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Dwarf Fortress => DF Modding => Mod Releases => Topic started by: Putnam on July 20, 2011, 02:22:57 am

Title: Fortbent: Homestuck mod (v3.1.0) (0.44.05)
Post by: Putnam on July 20, 2011, 02:22:57 am
Spoiler: Large images (click to show/hide)

DOWNLOADS (https://putnam3145.github.io/Mods/fortbent.html)
Github (https://github.com/Putnam3145/fortbent/)

This mod adds a variety of features inspired by and derived directly with little deviation from the infamously-long webcomic Homestuck (http://mspaintadventures.com/?s=6&p=001901). The main race featured is the Troll (http://mspaintadventures.wikia.com/wiki/Troll#Troll_biology_and_culture) race, a race of aggressive gray-skinned candy-corn-horned insect-like humanoid creatures. Also, they require ectobiology to reproduce.

Of course, you play as them in dwarf mode.

Other creatures:

Spoiler: creatures (click to show/hide)

Grist is one new feature. Grist is gained from daily gristtorrent additions (based on number of historical figures in civilization) and killing critters. Grist can be used to make almost every item in the game, using nearly every material.

All trolls have special abilities from an aspect given to them by the game. The trolls also have have 12 standard castes, along with 2 special ones.

Spoiler: Shout outs and Credits (click to show/hide)

Spoiler: Copyleft status (click to show/hide)
Title: Re: What should I call this mod?
Post by: jaxy15 on July 20, 2011, 02:25:18 am
Fortbent?
Title: Re: What should I call this mod?
Post by: Putnam on July 20, 2011, 02:25:29 am
Fortbent?

First one, it's good.
Title: Re: Fortbent: The trolls of MSPA.
Post by: Trapezohedron on July 20, 2011, 04:54:28 am
Do you plan to add caste blood based workshops, or entity positions (monarch, general, etc.)?
Title: Re: Fortbent: The trolls of MSPA.
Post by: Veld on July 20, 2011, 07:54:01 am
I was having trouble figuring out what each troll's blood was coloured, but then noticed that it's the same as eye colour when I was looking through the Raws. However, Dark Green bloods don't have their eye colour stated in their descriptions, unlike the other trolls. Candy red bloods have amber eyes.
Title: Re: Fortbent: The trolls of MSPA.
Post by: 3 on July 20, 2011, 09:08:54 am
Issues in the detail plans:

- You create a mat and a tissue called R_FROND, then make a functionally identical one called L_FROND
- You don't use the abovementioned mats or tissues at all, instead opting for the use of LUNG in the frond parts
- You reference L_FROND twice in the tissue layers plan
- The THINKPAN:BRAIN_TEMPLATE lines are redundant
- Having said that, you could just cut the entire mat/tissue plans down to the frond mats + chitin since otherwise they're identical to the default humanoid one. Not like it's a big deal. You could do the same thing with the tissue layers plan, or make it even simpler and get rid of it altogether by making the fronds use a default category (LUNG + an additional skin layer defined within the creature would work the way you've got it set up now. I think Aqizzar used EAR).

Possible issues in the body entries:

- The think pan could just be a bodygloss for a regular brain
- NECK_GILLS is completely redundant and not used anywhere
- What's the deal with the complete bodies? The first looks entirely identical to the default HUMANOID, and the second doesn't need to exist at all so long as fronds are individual parts

Nitpicking aside, this looks decent, at least at a glance.

If you can't find what you want when it comes to horn appearances in the defaults (wide/close? thick/thin? long/short? convex/concave? high/low? straight/curly?) you can make your own ad-hoc ones via colours, but be aware that said colours are colours and they'll be picked out in preferences/used in forgotten beasts/whatever.
Title: Re: Fortbent: The trolls of MSPA.
Post by: Putnam on July 20, 2011, 12:30:25 pm
Issues in the detail plans:

- You create a mat and a tissue called R_FROND, then make a functionally identical one called L_FROND
- You don't use the abovementioned mats or tissues at all, instead opting for the use of LUNG in the frond parts
- You reference L_FROND twice in the tissue layers plan
- The THINKPAN:BRAIN_TEMPLATE lines are redundant
- Having said that, you could just cut the entire mat/tissue plans down to the frond mats + chitin since otherwise they're identical to the default humanoid one. Not like it's a big deal. You could do the same thing with the tissue layers plan, or make it even simpler and get rid of it altogether by making the fronds use a default category (LUNG + an additional skin layer defined within the creature would work the way you've got it set up now. I think Aqizzar used EAR).

Possible issues in the body entries:

- The think pan could just be a bodygloss for a regular brain
- NECK_GILLS is completely redundant and not used anywhere
- What's the deal with the complete bodies? The first looks entirely identical to the default HUMANOID, and the second doesn't need to exist at all so long as fronds are individual parts

Nitpicking aside, this looks decent, at least at a glance.

If you can't find what you want when it comes to horn appearances in the defaults (wide/close? thick/thin? long/short? convex/concave? high/low? straight/curly?) you can make your own ad-hoc ones via colours, but be aware that said colours are colours and they'll be picked out in preferences/used in forgotten beasts/whatever.

Honestly, most of those are narhiril's things mixed with my own general incompetence (the raws were an absolute mess, I wasn't aware of body gloss, I can go on about how much I didn't know, this was my first creature). The default horn appearences sound good, I'm not good with tissue layer appearances, despite looks. The complete bodies, I think, are due to all the casteing that had to be done, as well as the quirky bodyparts (like I said, I wasn't aware of body gloss), as well as narhiril coming up with a way to not make the game crash every time you would {l}oo(k) at a troll.

I was having trouble figuring out what each troll's blood was coloured, but then noticed that it's the same as eye colour when I was looking through the Raws. However, Dark Green bloods don't have their eye colour stated in their descriptions, unlike the other trolls. Candy red bloods have amber eyes.

Both problems should be fixed. Dark Green bloods not having correct eye color was due to a typo. Not sure what the mutant blooded eyes were about, but amber is the default color of Troll eyes; they're born with amber eyes, and they fill out with blood color as they get older. Next version, 0.3, will probably involve fleshing out caste differences far more.

Do you plan to add caste blood based workshops, or entity positions (monarch, general, etc.)?
If you look at the raws, there is a framework for caste-based entity position already included; however, the damn thing only works in fortress mode and not world gen. Basically, if it worked, you'd only get tyrian purple-blooded trolls in imperial positions; also, you'd probably have subjugglator nobles that are only filled by indigo trolls.

Caste blood based workshops are for later. I'm pretty sure they won't be too hard; LFR has shown the whole "using boiling rock as gas" thing, so I could make that a result of reactions in these workshops, giving the troll something incapacitating.

The problem is that actually allowing caste-only workshops seems like it would require micromanagement in the workshop profile, along with simply disallowing certain castes to work without injury. I already have a creature class for the royal purple types and indigo highblood types, but nothing else.
Title: Re: Fortbent: The trolls of MSPA.
Post by: Veld on July 20, 2011, 06:24:52 pm
I figured out what was wrong with the Mutant eyes. You had
Code: [Select]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS:EYE:RED]
[TLCM_NOUN:eyes:PLURAL]
[TLCM_TIMING:IRIS:13:18]
[APP_MOD_IMPORTANCE:5000]

It should have been
Code: [Select]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS:EYE:RED:1]
[TLCM_NOUN:eyes:PLURAL]
[TLCM_TIMING:IRIS:13:18]
[APP_MOD_IMPORTANCE:5000]

(I hope I'm using "code" right.)

In the troll entity file, you mentioned wanting a diplomat name. I think Diplomarauder might work.
Title: Re: Fortbent: The trolls of MSPA.
Post by: Putnam on July 22, 2011, 04:52:19 pm
I figured out what was wrong with the Mutant eyes. You had
Code: [Select]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS:EYE:RED]
[TLCM_NOUN:eyes:PLURAL]
[TLCM_TIMING:IRIS:13:18]
[APP_MOD_IMPORTANCE:5000]

It should have been
Code: [Select]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS:EYE:RED:1]
[TLCM_NOUN:eyes:PLURAL]
[TLCM_TIMING:IRIS:13:18]
[APP_MOD_IMPORTANCE:5000]

(I hope I'm using "code" right.)

In the troll entity file, you mentioned wanting a diplomat name. I think Diplomarauder might work.

I like that!

EDIT: Well, that's bothersome. The first empress I ever seen is low-blooded: maroon.
Title: Re: Fortbent: The trolls of MSPA. (31.25)
Post by: Putnam on July 22, 2011, 08:34:45 pm
Yeesh, didn't mean for this to be a double post.
Title: Re: Fortbent: The trolls of MSPA. (31.25)
Post by: Veld on July 23, 2011, 07:39:18 pm
I see there are a few caste differences now. I wonder if it would be possible to represent psychic powers. I remember there was a way the represent psychically picking things up using some sort of quick-healing body parts made of some kind of vapour or something similar to that. If I can figure out how it was done, or find where I heard it, you could probably give something like that to the low bloods.

I noticed a while ago that Subjugglators (Indigo blooded Land Dwellers) have an extremely low pop ratio. I'm just wondering why. Was it said in the story that indigo blood is rare? I only remember candy-red like Karkat, jade-green like Kanaya, and the pinkish-violet blood like Feferi and HIC being extremely rare.

I'd help with the horn appearance modifiers, but I don't know how to make or use them. I'm trying to figure it out, though. Or are you just asking for the words to use for them? I can think of a few.
Title: Re: Fortbent: The trolls of MSPA. (31.25)
Post by: Putnam on July 23, 2011, 07:55:04 pm
I see there are a few caste differences now. I wonder if it would be possible to represent psychic powers. I remember there was a way the represent psychically picking things up using some sort of quick-healing body parts made of some kind of vapour or something similar to that. If I can figure out how it was done, or find where I heard it, you could probably give something like that to the low bloods.

I noticed a while ago that Subjugglators (Indigo blooded Land Dwellers) have an extremely low pop ratio. I'm just wondering why. Was it said in the story that indigo blood is rare? I only remember candy-red like Karkat, jade-green like Kanaya, and the pinkish-violet blood like Feferi and HIC being extremely rare.

I'd help with the horn appearance modifiers, but I don't know how to make or use them. I'm trying to figure it out, though. Or are you just asking for the words to use for them? I can think of a few.

When it comes to indigo rarity, it wasn't directly said, but the title "grand highblood" given to Gamzee's ancestor seems to suggest incredible rarity. Psychic powers would be nice, but it would require me to make more castes :P (red_psychic, brown_psychic, etc.)

Horn appearance modifiers... I figure they're the same, but I'm not sure if they're BP_APPEARANCE_MODIFIER or TL_APPEARANCE_MODIFIER.
Title: Re: Fortbent: The trolls of MSPA. (31.25)
Post by: Veld on July 23, 2011, 08:07:58 pm
When it comes to indigo rarity, it wasn't directly said, but the title "grand highblood" given to Gamzee's ancestor seems to suggest incredible rarity.
I assumed that it meant that he was just the leader of the Indigo bloods. I don't think Hussie ever went into detail about that. Anyway, just for balance in-game, because of their Building destroyer tag, high strength, and rage, it's probably better for them to be rare.

Psychic powers would be nice, but it would require me to make more castes :P (red_psychic, brown_psychic, etc.)

I can't even remember where what I was talking about was said, and I'm terrible at modding, so I'd be unable to help even if you were to add psychics.

For horns, I think whatever is used for bones would probably be used. Horns in Vanilla DF use BP, as far as I can tell.
Title: Re: Fortbent: The trolls of MSPA. (31.25)
Post by: Putnam on July 23, 2011, 08:39:27 pm
When it comes to indigo rarity, it wasn't directly said, but the title "grand highblood" given to Gamzee's ancestor seems to suggest incredible rarity.
I assumed that it meant that he was just the leader of the Indigo bloods. I don't think Hussie ever went into detail about that. Anyway, just for balance in-game, because of their Building destroyer tag, high strength, and rage, it's probably better for them to be rare.

Psychic powers would be nice, but it would require me to make more castes :P (red_psychic, brown_psychic, etc.)

I can't even remember where what I was talking about was said, and I'm terrible at modding, so I'd be unable to help even if you were to add psychics.

For horns, I think whatever is used for bones would probably be used. Horns in Vanilla DF use BP, as far as I can tell.

Well, in my quest for horn appearance modifiers, I just realized that I forgot to add horns to their body. >_>

Will the horn color ever show up in-game? The template says "gray", but will I ever see that?

EDIT: Welp (http://mspaintadventures.com/scratch.php?s=6&p=005886). Looks like it's time to get my mOtHeRfUcKiNg BoDy GlOsS oN

Also, I wonder how many updates there will be to this mod based entirely off of new info about trolls?

EDIT 2: How do I body gloss? :X Also, what are the names in the raws for the fighting and archery skills?

EDIT 3: Interesting. Trolls tend to go to war with elves. I like that!
Title: Re: Fortbent: The trolls of MSPA. (31.25)
Post by: jaxy15 on July 26, 2011, 06:02:36 am
You know, I think you should make a REALLY rare mothergrub caste that lays eggs.
Those eggs won't really hatch unless the mothergrub is married though.
Title: Re: Fortbent: The trolls of MSPA. (31.25)
Post by: Putnam on July 26, 2011, 10:52:24 am
You know, I think you should make a REALLY rare mothergrub caste that lays eggs.
Those eggs won't really hatch unless the mothergrub is married though.

See? That's the problem! It is simply FAR too difficult to do this because:

1. I'll need to predict the amount of average mother grubs in one hive, since I can't limit it to one, for the clutch size.
2. Trolls already seem to breed like crazy for some reason; I had 16 wigglers n' younguns in my first test hive (which was only to test the wigglers, really, so success I guess)
Title: Re: Fortbent: The trolls of MSPA. (31.25)
Post by: Putnam on July 28, 2011, 04:07:42 pm
Bump for major release:

0.8 is out. In it, trolls are fully playable. Workshops that only work on certain trolls to come.
Title: Re: Fortbent: The trolls of MSPA. (31.25)
Post by: Veld on July 28, 2011, 06:18:40 pm
I just stated a troll fort. So, trolls need the honk birds to get metals and stone? I'm sure that will cause a very different playing style. I think building everything aboveground is a nice change, though. I'll just need to remember to gen worlds with more above-ground z-levels.

How good are the four metals, compared to the vanilla metals? And is armormetal supposed to be so cheap? On embark, it's only 10 points.

You don't need to remove the civ_controllable tag from dwarves to play as trolls. While embarking, if you go to the "Your Civilization" screen, you can switch between Dwarven and Trollian civs.
Title: Re: Fortbent: The trolls of MSPA. (31.25)
Post by: Putnam on July 28, 2011, 07:05:55 pm
I just stated a troll fort. So, trolls need the honk birds to get metals and stone? I'm sure that will cause a very different playing style. I think building everything aboveground is a nice change, though. I'll just need to remember to gen worlds with more above-ground z-levels.

How good are the four metals, compared to the vanilla metals? And is armormetal supposed to be so cheap? On embark, it's only 10 points.

You don't need to remove the civ_controllable tag from dwarves to play as trolls. While embarking, if you go to the "Your Civilization" screen, you can switch between Dwarven and Trollian civs.

About that last part: I know, I just think the honk-birds are a bit OP if you can also mine, considering the effectiveness of the metals.

And that brings us to the second part.

Sharpmetal is a bit better than steel in sharpness.
Heavymetal is equal to silver.
Shinymetal is basically purple gold.
Armormetal is as good as steel when used as armor.

This basically makes the metals the most effective in their given category (other than bluemetal) available. However, they are extremely time-consuming to make (or FPS consuming, if you want a huge amount of honk-birds).

I'm going to include balance changes after feedback. No, armormetal should not be that cheap. I'll fix that. Also, I should make a "cheapmetal": equal to copper, but you can make pretty much anything with it. Mainly for embark purposes, of course. After all, you don't really want your starting axes costing 1260 embark points each.
Title: Re: Fortbent: The trolls of MSPA. (31.25)
Post by: SirAaronIII on July 28, 2011, 11:24:07 pm
Are you planning on adding Alternian wildlife, like musclebeasts?
Title: Re: Fortbent: The trolls of MSPA. (31.25)
Post by: Putnam on July 29, 2011, 12:04:35 am
Are you planning on adding Alternian wildlife, like musclebeasts?

OF COURSE!

But later. I have other stuff to do.

If someone else is willing to do it while I'm not around, and I think I can trust them, I'll give them access to the dev files.

EDIT: Another major update. Thanks to DFlang and the old norsemen!

[T_WORD:CACKLE:gamzee]
[T_WORD:DEMON:vriska]
Title: Re: Fortbent: The trolls of MSPA. (31.25)
Post by: Putnam on August 01, 2011, 04:24:55 am
Bump (sorry!) for another major update.

0.9
Added a whole bunch of crap. All crap added is notably inorganic!
Title: Re: Fortbent: The trolls of MSPA. (31.25)
Post by: Veld on August 03, 2011, 03:01:30 am
At first, I wasn't sure what the readme meant about the brown bloods being the only trolls able to dig; in the world I genned, everyone could dig. I found out that I had accidentally added the vanilla layer stones when I was adding a few other mods I use. Whoops. Anyway, I fixed that, and it's all working fine now.

I find it hilarious that brown bloods are the only trolls immune to a stone with "Vriska" in it's name. I also find it funny that Vriska means Demon.
Title: Re: Fortbent: The trolls of MSPA. (31.25)
Post by: Putnam on August 03, 2011, 04:36:26 am
At first, I wasn't sure what the readme meant about the brown bloods being the only trolls able to dig; in the world I genned, everyone could dig. I found out that I had accidentally added the vanilla layer stones when I was adding a few other mods I use. Whoops. Anyway, I fixed that, and it's all working fine now.

I find it hilarious that brown bloods are the only trolls immune to a stone with "Vriska" in it's name. I also find it funny that Vriska means Demon.

I find both of them hilarious. Neither are my fault :P

I mean, the former is a coincidence, and the latter is a lucky result from DFLang.
Title: Re: Fortbent: The trolls of MSPA. (31.25)
Post by: Interus on August 14, 2011, 08:10:32 pm
I'm gonna bump this, since I just found out about it, and I've been "working" on the same thing, though I haven't done anything in a couple months, since I haven't been that interested in DF at all for awhile.  Probably because of anticipation for interactions wearing out my patience for the current version and ideas filling my head about curses and mother grubs.  I'm definitely gonna use a lot of what you have, though it means I'll probably never publish a full MSPA mod myself.

The files I have are modded from Aqizzar's(who is the creator of the version you were probably referencing in your first post).  And I wanted to discuss some concepts you have, from looking at your raws.  First, I really like how you did your caste differences.  I don't think mine is quite as well thought out.  I do think that you should have jade a bit more common(though rare, I'm sure there have been more than twice as many jade bloods as red bloods, since troll society actually knows where they belong).  I have them set to be as common as the highest purple, though they're both too common in mine right now.  Also, I set up kind of a weird age ratio thing, that has lowbloods living significantly shorter lives than their highblood breathren, to counteract the increased numbers, and because it's pretty canonical.  Maroons live to at most 60, while Fuchsia can live as long as 500 years. 


Oh, one thing I really wanted to ask was why you don't want them mining, when they're supposed to spawn underground?

On royalty, yeah, you did a lot better than me here too, though I think you should have included Slam Poets as a sort of broker/diplomat hybrid.  And I still think that subbjugglator should be a rank, since I don't know if it was ever said that it has to be a specific blood color, even if most people view it as such.  But that's a matter of opinion.

I think that's all I've got for now.  Gonna go contemplate how to add Dragonyyds or something.  Once I actually play it, I might have more opinion.
Title: Re: Fortbent: The trolls of MSPA. (31.25)
Post by: Putnam on August 15, 2011, 07:15:48 pm
First, I really like how you did your caste differences.  I don't think mine is quite as well thought out.  I do think that you should have jade a bit more common(though rare, I'm sure there have been more than twice as many jade bloods as red bloods, since troll society actually knows where they belong).  I have them set to be as common as the highest purple, though they're both too common in mine right now.  Also, I set up kind of a weird age ratio thing, that has lowbloods living significantly shorter lives than their highblood breathren, to counteract the increased numbers, and because it's pretty canonical.  Maroons live to at most 60, while Fuchsia can live as long as 500 years. 


Oh, one thing I really wanted to ask was why you don't want them mining, when they're supposed to spawn underground?

On royalty, yeah, you did a lot better than me here too, though I think you should have included Slam Poets as a sort of broker/diplomat hybrid.  And I still think that subbjugglator should be a rank, since I don't know if it was ever said that it has to be a specific blood color, even if most people view it as such.  But that's a matter of opinion.

I think that's all I've got for now.  Gonna go contemplate how to add Dragonyyds or something.  Once I actually play it, I might have more opinion.
Yeah, I agree with the rarity stuff.

I do want them mining, I just don't want them mining stone. In the full copy in the download, all the stone is replaced with stuff that boils on contact with the air and gives horrible, horrible syndromes.

Can't make subjugglator a rank at this point, really, because it seems like all subjugglators are indigo highbloods; I currently have it the other way around, but that's because the game doesn't respect the [ALLOWED_CLASS:x] tag currently.
Title: Re: Fortbent: The trolls of MSPA. (31.25)
Post by: Interus on August 15, 2011, 10:56:19 pm
After making that reply I read MSPA, and one of the updates confirmed that yes, in fact, subjugglator apparently refers to that specific blood color.  I guess the high subjugglator has the most indigo blood.

So you want them mining what?  Metal veins?  That'll work for now, since I remember reading about people in corrosion mining parallel veins to work their way down, but didn't I read that the next update will have multilayer veins?  Maybe that's not what you want though, so I don't know.  I'll leave mine as diggy, and just have both of them in the same world.  I should do a bit of fine tuning so that they're always at war, and yours live in the only areas that your chickens live.  Because warring trolls YES.

Interactions make me hopeful for mother grubs as a seperate creature, btw.
Title: Re: Fortbent: The trolls of MSPA. (31.25)
Post by: Putnam on August 16, 2011, 01:30:07 am
Ooh, that mother grubs being a separate creature is a great idea!

Also, since there was literally no testing with the last update (Due to the wonderful error handling and how used I am now to writing the raws, if I do something wrong, it just won't show up in game :P), so I have to wonder: I put a baby snatcher-type troll civ into all the raws, so that you may have a troll civ that's guaranteed war. However, I'm not sure if they can be in the same world as a relatively peaceful troll civ; I can't test now (I have some stuff), but if I can't, then I'm going to need to copy+paste the troll creature raws, rename them, and rearrange the blood caste pop ratios. I'll make the baby snatcher types (in what I consider highly ironic and pretty stupid, but hey, it's the best I can come up with at the moment) followers of the Signless Sufferer, at least in lore. Consider their random sieges, baby snatchings and ambushes "organized uprising".

...with the occasional clown at the helm. DF clown, not subjugglator :P

Also, I want them mining soil. Trolls diggy diggy hole, so to speak, rather than miney miney mountain.

EDIT: Update. Added musclebeasts for real this time. Castes now have max age differences.
Title: Re: Fortbent: The trolls of MSPA. (31.25)
Post by: JediaKyrol on August 18, 2011, 10:09:20 am
most of the gems don't show up because they ask for specific types of rock that are no longer in the game...the same for element-men and magma crab spit...I've got a quick fix that dumps all the rocks in the metamorphic layer and makes the element-men skin out of onyx and the element-men blood and magma-crab loogies out of feverstone (FUN!)...I can get it to you if you'd like, or you can make it fit your theme better yourself.

there were a few more in the error log...but I don't remember what they were...I patched them out at like 3 in the morning...

OH!  you should give the trolls computers (maybe made from wax and gems? well...one was a beehive...) so they can use Trollian and Pesterchum to build social skills...and maybe make it have a small chance of sending highbloods into a rage.
Title: Re: Fortbent: The trolls of MSPA. (31.25)
Post by: Putnam on August 18, 2011, 04:06:05 pm
most of the gems don't show up because they ask for specific types of rock that are no longer in the game...the same for element-men and magma crab spit...I've got a quick fix that dumps all the rocks in the metamorphic layer and makes the element-men skin out of onyx and the element-men blood and magma-crab loogies out of feverstone (FUN!)...I can get it to you if you'd like, or you can make it fit your theme better yourself.

there were a few more in the error log...but I don't remember what they were...I patched them out at like 3 in the morning...

OH!  you should give the trolls computers (maybe made from wax and gems? well...one was a beehive...) so they can use Trollian and Pesterchum to build social skills...and maybe make it have a small chance of sending highbloods into a rage.

Oh, shit, I thought I had already fixed up gems to appear in the metamorphic layer!

Also, I like the thought of magma-crab loogies made of feverstone. I'd like that, please. I may replace it later, now that attention is brought to it, but I want this mod to be harder than vanilla, even with instant access to steel/silver-quality weapons and armor.
Title: Re: Fortbent: The trolls of MSPA. (31.25)
Post by: Interus on August 19, 2011, 12:46:38 am
Crap, you're making me really want to work on my own mod now.  And maybe that's not so bad, but I don't really have time.  I really need to fix up the blood colors though, and actually figure out which is which.  Because right now, I've got 13 colors I think, and I keep forgetting which one is the one that goes in the spot Karkat occupies.  Plus, they've got weird names like cerulean and aqua and fern green, and I don't know which goes with which trolls.

I will tell you this.  From what I've tested, you can't have two entities that use the same race.  I don't remember exactly what happens(either it spawns one but not the other, or neither spawn) but I'm almost certain it won't work.  Though new information suggests I may have screwed up the adventurer tier numbers, and apparently that matters too.  Still, that's why I considered using the two separate trolls.  I wish I'd better documented my problems with it.
Title: Re: Fortbent: The trolls of MSPA. (31.25)
Post by: Putnam on August 19, 2011, 03:16:50 am
It seems that only one ever spawns. I'll probably fix it up so that the banditry-type trolls are a different species.
Title: Re: Fortbent: The trolls of MSPA. (31.25)
Post by: Putnam on August 23, 2011, 11:41:47 pm
Bump for a couple major updates.

Bandit-type trolls and new weapons.
Title: Re: Fortbent: The trolls of MSPA. (31.25)
Post by: Veld on August 25, 2011, 07:32:24 am
The evil trolls are the ones who want peace and equality. From a human perspective, that seems like a good and just thing to do, but I suppose it is what most trolls would think is evil. Why do they have a different language, though?

Enemy doesn't have a translation in the troll language file.
Title: Re: Fortbent: The trolls of MSPA. (31.25)
Post by: Putnam on August 25, 2011, 04:11:40 pm
The evil trolls are the ones who want peace and equality. From a human perspective, that seems like a good and just thing to do, but I suppose it is what most trolls would think is evil. Why do they have a different language, though?

Enemy doesn't have a translation in the troll language file.

A different language is a bit of an artifact, really, so I could change that back. It's mostly, at this point, because I want there to be some distinction, though I guess having a different species name in-game is enough ;>_>

Since I'm going to just copy+paste the "friend" translation, you can do that to :P

If the elf one doesn't have a translation, then I made a mistake.
Title: Re: Fortbent: Homestuck's Trolls: A near-total conversion mod (31.25)
Post by: DarthBoogalo on September 03, 2011, 08:24:01 pm
You should totally add in Carapaces/Prospitians/Dersites/Whatever
And Pumpkins.
Possibly TAB.
Spoiler (click to show/hide)
*Right after I posted this, my maroon blooded katana tossing trollventurer had a bone chipped by a heavymetal slicing knife and died, oops.
Title: Re: Fortbent: Homestuck's Trolls: A near-total conversion mod (31.25)
Post by: Putnam on September 03, 2011, 08:33:23 pm
I'm trying to stick to Alternia for this one, though a Sburb mod sounds fun.

Yes, I guess Noir doesn't stick to Alternia well, but he only shows in the arena, so oh well.

(would YOU want an intelligent [SPEED:0] megabeast coming at your trolls? I think not!)

*suddenly realizes that I still haven't updated the mod with noir yet*

brb

EDIT: I know it's really odd to talk about unexpected things in your own mod, but hey, this is DF, anyway:

I started a world to find that the trolls were at war with everyone. Dwarves, Humans, everyone. This is gonna be fun.
Title: Re: Fortbent: Homestuck's Trolls: A near-total conversion mod (31.25)
Post by: DarthBoogalo on September 08, 2011, 07:19:01 pm
How about some awesome luscii then?!
You could probably just copy a bunch of animal raws and give them [PET] and that tag they lets you train them??, change their color too, description and icons.
Also musclebeasts should be milkable if they aren't already. (:
I mean, if you think that would work well at all!!
Title: Re: Fortbent: Homestuck's Trolls: A near-total conversion mod (31.25)
Post by: Putnam on September 08, 2011, 08:25:41 pm
Lusii are the planned step, yes. Musclebeasts are milkable whether male or female, don't you worry ;)

I have spidermom and Pyralspite in the game as well. Easy conversions :P

The rest will take a bit of body work.
Title: Re: Fortbent: Homestuck's Trolls: A near-total conversion mod (31.25)
Post by: Putnam on September 24, 2011, 08:54:45 pm
Huge BUMP for update:

Alchemization! 3-tier weapon system! Weapon grist makes weapons! Special grist makes special weapons! How to get special grist? Kill stuff! BIG stuff!

Spoiler: Special grist spoilers (click to show/hide)
Title: Re: Fortbent: Homestuck's Trolls: A near-total conversion mod (31.25)
Post by: Veld on September 25, 2011, 09:05:13 am
I'm glad that this is still updating. I thought it was dead.

I was looking through the raws, and noticed a problem with the adventurer reactions. The Flourite Claw and Uberbunny reactions both make Zillyhoo.

What is reaction_alchemiter_troll for? All I see in it is
Code: [Select]
reaction_alchemiter_troll

[OBJECT:REACTION]

Title: Re: Fortbent: Homestuck's Trolls: A near-total conversion mod (31.25)
Post by: Putnam on September 25, 2011, 12:47:39 pm
I'm glad that this is still updating. I thought it was dead.

I was looking through the raws, and noticed a problem with the adventurer reactions. The Flourite Claw and Uberbunny reactions both make Zillyhoo.

What is reaction_alchemiter_troll for? All I see in it is
Code: [Select]
reaction_alchemiter_troll

[OBJECT:REACTION]


Yeah, it's for later. I got too caught up with the adventurer alcemy.
Title: Re: Fortbent: Homestuck's Trolls: Pumpkins! (31.25)
Post by: Putnam on October 16, 2011, 08:47:03 pm
Welp, I sure did add some stuff just now.
Title: Re: Fortbent: Homestuck's Trolls: Pumpkins! (31.25)
Post by: Pokon on October 22, 2011, 11:26:09 am
Just saying that your mod is fantasic. Also, magic happens when combined with ponymod. No, realy, I have never been more satified with a fort than my currant one, which has a rainbow slurry of chopped organs and zebera chunks in the front part and a few struggling cripples attempting to subdue spidermom in a small corner of the very bloated fort. I mean, what could possiably go wrong?
Title: Re: Fortbent: Homestuck's Trolls: Pumpkins! (31.25)
Post by: Putnam on October 22, 2011, 11:36:07 am
Just saying that your mod is fantasic. Also, magic happens when combined with ponymod. No, realy, I have never been more satified with a fort than my currant one, which has a rainbow slurry of chopped organs and zebera chunks in the front part and a few struggling cripples attempting to subdue spidermom in a small corner of the very bloated fort. I mean, what could possiably go wrong?

Wait, rainbow slurry of chopped organs? Are you saying that butchering invaders works?

Perfect!

I never got an opportunity to test!
Title: Re: Fortbent: Homestuck's Trolls: Pumpkins! (31.25)
Post by: Pokon on October 22, 2011, 01:45:23 pm

Quote
Wait, rainbow slurry of chopped organs? Are you saying that works?

Perfect!

I never got an opportunity to test!

Its actualy more like all my trolls blood mixed in with that freaky red blood, but yeah, you can cut up invaders if you mess around with a races tags. Zebra leather boots, here we come!
Title: Re: Fortbent: Homestuck's Trolls: Pumpkins! (31.25)
Post by: Urist Imiknorris on October 29, 2011, 01:02:10 pm
a) Bumping this because it's awesome.

b) I've been having trouble fixing some errors, mostly because body definitions and appearance modifiers are like Cthulhuspeak to me:
Spoiler (click to show/hide)
Title: Re: Fortbent: Homestuck's Trolls: Pumpkins! (31.25)
Post by: Putnam on October 29, 2011, 01:30:29 pm
a) Bumping this because it's awesome.

b) I've been having trouble fixing some errors, mostly because body definitions and appearance modifiers are like Cthulhuspeak to me:
Spoiler (click to show/hide)

Those are still around???? I've fixed those twice!

In notepad or gedit or whatever you've got, replace [TLCM_TIMING:IRIS:13:0:18:0] with [TLCM_TIMING:ROOT:13:0:18:0]

For the eyelash, I just remove it. I'm pretty sure he doesn't have eyelashes anyway!
Musclebeast toenails... not like it uses them :P pretty lazy, though.

EDIT: Just checked, the iris bug is because of my tendency to forget that the summoner-type trolls exist >_>
Title: Re: Fortbent: Homestuck's Trolls: Pumpkins! (31.25)
Post by: Urist Imiknorris on October 29, 2011, 01:40:53 pm
Thanks. Now I should get murdering.
Title: Re: Fortbent: Homestuck's Trolls: Pumpkins! (31.25)
Post by: Putnam on October 31, 2011, 05:04:30 pm
Released update, now has dice! My favorite choice for adventurer because aimed attacks mean that you'll always roll an 8 ::)
Title: Re: Fortbent: Homestuck's Trolls: Pumpkins! (31.25)
Post by: Putnam on November 13, 2011, 10:37:32 pm
Released another update, this time remembered imps! Also included a slightly hidden civ and some alchemiter stuff!

But also fucked up the alchemiter with no explanation for how it happened. Purely cosmetic, but pretty ugly.
Title: Re: Fortbent: Homestuck's Trolls: Pumpkins! (31.25)
Post by: Trapezohedron on November 13, 2011, 10:40:39 pm
Hmm... could I get the alchemiter raws, the stuff related to it, and the errorlog for inspection?

Scratch that, you posted it in the Modder's Workshop.
Title: Re: Fortbent: Homestuck's Trolls: Pumpkins! (31.25)
Post by: SirAaronIII on November 24, 2011, 03:00:07 am
I love this mod, and I love you. I'm sorry I don't play it as much as LFR or other mods, but I love it anyway.
Title: Re: Fortbent: Homestuck's Trolls: Pumpkins! (31.25)
Post by: Putnam on November 24, 2011, 12:30:01 pm
To quote our illustrious leader, Toady One, "he he he."

Planning something big. I'm just going to mod in a third late-game threat (I already have two megabeasts, one insanely fast, one indestructible--you should know) and probably record some DF-based Homestuck fan-music (though I suck at music writing enough that I'm not sure about it >_>)
Title: Re: Fortbent: Homestuck's Trolls: Pumpkins! (31.25)
Post by: Urist Imiknorris on November 25, 2011, 02:10:14 am
Is it that thing from the MSPA thread?
Title: Re: Fortbent: Homestuck's Trolls: Pumpkins! (31.25)
Post by: SirAaronIII on November 25, 2011, 02:22:43 am
Or is it the
Spoiler (click to show/hide)
you were telling me about on Minecraft?
Title: Re: Fortbent: Homestuck's Trolls: Pumpkins! (31.25)
Post by: Putnam on November 25, 2011, 02:33:08 am
^yeah that
Title: Re: Fortbent: Homestuck's Trolls: Pumpkins! (31.25)
Post by: freeformschooler on December 05, 2011, 12:32:02 pm
Reviving this now that there's a com-fort going. I like the troll race - they're very nuanced, and their blood matching their eyes is excellent. There's a couple problems with the appearance descriptors currently though:

1) There aren't enough horn variations. Right now it's mostly hooked horns of various lengths of widths. Perhaps curved/rounded or some such?
2) All trolls have the exact same hair. Maybe hair style, or at least length, could be added.
Title: Re: Fortbent: Homestuck's Trolls: Pumpkins! (31.25)
Post by: Darvi on December 05, 2011, 03:56:51 pm
Or just the lack of horns *cough*
Title: Re: Fortbent: Homestuck's Trolls: Pumpkins! (31.25)
Post by: Putnam on December 05, 2011, 06:30:49 pm
Reviving this now that there's a com-fort going. I like the troll race - they're very nuanced, and their blood matching their eyes is excellent. There's a couple problems with the appearance descriptors currently though:

1) There aren't enough horn variations. Right now it's mostly hooked horns of various lengths of widths. Perhaps curved/rounded or some such?
2) All trolls have the exact same hair. Maybe hair style, or at least length, could be added.

I basically took the horns (http://www.mspaforums.com/showthread.php?37108-Troll-Hive-%28adding-trolls-to-Dwarf-Fortress%29) from Tenebrais (http://homestuck.bandcamp.com/track/song-of-life) (you may think it's billybobfred's, but note that those raws ALSO say they were stolen from Tenebrais :P) The hair and horns should be made more differing, though.

EDIT: I'm crossposting freeformschooler's lore (http://www.bay12forums.com/smf/index.php?topic=97253.msg2810186#msg2810186) into the next post.
Title: Re: Fortbent: Homestuck's Trolls: Pumpkins! (31.25)
Post by: Putnam on December 06, 2011, 09:14:45 pm
Spoiler: CREDIT (click to show/hide)
>Years into the past...

(http://img.ie/21335.png)

But not many.

...Just kidding, it was many years ago indeed.

==>

(http://img.ie/2481a.gif)

You are now YMISTA UNNARR. You are currently playing a game called SBURB with your TWO FRIENDS and ONE ENEMY. You're venturing through the LAND OF ROPES AND CLOCKWORK. It appears your ENEMY is attempting to pester you. Guess you should respond.

Spoiler: Show Pesterlog (click to show/hide)

==>

(http://img.ie/c2694.gif)

Spoiler: Show Pesterlog (click to show/hide)

==>

(http://img.ie/151b4.gif)

Just like that, a fate worse than death had been wrought upon these four Trolls. But not just them - the SBURB crash affected everyone that was then trapped in paradox space. Humans, Trolls, other unmentioned races. Had the HEIRESS of YMISTA's session not already created a new universe through ectobiology, SBURB would have erased every player in it from existence. Thankfully, as a last resort, it flung them into YMISTA's created world.

You are no longer YMISTA UNNARR.

Over the years, the Trolls and humans learned to live alongside each other. But, in part due to no longer having access to most of their old technology in the new world, the Trolls had to begin sending out expeditions to new locations to find a more suitable capital. These expeditions would consist of seven Trolls - you included - that were deemed completely expendable. In a year, the capital would send liaisons to check whether or not the expedition members were all dead. That was often the case.
Title: Re: Fortbent: Homestuck's Trolls: Pumpkins! (31.25)
Post by: The13thRonin on December 06, 2011, 11:42:54 pm
Is 99% of this thread meant to be an in-joke? Because from an outside perspective it doesn't make a lick of sense? ???
Title: Re: Fortbent: Homestuck's Trolls: Pumpkins! (31.25)
Post by: Willfor on December 06, 2011, 11:46:00 pm
Is 99% of this thread meant to be an in-joke? Because from an outside perspective it doesn't make a lick of sense? ???
Considering it's a mod based on an IP that is itself a giant pile of in-jokes ... Well, yes!
Title: Re: Fortbent: Homestuck's Trolls: Pumpkins! (31.25)
Post by: The13thRonin on December 06, 2011, 11:48:09 pm
Is 99% of this thread meant to be an in-joke? Because from an outside perspective it doesn't make a lick of sense? ???
Considering it's a mod based on an IP that is itself a giant pile of in-jokes ... Well, yes!

IP?
Title: Re: Fortbent: Homestuck's Trolls: Pumpkins! (31.25)
Post by: Willfor on December 07, 2011, 12:01:29 am
Is 99% of this thread meant to be an in-joke? Because from an outside perspective it doesn't make a lick of sense? ???
Considering it's a mod based on an IP that is itself a giant pile of in-jokes ... Well, yes!

IP?
Intellectual property. Homestuck has appeared in multiple mediums, but it is a creative work that has a single legal source and therefore is an intellectual property.
Title: Re: Fortbent: Homestuck's Trolls: Pumpkins! (31.25)
Post by: The13thRonin on December 07, 2011, 12:08:30 am
Is 99% of this thread meant to be an in-joke? Because from an outside perspective it doesn't make a lick of sense? ???
Considering it's a mod based on an IP that is itself a giant pile of in-jokes ... Well, yes!

IP?
Intellectual property. Homestuck has appeared in multiple mediums, but it is a creative work that has a single legal source and therefore is an intellectual property.

And for the unenlightened what exactly is Homestruck?
Title: Re: Fortbent: Homestuck's Trolls: Pumpkins! (31.25)
Post by: Bdthemag on December 07, 2011, 12:11:10 am
Homestuck is a webcomic about four kids playing a video game where the goal is to create a new universe, the trolls in this mod are characters that are introduced in one of the webcomics acts.

So yes, this thread is 99.99% in jokes, and .01% forum jokes.
Title: Re: Fortbent: Homestuck's Trolls: Pumpkins! (31.25)
Post by: Willfor on December 07, 2011, 12:12:23 am
And for the unenlightened what exactly is Homestruck?
My reply is the same as BD's, but with a link: http://www.mspaintadventures.com/
Title: Re: Fortbent: Homestuck's Trolls: Pumpkins! (31.25)
Post by: Darvi on December 07, 2011, 06:45:46 pm
I just read your comment about Jadebloods. Jadebloods do not become mother grubs (I mean, look as Kanaya). They only get to get a mother grub as a lusus and eventually take care of the other mother grubs.
And even though it's a pretty rare blood colour, nothing has been said about the inexistence of male jadebloods.
Title: Re: Fortbent: Homestuck's Trolls: Pumpkins! (31.25)
Post by: Putnam on December 07, 2011, 07:59:48 pm
I just read your comment about Jadebloods. Jadebloods do not become mother grubs (I mean, look as Kanaya). They only get to get a mother grub as a lusus and eventually take care of the other mother grubs.
And even though it's a pretty rare blood colour, nothing has been said about the inexistence of male jadebloods.

Yes, that comment has been around since I first declared those castes--in other words, when I started the mod. Like, the first

Adding a male caste would be a simple matter. Just add a male caste, select the caste right under the female jade one, and cut the jade pop_ratio by half to account for the new caste.
Title: Re: Fortbent: Homestuck's Trolls: Pumpkins! (31.25)
Post by: Darvi on December 08, 2011, 05:24:46 pm
Hmmm. Also, since it is apparent that also Trolls that aren't brown-blooded can have wings...
Title: Re: Fortbent: Homestuck's Trolls: Pumpkins! (31.25)
Post by: Putnam on December 08, 2011, 05:59:44 pm
Hmmm. Also, since it is apparent that also Trolls that aren't brown-blooded can have wings...

Yes, yes.

Well, this succession game is doing everything I'd hoped it would! My main problem with this mod was the lack of feedback, I want criticism out the ASS. I can fix lots o' stuff.

The brown-only winged thing is mostly a practicality issue. Or I guess not. It would be much more time-consuming than male jade-bloods, at least.
Title: Re: Fortbent: Homestuck's Trolls: Pumpkins! (31.25)
Post by: Darvi on December 08, 2011, 08:03:34 pm
Yeah, about 18 times as much (and that's assuming that there aren't any winged seadwellers. Which could actually be done at the cost of flying fish puns)
Title: Re: Fortbent: Homestuck's Trolls: Pumpkins! (31.25)
Post by: freeformschooler on December 09, 2011, 11:04:48 am
Bringing up something I noticed during my playthrough. Almost all purple-blood Trolls are really old when they get to my fort. Way older than the rest of the castes. Is this intentional? Or would you not mind having Eridan-aged purple-bloods? Or is this just a coincidence.
Title: Re: Fortbent: Homestuck's Trolls: Pumpkins! (31.25)
Post by: Putnam on December 09, 2011, 06:01:49 pm
Bringing up something I noticed during my playthrough. Almost all purple-blood Trolls are really old when they get to my fort. Way older than the rest of the castes. Is this intentional? Or would you not mind having Eridan-aged purple-bloods? Or is this just a coincidence.

It's a way the game handles generated-on-the-fly creatures: they show up at about half of their max age. That's why so many maroon-bloods still have amber eyes when they arrive, even though they're adults: they show up at the age of 12, even though that's below the CHILD tag age. It's odd, but not too problematic. Also, when sburb players show up, they'll be wrinkled as fuck--just enough so that even a wrinklefucker won't be able to unwrinkle their wrinkled faces. This is fixed when I officially release the sprayedmoirails version of the mod.

