dorf or chance a tantrum spiral from a lack of pearl.
Apologies that I upset with this change. I've personally not had a dwarf demand a pearl in vanilla Dwarf Fortress in recent memory: wasn't this fixed, so that dwarves will only demand things you can easily get? Perhaps I was too vigorous with the cleaning, but yes, it did seem "silly" that all mussels had pearls, that this fix required several additional files alone, and that from my understanding it was fixing a bug Toady had already fixed. It seems odd that "it seemed silly" is an unacceptable reason to remove this, but an acceptable reason to remove mussel leather.
I've added it back in after some thought.
Dwarves already eat some strange stuff. For example, how about Purring Maggot milk or cheese? If starving Dwarves really want to eat giant bug eggs, why not? For all we know, they might be tastey. IRL: In some parts of the world, eating live insects is considered a delicacy and ant eggs are treated like caviar:
This isn't a bug fix though, and it's probably one of the noisiest changes in the entire Modest Mod. To quote the OP:
This mod doesn't add anything new. It doesn't do anything controversial. It's just like vanilla DF, but a little better.
This doesn't fix a "bug", can drain FPS by adding tiny eggs everywhere, and dramatically adds to the number of lines people need to worry about when copying changes from the Modest Mod. My understanding is that the egg changes also dramatically change insect populations from vanilla, and I found no evidence that these changes were tested for balance.
Perhaps I've misunderstood? If it's just my reasoning for keeping hydra eggs but not the other two insects, then I agree that my reasoning was flawed. I just removed Hydra eggs for you, as this was an unnecessary creative change. The bigger reason I removed the large insect eggs was because it conflicted with
Kazoo's Silk Eggs mod, and I forgot to state this. Why differ from vanilla at all in regards to egg laying, if no bugs are being fixed?
I suspect the grazer tag should have been left off the Panda Man for the sake of leaving it playable and preventing them from starving to death. Maybe some players want to play as a Kung-Fu Panda?
In retrospect I agree about the panda man in particular, assuming that it really is difficult to keep them alive at present. The bigger reason I removed the grazer tags was because removing the following three tags for
all animal men seemed invasive and something likely to have side effects. SPECIFIC_FOOD can probably be removed safely, however, so I've split the difference and done so. In my opinion grazers really should need to graze, but at least they won't need to eat anything specific. I don't know if this means that Panda Men can eat anything or will just need to graze on grass: I don't have time to test that.
[CV_REMOVE_TAG:GRAZER]
[CV_REMOVE_TAG:STANDARD_GRAZER]
[CV_REMOVE_TAG:SPECIFIC_FOOD]
I do not think this is a good reason to remove it. Pedestals are very nice. And I wouldn't hold your breath for the next version. I'd be shocked if it arrives before 2017.
They're just not included in the archive. I've added them back in and integrated them. I'm not sure what you mean by "holding my breath for the next version": the modest mod, by its name and description, is about modest changes and bug fixes: pedestals just didn't seem in-scope when I uploaded my work.
Granted, not everyone captures or raises short-lived giant creatures. But I think it would be nice for the times when MAXAGE could play a role.
The MAXAGE bugfix is, in my opinion, the modest mod feature most in need of removal. It's not that I don't see the utility: some giant creatures really do die quickly. A
vanilla bug means that the MAXAGE changes can stack though. This was inconsistently avoided within the modest mod: some giant creatures removed MAXAGE before adding the new tag, some did not. Even the creature variation expressly removed MAXAGE, which means that any giant creature that didn't have a new one added was immortal. I'm not sure if the modest mod added a new MAXAGE to
every giant creature or not, but it's an unpleasant side effect for anybody adding in new creatures.
It was also one of the noisiest bug fixes in the entire mod, making it very tedious for modders to copy over. The modest mod itself didn't seem to know how to consistently apply this bugfix, so I erred on the side of removing it. If Toady fixes the linked bug I'd happily make some of the unusually short-lived giant creatures live longer (but perhaps not all of them, as the Modest Mod did).
Again, I appreciate you doing this and sharing. Thanks.
You're welcome! Hopefully the adjustments I've made meet with your approval.