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User:Button/ModestMod
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This is a directory page for my Modest Mod work.
I feel a little bad for clogging up the wiki with this stuff, but sometimes I get bored and I'm not at my home computer.
Plans
- Moving the no-fear-of-commitment orientation mods out into a pair of creature variations, in c_variation_modest. May make a Module applying them to sapients as well. Eternal Lovers are kind of frustrating.
- Could probably just make the plant growths that I currently have wrapping tree nuts, edible or pressable or whatever in their own right, and never have to deal with the seeds. OTOH, that might mess up grinding them to paste/pressing them? And would still need the hulling reaction for plantable legumes.
- Could change implementation of all plants, including those brewed 'whole', into growths. Then would be able to share reactions better, and do seed/no seed on a purely FAKESEED basis.
- Probably not worth it in vanilla, but maybe fore plant features, since we'll be needing to mill "whole plants" (e.g. cassava, whip vines) and also to mill seedheads.
- Need to move Plump Helmets back to a usable plant instead of a fruit. Save it as fruit for the Basic Adventurer's Pack.
- Need to look at the expanded creature variation replacement tokens in preparation for the vampire anti-sobriety module.
Accelerated
- Need to look at the old Accelerated Modest Mod and see how much of it is applicable to the current version.
- Need to see about thinning down plant materials, like a lot.
- Need to remove useless plant growths, like cherry blossoms etc. Leaves? Or would that be too ugly?
- Could probably reduce grass to a single species? Or would that make pandas shitty?
Plant Features
- Could probably make grain use the fruit(like?) reactions for brewing, milling, etc.
- Kahlua & Chajun & possibly the plant products that are used to make them could give a temporary [NOSLEEP] tag? Followed by a 'crash' of a drowsiness syndrome?
- Jellies? Preserves? Juices?
- More variation in material values
Basic Adventurer's Pack
- Plump helmet to fruit
- Enable a whole bunch of sapients playable as outsiders. Not just the ones in the gear-already-exists size range.
- Hahaha, fairies as a playable outsider race |D That would be silly
- Plant fiber thread. Rope reeds, pig tail stalks, others?
- For the merge with Plant Features, abaca/banana/pineapple leaves, cotton bolls, etc. A lot of the plant fabric stuff is Plant Features-necessary.
- Cooking. Just biscuits? Or full-on recipes?
- Flour? Oil? Good use for mortar & pestle...
- Maybe a balanced meal would require a veg, a protein, & a sugar/starch, & would provide minor (temporary) attribute boosts?
- Remove liquid from bag without dumping out entire bag
- Leather armor. Tanning if it doesn't already exist.
- Backpacks, bags, quivers, waterskins.
- Bone & shell armor.
- Bone bows, crossbows, blowguns, & ammo.
- Arrow bamboo?
- Self-buff "cheats"?
- Cloth products?
- Haircloth?
- Maybe just enable as material for backpacks etc. Don't want to overload with options, menu is kind of crap.
- Trophy jewelry
Raws
- creature_subterranean
- c_variation_default
- body_modest_pearl
- c_variation_modest
- plant_crops
- plant_garden
- plant_standard
- plant_new_trees
Graphics tags: OBJECT|CREATURE|CREATURE_TILE OBJECT|CREATURE|COLOR OBJECT|CREATURE|GLOWTILE OBJECT|CREATURE|GLOWCOLOR OBJECT|CREATURE|ALTTILE OBJECT|CREATURE|CASTE|CASTE_ALTTILE OBJECT|CREATURE|CASTE|CASTE_COLOR OBJECT|CREATURE|CASTE|CASTE_GLOWCOLOR OBJECT|CREATURE|CASTE|CASTE_GLOWTILE OBJECT|CREATURE|CASTE|CASTE_SOLDIER_ALTTILE OBJECT|CREATURE|CASTE|CASTE_SOLDIER_TILE OBJECT|CREATURE|CASTE|CASTE_TILE OBJECT|CREATURE|CREATURE_SOLDIER_TILE OBJECT|CREATURE|CASTE|REMAINS_COLOR OBJECT|CREATURE|REMAINS_COLOR OBJECT|CREATURE|SENSE_CREATURE_CLASS OBJECT|CREATURE|CASTE|SENSE_CREATURE_CLASS OBJECT|CREATURE|SOLDIER_ALTTILE OBJECT|PLANT|GROWTH|GROWTH_PRINT OBJECT|PLANT|TREE_TILE OBJECT|PLANT|DEAD_TREE_TILE OBJECT|PLANT|SAPLING_TILE OBJECT|PLANT|DEAD_SAPLING_TILE OBJECT|PLANT|TREE_COLOR OBJECT|PLANT|DEAD_TREE_COLOR OBJECT|PLANT|SAPLING_COLOR OBJECT|PLANT|DEAD_SAPLING_COLOR OBJECT|PLANT|PICKED_TILE OBJECT|PLANT|DEAD_PICKED_TILE OBJECT|PLANT|SHRUB_TILE OBJECT|PLANT|DEAD_SHRUB_TILE OBJECT|PLANT|PICKED_COLOR OBJECT|PLANT|DEAD_PICKED_COLOR OBJECT|PLANT|SHRUB_COLOR OBJECT|PLANT|DEAD_SHRUB_COLOR OBJECT|PLANT|GRASS_TILES OBJECT|PLANT|ALT_GRASS_TILES OBJECT|PLANT|GRASS_COLORS OBJECT|PLANT|ALT_PERIOD OBJECT|PLANT|SEED milestones=["OBJECT","CREATURE","CASTE","PLANT","PLANT_GROWTH"] def generate_graphics_dict(sourcedir, graphicsdict): for file in sourcedir: currentobj = [] passedstones = [] for line in file: for full_tag in tags(line): tag = first_token(full_tag) if is_milestone(tag): if passedstones not contains tag: passedstones.add(tag) currentobj[tag] = body_tokens(full_tag) else: #milestone is a new instance of a thing while passedstones contains tag: rollback = passedstones.pop() currentobj.remove(rollback) passedstones.add(tag) currentobj[tag] = body_tokens(full_tag) elif is_graphics_tag(currentobj,tag): graphicsdict[graphics_tag(currentobj,tag)] = full_tag def apply_graphics(sourcedir, tardir, graphicsdict): for file in sourcedir: passedstones = [] currentobj = [] create file in tardir, and open for write for line in file: moddedline = line for full_tag in tags(line): tag = first_token(full_tag) if is_milestone(tag): if passedstones not contains tag: passedstones.add(tag) currentobj[tag] = body_tokens(full_tag) else: if has_remaining_graphics_tags(graphicsdict,currentobj): for graphicstag in pull_remaining_graphics_tags(graphicsdict,currentobj): moddedline += '\n' moddedline += write_tag(graphicstag) graphicsdict.remove(graphics_tag(currentobj,tag)) while passedstones contains tag: rollback = passedstones.pop() currentobj.remove(rollback) passedstones.add(tag) currentobj[tag] = body_tokens(full_tag) elif is_graphics_tag(currentobj, tag): moddedline.replace(full_tag, graphicsdict[graphics_tag(currentobj,tag)]) graphicsdict.remove(graphics_tag(currentobj,tag)) tardir.write(moddedline + '\n') close file in tardir