Also, if a feferi-blood shows up, they should be thousands of years old. Word of warning.
Title: Re: Fortbent: Homestuck's Trolls: Pumpkins! (31.25)
Post by: freeformschooler on December 09, 2011, 06:44:04 pm
I must say, I can't seem to find a use for metal wool bars outside of metal wool clothing. Is that an intended feature or am I missing something? Because it seems strange to take away steel, only to replace it with a tier of item that can't be used for making weaponry. Even one that's slightly worse than steel or something.
Title: Re: Fortbent: Homestuck's Trolls: Pumpkins! (31.25)
Post by: Putnam on December 09, 2011, 06:49:01 pm
I must say, I can't seem to find a use for metal wool bars outside of metal wool clothing. Is that an intended feature or am I missing something? Because it seems strange to take away steel, only to replace it with a tier of item that can't be used for making weaponry. Even one that's slightly worse than steel or something.

...ur doin it rong

seriously, though, you need to use the custom furnace. You'll see it if you look in the furnace menu.

It can convert that metal wool into stuff that's actually good for weapons and armor.

Just... don't let any non-greenbloods use it. Or any greenblood with children.

Trust me, tantrums out the ass will ensue.
Title: Re: Fortbent: Homestuck's Trolls: Pumpkins! (31.25)
Post by: freeformschooler on December 09, 2011, 07:04:40 pm
Somehow, I missed it, even after reading through the readme. Hooray!
Title: Re: Fortbent: Homestuck's Trolls: Pumpkins! (31.25)
Post by: freeformschooler on December 12, 2011, 05:01:46 pm
Okay, I think I figured out why I couldn't make sharpmetal wafers out of the metal wool bars. The problem was that they were metal wool bars, and instead of using those, the custom workshop uses the original strand form of the material. Is it possible to convert the bars back into strands via something I'm missing or am I stuck with nearly useless metal wool bars?
Title: Re: Fortbent: Homestuck's Trolls: Pumpkins! (31.25)
Post by: Putnam on December 12, 2011, 06:55:45 pm
Okay, I think I figured out why I couldn't make sharpmetal wafers out of the metal wool bars. The problem was that they were metal wool bars, and instead of using those, the custom workshop uses the original strand form of the material. Is it possible to convert the bars back into strands via something I'm missing or am I stuck with nearly useless metal wool bars?

You're stuck with them.

To be honest, I wasn't aware you could make metal wool bars in the first place!
Title: Re: Fortbent: Homestuck's Trolls: Pumpkins! (31.25)
Post by: freeformschooler on December 12, 2011, 11:17:44 pm
Okay, I think I figured out why I couldn't make sharpmetal wafers out of the metal wool bars. The problem was that they were metal wool bars, and instead of using those, the custom workshop uses the original strand form of the material. Is it possible to convert the bars back into strands via something I'm missing or am I stuck with nearly useless metal wool bars?

You're stuck with them.

To be honest, I wasn't aware you could make metal wool bars in the first place!

They ARE metal, so I melted them to see if that would make them more useful (before I saw the custom workshop). Hmm... I suppose you could make it so the bars are exclusively for the metalcrafter or something. Dunno.
Title: Re: Fortbent: Homestuck's Trolls: Pumpkins! (31.25)
Post by: Putnam on December 14, 2011, 07:14:37 pm
Quote from: AH
Lime bloods. We know nothing about them, and the only indication they exist in the story at all, aside from the indirect evidence I just mentioned, is that shade is on the walls of the highblood’s throne room.

Well, fuck, now I have to account for this.
Title: Re: Fortbent: Homestuck's Trolls: Pumpkins! (31.25)
Post by: Putnam on December 19, 2011, 10:09:16 pm
Bumpy for update.

I fuckin' accounted for it. I also fixed up the trolls a bit, as suggested. Added the sprayedmoirails stuff, too.
Title: Re: Fortbent: Homestuck's Trolls: Pumpkins! (31.25)
Post by: Hubris Incalculable on December 21, 2011, 10:39:00 pm
Great - I like it. But I'd like to see some sopor slime and mind honey. perhaps both could be produced by bees? Or does what kind of bee made it change what kind of honey is made?
Title: Re: Fortbent: Homestuck's Trolls: Pumpkins! (31.25)
Post by: Putnam on December 22, 2011, 02:49:21 am
I could make the mind honey, but I'd prefer ingestible syndromes to be in before I even think of embarking on the endeavor.
Title: Re: Fortbent: Homestuck's Trolls: Pumpkins! (31.25)
Post by: SirAaronIII on December 22, 2011, 03:57:01 am
Do blood colors provode any modifiers to attributes or skills? The only one I noticed was dark blue being STRONG.
Title: Re: Fortbent: Homestuck's Trolls: Pumpkins! (31.25)
Post by: Putnam on December 22, 2011, 04:04:18 am
Do blood colors provode any modifiers to attributes or skills? The only one I noticed was dark blue being STRONG.

There's some variability, but not much, except where subjugglators are involved.

Dark blue trolls being STRONG is a freak happening, but not an accidental one. They're uncommon, but they sure do exist.
Title: Re: Fortbent: Homestuck's Trolls: Pumpkins! (31.25)
Post by: SirAaronIII on December 22, 2011, 04:15:35 am
Huh, that's weird then. Because two dark blue trolls (ome in Sprayedmoirails and the other in my own fort) were indefatigable, mighty, and very agile. They were also both named Gjaski though so that ups the koinkydink factor.
Title: Re: Fortbent: Homestuck's Trolls: Pumpkins! (31.25)
Post by: Putnam on December 30, 2011, 05:13:31 am
Released a as-far-as-I-could-tell-working Genesis version of the mod.
Title: Re: Fortbent: a Homestuck mod (v 1.2.3)
Post by: SirAaronIII on January 02, 2012, 08:08:27 pm
Completely unrelated, but maybe instead of stabs and slashes on the SORD..... you could change them to horribly misspelled versions like STASBS..... or SLAPSHE.
Title: Re: Fortbent: a Homestuck mod (v 1.2.3)
Post by: Putnam on January 02, 2012, 08:40:44 pm
And I could have a whole lot of different ones that do the same thing! Haha!
Title: Re: Fortbent: a Homestuck mod (v 1.2.3)
Post by: Darvi on January 06, 2012, 03:27:22 pm
Quick question: What weapon categories do the alchemized weapons belong to? Some of them (WoZ, Scarlet Ribbitar) are obvious, but the others are different.
Title: Re: Fortbent: a Homestuck mod (v 1.2.3)
Post by: SirAaronIII on January 06, 2012, 06:00:49 pm
Demonbane Ragripper is definitely axe, and Ahab's Crosshairs is crossbow, I think.
Title: Re: Fortbent: a Homestuck mod (v 1.2.3)
Post by: Putnam on January 06, 2012, 06:13:37 pm
yerp

I should make the crosshairs' ammo not those pellets, since it's pretty clear that foreign ammo can't be used.

I've been in and around Deon's mods, his seem to have the same problems, so I know it's not just something dumb I'm doing :P
Title: Re: Fortbent: a Homestuck mod (v 1.2.3)
Post by: Darvi on January 06, 2012, 06:25:07 pm
Welp. No spears for me 'n FFS then.
Title: Re: Fortbent: a Homestuck mod (v 1.2.3)
Post by: Putnam on January 06, 2012, 06:29:59 pm
I'm not sure what a legendary spear would be like!

The ribbitar works more than fine as a super-powerful spear, except for the skill difference >_>

I guess I could have... nope, tavros sucked too much

I'd like to come up with something, and I did want a legendary weapon of every type, but I simply couldn't think of anything because my imagination is horrible!

(the dice are blowgunner, by the way :P)
Title: Re: Fortbent: a Homestuck mod (v 1.2.3)
Post by: Darvi on January 06, 2012, 06:39:12 pm
Maybe the Quills of Echidna. I heard they were quite potent.
Title: Re: Fortbent: a Homestuck mod (v 1.2.3)
Post by: SirAaronIII on January 06, 2012, 06:42:35 pm
What about a brainfork? Or would that be too pike-y? The cigarette holder lance might work too.
Is there a legendary mace? If not you could use the spoon/fork. Are there knitting needles in? There totally should be. Dem Quills, man.
Regiswords also? There are already a lot of swords though.
Title: Re: Fortbent: a Homestuck mod (v 1.2.3)
Post by: Darvi on January 06, 2012, 06:46:10 pm
Well one could make clubs into maces instead of hammers. Makes more sense too.

I also noticed that you mispelled "fluorite" as "flourite". Dunno if you've fixed that already though.
Title: Re: Fortbent: a Homestuck mod (v 1.2.3)
Post by: Putnam on January 06, 2012, 07:01:24 pm
Well one could make clubs into maces instead of hammers. Makes more sense too.

I also noticed that you mispelled "fluorite" as "flourite". Dunno if you've fixed that already though.

... :-[
Title: Re: Fortbent: a Homestuck mod (v 1.2.3)
Post by: Putnam on January 06, 2012, 07:04:11 pm
What about a brainfork? Or would that be too pike-y? The cigarette holder lance might work too.
Is there a legendary mace? If not you could use the spoon/fork. Are there knitting needles in? There totally should be. Dem Quills, man.
Regiswords also? There are already a lot of swords though.

I didn't really include the needles because, well, I ran out of skills >_>

The uberbunny has the quills of echidna, of course, but good luck alchemizing it
Title: Re: Fortbent: a Homestuck mod (v 1.2.3)
Post by: Darvi on January 06, 2012, 07:20:17 pm
Ohohohohoh.
Title: Re: Fortbent: a Homestuck mod (v 1.2.3)
Post by: Putnam on January 06, 2012, 07:23:23 pm
Ohohohohoh.

What? Are you saying that you agree, or are you saying that you weathered the storm and now have access to scores of legendary trousers with which to satiate your superweapon appetite?
Title: Re: Fortbent: a Homestuck mod (v 1.2.3)
Post by: Darvi on January 06, 2012, 07:24:01 pm
I'm saying nothing. I'm just laughing.
Title: Re: Fortbent: a Homestuck mod (v 1.2.3)
Post by: Darvi on January 06, 2012, 09:30:32 pm
Suggestion: Make the tiered armour out of candy.

As in, literal candy.
Title: Re: Fortbent: a Homestuck mod (v 1.2.3)
Post by: Eagle0600 on January 06, 2012, 10:28:56 pm
I've been working on adapting Beefmo's humans into trolls for this mod, and you can see the progress bellow:

Spoiler: Beefmo's Humans (click to show/hide)

Spoiler: Graphics Raw (click to show/hide)

I haven't yet asked permission from Beefmo, so I guess that should be my next step.
Title: Re: Fortbent: a Homestuck mod (v 1.2.3)
Post by: Putnam on January 06, 2012, 10:40:00 pm
I've been working on adapting Beefmo's humans into trolls for this mod, and you can see the progress bellow:

Spoiler: Beefmo's Humans (click to show/hide)

Spoiler: Graphics Raw (click to show/hide)

I haven't yet asked permission from Beefmo, so I guess that should be my next step.

In the language who's linguistic ancestor inspired and randomly generated the troll langages, herlig! That's great!
Title: Re: Fortbent: a Homestuck mod (v 1.2.3)
Post by: Eagle0600 on January 08, 2012, 08:49:49 pm
I've made more progress with the graphics, but have received no reply from Beefmo yet.

edit:
Alright, I've made every reasonable attempt to contact Beefmo and still no reply, so I'm going to go ahead and post this in a few days unless he contacts me. I've made a lot of progress, but the Imperial Drone still looks just like a Tax Collector. Not sure what I'm going to do with that.
Title: Re: Fortbent: a Homestuck mod (v 1.2.3)
Post by: Putnam on January 16, 2012, 04:38:59 pm
Well, the imperial drone pretty much is just a tax collector, so it's no real problem >_>

Also, I was thinking of putting the mod compatibility files in a different file, but for idiot-proofing I decided against it.

(I'm the idiot. It's me. I was testing the my little fortbent mod and found that I had a 525 kb errorlog >_> so they're staying in the same file to make sure :P)

EDIT: the bodygloss strikes again. Right rhear tube hoof, anyone?
Title: Re: Fortbent: a Homestuck mod (v 1.2.5)
Post by: Eagle0600 on January 16, 2012, 10:58:40 pm
Alright, here's the file: Link. (http://dffd.wimbli.com/file.php?id=5343)

This version has the Imperial Drone in, but I'm still not sure if I'm happy with it. Still not included are troll domestic animals, Dersites, and Sburb players, all aimed at for a later release.

Another modification I might later include is Troll entity positions for other races.
Title: Re: Fortbent: a Homestuck mod (v 1.2.5)
Post by: Hubris Incalculable on January 22, 2012, 07:07:36 pm
So, i was playing around with (an older version of) this mod, and i looked at one of my troll's profiles, and saw that her second name translates to Caliginouskismesis. How appropriate. Also, the current age of this world is "The Age of the Signless Follower". I lol'd, much to my family's confusion.
Title: Re: Fortbent: a Homestuck mod (v 1.2.5)
Post by: Putnam on January 26, 2012, 01:28:55 am
Alright, 1.3 preview:

Code: [Select]
For the wind got tigers:

[CAN_DO_INTERACTION:MATERIAL_EMISSION]
   [CDI:ADV_NAME:Do the windy thing]
   [CDI:USAGE_HINT:ATTACK]
   [CDI:BP_REQUIRED:BY_CATEGORY:HEAD]
   [CDI:FLOW:UNDIRECTED_DUST]
   [CDI:TARGET:C:LINE_OF_SIGHT]
   [CDI:TARGET_RANGE:C:15]
   [CDI:MAX_TARGET_NUMBER:C:20]
   [CDI:WAIT_PERIOD:300]

For psychic trolls:

[CAN_DO_INTERACTION:MATERIAL_EMISSION]
   [CDI:ADV_NAME:Use laser eyes]
   [CDI:USAGE_HINT:ATTACK]
   [CDI:BP_REQUIRED:BY_CATEGORY:EYE]
   [CDI:FLOW:FIREBALL]
   [CDI:TARGET:C:LINE_OF_SIGHT]
   [CDI:TARGET_RANGE:C:20]
   [CDI:MAX_TARGET_NUMBER:C:1]
   [CDI:WAIT_PERIOD:30]

For time got tigers

[INTERACTION:TIME_SLOWDOWN]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[IT_MANUAL_INPUT:victim]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:slowed]
[SYNDROME]
[CE_SPEED_CHANGE:SPEED_PERC:8:START:0:END:1000]

Actual effect

[CAN_DO_INTERACTION:TIME_SLOWDOWN]
[CDI:ADV_NAME:stop 'em in their tracks]
[CDI_TARGET:A:LINE_OF_SIGHT]
[CDI:USAGE_HINT:ATTACK]
[CDI:TARGET_RANGE:A:25]
[CDI:MAX_TARGET_NUMBER:A:2]
[CDI:TARGET_VERB:feel as if everything is rushing past you at blinding speed:is going incredibly slowly]
[CDI:WAIT_PERIOD:1000]

Light got tigers (AAAAAAAALL the luck)

[INTERACTION:LUCKSTEAL]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[IT_MANUAL_INPUT:victim]
[I_TARGET:B:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:luckstolen]
[SYNDROME]
[CE_SKILL_ROLL_ADJUST:PERC:0:PERC_ON:1:START:0:END:10000]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:B]
[IE_IMMEDIATE]
[IE_ARENA_NAME:lucky]
[SYNDROME]
[CE_SKILL_ROLL_ADJUST:PERC:0:PERC_ON:198:START:0]

effect:

[CAN_DO_INTERACTION:LUCKSTEAL]
[CDI:ADV_NAME:steal all the luck]
[CDI_TARGET:A:LINE_OF_SIGHT]
[CDI_TARGET:B:SELF_ONLY]
[CDI:USAGE_HINT:ATTACK]
[CDI:TARGET_RANGE:A:25]
[CDI:TARGET_RANGE:B:1]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:MAX_TARGET_NUMBER:B:1]
[CDI:WAIT_PERIOD:500]

spacey thing

[INTERACTION:MINIFY_ENEMY]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:tiny]
[SYNDROME]
[CE_BODYSIZE_PERC_CHANGE:2:START:0:END:1000]

can do:

[CAN_DO_INTERACTION:MINIFY_ENEMY]
[CDI:ADV_NAME:shrink enemy]
[CDI_TARGET:A:LINE_OF_SIGHT]
[CDI:USAGE_HINT:ATTACK]
[CDI:TARGET_RANGE:A:25]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:TARGET_VERB:see everything growing around you:is suddenly extremely small]
[CDI:WAIT_PERIOD:500]

For first guardian types:

[INTERACTION:TELEPORT]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:teleporting]
[SYNDROME]
[CE_SPEED_CHANGE:SPEED_PERC:500000:START:0:END:100]

the actual method to do so:

[CAN_DO_INTERACTION:TELEPORT]
[CDI:ADV_NAME:begin teleportation]
[CDI_TARGET:A:SELF_ONLY]
[CDI:USAGE_HINT:ATTACK]
[CDI:TARGET_RANGE:A:1]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:TARGET_VERB:begin teleporting:suddenly disappears]
[CDI:WAIT_PERIOD:300]

Also, Toady confirmed that when it rains troll blood, it will be rainbow blood.

Hell yes.

EDIT:

Code: [Select]
[CASTE:M_WIND_P]
[CASTE:F_WIND_P]
[CASTE:M_WIND_M]
[CASTE:F_WIND_M]
[CASTE:M_LIGHT_P]
[CASTE:F_LIGHT_P]
[CASTE:M_LIGHT_M]
[CASTE:F_LIGHT_M]
[CASTE:M_TIME_P]
[CASTE:F_TIME_P]
[CASTE:M_TIME_M]
[CASTE:F_TIME_M]
[CASTE:M_SPACE_P]
[CASTE:F_SPACE_P]
[CASTE:M_SPACE_M]
[CASTE:F_SPACE_M]
[CASTE:M_LIFE_P]
[CASTE:F_LIFE_P]
[CASTE:M_LIFE_M]
[CASTE:F_LIFE_M]
[CASTE:M_DOOM_P]
[CASTE:F_DOOM_P]
[CASTE:M_DOOM_M]
[CASTE:F_DOOM_M]
[CASTE:M_RAGE_P]
[CASTE:F_RAGE_P]
[CASTE:M_RAGE_M]
[CASTE:F_RAGE_M]
[CASTE:M_VOID_P]
[CASTE:F_VOID_P]
[CASTE:M_VOID_M]
[CASTE:F_VOID_M]
[CASTE:M_HEART_P]
[CASTE:F_HEART_P]
[CASTE:M_HEART_M]
[CASTE:F_HEART_M]
[CASTE:M_BLOOD_P]
[CASTE:F_BLOOD_P]
[CASTE:M_BLOOD_M]
[CASTE:F_BLOOD_M]
[CASTE:M_MIND_P]
[CASTE:F_MIND_P]
[CASTE:M_MIND_M]
[CASTE:F_MIND_M]
[CASTE:M_HOPE_P]
[CASTE:F_HOPE_P]
[CASTE:M_HOPE_M]
[CASTE:F_HOPE_M]

[SELECT_CASTE:M_WIND_P]
 [PLUS_ADDITIONAL_CASTE:M_WIND_M]
 [PLUS_ADDITIONAL_CASTE:M_LIGHT_P]
 [PLUS_ADDITIONAL_CASTE:M_LIGHT_M]
 [PLUS_ADDITIONAL_CASTE:M_TIME_P]
 [PLUS_ADDITIONAL_CASTE:M_TIME_M]
 [PLUS_ADDITIONAL_CASTE:M_SPACE_P]
 [PLUS_ADDITIONAL_CASTE:M_SPACE_M]
 [PLUS_ADDITIONAL_CASTE:M_LIFE_P]
 [PLUS_ADDITIONAL_CASTE:M_LIFE_M]
 [PLUS_ADDITIONAL_CASTE:M_DOOM_P]
 [PLUS_ADDITIONAL_CASTE:M_DOOM_M]
 [PLUS_ADDITIONAL_CASTE:M_RAGE_P]
 [PLUS_ADDITIONAL_CASTE:M_RAGE_M]
 [PLUS_ADDITIONAL_CASTE:M_VOID_P]
 [PLUS_ADDITIONAL_CASTE:M_VOID_M]
 [PLUS_ADDITIONAL_CASTE:M_HEART_P]
 [PLUS_ADDITIONAL_CASTE:M_HEART_M]
 [PLUS_ADDITIONAL_CASTE:M_BLOOD_P]
 [PLUS_ADDITIONAL_CASTE:M_BLOOD_M]
 [PLUS_ADDITIONAL_CASTE:M_MIND_P]
 [PLUS_ADDITIONAL_CASTE:M_MIND_M]
 [PLUS_ADDITIONAL_CASTE:M_HOPE_P]
 [PLUS_ADDITIONAL_CASTE:M_HOPE_M]
[MALE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]

[SELECT_CASTE:F_WIND_P]
 [PLUS_ADDITIONAL_CASTE:F_WIND_M]
 [PLUS_ADDITIONAL_CASTE:F_LIGHT_P]
 [PLUS_ADDITIONAL_CASTE:F_LIGHT_M]
 [PLUS_ADDITIONAL_CASTE:F_TIME_P]
 [PLUS_ADDITIONAL_CASTE:F_TIME_M]
 [PLUS_ADDITIONAL_CASTE:F_SPACE_P]
 [PLUS_ADDITIONAL_CASTE:F_SPACE_M]
 [PLUS_ADDITIONAL_CASTE:F_LIFE_P]
 [PLUS_ADDITIONAL_CASTE:F_LIFE_M]
 [PLUS_ADDITIONAL_CASTE:F_DOOF_P]
 [PLUS_ADDITIONAL_CASTE:F_DOOF_M]
 [PLUS_ADDITIONAL_CASTE:F_RAGE_P]
 [PLUS_ADDITIONAL_CASTE:F_RAGE_M]
 [PLUS_ADDITIONAL_CASTE:F_VOID_P]
 [PLUS_ADDITIONAL_CASTE:F_VOID_M]
 [PLUS_ADDITIONAL_CASTE:F_HEART_P]
 [PLUS_ADDITIONAL_CASTE:F_HEART_M]
 [PLUS_ADDITIONAL_CASTE:F_BLOOD_P]
 [PLUS_ADDITIONAL_CASTE:F_BLOOD_M]
 [PLUS_ADDITIONAL_CASTE:F_MIND_P]
 [PLUS_ADDITIONAL_CASTE:F_MIND_M]
 [PLUS_ADDITIONAL_CASTE:F_HOPE_P]
 [PLUS_ADDITIONAL_CASTE:F_HOPE_M]
[FEMALE]

*MANIACAL LAUGH*
Title: Re: Fortbent: a Homestuck mod (v 1.2.5)
Post by: DarthBoogalo on February 03, 2012, 08:08:46 pm
I love the Homestuck fandom so much right now.
Title: Re: Fortbent: a Homestuck mod (v 1.2.5)
Post by: Putnam on February 03, 2012, 08:15:23 pm
Code: [Select]
[SELECT_CASTE:M_WIND_M]
[SELECT_ADDITIONAL_CASTE:F_WIND_M]

[CAN_DO_INTERACTION:MATERIAL_EMISSION]
   [CDI:ADV_NAME:Do the windy thing]
   [CDI:USAGE_HINT:ATTACK]
   [CDI:BP_REQUIRED:BY_CATEGORY:HEAD]
   [CDI:FLOW:TRAILING_DUST]
   [CDI:TARGET:C:LINE_OF_SIGHT]
   [CDI:TARGET_RANGE:C:15]
   [CDI:MAX_TARGET_NUMBER:C:20]
   [CDI:WAIT_PERIOD:300]

[SELECT_CASTE:M_LIGHT_M]
[SELECT_ADDITIONAL_CASTE:F_LIGHT_M]

[CAN_DO_INTERACTION:LIGHT_LUCKSTEAL]
[CDI:ADV_NAME:steal all the luck]
[CDI_TARGET:A:LINE_OF_SIGHT]
[CDI_TARGET:B:SELF_ONLY]
[CDI:USAGE_HINT:ATTACK]
[CDI:TARGET_RANGE:A:25]
[CDI:TARGET_RANGE:B:1]
[CDI:VERB:stare intently:stares intently:NA]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:MAX_TARGET_NUMBER:B:1]
[CDI:WAIT_PERIOD:500]

[SELECT_CASTE:M_TIME_M]
[SELECT_ADDITIONAL_CASTE:F_TIME_M]

[CAN_DO_INTERACTION:TIME_SLOWDOWN]
[CDI:ADV_NAME:stop 'em in their tracks]
[CDI_TARGET:A:LINE_OF_SIGHT]
[CDI:USAGE_HINT:ATTACK]
[CDI:TARGET_RANGE:A:25]
[CDI:MAX_TARGET_NUMBER:A:2]
[CDI:VERB:gesture:gestures:NA]
[CDI:TARGET_VERB:feel as if everything is rushing past you at blinding speed:is going incredibly slowly]
[CDI:WAIT_PERIOD:1000]

[SELECT_CASTE:M_SPACE_M]
[SELECT_ADDITIONAL_CASTE:F_SPACE_M]

[CAN_DO_INTERACTION:SPACE_MINIFY]
[CDI:ADV_NAME:shrink enemy]
[CDI_TARGET:A:LINE_OF_SIGHT]
[CDI:USAGE_HINT:ATTACK]
[CDI:TARGET_RANGE:A:25]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:VERB:make a large box with your fingers, then shrink it:makes a large box with their fingers, then shrinks it]
[CDI:TARGET_VERB:see everything growing around you:is suddenly extremely small]
[CDI:WAIT_PERIOD:500]

[SELECT_CASTE:M_LIFE_M]
[SELECT_ADDITIONAL_CASTE:F_LIFE_M]

[CAN_DO_INTERACTION:LIFE_RESURRECTION]
[CDI:ADV_NAME:resurrect someone]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:10]
[CDI:VERB:begin glowing and gesture:begins glowing and gestures]
[CDI:TARGET_VERB:get up:gets up:NA]
[CDI:WAIT_PERIOD:50]

[SELECT_CASTE:M_DOOM_M]
[SELECT_ADDITIONAL_CASTE:F_DOOM_M]

[CAN_DO_INTERACTION:DOOM_CURSE]
[CDI:ADV_NAME:cast doom on foe]
[CDI_TARGET:A:LINE_OF_SIGHT]
[CDI:USAGE_HINT:ATTACK]
[CDI:TARGET_RANGE:A:10]
[CDI:VERB:make a "you're dead" gesture:makes a "you're dead" gesture:NA]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:500]

[SELECT_CASTE:M_RAGE_M]
[SELECT_ADDITIONAL_CASTE:F_RAGE_M]

[CAN_DO_INTERACTION:RAGE_ENRAGE]
[CDI:ADV_NAME:enrage foe]
[CDI_TARGET:A:LINE_OF_SIGHT]
[CDI:USAGE_HINT:ATTACK]
[CDI:TARGET_RANGE:A:10]
[CDI:VERB:wink:winks:NA]
[CDI:TARGET_VERB:are suddenly betrayed by all of your allies:is suddenly attacking everyone]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:500]

[SELECT_CASTE:M_VOID_M]
[SELECT_ADDITIONAL_CASTE:F_VOID_M]

[CAN_DO_INTERACTION:VOID_BLIND]
[CDI:ADV_NAME:blind foe]
[CDI_TARGET:A:LINE_OF_SIGHT]
[CDI:USAGE_HINT:ATTACK]
[CDI:TARGET_RANGE:A:10]
[CDI:VERB:make an eye-poking gesture:makes an eye-poking gesture:NA]
[CDI:TARGET_VERB:are blinded:is blinded]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:500]

[SELECT_CASTE:M_HEART_M]
[SELECT_ADDITIONAL_CASTE:F_HEART_M]

[CAN_DO_INTERACTION:HEART_CALM]
[CDI:ADV_NAME:calm foe]
[CDI_TARGET:A:LINE_OF_SIGHT]
[CDI:USAGE_HINT:ATTACK]
[CDI:TARGET_RANGE:A:10]
[CDI:VERB:say "shoosh":says "shoosh":NA]
[CDI:TARGET_VERB:are incredibly calm:is incredibly calm]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:500]

[SELECT_CASTE:M_BLOOD_M]
[SELECT_ADDITIONAL_CASTE:F_BLOOD_M]

[CAN_DO_INTERACTION:BLOOD_HULK_OUT]
[CDI:ADV_NAME:berserk rage] yes, it's a TES reference
[CDI_TARGET:A:SELF_ONLY]
[CDI:USAGE_HINT:ATTACK]
[CDI:TARGET_RANGE:1]
[CDI:VERB:swear as loud as you possible can:makes a deafening swear]
[CDI:TARGET_VERB:feel invincible:seems unstoppable]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:2500]

[SELECT_CASTE:M_MIND_M]
[SELECT_ADDITIONAL_CASTE:F_MIND_M]

[CAN_DO_INTERACTION:MIND_BSOD]
[CDI:ADV_NAME:break foe's mind]
[CDI_TARGET:A:LINE_OF_SIGHT]
[CDI:USAGE_HINT:ATTACK]
[CDI:TARGET_RANGE:A:10]
[CDI:VERB:stare intently:stares intently:NA]
[CDI:TARGET_VERB:have been subjected to your worst fear, and are broken temporarily:is babbling]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:500]

[SELECT_CASTE:M_HOPE_M]
[SELECT_ADDITIONAL_CASTE:F_HOPE_M]

[CAN_DO_INTERACTION:HOPE_FEAR]
[CDI:ADV_NAME:destroy foe's hope]
[CDI_TARGET:A:LINE_OF_SIGHT]
[CDI:USAGE_HINT:ATTACK]
[CDI:TARGET_RANGE:A:10]
[CDI:VERB:stare intently:stares intently:NA]
[CDI:TARGET_VERB:are too strong to be affected by this tomfoolery:is suddenly fleeing] The adventurer is player controlled, and thus can't be affected by this interaction.
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:500]


[SELECT_CASTE:M_WIND_P]
  [SELECT_ADDITIONAL_CASTE:F_WIND_P]

[PHYS_ATT_RANGE:AGILITY:5000:5000:5000:5000:5000:5000:5000]             max
[FIREIMMUNE_SUPER] It all blows around them!

[SELECT_CASTE:M_LIGHT_P]
[SELECT_ADDITIONAL_CASTE:F_LIGHT_P]

[LIGHT_GEN]
[FIXED_TEMP:10080]
[PHYS_ATT_RANGE:AGILITY:5000:5000:5000:5000:5000:5000:5000]             max
[FIREIMMUNE]
[CASTE_GLOWCOLOR:6:0:1]
[CASTE_GLOWTILE:'G']

[SELECT_CASTE:M_TIME_P]
[SELECT_ADDITIONAL_CASTE:F_TIME_P]

[SPEED:495]
[MENT_ATT_RANGE:MUSICALITY:4500:5000:5000:5000:5000:5000:5000]   
[MENT_ATT_RANGE:KINESTHETIC_SENSE:1500:2000:2500:3000:4000:5000]

[SELECT_CASTE:M_SPACE_P]
[SELECT_ADDITIONAL_CASTE:F_SPACE_P]

[SPEED:525]
[MENT_ATT_RANGE:SPATIAL_SENSE:5000:5000:5000:5000:5000:5000:5000]             max
[MENT_ATT_RANGE:FOCUS:5000:5000:5000:5000:5000:5000:5000]             max

[SELECT_CASTE:M_LIFE_P]
[SELECT_ADDITIONAL_CASTE:F_LIFE_P]

[PHYS_ATT_RANGE:RECUPERATION:5000:5000:5000:5000:5000:5000:5000] max
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:5000:5000:5000:5000:5000:5000:5000]
[PHYS_ATT_RANGE:TOUGHNESS:1000:1500:2000:2250:2500:3000:5000] +++

[SELECT_CASTE:M_DOOM_P]
[SELECT_ADDITIONAL_CASTE:F_DOOM_P]

[GRASSTRAMPLE:100]
[BODYSIZE:12:85000]
[NATURAL_SKILL:WRESTLING:8]

[SELECT_CASTE:M_RAGE_P]
[SELECT_ADDITIONAL_CASTE:F_RAGE_P]

[PHYS_ATT_RANGE:STRENGTH:5000:5000:5000:5000:5000:5000:5000]
[PRONE_TO_RAGE:200]

[SELECT_CASTE:M_VOID_P]
[SELECT_ADDITIONAL_CASTE:F_VOID_P]

[NATURAL_SKILL:SNEAK:20]
[NATURAL_SKILL:GRASP_STRIKE:20] Both have used fistkind so far.

[SELECT_CASTE:F_VOID_P]
         [PLUS_ADDITIONAL_CASTE:F_VOID_M]
[CURIOUSBEAST_GUZZLER]

[SELECT_CASTE:M_HEART_P]
[SELECT_ADDITIONAL_CASTE:F_HEART_P]

[MENT_ATT_RANGE:EMPATHY:5000:5000:5000:5000:5000:5000:5000]
[PHYS_ATT_RANGE:ENDURANCE:2500:3000:3250:3500:3750:4000:5000]

[SELECT_CASTE:M_BLOOD_P]
[SELECT_ADDITIONAL_CASTE:F_BLOOD_P]

[PHYS_ATT_RANGE:STRENGTH:5000:5000:5000:5000:5000:5000:5000]
[PHYS_ATT_RANGE:TOUGHNESS:5000:5000:5000:5000:5000:5000:5000]
[PHYS_ATT_RANGE:ENDURANCE:5000:5000:5000:5000:5000:5000:5000]
[PRONE_TO_RAGE:2]

[SELECT_CASTE:M_MIND_P]
[SELECT_ADDITIONAL_CASTE:F_MIND_P]

[MENT_ATT_RANGE:ANALYTICAL_ABILITY:5000:5000:5000:5000:5000:5000:5000]
[MENT_ATT_RANGE:FOCUS:5000:5000:5000:5000:5000:5000:5000]
[MENT_ATT_RANGE:CREATIVITY:5000:5000:5000:5000:5000:5000:5000]
[MENT_ATT_RANGE:INTUITION:5000:5000:5000:5000:5000:5000:5000]
[MENT_ATT_RANGE:PATIENCE:5000:5000:5000:5000:5000:5000:5000]
[MENT_ATT_RANGE:MEMORY:5000:5000:5000:5000:5000:5000:5000]
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:5000:5000:5000:5000:5000:5000:5000]

[SELECT_CASTE:M_HOPE_P]
[SELECT_ADDITIONAL_CASTE:F_HOPE_P]

[MENT_ATT_RANGE:WILLPOWER:5000:5000:5000:5000:5000:5000:5000]
[PHYS_ATT_RANGE:ENDURANCE:5000:5000:5000:5000:5000:5000:5000]

*MANIACAL LAUGH 2X COMBO*
Title: Re: Fortbent: a Homestuck mod (v 1.2.5)
Post by: DarthBoogalo on February 03, 2012, 08:47:26 pm
I don't really understand these raws, are the interactions, laser eyes, luck steal and so fourth given to castes of a civ, or are they obtained through 'curses'?
 :-\
Title: Re: Fortbent: a Homestuck mod (v 1.2.5)
Post by: SirAaronIII on February 03, 2012, 08:59:19 pm
They're for got tigers of various aspects, except for the laser eyes which are for yellow blood trolls I think.
Title: Re: Fortbent: a Homestuck mod (v 1.2.5)
Post by: Eagle0600 on February 03, 2012, 09:48:26 pm
To answer the actual question, I think these abilities are being given to castes, yes. It's worth noting that castes belong to races, not civilizations or (as I think you meant) entities.
Title: Re: Fortbent: a Homestuck mod (v 1.2.5)
Post by: Putnam on February 03, 2012, 10:11:13 pm
Yeah, I'll probably make all of the effects like something caused by a good region mist.

The problem with that is that you'll probably start getting god tiered BADGERS and god tiered goblins...
Title: Re: Fortbent: a Homestuck mod (v 1.2.5)
Post by: Eagle0600 on February 04, 2012, 01:04:52 am
I thought the idea was to create a race and entity for the god-tiers?
Title: Re: Fortbent: a Homestuck mod (v 1.2.5)
Post by: Putnam on February 04, 2012, 01:08:32 am
Originally. The next version and expansions of interactions beyond that (especially the latter) should allow me to wean off of that idea a bit until god tiering is fully integrated into the interaction system.
Title: Re: Fortbent: a Homestuck mod (v 1.2.5)
Post by: DarthBoogalo on February 04, 2012, 12:56:55 pm
Well..
You could painstakingly(?) make everything but trolls(and humans?) immune to the mist, maybe?
Oooooor, a quest bed workshop that uses hard/dangerous to obtain items to create a boiling material item that causes a gas that gives the 'curse'?
Like, ten raw adamantine will make an orb of 'void hero gas' that boils into gas very easily
I haven't the slightest idea if it works this way, in all honesty. :I
Title: Re: Fortbent: a Homestuck mod (v 1.2.5)
Post by: Putnam on February 04, 2012, 12:59:24 pm
Oh, it would work fine, but then I wouldn't have god tiers in worldgen!

(unless I allowed one of the source to be deities)
Title: Re: Fortbent: a Homestuck mod (v 1.2.5)
Post by: DarthBoogalo on February 04, 2012, 01:30:25 pm
That actually sounds like it'd work just fine.
There are already gods of death an' stuff! Heroes are granted god-tier, probably based on what that god is associated with?
Title: Re: Fortbent: a Homestuck mod (v 1.2.5)
Post by: Putnam on February 04, 2012, 03:23:53 pm
I'm not sure, but I think that only secrets have spheres as of the next version.
Title: Re: Fortbent: a Homestuck mod (v 1.2.5)
Post by: DarthBoogalo on February 09, 2012, 10:45:17 pm
Heh.. you got guts, kid.
Sonuvabitch, just lie down and die already.

jack_noir.txt?

e: The Jack Noir I spawned that gave me the idea was killed by a mlp pony, I have mixed emotions concerning the matter.
Title: Re: Fortbent: a Homestuck mod (v 1.3 for DF 34.01)
Post by: Putnam on February 14, 2012, 11:21:10 am
Aha, just uploaded 1.3.

Updated to 34.01, interactions, tongues and all.
Title: Re: Fortbent: a Homestuck mod (v 1.3 for DF 34.01)
Post by: SirAaronIII on February 14, 2012, 06:09:04 pm
GLORY AND PRAISE BE!!
.... man I had such a great fort last version, obsidian layers with iron and gold visible from the surface, magma pool in the 1st cavern layer.. now I have to throw it all away.




It'll be worth it though right??
Title: Re: Fortbent: a Homestuck mod (v 1.3 for DF 34.01)
Post by: DarthBoogalo on February 14, 2012, 09:40:54 pm
Oh man can't wait to smash this into the MLP and your new DBZ mod.
It will be glorious/horrible.
Title: Re: Fortbent: a Homestuck mod (v 1.3 for DF 34.01)
Post by: Pokon on February 14, 2012, 10:04:31 pm
Oh man can't wait to smash this into the MLP and your new DBZ mod.
It will be glorious/horrible.

So, standered DF reactions?  :D
Title: Re: Fortbent: a Homestuck mod (v 1.3 for DF 34.01)
Post by: DarthBoogalo on February 18, 2012, 02:11:28 pm
Doesn't Deon have some weapons/armor that can only be made by strange moods in Genesis? You could do something similar with full-body protection god tier hoodies,
Title: Re: Fortbent: a Homestuck mod (v 1.3 for DF 34.01)
Post by: Putnam on February 18, 2012, 03:59:36 pm
Doesn't Deon have some weapons/armor that can only be made by strange moods in Genesis? You could do something similar with full-body protection god tier hoodies,

In fact, there are already weapons that are mood-only in this mod (or were, until I put the god tiers in. I'm probably going to remove them and make got tigerism a secret to be found, rather than an innate quality of a certain civ)
Title: Re: Fortbent: a Homestuck mod (v 1.3 for DF 34.01)
Post by: DarthBoogalo on February 19, 2012, 08:37:38 am
Are you saying you had a mood-able object that gave the creator got tigerism?!
That's pretty freakin' rad, if so, unless you meant the warhammer of zillyhoo etc., that's pretty cool too.
Title: Re: Fortbent: a Homestuck mod (v 1.3 for DF 34.01)
Post by: Putnam on February 19, 2012, 01:53:07 pm
Are you saying you had a mood-able object that gave the creator got tigerism?!
That's pretty freakin' rad, if so, unless you meant the warhammer of zillyhoo etc., that's pretty cool too.

No, I meant the latter. They will be soon enough...

I'm thinking that 1.4 will be a sort of "secret got tiger" update, where god tiering is a secret to be found and a reaction using some special grist to cause.
Title: Re: Fortbent: a Homestuck mod (v 1.3.1 for DF 34.02)
Post by: darklord92 on February 19, 2012, 03:18:53 pm
why not the god tier badges? http://www.mspaintadventures.com/?s=6&p=006248
Title: Re: Fortbent: a Homestuck mod (v 1.3.1 for DF 34.02)
Post by: Putnam on February 19, 2012, 03:53:57 pm
Interactions can't be applied to items, I'm fairly sure.
Title: Re: Fortbent: a Homestuck mod (v 1.3.1 for DF 34.02)
Post by: Souleater17 on February 19, 2012, 06:46:25 pm
On a completely unrelated note.
My errorlog is filling up.

Code: [Select]
*** Error(s) found in the file "raw/objects/interaction_troll.txt"
Unrecognized CE_IMPAIR_FUNCTION token: 5
Unrecognized CE_IMPAIR_FUNCTION token: 5
Unrecognized Physical Attribute Token: 250
Unrecognized CE_PHYS_ATT_CHANGE token: 250
Unrecognized Physical Attribute Token: 0
Unrecognized CE_PHYS_ATT_CHANGE token: 0
Unrecognized CE_PAIN token: 5

Code: [Select]
interaction_troll

[OBJECT:INTERACTION]

[INTERACTION:BLIND_TROLL]
` [I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:blinded]
[SYNDROME]
[CE_IMPAIR_FUNCTION:SEV:500:PROB:75:BP:BY_CATEGORY:EYE:START:0:PEAK:500]

[INTERACTION:TELEPORT_TROLL]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:teleporting]
[SYNDROME]
[CE_SPEED_CHANGE:SPEED_PERC:500000:START:0:END:50]

[INTERACTION:TIME_SLOWDOWN]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[IT_MANUAL_INPUT:victim]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:slowed]
[SYNDROME]
[CE_SPEED_CHANGE:SPEED_PERC:8:START:0:END:1000]

[INTERACTION:LIGHT_LUCKSTEAL]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[IT_MANUAL_INPUT:victim]
[I_TARGET:B:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:yourself, dunkass]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:luckstolen]
[SYNDROME]
[CE_SKILL_ROLL_ADJUST:PERC:0:PERC_ON:1:START:0:END:10000]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:B]
[IE_IMMEDIATE]
[IE_ARENA_NAME:lucky]
[SYNDROME]
[CE_SKILL_ROLL_ADJUST:PERC:0:PERC_ON:198:START:0]

[INTERACTION:LIFE_RESURRECTION]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_ANIMATION]
[IT_FORBIDDEN:NOT_LIVING]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:ANIMATE]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:resurrected]

[INTERACTION:DOOM_CURSE]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[IT_MANUAL_INPUT:victim]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:doomed]
[SYNDROME]
[CE_NUMBNESS:SEV:20:PROB:100:BP:BY_CATEGORY:ALL:MUSCULAR_ONLY:START:0:END:3000]
[CE_BLEEDING:SEV:1000:PROB:100:START:3000:END:5000]

[INTERACTION:RAGE_ENRAGE]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[IT_MANUAL_INPUT:victim]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:enraged]
[SYNDROME]
[CE_ADD_TAG:CRAZED:START:0:END:500]

[INTERACTION:VOID_BLIND]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[IT_MANUAL_INPUT:victim]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:blinded]
[SYNDROME]
[CE_IMPAIR_FUNCTION:SEV:200:PROB:95:BP:BY_CATEGORY:EYE:START:5:END:500]

[INTERACTION:HEART_CALM]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[IT_MANUAL_INPUT:victim]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:calmed]
[SYNDROME]
[CE_REMOVE_TAG:LIKESFIGHTING:START:0:END:500]
[CE_UNCONSCIOUSNESS:SEV:100:PROB:45:START:50:END:500]
[CE_NUMBNESS:SEV:10:PROB:100:BP:BY_CATEGORY:ALL:MUSCULAR_ONLY:START:0:END:500]

[INTERACTION:BLOOD_HULK_OUT] eh???
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[IT_MANUAL_INPUT:self]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:bloodthirsty]
[SYNDROME]
[CE_PHYS_ATT_CHANGE:STRENGTH:250:AGILITY:250:TOUGHNESS:250:START:0:END:2000]
[CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT:NONE:NONE:1:5:START:0:END:2000]
[CE_ADD_TAG:NOEXERT:NOPAIN:NOSTUN:NONAUSEA:PARALYZEIMMUNE:START:0:END:2000]


[INTERACTION:HOPE_FEAR]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[IT_MANUAL_INPUT:victim]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:hopelost]
[SYNDROME]
[CE_NUMBNESS:SEV:10:PROB:100:BP:BY_CATEGORY:ALL:MUSCULAR_ONLY:START:0:END:500]
[CE_REMOVE_TAG:LIKESFIGHTING:START:0:END:1000]

[INTERACTION:MIND_BSOD]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[IT_MANUAL_INPUT:victim]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:mindfucked]
[SYNDROME]
[CE_ADD_TAG:UTTERANCES:START:0:END:1000]
[CE_REMOVE_TAG:LIKESFIGHTING:START:0:END:1000]
[CE_PAIN:SEV:10:PROB:100:BP:BY_CATEGORY:BRAIN:START:5:END:500]

I had to change and add things for it to work.
Title: Re: Fortbent: a Homestuck mod (v 1.3.1 for DF 34.02)
Post by: Putnam on February 19, 2012, 10:29:53 pm
I know what those are caused by now, I'll fix them up.

