File Listing: Modest Mod Unofficial Patch 2.1b4 | ||||||||||||||||||||||||
Last Updated: Feb 26, 2014, 10:53:18 am First Created: Feb 18, 2014, 03:01:36 pm Author: CryptoCactus
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Description
This is just a continuation of the work Igfig started, correcting a few errors in MM itself, and also adding more vanilla bugs to the "squashed" list. All changes were taken from suggestions within the MM2.1 thread (see link to the right), plus a (very few) of my own. To install, just extract the archive on top of your vanilla DF installation. DFHack is recommended but not required. Note 2/25/14: I have now written a few small optional modules for this: https://dffd.bay12games.com/file.php?id=8444 Changelog for v.2.1b4: Corrected a small error that was resulting in butchery yielding "partial remains" instead of bones Changelog for v.2.1b3: REVERTED the change: changed SCALE to tan into LEATHER, for compatibility with more leather mod This was causing things like "helmet snake fatty chest". Seems to work fine with Igfig's original changes - let me know of any unexpected behaviour --- FISH_CAVE and LOBSTER_CAVE pops reduced from 25000:50000 to 2500:5000, as the former was returning errors upon embark Changelog for v.2.1b2: ***Repacked mod to old MM standards** Applied binary patches: armorstand-capacity http://www.bay12games.com/dwarves/mantisbt/view.php?id=1445 custom-reagent-size http://www.bay12games.com/dwarves/mantisbt/view.php?id=808 deconstruct-heapfall http://www.bay12games.com/dwarves/mantisbt/view.php?id=5994 deconstruct-teleport http://www.bay12games.com/dwarves/mantisbt/view.php?id=5994 hospital-overstocking http://www.bay12games.com/dwarves/mantisbt/view.php?id=4406 training-ammo http://www.bay12games.com/dwarves/mantisbt/view.php?id=4530 weaponrack-unassign http://www.bay12games.com/dwarves/mantisbt/view.php?id=1445 Long patrol duty thoughts accumulate from all squad orders, including training http://www.bay12games.com/dwarves/mantisbt/view.php?id=3190 Dwarven caravan brought silver crossbow, ITEMS_WEAPON_RANGED ignored in world gen http://www.bay12games.com/dwarves/mantisbt/view.php?id=3759 Vermin can only escape from artifact animal traps http://www.bay12games.com/dwarves/mantisbt/view.php?id=6117 Fish in aquariums interfere with vermin behavior checks http://www.bay12games.com/dwarves/mantisbt/view.php?id=6116 Military dwarves turn off all of their labors when becoming heroes http://www.bay12games.com/dwarves/mantisbt/view.php?id=3100 Diplomats don't bring bodyguards http://www.bay12games.com/dwarves/mantisbt/view.php?id=5854 Underground lake, despite having fish, is always reported as "there is nothing to catch" http://www.bay12games.com/dwarves/mantisbt/view.php?id=5703 Weight fraction not considered when calculating weapon velocities http://www.bay12games.com/dwarves/mantisbt/view.php?id=6364 --- changed SCALE to tan into LEATHER, for compatibility with more leather mod --- Adjusted many material_template densities - this won't have much effect, but should weight things using template defaults a bit more accurately sources used: "Physics of the Human Body" by Irving P. Herman; WolframAlpha.com; Wikipedia.org --- FISH_CAVE and LOBSTER_CAVE pops increased 1000x, per Urist Da Vinci's recommendation (see thread- http://www.bay12games.com/dwarves/mantisbt/view.php?id=57030 This should create "normal" amounts of cave fish/lobsters. Changelog for v.2.1b1: + Giant armadillo caste names are backwards with male called "sow" and female called "boar". + Giant Tortoise and Desert Tortoise don't appear in game because they lack the [LARGE_ROAMING] token. Thanks to Vattic - http://www.bay12forums.com/smf/index.php?topic=105871.msg3797327#msg3797327 --- Tweaked skin/body SPEC_HEAT values Thanks to Zucchini - http://www.bay12forums.com/smf/index.php?topic=105871.msg3834000#msg3834000 --- Added "empty water bucket" reaction Thanks to Meph for the code snippet - http://www.bay12forums.com/smf/index.php?topic=105871.msg3901491#msg3901491 --- "More leather mod" by Sackhead, at a rate of 3 "skin globs" to 1 "leather" http://www.bay12forums.com/smf/index.php?topic=122003.0 --- HEALING_RATE added to cartilage Thanks to Kaos - http://www.bay12forums.com/smf/index.php?topic=105871.msg4395371#msg4395371 --- Removed MOUNT_EXOTIC from some more amphibious/flier creatures (causes pathfinding bugs) Thanks to Taverius - http://www.bay12forums.com/smf/index.php?topic=105871.msg4582200#msg4582200 --- "Raw tweaks for vermin creature variations" by Button http://www.bay12forums.com/smf/index.php?topic=128536 --- Added CHILD and PET_EXOTIC tags to OCTOPUS Thanks to Button - http://www.bay12forums.com/smf/index.php?topic=105871.msg4588708#msg4588708 --- Corrected missile weapon/ammo values, MM was using outdated values from Joben's "Broken Arrow" http://www.bay12forums.com/smf/index.php?topic=115448 --- Removed PEARL from FEATHER_TEMPLATE because... what? --- Removed FLIER from MANTIS because most mantises don't actually fly --- Added venom conversion to GIANT_BARK_SCORPION, like other giant venomous vermin variants (very alliteration yes) --- Added LARGE_PREDATOR to appropriate GIANT vars as described by Button here: http://www.bay12forums.com/smf/index.php?topic=105871.msg4588708#msg4588708 --- Changed MAGGOT_PURRING to appear in first cavern layer, so dwarven civs can actually make dwarven milk/cheese Thanks Quarterblue - http://www.bay12forums.com/smf/index.php?topic=105871.msg4592435#msg4592435 --- Removed CV_REMOVE_TAG:SPEED and CV_REMOVE_TAG:SWIM_SPEED from cvars, so that most giant critters will retain their natural speed (aka no-more-superfast-giant-slugs). Most of them didn't have a speed set specifically anyway, so it just reverted to default (dwarvish) speed |
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