EDIT: Wait, you changed the hulk out interaction in a way that I know spat errors at me before, and my errorless super saiyan interaction confirms that my current one is correct, but your errorlog says otherwise...

>_<
Title: Re: Fortbent: a Homestuck mod (v 1.3.1 for DF 34.02)
Post by: Souleater17 on February 19, 2012, 10:34:56 pm
Both ways it gave me errors.
Title: Re: Fortbent: a Homestuck mod (v 1.3.1 for DF 34.02)
Post by: narhiril on February 19, 2012, 11:16:09 pm
Interactions can't be applied to items, I'm fairly sure.

But you can require the object for a reaction and add the interaction using a syndrome-causing product.  Not quite the same thing, but might be useful.
Title: Re: Fortbent: a Homestuck mod (v 1.3.1 for DF 34.02)
Post by: SirAaronIII on February 20, 2012, 07:27:30 pm
In the meantime while god tier people still exist, it'd be nice if you could tell what aspect you have in adventure mode creation. Like maybe have in the caste name "Hero of Light/Void/Breath/Whatever".

Also I like how indigo-blooded trolls' weapon skills are all "Subjugglator" (spelling?).
Title: Re: Fortbent: a Homestuck mod (v 1.3.1 for DF 34.02)
Post by: Souleater17 on February 20, 2012, 07:52:55 pm
In the meantime while god tier people still exist, it'd be nice if you could tell what aspect you have in adventure mode creation. Like maybe have in the caste name "Hero of Light/Void/Breath/Whatever".

Also I like how indigo-blooded trolls' weapon skills are all "Subjugglator" (spelling?).
Subjuggulator.

I guess the interactions would be like this:

Spoiler (click to show/hide)

Of course, you'd have to add all the other fancy abilities and crap.
Title: Re: Fortbent: a Homestuck mod (v 1.3.1 for DF 34.02)
Post by: Putnam on February 20, 2012, 07:58:29 pm
I consider not knowing the aspect part of the surprise :P

Also, there is no blessing, only cursing. I figure it doesn't really matter during gameplay, but it would look odd during legends to have trolls profaning temples and thus being turned into god-like beings.
Title: Re: Fortbent: a Homestuck mod (v 1.3.1 for DF 34.02)
Post by: Souleater17 on February 20, 2012, 08:01:03 pm
I consider not knowing the aspect part of the surprise :P

Also, there is no blessing, only cursing. I figure it doesn't really matter during gameplay, but it would look odd during legends to have trolls profaning temples and thus being turned into god-like beings.

Maybe some sort of "You got guts, kid. I'll give you that. And these powers."
Title: Re: Fortbent: a Homestuck mod (v 1.3.1 for DF 34.02)
Post by: Dalndox on February 29, 2012, 01:17:33 am
Really sorry to bump this after more than a week of activity, but I'm having a rather odd issue with this mod.

Whenever I gen a world, it will not allow me to play as Trolls. Rather, every civ that looks like it SHOULD belong to Trolls, is instead ruled by "Alternian Honk-Birds"

The only thing I can think of doing is removing the awful things entirely, but I haven't tested to see if that causes any issues.

Some sort of work-around or fix for this would be lovely. I even tried a fresh install of the mod, to no avail.
Title: Re: Fortbent: a Homestuck mod (v 1.3.1 for DF 34.02)
Post by: SirAaronIII on February 29, 2012, 01:19:39 am
Sounds like duped raws. Exactly what, I don't know, but are you 100% sure you're installing everything right?
Title: Re: Fortbent: a Homestuck mod (v 1.3.1 for DF 34.02)
Post by: Putnam on February 29, 2012, 01:21:05 am
There was a duped raw issue in a previous version that I thought I fixed--let me check.

EDIT: didn't see much, but there was a very small fix that I made while developing the dragon ball mod, so I'm uploading a new version anyway.
Title: Re: Fortbent: a Homestuck mod (v 1.3.1 for DF 34.02)
Post by: Dalndox on February 29, 2012, 01:24:37 am
I'll take a look.

I removed the geese in game. Game responded by replacing the Goose civ with Metal Sheep.

As fun as that would be to play, I want to play Trolls. :P
Title: Re: Fortbent: a Homestuck mod (v 1.3.1 for DF 34.02)
Post by: Putnam on February 29, 2012, 01:26:02 am
I'll take a look.

I removed the geese in game. Game responded by replacing the Goose civ with Metal Sheep.

As fun as that would be to play, I want to play Trolls. :P

Post the contents of your errorlog.txt. That is definitely duped raws.
Title: Re: Fortbent: a Homestuck mod (v 1.3.1 for DF 34.02)
Post by: Dalndox on February 29, 2012, 01:29:14 am
Just did a fresh install of DF AND the mod. If it happens again, I'll post said log.

Thanks for taking the time to help me out.
Title: Re: Fortbent: a Homestuck mod (v 1.3.1 for DF 34.02)
Post by: Dalndox on February 29, 2012, 01:36:45 am
Here's the whole log, since I don't know what's what. Still having the same issue.

Code: [Select]
*** Error(s) found in the file "raw/objects/creature_birds.txt"
PENGUIN MAN:GO_TO_TAG could not find target, setting to end: ATTACK:BITE:BODYPART:BY_CATEGORY:BEAK
*** Error(s) found in the file "raw/objects/creature_domestic.txt"
DOG:Unrecognized Creature Caste Body Token: 4TOES_FQ
DOG:Unrecognized Creature Caste Body Token: 4TOES_RQ
DOG:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
DOG:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
CAT:Unrecognized Creature Caste Body Token: 5TOES_FQ
CAT:Unrecognized Creature Caste Body Token: 4TOES_RQ
CAT:Tissue layer not added because no BP found: BY_CATEGORY:TOE:CLAW
CAT:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
CAVY:Unrecognized Creature Caste Body Token: 4TOES_FQ
CAVY:Unrecognized Creature Caste Body Token: 3TOES_RQ
CAVY:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
CAVY:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
RABBIT:Unrecognized Creature Caste Body Token: 4TOES_FQ
RABBIT:Unrecognized Creature Caste Body Token: 5TOES_RQ
RABBIT:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
RABBIT:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
*** Error(s) found in the file "raw/objects/creature_large_mountain.txt"
MARMOT_HOARY:Unrecognized Creature Caste Body Token: 4TOES_FQ
MARMOT_HOARY:Unrecognized Creature Caste Body Token: 5TOES_RQ
MARMOT_HOARY:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
MARMOT_HOARY:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
*** Error(s) found in the file "raw/objects/creature_large_riverlake.txt"
PLATYPUS MAN:GO_TO_TAG could not find target, setting to end: ATTACK:KICK:BODYPART:BY_CATEGORY:FOOT_REAR
*** Error(s) found in the file "raw/objects/creature_large_temperate.txt"
BEAR_GRIZZLY:Unrecognized Creature Caste Body Token: 5TOES_FQ
BEAR_GRIZZLY:Unrecognized Creature Caste Body Token: 5TOES_RQ
BEAR_GRIZZLY:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
BEAR_GRIZZLY:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
BEAR_BLACK:Unrecognized Creature Caste Body Token: 5TOES_FQ
BEAR_BLACK:Unrecognized Creature Caste Body Token: 5TOES_RQ
BEAR_BLACK:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
BEAR_BLACK:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
FOX:Unrecognized Creature Caste Body Token: 4TOES_FQ
FOX:Unrecognized Creature Caste Body Token: 4TOES_RQ
FOX:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
FOX:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
RACCOON:Unrecognized Creature Caste Body Token: 5TOES_FQ
RACCOON:Unrecognized Creature Caste Body Token: 5TOES_RQ
RACCOON:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
RACCOON:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
COUGAR:Unrecognized Creature Caste Body Token: 5TOES_FQ
COUGAR:Unrecognized Creature Caste Body Token: 4TOES_RQ
COUGAR:Tissue layer not added because no BP found: BY_CATEGORY:TOE:CLAW
COUGAR:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
WOLF:Unrecognized Creature Caste Body Token: 4TOES_FQ
WOLF:Unrecognized Creature Caste Body Token: 4TOES_RQ
WOLF:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
WOLF:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
GROUNDHOG:Unrecognized Creature Caste Body Token: 4TOES_FQ
GROUNDHOG:Unrecognized Creature Caste Body Token: 5TOES_RQ
GROUNDHOG:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
GROUNDHOG:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
ALLIGATOR:Unrecognized Creature Caste Body Token: 4TOES_FQ
ALLIGATOR:Unrecognized Creature Caste Body Token: 4TOES_RQ
ALLIGATOR:Tissue layer not added because no BP found: BY_CATEGORY:TOE:CLAW
PANDA:Unrecognized Creature Caste Body Token: 5TOES_FQ
PANDA:Unrecognized Creature Caste Body Token: 5TOES_RQ
PANDA:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
PANDA:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
PANDA, GIGANTIC:Unrecognized Creature Caste Body Token: 5TOES_FQ
PANDA, GIGANTIC:Unrecognized Creature Caste Body Token: 5TOES_RQ
PANDA, GIGANTIC:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
PANDA, GIGANTIC:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
PANDA MAN:GO_TO_TAG could not find target, setting to end: ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:NAIL
PANDA MAN:Unrecognized Creature Caste Body Token: 5TOES_FQ
PANDA MAN:Unrecognized Creature Caste Body Token: 5TOES_RQ
PANDA MAN:Tissue layer not added because no BP found: BY_CATEGORY:FINGER:NAIL
PANDA MAN:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
PANDA MAN:FEMALE:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
PANDA MAN:MALE:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
CAPYBARA:Unrecognized Creature Caste Body Token: 4TOES_FQ
CAPYBARA:Unrecognized Creature Caste Body Token: 3TOES_RQ
CAPYBARA:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
CAPYBARA:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
CAPYBARA, GIANT:Unrecognized Creature Caste Body Token: 4TOES_FQ
CAPYBARA, GIANT:Unrecognized Creature Caste Body Token: 3TOES_RQ
CAPYBARA, GIANT:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
CAPYBARA, GIANT:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
CAPYBARA MAN:GO_TO_TAG could not find target, setting to end: ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:NAIL
CAPYBARA MAN:Unrecognized Creature Caste Body Token: 4TOES_FQ
CAPYBARA MAN:Unrecognized Creature Caste Body Token: 3TOES_RQ
CAPYBARA MAN:Tissue layer not added because no BP found: BY_CATEGORY:FINGER:NAIL
CAPYBARA MAN:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
CAPYBARA MAN:FEMALE:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
CAPYBARA MAN:MALE:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
BADGER:Unrecognized Creature Caste Body Token: 5TOES_FQ
BADGER:Unrecognized Creature Caste Body Token: 5TOES_RQ
BADGER:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
BADGER:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
BADGER MAN:GO_TO_TAG could not find target, setting to end: ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:NAIL
BADGER MAN:Unrecognized Creature Caste Body Token: 5TOES_FQ
BADGER MAN:Unrecognized Creature Caste Body Token: 5TOES_RQ
BADGER MAN:Tissue layer not added because no BP found: BY_CATEGORY:FINGER:NAIL
BADGER MAN:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
BADGER MAN:FEMALE:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
BADGER MAN:MALE:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
BADGER, GIANT:Unrecognized Creature Caste Body Token: 5TOES_FQ
BADGER, GIANT:Unrecognized Creature Caste Body Token: 5TOES_RQ
BADGER, GIANT:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
BADGER, GIANT:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
MOOSE MAN:GO_TO_TAG could not find target, setting to end: ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:NAIL
*** Error(s) found in the file "raw/objects/creature_large_tropical.txt"
LION:Unrecognized Creature Caste Body Token: 5TOES_FQ
LION:Unrecognized Creature Caste Body Token: 4TOES_RQ
LION:Tissue layer not added because no BP found: BY_CATEGORY:TOE:CLAW
LION:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
LEOPARD:Unrecognized Creature Caste Body Token: 5TOES_FQ
LEOPARD:Unrecognized Creature Caste Body Token: 4TOES_RQ
LEOPARD:Tissue layer not added because no BP found: BY_CATEGORY:TOE:CLAW
LEOPARD:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
JAGUAR:Unrecognized Creature Caste Body Token: 5TOES_FQ
JAGUAR:Unrecognized Creature Caste Body Token: 4TOES_RQ
JAGUAR:Tissue layer not added because no BP found: BY_CATEGORY:TOE:CLAW
JAGUAR:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
TIGER:Unrecognized Creature Caste Body Token: 5TOES_FQ
TIGER:Unrecognized Creature Caste Body Token: 4TOES_RQ
TIGER:Tissue layer not added because no BP found: BY_CATEGORY:TOE:CLAW
TIGER:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
CHEETAH:Unrecognized Creature Caste Body Token: 5TOES_FQ
CHEETAH:Unrecognized Creature Caste Body Token: 4TOES_RQ
CHEETAH:Tissue layer not added because no BP found: BY_CATEGORY:TOE:CLAW
CHEETAH:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
HONEY BADGER:Unrecognized Creature Caste Body Token: 5TOES_FQ
HONEY BADGER:Unrecognized Creature Caste Body Token: 5TOES_RQ
HONEY BADGER:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
HONEY BADGER:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
*** Error(s) found in the file "raw/objects/creature_large_tundra.txt"
BEAR_POLAR:Unrecognized Creature Caste Body Token: 5TOES_FQ
BEAR_POLAR:Unrecognized Creature Caste Body Token: 5TOES_RQ
BEAR_POLAR:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
BEAR_POLAR:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
*** Error(s) found in the file "raw/objects/creature_next_underground.txt"
MAGMA_CRAB:Unrecognized Creature Token: MATERIAL_BREATH_ATTACK
BLIND_CAVE_BEAR:Unrecognized Creature Caste Body Token: 5TOES_FQ
BLIND_CAVE_BEAR:Unrecognized Creature Caste Body Token: 5TOES_RQ
BLIND_CAVE_BEAR:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
BLIND_CAVE_BEAR:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
CAVE_DRAGON:Unrecognized Creature Caste Body Token: 5TOES_FQ
CAVE_DRAGON:Unrecognized Creature Caste Body Token: 5TOES_RQ
CAVE_DRAGON:Tissue layer not added because no BP found: BY_CATEGORY:TOE:CLAW
CAVE_DRAGON:Attack CLAW seems to have correct format but could not find proper BPs in any caste, so not added
CAVE_FLOATER:Unrecognized Creature Token: MATERIAL_BREATH_ATTACK
*** Error(s) found in the file "raw/objects/creature_other.txt"
FOXSQUIRREL:Unrecognized Creature Caste Body Token: 4TOES_FQ
FOXSQUIRREL:Unrecognized Creature Caste Body Token: 4TOES_RQ
FOXSQUIRREL:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
FOXSQUIRREL:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
RAT_DEMON:Unrecognized Creature Caste Body Token: 4TOES_FQ
RAT_DEMON:Unrecognized Creature Caste Body Token: 5TOES_RQ
RAT_DEMON:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
RAT_DEMON:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
*** Error(s) found in the file "raw/objects/creature_savage_tropical.txt"
LION_GIANT:Unrecognized Creature Caste Body Token: 5TOES_FQ
LION_GIANT:Unrecognized Creature Caste Body Token: 4TOES_RQ
LION_GIANT:Tissue layer not added because no BP found: BY_CATEGORY:TOE:CLAW
LION_GIANT:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
LEOPARD_GIANT:Unrecognized Creature Caste Body Token: 5TOES_FQ
LEOPARD_GIANT:Unrecognized Creature Caste Body Token: 4TOES_RQ
LEOPARD_GIANT:Tissue layer not added because no BP found: BY_CATEGORY:TOE:CLAW
LEOPARD_GIANT:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
JAGUAR_GIANT:Unrecognized Creature Caste Body Token: 5TOES_FQ
JAGUAR_GIANT:Unrecognized Creature Caste Body Token: 4TOES_RQ
JAGUAR_GIANT:Tissue layer not added because no BP found: BY_CATEGORY:TOE:CLAW
JAGUAR_GIANT:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
TIGER_GIANT:Unrecognized Creature Caste Body Token: 5TOES_FQ
TIGER_GIANT:Unrecognized Creature Caste Body Token: 4TOES_RQ
TIGER_GIANT:Tissue layer not added because no BP found: BY_CATEGORY:TOE:CLAW
TIGER_GIANT:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
CHEETAH_GIANT:Unrecognized Creature Caste Body Token: 5TOES_FQ
CHEETAH_GIANT:Unrecognized Creature Caste Body Token: 4TOES_RQ
CHEETAH_GIANT:Tissue layer not added because no BP found: BY_CATEGORY:TOE:CLAW
CHEETAH_GIANT:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
*** Error(s) found in the file "raw/objects/creature_small_mammals.txt"
RAT:Unrecognized Creature Caste Body Token: 4TOES_FQ
RAT:Unrecognized Creature Caste Body Token: 5TOES_RQ
RAT:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
RAT:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
SQUIRREL_GRAY:Unrecognized Creature Caste Body Token: 4TOES_FQ
SQUIRREL_GRAY:Unrecognized Creature Caste Body Token: 5TOES_RQ
SQUIRREL_GRAY:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
SQUIRREL_GRAY:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
SQUIRREL_RED:Unrecognized Creature Caste Body Token: 4TOES_FQ
SQUIRREL_RED:Unrecognized Creature Caste Body Token: 5TOES_RQ
SQUIRREL_RED:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
SQUIRREL_RED:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
CHIPMUNK:Unrecognized Creature Caste Body Token: 4TOES_FQ
CHIPMUNK:Unrecognized Creature Caste Body Token: 5TOES_RQ
CHIPMUNK:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
CHIPMUNK:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
HEDGEHOG:Unrecognized Creature Caste Body Token: 4TOES_FQ
HEDGEHOG:Unrecognized Creature Caste Body Token: 5TOES_RQ
HEDGEHOG:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
HEDGEHOG:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
*** Error(s) found in the file "raw/objects/creature_standard.txt"
DRAGON:Unrecognized Creature Token: DRAGONFIREBREATH
DRAGON:Unrecognized Creature Caste Body Token: 4TOES_FQ
DRAGON:Unrecognized Creature Caste Body Token: 4TOES_RQ
DRAGON:Tissue layer not added because no BP found: BY_CATEGORY:TOE:CLAW
DRAGON:Attack CLAW seems to have correct format but could not find proper BPs in any caste, so not added
WOLF_ICE:Unrecognized Creature Caste Body Token: 4TOES_FQ
WOLF_ICE:Unrecognized Creature Caste Body Token: 4TOES_RQ
WOLF_ICE:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
WOLF_ICE:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
HYDRA:Unrecognized Creature Caste Body Token: 3TOES_FQ
HYDRA:Unrecognized Creature Caste Body Token: 3TOES_RQ
HYDRA:Tissue layer not added because no BP found: BY_CATEGORY:TOE:CLAW
HYDRA:Attack CLAW seems to have correct format but could not find proper BPs in any caste, so not added
*** Error(s) found in the file "raw/objects/creature_subterranean.txt"
CROCODILE_CAVE:Unrecognized Creature Caste Body Token: 4TOES_FQ
CROCODILE_CAVE:Unrecognized Creature Caste Body Token: 4TOES_RQ
CROCODILE_CAVE:Tissue layer not added because no BP found: BY_CATEGORY:TOE:CLAW
RAT_GIANT:Unrecognized Creature Caste Body Token: 4TOES_FQ
RAT_GIANT:Unrecognized Creature Caste Body Token: 5TOES_RQ
RAT_GIANT:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
RAT_GIANT:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
RAT_LARGE:Unrecognized Creature Caste Body Token: 4TOES_FQ
RAT_LARGE:Unrecognized Creature Caste Body Token: 5TOES_RQ
RAT_LARGE:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
RAT_LARGE:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
MOLE_DOG_NAKED:Unrecognized Creature Caste Body Token: 4TOES_FQ
MOLE_DOG_NAKED:Unrecognized Creature Caste Body Token: 4TOES_RQ
MOLE_DOG_NAKED:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
MOLE_DOG_NAKED:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
MOLE_GIANT:Unrecognized Creature Caste Body Token: 5TOES_FQ
MOLE_GIANT:Unrecognized Creature Caste Body Token: 5TOES_RQ
MOLE_GIANT:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
MOLE_GIANT:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
IMP_FIRE:Unrecognized Creature Token: FIREBREATH
ELEMENTMAN_FIRE:Unrecognized Creature Token: FIREBREATH
*** Error(s) found in the file "raw/objects/creature_troll_hostile.txt"
DERSE:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
*** Error(s) found in the file "raw/objects/creature_troll_mega.txt"
INDESTRUCTIBLE_DEMON:Unrecognized Creature Token: CDI_TARGET
*** Error(s) found in the file "raw/objects/creature_troll_temperate.txt"
Unrecognized Body Part Group Token:  BY_CATEGORY
*** Error(s) found in the file "raw/objects/creature_troll_underground.txt"
IMP:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
*** Error(s) found in the file "raw/objects/interaction_troll.txt"
Unrecognized CE_IMPAIR_FUNCTION token: 0
Unrecognized CE_BLEEDING token: BY_CATEGORY
Unrecognized CE_BLEEDING token: ALL
Unrecognized CE_IMPAIR_FUNCTION token: 0
Unsupported CE remove tag: LIKES_FIGHTING
BLOOD_HULK_OUT:Unrecognized Interaction Token: IT_CANNOT_TARGET_IF_ALREAD_AFFECTED
Unsupported CE add tag: FLEEQUICK
Unsupported CE remove tag: LIKES_FIGHTING
*** Error(s) finalizing the symbol FLOWERY
Unrecognized word token: AMETHYST
Unrecognized word token: AQUAMARINE
Unrecognized word token: AZURE
Unrecognized word token: BEIGE
Unrecognized word token: SIENNA
Unrecognized word token: UMBER
Unrecognized word token: CARDINAL_COLOR
Unrecognized word token: CARMINE
Unrecognized word token: CERULEAN
Unrecognized word token: CHARTREUSE
Unrecognized word token: FUCHSIA
Unrecognized word token: GOLDENROD
Unrecognized word token: HELIOTROPE
Unrecognized word token: LAVENDER
Unrecognized word token: LILAC
Unrecognized word token: MAUVE
Unrecognized word token: TAUPE
Unrecognized word token: PERIWINKLE
Unrecognized word token: RUSSET
Unrecognized word token: SAFFRON
Unrecognized word token: VERMILION
*** Error(s) finalizing the symbol NATURE
Unrecognized word token: CHESTNUT
Unrecognized word token: CINNAMON
Unrecognized word token: OLIVE
Unrecognized word token: FLAX
Unrecognized word token: FUCHSIA
Unrecognized word token: GOLDENROD
Unrecognized word token: HELIOTROPE
Unrecognized word token: LAVENDER
Unrecognized word token: LEMON
Unrecognized word token: LILAC
Unrecognized word token: LIME
Unrecognized word token: MAHOGANY
Unrecognized word token: MINT
Unrecognized word token: MOSS
Unrecognized word token: ORANGE
Unrecognized word token: PERIWINKLE
Unrecognized word token: PLUM
Unrecognized word token: PUMPKIN
Unrecognized word token: SAFFRON
Unrecognized word token: SEPIA
Unrecognized word token: TEAL
*** Error(s) finalizing the symbol EVIL
Unrecognized word token: HORROR
*** Error(s) finalizing the symbol VIOLENT
Unrecognized word token: THREAT
*** Error(s) finalizing the symbol DEATH
Unrecognized word token: FATE
*** Error(s) finalizing the symbol SUBORDINATE
Unrecognized word token: LITTLE
*** Error(s) finalizing the symbol NEW
Unrecognized word token: EARLY
*** Error(s) finalizing the symbol DOMESTIC
Unrecognized word token: CHESTNUT
Unrecognized word token: CHOCOLATE
Unrecognized word token: CINNAMON
Unrecognized word token: OLIVE
Unrecognized word token: LEMON
Unrecognized word token: LIME
Unrecognized word token: PLUM
Unrecognized word token: PUMPKIN
Unrecognized word token: CHEESE
*** Error(s) finalizing the symbol MYTHIC
Unrecognized word token: FATE
Unrecognized word token: DESTINY
*** Error(s) finalizing the symbol ARTIFICE
Unrecognized word token: BRASS
Unrecognized word token: FIGURE_OBJECT
*** Error(s) finalizing the symbol COLOR
Unrecognized word token: AMBER
Unrecognized word token: AMETHYST
Unrecognized word token: AQUA
Unrecognized word token: AQUAMARINE
Unrecognized word token: GRAY
Unrecognized word token: AUBURN
Unrecognized word token: AZURE
Unrecognized word token: BEIGE
Unrecognized word token: BRASS
Unrecognized word token: BROWN
Unrecognized word token: BUFF
Unrecognized word token: SIENNA
Unrecognized word token: UMBER
Unrecognized word token: CARDINAL_COLOR
Unrecognized word token: CARMINE
Unrecognized word token: CERULEAN
Unrecognized word token: CHARCOAL
Unrecognized word token: CHARTREUSE
Unrecognized word token: CHESTNUT
Unrecognized word token: CHOCOLATE
Unrecognized word token: CINNAMON
Unrecognized word token: COBALT
Unrecognized word token: INDIGO
Unrecognized word token: OLIVE
Unrecognized word token: PINK
Unrecognized word token: SCARLET
Unrecognized word token: TAN
Unrecognized word token: ECRU
Unrecognized word token: EMERALD
Unrecognized word token: FLAX
Unrecognized word token: FUCHSIA
Unrecognized word token: GOLDENROD
Unrecognized word token: HELIOTROPE
Unrecognized word token: LAVENDER
Unrecognized word token: LEMON
Unrecognized word token: LILAC
Unrecognized word token: LIME
Unrecognized word token: MAHOGANY
Unrecognized word token: MAROON_COLOR
Unrecognized word token: MAUVE
Unrecognized word token: TAUPE
Unrecognized word token: MINT
Unrecognized word token: MOSS
Unrecognized word token: OCHRE
Unrecognized word token: ORANGE
Unrecognized word token: PERIWINKLE
Unrecognized word token: PLUM
Unrecognized word token: PUCE
Unrecognized word token: PUMPKIN
Unrecognized word token: RUSSET
Unrecognized word token: SAFFRON
Unrecognized word token: SEPIA
Unrecognized word token: TEAL
Unrecognized word token: TURQUOISE
Unrecognized word token: VERMILION
*** Error(s) finalizing the symbol NEGATIVE
Unrecognized word token: THREAT
Unrecognized word token: WARNING
Unrecognized word token: HORROR
Unrecognized word token: TRIAL
*** Error(s) finalizing the symbol ROMANTIC
Unrecognized word token: BLUSH
Unrecognized word token: BEAUTY
*** Error(s) finalizing the symbol ASSERTIVE
Unrecognized word token: THREAT
Unrecognized word token: JUDGE
*** Error(s) finalizing the symbol EARTH
Unrecognized word token: AMETHYST
Unrecognized word token: AQUAMARINE
Unrecognized word token: SIENNA
Unrecognized word token: UMBER
Unrecognized word token: COBALT
Unrecognized word token: OCHRE
Unrecognized word token: TURQUOISE
*** Error(s) finalizing the symbol GOOD
Unrecognized word token: HOPE
*** Error(s) finalizing the symbol ORDER
Unrecognized word token: JUDGE
*** Error(s) finalizing the symbol FOOD
Unrecognized word token: CHESTNUT
Unrecognized word token: CHOCOLATE
Unrecognized word token: CINNAMON
Unrecognized word token: OLIVE
Unrecognized word token: LEMON
Unrecognized word token: LIME
Unrecognized word token: MINT
Unrecognized word token: ORANGE
Unrecognized word token: PLUM
Unrecognized word token: PUMPKIN
Unrecognized word token: SAFFRON
*** Error(s) finalizing the symbol SKY
Unrecognized word token: CERULEAN
*** Error(s) finalizing the symbol TRAVEL
Unrecognized word token: WALK
*** Error(s) finalizing the symbol NAME_ROAD
Unrecognized word token: PATH
*** Error(s) finalizing the symbol NAME_TUNNEL
Unrecognized word token: PATH
*** Error(s) finalizing the translation DWARF
Unrecognized word token: AMBER
Unrecognized word token: AMETHYST
Unrecognized word token: AQUA
Unrecognized word token: AQUAMARINE
Unrecognized word token: GRAY
Unrecognized word token: AUBURN
Unrecognized word token: AZURE
Unrecognized word token: BEIGE
Unrecognized word token: BRASS
Unrecognized word token: BROWN
Unrecognized word token: BUFF
Unrecognized word token: SIENNA
Unrecognized word token: UMBER
Unrecognized word token: CARDINAL_COLOR
Unrecognized word token: CARMINE
Unrecognized word token: CERULEAN
Unrecognized word token: CHARCOAL
Unrecognized word token: CHARTREUSE
Unrecognized word token: CHESTNUT
Unrecognized word token: CHOCOLATE
Unrecognized word token: CINNAMON
Unrecognized word token: COBALT
Unrecognized word token: INDIGO
Unrecognized word token: OLIVE
Unrecognized word token: PINK
Unrecognized word token: SCARLET
Unrecognized word token: TAN
Unrecognized word token: ECRU
Unrecognized word token: EMERALD
Unrecognized word token: FLAX
Unrecognized word token: FUCHSIA
Unrecognized word token: GOLDENROD
Unrecognized word token: HELIOTROPE
Unrecognized word token: LAVENDER
Unrecognized word token: BLUSH
Unrecognized word token: LEMON
Unrecognized word token: LILAC
Unrecognized word token: LIME
Unrecognized word token: MAHOGANY
Unrecognized word token: MAROON_COLOR
Unrecognized word token: MAUVE
Unrecognized word token: TAUPE
Unrecognized word token: MINT
Unrecognized word token: MOSS
Unrecognized word token: OCHRE
Unrecognized word token: ORANGE
Unrecognized word token: PERIWINKLE
Unrecognized word token: PLUM
Unrecognized word token: PUCE
Unrecognized word token: PUMPKIN
Unrecognized word token: RUSSET
Unrecognized word token: SAFFRON
Unrecognized word token: SEPIA
Unrecognized word token: TEAL
Unrecognized word token: TURQUOISE
Unrecognized word token: VERMILION
Unrecognized word token: PATH
Unrecognized word token: THREAT
Unrecognized word token: WARNING
Unrecognized word token: FATE
Unrecognized word token: DESTINY
Unrecognized word token: HORROR
Unrecognized word token: LITTLE
Unrecognized word token: EARLY
Unrecognized word token: LATE
Unrecognized word token: LIFE
Unrecognized word token: CHEESE
Unrecognized word token: FIGURE_OBJECT
Unrecognized word token: HOPE
Unrecognized word token: BODY
Unrecognized word token: WALK
Unrecognized word token: HOUR
Unrecognized word token: SIT
Unrecognized word token: MOMENT
Unrecognized word token: BEAUTY
Unrecognized word token: JUDGE
Unrecognized word token: WISH
Unrecognized word token: RESPECT
Unrecognized word token: MARK
Unrecognized word token: HEAVY
Unrecognized word token: TRIAL
Unrecognized word token: PRACTICE
*** Error(s) finalizing the translation ELF
Unrecognized word token: AMBER
Unrecognized word token: AMETHYST
Unrecognized word token: AQUA
Unrecognized word token: AQUAMARINE
Unrecognized word token: GRAY
Unrecognized word token: AUBURN
Unrecognized word token: AZURE
Unrecognized word token: BEIGE
Unrecognized word token: BRASS
Unrecognized word token: BROWN
Unrecognized word token: BUFF
Unrecognized word token: SIENNA
Unrecognized word token: UMBER
Unrecognized word token: CARDINAL_COLOR
Unrecognized word token: CARMINE
Unrecognized word token: CERULEAN
Unrecognized word token: CHARCOAL
Unrecognized word token: CHARTREUSE
Unrecognized word token: CHESTNUT
Unrecognized word token: CHOCOLATE
Unrecognized word token: CINNAMON
Unrecognized word token: COBALT
Unrecognized word token: INDIGO
Unrecognized word token: OLIVE
Unrecognized word token: PINK
Unrecognized word token: SCARLET
Unrecognized word token: TAN
Unrecognized word token: ECRU
Unrecognized word token: EMERALD
Unrecognized word token: FLAX
Unrecognized word token: FUCHSIA
Unrecognized word token: GOLDENROD
Unrecognized word token: HELIOTROPE
Unrecognized word token: LAVENDER
Unrecognized word token: BLUSH
Unrecognized word token: LEMON
Unrecognized word token: LILAC
Unrecognized word token: LIME
Unrecognized word token: MAHOGANY
Unrecognized word token: MAROON_COLOR
Unrecognized word token: MAUVE
Unrecognized word token: TAUPE
Unrecognized word token: MINT
Unrecognized word token: MOSS
Unrecognized word token: OCHRE
Unrecognized word token: ORANGE
Unrecognized word token: PERIWINKLE
Unrecognized word token: PLUM
Unrecognized word token: PUCE
Unrecognized word token: PUMPKIN
Unrecognized word token: RUSSET
Unrecognized word token: SAFFRON
Unrecognized word token: SEPIA
Unrecognized word token: TEAL
Unrecognized word token: TURQUOISE
Unrecognized word token: VERMILION
Unrecognized word token: PATH
Unrecognized word token: THREAT
Unrecognized word token: WARNING
Unrecognized word token: FATE
Unrecognized word token: DESTINY
Unrecognized word token: HORROR
Unrecognized word token: LITTLE
Unrecognized word token: EARLY
Unrecognized word token: LATE
Unrecognized word token: LIFE
Unrecognized word token: CHEESE
Unrecognized word token: FIGURE_OBJECT
Unrecognized word token: HOPE
Unrecognized word token: BODY
Unrecognized word token: WALK
Unrecognized word token: HOUR
Unrecognized word token: SIT
Unrecognized word token: MOMENT
Unrecognized word token: BEAUTY
Unrecognized word token: JUDGE
Unrecognized word token: WISH
Unrecognized word token: RESPECT
Unrecognized word token: MARK
Unrecognized word token: HEAVY
Unrecognized word token: TRIAL
Unrecognized word token: PRACTICE
*** Error(s) finalizing the translation GOBLIN
Unrecognized word token: AMBER
Unrecognized word token: AMETHYST
Unrecognized word token: AQUA
Unrecognized word token: AQUAMARINE
Unrecognized word token: GRAY
Unrecognized word token: AUBURN
Unrecognized word token: AZURE
Unrecognized word token: BEIGE
Unrecognized word token: BRASS
Unrecognized word token: BROWN
Unrecognized word token: BUFF
Unrecognized word token: SIENNA
Unrecognized word token: UMBER
Unrecognized word token: CARDINAL_COLOR
Unrecognized word token: CARMINE
Unrecognized word token: CERULEAN
Unrecognized word token: CHARCOAL
Unrecognized word token: CHARTREUSE
Unrecognized word token: CHESTNUT
Unrecognized word token: CHOCOLATE
Unrecognized word token: CINNAMON
Unrecognized word token: COBALT
Unrecognized word token: INDIGO
Unrecognized word token: OLIVE
Unrecognized word token: PINK
Unrecognized word token: SCARLET
Unrecognized word token: TAN
Unrecognized word token: ECRU
Unrecognized word token: EMERALD
Unrecognized word token: FLAX
Unrecognized word token: FUCHSIA
Unrecognized word token: GOLDENROD
Unrecognized word token: HELIOTROPE
Unrecognized word token: LAVENDER
Unrecognized word token: BLUSH
Unrecognized word token: LEMON
Unrecognized word token: LILAC
Unrecognized word token: LIME
Unrecognized word token: MAHOGANY
Unrecognized word token: MAROON_COLOR
Unrecognized word token: MAUVE
Unrecognized word token: TAUPE
Unrecognized word token: MINT
Unrecognized word token: MOSS
Unrecognized word token: OCHRE
Unrecognized word token: ORANGE
Unrecognized word token: PERIWINKLE
Unrecognized word token: PLUM
Unrecognized word token: PUCE
Unrecognized word token: PUMPKIN
Unrecognized word token: RUSSET
Unrecognized word token: SAFFRON
Unrecognized word token: SEPIA
Unrecognized word token: TEAL
Unrecognized word token: TURQUOISE
Unrecognized word token: VERMILION
Unrecognized word token: PATH
Unrecognized word token: THREAT
Unrecognized word token: WARNING
Unrecognized word token: FATE
Unrecognized word token: DESTINY
Unrecognized word token: HORROR
Unrecognized word token: LITTLE
Unrecognized word token: EARLY
Unrecognized word token: LATE
Unrecognized word token: LIFE
Unrecognized word token: CHEESE
Unrecognized word token: FIGURE_OBJECT
Unrecognized word token: HOPE
Unrecognized word token: BODY
Unrecognized word token: WALK
Unrecognized word token: HOUR
Unrecognized word token: SIT
Unrecognized word token: MOMENT
Unrecognized word token: BEAUTY
Unrecognized word token: JUDGE
Unrecognized word token: WISH
Unrecognized word token: RESPECT
Unrecognized word token: MARK
Unrecognized word token: HEAVY
Unrecognized word token: TRIAL
Unrecognized word token: PRACTICE
*** Error(s) finalizing the translation HUMAN
Unrecognized word token: AMBER
Unrecognized word token: AMETHYST
Unrecognized word token: AQUA
Unrecognized word token: AQUAMARINE
Unrecognized word token: GRAY
Unrecognized word token: AUBURN
Unrecognized word token: AZURE
Unrecognized word token: BEIGE
Unrecognized word token: BRASS
Unrecognized word token: BROWN
Unrecognized word token: BUFF
Unrecognized word token: SIENNA
Unrecognized word token: UMBER
Unrecognized word token: CARDINAL_COLOR
Unrecognized word token: CARMINE
Unrecognized word token: CERULEAN
Unrecognized word token: CHARCOAL
Unrecognized word token: CHARTREUSE
Unrecognized word token: CHESTNUT
Unrecognized word token: CHOCOLATE
Unrecognized word token: CINNAMON
Unrecognized word token: COBALT
Unrecognized word token: INDIGO
Unrecognized word token: OLIVE
Unrecognized word token: PINK
Unrecognized word token: SCARLET
Unrecognized word token: TAN
Unrecognized word token: ECRU
Unrecognized word token: EMERALD
Unrecognized word token: FLAX
Unrecognized word token: FUCHSIA
Unrecognized word token: GOLDENROD
Unrecognized word token: HELIOTROPE
Unrecognized word token: LAVENDER
Unrecognized word token: BLUSH
Unrecognized word token: LEMON
Unrecognized word token: LILAC
Unrecognized word token: LIME
Unrecognized word token: MAHOGANY
Unrecognized word token: MAROON_COLOR
Unrecognized word token: MAUVE
Unrecognized word token: TAUPE
Unrecognized word token: MINT
Unrecognized word token: MOSS
Unrecognized word token: OCHRE
Unrecognized word token: ORANGE
Unrecognized word token: PERIWINKLE
Unrecognized word token: PLUM
Unrecognized word token: PUCE
Unrecognized word token: PUMPKIN
Unrecognized word token: RUSSET
Unrecognized word token: SAFFRON
Unrecognized word token: SEPIA
Unrecognized word token: TEAL
Unrecognized word token: TURQUOISE
Unrecognized word token: VERMILION
Unrecognized word token: PATH
Unrecognized word token: THREAT
Unrecognized word token: WARNING
Unrecognized word token: FATE
Unrecognized word token: DESTINY
Unrecognized word token: HORROR
Unrecognized word token: LITTLE
Unrecognized word token: EARLY
Unrecognized word token: LATE
Unrecognized word token: LIFE
Unrecognized word token: CHEESE
Unrecognized word token: FIGURE_OBJECT
Unrecognized word token: HOPE
Unrecognized word token: BODY
Unrecognized word token: WALK
Unrecognized word token: HOUR
Unrecognized word token: SIT
Unrecognized word token: MOMENT
Unrecognized word token: BEAUTY
Unrecognized word token: JUDGE
Unrecognized word token: WISH
Unrecognized word token: RESPECT
Unrecognized word token: MARK
Unrecognized word token: HEAVY
Unrecognized word token: TRIAL
Unrecognized word token: PRACTICE
*** Error(s) finalizing the creature DRALTHA
Unrecognized Color Token: TAUPE
Unrecognized Color Token: TAUPE
*** Error(s) finalizing the creature GOT_TIGER
Interaction Token not recognized : MIND_BSOD
Interaction Token not recognized : MIND_BSOD
*** Error(s) finalizing the creature KANGARAM
KANGARAM:FEMALE:right horn, layer 1: Tissue HORN was not found, using first tissue instead
KANGARAM:FEMALE:left horn, layer 1: Tissue HORN was not found, using first tissue instead
KANGARAM:MALE:right horn, layer 1: Tissue HORN was not found, using first tissue instead
KANGARAM:MALE:left horn, layer 1: Tissue HORN was not found, using first tissue instead
*** Error(s) finalizing the reaction WEAPON_GRIST
Unrecognized Inorganic Token: ERRORS_BELOW_INTENTIONAL
*** Error(s) finalizing the reaction ARMOR_GRIST
Unrecognized Inorganic Token: NO_SUBTYPE
*** Error(s) finalizing the reaction ARMOR_GRIST_PANTS
Unrecognized Inorganic Token: NO_SUBTYPE
*** Error(s) finalizing the reaction ARMOR_GRIST_HELM
Unrecognized Inorganic Token: NO_SUBTYPE
*** Error(s) finalizing the reaction ARMOR_GRIST_GLOVES
Unrecognized Inorganic Token: NO_SUBTYPE
*** Error(s) found in the file "raw/graphics/graphics_critters.txt"
Oh snap. It fixed itself?
Title: Re: Fortbent: a Homestuck mod (v 1.3.1 for DF 34.02)
Post by: Putnam on February 29, 2012, 06:21:43 pm
Here's the whole log, since I don't know what's what. Still having the same issue.

Code: [Select]
*** Error(s) found in the file "raw/objects/creature_birds.txt"
PENGUIN MAN:GO_TO_TAG could not find target, setting to end: ATTACK:BITE:BODYPART:BY_CATEGORY:BEAK
*** Error(s) found in the file "raw/objects/creature_domestic.txt"
DOG:Unrecognized Creature Caste Body Token: 4TOES_FQ
DOG:Unrecognized Creature Caste Body Token: 4TOES_RQ
DOG:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
DOG:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
CAT:Unrecognized Creature Caste Body Token: 5TOES_FQ
CAT:Unrecognized Creature Caste Body Token: 4TOES_RQ
CAT:Tissue layer not added because no BP found: BY_CATEGORY:TOE:CLAW
CAT:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
CAVY:Unrecognized Creature Caste Body Token: 4TOES_FQ
CAVY:Unrecognized Creature Caste Body Token: 3TOES_RQ
CAVY:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
CAVY:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
RABBIT:Unrecognized Creature Caste Body Token: 4TOES_FQ
RABBIT:Unrecognized Creature Caste Body Token: 5TOES_RQ
RABBIT:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
RABBIT:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
*** Error(s) found in the file "raw/objects/creature_large_mountain.txt"
MARMOT_HOARY:Unrecognized Creature Caste Body Token: 4TOES_FQ
MARMOT_HOARY:Unrecognized Creature Caste Body Token: 5TOES_RQ
MARMOT_HOARY:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
MARMOT_HOARY:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
*** Error(s) found in the file "raw/objects/creature_large_riverlake.txt"
PLATYPUS MAN:GO_TO_TAG could not find target, setting to end: ATTACK:KICK:BODYPART:BY_CATEGORY:FOOT_REAR
*** Error(s) found in the file "raw/objects/creature_large_temperate.txt"
BEAR_GRIZZLY:Unrecognized Creature Caste Body Token: 5TOES_FQ
BEAR_GRIZZLY:Unrecognized Creature Caste Body Token: 5TOES_RQ
BEAR_GRIZZLY:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
BEAR_GRIZZLY:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
BEAR_BLACK:Unrecognized Creature Caste Body Token: 5TOES_FQ
BEAR_BLACK:Unrecognized Creature Caste Body Token: 5TOES_RQ
BEAR_BLACK:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
BEAR_BLACK:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
FOX:Unrecognized Creature Caste Body Token: 4TOES_FQ
FOX:Unrecognized Creature Caste Body Token: 4TOES_RQ
FOX:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
FOX:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
RACCOON:Unrecognized Creature Caste Body Token: 5TOES_FQ
RACCOON:Unrecognized Creature Caste Body Token: 5TOES_RQ
RACCOON:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
RACCOON:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
COUGAR:Unrecognized Creature Caste Body Token: 5TOES_FQ
COUGAR:Unrecognized Creature Caste Body Token: 4TOES_RQ
COUGAR:Tissue layer not added because no BP found: BY_CATEGORY:TOE:CLAW
COUGAR:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
WOLF:Unrecognized Creature Caste Body Token: 4TOES_FQ
WOLF:Unrecognized Creature Caste Body Token: 4TOES_RQ
WOLF:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
WOLF:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
GROUNDHOG:Unrecognized Creature Caste Body Token: 4TOES_FQ
GROUNDHOG:Unrecognized Creature Caste Body Token: 5TOES_RQ
GROUNDHOG:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
GROUNDHOG:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
ALLIGATOR:Unrecognized Creature Caste Body Token: 4TOES_FQ
ALLIGATOR:Unrecognized Creature Caste Body Token: 4TOES_RQ
ALLIGATOR:Tissue layer not added because no BP found: BY_CATEGORY:TOE:CLAW
PANDA:Unrecognized Creature Caste Body Token: 5TOES_FQ
PANDA:Unrecognized Creature Caste Body Token: 5TOES_RQ
PANDA:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
PANDA:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
PANDA, GIGANTIC:Unrecognized Creature Caste Body Token: 5TOES_FQ
PANDA, GIGANTIC:Unrecognized Creature Caste Body Token: 5TOES_RQ
PANDA, GIGANTIC:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
PANDA, GIGANTIC:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
PANDA MAN:GO_TO_TAG could not find target, setting to end: ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:NAIL
PANDA MAN:Unrecognized Creature Caste Body Token: 5TOES_FQ
PANDA MAN:Unrecognized Creature Caste Body Token: 5TOES_RQ
PANDA MAN:Tissue layer not added because no BP found: BY_CATEGORY:FINGER:NAIL
PANDA MAN:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
PANDA MAN:FEMALE:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
PANDA MAN:MALE:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
CAPYBARA:Unrecognized Creature Caste Body Token: 4TOES_FQ
CAPYBARA:Unrecognized Creature Caste Body Token: 3TOES_RQ
CAPYBARA:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
CAPYBARA:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
CAPYBARA, GIANT:Unrecognized Creature Caste Body Token: 4TOES_FQ
CAPYBARA, GIANT:Unrecognized Creature Caste Body Token: 3TOES_RQ
CAPYBARA, GIANT:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
CAPYBARA, GIANT:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
CAPYBARA MAN:GO_TO_TAG could not find target, setting to end: ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:NAIL
CAPYBARA MAN:Unrecognized Creature Caste Body Token: 4TOES_FQ
CAPYBARA MAN:Unrecognized Creature Caste Body Token: 3TOES_RQ
CAPYBARA MAN:Tissue layer not added because no BP found: BY_CATEGORY:FINGER:NAIL
CAPYBARA MAN:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
CAPYBARA MAN:FEMALE:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
CAPYBARA MAN:MALE:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
BADGER:Unrecognized Creature Caste Body Token: 5TOES_FQ
BADGER:Unrecognized Creature Caste Body Token: 5TOES_RQ
BADGER:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
BADGER:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
BADGER MAN:GO_TO_TAG could not find target, setting to end: ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:NAIL
BADGER MAN:Unrecognized Creature Caste Body Token: 5TOES_FQ
BADGER MAN:Unrecognized Creature Caste Body Token: 5TOES_RQ
BADGER MAN:Tissue layer not added because no BP found: BY_CATEGORY:FINGER:NAIL
BADGER MAN:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
BADGER MAN:FEMALE:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
BADGER MAN:MALE:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
BADGER, GIANT:Unrecognized Creature Caste Body Token: 5TOES_FQ
BADGER, GIANT:Unrecognized Creature Caste Body Token: 5TOES_RQ
BADGER, GIANT:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
BADGER, GIANT:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
MOOSE MAN:GO_TO_TAG could not find target, setting to end: ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:NAIL
*** Error(s) found in the file "raw/objects/creature_large_tropical.txt"
LION:Unrecognized Creature Caste Body Token: 5TOES_FQ
LION:Unrecognized Creature Caste Body Token: 4TOES_RQ
LION:Tissue layer not added because no BP found: BY_CATEGORY:TOE:CLAW
LION:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
LEOPARD:Unrecognized Creature Caste Body Token: 5TOES_FQ
LEOPARD:Unrecognized Creature Caste Body Token: 4TOES_RQ
LEOPARD:Tissue layer not added because no BP found: BY_CATEGORY:TOE:CLAW
LEOPARD:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
JAGUAR:Unrecognized Creature Caste Body Token: 5TOES_FQ
JAGUAR:Unrecognized Creature Caste Body Token: 4TOES_RQ
JAGUAR:Tissue layer not added because no BP found: BY_CATEGORY:TOE:CLAW
JAGUAR:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
TIGER:Unrecognized Creature Caste Body Token: 5TOES_FQ
TIGER:Unrecognized Creature Caste Body Token: 4TOES_RQ
TIGER:Tissue layer not added because no BP found: BY_CATEGORY:TOE:CLAW
TIGER:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
CHEETAH:Unrecognized Creature Caste Body Token: 5TOES_FQ
CHEETAH:Unrecognized Creature Caste Body Token: 4TOES_RQ
CHEETAH:Tissue layer not added because no BP found: BY_CATEGORY:TOE:CLAW
CHEETAH:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
HONEY BADGER:Unrecognized Creature Caste Body Token: 5TOES_FQ
HONEY BADGER:Unrecognized Creature Caste Body Token: 5TOES_RQ
HONEY BADGER:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
HONEY BADGER:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
*** Error(s) found in the file "raw/objects/creature_large_tundra.txt"
BEAR_POLAR:Unrecognized Creature Caste Body Token: 5TOES_FQ
BEAR_POLAR:Unrecognized Creature Caste Body Token: 5TOES_RQ
BEAR_POLAR:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
BEAR_POLAR:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
*** Error(s) found in the file "raw/objects/creature_next_underground.txt"
MAGMA_CRAB:Unrecognized Creature Token: MATERIAL_BREATH_ATTACK
BLIND_CAVE_BEAR:Unrecognized Creature Caste Body Token: 5TOES_FQ
BLIND_CAVE_BEAR:Unrecognized Creature Caste Body Token: 5TOES_RQ
BLIND_CAVE_BEAR:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
BLIND_CAVE_BEAR:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
CAVE_DRAGON:Unrecognized Creature Caste Body Token: 5TOES_FQ
CAVE_DRAGON:Unrecognized Creature Caste Body Token: 5TOES_RQ
CAVE_DRAGON:Tissue layer not added because no BP found: BY_CATEGORY:TOE:CLAW
CAVE_DRAGON:Attack CLAW seems to have correct format but could not find proper BPs in any caste, so not added
CAVE_FLOATER:Unrecognized Creature Token: MATERIAL_BREATH_ATTACK
*** Error(s) found in the file "raw/objects/creature_other.txt"
FOXSQUIRREL:Unrecognized Creature Caste Body Token: 4TOES_FQ
FOXSQUIRREL:Unrecognized Creature Caste Body Token: 4TOES_RQ
FOXSQUIRREL:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
FOXSQUIRREL:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
RAT_DEMON:Unrecognized Creature Caste Body Token: 4TOES_FQ
RAT_DEMON:Unrecognized Creature Caste Body Token: 5TOES_RQ
RAT_DEMON:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
RAT_DEMON:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
*** Error(s) found in the file "raw/objects/creature_savage_tropical.txt"
LION_GIANT:Unrecognized Creature Caste Body Token: 5TOES_FQ
LION_GIANT:Unrecognized Creature Caste Body Token: 4TOES_RQ
LION_GIANT:Tissue layer not added because no BP found: BY_CATEGORY:TOE:CLAW
LION_GIANT:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
LEOPARD_GIANT:Unrecognized Creature Caste Body Token: 5TOES_FQ
LEOPARD_GIANT:Unrecognized Creature Caste Body Token: 4TOES_RQ
LEOPARD_GIANT:Tissue layer not added because no BP found: BY_CATEGORY:TOE:CLAW
LEOPARD_GIANT:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
JAGUAR_GIANT:Unrecognized Creature Caste Body Token: 5TOES_FQ
JAGUAR_GIANT:Unrecognized Creature Caste Body Token: 4TOES_RQ
JAGUAR_GIANT:Tissue layer not added because no BP found: BY_CATEGORY:TOE:CLAW
JAGUAR_GIANT:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
TIGER_GIANT:Unrecognized Creature Caste Body Token: 5TOES_FQ
TIGER_GIANT:Unrecognized Creature Caste Body Token: 4TOES_RQ
TIGER_GIANT:Tissue layer not added because no BP found: BY_CATEGORY:TOE:CLAW
TIGER_GIANT:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
CHEETAH_GIANT:Unrecognized Creature Caste Body Token: 5TOES_FQ
CHEETAH_GIANT:Unrecognized Creature Caste Body Token: 4TOES_RQ
CHEETAH_GIANT:Tissue layer not added because no BP found: BY_CATEGORY:TOE:CLAW
CHEETAH_GIANT:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
*** Error(s) found in the file "raw/objects/creature_small_mammals.txt"
RAT:Unrecognized Creature Caste Body Token: 4TOES_FQ
RAT:Unrecognized Creature Caste Body Token: 5TOES_RQ
RAT:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
RAT:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
SQUIRREL_GRAY:Unrecognized Creature Caste Body Token: 4TOES_FQ
SQUIRREL_GRAY:Unrecognized Creature Caste Body Token: 5TOES_RQ
SQUIRREL_GRAY:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
SQUIRREL_GRAY:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
SQUIRREL_RED:Unrecognized Creature Caste Body Token: 4TOES_FQ
SQUIRREL_RED:Unrecognized Creature Caste Body Token: 5TOES_RQ
SQUIRREL_RED:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
SQUIRREL_RED:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
CHIPMUNK:Unrecognized Creature Caste Body Token: 4TOES_FQ
CHIPMUNK:Unrecognized Creature Caste Body Token: 5TOES_RQ
CHIPMUNK:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
CHIPMUNK:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
HEDGEHOG:Unrecognized Creature Caste Body Token: 4TOES_FQ
HEDGEHOG:Unrecognized Creature Caste Body Token: 5TOES_RQ
HEDGEHOG:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
HEDGEHOG:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
*** Error(s) found in the file "raw/objects/creature_standard.txt"
DRAGON:Unrecognized Creature Token: DRAGONFIREBREATH
DRAGON:Unrecognized Creature Caste Body Token: 4TOES_FQ
DRAGON:Unrecognized Creature Caste Body Token: 4TOES_RQ
DRAGON:Tissue layer not added because no BP found: BY_CATEGORY:TOE:CLAW
DRAGON:Attack CLAW seems to have correct format but could not find proper BPs in any caste, so not added
WOLF_ICE:Unrecognized Creature Caste Body Token: 4TOES_FQ
WOLF_ICE:Unrecognized Creature Caste Body Token: 4TOES_RQ
WOLF_ICE:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
WOLF_ICE:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
HYDRA:Unrecognized Creature Caste Body Token: 3TOES_FQ
HYDRA:Unrecognized Creature Caste Body Token: 3TOES_RQ
HYDRA:Tissue layer not added because no BP found: BY_CATEGORY:TOE:CLAW
HYDRA:Attack CLAW seems to have correct format but could not find proper BPs in any caste, so not added
*** Error(s) found in the file "raw/objects/creature_subterranean.txt"
CROCODILE_CAVE:Unrecognized Creature Caste Body Token: 4TOES_FQ
CROCODILE_CAVE:Unrecognized Creature Caste Body Token: 4TOES_RQ
CROCODILE_CAVE:Tissue layer not added because no BP found: BY_CATEGORY:TOE:CLAW
RAT_GIANT:Unrecognized Creature Caste Body Token: 4TOES_FQ
RAT_GIANT:Unrecognized Creature Caste Body Token: 5TOES_RQ
RAT_GIANT:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
RAT_GIANT:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
RAT_LARGE:Unrecognized Creature Caste Body Token: 4TOES_FQ
RAT_LARGE:Unrecognized Creature Caste Body Token: 5TOES_RQ
RAT_LARGE:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
RAT_LARGE:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
MOLE_DOG_NAKED:Unrecognized Creature Caste Body Token: 4TOES_FQ
MOLE_DOG_NAKED:Unrecognized Creature Caste Body Token: 4TOES_RQ
MOLE_DOG_NAKED:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
MOLE_DOG_NAKED:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
MOLE_GIANT:Unrecognized Creature Caste Body Token: 5TOES_FQ
MOLE_GIANT:Unrecognized Creature Caste Body Token: 5TOES_RQ
MOLE_GIANT:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
MOLE_GIANT:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
IMP_FIRE:Unrecognized Creature Token: FIREBREATH
ELEMENTMAN_FIRE:Unrecognized Creature Token: FIREBREATH
*** Error(s) found in the file "raw/objects/creature_troll_hostile.txt"
DERSE:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
*** Error(s) found in the file "raw/objects/creature_troll_mega.txt"
INDESTRUCTIBLE_DEMON:Unrecognized Creature Token: CDI_TARGET
*** Error(s) found in the file "raw/objects/creature_troll_temperate.txt"
Unrecognized Body Part Group Token:  BY_CATEGORY
*** Error(s) found in the file "raw/objects/creature_troll_underground.txt"
IMP:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
*** Error(s) found in the file "raw/objects/interaction_troll.txt"
Unrecognized CE_IMPAIR_FUNCTION token: 0
Unrecognized CE_BLEEDING token: BY_CATEGORY
Unrecognized CE_BLEEDING token: ALL
Unrecognized CE_IMPAIR_FUNCTION token: 0
Unsupported CE remove tag: LIKES_FIGHTING
BLOOD_HULK_OUT:Unrecognized Interaction Token: IT_CANNOT_TARGET_IF_ALREAD_AFFECTED
Unsupported CE add tag: FLEEQUICK
Unsupported CE remove tag: LIKES_FIGHTING
*** Error(s) finalizing the symbol FLOWERY
Unrecognized word token: AMETHYST
Unrecognized word token: AQUAMARINE
Unrecognized word token: AZURE
Unrecognized word token: BEIGE
Unrecognized word token: SIENNA
Unrecognized word token: UMBER
Unrecognized word token: CARDINAL_COLOR
Unrecognized word token: CARMINE
Unrecognized word token: CERULEAN
Unrecognized word token: CHARTREUSE
Unrecognized word token: FUCHSIA
Unrecognized word token: GOLDENROD
Unrecognized word token: HELIOTROPE
Unrecognized word token: LAVENDER
Unrecognized word token: LILAC
Unrecognized word token: MAUVE
Unrecognized word token: TAUPE
Unrecognized word token: PERIWINKLE
Unrecognized word token: RUSSET
Unrecognized word token: SAFFRON
Unrecognized word token: VERMILION
*** Error(s) finalizing the symbol NATURE
Unrecognized word token: CHESTNUT
Unrecognized word token: CINNAMON
Unrecognized word token: OLIVE
Unrecognized word token: FLAX
Unrecognized word token: FUCHSIA
Unrecognized word token: GOLDENROD
Unrecognized word token: HELIOTROPE
Unrecognized word token: LAVENDER
Unrecognized word token: LEMON
Unrecognized word token: LILAC
Unrecognized word token: LIME
Unrecognized word token: MAHOGANY
Unrecognized word token: MINT
Unrecognized word token: MOSS
Unrecognized word token: ORANGE
Unrecognized word token: PERIWINKLE
Unrecognized word token: PLUM
Unrecognized word token: PUMPKIN
Unrecognized word token: SAFFRON
Unrecognized word token: SEPIA
Unrecognized word token: TEAL
*** Error(s) finalizing the symbol EVIL
Unrecognized word token: HORROR
*** Error(s) finalizing the symbol VIOLENT
Unrecognized word token: THREAT
*** Error(s) finalizing the symbol DEATH
Unrecognized word token: FATE
*** Error(s) finalizing the symbol SUBORDINATE
Unrecognized word token: LITTLE
*** Error(s) finalizing the symbol NEW
Unrecognized word token: EARLY
*** Error(s) finalizing the symbol DOMESTIC
Unrecognized word token: CHESTNUT
Unrecognized word token: CHOCOLATE
Unrecognized word token: CINNAMON
Unrecognized word token: OLIVE
Unrecognized word token: LEMON
Unrecognized word token: LIME
Unrecognized word token: PLUM
Unrecognized word token: PUMPKIN
Unrecognized word token: CHEESE
*** Error(s) finalizing the symbol MYTHIC
Unrecognized word token: FATE
Unrecognized word token: DESTINY
*** Error(s) finalizing the symbol ARTIFICE
Unrecognized word token: BRASS
Unrecognized word token: FIGURE_OBJECT
*** Error(s) finalizing the symbol COLOR
Unrecognized word token: AMBER
Unrecognized word token: AMETHYST
Unrecognized word token: AQUA
Unrecognized word token: AQUAMARINE
Unrecognized word token: GRAY
Unrecognized word token: AUBURN
Unrecognized word token: AZURE
Unrecognized word token: BEIGE
Unrecognized word token: BRASS
Unrecognized word token: BROWN
Unrecognized word token: BUFF
Unrecognized word token: SIENNA
Unrecognized word token: UMBER
Unrecognized word token: CARDINAL_COLOR
Unrecognized word token: CARMINE
Unrecognized word token: CERULEAN
Unrecognized word token: CHARCOAL
Unrecognized word token: CHARTREUSE
Unrecognized word token: CHESTNUT
Unrecognized word token: CHOCOLATE
Unrecognized word token: CINNAMON
Unrecognized word token: COBALT
Unrecognized word token: INDIGO
Unrecognized word token: OLIVE
Unrecognized word token: PINK
Unrecognized word token: SCARLET
Unrecognized word token: TAN
Unrecognized word token: ECRU
Unrecognized word token: EMERALD
Unrecognized word token: FLAX
Unrecognized word token: FUCHSIA
Unrecognized word token: GOLDENROD
Unrecognized word token: HELIOTROPE
Unrecognized word token: LAVENDER
Unrecognized word token: LEMON
Unrecognized word token: LILAC
Unrecognized word token: LIME
Unrecognized word token: MAHOGANY
Unrecognized word token: MAROON_COLOR
Unrecognized word token: MAUVE
Unrecognized word token: TAUPE
Unrecognized word token: MINT
Unrecognized word token: MOSS
Unrecognized word token: OCHRE
Unrecognized word token: ORANGE
Unrecognized word token: PERIWINKLE
Unrecognized word token: PLUM
Unrecognized word token: PUCE
Unrecognized word token: PUMPKIN
Unrecognized word token: RUSSET
Unrecognized word token: SAFFRON
Unrecognized word token: SEPIA
Unrecognized word token: TEAL
Unrecognized word token: TURQUOISE
Unrecognized word token: VERMILION
*** Error(s) finalizing the symbol NEGATIVE
Unrecognized word token: THREAT
Unrecognized word token: WARNING
Unrecognized word token: HORROR
Unrecognized word token: TRIAL
*** Error(s) finalizing the symbol ROMANTIC
Unrecognized word token: BLUSH
Unrecognized word token: BEAUTY
*** Error(s) finalizing the symbol ASSERTIVE
Unrecognized word token: THREAT
Unrecognized word token: JUDGE
*** Error(s) finalizing the symbol EARTH
Unrecognized word token: AMETHYST
Unrecognized word token: AQUAMARINE
Unrecognized word token: SIENNA
Unrecognized word token: UMBER
Unrecognized word token: COBALT
Unrecognized word token: OCHRE
Unrecognized word token: TURQUOISE
*** Error(s) finalizing the symbol GOOD
Unrecognized word token: HOPE
*** Error(s) finalizing the symbol ORDER
Unrecognized word token: JUDGE
*** Error(s) finalizing the symbol FOOD
Unrecognized word token: CHESTNUT
Unrecognized word token: CHOCOLATE
Unrecognized word token: CINNAMON
Unrecognized word token: OLIVE
Unrecognized word token: LEMON
Unrecognized word token: LIME
Unrecognized word token: MINT
Unrecognized word token: ORANGE
Unrecognized word token: PLUM
Unrecognized word token: PUMPKIN
Unrecognized word token: SAFFRON
*** Error(s) finalizing the symbol SKY
Unrecognized word token: CERULEAN
*** Error(s) finalizing the symbol TRAVEL
Unrecognized word token: WALK
*** Error(s) finalizing the symbol NAME_ROAD
Unrecognized word token: PATH
*** Error(s) finalizing the symbol NAME_TUNNEL
Unrecognized word token: PATH
*** Error(s) finalizing the translation DWARF
Unrecognized word token: AMBER
Unrecognized word token: AMETHYST
Unrecognized word token: AQUA
Unrecognized word token: AQUAMARINE
Unrecognized word token: GRAY
Unrecognized word token: AUBURN
Unrecognized word token: AZURE
Unrecognized word token: BEIGE
Unrecognized word token: BRASS
Unrecognized word token: BROWN
Unrecognized word token: BUFF
Unrecognized word token: SIENNA
Unrecognized word token: UMBER
Unrecognized word token: CARDINAL_COLOR
Unrecognized word token: CARMINE
Unrecognized word token: CERULEAN
Unrecognized word token: CHARCOAL
Unrecognized word token: CHARTREUSE
Unrecognized word token: CHESTNUT
Unrecognized word token: CHOCOLATE
Unrecognized word token: CINNAMON
Unrecognized word token: COBALT
Unrecognized word token: INDIGO
Unrecognized word token: OLIVE
Unrecognized word token: PINK
Unrecognized word token: SCARLET
Unrecognized word token: TAN
Unrecognized word token: ECRU
Unrecognized word token: EMERALD
Unrecognized word token: FLAX
Unrecognized word token: FUCHSIA
Unrecognized word token: GOLDENROD
Unrecognized word token: HELIOTROPE
Unrecognized word token: LAVENDER
Unrecognized word token: BLUSH
Unrecognized word token: LEMON
Unrecognized word token: LILAC
Unrecognized word token: LIME
Unrecognized word token: MAHOGANY
Unrecognized word token: MAROON_COLOR
Unrecognized word token: MAUVE
Unrecognized word token: TAUPE
Unrecognized word token: MINT
Unrecognized word token: MOSS
Unrecognized word token: OCHRE
Unrecognized word token: ORANGE
Unrecognized word token: PERIWINKLE
Unrecognized word token: PLUM
Unrecognized word token: PUCE
Unrecognized word token: PUMPKIN
Unrecognized word token: RUSSET
Unrecognized word token: SAFFRON
Unrecognized word token: SEPIA
Unrecognized word token: TEAL
Unrecognized word token: TURQUOISE
Unrecognized word token: VERMILION
Unrecognized word token: PATH
Unrecognized word token: THREAT
Unrecognized word token: WARNING
Unrecognized word token: FATE
Unrecognized word token: DESTINY
Unrecognized word token: HORROR
Unrecognized word token: LITTLE
Unrecognized word token: EARLY
Unrecognized word token: LATE
Unrecognized word token: LIFE
Unrecognized word token: CHEESE
Unrecognized word token: FIGURE_OBJECT
Unrecognized word token: HOPE
Unrecognized word token: BODY
Unrecognized word token: WALK
Unrecognized word token: HOUR
Unrecognized word token: SIT
Unrecognized word token: MOMENT
Unrecognized word token: BEAUTY
Unrecognized word token: JUDGE
Unrecognized word token: WISH
Unrecognized word token: RESPECT
Unrecognized word token: MARK
Unrecognized word token: HEAVY
Unrecognized word token: TRIAL
Unrecognized word token: PRACTICE
*** Error(s) finalizing the translation ELF
Unrecognized word token: AMBER
Unrecognized word token: AMETHYST
Unrecognized word token: AQUA
Unrecognized word token: AQUAMARINE
Unrecognized word token: GRAY
Unrecognized word token: AUBURN
Unrecognized word token: AZURE
Unrecognized word token: BEIGE
Unrecognized word token: BRASS
Unrecognized word token: BROWN
Unrecognized word token: BUFF
Unrecognized word token: SIENNA
Unrecognized word token: UMBER
Unrecognized word token: CARDINAL_COLOR
Unrecognized word token: CARMINE
Unrecognized word token: CERULEAN
Unrecognized word token: CHARCOAL
Unrecognized word token: CHARTREUSE
Unrecognized word token: CHESTNUT
Unrecognized word token: CHOCOLATE
Unrecognized word token: CINNAMON
Unrecognized word token: COBALT
Unrecognized word token: INDIGO
Unrecognized word token: OLIVE
Unrecognized word token: PINK
Unrecognized word token: SCARLET
Unrecognized word token: TAN
Unrecognized word token: ECRU
Unrecognized word token: EMERALD
Unrecognized word token: FLAX
Unrecognized word token: FUCHSIA
Unrecognized word token: GOLDENROD
Unrecognized word token: HELIOTROPE
Unrecognized word token: LAVENDER
Unrecognized word token: BLUSH
Unrecognized word token: LEMON
Unrecognized word token: LILAC
Unrecognized word token: LIME
Unrecognized word token: MAHOGANY
Unrecognized word token: MAROON_COLOR
Unrecognized word token: MAUVE
Unrecognized word token: TAUPE
Unrecognized word token: MINT
Unrecognized word token: MOSS
Unrecognized word token: OCHRE
Unrecognized word token: ORANGE
Unrecognized word token: PERIWINKLE
Unrecognized word token: PLUM
Unrecognized word token: PUCE
Unrecognized word token: PUMPKIN
Unrecognized word token: RUSSET
Unrecognized word token: SAFFRON
Unrecognized word token: SEPIA
Unrecognized word token: TEAL
Unrecognized word token: TURQUOISE
Unrecognized word token: VERMILION
Unrecognized word token: PATH
Unrecognized word token: THREAT
Unrecognized word token: WARNING
Unrecognized word token: FATE
Unrecognized word token: DESTINY
Unrecognized word token: HORROR
Unrecognized word token: LITTLE
Unrecognized word token: EARLY
Unrecognized word token: LATE
Unrecognized word token: LIFE
Unrecognized word token: CHEESE
Unrecognized word token: FIGURE_OBJECT
Unrecognized word token: HOPE
Unrecognized word token: BODY
Unrecognized word token: WALK
Unrecognized word token: HOUR
Unrecognized word token: SIT
Unrecognized word token: MOMENT
Unrecognized word token: BEAUTY
Unrecognized word token: JUDGE
Unrecognized word token: WISH
Unrecognized word token: RESPECT
Unrecognized word token: MARK
Unrecognized word token: HEAVY
Unrecognized word token: TRIAL
Unrecognized word token: PRACTICE
*** Error(s) finalizing the translation GOBLIN
Unrecognized word token: AMBER
Unrecognized word token: AMETHYST
Unrecognized word token: AQUA
Unrecognized word token: AQUAMARINE
Unrecognized word token: GRAY
Unrecognized word token: AUBURN
Unrecognized word token: AZURE
Unrecognized word token: BEIGE
Unrecognized word token: BRASS
Unrecognized word token: BROWN
Unrecognized word token: BUFF
Unrecognized word token: SIENNA
Unrecognized word token: UMBER
Unrecognized word token: CARDINAL_COLOR
Unrecognized word token: CARMINE
Unrecognized word token: CERULEAN
Unrecognized word token: CHARCOAL
Unrecognized word token: CHARTREUSE
Unrecognized word token: CHESTNUT
Unrecognized word token: CHOCOLATE
Unrecognized word token: CINNAMON
Unrecognized word token: COBALT
Unrecognized word token: INDIGO
Unrecognized word token: OLIVE
Unrecognized word token: PINK
Unrecognized word token: SCARLET
Unrecognized word token: TAN
Unrecognized word token: ECRU
Unrecognized word token: EMERALD
Unrecognized word token: FLAX
Unrecognized word token: FUCHSIA
Unrecognized word token: GOLDENROD
Unrecognized word token: HELIOTROPE
Unrecognized word token: LAVENDER
Unrecognized word token: BLUSH
Unrecognized word token: LEMON
Unrecognized word token: LILAC
Unrecognized word token: LIME
Unrecognized word token: MAHOGANY
Unrecognized word token: MAROON_COLOR
Unrecognized word token: MAUVE
Unrecognized word token: TAUPE
Unrecognized word token: MINT
Unrecognized word token: MOSS
Unrecognized word token: OCHRE
Unrecognized word token: ORANGE
Unrecognized word token: PERIWINKLE
Unrecognized word token: PLUM
Unrecognized word token: PUCE
Unrecognized word token: PUMPKIN
Unrecognized word token: RUSSET
Unrecognized word token: SAFFRON
Unrecognized word token: SEPIA
Unrecognized word token: TEAL
Unrecognized word token: TURQUOISE
Unrecognized word token: VERMILION
Unrecognized word token: PATH
Unrecognized word token: THREAT
Unrecognized word token: WARNING
Unrecognized word token: FATE
Unrecognized word token: DESTINY
Unrecognized word token: HORROR
Unrecognized word token: LITTLE
Unrecognized word token: EARLY
Unrecognized word token: LATE
Unrecognized word token: LIFE
Unrecognized word token: CHEESE
Unrecognized word token: FIGURE_OBJECT
Unrecognized word token: HOPE
Unrecognized word token: BODY
Unrecognized word token: WALK
Unrecognized word token: HOUR
Unrecognized word token: SIT
Unrecognized word token: MOMENT
Unrecognized word token: BEAUTY
Unrecognized word token: JUDGE
Unrecognized word token: WISH
Unrecognized word token: RESPECT
Unrecognized word token: MARK
Unrecognized word token: HEAVY
Unrecognized word token: TRIAL
Unrecognized word token: PRACTICE
*** Error(s) finalizing the translation HUMAN
Unrecognized word token: AMBER
Unrecognized word token: AMETHYST
Unrecognized word token: AQUA
Unrecognized word token: AQUAMARINE
Unrecognized word token: GRAY
Unrecognized word token: AUBURN
Unrecognized word token: AZURE
Unrecognized word token: BEIGE
Unrecognized word token: BRASS
Unrecognized word token: BROWN
Unrecognized word token: BUFF
Unrecognized word token: SIENNA
Unrecognized word token: UMBER
Unrecognized word token: CARDINAL_COLOR
Unrecognized word token: CARMINE
Unrecognized word token: CERULEAN
Unrecognized word token: CHARCOAL
Unrecognized word token: CHARTREUSE
Unrecognized word token: CHESTNUT
Unrecognized word token: CHOCOLATE
Unrecognized word token: CINNAMON
Unrecognized word token: COBALT
Unrecognized word token: INDIGO
Unrecognized word token: OLIVE
Unrecognized word token: PINK
Unrecognized word token: SCARLET
Unrecognized word token: TAN
Unrecognized word token: ECRU
Unrecognized word token: EMERALD
Unrecognized word token: FLAX
Unrecognized word token: FUCHSIA
Unrecognized word token: GOLDENROD
Unrecognized word token: HELIOTROPE
Unrecognized word token: LAVENDER
Unrecognized word token: BLUSH
Unrecognized word token: LEMON
Unrecognized word token: LILAC
Unrecognized word token: LIME
Unrecognized word token: MAHOGANY
Unrecognized word token: MAROON_COLOR
Unrecognized word token: MAUVE
Unrecognized word token: TAUPE
Unrecognized word token: MINT
Unrecognized word token: MOSS
Unrecognized word token: OCHRE
Unrecognized word token: ORANGE
Unrecognized word token: PERIWINKLE
Unrecognized word token: PLUM
Unrecognized word token: PUCE
Unrecognized word token: PUMPKIN
Unrecognized word token: RUSSET
Unrecognized word token: SAFFRON
Unrecognized word token: SEPIA
Unrecognized word token: TEAL
Unrecognized word token: TURQUOISE
Unrecognized word token: VERMILION
Unrecognized word token: PATH
Unrecognized word token: THREAT
Unrecognized word token: WARNING
Unrecognized word token: FATE
Unrecognized word token: DESTINY
Unrecognized word token: HORROR
Unrecognized word token: LITTLE
Unrecognized word token: EARLY
Unrecognized word token: LATE
Unrecognized word token: LIFE
Unrecognized word token: CHEESE
Unrecognized word token: FIGURE_OBJECT
Unrecognized word token: HOPE
Unrecognized word token: BODY
Unrecognized word token: WALK
Unrecognized word token: HOUR
Unrecognized word token: SIT
Unrecognized word token: MOMENT
Unrecognized word token: BEAUTY
Unrecognized word token: JUDGE
Unrecognized word token: WISH
Unrecognized word token: RESPECT
Unrecognized word token: MARK
Unrecognized word token: HEAVY
Unrecognized word token: TRIAL
Unrecognized word token: PRACTICE
*** Error(s) finalizing the creature DRALTHA
Unrecognized Color Token: TAUPE
Unrecognized Color Token: TAUPE
*** Error(s) finalizing the creature GOT_TIGER
Interaction Token not recognized : MIND_BSOD
Interaction Token not recognized : MIND_BSOD
*** Error(s) finalizing the creature KANGARAM
KANGARAM:FEMALE:right horn, layer 1: Tissue HORN was not found, using first tissue instead
KANGARAM:FEMALE:left horn, layer 1: Tissue HORN was not found, using first tissue instead
KANGARAM:MALE:right horn, layer 1: Tissue HORN was not found, using first tissue instead
KANGARAM:MALE:left horn, layer 1: Tissue HORN was not found, using first tissue instead
*** Error(s) finalizing the reaction WEAPON_GRIST
Unrecognized Inorganic Token: ERRORS_BELOW_INTENTIONAL
*** Error(s) finalizing the reaction ARMOR_GRIST
Unrecognized Inorganic Token: NO_SUBTYPE
*** Error(s) finalizing the reaction ARMOR_GRIST_PANTS
Unrecognized Inorganic Token: NO_SUBTYPE
*** Error(s) finalizing the reaction ARMOR_GRIST_HELM
Unrecognized Inorganic Token: NO_SUBTYPE
*** Error(s) finalizing the reaction ARMOR_GRIST_GLOVES
Unrecognized Inorganic Token: NO_SUBTYPE
*** Error(s) found in the file "raw/graphics/graphics_critters.txt"
Oh snap. It fixed itself?

By the looks of it, you never downloaded DF 34.02. Go get 34.04 now.
Title: Re: Fortbent: a Homestuck mod (v 1.3.1 for DF 34.02)
Post by: Putnam on March 12, 2012, 08:52:47 pm
Okay, just posting here to say that I've started development on this again. Next version will be called version 2.0, if only because the second version 1.0 should have been called that.

EDIT: Here's what I whipped up in two hours:

Code: [Select]
interaction_secretcurse_troll

[OBJECT:INTERACTION]

[INTERACTION:SC_BREATH]
[I_SOURCE:SECRET]
[IS_NAME:the secrets of the gods who created the universe]
[IS_SPHERE:WIND]
[IS_SECRET_GOAL:IMMORTALITY]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_tiger.txt]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MAJOR_CURSE]
[IS_HIST_STRING: "cursed" ]
[IS_HIST_STRING: to live as the gods do]
[IS_SPHERE:WIND]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_FORBIDDEN:NOT_LIVING]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Íæû ë€Å of Breath]
[SYNDROME]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Do the windy thing]
[CDI:INTERACTION:MATERIAL_EMISSION]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HEAD]
[CDI:MATERIAL:INORGANIC:WIND:TRAILING_DUST_FLOW]
[CDI:VERB:do the windy thing:does the windy thing:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:5]
[CDI:MAX_TARGET_NUMBER:C:2]
[CDI:WAIT_PERIOD:100]
[CE_PHYS_ATT_CHANGE:AGILITY:100:5000:START:0]
[INTERACTION:SC_TIME]
[I_SOURCE:SECRET]
[IS_NAME:the secrets of the gods who created the universe]
[IS_SPHERE:LONGEVITY]
[IS_SECRET_GOAL:IMMORTALITY]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_tiger.txt]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MAJOR_CURSE]
[IS_HIST_STRING: "cursed" ]
[IS_HIST_STRING: to live as the gods do]
[IS_SPHERE:LONGEVITY]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_FORBIDDEN:NOT_LIVING]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Íæû ë€Å of Time]
[SYNDROME]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Stop 'em in their tracks]
[CDI:INTERACTION:TIME_SLOWDOWN]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:USAGE_HINT:ATTACK]
[CDI:TARGET_RANGE:A:25]
[CDI:MAX_TARGET_NUMBER:A:2]
[CDI:VERB:gesture:gestures:NA]
[CDI:TARGET_VERB:feel as if everything is rushing past you at blinding speed:is going incredibly slowly]
[CDI:WAIT_PERIOD:1000]
[INTERACTION:SC_LIGHT]
[I_SOURCE:SECRET]
[IS_NAME:the secrets of the gods who created the universe]
[IS_SPHERE:LIGHT]
[IS_SECRET_GOAL:IMMORTALITY]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_tiger.txt]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MAJOR_CURSE]
[IS_HIST_STRING: "cursed" ]
[IS_HIST_STRING: to live as the gods do]
[IS_SPHERE:LIGHT]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_FORBIDDEN:NOT_LIVING]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Íæû ë€Å of Light]
[SYNDROME]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:INTERACTION:LIGHT_LUCKSTEAL]
[CDI:ADV_NAME:steal all the luck]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET:B:SELF_ONLY]
[CDI:USAGE_HINT:ATTACK]
[CDI:TARGET_RANGE:A:25]
[CDI:TARGET_RANGE:B:1]
[CDI:VERB:stare intently:stares intently:NA]
[CDI:TARGET_VERB:have a bad feeling about this (unless you did it yourself, of course):looks disheartened]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:MAX_TARGET_NUMBER:B:1]
[CDI:WAIT_PERIOD:500]
[INTERACTION:SC_SPACE]
[I_SOURCE:SECRET]
[IS_NAME:the secrets of the gods who created the universe]
[IS_SPHERE:STARS]
[IS_SECRET_GOAL:IMMORTALITY]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_tiger.txt]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MAJOR_CURSE]
[IS_HIST_STRING: "cursed" ]
[IS_HIST_STRING: to live as the gods do]
[IS_SPHERE:STARS]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_FORBIDDEN:NOT_LIVING]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Íæû ë€Å of Space]
[SYNDROME]
[CE_SPEED_CHANGE:SPEED_PERC:200:START:0]
[CE_MENT_ATT_CHANGE:SPATIAL_SENSE:100:5000:FOCUS:100:5000]

[INTERACTION:SC_LIFE]
[I_SOURCE:SECRET]
[IS_NAME:the secrets of the gods who created the universe]
[IS_SPHERE:BIRTH]
[IS_SECRET_GOAL:IMMORTALITY]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_tiger.txt]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MAJOR_CURSE]
[IS_HIST_STRING: "cursed" ]
[IS_HIST_STRING: to live as the gods do]
[IS_SPHERE:BIRTH]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_FORBIDDEN:NOT_LIVING]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Íæû ë€Å of Life]
[SYNDROME]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:resurrect someone]
[CDI:INTERACTION:LIFE_RESURRECTION]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:10]
[CDI:VERB:begin glowing and gesture:begins glowing and gestures]
[CDI:TARGET_VERB:get up:gets up:NA]
[CDI:WAIT_PERIOD:50]
[INTERACTION:SC_HOPE]
[I_SOURCE:SECRET]
[IS_NAME:the secrets of the gods who created the universe]
[IS_SPHERE:FESTIVALS]
[IS_SECRET_GOAL:IMMORTALITY]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_tiger.txt]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MAJOR_CURSE]
[IS_HIST_STRING: "cursed" ]
[IS_HIST_STRING: to live as the gods do]
[IS_SPHERE:FESTIVALS]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_FORBIDDEN:NOT_LIVING]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Íæû ë€Å of Hope]
[SYNDROME]
[CE_MENT_ATT_CHANGE:WILLPOWER:100:5000:START:0]
[CE_PHYS_ATT_CHANGE:ENDURANCE:100:5000:START:0]

[INTERACTION:SC_DOOM]
[I_SOURCE:SECRET]
[IS_NAME:the secrets of the gods who created the universe]
[IS_SPHERE:DEATH]
[IS_SECRET_GOAL:IMMORTALITY]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_tiger.txt]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MAJOR_CURSE]
[IS_HIST_STRING: "cursed" ]
[IS_HIST_STRING: to live as the gods do]
[IS_SPHERE:DEATH]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_FORBIDDEN:NOT_LIVING]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Íæû ë€Å of Doom]
[SYNDROME]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:INTERACTION:DOOM_CURSE]
[CDI:ADV_NAME:cast doom on foe]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:USAGE_HINT:ATTACK]
[CDI:TARGET_RANGE:A:10]
[CDI:VERB:make a "you're dead" gesture:makes a "you're dead" gesture:NA]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:500]
[INTERACTION:SC_RAGE]
[I_SOURCE:SECRET]
[IS_NAME:the secrets of the gods who created the universe]
[IS_SPHERE:REVENGE]
[IS_SECRET_GOAL:IMMORTALITY]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_tiger.txt]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MAJOR_CURSE]
[IS_HIST_STRING: "cursed" ]
[IS_HIST_STRING: to live as the gods do]
[IS_SPHERE:REVENGE]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_FORBIDDEN:NOT_LIVING]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Íæû ë€Å of Rage]
[SYNDROME]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:INTERACTION:RAGE_ENRAGE]
[CDI:ADV_NAME:enrage foe]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:USAGE_HINT:ATTACK]
[CDI:TARGET_RANGE:A:10]
[CDI:VERB:wink:winks:NA]
[CDI:TARGET_VERB:are suddenly betrayed by all of your allies:is suddenly attacking everyone]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:500]
[INTERACTION:SC_VOID]
[I_SOURCE:SECRET]
[IS_NAME:the secrets of the gods who created the universe]
[IS_SPHERE:CHAOS]
[IS_SECRET_GOAL:IMMORTALITY]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_tiger.txt]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MAJOR_CURSE]
[IS_HIST_STRING: "cursed" ]
[IS_HIST_STRING: to live as the gods do]
[IS_SPHERE:CHAOS]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_FORBIDDEN:NOT_LIVING]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Íæû ë€Å of Void]
[SYNDROME]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:INTERACTION:VOID_BLIND]
[CDI:ADV_NAME:blind foe]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:USAGE_HINT:ATTACK]
[CDI:TARGET_RANGE:A:10]
[CDI:VERB:make an eye-poking gesture:makes an eye-poking gesture:NA]
[CDI:TARGET_VERB:are blinded:is blinded]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:500]
[INTERACTION:SC_HEART]
[I_SOURCE:SECRET]
[IS_NAME:the secrets of the gods who created the universe]
[IS_SPHERE:SACRIFICE]
[IS_SECRET_GOAL:IMMORTALITY]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_tiger.txt]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MAJOR_CURSE]
[IS_HIST_STRING: "cursed" ]
[IS_HIST_STRING: to live as the gods do]
[IS_SPHERE:SACRIFICE]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_FORBIDDEN:NOT_LIVING]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Íæû ë€Å of Heart]
[SYNDROME]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:INTERACTION:HEART_CALM]
[CDI:ADV_NAME:calm foe]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:USAGE_HINT:ATTACK]
[CDI:TARGET_RANGE:A:10]
[CDI:VERBAL]
[CDI:VERBAL_SPEECH:shoosh.txt]
[CDI:TARGET_VERB:are incredibly calm:is incredibly calm]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:500]
[INTERACTION:SC_BLOOD]
[I_SOURCE:SECRET]
[IS_NAME:the secrets of the gods who created the universe]
[IS_SPHERE:WAR]
[IS_SECRET_GOAL:IMMORTALITY]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_tiger.txt]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MAJOR_CURSE]
[IS_HIST_STRING: "cursed" ]
[IS_HIST_STRING: to live as the gods do]
[IS_SPHERE:WAR]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_FORBIDDEN:NOT_LIVING]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Íæû ë€Å of Blood]
[SYNDROME]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:INTERACTION:BLOOD_HULK_OUT]
[CDI:ADV_NAME:berserk rage] yes, it's a TES reference
[CDI:TARGET:A:SELF_ONLY]
[CDI:USAGE_HINT:ATTACK]
[CDI:TARGET_RANGE:1]
[CDI:VERB:swear as loud as you possibly can:makes a deafening swear]
[CDI:TARGET_VERB:feel invincible:seems unstoppable]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:2500]
[INTERACTION:SC_MIND]
[I_SOURCE:SECRET]
[IS_NAME:the secrets of the gods who created the universe]
[IS_SPHERE:WISDOM]
[IS_SECRET_GOAL:IMMORTALITY]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_tiger.txt]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MAJOR_CURSE]
[IS_HIST_STRING: "cursed" ]
[IS_HIST_STRING: to live as the gods do]
[IS_SPHERE:WISDOM]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_FORBIDDEN:NOT_LIVING]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Íæû ë€Å of Mind]
[SYNDROME]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:INTERACTION:MIND_BSOD]
[CDI:ADV_NAME:break foe's mind]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:USAGE_HINT:ATTACK]
[CDI:TARGET_RANGE:A:10]
[CDI:VERB:stare intently:stares intently:NA]
[CDI:TARGET_VERB:have been subjected to your worst fear, and are broken temporarily:is babbling]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:500]
Title: Re: Fortbent: a Homestuck mod (v 2.0 for DF 34.05)
Post by: Darvi on March 13, 2012, 03:41:12 am
Quote
[IE_ARENA_NAME:Íæû ë€Å of Space]
Hmm, this is messed up, is it?
Title: Re: Fortbent: a Homestuck mod (v 2.0 for DF 34.05)
Post by: Putnam on March 13, 2012, 11:05:58 am
Nope. Also, 2.0 is now out.
Title: Re: Fortbent: a Homestuck mod (v 2.0 for DF 34.05)
Post by: Frogwarrior on March 23, 2012, 06:33:17 pm
Do different trollcastes have different skill growth rates? Like, brownbloods should def. make really good tamers for example...
Title: Re: Fortbent: a Homestuck mod (v 2.0 for DF 34.05)
Post by: Fwoosh on March 23, 2012, 07:43:21 pm
Love this mod! So many troll shenanigans have ensued since I've tried it, the latest being a musclebeast being elected mayor! At least I don't get any mandates. :)
Title: Re: Fortbent: a Homestuck mod (v 2.0 for DF 34.05)
Post by: Putnam on March 23, 2012, 09:01:08 pm
Do different trollcastes have different skill growth rates? Like, brownbloods should def. make really good tamers for example...

They do now.

Love this mod! So many troll shenanigans have ensued since I've tried it, the latest being a musclebeast being elected mayor! At least I don't get any mandates. :)
It is well known among the population that Musclebeasts make the best mayors, for they are selfless creatures who want nothing more than to give their wonderful masters more milk.

:')
Title: Re: Fortbent: a Homestuck mod (v 2.1 for DF 34.06)
Post by: Putnam on April 08, 2012, 01:57:56 pm
Putnam, Modder is taken by a fey mood!

EDIT: Putnam, Modder has created a mothergrub creature!

(and broke his spacebar in the process)

EDIT: STERILE isn't a creature token

god damn it
Title: Re: Fortbent: a Homestuck mod (v 2.1 for DF 34.06)
Post by: DarthBoogalo on April 10, 2012, 09:09:44 am
Isn't sterility a stat? Like reflexes, that's what it looks like with that birth-controller syndrome drink in another thread.
Title: Re: Fortbent: a Homestuck mod (v 2.1 for DF 34.06)
Post by: darklord92 on April 10, 2012, 09:28:13 am
couldn't you put [sterile] in an interaction that triggers by it cleaning itself? i know vampires do that but with ingested blood.
Title: Re: Fortbent: a Homestuck mod (v 2.1 for DF 34.06)
Post by: Khalvin on April 11, 2012, 09:25:45 pm
where are Appearance Modifiers stored? Are they in the RAWs?
I ask because I got my hands dirty retooling the Trolls for my own use, but I'm satisfed without being able to have the curled ram horns of Aradia or  Karkat's stubby horns. [COILED] [STUBBY]
I added [HIEGHT] and [ROUND_VS_NARROW] this seems to be working. Is it normal to find 2 and three additional entrys for a given body part in descriptions?

Second, I'm not seeing Horns lying about the arena after they have been forcibly removed by other Trolls. I got them to be orange, but I want to see them lying about. How else can we have Troll Horn earrings and mugs?

Third. The Gore attack was removed from the vanilla Troll file. I'd love to see long horned brown blooded Troll GOREing elves.
Dose GORE depend on the Horn's relative size? IS HORN SIZE even a thing that's tracked outside appearance?

In closing, I have a gift for you Putnam. Axecutive fits well with Archeradicator and Ruffiannihilator
Title: Re: Fortbent: a Homestuck mod (v 2.1 for DF 34.06)
Post by: Putnam on April 11, 2012, 09:30:44 pm
Curled horns?

...

Yeah, I can do that.
Title: Re: Fortbent: a Homestuck mod (v 2.1 for DF 34.06)
Post by: Khalvin on April 11, 2012, 10:20:52 pm
in responce to myself. the Round vs Narrow Tag is redundent... you end up with Thick flat horns that are closes set and narrow :P

thick narrow horns are impossible.

though if Narrow could be changed to tapered.... Round vs Tapered would work. I'm still hunting for the File that defines Appearance.
[JAGGED] [FORKED] [STRAIGHT_VS_CURLED]

Thick tapered Horns that are very long
Round horns that are curled
Long, forked horns that are splayed out
short horns that are round

this makes me happy. I'm easily pleased I think.

Even better if there were a way to define range of possible extra horns.... Or if we could set them to grow out over time, so Ancestors have massive horns and wigglers have tiny nubs.
Title: Re: Fortbent: a Homestuck mod (v 2.1 for DF 34.06)
Post by: Putnam on April 11, 2012, 10:25:12 pm
Appearance modifiers are hard-coded.
Title: Re: Fortbent: a Homestuck mod (v 2.1 for DF 34.06)
Post by: Khalvin on April 11, 2012, 10:29:06 pm
well, dang. That makes things rather difficult
Title: Re: Fortbent: a Homestuck mod (v 2.1 for DF 34.06)
Post by: DarthBoogalo on April 12, 2012, 12:06:28 am
About fifteenwigglers crammed into a minecart being kicked away towards a housing area by a subjuggulator.
I just want to fit this mental image into your thinkpan.
Title: Re: Fortbent: a Homestuck mod (v 2.1 for DF 34.06)
Post by: Souleater17 on April 12, 2012, 04:59:46 pm
About fifteenwigglers crammed into a minecart being kicked away towards a housing area by a subjuggulator.
I just want to fit this mental image into your thinkpan.

I don't think I'm able to fit that into mine.
It is simply too violent and hilarious to compute.
Hehehehehe.
Title: Re: Fortbent: a Homestuck mod (v 2.3.1 for DF 34.07)
Post by: Putnam on April 15, 2012, 11:22:20 pm
Haha, forgot to post to announce it.

Working mother grubs and imperial drones!

Did you know that CLEAN_FRIEND interactions show up in the combat logs if they impart syndromes?
Title: Re: Fortbent: a Homestuck mod (v 2.3.1 for DF 34.07)
Post by: DarthBoogalo on April 16, 2012, 07:48:15 am
item_toy_troll.txt
Spoiler (click to show/hide)
Title: Re: Fortbent: a Homestuck mod (v 2.3.1 for DF 34.07)
Post by: Souleater17 on April 16, 2012, 07:56:44 am
Obscene, but awesome.

How exactly does the Mothergrub work? The raws are really confusing me.
Title: Re: Fortbent: a Homestuck mod (v 2.3.1 for DF 34.07)
Post by: Putnam on April 16, 2012, 08:48:25 am
Obscene, but awesome.

How exactly does the Mothergrub work? The raws are really confusing me.

Shenanigans.

To be precise:

Quote from: Meph
The Solution: Make a pet creature. Has 3 castes. Male, Female and Slave. Male pop ratio is 1, female pop ratio is 1, slave pop ratio is 10000. Make male/female caste a pet. You can now buy a pet that only gives birth to NON-PET creatures. These still do no work though. Give the Slave-Caste creature that gets born a secretions with a transformation syndrome, that transforms them into a dwarf. Slave gets born, gets transformed into slave-caste dwarf. And DONE, you have a working slave. This is so far the only solution i found.

This is perfectly conducive to trolls.
Title: Re: Fortbent: a Homestuck mod (v 2.3.1 for DF 34.07)
Post by: Souleater17 on April 16, 2012, 04:44:29 pm
Okay, awesome.
You people are geniuses.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.3.1 for DF 34.07) ♠♣
Post by: Putnam on April 24, 2012, 05:46:57 am
This mod needs quadrants.

Alas, it's impossible as hell.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.3.1 for DF 34.07) ♠♣
Post by: Pan on April 24, 2012, 06:01:24 am
So, Fortbent is a webcomic? I clicked it and it looked like a game instead. Tell me more about this, if any helpful sirs can spare the time.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.3.1 for DF 34.07) ♠♣
Post by: Darvi on April 24, 2012, 06:04:53 am
Fortbent is the name of the mod. It's based on this thing (http://mspaintadventures.com).
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.3.1 for DF 34.07) ♠♣
Post by: Pan on April 24, 2012, 06:40:43 am
Apologies. I clicked the link, I meant. So Homestuck is this webcomic? I took a closer look at the paint adventure link just now, and it looked like a clicking game where you find stuff, but apparently not.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.3.1 for DF 34.07) ♠♣
Post by: Putnam on April 24, 2012, 08:36:57 am
Just click on the links at the bottom. It's a webcomic. It has its own thread, which AFAIK is the third or fourth largest on Bay12.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.3.1 for DF 34.07) ♠♣
Post by: DarthBoogalo on April 24, 2012, 03:01:17 pm
I've seen your Imps and Ogres in Arena mode, rather then make them dwell underground, you could make them act like goblins, with ogres acting as building-destroying trolls?
Could even give them castes for different colored chitin? and blood, shales imps/ogres, a rare fire caste that will incinerate everything in sight..
A lot of Fun! :D
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.3.1 for DF 34.07) ♠♣
Post by: Putnam on April 24, 2012, 05:30:27 pm
They don't need different castes for different chitin. I've already updated imps to have different colored carapaces, in fact. I just haven't updated the mod yet.

I prefer that they show up in sieges alongside certain evil-cave using creatures. You'll see goblins showing up with ogres.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.3.1 for DF 34.07) ♠♣
Post by: DarthBoogalo on April 25, 2012, 12:22:38 am
Ah, but you do for blood.. I think.
Not that that have to have varied blood color, of course.
I've actually have yet to be sieged while playing this mod, so, my bad! For not being attacked by horrible green skinned critters. o:
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.3.1 for DF 34.07) ♠♣
Post by: Putnam on April 25, 2012, 12:29:08 am
Ah, but you do for blood.. I think.
Not that that have to have varied blood color, of course.
I've actually have yet to be sieged while playing this mod, so, my bad! For not being attacked by horrible green skinned critters. o:

I just haven't updated the mod yet.

You don't need carapace color castes because the carapace is a tissue layer. Blood is not.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.3.1 for DF 34.07) ♠♣
Post by: DarthBoogalo on April 25, 2012, 07:56:00 am
Yes! What I mean is different colored symbols for different colored imps, doing that would need to use castes?
It's not a big deal, really, just a suggestion!
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.4 for DF 34.07) ♠♣
Post by: Putnam on April 25, 2012, 07:47:24 pm
Okay, finally made it so that dersites work. They're annoying bastards, I'm sure.

Until their king finally decides to attack...
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.4 for DF 34.07) ♠♣
Post by: obolisk0430 on April 27, 2012, 07:02:34 pm
How do I install this mod?
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.4 for DF 34.07) ♠♣
Post by: Putnam on April 27, 2012, 07:24:58 pm
Put the contents of the "CONTENTS GO IN DF FOLDER" folder into the DF folder.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.4 for DF 34.07) ♠♣
Post by: Graknorke on April 28, 2012, 02:39:44 am
I don't entirely get the combat thing about reminded about buckets...
What causes it and is it bad?
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.4 for DF 34.07) ♠♣
Post by: Putnam on April 28, 2012, 09:30:22 am
It's a combat log because it's a syndrome-causing interaction that trolls do when they greet each other. It makes them completely unable to have children independently of a mother grub and imperial drone.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.4 for DF 34.07) ♠♣
Post by: Souleater17 on April 28, 2012, 10:39:59 am
I don't know if it's like this for other people, but the raws are an unreadable mess of characters.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.4 for DF 34.07) ♠♣
Post by: obolisk0430 on April 28, 2012, 12:21:02 pm
So, I tried just throwing everything into the DF folder.  And that didn't work.  So I looked in the folder, and replaced the Vanilla DF raw folder and data folder with the mod raw folder and data folder.  The game was unplayable.  I deleted the whole folder, and recopied vanilla DF.  I went into the raw and data folders and added all the stuff from the mod into the appropriat folders.  All the stuff is now in the game.  But when I do fortress mode, I still embark as dwarves.  How do I make it so I can embark as trolls?
Figured it out.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.4 for DF 34.07) ♠♣
Post by: Putnam on April 28, 2012, 02:15:31 pm
I don't know if it's like this for other people, but the raws are an unreadable mess of characters.

Use Notepad++ (http://notepad-plus-plus.org/), not notepad.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.4 for DF 34.07) ♠♣
Post by: Souleater17 on April 28, 2012, 06:16:02 pm
I don't know if it's like this for other people, but the raws are an unreadable mess of characters.

Use Notepad++ (http://notepad-plus-plus.org/), not notepad.

Okay, thanks.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.4 for DF 34.07) ♠♣
Post by: Graknorke on April 30, 2012, 04:54:07 pm
If there's a guide for these things, sorry for asking here, but what workshop things do what?
Such as the reaction for sharpmetal having a 20% chance of creating lethal byproducts. I remember something about different blood colours having resistances to certain reactions, but I can't find a guide with them all listed.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.4 for DF 34.07) ♠♣
Post by: Putnam on April 30, 2012, 05:00:28 pm
If there's a guide for these things, sorry for asking here, but what workshop things do what?
Such as the reaction for sharpmetal having a 20% chance of creating lethal byproducts. I remember something about different blood colours having resistances to certain reactions, but I can't find a guide with them all listed.

The only reaction resistance that any class has is that of dark green trolls, which I've just updated to be dark blue due to their proficiency in matters of metalsmithing.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.4 for DF 34.07) ♠♣
Post by: Putnam on May 22, 2012, 08:51:31 am
Now I need some powers for lime-greens, but I have no idea what kind they would be because UU is super-obtuse about it.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.4 for DF 34.07) ♠♣
Post by: Graknorke on May 22, 2012, 11:09:51 am
Wait, what about seadweller powers? As far as I know, they have none apart from inheriting a load of fancy stuff.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.4 for DF 34.07) ♠♣
Post by: Putnam on May 22, 2012, 05:20:54 pm
I'm not sure what you're trying to say there. Seadwellers don't have powers, at this point, and they probably never will. They can just kind of breathe underwater.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.4 for DF 34.07) ♠♣
Post by: Jeoshua on May 23, 2012, 12:14:08 am
Urist McPlantgatherer cancels Gather Pumpkin: What Pumpkin?
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.4 for DF 34.07) ♠♣
Post by: Trapezohedron on May 23, 2012, 04:28:28 am
Well, you could just wait a while before you implement them in.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.4 for DF 34.07) ♠♣
Post by: Graknorke on May 23, 2012, 10:43:28 am
It sounded like putnam had a power for everyone except lime-greens, which is why he was irritated by UU being all cagey.

Also I'm pretty sure it's a reference to rainbow-drinker stuff. The speed+strength etc. Sounds like rainbowdrinkers are actually just lime-greens, seeing as they're the ones who go out in the sun.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.4 for DF 34.07) ♠♣
Post by: Putnam on May 23, 2012, 06:07:48 pm
Nah, those are jade greens. The difference can be seen here (http://www.mspaintadventures.com/storyfiles/hs2/03511.gif).
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.4 for DF 34.07) ♠♣
Post by: Putnam on May 23, 2012, 09:26:26 pm
Okay updated.

Also, This is awkward... (http://dffd.wimbli.com/file.php?id=6355)
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.5 for DF 34.10) ♠♣
Post by: Hugo_The_Dwarf on May 23, 2012, 09:39:51 pm
haha yea I'd say so, then again we have what? 3-4 automation mods?
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.5 for DF 34.10) ♠♣
Post by: Jeoshua on May 23, 2012, 09:52:51 pm
The comic really does just lend itself towards DF very handilly.

Question tho.  How much of Acts I-IV are you going to put in?  I know the humans are really just normal humans of the modern day, but the worlds created for them are quite interesting and impressively atmospheric, especially the Land of Wind and Shade
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.5 for DF 34.10) ♠♣
Post by: Putnam on May 23, 2012, 09:54:01 pm
I think that I'm going to start working on another succession game. This one is going to be a bit different and I'm going to need help.

How could I get a creature to only do an interaction if it's injured? Through some sort of self_only interaction that it gets when it's covered in blood?

oh I just answered my own question

The comic really does just lend itself towards DF very handilly.

Question tho.  How much of Acts I-IV are you going to put in?  I know the humans are really just normal humans of the modern day, but the worlds created for them are quite interesting and impressively atmospheric, especially the Land of Wind and Shade

I have the Derse kingdom in, but that's also based on the Act 5 counterpart.

EDIT: Okay, glbgolyb is done, I'll start the succession game... later!
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.5 for DF 34.10) ♠♣
Post by: Souleater17 on May 23, 2012, 10:33:43 pm
I think that I'm going to start working on another succession game. This one is going to be a bit different and I'm going to need help.

How could I get a creature to only do an interaction if it's injured? Through some sort of self_only interaction that it gets when it's covered in blood?

oh I just answered my own question

The comic really does just lend itself towards DF very handilly.

Question tho.  How much of Acts I-IV are you going to put in?  I know the humans are really just normal humans of the modern day, but the worlds created for them are quite interesting and impressively atmospheric, especially the Land of Wind and Shade

I have the Derse kingdom in, but that's also based on the Act 5 counterpart.

EDIT: Okay, glbgolyb is done, I'll start the succession game... later!

I'm working on consorts and made horrorterrors...
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.5 for DF 34.10) ♠♣
Post by: Putnam on May 23, 2012, 10:37:42 pm
Oh, consorts, derp, like cavern tribes!

That's good, good stuff. Anyway, here's that glbgolyb.

Code: [Select]
creature_troll_succession

[OBJECT:CREATURE]

[CREATURE:GLBGOLYB]
[DESCRIPTION:A gigantic tentacled monstrosity from the outer ring. If it gets injured, it will kill many trolls with its dying breath. Don't let that happen!]
[NAME:horrorterror emissary:horrorterror emissaries:horrorterror emissary]
[CASTE_NAME:horrorterror emissary:horrorterror emissaries:horrorterror emissary]
[CREATURE_TILE:'&'][COLOR:5:15:1]
[LIKES_FIGHTING][NOFEAR][LARGE_PREDATOR]
[TRAPAVOID][BUILDINGDESTROYER:2][LOCKPICKER]
[SPEED:5000][AMPHIBIOUS]
[COMMON_DOMESTIC]
[CAN_LEARN][FIREIMMUNE]
[CARNIVORE]
[EXTRAVISION]
[BODY:BASIC_1PARTBODY:TWO_NO_CLAW_TENTACLES:TWO_NO_CLAW_TENTACLES:TWO_NO_CLAW_TENTACLES:TWO_NO_CLAW_TENTACLES:TWO_NO_CLAW_TENTACLES:TWO_NO_CLAW_TENTACLES:TWO_NO_CLAW_TENTACLES:GUTS:HEART:BEAK:TONGUE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:HAIR]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:HAIR]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[NATURAL_SKILL:BITE:5]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[SYNDROME]
[SYN_AFFECTED_CREATURE:GLBGOLYB:ALL]
[SYN_CONTACT]
[CE_CAN_DO_INTERACTION:START:0:END:50]
[CDI_INTERACTION:GLUB]
[CDI:ADV_NAME:vast glub]
[CDI:USAGE_HINT:ATTACK]
[CDI:VERB:SCREAM AN UNHOLY TERROR OF DEATH, KILLING ALL IN YOUR PATH:gives off a scream:NA]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:100]
[CDI:MAX_TARGET_NUMBER:A:100]
[CDI:WAIT_PERIOD:50]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:500000000]
[PREFSTRING:horrific whispers]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:BEAK]
      [ATTACK_SKILL:BITE]
      [ATTACK_VERB:bite:bites]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PENETRATION_PERC:100]
      [ATTACK_FLAG_EDGE]
      [ATTACK_PRIORITY:MAIN]
      [ATTACK_FLAG_CANLATCH]
[CASTE:DEFAULT]
[FEMALE]
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.5 for DF 34.10) ♠♣
Post by: Trapezohedron on May 23, 2012, 10:56:20 pm
[CDI:VERB:SCREAM AN UNHOLY TERROR OF DEATH, KILLING ALL IN YOUR PATH:gives off a scream:NA]

I like how that's in all caps.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.5 for DF 34.10) ♠♣
Post by: Putnam on May 23, 2012, 10:56:46 pm
I aim to please.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.5 for DF 34.10) ♠♣
Post by: Souleater17 on May 24, 2012, 08:27:21 am
Nice Gl'bgolyb.

Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.5 for DF 34.10) ♠♣
Post by: Graknorke on May 24, 2012, 11:14:06 am
Sorry on the colour mix-up, I have the artistic sense of an oyster wearing 3D glasses.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.5 for DF 34.10) ♠♣
Post by: Souleater17 on May 24, 2012, 05:49:11 pm
Consoooooortsssssssss.

Spoiler (click to show/hide)
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.5 for DF 34.10) ♠♣
Post by: Putnam on May 24, 2012, 11:00:20 pm
Okay, added for the next version.

The errorlog has a fit about Glbgolyb because of all those tentacles, but they work perfectly fine in-game.

EDIT: Okay, finally got Glbgolyb finally working for the succession game. I'm going to start it tomorrow.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.5 for DF 34.10) ♠♣
Post by: Superior_Tomato on May 26, 2012, 02:54:03 pm
Umm, sorry for being an utter moron, but I couldn't find this in the thread:
Is there anyway to easily tell the blood colour of a troll without making it bleed?
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.5 for DF 34.10) ♠♣
Post by: Putnam on May 26, 2012, 03:08:55 pm
Check its eye color in its description.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.5 for DF 34.10) ♠♣
Post by: Fwoosh on May 26, 2012, 04:11:55 pm
Have to say it once again, absolutely love this mod. Have been messing with it a lot and am in the process of making a bunch of lusi creatures. I tried out Gl'bgolyb, and the only real issues were the whole multiple tentacle thing freaks out the errorlog and that she wouldn't use the vast glub interaction even when injured. I also found that even when that interaction is used it doesn't work on psychics or signless followers. If you want I'll post the whole lusi pile once I finish it here.

Edit: I also tried out the consorts and they don't display any tiles since their tile symbol doesn't have ' ' around it. Also, none of them have been given tails and the turtle doesn't have a shell.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.5 for DF 34.10) ♠♣
Post by: SirAaronIII on May 26, 2012, 08:35:34 pm
Check its eye color in its description.
Keep in mind that young trolls' eyes will be displayed as amber. Unless you changed that.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.5 for DF 34.10) ♠♣
Post by: Putnam on May 26, 2012, 10:10:21 pm
No, that's 100% intentional and will stay that way.

It's nice to have it be a surprise, anyway.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.5 for DF 34.10) ♠♣
Post by: SirAaronIII on May 26, 2012, 10:36:20 pm
Unless they're seadwellers, then you'll know instantly from the description. But otherwise, yeah.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.5 for DF 34.10) ♠♣
Post by: Fwoosh on May 28, 2012, 06:20:42 pm
As an offering to my favorite of mods, I present, !!LUSI!! (fire not included). Just stick them in a creature file.
Code: [Select]
[CREATURE:BICYCLOPS]
[DESCRIPTION:A giant, dimwitted monster with two heads.]
[NAME:bicyclops:bicyclopes:bicyclops]
[CASTE_NAME:bicyclops:bicyclopes:bicyclops]
[CREATURE_TILE:'B'][COLOR:7:0:1]
[PET][COMMON_DOMESTIC]
[TRAINABLE]
[PETVALUE:200]
[INTELLIGENT][SLOW_LEARNER]
[CANOPENDOORS]
[BUILDINGDESTROYER:2]
[PREFSTRING:complete idiocy]
[CURIOUSBEAST_EATER]
[CURIOUSBEAST_GUZZLER]
[CURIOUSBEAST_ITEM]
[BODY:HUMANOID_2HEAD:1EYE:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:LIPS:CHEEKS:ONE_EYELID:GENERIC_TEETH_WITH_FANGS:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]
[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[STATE_COLOR:ALL:YELLOW]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:50000]
[BODY_SIZE:1:168:100000]
[BODY_SIZE:12:0:210000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:LIP]
[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]
[APP_MOD_NOUN:lips:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]
[APP_MOD_NOUN:nose bridge:SINGULAR]
[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100] for vampires
[APP_MOD_IMPORTANCE:1000]
[APP_MOD_NOUN:teeth:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:THROAT]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[BABY:1]
[CHILD:12]
[MAXAGE:50:100]
[EQUIPS]
[NOCTURNAL]
[HOMEOTHERM:10067]
[SWIMS_INNATE][SWIM_SPEED:2500]
[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[CASTE:MALE]
[MALE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
[TL_COLOR_MODIFIER:WHITE:1:]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[TISSUE_LAYER_APPEARANCE_MODIFIER:HIGH_POSITION:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyebrows:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyelashes:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_NOUN:hair:SINGULAR]
[APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]
[APP_MOD_DESC_RANGE:10:25:75:125:200:300]
[TISSUE_LAYER_APPEARANCE_MODIFIER:CURLY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:GREASY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:hair:SINGULAR]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TISSUE_STYLE_UNIT:HAIR:STANDARD_HAIR_SHAPINGS]
[TSU_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[TISSUE_STYLE_UNIT:BEARD:STANDARD_BEARD_SHAPINGS]
[TSU_NOUN:beard:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[TISSUE_STYLE_UNIT:MOUSTACHE:STANDARD_MOUSTACHE_SHAPINGS]
[TSU_NOUN:moustache:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_STYLE_UNIT:SIDEBURNS:STANDARD_SIDEBURNS_SHAPINGS]
[TSU_NOUN:sideburns:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_YELLOW:1]
[TLCM_NOUN:eyes:PLURAL]


[CREATURE:PANTHERIN]
[DESCRIPTION:A large, muscular, feline found in tropical jungles.  It is solitary and stalks and ambushes its prey.]
[NAME:pantherin:pantherinae:pantherin]
[CASTE_NAME:pantherin:pantherinae:pantherin]
[CHILD:3][GENERAL_CHILD_NAME:pantherin cub:pantherin cubs]
[CREATURE_TILE:'P'][COLOR:7:0:1]
[PETVALUE:100]
[PET][COMMON_DOMESTIC]
[TRAINABLE][INTELLIGENT]
[BIOME:ANY_TROPICAL]
[BIOME:DESERT_BADLAND]
[BIOME:DESERT_ROCK]
[BIOME:DESERT_SAND]
[LARGE_ROAMING][FREQUENCY:5]
[POPULATION_NUMBER:2:3]
[CLUSTER_NUMBER:1:1]
[CARNIVORE][NATURAL]
[LARGE_PREDATOR][MEANDERER]
[GRASSTRAMPLE:0]
[PREFSTRING:adorableness]
[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:5TOES_FQ_REG:4TOES_RQ_REG:2MOUTH:TONGUE:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]
[BODYGLOSS:PAW]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[STATE_COLOR:ALL:GREEN]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:7500]
[BODY_SIZE:1:0:40000]
[BODY_SIZE:2:0:75000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[MAXAGE:10:30]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[NOCTURNAL]
[HOMEOTHERM:10067]
[SWIMS_INNATE][SWIM_SPEED:2500]
[MUNDANE]
[CASTE:FEMALE]
[FEMALE]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_GREEN:1]
[TLCM_NOUN:eyes:PLURAL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:3]

[CREATURE:AXOLOTLOL]
[DESCRIPTION:A giant salamander found in remote lakes.  It has the mysterious ability to regrow limbs.]
[NAME:axolotlol:axolotlols:axolotlol]
[CASTE_NAME:axolotlol:axolotlols:axolotlol]
[CREATURE_TILE:'a'][COLOR:7:0:1]
[PETVALUE:100]
[PET][COMMON_DOMESTIC]
[INTELLIGENT][TRAINABLE]
[FREQUENCY:5]
[LARGE_ROAMING]
[CLUSTER_NUMBER:1:2]
[AMPHIBIOUS][UNDERSWIM]
[SWIMS_INNATE]
[CHILD:2]
[GENERAL_CHILD_NAME:axolotlol hatchling:axolotlol hatchlings]
[LARGE_ROAMING]
[NATURAL]
[BIOME:LAKE_TROPICAL_SALTWATER]
[BIOME:LAKE_TROPICAL_BRACKISHWATER]
[BIOME:LAKE_TROPICAL_FRESHWATER]
[BIOME:ANY_TROPICAL]
[POPULATION_NUMBER:5:10]
[PREFSTRING:fronds]
[BODY:QUADRUPED:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:MOUTH:RIBCAGE:L_FROND:R_FROND]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:HAIR]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:HAIR]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[STATE_COLOR:ALL:TEAL]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:10000]
[BODY_SIZE:2:0:40000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[MAXAGE:40:70]
[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[ALL_ACTIVE]
[HOMEOTHERM:10040]
[SWIMS_INNATE][SWIM_SPEED:2500]
[MUNDANE]
[CASTE:FEMALE]
[FEMALE]
[LAYS_EGGS]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
[EGG_SIZE:20]
[CLUTCH_SIZE:1:5]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:TEAL:1]
[TLCM_NOUN:eyes:PLURAL]

[CREATURE:CAPRICORN]
[DESCRIPTION:A large seagoing animal. It is known for its sharp horns and wicked temper.]
[NAME:seagoat:seagoats:seagoat]
[CHILD:5][GENERAL_CHILD_NAME:seagoat kid:seagoat kids]
[CREATURE_TILE:'G'][COLOR:7:0:1]
[PETVALUE:400]
[PREFSTRING:wicked horns]
[LARGE_ROAMING]
[COMMON_DOMESTIC][INTELLIGENT]
[LARGE_PREDATOR][PET]
[TRAINABLE][AMPHIBIOUS]
[BIOME:OCEAN_TEMPERATE]
[BIOME:OCEAN_TROPICAL]
[BIOME:ANY_TROPICAL]
[BODY:FRONT_HOOF:SIDE_FINS:DORSAL_FIN:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:MOUTH:TONGUE:GENERIC_TEETH:RIBCAGE:2HEAD_HORN]
[NATURAL]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[USE_MATERIAL_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[USE_TISSUE_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]
[USE_TISSUE_TEMPLATE:CHIN_WHISKERS:CHIN_WHISKERS_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[TISSUE_LAYER:BY_CATEGORY:HEAD:CHIN_WHISKERS:BOTTOM]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[STATE_COLOR:ALL:INDIGO]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:150000]
[BODY_SIZE:2:0:3000000]
[BODY_SIZE:5:0:6000000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[MENT_ATT_RANGE:EMPATHY:0:10]
[BUILDINGDESTROYER:1]
[PRONE_TO_RAGE:85]
[MAXAGE:170:350]
[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_FRONT]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[ATTACK:HGORE:BODYPART:BY_CATEGORY:HORN]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:gore:gores]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[NOCTURNAL]
[HOMEOTHERM:10070]
[SWIMS_INNATE][SWIM_SPEED:900]
[CASTE:FEMALE]
[CASTE_NAME:nanny seagoat:nanny seagoats:nanny seagoat]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[USE_MATERIAL_TEMPLATE:MILK:MILK_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen seagoat's milk]
[STATE_ADJ:ALL_SOLID:frozen seagoat's milk]
[STATE_NAME:LIQUID:seagoat's milk]
[STATE_ADJ:LIQUID:seagoat's milk]
[STATE_NAME:GAS:boiling seagoat's milk]
[STATE_ADJ:GAS:boiling seagoat's milk]
[PREFIX:NONE]
[MILKABLE:LOCAL_CREATURE_MAT:MILK:20000]
[USE_MATERIAL_TEMPLATE:CHEESE:CREATURE_CHEESE_TEMPLATE]
[STATE_NAME:SOLID:seagoat cheese]
[STATE_ADJ:SOLID:seagoat cheese]
[STATE_NAME:SOLID_POWDER:seagoat cheese powder]
[STATE_ADJ:SOLID_POWDER:seagoat cheese powder]
[STATE_NAME:LIQUID:melted seagoat cheese]
[STATE_ADJ:LIQUID:melted seagoat cheese]
[STATE_NAME:GAS:boiling seagoat cheese]
[STATE_ADJ:GAS:boiling seagoat cheese]
[PREFIX:NONE]
[CASTE:MALE]
[CASTE_NAME:billy seagoat:billy seagoats:billy seagoat]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:beard:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:INDIGO:1]
[TLCM_NOUN:eyes:PLURAL]

[CREATURE:SKYHORSE]
[DESCRIPTION:A large, curved and regal creature fond of soaring over seascapes.]
[NAME:skyhorse:skyhorses:skyhorse]
[CASTE_NAME:skyhorse:skyhorses:skyhorse]
[CREATURE_TILE:'s'][COLOR:7:0:1]
[CHILD:3][PETVALUE:100]
[GENERAL_CHILD_NAME:skyhorse foal:skyhorse foals]
[AMPHIBIOUS][UNDERSWIM][FLIER]
[NATURAL][PET][MOUNT]
[COMMON_DOMESTIC]
[TRAINABLE][INTELLIGENT]
[BIOME:OCEAN_TEMPERATE]
[BIOME:OCEAN_TROPICAL]
[BIOME:ANY_TROPICAL]
[LARGE_ROAMING][FREQUENCY:10]
[CLUSTER_NUMBER:3:5]
[POPULATION_NUMBER:20:40]
[PREFSTRING:regal bearing]
[BODY:BASIC_2PARTBODY:BASIC_HEAD:SIDE_FINS:DORSAL_FIN:TAIL:2EYES:HEART:GUTS:ORGANS:NECK:SPINE:BRAIN:SKULL:MOUTH:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:HAIR]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:HAIR]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[STATE_COLOR:ALL:PURPLE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:20000]
[BODY_SIZE:3:0:80000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[MAXAGE:250:500]
[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[NOCTURNAL]
[NO_DRINK]
[SWIMS_INNATE][SWIM_SPEED:1000]
[MUNDANE]
[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:PURPLE:1]
[TLCM_NOUN:eyes:PLURAL]
All of them are intelligent, trainable, common domestic and pets. If you don't like any of these just get rid of them. Watch out for the seagoats though. They are really, really nasty if you embark on an ocean. Here are files to go in body default.
Code: [Select]
[BODY:FRONT_HOOF]
[BP:UB:upper body:upper bodies][UPPERBODY][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1000]
[BP:LB:lower body:lower bodies][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1000]
[BP:HD:head:STP][CON:UB][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]
[BP:RA:right front leg:STP][CON:UB][LIMB][RIGHT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:900]
[BP:LA:left front leg:STP][CON:UB][LIMB][LEFT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:900]
[BP:RH:right front hoof:right front hooves][CON:RA][STANCE][RIGHT][CATEGORY:HOOF_FRONT]
[DEFAULT_RELSIZE:120]
[BP:LH:left front hoof:left front hooves][CON:LA][STANCE][LEFT][CATEGORY:HOOF_FRONT]
[DEFAULT_RELSIZE:120]
[BODY:2MOUTH]
[BP:UMOUTH:upper mouth:STP][CONTYPE:HEAD][MOUTH][GRASP][SMALL][EMBEDDED][APERTURE][CATEGORY:MOUTH]
[DEFAULT_RELSIZE:20]
[BP:LMOUTH:lower mouth:STP][CONTYPE:HEAD][MOUTH][GRASP][SMALL][EMBEDDED][APERTURE][CATEGORY:MOUTH]
[DEFAULT_RELSIZE:40]
I'm serious about the seagoats. They're like giant amphibious death badgers minus the conga.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.5 for DF 34.10) ♠♣
Post by: Putnam on May 28, 2012, 11:14:26 pm
I'm thinking about changing the mod so that there are two playable races: pre-scratch trolls and post-scratch trolls, where post-scratch trolls either have a tendency towards or will always be hostile to others. With this, the signless followers would be removed entirely, especially since I have to update them all the damn time and I'm too lazy to.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.5 for DF 34.10) ♠♣
Post by: Souleater17 on May 29, 2012, 08:32:58 am
I think that would be a great idea.

But could the regular trolls still have mutants????
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.5 for DF 34.10) ♠♣
Post by: Putnam on May 29, 2012, 08:51:11 am
Well, they don't right now, if you'll notice >_>
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.5 for DF 34.10) ♠♣
Post by: Souleater17 on May 29, 2012, 04:25:26 pm
I know, horrible wording I noticed that earlier.
But will they..?
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.5 for DF 34.10) ♠♣
Post by: Putnam on June 19, 2012, 10:37:37 pm
Aaand updated.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.6 for DF 34.11) ♠♣
Post by: Slayerhero90 on June 21, 2012, 09:23:19 pm
I like the idea, but I honestly won't use this in my games. Perhaps as a creature modding guide?
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.6 for DF 34.11) ♠♣
Post by: Putnam on June 21, 2012, 09:33:42 pm
Eh? What do you mean guide?
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.6 for DF 34.11) ♠♣
Post by: Slayerhero90 on June 21, 2012, 09:56:57 pm
I'm not that great at modding creatures.

EDIT: Have recent events  in HS screwed with your troll race?
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.6 for DF 34.11) ♠♣
Post by: Graknorke on June 23, 2012, 09:35:05 pm
What do you mean? Nothing troll-centric has happened lately. Surprising, really/
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.6 for DF 34.11) ♠♣
Post by: Slayerhero90 on June 23, 2012, 09:42:26 pm
I'm saying there probably is no chance that we will get to know what the limebloods were able to do.
Spoiler (click to show/hide)

We may never know what the limebloods did.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.6 for DF 34.11) ♠♣
Post by: Graknorke on June 24, 2012, 03:19:47 am
Actually, I think Hussie's GF has a limeblood fantroll... waaiiiiiiiiit.
Is this... is this the thing that I think it might possibly be? That he's calling her a horrible green monster that writes erotic fanfiction about their own fantroll. No wait. That's stupid.

Still though, it seems like not coincidental enough.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.6 for DF 34.11) ♠♣
Post by: Putnam on July 05, 2012, 03:08:35 pm
Next version will fix heroes of light and add some interesting stuff related to psychic trolls. Also, I finally got around to that "making mechanisms from bees" thing. I call them beelians due to their eyes made of 1s and 0s.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.6 for DF 34.11) ♠♣
Post by: jaxy15 on July 05, 2012, 03:12:42 pm
Beelians? Why not beenary, plural being beenaries?
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.6 for DF 34.11) ♠♣
Post by: Putnam on July 05, 2012, 03:13:15 pm
Because beenary is their language :P
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.6 for DF 34.11) ♠♣
Post by: jaxy15 on July 05, 2012, 03:15:50 pm
Screw that, call them beenary anyway.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.6 for DF 34.11) ♣♠
Post by: SirAaronIII on July 05, 2012, 06:35:30 pm
Haha I get it booleans haha nice one. Actually that was pretty good.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.7 for DF 34.11) ♣♠
Post by: Skelephant on August 09, 2012, 07:48:56 pm
So I love Fortbent, but I'm not really sure how to go about doing certain things... like, how does the culling workshop actually work? And, for that matter, how do you make weapon/armorstuff?

Sorry if it's really obvious and I'm just not getting it.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.7 for DF 34.11) ♣♠
Post by: Putnam on August 09, 2012, 07:53:54 pm
The culling workshop works by making certain castes of the troll race die within an evaporating boulder. You have to micromanage if you want the right troll to be culled.

Weapon/armorstuff are made with the metal wool from metal sheep at the new furnace building what's name I forgot. Make sure only your dark blue trolls make it, lest nasty stuff happen.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.7 for DF 34.11) ♣♠
Post by: Skelephant on August 09, 2012, 09:42:03 pm
Okay, cool. I'm kind of derpy though--when I try to use the culling workshop like normal nothing happens. Is there some secret I'm missing.

Thanks for the help :)
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.7 for DF 34.11) ♣♠
Post by: Putnam on August 09, 2012, 09:55:01 pm
Are you doing it with the right caste?
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.7 for DF 34.11) ♣♠
Post by: Skelephant on August 10, 2012, 10:32:51 am
I don't know. Whenever I try to queu up the workshop I get a black screen
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.7 for DF 34.11) ♣♠
Post by: Putnam on August 10, 2012, 11:01:38 am
Well, if you had told me that in the first place, I would know what your problem is :P

You're playing as good trolls (I.E pre-scratch), who don't have access to the reactions. The fact that you have access to the building is an oversight on my part (I could never gen a world with the good trolls--at least I know it works now :P)
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.7 for DF 34.11) ♣♠
Post by: Skelephant on August 10, 2012, 11:21:21 am
Oh! That explains quite a few things, thanks!
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.7 for DF 34.11) ♣♠
Post by: obolisk0430 on August 17, 2012, 06:39:10 pm
How do I get the wool off the metal sheep?  I have guys with the shearing labor enabled, I set the farmer's workshop to shear creature, and the game tells me there are no creatures to shear.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.7 for DF 34.11) ♣♠
Post by: Putnam on August 17, 2012, 07:06:46 pm
Are the sheep ready to be sheared?
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.7 for DF 34.11) ♣♠
Post by: obolisk0430 on August 17, 2012, 07:18:43 pm
I would assume so.  I started the fortress with them, and I think they've just been sitting around eating grass the whole time.  There was a pause before I got the no creatures to be sheared note the first time, but I think that was because the guy with the shearing labor enabled was doing something else.  How do I check when they are ready to be sheared, and how long do they take to be shearable after they've been sheared?
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.7 for DF 34.11) ♣♠
Post by: Putnam on August 17, 2012, 07:30:34 pm
You can check by the length of their wool--if it says that their wool is "extremely long", then they're shearable. They take 300 days to fully grow back from 0 wool, or ~an hour at 100 FPS. You'll want a few :P
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.7 for DF 34.11) ♣♠
Post by: obolisk0430 on August 18, 2012, 12:22:41 pm
Yep, I see it growing back now.  Thanks.  Also, do pumpkins only grow in specific biomes?  I can't seem to grow any in my current fort.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.71 for DF 34.11) ♣♠
Post by: Putnam on August 25, 2012, 11:50:39 am
Just fixed a bug caused by forgetting a CHILD tag on a creature that really needs it.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.71 for DF 34.11) ♣♠
Post by: Asra on August 29, 2012, 12:34:21 pm
Well I'm finally getting around to doing this mod now that I've read a bunch of the comic and know what it's about. Sounds promising!
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 2.71 for DF 34.11) ♣♠
Post by: Putnam on August 29, 2012, 11:01:05 pm
Next version will be 3.0, I think.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 3.0 for DF 34.11) ♣♠
Post by: Putnam on September 03, 2012, 09:00:10 pm
Version 3.0 released.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 3.0 for DF 34.11) ♣♠
Post by: Teneb on September 03, 2012, 09:03:29 pm
Downloading now.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 3.0 for DF 34.11) ♣♠
Post by: SirAaronIII on September 03, 2012, 09:20:54 pm
We love you. All 5 of us. :P
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 3.0 for DF 34.11) ♣♠
Post by: Graknorke on September 04, 2012, 06:51:25 am
Yay, version 3!

Will you be updating for the next DF update, whenever that happens?
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 3.0 for DF 34.11) ♣♠
Post by: Putnam on September 04, 2012, 05:36:24 pm
Of course, especially if it lets me make those yummy denizens with whom to bargain with.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 3.0 for DF 34.11) ♣♠
Post by: Graknorke on September 05, 2012, 12:21:13 pm
I worded that kind of badly. I'll try again.

Will you be updating again before the next Dwarf Fortress update?
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 3.0 for DF 34.11) ♣♠
Post by: Putnam on September 05, 2012, 04:52:58 pm
Yeah, more than likely. Polish and whatnot. Besides, I feel I missed some creatures in my great gristening.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 3.0 for DF 34.11) ♣♠
Post by: Asra on September 09, 2012, 07:43:59 pm
Not sure if I just put them in wrong or what, but the graphics pack isn't working for 3.0 yet right?
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 3.0 for DF 34.11) ♣♠
Post by: Putnam on September 09, 2012, 07:50:07 pm
Not sure if I just put them in wrong or what, but the graphics pack isn't working for 3.0 yet right?

Let me be totally honest: I have no idea how to creature graphics. Time to learn.

EDIT: make sure you've enabled the graphics in the init. Note that there is a lot of redundancy in there due to intervening updates, though. 3.1 will fix some of that.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 3.0 for DF 34.11) ♣♠
Post by: Asra on September 09, 2012, 08:18:28 pm
Ah that's fine.

The new version doesn't seem to work with the Eagle0600 troll graphics so it's probably just something with the designations in the init files or something.

EDIT: It's working now so I guess the mod still works! It was probably just something with the raws I guess.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 3.0 for DF 34.11) ♣♠
Post by: Putnam on September 09, 2012, 08:22:37 pm
Oy. The wiki has nothing on creature graphics.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 3.0 for DF 34.11) ♣♠
Post by: Asra on September 11, 2012, 12:57:41 pm
Oh wow, my trolls just had triplets. Also as for the Mother Grub, since they're all female and Imperial Drones all seem to be male... is there some connection there? Earlier there was something said about having a special caste of mother grub that could actually make trolls, would it be better to just import a lot of mother grubs to get that to work?

EDIT: Nice custom music.

Double Edit: Nevermind just got some!
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 3.0 for DF 34.11) ♣♠
Post by: Putnam on September 11, 2012, 04:53:00 pm
The credits for the music are in the OP. The song is "land of wind and shade".

3.1 will have graphics included (you'll have to supply your own tileset) and custom fort mode messages.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 3.0 for DF 34.11) ♣♠
Post by: SirAaronIII on September 11, 2012, 06:09:42 pm
Here (http://homestuckgaiden.bandcamp.com/track/the-land-of-wind-and-shade) is a link, where you can get it. For free, too.
In case you needed it.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 3.0 for DF 34.11) ♣♠
Post by: Asra on September 11, 2012, 10:12:06 pm
Awesome, I also just found out that Mothergrub's trolls react exactly like you'd expect from a bunch of naked adult trolls standing around. IE: A bunch of berserk nudists. Next time I'll have to have some clothes prepared!

By the way, is the reason they become adults to handle the problem with young trolls starving to death and dying?
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 3.0 for DF 34.11) ♣♠
Post by: Putnam on September 11, 2012, 10:30:20 pm
No, it's just an annoying oddity involved with the hoopsy method I used to have mothergrubs work.

In semi-related news, updated to 3.1.

edit: search code violation, beep beep, fixing
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 3.2 for DF 34.11) ♣♠
Post by: Putnam on September 17, 2012, 05:52:58 pm
Updated to 3.2. It should now not be a pain to play.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 3.2 for DF 34.11) ♣♠
Post by: Asra on September 18, 2012, 06:38:29 pm
Is there some way to get trolls born from the mother grub to put on clothes? I thought about enlisting them into the military but they weren't applicable for it.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 3.2 for DF 34.11) ♣♠
Post by: Putnam on September 19, 2012, 10:07:40 am
Is there some way to get trolls born from the mother grub to put on clothes? I thought about enlisting them into the military but they weren't applicable for it.

The amenity grist reaction for clothes was built specifically because this was an issue. They can't enlist in the military until they earn a name.

It's kind of annoying how they're born as adults.

In other news, I decided to play a fort on 3.2 for a while. I found that psychic trolls have fractal bodies and that trolls can somehow give birth. I called it a miracle at first, but then every female troll in the fort gave birth to twins or triplets within 8 months of each other. That shouldn't happen.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 3.2 for DF 34.11) ♣♠
Post by: Asra on September 19, 2012, 10:31:03 am
Really? I saw something like that happening where a troll had triplets, but she showed up married. Were the trolls unmarried too? Also what do you mean by fractal bodies? Like multi-parted everything?
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 3.2 for DF 34.11) ♣♠
Post by: Putnam on September 19, 2012, 10:45:29 am
They shouldn't be having kids at all, is the thing.

Fractal bodies as in they have all of the normal parts of a troll, plus two "lower body, upper body"s, 2 head, upper bodies, 2 right upper arm, upper bodies, etc.

It's kinda freaky.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 3.2 for DF 34.11) ♣♠
Post by: Slayerhero90 on September 19, 2012, 04:52:20 pm
You probably copied the [BODY:] token. I've had that happen to me twice. First on demonbloods, then on automatons.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 3.2 for DF 34.11) ♣♠
Post by: Putnam on September 19, 2012, 05:16:57 pm
Oh, no, I knew the exact problem the instant I saw it. I changed selecting each individual non-seadweller non-winged non-psychic caste to a simple [SELECT_CASTE:ALL], adding the body, then adding the extra body parts as I need them (2WINGS for the winged trolls, L_FROND and R_FROND for the seadwellers). I forgot to include psychic trolls because I never liked psychic trolls in the first place because they were always so... messy.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 3.2 for DF 34.11) ♣♠
Post by: Asra on September 19, 2012, 06:00:30 pm
How do psychic trolls and sea dwellers work in fortress mode by the way? Will seadwellers work in the water or will psychic trolls use their powers when being attacked? I also know that seadwellers were at one point able to sterilize trolls, would berserk ones do this? Haven't really had a chance to experience with those.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 3.2 for DF 34.11) ♣♠
Post by: Putnam on September 19, 2012, 06:02:56 pm
Can't adjust AI, so seadwellers will still consider water "dangerous terrain" even though they can breath it. Psychic trolls do attack with their powers, and they will lose control if they eat the mind honey.

Do not under any circumstances let them eat the mind honey.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 3.2 for DF 34.11) ♣♠
Post by: Asra on September 19, 2012, 06:32:31 pm
Is there any way to tell which trolls are psychic? Maybe if I fed my entire fort mind honey I would be able to tell easier! Because when you say something like that, someone has to.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 3.2 for DF 34.11) ♣♠
Post by: Putnam on September 19, 2012, 06:33:09 pm
They're dependent on alcohol.

Don't let them go too long without alcohol, either.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 3.2 for DF 34.11) ♣♠
Post by: darklord92 on September 20, 2012, 09:03:37 am
They're dependent on alcohol.

Don't let them go too long without alcohol, either.

That would show up in their description at the end as well, " He/She needs alcohol to get through the day ". Trolls with powers are a bit more obvious now eh?
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 3.2 for DF 34.11) ♣♠
Post by: Darvi on September 20, 2012, 09:04:39 am
It's not like they try to keep their superpowers secret, is it. Unlike, say, rainbow drinkerism.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 3.2 for DF 34.11) ♣♠
Post by: Asra on September 22, 2012, 07:25:29 am
Also that reminds me, rainbow drinkers are just more or less renamed vampires.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 3.2 for DF 34.11) ♣♠
Post by: Graknorke on September 22, 2012, 08:09:20 am
Also that reminds me, rainbow drinkers are just more or less renamed vampires.
Is that a problem really? I can't really think of more things that they could do, seeing as how light mechanics don't really exist at all yet.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 3.2 for DF 34.11) ♣♠
Post by: Asra on September 22, 2012, 12:39:48 pm
Not at all. I think they're basically the same other than the name really. Especially with the lack of light mechanics going on which would be the only major discernable thing.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 3.2 for DF 34.11) ♣♠
Post by: Putnam on September 22, 2012, 12:55:06 pm
Haha, they don't even have the name. I can't rename vampires. I was planning to, but Toady had already shot that down before 34.01. I was like "oh shit, vampires? Rainbow drinkers!" but no.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 3.2 for DF 34.11) ♣♠
Post by: Asra on September 22, 2012, 01:00:31 pm
Was that before Deon's post apocalypse mod? I think he managed to change the name of vampires into something like "replicant", though I haven't seen it for a few months so I couldn't really say.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 3.2 for DF 34.11) ♣♠
Post by: Putnam on September 22, 2012, 01:05:02 pm
No he didn't. What he probably did was disable vampires as a whole and make an entirely new curse similar to vampires called "replicant". Vampires are hardcoded. You can't change what's hardcoded with modding.

Masterwork doesn't add new skills, it replaces unused ones. Post-apocalypse does the same, and hell, Fortbent does the same. Gamblignants are actually blowgunners. That's because it's hardcoded. It's really quite too bad, too; being able to define skills in raws would be nice, since skills could easily be used purely for weapons and reactions.

EDIT: BTW, I'm going to focus pretty much exclusively on Fortbent for a while. SCP mod and DBZ mod have already kind of been neglected--at least the SCP mod is open for others to develop for.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 3.2 for DF 34.11) ♣♠
Post by: DarthBoogalo on September 23, 2012, 08:37:56 am
You could make a vampire copy for rainbow drinkers and slap on glowing white skin, and include a text file informing someone unzipping the mod that disabling hardcoded vampires would give you rainbow drinkers, or you could have both?
Ooor.. If possible, make trolls immune to vampirism somehow, and humans/everything that isn't a troll immune to rainbow drinkerism?
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 3.2 for DF 34.11) ♣♠
Post by: Putnam on September 23, 2012, 04:23:10 pm
Making trolls immune to vampirism would involve either making them immortal, making them unable to speak, or making them unable to learn. I'd rather not do that.

However, since Fortbent 3 comes with a full copy of the game, I can edit each individual worldgen so that there are no vampires and have humans and trolls each get unique vampire types. So that's good!!!

Also, 3.3 will have, among other things, sprites that will (kind of) work with underlings, god tiering your trolls, and DFhack.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 3.2 for DF 34.11) ♣♠
Post by: Bobcanoosh on September 30, 2012, 10:46:41 pm
Just a heads up: custom interactions can't be used for custom raws, so just having an interaction for a class wouldn't do anything. Seemingly, anything that involves going from anywhere into the interaction files won't work. Putting interactions directly onto the creature itself seems to be the only way to do it, unless I'm missing something.
Spoiler (click to show/hide)
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 3.2 for DF 34.11) ♣♠
Post by: Putnam on September 30, 2012, 11:04:11 pm
Spoiler (click to show/hide)

Just a heads up: custom interactions can't be used for custom raws, so just having an interaction for a class wouldn't do anything. Seemingly, anything that involves going from anywhere into the interaction files won't work. Putting interactions directly onto the creature itself seems to be the only way to do it, unless I'm missing something.

Not sure I understand what you're saying here. What I do know, however, is that the errorlog isn't yelling at me for including CAN_DO_INTERACTION tokens and CDI tokens in creature variations, so that's all good.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 3.2 for DF 34.11) ♣♠
Post by: Putnam on October 02, 2012, 12:07:51 am
New version should could be coming out tomorrow. I overhauled god tiers and included DFhack to support the overhaul. I'm going to probably make First Guardians, too (I've already made the creature variation--I just need to make the creatures).
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 3.4 for DF 34.11) ♣♠
Post by: Putnam on October 05, 2012, 10:31:53 pm
3.4 released a little while ago. 3.5 will make Lord English less wimpy. When facing 12 god tiers, he... well, he doesn't "lose", but he does get incapacitated well enough. That problem should be fixed now. Hehe.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 3.4 for DF 34.11) ♣♠
Post by: Graknorke on October 06, 2012, 08:24:36 am
3.4 released a little while ago. 3.5 will make Lord English less wimpy. When facing 12 god tiers, he... well, he doesn't "lose", but he does get incapacitated well enough. That problem should be fixed now. Hehe.
How does LE work anyway?
It's like all he has is muscle tissue.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 3.4 for DF 34.11) ♣♠
Post by: Putnam on October 06, 2012, 02:36:38 pm
He has all the stuff creatures normally do. Just no blood. Or a head. Or a lower body. Or a brain.

He'll have his cane/rifle next version.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.4 for DF 34.11) ♣♠
Post by: Putnam on October 08, 2012, 07:13:35 pm
Next version will have a Phoebus version available for download.

EDIT: It has come to my attention that I'm really shitty at sprite art, so don't expect a Lord English sprite too soon.

EDIT 2: However, do expect god tier sprites.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 3.4 for DF 34.11) ♣♠
Post by: Darvi on October 09, 2012, 02:38:38 am
He has all the stuff creatures normally do. Just no blood. Or a head. Or a lower body. Or a brain.
I was going to ask "why is this dude scary again?", but then I realized how horrifying that would actually look like.

IT TOOK ME TEN FUCKING YEARS TO FINISH THAT FUCKING SHADOW TEMPLE.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: Putnam on October 09, 2012, 08:49:05 am
Oh, no, he still has all of that. The game just doesn't know he does.
Title: Re: ♥♦ Fortbent: a Homestuck mod (v 3.4 for DF 34.11) ♣♠
Post by: Asra on October 09, 2012, 09:51:34 pm
He has all the stuff creatures normally do. Just no blood. Or a head. Or a lower body. Or a brain.

He'll have his cane/rifle next version.

It's like he were the Homestuck equivalent to one of those immortal, unkillable sponges.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: Putnam on October 09, 2012, 11:29:13 pm
Except he can shoot as many instant-kill lasers as he can see people to shoot it at, he has a gun that shoots solid platinum 4 times a second, and he can slow down time and teleport.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: Teneb on October 10, 2012, 01:35:47 pm
Putnam, every time I try to gen a world with your mod, DF crashes right as world-gen is finishing.

Spoiler: Errorlog (click to show/hide)

EDIT: doesn't crash when I set the end year to 5, but anything other than that results in a crash.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: Putnam on October 10, 2012, 05:14:19 pm
Code: [Select]
Impoverished Word Selector
Impoverished Word Selector
Impoverished Word Selector
Impoverished Word Selector
Impoverished Word Selector
Impoverished Word Selector
Impoverished Word Selector ad nauseum

Haha, shit. I would appreciate it if the errorlog would tell me which entity doesn't have enough symbols selected!!!
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: Kaleb702 Games on October 24, 2012, 09:56:27 pm
Prospitians don't appear to have names.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: Putnam on October 24, 2012, 11:55:09 pm
Hmm, while testing dave_ebubbles (I didn't find any) I had a White King and White Queen with names. Upload the save.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: Teneb on October 25, 2012, 01:22:44 pm
Having the same worldgen problem as before. Strangely enough only happens with your mod. I tested both vanilla DF and installed other mods and worldgen completes without problem. Yet if I try to gen a world for anything more than 5 years, it crashes while saving the world.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: Putnam on October 25, 2012, 04:57:58 pm
Having the same worldgen problem as before. Strangely enough only happens with your mod. I tested both vanilla DF and installed other mods and worldgen completes without problem. Yet if I try to gen a world for anything more than 5 years, it crashes while saving the world.

No, it's a real problem because I have it too, and I just can't figure it out. It's either first guardians or bandits, I'm sure--maybe secret-induced god tiers (perhaps due to prospitians or somesuch mistakenly learning the secret even though they can't go god tier?)

EDIT: I think I've narrowed it down--it's always during site finalizing, so it's highly likely that it's a dark fortress not being named issue because of the underlings' UTTERANCES.

EDIT 2: Son of a dick that's not it.

EDIT 3: AAaaand I fixed the impoverished word selector problem.

But not the crash.

god damn it.

However, finding out that the impoverished word selector was not causing the crash allowed me to find the real cause: god tiers, and creatures that shouldn't be god tiering doing it anyway, the dumb bastards. Fixed. Update by end of day, once I add the new lines from Dave.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: freeformschooler on October 25, 2012, 08:58:21 pm
How does the God Tier interaction work anyway? Change you to a new creature entirely or just add powers and prefix with "god tier"?
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: Putnam on October 25, 2012, 09:13:36 pm
How does the God Tier interaction work anyway? Change you to a new creature entirely or just add powers and prefix with "god tier"?

It was the latter originally, but I found that inadequate, so I turned it into the former.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: Teneb on October 26, 2012, 03:24:26 pm
3.5.5 still has the world gen crash for me, yet this time the errorlog is completely clean.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: Putnam on October 26, 2012, 04:49:23 pm
3.5.5 still has the world gen crash for me, yet this time the errorlog is completely clean.

Yeah, I noticed. I have no gog damn idea what causes it anymore ;_;

I'll keep looking.

EDIT: I just spent 15-30 minutes genning a large world, and now I know the problem.

It's either alternians or beforans.

fuuuuuuck.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: Asra on October 26, 2012, 06:39:09 pm
Either/or? Ouch. Well you can just remove one completely then gen a world and try with the other right? What are the major differences between them again?
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: Putnam on October 26, 2012, 06:40:12 pm
Either/or? Ouch. Well you can just remove one completely then gen a world and try with the other right? What are the major differences between them again?

No culling for one. Large amount of ethics, symbol, and language differences.

EDIT: It's alternians. fuck.

EDIT 2: It's both. This isn't an either/or, it's a goddamn logical or. If either one is there, the game will crash. Alternians, crash. Beforans, crash. Neither, no crash. Both, crash.

That's a pretty big god damn problem.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: Slayerhero90 on October 26, 2012, 06:41:03 pm
How about two different mods, one with Alternians, one with Beforans?
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: Putnam on October 26, 2012, 06:47:05 pm
How about two different mods, one with Alternians, one with Beforans?

The current fact is that trolls crash the game. It could actually be the god tier secrets as a whole, which is sad, but not exactly a Big Deal.

EDIT: Test number one: god-tier secretless world, large, 90 years. No crash.
Test two: Large world, 85 years. No crash. I think the problem isn't actually the trolls, it's the god tier interactions. Phew.

Test three: added back god tier interactions, and did similar test to earlier, but removed the deprecated spoiler one. No crash. (!!)
Test four: As previous. No crash. Haha, if it's really that stupid little dumb interaction that did barely anything...
Test five: 117 years. Yep. No crash. That was (apparently) it. How silly.
Test 6: 50000 events. Crash. Well fuck.

EDIT: Uploading bugfix version as I post.

EDIT 2: Guys, I've gone into a fey mood. I was going to start fixing up the god tiers, but now I feel that I want to make every known classpect available. Bard of Breath? You betcha. Thief of Time? Oh yeah.

I feel that this is going to take a while. But then again, nothing I do ever takes a while ;)
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: Kaleb702 Games on October 27, 2012, 03:58:44 pm
Oh, here, I got an example text:
"Prospitian Herbalist: Hello, troll. I am TRANS_NAME]."
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: Putnam on October 27, 2012, 04:06:58 pm
That happens with pretty much every non-hist figure in this mod, so far as I've seen. I'd say it has something to do with the fact that prospitians have no TRANSLATION token.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: freeformschooler on October 27, 2012, 04:31:51 pm
I wholly support doing all possible Classpects, but with 144 canon combos it may take a while. (http://img196.imageshack.us/img196/297/godtiers.png) To make it as simple as possible, perhaps each Classpect combo could be a single power/secret given to the character with some manner of permanent syndrome or other effect that prevents them from gaining another one.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: Putnam on October 27, 2012, 04:53:14 pm
Nope, they're still all going to be transformations. Makes it easier on me. Doesn't require the "can't get any more" thing. Also, it allows for a great amount more interesting things--Heir of Light actually glowing (doing the lighty thing), for example.

Also, not 144--156, maybe even 168. Lord and maybe Muse are going in as well.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: Asra on October 27, 2012, 08:40:46 pm
Not gonna lie, I'd be interested in seeing how you handle the heirs in particular. Heir of Void for example. Invisibility somehow? Heir of Doom? But yeah I fully support the idea.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: Slayerhero90 on October 27, 2012, 08:56:55 pm
Heirs of Doom swap places with a doomed timeline so that they can become doomed. My idea of them at least.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: Putnam on October 27, 2012, 09:07:14 pm
I'm thinking that Heirs of Doom should be wont to protect others at great risk to themselves, in a way, much like Mituna did.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: Asra on October 27, 2012, 09:08:24 pm
Heirs of Doom BECOME doom though. Obviously they should cause immediate tantrum spirals and plague.

I think that would make sense. Become Doomed themselves to help others. It would make being an heir of doom not entirely a bad thing too, since I doubt there are any completely "You lose" classes.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: Kaleb702 Games on October 27, 2012, 10:04:19 pm
But that's an assumption. It's never been said that heirs become their aspects. We should extrapolate only from canon abilities of heirs.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: Putnam on October 27, 2012, 11:13:48 pm
Hmm. Now that I think of it, John passively used the windy thing before knowing he had it; Equius was a big hole in Doc Scratch's omniscience, and Mituna... caused brain damage to himself. It appears that heirs, at first, help others through their their aspect even before they have realized their ability to, which may come through some crisis (John had the green fire, Mituna had the mysterious thing, and equius was too damn strong to have any difficulty).

EDIT: Heirs are now, in the mod, like slow-burning witches. They are capable of doing the same things with their aspects as witches, but they're not nearly as good at it until they're about halfway through their god tiers. I'm not really considering this god-tiering anymore, but actualization, and the full journey that requires. Here's what I have so far in the development of god tiers (I was sidetracked for 4-5 hours by TVtropes >_>)

For example, the Heir of Breath starts off only as a simple god tiered player--they're just better at combat than those who aren't god-tiered. However, as they go through more combat, they gain the power to do the windy thing, which is as it is in the mod right now; however, it will get more and more powerful, until they are fully actualized and able to use the windy thing... well, very well.

The Seer of Breath can see what direction others want their future to travel--I.E, they can tell what others want and they are capable of learning to manipulate and persuade others much more easily because of that.

The Knight of Breath is different than the Heir--while the Heir is a bit more roundabout in his method of attack, the Knight will just use the wind to cave in his enemy's skull. Not much more to it.

The Witch of Breath is a bit more useful than the heir early game, but overall similar. She should be just as useful over the course of a fortress, especially for those of you like me who don't keep ultra-long forts :V

The Maid of Breath is a WIP.

The Page should be to the Knight as the Heir is to the Witch.

The rest I haven't even thought of.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: freeformschooler on October 28, 2012, 11:49:10 am
Breath aspect could potentially become interesting once we get to the next version and have, gasp, JUMPING. How would the Seer of Breath be implemented in-game?
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: Putnam on October 28, 2012, 11:51:42 am
Breath aspect could potentially become interesting once we get to the next version and have, gasp, JUMPING. How would the Seer of Breath be implemented in-game?

It's not a "how could", it's an "already done" ;)

Code: [Select]
[CREATURE_VARIATION:SEER_OF_BREATH]
[CV_NEW_TAG:NATURAL_SKILL:JUDGING_INTENT:20] Just because they are god tiered does not mean they need to be combat oriented!
[CV_NEW_TAG:SKILL_RATE:NEGOTIATION:1000:NONE:NONE:NONE]
[CV_NEW_TAG:SKILL_RATE:PERSUASION:1000:NONE:NONE:NONE]

Having difficulty with figuring out the Maid of Breath. Can't think of a way to get that particular title to work, not in an in-game way, but in a general "ah I have no idea" way. Just got done with Rogue of Breath and moving on to Bard of Breath, which is infuriatingly abstract. I would have the Bard and Maid cause the BREEZE, the latter being a vapor version, the former being a dust version, but creatures can't cause weather interactions.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: freeformschooler on October 28, 2012, 12:02:34 pm
Here's some possible tidbits I dug up from different authors.

Spoiler: Seer of Breath (click to show/hide)

Spoiler: Maid of Breath (click to show/hide)
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: Putnam on October 28, 2012, 12:10:52 pm
Hmm. I feel that seers are far more passive than most classes, having more awareness than the ability to give others that awareness. If I were to give them a combat skill, it would be to increase the rolls of their allies, but there's no easy way to do that.

The Seer of Light sees the best path for good fortune; the Seer of Mind sees other paths that may have been taken by individuals and the effects on the timeline thereof; the Seer of Blood sees the paths taken by those who are close to him, especially genetically; the Seer of Breath sees the paths that others most want to take. This would make the Seer of Breath extremely powerful, since the alpha timeline seems to be built mostly on the various wants and desires of all the people involved in its propagation.

However, this being Dwarf Fortress, there are no timelines, and the Seer of Breath's usefulness will probably be limited to hanging out around your military and giving them some combat boosts/being a broker.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: Teneb on October 28, 2012, 12:17:11 pm
On the subject of Bards of Breath, don't bards destroy their aspect/let their aspect be destroyed? I guess choking people to death might be appropriate.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: Putnam on October 28, 2012, 12:23:13 pm
On the subject of Bards of Breath, don't bards destroy their aspect/let their aspect be destroyed? I guess choking people to death might be appropriate.

That's prince.

"bard coUld be seen as "one who allows x to be destroyed, or invites destrUction throUgh x," as if by the will of the aspect."

Hmm. I could go with a kind of "focus all attacks on the Bard's target" thing, but that would be too similar for all bards.

Bah, sounds good enough.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: freeformschooler on October 28, 2012, 01:44:23 pm
Hmm... re: the whole "improving accuracy/maneuverability" thing, it might actually be optimal to save that for the Sylph of Breath and leave the Seer of Breath as you did it. Some possible ideas for that are along the lines of a temporary CE_PHYS_ATT_CHANGE multiplier to Agility or a temporary boost (2x? 4x?) to Dodging.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: Putnam on October 28, 2012, 02:00:38 pm
Can't modify skills with interactions alone, which is exactly why I'm using creature variations instead.

The Sylph, as of now, has better skill in teaching and can clean/heal people. I'm on Mage and Lord now. Mage I'll save till later--he's a bit... iffy, if you know what I mean. Difficult to tell what could be done there. Lord is easy enough.

EDIT: Everything but mage done. I have muses, too.

EDIT 2: Getting started on light players now.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: Asra on October 28, 2012, 08:06:25 pm
I think I remember reading a pretty indepth dissection on just what all the tiers and their associated elements probably did, though it was more of just a role thing.


So will princes of light melt eyeballs?
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: Putnam on October 28, 2012, 08:08:37 pm
Haha, that sounds like fun. Probably not that literal, but hey. I'm actually stuck on princes of light right now. Thanks for the idea.

This is going to take longer than I thought!!! If I work with no distractions, it should be out by... 3 weeks from now. Accounting for distractions, of course, by 2013.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: Asra on October 29, 2012, 01:38:28 pm
Maybe by then they'll elaborate a bit more on some of the more esoteric class and element combinations.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: Putnam on October 29, 2012, 06:11:11 pm
Doubt we'll get that until much later, since Calliope is DEAD. :P

Also, I've changed the interactions to tell you what your title is about, mostly because it's fun to write.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: Teneb on October 29, 2012, 06:13:56 pm
Putnam, will the Waste class be included?
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: Putnam on October 29, 2012, 06:22:30 pm
I would, if it had any chance at all to do shit that isn't self-insert.

So of course I will.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: freeformschooler on October 29, 2012, 06:39:19 pm
Hmmm, everything's still showing up as "Hero of X" in the latest files with no Heir, Knight and such. Have the extra variations not been added into that yet?
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: Putnam on October 29, 2012, 06:42:54 pm
Hmmm, everything's still showing up as "Hero of X" in the latest files with no Heir, Knight and such. Have the extra variations not been added into that yet?

I'm storing them in a seperate folder. I'll make that available soon.

While I do want to keep some secrecy--I've realized that mods like LFR are so amazing partially because of the wonder of discovery--I am willing to share for those who do want spoilers.

Here it is. (https://www.dropbox.com/sh/qmu5s2qf5nc157g/lRAdJk7R8w)

EDIT: MAGES. Come on! I have no idea what they do, so I'll make a gag class out of the ones I haven't made yet.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: freeformschooler on October 29, 2012, 10:47:53 pm
In our gaming session, Mages have an immense knowledge of their aspect, more than anyone else. So I guess there's that.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: Putnam on October 29, 2012, 10:49:08 pm
I feel like that should go for the seer more than anything. Maybe Lord/Muse.

Besides that, knowledge is a tenuous thing in Dwarf Fortress.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: OREOSOME on October 29, 2012, 10:51:45 pm
I just want to say that I love this mod. Keep up the good work!
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: Putnam on October 29, 2012, 10:52:19 pm
Just getting to Muse of Light. Nearly 1/6 done already!
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: Bobcanoosh on October 30, 2012, 12:08:08 am
It seems like mages are used and protected by their aspect. Sollux heard the voices of the doomed and traded places with his doomed self. With what little we know of Meulin, it seems like she was recently manipulated by her aspect as well. Not sure how this would help any, but still. Maybe have it so a mage would get a buff to a stat once a week?
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: Asra on October 31, 2012, 10:07:39 pm
Looks good so far. Going to especially look forward to how you handle the more esoteric stuff like Blood.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: freeformschooler on November 01, 2012, 01:16:44 pm
Liking the ideas for Time and Space so far. I wonder if you could make Time Clones somehow :P
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: Putnam on November 01, 2012, 04:58:13 pm
Look again--I've already implemented them for maids and knights of time, with explanations and all.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: freeformschooler on November 01, 2012, 06:00:56 pm
Oh wow, you actually did, including castes. Bravo.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: Putnam on November 01, 2012, 06:05:07 pm
The main problem with this whole thing is that it'll need ridiculous amounts of testing before I can actually release it once I've done.

Also, I've updated the ideas file.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: Teneb on November 03, 2012, 05:46:09 pm
I've been reading your ideas file and it's looking awesome. Keep it up.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: Putnam on November 04, 2012, 11:24:24 pm
Anyone got any idea of some Homestuck songs that would go well with dwarf_title.ogg? I want to write and record a guitar Homestuck mixthing for Fortbent because the current title theme is a bit too bassy for my tastes.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: IndigoFenix on November 06, 2012, 01:48:08 pm
One of the many versions of the SBURB Loading Theme would be the obvious choice.  Which one depends on the overall mood you're going for.  Personally I think that the 'Caliborn: Enter' version would sound very good on Dwarf Fortress's default title screen, although that might be overdoing it a bit...
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: Putnam on November 06, 2012, 03:01:21 pm
Eternity's Shylock/Eternity Served Cold actually doesn't have Sburban Jungle in it; it's a remix of Revelawesome (http://homestuck.bandcamp.com/track/revelawesome-2) and English. (http://homestuck.bandcamp.com/track/english)

Actually, a remix of English would be nice. Expedition (http://homestuck.bandcamp.com/track/expedition) has a nice juxtaposition in the song between the happiness of... the song and the fact that it's a remix of goddamned English, but it also provides a nice juxtaposition because the song represents what the player feels while playing while English represents what your poor little trolls are :P
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: Putnam on November 11, 2012, 11:49:13 pm
got distracted, so next version will ALSO have rainbow drinkers, more psychic trolls, and... I don't know, lots of other things. It's definitely not going to be 3.6. 4.0, more like.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 3.5.5 for DF 34.11) ♣♠ - Now with graphics!
Post by: Putnam on November 14, 2012, 12:32:23 am
UGH. Imma just skip some of this hero stuff. I'll get at least one type of each aspect in next version, don't worry. But there won't be as many unusual aspects/class combos as the more obvious ones until later. I'll implement them as I get ideas.
Andrew Hussie is totally going in, btw.
Before the next version, though, I need more hidden fun and easter egg stuff. I've already added plenty of that, but more. MORE.
Just farmin' these goddamn fuckin' godtiers
No way am I doing the secrets today.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 4 for DF 34.11) ♣♠ - Now with graphics!
Post by: Putnam on November 17, 2012, 12:08:20 am
The secrets and time travel interactions had to be removed due to crashing issues.

It's out now.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 4.1 for DF 34.11) ♣♠ - Now with graphics!
Post by: Putnam on November 23, 2012, 09:15:13 pm
4.1 released, a simple bugfix release.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 4.1 for DF 34.11) ♣♠ - Now with graphics!
Post by: Asra on November 24, 2012, 09:06:09 pm
So do you think the time things are going to be out until a new version accommodates them?
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 4.1 for DF 34.11) ♣♠ - Now with graphics!
Post by: Putnam on November 24, 2012, 09:11:14 pm
So do you think the time things are going to be out until a new version accommodates them?

Oh, I could remake them; I'll just have to start slow this time. It's... complicated. Also, I'll have to start from scratch, I was doing it wrong the whole time anyway.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 4.1 for DF 34.11) ♣♠ - Now with graphics!
Post by: maki32 on November 26, 2012, 01:41:49 pm
After a little stop playing dwarf fortress I return to this amazing game and I see this mod! I'm surprised, how many things add to the vanillo for require 3GB of ram to run it? It adds a lot of things? Only add trolls or more animals, weapons and so on?

Thank you!
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 4.1 for DF 34.11) ♣♠ - Now with graphics!
Post by: freeformschooler on November 26, 2012, 01:43:07 pm
An unplayably huge amount of castes and creature variations.

There's other stuff but that's the main reason the GTs weren't all in, I think. I loved the ideas, though.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 4.1 for DF 34.11) ♣♠ - Now with graphics!
Post by: maki32 on November 26, 2012, 02:09:04 pm
And then, if that castes are unplayably, when it appears? Sorry if it's a stupid question, but I'm a newb in this mod!

Thank you!!!
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 4.1 for DF 34.11) ♣♠ - Now with graphics!
Post by: Darvi on November 26, 2012, 02:30:33 pm
And then, if that castes are unplayably, when it appears?
That question makes no syntactic sense. Are you asking which castes make the game unplayable? Because what FFS meant was that there's so many castes that the mod is unplayable without the necessary amount of RAM.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 4.1 for DF 34.11) ♣♠ - Now with graphics!
Post by: freeformschooler on November 26, 2012, 02:31:46 pm
Yes, sorry. That is what I meant.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 4.1 for DF 34.11) ♣♠ - Now with graphics!
Post by: Putnam on November 26, 2012, 03:16:14 pm
They're actually all in, just some of them have nothing to it.

Next version will have all trolls be sburb players from the instant they appear in gameplay.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 4.1 for DF 34.11) ♣♠ - Now with graphics!
Post by: freeformschooler on November 26, 2012, 03:17:32 pm
But all the classpects are still gonna be creature variations, right? So we could potentially add them to humans or something.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 4.1 for DF 34.11) ♣♠ - Now with graphics!
Post by: Putnam on November 26, 2012, 05:44:51 pm
Ahaha, yeah, humans get it too.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 4.1 for DF 34.11) ♣♠ - Now with graphics!
Post by: CrzyMonkeyNinja on December 11, 2012, 01:47:13 pm
Is there any way for this mod to run on a mac? A friend of mine wanted to try it, but doesn't have a windows computer to put it on.

Awesome mod, by the way.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 4.1 for DF 34.11) ♣♠ - Now with graphics!
Post by: freeformschooler on December 11, 2012, 04:35:58 pm
Mod installation is cross platform, but the prepackaged version is Windows. Just take the files in the data and raws folders and copy them into the mac DF folder.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 4.1 for DF 34.11) ♣♠ - Now with graphics!
Post by: Putnam on December 11, 2012, 05:54:09 pm
Note that trying to god tier wouldn't really work unless you have mac DFHack. Also, it won't work anyway. That's why next version is an overhaul (again).
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 4.1 for DF 34.11) ♣♠ - Now with graphics!
Post by: obolisk0430 on December 24, 2012, 06:23:38 pm
I remember the first time I started using this mod.  Instead of small battle axes to cut down trees, the trolls wanted to bring halberds.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 4.1 for DF 34.11) ♣♠ - Now with graphics!
Post by: Putnam on December 24, 2012, 06:49:14 pm
Hehe. I guess that'll probably happen sometimes.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 4.1 for DF 34.11) ♣♠ - Now with graphics!
Post by: obolisk0430 on December 24, 2012, 11:27:32 pm
Just launched a new game.  They want great axes.  Come on guys, work with me here.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 4.1 for DF 34.11) ♣♠ - Now with graphics!
Post by: Putnam on December 24, 2012, 11:28:43 pm
You could always remove the axes then use "n" to select a new one...

also, a quick-fix for the trolls not using any non-alloy metals: add [STONE_PREF] to the troll entities.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 4.1 for DF 34.11) ♣♠ - Now with graphics!
Post by: obolisk0430 on December 24, 2012, 11:41:27 pm
Yeah I know.  It's just silly.  Also, dat intro.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 4.1 for DF 34.11) ♣♠ - Now with graphics!
Post by: Putnam on December 28, 2012, 10:49:17 pm
Stopped dicking around to focus on Fortbent today.

I'm now done with light heroes, time heroes, and 3/4 done with space heroes. I'm into the "having to make something at least relatively new for every claspect" territory now.

I would have a preliminary release up today if my hard drive didn't decide this was a good time to die.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.-1 for DF 34.11) ♣♠ - Now with BLEAT!
Post by: Putnam on December 29, 2012, 02:03:00 am
my hard drive didn't die, it's up
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.-1 for DF 34.11) ♣♠ - Now with BLEAT!
Post by: Teneb on December 29, 2012, 07:53:03 pm
Downloading as I type this
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.-1 for DF 34.11) ♣♠ - Now with BLEAT!
Post by: Putnam on January 10, 2013, 06:54:26 pm
Aww. Didn't notice that I missed Fortbent's anniversary (http://www.bay12forums.com/smf/index.php?topic=53740.msg2450985#msg2450985) a few months back.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-7 for DF 34.11) ♣♠ - Do the lifey thing!
Post by: Sniperfive40 on January 19, 2013, 12:39:56 pm
Hey, just trying this out now. I'm getting lockups on as soon as I try to get past selecting "Dwarf Mode".

Errorlog says: Duplicate Object: interaction THIEF_OF_TIME_USE_ON_EVERYBODY

Any idea how to fix that?
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-7 for DF 34.11) ♣♠ - Do the lifey thing!
Post by: Putnam on January 19, 2013, 01:33:51 pm
what the fuck I've fixed that three times already

Here, just take the contents of this file and replace your interaction_troll with it. (https://dl.dropbox.com/u/13790475/interaction_troll.txt)

I'll get an update up soon enough to fix this.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-7 for DF 34.11) ♣♠ - Do the lifey thing!
Post by: Sniperfive40 on January 19, 2013, 04:08:20 pm
Yep, that seems to have worked, thanks.

EDIT: Wait no that broke everything. Error log is HUGE.

EDIT2: Does "Missing_interaction_definition: TROLL_USE_ON_ALL_TROLLS" mean anything to you?
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-7 for DF 34.11) ♣♠ - Do the lifey thing!
Post by: Putnam on January 19, 2013, 09:33:52 pm
Yes it does. Your interaction_troll is missing entirely, perhaps. TROLL_USE_ON_ALL_TROLLS is pretty important, and is the top one in interaction_troll. Maybe you borked the replacement? Install it fresh, or just copy ALL the data from here (https://dl.dropbox.com/u/13790475/interaction_troll.txt) and put it in interaction_troll.txt.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-7 for DF 34.11) ♣♠ - Do the lifey thing!
Post by: Sniperfive40 on January 20, 2013, 01:23:40 am
Yeah, I messed up the replacement. Whoops!

Got it working now and I'm having an interesting time. Underestimated Musclebeasts, which cost me a troll early on, but hey, live and learn right?
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-7 for DF 34.11) ♣♠ - Do the lifey thing!
Post by: Demdemeh on January 21, 2013, 12:13:19 pm
What unseen threat keeps killing my fortresses? I'll be doing fine for a while, and then suddenly one spot will become a death zone; one guy will get a syndrome that knocks him unconscious and necrotizes, then everyone else will run in to help and catch it as well. I don't see what's causing it, and it doesn't show up in any reports.

Edit: It seems to have only affected my trolls who were outside of some sort of wall.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-7 for DF 34.11) ♣♠ - Do the lifey thing!
Post by: Putnam on January 21, 2013, 03:39:34 pm
I find that incredibly mysterious. Were you in an evil biome?
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-7 for DF 34.11) ♣♠ - Do the lifey thing!
Post by: Demdemeh on January 21, 2013, 08:42:36 pm
I was in an untamed wilds red-sand desert with a stream, shallow and deep metals. I'd seen cherub bandits, human, troll, and prospitian traders, dersites, and imps, but there was no report associated with the syndrome. I just happened to start getting "Troll cancels blah: Unconscious" messages, and saw most of my citizens passed out in a pile, babies and all. My exposed honk-birds, too.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-7 for DF 34.11) ♣♠ - Do the lifey thing!
Post by: Putnam on January 21, 2013, 08:44:50 pm
...Cherub bandits? O_o
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-7 for DF 34.11) ♣♠ - Do the lifey thing!
Post by: Demdemeh on January 21, 2013, 08:54:24 pm
Actually, no. They were humans. I simply misread their description. They were almost entirely god-tier initiates, however.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-7 for DF 34.11) ♣♠ - Do the lifey thing!
Post by: Putnam on January 21, 2013, 09:03:19 pm
Well, almost everyone you'll see who's ever been involved in combat will be; after all, it's combat experience that determines whether or not you'll see their title.

And everyone has a title.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-7 for DF 34.11) ♣♠ - Do the lifey thing!
Post by: Demdemeh on January 21, 2013, 10:01:57 pm
That still doesn't explain the mystery death, though. Unless there's just something I'm missing.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-7 for DF 34.11) ♣♠ - Do the lifey thing!
Post by: Putnam on January 21, 2013, 10:13:14 pm
There's something I'm missing. I really have no idea; I haven't added anything of the sort.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-7 for DF 34.11) ♣♠ - Do the lifey thing!
Post by: Demdemeh on January 21, 2013, 10:57:47 pm
If I see it again, I'll try to preserve the save a little better and get it to you.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-7 for DF 34.11) ♣♠ - Do the lifey thing!
Post by: Putnam on January 26, 2013, 10:58:28 pm
I never thought I would say this or, indeed, see it uttered by any person on Earth:

I need idea people, cause I'm kind of stuck. Just throw out ideas for pretty much anything that isn't breath, light, time, space, life, or hear/seer/knight/witch of hope.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-7 for DF 34.11) ♣♠ - Do the lifey thing!
Post by: Slayerhero90 on January 27, 2013, 12:13:22 am
I pick... ideas for Mind.

Heir of Mind...
Hmm...

If they become Mind then maybe they should get boosts to decision-making skills.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-7 for DF 34.11) ♣♠ - Do the lifey thing!
Post by: Fwoosh on January 27, 2013, 12:19:21 am
More random alternian creatures? Maybe more psychic abilities or something for some trolls? Just pick some random creature and mess around with it? I dunno, my modding experience is mostly changing around details than making entirely new creatures and civs like you do.

Also, god tier resurrection spam is pretty hilarious when it's a god tier vampire that all the random peasants keep tackling every few ticks when it gets back up only to bleed out for the hundredth time. God tiers and at least those with a their title have "nothing blood" for some reason as well.

Anyway, love the mod and hope something in the random blabber I'm spewing in the middle of the night helps you through the block you're having.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-7 for DF 34.11) ♣♠ - Do the lifey thing!
Post by: Slayerhero90 on January 27, 2013, 12:23:08 am
Prince of Blood...

Destroys unity?
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-7 for DF 34.11) ♣♠ - Do the lifey thing!
Post by: Putnam on January 27, 2013, 12:27:53 am
I take Princes super-literally, so I'll make the prince of blood literally shoot his god damn blood at you, deadman wonderland style.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-7 for DF 34.11) ♣♠ - Do the lifey thing!
Post by: Slayerhero90 on January 27, 2013, 12:29:01 am
Wouldn't that be Bard of Blood, using his aspect to destroy? Princes destroy their aspect.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-7 for DF 34.11) ♣♠ - Do the lifey thing!
Post by: Putnam on January 27, 2013, 12:31:51 am
Not quite. Princes destroy their aspect and destroy with it; bards invite destruction of their aspect and invite destruction through their aspect.

What I'm saying is fuck bards. Just... fuck those guys.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-7 for DF 34.11) ♣♠ - Do the lifey thing!
Post by: Slayerhero90 on January 27, 2013, 12:34:43 am
To quote the wiki:

"The Prince, as the active, is literally simplified to "destroyer of [aspect]" or "one who destroys via [aspect]". Bards are somewhat stranger, in that they "allow destruction of [aspect]" or "invite destruction through [aspect]"."

I'm the wrong one. Sorry. But why not both destroy and destroy via for princes?
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-7 for DF 34.11) ♣♠ - Do the lifey thing!
Post by: Putnam on January 27, 2013, 12:37:20 am
I do one, the other, or both, depending. In this case, I'm going with destroy via because destroying blood is hard.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-7 for DF 34.11) ♣♠ - Do the lifey thing!
Post by: Natry on January 27, 2013, 12:41:52 am
I looked at the syndrome tokens on dfwiki to think of a few simple class ideas. The prince/bard of  rage could add [Crazed] destroy bonds or allow destruction of bonds as crazed creatures will attack anything non-crazed. The Sylph of Hope maybe could increase creatures' Willpower attribute so they become to brave to be affected by pain? I've heard that tamed pets with Can_Learn just sit around and do nothing/become mayor, so that won't really work, but maybe the Prince of Mind could remove it, destroying their opponent's mind and preventing them from learning anything new skills.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-7 for DF 34.11) ♣♠ - Do the lifey thing!
Post by: Nahere on January 27, 2013, 12:48:11 am
I do one, the other, or both, depending. In this case, I'm going with destroy via because destroying blood is hard.
Destroying blood doesn't have to be hostile. Removing HAS_BLOOD from allies and himself would be a beneficial way of destroying blood., wouldn't it?


FAKE EDIT:
A Prince of Mind should cause unconsciousness as well as anything else.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-7 for DF 34.11) ♣♠ - Do the lifey thing!
Post by: Putnam on January 27, 2013, 12:51:48 am
I looked at the syndrome tokens on dfwiki to think of a few simple class ideas. The prince/bard of  rage could add [Crazed] destroy bonds or allow destruction of bonds as crazed creatures will attack anything non-crazed. The Sylph of Hope maybe could increase creatures' Willpower attribute so they become to brave to be affected by pain? I've heard that tamed pets with Can_Learn just sit around and do nothing/become mayor, so that won't really work, but maybe the Prince of Mind could remove it, destroying their opponent's mind and preventing them from learning anything new skills.

Believe it or not, that first one is already in. Sylph of hope is interesting. Prince of mind removing CAN_LEARN and CAN_SPEAK could do interesting things.

I mostly need Page of Hope ideas right now, but most of these are helpful.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-7 for DF 34.11) ♣♠ - Do the lifey thing!
Post by: Slayerhero90 on January 27, 2013, 12:53:56 am
Something about finding their untapped willpower or similar?
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-7 for DF 34.11) ♣♠ - Do the lifey thing!
Post by: Putnam on January 27, 2013, 12:56:23 am
Something about finding their untapped willpower or similar?

Some Dragon Ball Z shit, then?

Oh hell yes. It's a good thing that I've already done that!
Title: Re: ♥♦ Fortbent: the Homestuck mod ♣♠ - Do the lifey thing!
Post by: Putnam on January 27, 2013, 03:28:42 am
Block is over 5.0.-6 is out
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-6 for DF 34.11) ♣♠ - Have hope!
Post by: Demdemeh on January 27, 2013, 03:41:25 pm
A similar situation is occurring once again, Putnam, and it may be linked to the nothing blood thing that was mentioned earlier; one of my trolls spontaneously came down with the complete rots.  I have the save intact, if you could let me know how to get it to you to examine. I saved immediately after discovering this situation.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-6 for DF 34.11) ♣♠ - Have hope!
Post by: Putnam on January 27, 2013, 03:42:46 pm
Zip up the save folder, then upload it to dffd.wimbli.com.

The nothing blood confuses the hell out of me, Imma try and fix it.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-6 for DF 34.11) ♣♠ - Have hope!
Post by: Demdemeh on January 27, 2013, 04:00:07 pm
I have uploaded the save to the following page.

http://dffd.wimbli.com/file.php?id=7343 (http://dffd.wimbli.com/file.php?id=7343)
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-6 for DF 34.11) ♣♠ - Have hope!
Post by: Putnam on January 27, 2013, 04:29:38 pm
Windy rot, by the looks. It was washed off before I got there, but I think that's what it is.

What this means is that the immunity to the windy rot among friends isn't working as it should. I should fix that.

EDIT: ah--it's worse than I thought. It's not that the immunization isn't working, it's that immunization is literally impossible. I had to remove the heir windy thing.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-6 for DF 34.11) ♣♠ - Have hope!
Post by: Demdemeh on January 27, 2013, 08:42:03 pm
Is it just the Heir interaction, or are the rest of the Breath classes a problem as well?
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-6 for DF 34.11) ♣♠ - Have hope!
Post by: Putnam on January 27, 2013, 08:44:54 pm
Just heir and I think witch.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-6 for DF 34.11) ♣♠ - Have hope!
Post by: Liber celi on January 30, 2013, 07:11:08 am
Don' know if you still need ideas, but here come one or two:
-Do your void heroes get a fistkind bonus? It's about as canon as it will ever be.
-Maids of Life/Blood could produce free food because... why not?
-I imagine a Knight  of Doom to be really hard to kill. Like, bronze-collossus-hard.
-Heir/Bard of Doom... is a friendly necromancer a possibility? This is, of course, if you align Doom with death. Which is apocryphical, but best I have got. Prince would be True Reanimation, then.
-A dodging bonus for seer of mind/ critical hit chance for seer/mage of heart?
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-6 for DF 34.11) ♣♠ - Have hope!
Post by: Putnam on January 30, 2013, 10:29:49 am
Can't really give them a fistkind bonus--skills can't be changed with interactions.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-6 for DF 34.11) ♣♠ - Have hope!
Post by: Demdemeh on January 31, 2013, 08:45:31 pm
I removed the two Breath classes you thought may have caused the problem, but I think it lies within the 'gust of wind' mechanic for more of them.

http://dffd.wimbli.com/file.php?id=7343 (http://dffd.wimbli.com/file.php?id=7343)

That's my latest save, immediately after a large number of my Trolls began to collapse, unconscious, for no obvious reason. Their last encounter was with a Thief of Blood, who slowed a few of them with a gust of wind and then fled the map. Nothing else of note had happened between that and this occurrence.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-6 for DF 34.11) ♣♠ - Have hope!
Post by: Putnam on January 31, 2013, 08:46:35 pm
Maids of breath slow them down, and that particular gust should do nothing but slow them down.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-6 for DF 34.11) ♣♠ - Have hope!
Post by: Demdemeh on January 31, 2013, 08:55:29 pm
The combat reports only state that, too, and I know it's a terrible case of post hoc ergo propter hoc, but I'm not sure what else could be causing this reaction. I don't think you left the stone-boiling thing in, because I don't see my miners suffering this, and I don't have a culling station. I recently obtained a Beforan Grub-Drone combo, but I can't think of anything else even likely to do this.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-6 for DF 34.11) ♣♠ - Have hope!
Post by: Putnam on January 31, 2013, 08:56:55 pm
*ahem*

(http://mspaforums.com/images/smilies/mspa_face.gif)
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-6 for DF 34.11) ♣♠ - Have hope!
Post by: Demdemeh on January 31, 2013, 08:58:31 pm
?
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-6 for DF 34.11) ♣♠ - Have hope!
Post by: Putnam on January 31, 2013, 09:04:41 pm
"I am confus" shortened into a single emoticon
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-6 for DF 34.11) ♣♠ - Have hope!
Post by: Demdemeh on January 31, 2013, 09:07:34 pm
Ah.

I wish I could point to specifically what was making this happen, but its most frustrating aspect is its apparent lack of source. I'm sorry that I'm not able to see anything else occuring which I could link to this phenomenon.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-6 for DF 34.11) ♣♠ - Have hope!
Post by: Putnam on January 31, 2013, 09:09:20 pm
It's really my fault for not including descriptive SYN_NAMEs with everything :P
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-6 for DF 34.11) ♣♠ - Have hope!
Post by: Demdemeh on January 31, 2013, 09:10:45 pm
For what it's worth, everything else in this mod is amazing. :P
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-6 for DF 34.11) ♣♠ - Have hope!
Post by: Demdemeh on January 31, 2013, 10:41:24 pm
If it helps, I just went through my raws again, and it is entirely possible that I did not, somehow, eliminate those two classes. I'm not sure how, but they were back.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-6 for DF 34.11) ♣♠ - Have hope!
Post by: Liber celi on February 01, 2013, 03:22:53 am
Can't really give them a fistkind bonus--skills can't be changed with interactions.
OK... what about replacing their fists with... slightly heavier fists? Can a syndrom do that?
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-6 for DF 34.11) ♣♠ - Have hope!
Post by: Putnam on February 01, 2013, 06:32:16 pm
No, not that either. Strength increases, however, definitely possible.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-6 for DF 34.11) ♣♠ - Have hope!
Post by: Asra on February 16, 2013, 11:49:45 pm
So do all the classes do something currently? Was messing around with Prince of Space and didn't notice any abilities, though the Ochre blood's psychic blasts were fun against some bandits.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-6 for DF 34.11) ♣♠ - Have hope!
Post by: Putnam on February 17, 2013, 01:27:27 am
Ochres don't necessarily have psychic powers, you're just one of the lucky ones.

Half of the classes do something. All of the B1 kids and half of the B2 kids' (Life and Hope), to be exact. Next update will come with a mishmash of stuff.

You need combat experience before gaining your powers, is the thing.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-6 for DF 34.11) ♣♠ - Have hope!
Post by: Putnam on February 25, 2013, 12:20:18 am
Hobbit birthday present from me: Fortbent 5.0.-5! I fixed the minimum system requirement!
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-5 for DF 34.11) ♣♠ - Bloody brilliant!
Post by: Liber celi on March 25, 2013, 06:35:28 pm
Admittedly, I am not playing this mod yet. I am waiting patiently for version 5.0 -0.
This didn't stop me from messing with the RAWs though: I decided to add a little more MSPA, and what is more MSPA than useless, dated retro/self-references? Like this little... modmod? submod? Anyway:

This is GristTorrent.

This is adding a possibility to get some -very little- grist for free, a possibility to trade away surplus grist in a gambly and unreliable manner and to get your hands on special grist- to an exorbitant price.
Most of the reactions have a rather small chance to produce anything, so it is not a cheap way to train alchemy either.
Also, Artifact Grist! Simply hillarious.

Spoiler: GristTorrent (click to show/hide)

I didn't test it much. Have fun with it!
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-5 for DF 34.11) ♣♠ - Bloody brilliant!
Post by: Devling on March 25, 2013, 07:19:21 pm
Does this mod work with linux?
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-5 for DF 34.11) ♣♠ - Bloody brilliant!
Post by: Putnam on March 25, 2013, 07:24:57 pm
Eh, not the packaged version. If you just copy+paste the raw/data folders over, though, sure. Also, get the latest DFHack to go along with all that.

Heir of Void time.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-5 for DF 34.11) ♣♠ - Bloody brilliant!
Post by: Pokon on March 26, 2013, 06:41:30 pm
My first genned world is really funny from a Suburb standpoint: the only White Queen who shows up in legends died in the first year.

Also, my civ is called The Domestic Danger.

Well, this fort can only end well. :P

EDIT:

Whoa. What can cause a creature in this mod to "look like he has the appearance of -something increadably old-" in this mod? Does it have to do with the classes or something?
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-5 for DF 34.11) ♣♠ - Bloody brilliant!
Post by: Putnam on March 26, 2013, 08:05:53 pm
Higher-blooded trolls live much, much longer than lower-blooded trolls.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-5 for DF 34.11) ♣♠ - Bloody brilliant!
Post by: Pokon on March 26, 2013, 09:57:23 pm
Higher-blooded trolls live much, much longer than lower-blooded trolls.

Ah, okay. My local purple-blood was seemingly eight thousand eight hundred and seventy five years old after thirty years of world gen, and was wondering just what the hell happened with my game.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-5 for DF 34.11) ♣♠ - Bloody brilliant!
Post by: Putnam on March 26, 2013, 10:11:08 pm
Ever played as dwarves in 30 years of worldgen? That happens all the time in short worldgens.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-5 for DF 34.11) ♣♠ - Bloody brilliant!
Post by: Pokon on March 26, 2013, 10:25:07 pm
Oh, yes, but knowing this mod I was prepared to belive it was anything from some sort of superpowerful Troll caste or something akin to that. Good thing to know that super-long lifespans are just restricted to the higher castes, though.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-5 for DF 34.11) ♣♠ - Bloody brilliant!
Post by: Putnam on March 26, 2013, 10:28:29 pm
Long lifespans are canon, btw. It was mentioned by Mindfang when speaking about the summoner, then later brought up again by Aranea and Kankri.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-2 for DF 34.11) ♣♠ - VoidHeartMindHack!
Post by: Putnam on March 28, 2013, 11:36:13 pm
Update!
Title: Fortbent: the Homestruck mod (v 5.0.-2 for DF 34.11) - VoidHeartMindHack!
Post by: Putnam on April 01, 2013, 01:47:50 am
Next version, I'm removing everything and making this a Heinoustuck mod! Also adding pink-blooded trolls :3 And hacking the game to add gay relationships!* But removing hetero ones because that's icky XD Yoais are too hot!

Title: Re: ♥♦ Fortbent: the Homestruck mod (v 5.0.-2 for DF 34.11) ♣♠ - Pink blooded trolls
Post by: Liber celi on April 01, 2013, 04:32:54 am
As long as it isn't Ke$hastuck...
Title: Re: ♥♦ Fortbent: the Homestruck mod (v 5.0.-2 for DF 34.11) ♣♠ - Pink blooded trolls
Post by: Devling on April 01, 2013, 06:36:53 pm
Sorry if this dumb, but are trolls supposed to lose their blood color when they become heroes of whatever?
Title: Re: ♥♦ Fortbent: the Homestruck mod (v 5.0.-2 for DF 34.11) ♣♠ - Pink blooded trolls
Post by: Putnam on April 01, 2013, 06:38:41 pm
No, they're not. That's an issue.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-1 for DF 34.11) ♣♠ - RAAAAAGE!
Post by: Putnam on April 04, 2013, 02:33:01 am
The end is in sight!

With this version, I fixed all the broken stuff -2 had. To be exact: some debug stuff I accidentally left in and init.lua being in the wrong place. Also added rage heroes. Princes and bards of rage need to die... though they don't do anything yet. That's for the post-5 releases to flesh out.

This mod will not be complete until after Homestuck ends, but version 5 is coming soon. And it will be a triumph in modding.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-1 for DF 34.11) ♣♠ - RAAAAAGE!
Post by: Stevarious on April 04, 2013, 06:37:36 pm
So I created an account just to drop this message - I downloaded this and have been playing the crap out of it for several days now, and everything was going swimmingly.  Except all of the sudden, all of my trolls, and all of the animals in the fort, seem to have picked up some sort of bleeding syndrome, which is causing them all to bleed to death from their chitinous windholes (or just throats, for the animals).  It COULD be a coincidence that this happened within a few months of the local Seer of Doom throwing a party in the dining room.  I'm not really a modder (at all) so I can only guess what could be going on.  This fort is pretty new - haven't had any attacks except a few dersite thieves, embarked in a calm forest with a river.  Other titled trolls include a sylph of life (my medical troll chief culler, of all people), sylph of space, seer of hope, heir of blood, seer of doom, sylph of blood, heir of space, and seer of heart.

Any thing I can do to help?
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-1 for DF 34.11) ♣♠ - RAAAAAGE!
Post by: Putnam on April 04, 2013, 08:14:51 pm
Sounds like a god tiered Witch of Blood or Page of Blood, perhaps sneaking around.

EDIT: Ah, shit. Mixed around some interaction stuff, could be causing an issue related to that.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-1 for DF 34.11) ♣♠ - RAAAAAGE!
Post by: Devling on April 04, 2013, 10:06:12 pm
What effects do the various jobs/aspects have?
Especially in Adventure mod.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-1 for DF 34.11) ♣♠ - RAAAAAGE!
Post by: Putnam on April 04, 2013, 10:16:57 pm
What effects do the various jobs/aspects have?
Especially in Adventure mod.

Oh boy.
I would recommend playing as a knight, witch or prince in adventure mode. Passive classes (seer, rogue, sylph, bard) and mages I don't recommend, since quite a few of those have DFHack-based non-player-initiated effects. Page and Heir are both passive, but also both good to play as.
Next version, don't play as heirs, pages or passive doom heroes; they're big on self-sacrifice.
 I would recommend trying Prince of Heart at least once, hehe.
Blood heroes are kinda weak in ability, but shooting your blood around is fun.
 Light heroes get lotsa luck in the course of their adventures, so they're recommended if you feel like playing a more traditional adventure mode game.
Time and space heroes have the most OP abilities due to the fact that speed and size are ridiculously important to DF combat.
 Life heroes are ridic cool to play as, just for their abilities (be the bane of the undead? Hell yeah).
Active void heroes have unconditional invisibility that you need to activate.
 Heart heroes are mostly fort-mode based; same with mind.
Rage heroes are mostly just fort mode and making enemies CRAZED.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-1 for DF 34.11) ♣♠ - RAAAAAGE!
Post by: Devling on April 04, 2013, 10:22:28 pm
What stuff do I have to activate?
What are the passive affects of the classes?
Title: Re: ♥♦ Fortbent: the Homestuck mod (v 5.0.-1 for DF 34.11) ♣♠ - RAAAAAGE!
Post by: Putnam on April 04, 2013, 10:24:13 pm
You have to walk into a room with a buncha trolls or humans; you will then get a choice of some classes. The choice is random.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5)
Post by: Putnam on April 05, 2013, 03:49:51 am
DONE.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5)
Post by: Liber celi on April 05, 2013, 04:23:36 am
YES I am so gonna
...
oh no uni starts again next week
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5 hotfix)
Post by: Putnam on April 05, 2013, 11:29:44 pm
Hotfix for init.lua in the raw folder (https://dl.dropbox.com/u/13790475/fortbentInit.zip)

EDIT: Oh god I think I found the problem. I just had a bandit who's said to be a maid of breath--but is also clearly an active void hero and witch of blood at the same time. Oh shit.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5 hotfix)
Post by: Pokon on April 06, 2013, 07:40:26 pm
Hotfix for init.lua in the raw folder (https://dl.dropbox.com/u/13790475/fortbentInit.zip)

EDIT: Oh god I think I found the problem. I just had a bandit who's said to be a maid of breath--but is also clearly an active void hero and witch of blood at the same time. Oh shit.

Oh boy.

Here we go. :P
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5 hotfix)
Post by: Putnam on April 06, 2013, 07:43:15 pm
Fixed that issue.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5 hotfix)
Post by: Pokon on April 08, 2013, 04:32:30 pm
A quick question that might seem silly: how do Mother Grubs work again? Also, is there any true difference with the Beforan and Alternian versions?
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5 hotfix)
Post by: Putnam on April 08, 2013, 06:17:56 pm
I've deprecated them, sorta (Trolls can give birth, but I think you can still use them), as they're buggy as hell. They should still work. Beforan ones give birth to beforan trolls and alternian ones give birth to alternian trolls. you should have the correct one for your civilization. You need an imperial drone of the same kind.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5 hotfix)
Post by: Pokon on April 08, 2013, 06:52:11 pm
I've deprecated them, sorta (Trolls can give birth, but I think you can still use them), as they're buggy as hell. They should still work. Beforan ones give birth to beforan trolls and alternian ones give birth to alternian trolls. you should have the correct one for your civilization. You need an imperial drone of the same kind.

Do they give birth to large amounts of grubs that are quickly converted to actual "troll" babies, or something similar?
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5 hotfix)
Post by: Putnam on April 08, 2013, 06:58:55 pm
That's why they're buggy--they don't give birth to troll babies, they give birth to troll adults, who immediately tantrum about having no clothes. I made the grubs take a year to grow for this specific purpose--so you can get some clothes for all of them. They're mostly in now for the grub sauce.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5 hotfix)
Post by: Liber celi on April 11, 2013, 03:57:59 pm
So, now uni is somewhat dealt with, I can finally check out this mod. Does that old tigerman-being-elected bug still exist? Because I need a Dersite
Spoiler (click to show/hide)
badly
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5 hotfix)
Post by: Putnam on April 11, 2013, 04:44:08 pm
Hehe. Good luck getting a dersite.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5 hotfix)
Post by: JediaKyrol on April 16, 2013, 02:06:21 pm
got a weird glitch with this latest version...after a while portions of the menus and info screens get covered up with black boxes a little bit larger than the mouse pointer.  I would assume it was a DFHack script unique to Fortbent...(Either that, or I have a Prince of Void running around my fort)...but I haven't really dug around to look for it as it doesn't get to be a real problem until 4 hours or so in...and I am supremely lazy.

Also, Kea will not butcher, I've got a pile of dead parrots in my refuse bin...and they don't seem to rot either.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5 hotfix)
Post by: Putnam on April 16, 2013, 04:51:26 pm
The black boxes are caused by TrueType; the butchering is...

/me throws his hands up

not my fault.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5 hotfix)
Post by: noppa354 on April 21, 2013, 01:22:11 pm
I used one of the "Turn yourself into X of X" interactions. Nothing seemed to happen. Do I have to kill some stuff (combat hardness or whatever) for anything to show up?
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5 hotfix)
Post by: Putnam on April 21, 2013, 01:24:39 pm
Yep.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5 hotfix)
Post by: Devling on April 21, 2013, 01:27:12 pm
Are you planning on adding quest beds?
You know, in giant towers like necromancer towers, and you can become a god tier on it.
That would be pretty cool.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5 hotfix)
Post by: Putnam on April 21, 2013, 01:29:13 pm
It would, but it would also be impossible.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5 hotfix)
Post by: JediaKyrol on April 24, 2013, 04:14:08 pm
Nothing's Impossible Putnam...not when you have IMAGINATION!!!
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5 hotfix)
Post by: freeformschooler on April 24, 2013, 06:37:51 pm
A DFhack script that spawns a quest bed when you defeat a necromancer?
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5 hotfix)
Post by: Putnam on April 24, 2013, 06:52:45 pm
The problem is more with the beds (and the "when", for that matter) than the tower.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5 hotfix)
Post by: Devling on April 24, 2013, 06:56:17 pm
The beds actually a moded tablet that gives you sick powers?
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5 hotfix)
Post by: Putnam on April 24, 2013, 07:12:20 pm
Can't mod tablets.

You get sick powers after getting 100 combathardness, anyway.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5 hotfix)
Post by: noppa354 on April 27, 2013, 08:13:47 pm
make the bed just some sort of item you can pick up, and make it so that you can craft it into a syndrome rock or something that gives you god tier?
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5 hotfix)
Post by: Putnam on April 27, 2013, 09:01:19 pm
I really don't see the point when you can go god tier by just getting enough experience...
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5 hotfix)
Post by: Nahere on April 27, 2013, 09:10:33 pm
I always got the impression that Fortbent was set in the dream bubbles, and as such going God Tier was less about dying on a quest bed, and more about fighting until you could remember going God Tier. It also explains the other oddities, like a lack of the planets and moons, or the fact that humans and trolls are co-existing. That, and the fact that Lord English is findable.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5 hotfix)
Post by: Putnam on April 27, 2013, 09:14:12 pm
Mostly, yeah. I set it in the dream bubbles mostly to make an excuse of "you can't remember that that well" :P
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5 hotfix)
Post by: Brilliand on May 15, 2013, 08:36:46 pm
I was trying to figure out how to take advantage of the blowgunner skill bonus of my "cerulean blue"-blooded dwarf, and I discovered that the dice weapon uses the MAGIC_NATURE skill, which is mentioned nowhere else.  Other parts of the raws suggest that the dice are supposed to use the BLOWGUN skill.  Is that a mistake?
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5 hotfix)
Post by: Putnam on May 15, 2013, 09:29:22 pm
Yes, it's a mistake. You can change the raws in a current save and it'll work.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5 hotfix)
Post by: Rocky-3 on May 17, 2013, 12:59:21 am
All compressed versions of Fortbent dont work properly for me, only the uncompressed version on dropbox does. Incase its more than just the wrong files, heres what Ive found.
The ASCII version is not loading properly. No errors in DFHack but the main menu is unchanged, you can embark with all the new creatures, and all trolls are female. Theres probably more but those are the ones I found on a cursory look.
Same with the Phoebus version except that while loading the following error messages appear in DFHack:
Spoiler (click to show/hide)
and when you try to create a new world the following error pops up "raw/objects/text/book_instructions.txt not found" followed by it crashing.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5 hotfix)
Post by: Putnam on May 17, 2013, 09:16:57 am
Sounds like a botched install...

Why aren't compressed versions working?
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5 hotfix)
Post by: Pokon on May 22, 2013, 06:29:50 pm
No issues with installing on my side.

Also, a somewhat pretentus suggestion, considering what's already in the mod: Hairy trolls, as it is, could be re-worked as members of His Honorable Tyranny species, or something akin to it. Even if there is a troll job dictating the duties of the behemoth in existance, the possiblity of capturing a giant savage armored troll-drone-crab thing to use in executing trolls is too tempting to pass up. On that note, considering it had black blood, the Drone caste of the mothergrub creature could be black-blooded.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5 hotfix)
Post by: Putnam on May 22, 2013, 07:51:50 pm
Wehehe, probably not. Hairy trolls are vanilla trolls renamed to prevent confusion.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5 hotfix)
Post by: Slayerhero90 on May 23, 2013, 05:57:15 pm
There is a disappointing lack of imps.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5 hotfix)
Post by: Putnam on May 23, 2013, 06:10:18 pm
I noticed. I was hoping they'd be more common than badgers, but they aren't really showing up that much.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5 hotfix)
Post by: Slayerhero90 on May 23, 2013, 06:54:07 pm
I can't even find them in arena mode.

Also, do they drop caches? Or anything at all?
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5 hotfix)
Post by: Putnam on May 23, 2013, 07:34:18 pm
They drop grist. One grist.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5 hotfix)
Post by: Slayerhero90 on May 23, 2013, 07:37:12 pm
What kind of grist?
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5 hotfix)
Post by: Putnam on May 23, 2013, 08:49:41 pm
All of them. One for each caste.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5 hotfix)
Post by: Slayerhero90 on May 24, 2013, 10:22:06 am
I'm only more confused, having yet to have encountered and imp.
Also, WHERE'S MY CHESSBOARD GRASS?!
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5 hotfix)
Post by: Putnam on May 24, 2013, 09:46:50 pm
Dammit. I failed to upload the version that added the wild imps.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5.1)
Post by: Putnam on June 01, 2013, 05:06:20 pm
Uploaded that version. Also added some other stuff.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5.1)
Post by: Sergarr on June 06, 2013, 01:42:49 pm
I thought Lord English would be powerful enough to murder 12 grand master necromancer trolls. With laser Action claws.

It turns out I'm wrong. These lasers don't seem to help him much.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5.1)
Post by: Putnam on June 06, 2013, 01:44:37 pm
Really? They should be insta-killing.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5.1)
Post by: Sergarr on June 06, 2013, 01:58:18 pm
They probably are, but there are a LOT of zombie bodyparts.

LE has every single thing in his body rotten. wow

He is currently unconscious. Is this supposed to be possible? I mean, he's not dying, but he's pretty much incapacitated.

Also mind projectiles on hit break LE bones.
Psychic trolls are OP.

EDIT: DFhack seems to have some problems with Lord English and his lasers. Something with "bad argument 'tonumber' "
That probably explains his undeadliness.

EDIT2: takeArgAndShoveIt(tonumber(...)) <=== seems like the problem is in this line.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5.1)
Post by: Putnam on June 06, 2013, 02:15:43 pm
Line number would help. (It's the one between colons)
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5.1)
Post by: Sergarr on June 06, 2013, 02:29:08 pm
...tbent ASCII\hack\scripts/fortbent\lord_english_laser.lua:11: bad argument #1
to 'tonumber' (value expected)
stack traceback:
        [C]: in function 'tonumber'
        ...tbent ASCII\hack\scripts/fortbent\lord_english_laser.lua:11: in main
chunk
        (...tail calls...)
        ...ress\Fortbent ASCII\hack\scripts/projectileExpansion.lua:255: in func
tion <...ress\Fortbent ASCII\hack\scripts/projectileExpansion.lua:230>
...tbent ASCII\hack\scripts/fortbent\lord_english_laser.lua:11: bad argument #1
to 'tonumber' (value expected)
stack traceback:
        [C]: in function 'tonumber'
        ...tbent ASCII\hack\scripts/fortbent\lord_english_laser.lua:11: in main
chunk
        (...tail calls...)
        ...ress\Fortbent ASCII\hack\scripts/projectileExpansion.lua:255: in func
tion <...ress\Fortbent ASCII\hack\scripts/projectileExpansion.lua:230>

And that repeats about 20 times.

Also I've created 20 independant LE's for fun. His laser is working alright. What's scary is that some trolls are still alive. And kicking their collective asses.

LAST_EDIT: God tiers are immortal. Poor Lord English...
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5.1)
Post by: Sergarr on June 09, 2013, 01:09:10 pm
Sorry for double-posting, but are low-blooded trolls supposed to shoot frikkin' mind bullets?
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5.1)
Post by: Brilliand on June 09, 2013, 02:23:27 pm
LAST_EDIT: God tiers are immortal. Poor Lord English...

Looking at the raws, it appears that if all the trolls in the area are killed at once, the god-tiers will stay dead (as long as no other trolls show up).  Pretty hard to pull off, though.

There appears to be some attempt in the raws to have Lord English override god-tier revival, but it's incomplete (a DOUBLE_DEATH flag that is checked for but never set).  Assuming that Lord English should be capable of bypassing the heroic/just rule, this could be achieved by having things killed by LE not leave a corpse (this would be more intuitive anyway, since there isn't really anything left after LE fires his laser).

Sorry for double-posting, but are low-blooded trolls supposed to shoot frikkin' mind bullets?

Well, one of the psychic trolls in canon is a mustard-blood.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5.1)
Post by: Sergarr on June 09, 2013, 03:48:02 pm
Okay.
I was just checking it, cuz' these mind bullets send keas flying. It's awesome.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5.1)
Post by: Putnam on June 09, 2013, 03:50:36 pm
It's random chance.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5.1)
Post by: Sergarr on June 10, 2013, 09:08:08 am
I've got a bismuth bronze grist cache from troll traders. Uhhh... can I do anything with it?
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5.1)
Post by: ggamer on June 10, 2013, 09:53:59 am
I have to say I'm incredibly intrigued with the idea of Lord English. It reminds me of the days of old when mining adamantine meant that eventually your fortress would die, you just could never know when. Although in this case, the death comes in the form of a giant fuck-off demon who double_deaths everybody with lasers.

Good work on the mod so far, Putnam! I am intrigued to see how far this goes.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5.1)
Post by: Sergarr on June 10, 2013, 04:57:12 pm
Question! How do I set up a stockpile to accept grist, and only grist? I'm trying to find it in all these list for 2 hours already without success, so any help would be greatly appreciated.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5.1)
Post by: Putnam on June 10, 2013, 05:07:44 pm
I've got a bismuth bronze grist cache from troll traders. Uhhh... can I do anything with it?

Nope. That's an artifact from my attempts to allow grist stockpiling...

Question! How do I set up a stockpile to accept grist, and only grist? I'm trying to find it in all these list for 2 hours already without success, so any help would be greatly appreciated.

Which doesn't work because the materials aren't stockpileable.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5.1)
Post by: Sergarr on June 10, 2013, 05:19:17 pm
Welp. Time to move that alchemeter 160 tiles closer to the butchery!
It's actually my first time playing fortress mode, too... and some useless engraver is going to die from severe lack of yarn cloth.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5.1)
Post by: Putnam on June 10, 2013, 05:23:09 pm
Hugo just gave me a method to fix that; expect it soon-ish (it's a DAMN big upload). If you want to apply it yourself, just add [IS_STONE] to all the grist.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5.1)
Post by: Sergarr on June 10, 2013, 06:08:08 pm
But can I apply it to existing world?

In unrelated note, my engraver finally snapped and shot my meeting hall with mind blast. He was punched in the face shortly after that, but now ~6 trolls are in really bad shape. I hope they'll survive...
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5.1)
Post by: Putnam on June 10, 2013, 06:12:42 pm
I would assume regen, but no sense in not trying.

It's random chance.

To expand on this, each caste has a different chance. The lower the blood, the more likely; highbloods (purple, Gamzee-color) have a 100% chance.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5.1)
Post by: Brilliand on June 10, 2013, 06:21:43 pm
I would assume regen, but no sense in not trying.

It's random chance.

To expand on this, each caste has a different chance. The lower the blood, the more likely; highbloods (purple, Gamzee-color) have a 100% chance.

So... rustbloods are the second most likely, followed by mustardbloods, with bluebloods and seadwellers being the least likely?
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5.1)
Post by: Putnam on June 10, 2013, 06:22:10 pm
Yes.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5.1)
Post by: Sergarr on June 10, 2013, 06:25:45 pm
I fear the inevitable tantrum spiral even more now. Mind projectiles everywhere.

EDIT: I've edited the existing world and I can finally see grist in stockpile settings. The only problem is that they are called simply 'build', 'weapon', without the grist part, but I'm gonna let this slide.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5.1)
Post by: shazin on June 11, 2013, 11:50:53 am
I may be overlooking something, but what is the exact process of using metal wool? None of the organic processing workshops have any jobs available and I can't find any organic processing reactions in the raws.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5.1)
Post by: Putnam on June 11, 2013, 03:55:02 pm
It's gone, I thought >_> Apparently there may still be some artifacts or I just never removed it.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5.1)
Post by: ggamer on June 11, 2013, 05:18:54 pm
Is it possible to make a weapon only make-able with one input metal? If so, you could have an insane variety of weapons that are all made with different types of grist.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5.1)
Post by: Putnam on June 11, 2013, 06:53:09 pm
And an insane amount of reactions...
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5.1)
Post by: Brilliand on June 11, 2013, 07:50:47 pm
Canonically, the captchalogue/alchemiter system does have an insane amount of reactions, though.

I wonder if you could implement captchaloguing, and have punched cards as preserved reagents in a reaction?  The whole binary AND/OR system would probably be too much trouble, but specific combinations wouldn't be too bad.

Captchalogue cards themselves would make good containers for long-term storage... if it's possible to use a reaction to store an preserved reagent in a container.  Is that possible?  And if not, is is sufficiently easy to DFHack? :P

It's pretty much unavoidable that punching a card would only be possible with specific items... or with item types, disregarding the material, I guess.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5.1)
Post by: shazin on June 11, 2013, 07:58:46 pm
A guide to the features of your mod would be nice, or at least clarify what is possible and how things are made.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5.1)
Post by: Matoro on June 12, 2013, 02:53:06 am
A guide to the features of your mod would be nice, or at least clarify what is possible and how things are made.

I'll agree with this. This mod has awesome potential, but lack of manual or something like that - something that would explain briefly new things - would make the mod much more enjoyable. Also, Dwarf Therapist doesen't seem to find the game when I'm running the Fortbent.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5.1)
Post by: Putnam on June 12, 2013, 03:58:45 am
Probably because I named it fortbent.exe or something. Rename it to Dwarf Fortress.exe.

If that still doesn't work, it's because I changed the title of the window to Fortbent. That... is more difficult to fix.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5.1)
Post by: golemgunk on July 26, 2013, 06:45:54 am
when trolls go god tier in fort mode, are they still considered citizens that can be assigned jobs?

I haven't played it enough to see for myself (it keeps crashing), but I was wondering because in the raws it looks like it treats god tiers as separate creatures.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5.1)
Post by: Putnam on July 26, 2013, 04:05:37 pm
when trolls go god tier in fort mode, are they still considered citizens that can be assigned jobs?

I haven't played it enough to see for myself (it keeps crashing), but I was wondering because in the raws it looks like it treats god tiers as separate creatures.

The current version of DFHack has issues with friendship, so no.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5.1)
Post by: joeymax23 on July 28, 2013, 05:08:22 pm
HAY.
i made a basic rundown of new gameplay in this mod.
http://www.mediafire.com/view/mbycdbe9e8cc3u5/A_Shitty_Fortbent_Tutorial.rtf
i might update it later if i feel like it.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5.1)
Post by: Putnam on July 28, 2013, 08:40:20 pm
It's the black king you need to kill, btw. The Black King is different from LE mainly in that, if you dodge LE's laser, you don't die. You can't dodge the Black King's glub. The Black King is his own caste because I'm a badass there is a token that will only allow specific castes to specific positions. The only methods of killing LE currently don't leave a corpse, hehe. The Ultimate Alchemy is free blocks, logs and boulders, allowing infinite building and limitless potential in megaprojects. I figure that's about as far as rewards can go in DF.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5.1)
Post by: Graknorke on July 29, 2013, 07:16:42 am
Oh shit, when did you get your own sub-sub-forum?
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5.1)
Post by: Putnam on July 29, 2013, 02:17:03 pm
A while ago, right around the same time the mod releases sub-sub forum showed up.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5.1)
Post by: joeymax23 on July 29, 2013, 04:30:35 pm
ok, with my newfound knowledge, im gonna update this peice of carp crap that i call a tutorial.
Edit: updated
GOOD. LUCK.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5.1)
Post by: Putnam on August 06, 2013, 06:43:02 pm
btw fortbent 6 is in development now
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5.1)
Post by: Ravenous Space Kobold on August 06, 2013, 07:00:53 pm
Putnam I was wondering.
In the future do you ever plan to add the rest of the Carapacian social statuses (The Rook,Bishop,and Knight+The giant versions of said classes)?
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5.1)
Post by: Putnam on August 07, 2013, 03:45:17 am
Putnam I was wondering.
In the future do you ever plan to add the rest of the Carapacian social statuses (The Rook,Bishop,and Knight+The giant versions of said classes)?

Sure, 6.1.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5.1)
Post by: Graknorke on August 11, 2013, 02:11:47 pm
So what do these weightings do?
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5.1)
Post by: Putnam on August 11, 2013, 02:31:20 pm
They determine claspects based on personality. I already got them done, so there's really no reason to have others do them anymore :P

Here's the statistics per 1000 trolls:

Code: [Select]
heir    101
seer    106
knight  110
witch   9
maid    202
page    122
rogue   15
prince  40
sylph   203
mage    6
thief   49
bard    37
breath  48
light   11
time    34
space   3
life    38
hope    19
void    4
heart   76
blood   369
doom    19
mind    141
rage    238

As you can see, there's room for improvement.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v5.1)
Post by: Sergarr on August 14, 2013, 06:33:28 pm
So many Blood Maids and Rage Sylphs.

And so not-many Space Mages!
Title: Re: ♥♦ Fortbent: the Homestuck mod (v6)
Post by: Putnam on September 05, 2013, 12:47:21 pm
released fortbent 6 and forgot to bump whoops
Title: Re: ♥♦ Fortbent: the Homestuck mod (v6)
Post by: Nokly on September 22, 2013, 10:32:57 pm
This mod looks really awesome, and I want to play it. However, I've been spoiled by Dwarf Therapist.
I'm not sure if this has been asked in this thread or not, but is there a way to make it work? (Sorry, there were 30+ pages to look through x.x')
Title: Re: ♥♦ Fortbent: the Homestuck mod (v6)
Post by: Putnam on September 22, 2013, 10:37:55 pm
It should just work.
Title: Re: ♥♦ Fortbent: the Homestuck mod (v6)
Post by: Matoro on September 25, 2013, 06:51:40 am
Also, if it doesen't, you can use in-game Therapist from DFHack.
Title: Re: Fortbent: Homestuck mod (v6.1)
Post by: rokoy on October 30, 2013, 07:50:11 pm
6.1
Added time travel

What? Could I please get something of an explanation?
Title: Re: Fortbent: Homestuck mod (v6.1)
Post by: Putnam on October 30, 2013, 07:53:52 pm
Occasionally, you'll get a future version of one of your time heroes. They'll promptly disappear, after a time.
Title: Re: Fortbent: Homestuck mod (v6.1)
Post by: rokoy on October 30, 2013, 08:45:33 pm
What about paradoxes? What if the current version of him dies? Will the explanation be left to imagination?
Title: Re: Fortbent: Homestuck mod (v6.1)
Post by: Putnam on October 30, 2013, 09:07:08 pm
The future one is from a doomed timeline, naturally, like Davesprite.

When I update to DFHack 0.34.11 r4 I can probably do something about that.
Title: Re: Fortbent: Homestuck mod (v6.1)
Post by: rokoy on October 30, 2013, 10:25:03 pm
If you somehow made player Time Travel a thing that'd be wicked cool, even if it was only forwards.
Title: Re: Fortbent: Homestuck mod (v6.1)
Post by: Putnam on October 30, 2013, 10:29:21 pm
If you somehow made player Time Travel a thing that'd be wicked cool, even if it was only forwards.

...I'm going to go do something hilariously stupid.

EDIT: Game doesn't vomit its entrails as much as expected when manually changing the year. Further testing...
Title: Re: Fortbent: Homestuck mod (v6.1)
Post by: Liber celi on October 31, 2013, 02:45:51 am
manually changing the year
What has man wrought?
Title: Re: Fortbent: Homestuck mod (v6.1)
Post by: Putnam on October 31, 2013, 02:53:29 am
Results are boring. Age is pretty much all that's changed.
Title: Re: Fortbent: Homestuck mod (v6.1)
Post by: rokoy on October 31, 2013, 12:32:20 pm
Could I ask if it's possible to god tier in Adventurer mode. If so, how? I've started a troll and I want to see how dead one character can get.
Title: Re: Fortbent: Homestuck mod (v6.1)
Post by: Putnam on October 31, 2013, 02:33:38 pm
If you've already made yourself a claspect with the interaction it gives you, yeah, just fight enough and eventually it'll happen.
Title: Re: Fortbent: Homestuck mod (v6.1)
Post by: rokoy on October 31, 2013, 05:56:31 pm
When do I get the classpect chooser in the interaction menu?
Title: Re: Fortbent: Homestuck mod (v6.1)
Post by: Putnam on October 31, 2013, 06:04:16 pm
Should be right when you start adventure mode. If it doesn't work, you'll want to do "fortbent/claspect force" in the DFHack console.
Title: Re: Fortbent: Homestuck mod (v6.1)
Post by: rokoy on October 31, 2013, 06:24:55 pm
I type it in but it says "fortbent/claspect is not a valid command do you mean fortbent/claspect_assign"
Typing that command in does nothing and I've tried "fortbent/claspect_force" to no avail.
Been having fun with the mod so far though aside from that. Keep up the nice work!
Title: Re: Fortbent: Homestuck mod (v6.1)
Post by: Putnam on October 31, 2013, 06:25:28 pm
fortbent/claspect_assign force
Title: Re: Fortbent: Homestuck mod (v6.1)
Post by: rokoy on October 31, 2013, 06:30:52 pm
That sadly didn't do anything, it's the interaction menu when you press x, right? Under special abilities?
Title: Re: Fortbent: Homestuck mod (v6.1)
Post by: Putnam on October 31, 2013, 06:33:15 pm
Should be under acquired abilities and it should tell you you got it. It's... a bit buggy right now, to say the least. I'll try to get a patch for it that will maybe let you just choose your claspect.
Title: Re: Fortbent: Homestuck mod (v6.1)
Post by: rokoy on October 31, 2013, 06:40:19 pm
I remember it used to work, but bugs are fine since this is a mod in development for a game in it's alpha. I can only imagine DF's full release. Good luck with your coding, thank you for being absurdly responsive to my questions.
Title: Re: Fortbent: Homestuck mod (v6.1)
Post by: Sergarr on November 02, 2013, 09:36:19 am
Results are boring. Age is pretty much all that's changed.
Have you checked if large time skip can trigger massive dying from old age?
Title: Re: Fortbent: Homestuck mod (v6.1)
Post by: Liber celi on November 02, 2013, 11:29:31 am
Results are boring. Age is pretty much all that's changed.
Have you checked if large time skip can trigger massive dying from old age?
...that would kill lowblood trolls first and tyrians not at all, wouldn't it?
Title: Re: Fortbent: Homestuck mod (v6.1)
Post by: Sergarr on November 02, 2013, 01:03:00 pm
Results are boring. Age is pretty much all that's changed.
Have you checked if large time skip can trigger massive dying from old age?
...that would kill lowblood trolls first and tyrians not at all, wouldn't it?
Just as planned.
Title: Re: Fortbent: Homestuck mod (v6.1)
Post by: Putnam on November 02, 2013, 02:21:48 pm
Results are boring. Age is pretty much all that's changed.
Have you checked if large time skip can trigger massive dying from old age?

That was my third test. Yes, it does.
Title: Re: Fortbent: Homestuck mod (v6.1)
Post by: SanusCompleo on November 03, 2013, 02:35:52 am
Do you have a list of files that are different from 34.11?  I'd like to use it on my computer, but I'm running Linux, and Wine wasn't able to quite get through to world gen.  I haven't looked further into the thread, but I will momentarily, to see if anyone has a method to doing so.

EDIT: Looks like you already answered, on page 29: copy raws/data over.  Sorry for the unnecessary post.

EDIT 2: The text is scaling really really poorly with the screen.  How can I change that back?

EDIT 3: (Adventure Mode) Hrm.  I'm not entirely positive if all is working as it should be, because of how I transferred files over.  I can't find any Underlings in the wild.  Bogeymen still spawn, but my Troll seems fairly adept at taking care of them.  I don't get a claspect, and when I used the folder supplied dfhack, I didn't even get dfhack's console, but I've got it now so I'm gonna give that a shot.  Underlings still do attack like bandits, so there is at least that.  Basilisks are mean though.  Also, I'm finding a whole lot of normal animals.  Probably intended.  Still.  Is there a way to use the alchemiter in Adventure Mode?  I've got a lot of amenity grist that I'm not certain if I can do anything with.

EDIT 4: Messed around with the hack folder, added in fortbent and fortbent/claspect_assign force gave me nothing.  Maybe I already have a claspect, and just can't access anything from it?  I don't know.

Just saw that claspects didn't seem to work at the moment.  My bad.
Title: Re: Fortbent: Homestuck mod (v6.1)
Post by: rokoy on November 04, 2013, 02:53:10 pm
Hey, I was looking around in the game files, pretending to know what I was doing when I found the chat lines for some of the Homestuck characters. Notably, Dave and Roxy. Is it possible to meet these characters at all? Also, I tried fiddling about with LE in object testing. Exactly how are you supposed to kill him without using boatmurdered level shenanigans?
Title: Re: Fortbent: Homestuck mod (v6.1)
Post by: SanusCompleo on November 04, 2013, 03:27:26 pm
Also, I tried fiddling about with LE in object testing. Exactly how are you supposed to kill him without using boatmurdered level shenanigans?

You aren't really supposed to.  But there might be a claspect or two that will allow you to do away with the nasty bastard.  Good luck!
Title: Re: Fortbent: Homestuck mod (v6.1)
Post by: rokoy on November 04, 2013, 08:46:37 pm
The Trolls must develop Pull The Lever technology, it is their only hope!
Title: Re: Fortbent: Homestuck mod (v6.1)
Post by: Putnam on November 04, 2013, 08:59:20 pm
They already have it, no need to worry. Hehe.
Title: Re: Fortbent: Homestuck mod (v6.1)
Post by: rokoy on November 04, 2013, 10:12:36 pm
So, could I talk to some familiar faces from Homestuck? Also, brb, Dwarven Trollian Engineering.
Title: Re: Fortbent: Homestuck mod (v6.1)
Post by: Putnam on November 04, 2013, 10:28:07 pm
Aradia sends you on your way when you start playing adventure/dwarf mode, LE lives in a fun place and Jack is a megabeast, but other than that nobody familiar.
Title: Re: Fortbent: Homestuck mod (v6.1)
Post by: rokoy on November 04, 2013, 11:03:52 pm
Will I at some point have a chance of Bec showing up to wreck my fort?
Title: Re: Fortbent: Homestuck mod (v6.1)
Post by: Putnam on November 04, 2013, 11:11:27 pm
yep
Title: Re: Fortbent: Homestuck mod (v6.1)
Post by: rokoy on November 05, 2013, 02:21:46 pm
I'm gonna need more levers. Sorry to obsess over god tiers, but how long do you think it would take to make a quick patch to fix them?
Title: Re: Fortbent: Homestuck mod (v6.1)
Post by: Putnam on November 05, 2013, 04:47:34 pm
I don't even know how they're broken. Nothing makes sense.
Title: Re: Fortbent: Homestuck mod (v6.1)
Post by: Starmantis on January 04, 2014, 12:21:13 pm
Some suggestions and Ideas:

I think the best way to do a mother grub, is have mother grubs as the only female caste, with Imperial drones being a male caste, the gender of other trolls is a descriptor.

Also, the raws are very messy.
Title: Re: Fortbent: Homestuck mod (v6.1)
Post by: Putnam on January 04, 2014, 01:28:43 pm
Also, the raws are very messy.

It was my first mod :I

I think the best way to do a mother grub, is have mother grubs as the only female caste, with Imperial drones being a male caste, the gender of other trolls is a descriptor.

Yeah, but that's... annoying. For example, how would one guarantee that you embark with both without making both the majority?
Title: Re: Fortbent: Homestuck mod (v6.1)
Post by: cyberTripping on January 12, 2014, 03:35:35 pm
After massive amounts of slaughter, my tealblood rainbowdrinker singlehandedly dethroned the dersite monarchs and found the ultimate reward.

Now if only I could figure out what it does.

(http://i1252.photobucket.com/albums/hh576/cyberTripping/lick_zpscad5025b.png) (http://s1252.photobucket.com/user/cyberTripping/media/lick_zpscad5025b.png.html)

Edit due to accidental engrish.
Title: Re: Fortbent: Homestuck mod (v6.1)
Post by: Putnam on January 12, 2014, 03:59:25 pm
It's kinda useless in adv mode. As of right now, it's infinite building materials. I just wrote a script that I could use to make it more interesting, though, by giving it the ability to give you anything asked for.
Title: Re: Fortbent: Homestuck mod (v6.1)
Post by: cyberTripping on January 12, 2014, 04:14:01 pm
That sounds fun. Also, question, is there supposed to be hundreds of dersites packed into the castle walls? I went into them after getting the reward and my kill list is over 200 now, I arrived at the capital with a tenth of that.
Title: Re: Fortbent: Homestuck mod (v6.1)
Post by: Putnam on January 12, 2014, 04:21:06 pm
I don't know if there's supposed to be, but it sounds about right.
Title: Re: Fortbent: Homestuck mod (v6.1)
Post by: cyberTripping on January 12, 2014, 04:41:44 pm
so, will this reaction be able to be added to an already existing save? or will it require a fresh world?
Title: Re: Fortbent: Homestuck mod (v6.1)
Post by: Putnam on January 12, 2014, 04:43:03 pm
It'll have to be a new world.
Title: Re: Fortbent: Homestuck mod (v6.1)
Post by: Sergarr on January 16, 2014, 07:03:43 pm
A new world for ultimate reward!
Title: Re: Fortbent: Homestuck mod (v6.1)
Post by: Putnam on January 16, 2014, 07:12:52 pm
Thanks for reminding me, I almost forgot to update it :X
Title: Re: ♥♦ Fortbent: the Homestuck mod (v6)
Post by: Chimerat on January 23, 2014, 09:23:17 am
Also, if it doesen't, you can use in-game Therapist from DFHack.
I've tried "Therapist", "DwarfTherapist" and "Dwarf Therapist". It does not appear to be in the plugins for DFhack either.

Do you know how to make that work? I'm currently at a loss because I have no mechanics and Dwarf Therapist, as many others have stated, can not find this mod for for some reason, though it has no issue running any of the others I have tried...
Title: Re: Fortbent: Homestuck mod (v6.2)
Post by: Putnam on January 23, 2014, 10:03:23 am
It's called "manipulator". You can get to it by pressing "l" in the units screen.

EDIT: Unrelated: just updated.

I'll see what I can do about therapist.
Title: Re: Fortbent: Homestuck mod (v6.2.1)
Post by: Putnam on January 23, 2014, 02:56:03 pm
Got the solution.

Replace the .exe with a vanilla .exe. I'll fix the problem soon enough with a patched .exe that keeps the strings.
Title: Re: Fortbent: Homestuck mod (v6.2.1)
Post by: Atomisk on January 23, 2014, 03:18:27 pm
So playing lord english on the second to most recent update-- dunno what you changed just now, but yeah, I have a problem. I was just letting some boogeymen beat on me because I wanted to laugh at them while they did nothing- turns out they can cut and bruise me. The bruises went away, but the cuts left some of my parts brownish from scars. So I used the heal yourself thing... didn't work. Later, running into a beforan fortress, first thing that hits me is a bolt straight to the cane, knocking it off. I'm surprised i can still walk, but as mentioned previously, heal wasn't working... so i used dfusion and, got an error, and then i am left with this.

"His Cane's weaponstuff is gone.", now, I can still drub people with my cane because dfhack grew it back. Buuut.... It just passes right through them. So now I can't golf people across rivers and watch them skid across the ground.
Title: Re: Fortbent: Homestuck mod (v6.2.1)
Post by: Putnam on January 23, 2014, 03:54:50 pm
That means the heal worked, but... not correctly. Yikes.

I just uploaded a minor fix to claspect assignment (it's not supposed to assign to dogs and such you know :I) and hopefully random necrosis.
Title: Re: Fortbent: Homestuck mod (v6.2.1)
Post by: Atomisk on January 23, 2014, 10:34:11 pm
Well no, it couldn't have worked, because I used the dfhack dfusion thing to heal back the cane instead of lord english's actual ability, which hadn't worked either to get rid of the scars or revive his cane.
Title: Re: Fortbent: Homestuck mod (v6.2.1)
Post by: Putnam on January 24, 2014, 10:25:28 am
Replace the heal script's contents with this one

https://gist.github.com/warmist/8594614
Title: Re: Fortbent: Homestuck mod (v6.2.1)
Post by: DarthBoogalo on January 31, 2014, 09:51:24 pm
When can we expect to become a member of the midnight crew?
Title: Re: Fortbent: Homestuck mod (v6.2.1)
Post by: Putnam on January 31, 2014, 10:16:09 pm
The midnight crew are a non-governmental organization and thus must be generated by the game in order to exist!

Seriously, though... next version of DF you could do somethin' like that I think.
Title: Re: Fortbent: Homestuck mod (v6.2.3)
Post by: Putnam on February 26, 2014, 11:20:27 pm
Updated to make a bunch of stuff actually work (I'm pretty sure they weren't before).
Title: Re: Fortbent: Homestuck mod (v6.2.3)
Post by: rokoy on May 20, 2014, 11:20:24 pm
Could I get a changelog?
Title: Re: Fortbent: Homestuck mod (v6.2.3)
Post by: Putnam on May 20, 2014, 11:34:04 pm
https://github.com/Putnam3145/fortbent/blob/master/Version%20History.txt
Title: Re: Fortbent: Homestuck mod (v6.2.3)
Post by: rokoy on May 20, 2014, 11:46:34 pm
I was hoping for something slightly more descriptive, but thank you anyways. Sorry, I just really like reading all the little tweaks made and looking for them.
Title: Re: Fortbent: Homestuck's Trolls: Pumpkins! (31.25)
Post by: Jimexmore on June 04, 2014, 12:49:19 am

Quote
Wait, rainbow slurry of chopped organs? Are you saying that works?

Perfect!

I never got an opportunity to test!

Its actualy more like all my trolls blood mixed in with that freaky red blood, but yeah, you can cut up invaders if you mess around with a races tags. Zebra leather boots, here we come!

You wouldn't mind uploading this mixed ponystuck..Would you?
Title: Re: Fortbent: Homestuck mod (v6.2.3)
Post by: Putnam on June 04, 2014, 12:52:45 am
http://dffd.wimbli.com/file.php?id=5487
Title: Re: Fortbent: Homestuck mod (v6.2.3)
Post by: Jimexmore on June 04, 2014, 09:01:17 am
http://dffd.wimbli.com/file.php?id=5487
I love you.
Nonsexually
Title: Re: Fortbent: Homestuck mod (v6.2.3)
Post by: DarthBoogalo on June 04, 2014, 07:33:22 pm
Man.
I haven't kept up with Homestuck for quite a while, but I'm still super excited for the updated version of this mod when climbing and trees is in. I love the trolls, those freaky bug things.
Any plans for that update, on that note?
Title: Re: Fortbent: Homestuck mod (v6.2.3)
Post by: Putnam on June 04, 2014, 07:51:53 pm
It will be an update. I will be done with the mod until Homestuck ends, at which point I will probably make a massive update.

~7.5 months since Homestuck update, though.
Title: Re: Fortbent: Homestuck mod (v6.2.3)
Post by: DarthBoogalo on June 04, 2014, 07:59:30 pm
And it will be glorious, as was probably foretold but maybe not.  :D
Title: Re: Fortbent: Homestuck mod (v6.2.3)
Post by: Jimexmore on June 05, 2014, 07:49:26 pm
It will be an update. I will be done with the mod until Homestuck ends, at which point I will probably make a massive update.

~7.5 months since Homestuck update, though.
Homestuck ending.
I bet you think all space is star wars
Title: Re: Fortbent: Homestuck mod (v6.2.3)
Post by: Putnam on June 05, 2014, 08:04:49 pm
wat

I meant the mainline webcomic, which has one update left

Paradox space might give me silly shit to include for a long time
Title: Re: Fortbent: Homestuck mod (v6.2.3)
Post by: Liber celi on June 09, 2014, 08:36:36 am
I bet you think all space is star wars

I cannot make sense of that part

Is it a reference?
Title: Re: Fortbent: Homestuck mod (v6.2.3) (0.40)
Post by: Putnam on July 07, 2014, 11:34:31 pm
Yo, updated for 0.40.01. (https://github.com/Putnam3145/fortbent/archive/2014.zip)
Title: Re: Fortbent: Homestuck mod (v6.3.0) (0.40.01)
Post by: freeformschooler on July 08, 2014, 09:47:47 am
I haven't been able to gen a world with it. Won't place a controllable civ for some reason.
Title: Re: Fortbent: Homestuck mod (v6.3.0) (0.40.01)
Post by: Putnam on July 08, 2014, 12:43:20 pm
I haven't been able to gen a world with it. Won't place a controllable civ for some reason.

Not surprised, stuff's wonky.
Title: Re: Fortbent: Homestuck mod (v6.3.0) (0.40.02)
Post by: Teneb on July 11, 2014, 10:21:46 pm
I managed to get a world to gen with this mod, but I had to manually re-add dwarves to it first for whatever reason.

edit: seems trolls are never placed, though.

Yeah, I have no idea. Shame, because I wanted to play around with this.
Title: Re: Fortbent: Homestuck mod (v6.3.0) (0.40.02)
Post by: Darkgamma on July 13, 2014, 12:38:44 pm
Native biome issues?
Title: Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
Post by: Putnam on July 14, 2014, 12:09:00 am
In the 2014 download, Trolls are now properly binormative, having a 22% chance to be single-sexual and a 4% chance (.222, in fact) to be asexual.

EDIT: Here's a matrix showing all of the probabilities:

Opposite-sex disinterested (22%)Opposite-sex lover (25%)Opposite-sex marriage (75%)
Same-sex disinterested (22%)
4.84%
5.5%
16.5%
Same-sex lover (25%)
5.5%
6.25%
18.75%
Same-sex marriage (75%)
16.5%
18.75%
56.25%
Title: Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
Post by: cyberTripping on July 21, 2014, 09:03:56 am
So, downloaded the mod and tried genning a world, it keeps getting hung up just after dispersing the creatures. any way I could get a log of the problem?

edit: I'm using the default world generating settings, by the way. No weird special stuff intentionally.

edit 2: it says it's having trouble placing a controllable civ.
Title: Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
Post by: Putnam on July 21, 2014, 11:43:52 am
Of course it is.

...

Right, tokens were changed for that, give me a sec.
Title: Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
Post by: cyberTripping on July 21, 2014, 11:50:21 am
Also something I noticed earlier before suffering lag-death in a dark fortress, is that when I made gauntlets it gave two side-less, unequipable "tier 3 gauntlets" (no right/left)

finally, a suggestion, maybe instead of a single "pair of claws" weapon held in one hand, producing a pair of claws actually makes two "claw" weapons, one for each hand (not exclusive to one hand, though, any claw works in either hand)? Thought about this after grabbing someone with my left hand and still being able to do a left-hand slice with the claws without letting go.

edit: clarification
Title: Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
Post by: Putnam on July 21, 2014, 12:00:13 pm
Why can you make gauntlets? You should probably not be able to do that. That's been bugged for a long time.

The claws are supposed to be multigrasped, but it's technically possible not to multigrasp them, yeah.
Title: Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
Post by: cyberTripping on July 21, 2014, 12:02:50 pm
Was in adventurer mode since I can't into fortmaking. I had made the full tier 3 armour set, and it came with the broken gauntlets.
Title: Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
Post by: Putnam on July 21, 2014, 12:08:12 pm
Why did I do that?

Oh well, doesn't really hurt anything...
Title: Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
Post by: cyberTripping on July 22, 2014, 12:52:34 am
Trolls are missing gaits. Figured this out the hard way when I was planning on jumping a gap, only to realize I couldn't sprint. Sorry for being so frequent with problems, I feel like I might be stating the obvious with a lot of these, and being a hassle with the spread out reports.
Title: Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
Post by: Sergarr on July 22, 2014, 02:53:47 am
Trolls are missing gaits. Figured this out the hard way when I was planning on jumping a gap, only to realize I couldn't sprint. Sorry for being so frequent with problems, I feel like I might be stating the obvious with a lot of these, and being a hassle with the spread out reports.
Feedback is important, because you show that you care about the work of creation, and that feel great.
Title: Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
Post by: rokoy on July 22, 2014, 03:35:50 am
I personally have a somewhat odd problem with the mod. The mod is spectacular and really well made and adventurer mode is the literal best thing ever and I can't wait for the 0.40.04 update to this mod and oh my god it's good. HOWEVER I have a problem with the fortress mode in that I find the trolls to be far too emotionally stable. I played a game of it for quite some time before suffering a tragic FPS death, and in that time I had several trolls die due to constant bandit raids and it seemed every other week or so some wriggler would get kidnapped. Despite all this trauma all of the trolls merrily continued to not give a shit about their lost friends and I never had any trolls throw tantrums or go insane or even get stricken by melancholy which made the fortress mode slightly less "FUN". I'm not certain if this is intentional or a minor detail overlooked but I think that the trolls, highbloods especially, should be more prone to tantrums and other bouts of "fun". Adventure mode is glorious though, went godtier from fighting a sea lamprey.


On a side note, I am really too used to having dwarven settlements and towards the end my ~80 trolls had access to over 2000 barrels of alcohol that none of them ever really drank.
Title: Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
Post by: rabidgam3r on July 27, 2014, 02:41:33 pm
A migrant brought a Beforan Mother Grub to my (Beforan, thankfully) troll fortress. Are they still buggy, and if so, are they game-endingly buggy?
Title: Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
Post by: Putnam on July 27, 2014, 06:42:15 pm
Certainly not game-endingly so.
Title: Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
Post by: rokoy on July 28, 2014, 04:24:23 pm
Just out of curiosity, do you think you'll ever bump up the tantrums on some of the higher blood colours? It'd be nice to have a little more repercussions from allowing citizens to die as well as general fun/closeness to canon. If that's too much work or not with the spirit of the mod, that's cool too.
Title: Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
Post by: Putnam on July 28, 2014, 04:54:54 pm
I don't think I can?
Title: Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
Post by: rabidgam3r on July 28, 2014, 05:21:38 pm
Err, another problem. I was channeling out a great big hole above an "underground" farm, because I forgot that I had no underground seeds. Cave-ins happen, miners brush themselves off and climb out. Another cave-in happens, and, looking back on the reports, boiling magma killed the miner that fell down. What the fuck? If you need me to explain more, just ask. I'm bad at writing up shit like this.
Title: Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
Post by: Putnam on July 28, 2014, 05:42:00 pm
Boiling magma just happens around cave-ins. That's what it calls the dust.
Title: Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
Post by: rabidgam3r on July 28, 2014, 05:50:53 pm
Oh. ;-; I'm bad at DF, then. :P Another note, sorry for the questions but are trolls dependent on booze, like dwarves?
Title: Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
Post by: Arcvasti on July 28, 2014, 06:02:27 pm
PTW. Should play this at some point.
Title: Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
Post by: Putnam on July 28, 2014, 06:15:43 pm
Oh. ;-; I'm bad at DF, then. :P Another note, sorry for the questions but are trolls dependent on booze, like dwarves?

Nope.
Title: Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
Post by: rokoy on August 10, 2014, 01:00:28 am
out of curiosity, are you waiting for toady to release the final stable build of 0.40 before making an update to this mod?
Title: Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
Post by: Putnam on August 10, 2014, 01:03:28 am
Toady is not who I'm waiting on. I'm waiting on three things?

1. DFHack to update so that I can use that without getting a bunch of complaints (or worse, the DFHack crew getting them) for releasing an alphaa of the current version (I.E fortbent already works with DFHack as of .40 but it's not to be released yet because alpha)
2. Me, finishing up using Roses' system for the sburb classes instead of my current disturbing hacky unreliable way.
3. Hussie, finishing the series so there can be less conjecture.

Each of these in turn will be a separate update, of course.
Title: Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
Post by: rokoy on August 10, 2014, 07:11:46 pm
OOH! I've been wondering for quite some time how the classpects work. How are the powers and whatnot decided and how are you planning to make the new system work?
Title: Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
Post by: Putnam on August 10, 2014, 07:29:16 pm
Before: DFHack choosing a random number between 0 and 143 and assigning that, AFAIK, then stuff happening based on COMBATHARDNESS

After: Roses' class system doing something similar, but leveling up based on experience points.
Title: Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
Post by: rokoy on August 10, 2014, 10:13:42 pm
COMBATHARDNESS? How does that go up exactly, also, is it possible for a dead god tier to be revived? And will there ever be quest beds and other things to make god tiering a rather difficult but rewarding process? When I played adventure mode for this in .34, I went god tier spontaneously while fighting a sea lamprey, I actually didn't even notice until I went over some uneven terrain and started flying.
Title: Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
Post by: rokoy on August 10, 2014, 10:14:12 pm
I also hope it's okay for me to constantly be asking questions.
Title: Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
Post by: Putnam on August 10, 2014, 10:20:47 pm
COMBATHARDNESS is the "doesn't care anymore" stuff, basically just shows up with combat.

Dead god tiers revive.

Quest beds I should probably implement if I can.

Yeah, adventurers go god tier ridiculously quickly.
Title: Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
Post by: Arcvasti on August 10, 2014, 10:46:57 pm
Would making quest beds be like secret-containing books/slabs during world gen work? That seems like it would fit the best, but I'm not sure that the hard coded stuff is malleable enough to make it work well. Failing that, would making god tier beds an item you sometimes get from artifacts work? Could you attach a script trigger to reading a slab or sleeping in a particular bed? If so, could you differentiate by aspect? Because, with the new retiring fort thingy, playing a fortress, getting a quest bed, retiring it and then sending an adventurer of the proper aspect over to it to ascend to god tier strikes me as a neat concept.
Title: Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
Post by: Putnam on August 10, 2014, 10:52:57 pm
I did that once, it's... uh, well, not very effective. God tiers being an item from artifacts is similarly problematic, given its rarity. I don't want it to be too rare.

Perhaps I could make it require special grist. That's always a good solution. If you have a method to give the player rare items, use that shit.
Title: Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
Post by: Eskilo on August 11, 2014, 09:09:07 am
Looking forward this mod
Title: Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
Post by: Putnam on August 11, 2014, 07:49:21 pm
it's been out for 3 years :V
Title: Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
Post by: Eskilo on August 12, 2014, 08:03:17 am
Also, I have a question, what does the artifact grists do?

I can't do shit with them
Title: Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
Post by: cyberTripping on August 13, 2014, 04:35:40 pm
Also, I have a question, what does the artifact grists do?

I can't do shit with them

delete sords with them
pretty sure that's the point.
Title: Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
Post by: Putnam on August 13, 2014, 07:34:30 pm
Also, I have a question, what does the artifact grists do?

I can't do shit with them

You pay caravans to take them away
Title: Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
Post by: Eskilo on August 15, 2014, 08:07:36 am
Also, I have a question, what does the artifact grists do?

I can't do shit with them

You pay caravans to take them away

Thank ya, also, pretty good Mod, I just wish you add more things to Adv Mode.
Title: Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
Post by: rokoy on August 18, 2014, 03:46:04 am
COMBATHARDNESS is the "doesn't care anymore" stuff, basically just shows up with combat.

Dead god tiers revive.

Quest beds I should probably implement if I can.

Yeah, adventurers go god tier ridiculously quickly.

How do god tiers revive exactly, would I be able to revive as an adventurer, if so how would I go about reviving? I'm mostly wondering how reviving works because I never saw any god tiers revive after death, and I had quite a few live and die.
Title: Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
Post by: vjmdhzgr on August 18, 2014, 11:41:12 am
COMBATHARDNESS is the "doesn't care anymore" stuff, basically just shows up with combat.

Dead god tiers revive.

Quest beds I should probably implement if I can.

Yeah, adventurers go god tier ridiculously quickly.

How do god tiers revive exactly, would I be able to revive as an adventurer, if so how would I go about reviving? I'm mostly wondering how reviving works because I never saw any god tiers revive after death, and I had quite a few live and die.
If it works the way it used to then the god tier gives an interaction to their allies that allows them to revive god tiers.
Title: Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
Post by: Putnam on August 18, 2014, 07:15:38 pm
Resurrection in adv mode is borked and there's really nothing I can do about it. It's too bad.
Title: Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
Post by: rokoy on August 18, 2014, 09:19:59 pm
Resurrection in adv mode is borked and there's really nothing I can do about it. It's too bad.

What about fort mode? I can deal with adv mode being dicey, but having a team of semi-immortal troops defending the fort would be cool.
Title: Re: Fortbent: Homestuck mod (2014 v1.0.0) (0.40.12)
Post by: Putnam on September 16, 2014, 06:25:36 pm
Updated for 0.40.12, with some DFHack stuff made not quite as bad.
Title: Re: Fortbent: Homestuck mod (2014 v1.0.0) (0.40.12)
Post by: DarthBoogalo on September 30, 2014, 12:38:15 am
The latest ASCII version appears to lack trolls of any sort. 0:
Title: Re: Fortbent: Homestuck mod (2014 v1.0.0) (0.40.12)
Post by: Putnam on September 30, 2014, 12:49:05 am
First I wonder how I do stupid crap like that, then I get sad because it took two weeks for even a single person to attempt to download that.

Anyway, I just removed the ASCII download for now. Get the smaller download, put it into the old ASCII one.
Title: Re: Fortbent: Homestuck mod (2014 v1.0.0) (0.40.12)
Post by: DarthBoogalo on September 30, 2014, 01:00:59 am
Aw..
I actually decided to use the smaller download, and combined it with rise of the mushroom kingdom for funsies. Somehow they merged without flaw (that I've seen).
Title: Re: Fortbent: Homestuck mod (2014 v1.0.0) (0.40.12)
Post by: vjmdhzgr on September 30, 2014, 06:08:58 pm
First I wonder how I do stupid crap like that, then I get sad because it took two weeks for even a single person to attempt to download that.

Anyway, I just removed the ASCII download for now. Get the smaller download, put it into the old ASCII one.
I downloaded the not ASCII version, does that count?
Title: Re: Fortbent: Homestuck mod (2014 v1.0.0) (0.40.12)
Post by: admiralKew on October 04, 2014, 08:33:42 am
Hm. Does anyone know how to make Stonesense work for this? It says it can't load troll_256x256.png before aborting.
Title: Re: Fortbent: Homestuck mod (2014 v1.0.0) (0.40.12)
Post by: Putnam on October 04, 2014, 02:17:44 pm
Something must have changed between 0.34.11 and 0.40.01's versions of Stonesense then... yikes, I hate working with graphics, but I may look into this later.
Title: Re: Fortbent: Homestuck mod (2014 v1.0.0) (0.40.12)
Post by: admiralKew on October 06, 2014, 01:48:31 am
Also, it appears that I can't make pig iron from the smelter. Though that could just be me.
Title: Re: Fortbent: Homestuck mod (2014 v1.0.0) (0.40.12)
Post by: Sergarr on October 31, 2014, 10:34:15 am
Why does the graphical version seems to lack the very nice music it had in .34 times?
Title: Re: Fortbent: Homestuck mod (2014 v1.0.0) (0.40.12)
Post by: Putnam on October 31, 2014, 02:51:33 pm
It was too big, mostly.

Since I most certainly don't want to deprive people of it, the songs I used were Crystalguitarthemums (http://unofficialmspafans.bandcamp.com/track/crystalguitarthemums) by Jit in-game and Sburban Prelude (http://unofficialmspafans.bandcamp.com/track/sburban-prelude-main-menu) by sidewalkbanana in the title screen. Before I switched to those, I used Land of Wind and Shade (http://homestuckgaiden.bandcamp.com/track/the-land-of-wind-and-shade) by Dacen/mixed by silence for in-game and Land of Quartz and Melody (http://homestuckgaiden.bandcamp.com/track/land-of-quartz-and-melody) by EidolonOrpheus for the title.
Title: Re: Fortbent: Homestuck mod (2014 v1.0.0) (0.40.12)
Post by: King Kravoka on November 01, 2014, 08:13:51 pm
You should give trolls a "Flip the bird" interaction with the [NEGATIVE_SOCIAL_PRESSURE], [TORMENT] and [ATTACK] usage hints.
Title: Re: Fortbent: Homestuck mod (2014 v1.0.0) (0.40.12)
Post by: Putnam on November 06, 2014, 02:00:08 pm
Hmm. Given the 300 KB of repeated "Unrecognized Counter: Unrecognized Counter:" errors in my errorlog, I'm guessing that COMBATHARDNESS was removed in 0.40.14.

Welp, better get crackin' on the overhaul thing. Unfortunately, that entails removing every single sburb class and replacing it with twelve generic aspect classes ("breath hero", "light hero" etc.), mostly so that I can update Fortbent in the future without suddenly spasming and playing video games instead.
Title: Re: Fortbent: Homestuck mod (2014 v1.0.0) (0.40.12)
Post by: Liber celi on November 06, 2014, 02:12:02 pm
Thanks for the hint, I was about to finally play it again! 40.13 works with the current version, yes?

And the Aspect heroes thing makes sense. Not gonna lie, the ridiculous variety of classes was my  favourite, eh, aspect of this mod, but I guess it's hard enough to squeeze 12 unique classes out of DF.
Title: Re: Fortbent: Homestuck mod (2014 v1.0.0) (0.40.12)
Post by: Putnam on November 06, 2014, 02:22:19 pm
Probably my favorite, but holy crap is it difficult to develop. Now that finally something's made it kaput, I feel like I have to change it to something more manageable.

No reason it shouldn't work with 0.40.13. Hell, it still technically works with 0.40.15, though with the obvious weirdness associated with no COMBATHARDNESS.

EDIT: The nice thing about making it more manageable as I am now is that the replacement for the old claspects is now 1/4 features complete.

Hell, just for fun, I'll include some silly aspect assigning algorithm. Something like "take relevant traits, add up all of them gone through the function abs(x-50), whichever is highest ends up getting assigned unless there's already a surplus in which case second in line is etc".
Title: Re: Fortbent: Homestuck mod (2014 v1.0.0) (0.40.12)
Post by: vjmdhzgr on November 06, 2014, 10:13:38 pm
I read through the thread on the new emotion system in the gameplay questions board, and while I haven't seen it myself (I just haven't played the new version and am too impatient to set up a fort specifically to test combat hardness and then wait the long amount of time it will take for enough bad things to happen) somebody made note of there being a "new thing" at the end of the personality traits that says things like "just doesn't care about anything anymore". Which to me means that combat hardness is still in the game in some way. Whether it's just called something else, needs a completely different mechanism to detect it, or can't be used at all I don't know, but I think it's worth investigating to maybe keep the old system.
Title: Re: Fortbent: Homestuck mod (2014 v1.0.0) (0.40.12)
Post by: Putnam on November 06, 2014, 10:35:54 pm
If it is not accessible through COUNTER_TRIGGER, I cannot use it.
Title: Re: Fortbent: Homestuck mod (2014 v1.0.0) (0.40.12)
Post by: Sergarr on November 07, 2014, 09:03:47 am
This is a stupid question, but is there any way to implement the Heroic/Just death in non-retarded way?
Title: Re: Fortbent: Homestuck mod (2014 v1.0.0) (0.40.12)
Post by: Arcvasti on November 07, 2014, 11:37:36 am
Perhaps "Just" could be implemented if a god-tier goes berserk or insane? Is there a way to check for that?
Title: Re: Fortbent: Homestuck mod (2014 v1.0.0) (0.40.12)
Post by: Putnam on November 07, 2014, 12:04:06 pm
There is, though I'm not sure if it continues after death.

Emotions certainly do continue after death, however. This means that I can make a death Heroic if they had such emotions as "RighteousIndignation", "Hope" or "Grief" in their heads while I can make a death Just if they have "GrimSatisfaction" or something like that.
Title: Re: Fortbent: Homestuck mod (2014 v1.1.0) (0.40.12)
Post by: Putnam on November 14, 2014, 05:50:50 am
Updated with reworked class system, implemented Heroic/Just death in a non-retarded way.
Title: Re: Fortbent: Homestuck mod (2014 v1.1.0) (0.40.15)
Post by: King Kravoka on November 14, 2014, 06:03:51 am
How do God Tiers work now?
Title: Re: Fortbent: Homestuck mod (2014 v1.1.0) (0.40.15)
Post by: Putnam on November 14, 2014, 06:10:27 am
Basically the same assignment, but aspect-only now. Every aspect is useful now. Most stuff uses interaction-trigger instead of init.lua now for better reliability. God tiers who die are now subject to a heroic/just judgement.
Title: Re: Fortbent: Homestuck mod (2014 v1.1.0) (0.40.15)
Post by: King Kravoka on November 14, 2014, 06:16:41 am
Basically the same assignment, but *aspect-only now*. Every aspect is useful now. Most stuff uses interaction-trigger instead of init.lua now for better reliability. God tiers who die are now subject to a heroic/just judgement.
FRAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA-
Title: Re: Fortbent: Homestuck mod (2014 v1.1.0) (0.40.15)
Post by: Graknorke on November 15, 2014, 07:25:53 pm
Fucking magic.
Title: Re: Fortbent: Homestuck mod (2014 v1.1.0) (0.40.15)
Post by: Sergarr on November 16, 2014, 05:36:17 pm
Does this mod have fraymotifs? I know they haven't been expanded in the webcomic at all, but it would be nice to have at least some ideas for them.
Title: Re: Fortbent: Homestuck mod (2014 v1.1.0) (0.40.15)
Post by: Putnam on November 16, 2014, 06:20:44 pm
Pretend the spells they have are fraymotifs. Fraymotifs with other aspects... would be 144 spells I'd have to come up with. No thanks.

Besides that, wtf do they even do.
Title: Re: Fortbent: Homestuck mod (2014 v1.1.0) (0.40.15)
Post by: vjmdhzgr on November 17, 2014, 12:29:48 am
Is the new class system supposed to work in adventurer mode? I read up on the replacement and looked at the raws and to my understanding every adventurer should get their first ability at 15 kills, the next at 35, and after that doesn't matter for this example. However, I got 64 kills with a character and have yet to get any abilities in the x tab. The character was specifically a hero of blood and I've been killing dersites, imps, ogres, basilisks, and human bandits.
Title: Re: Fortbent: Homestuck mod (2014 v1.1.0) (0.40.15)
Post by: Putnam on November 17, 2014, 12:36:43 am
...Uhhuh. This is outside my area of expertise.
Title: Re: Fortbent: Homestuck mod (2014 v1.1.0) (0.40.15)
Post by: Sergarr on November 17, 2014, 05:45:20 am
Is the new class system supposed to work in adventurer mode? I read up on the replacement and looked at the raws and to my understanding every adventurer should get their first ability at 15 kills, the next at 35, and after that doesn't matter for this example. However, I got 64 kills with a character and have yet to get any abilities in the x tab. The character was specifically a hero of blood and I've been killing dersites, imps, ogres, basilisks, and human bandits.
Uh, how did you determine that?
Title: Re: Fortbent: Homestuck mod (2014 v1.1.0) (0.40.15)
Post by: vjmdhzgr on November 17, 2014, 11:25:34 am
Is the new class system supposed to work in adventurer mode? I read up on the replacement and looked at the raws and to my understanding every adventurer should get their first ability at 15 kills, the next at 35, and after that doesn't matter for this example. However, I got 64 kills with a character and have yet to get any abilities in the x tab. The character was specifically a hero of blood and I've been killing dersites, imps, ogres, basilisks, and human bandits.
Uh, how did you determine that?
Well as I said I read up on the replacement system and looked at the raws. There's a new classes file which contains the classes and it's kind of complicated, but basically each kill is by default one experience and can be modified for specific creatures(which is why I specified what I was killing) and to get to the first level of the first class you need fifteen experience. Upon reaching that level you automatically get upgraded to the next class where you learn another ability at the first level, which in that case takes twenty experience to reach.
Title: Re: Fortbent: Homestuck mod (2014 v1.1.0) (0.40.15)
Post by: vjmdhzgr on November 18, 2014, 07:38:26 pm
I made several characters to test the breath, light, and time heroes in adventurer mode and got each of them to fifty kills. Breath and light got nothing, but the time character did get an agility boost. I made the time character with just average agility since you're supposed to get bonus agility as a time hero, and in game the agility was at high. There wasn't any noticeable change in jog speed before the fifty kills and after them though.
Title: Re: Fortbent: Homestuck mod (2014 v1.1.0) (0.40.15)
Post by: Putnam on November 18, 2014, 07:44:11 pm
Hmm. I guess you can use this script to add experience manually whenever you think you deserve it.

Code: [Select]
local amount=... or 1
dfhack.run_script('classes/add-experience','-unit',df.global.world.units.active[0].id,'-amount',amount)

Copy that into a <something>.lua file in the hack/scripts folder and use that with an argument to add experience to your adventurer.
Title: Re: Fortbent: Homestuck mod (2014 v1.1.0) (0.40.15)
Post by: vjmdhzgr on November 19, 2014, 12:15:07 am
Hmm. I guess you can use this script to add experience manually whenever you think you deserve it.

Code: [Select]
local amount=... or 1
dfhack.run_script('classes/add-experience','-unit',df.global.world.units.active[0].id,'-amount',amount)

Copy that into a <something>.lua file in the hack/scripts folder and use that with an argument to add experience to your adventurer.
What? I got as far as copying the code into a .lua file in the hack/scripts folder and typing the name of the file into DFHack. What's the argument thing you're talking about?
Title: Re: Fortbent: Homestuck mod (2014 v1.1.0) (0.40.15)
Post by: Putnam on November 19, 2014, 12:49:58 am
Just after. "something 5" will add 5 experience. Typing it will also work and add only one, since I figured my instructions may have been too oblique (I was right).
Title: Re: Fortbent: Homestuck mod (2014 v1.1.0) (0.40.15)
Post by: vjmdhzgr on November 19, 2014, 01:01:55 am
Just after. "something 5" will add 5 experience. Typing it will also work and add only one, since I figured my instructions may have been too oblique (I was right).
I'm just getting
"...\Fortbent.Graphical\hack\lua\classes\establish-class.lua:6: attempt to index local 'unit' (a nil value)
stack traceback:
           ...\Fortbent.Graphical\hack\lua\classes\establish-class.lua:6: in function 'establishclass'
           ...rtbent.Graphical\hack\scripts/classes.add-experience.lua:65: in main chunk
           (...tail calls...)
           ...f fortress\Fortbent.Graphical\hack\scripts/something.lua:2: in main chunk
           (...tail calls...)"
Replicated to the best of my ability even with correct slash directions as far as I can tell. In case it matters I've tried using it while just on the standard adventure mode view, I've tried it when my character was selected with z, I've tried it while hovering over my character with the l key, and I've tried it while looking at the description of my character. I'm also pretty sure I followed the instructions correctly. I copied the exact code that is in that code:[select] thing and just that into a file called something.lua.
Title: Re: Fortbent: Homestuck mod (2014 v1.1.0) (0.40.15)
Post by: Putnam on November 19, 2014, 01:29:35 am
It doesn't matter where it is, it should work regardless. Oy.

You don't need to call it something.lua exactly, of course.

Anyway, holy crap I do not understand what he's doing at all there. For some reason there's straight-up establishclass(unit,classes) in that file even though "unit" is never actually defined.

Just a shot in the dark, but use this instead:

Code: [Select]
local amount=... or 1
unit=df.global.world.units.active[0]
dfhack.run_script('classes/add-experience','-unit',df.global.world.units.active[0].id,'-amount',amount)
Title: Re: Fortbent: Homestuck mod (2014 v1.1.0) (0.40.15)
Post by: vjmdhzgr on November 19, 2014, 01:55:40 am
I tried all the different selection techniques as before and it's still just giving the same error. So, based off of what you said the problem is that unit is never defined in the original scripts? Based off of that I tried adding that definition of unit to the add-experience script just at the beginning because I know very little about lua, and the something command stops getting errors, though it seems to have caused an error with claspect-assign.lua. Even though there's no errors shown it still doesn't seem to work as "something 10" several times for each selection technique I've tried before didn't give seem to do anything.
Title: Re: Fortbent: Homestuck mod (2014 v1.1.0) (0.40.15)
Post by: Putnam on November 19, 2014, 02:05:08 am
The selection techniques don't matter because nothing's being selected.

Anyway, I have absolutely no idea what's happening there. I didn't write the class script.
Title: Re: Fortbent: Homestuck mod (2014 v1.1.0) (0.40.15)
Post by: Sergarr on November 19, 2014, 03:11:01 am
fortbent-master.zip weights exactly 666 KB

top kek
Title: Re: Fortbent: Homestuck mod (2014 v1.1.0) (0.40.15)
Post by: Putnam on November 19, 2014, 03:18:44 am
I just managed ectobiology.

It comes with the ability for trolls in homosexual relationships to have babies.

Prepare your porkhollow. (http://www.mspaintadventures.com/?s=6&p=003791)

EDIT: Results of homosexual couples havin' babies creates glitchy relations screens that don't tell you anything. Grooaaaan.

EDIT 2: Okay, just female homosexual couples. Male homosexual couples' babies have two fathers just fine.
Title: Re: Fortbent: Homestuck mod (2014 v1.1.0) (0.40.15)
Post by: cyberTripping on November 19, 2014, 07:16:38 am
Prepare your unnecessarily long fort-wide shipping grids

Welcome to fucked
Title: Re: Fortbent: Homestuck mod (2014 v1.1.0) (0.40.15)
Post by: Sergarr on November 19, 2014, 10:33:45 am
I just managed ectobiology.

It comes with the ability for trolls in homosexual relationships to have babies.

Prepare your porkhollow. (http://www.mspaintadventures.com/?s=6&p=003791)

EDIT: Results of homosexual couples havin' babies creates glitchy relations screens that don't tell you anything. Grooaaaan.

EDIT 2: Okay, just female homosexual couples. Male homosexual couples' babies have two fathers just fine.
What if you momentarily flip the gender of the fathers, do your evil-work and then return back?
Title: Re: Fortbent: Homestuck mod (2014 v1.1.0) (0.40.15)
Post by: Graknorke on November 19, 2014, 12:25:48 pm
Prepare your unnecessarily long fort-wide shipping grids

Welcome to fucked
I am going to draw so many grids you have no idea.
Title: Re: Fortbent: Homestuck mod (2014 v1.1.0) (0.40.15)
Post by: Putnam on November 19, 2014, 03:08:09 pm
I just managed ectobiology.

It comes with the ability for trolls in homosexual relationships to have babies.

Prepare your porkhollow. (http://www.mspaintadventures.com/?s=6&p=003791)

EDIT: Results of homosexual couples havin' babies creates glitchy relations screens that don't tell you anything. Grooaaaan.

EDIT 2: Okay, just female homosexual couples. Male homosexual couples' babies have two fathers just fine.
What if you momentarily flip the gender of the fathers, do your evil-work and then return back?

That is the exact method of ectobiology. The problem is that two mothers causes problems.

Also:

Code: [Select]
local split = require('split')
local utils = require 'utils'
local establishclass = require('classes.establish-class')
local read_file = require('classes.read-file')
local checkclass = require('classes.requirements-class')
local checkspell = require('classes.requirements-spell')

function addexperience(unit,amount,classes)
 kill_id = unit
 if kill_id >=0 then
  exps = amount
  pers,status = dfhack.persistent.get(tostring(kill_id)..'_current_class')
  pers.ints[1] = pers.ints[1] + exps
  pers.ints[2] = pers.ints[2] + exps
  if pers.value ~= 'NONE' then
   cpers,status = dfhack.persistent.get(tostring(kill_id)..'_'..pers.value)
   clevel = cpers.ints[2]
   if clevel < classes[pers.value]['LEVELS'] then
    cexp = tonumber(split(classes[pers.value]['EXP'][clevel+1],']')[1])
    if pers.ints[2] > cexp then
     cpers.ints[2] = cpers.ints[2] + 1
      print('LEVEL UP!! '..pers.value..' LEVEL '..tostring(cpers.ints[2]))
      if classes[pers.value]['B_PHYS'] then
       for i,x in pairs(classes[pers.value]['B_PHYS']) do
        dfhack.run_script('unit/attribute-change',table.unpack({'-unit',tostring(kill_id),'-physical',i,'-fixed','\\'..tostring(tonumber(split(x[cpers.ints[2]+1],']')[1])-tonumber(split(x[cpers.ints[2]],']')[1]))}))
       end
      end
      if classes[pers.value]['B_MENT'] then
       for i,x in pairs(classes[pers.value]['B_MENT']) do
        dfhack.run_script('unit/attribute-change',table.unpack({'-unit',tostring(kill_id),'-mental',i,'-fixed','\\'..tostring(tonumber(split(x[cpers.ints[2]+1],']')[1])-tonumber(split(x[cpers.ints[2]],']')[1]))}))
       end
      end
      if classes[pers.value]['B_SKILL'] then
       for i,x in pairs(classes[pers.value]['B_SKILL']) do
        dfhack.run_script('unit/skill-change',table.unpack({'-unit',tostring(kill_id),'-skill',i,'-fixed','\\'..tostring(tonumber(split(x[cpers.ints[2]+1],']')[1])-tonumber(split(x[cpers.ints[2]],']')[1]))}))
       end
      end
      if classes[pers.value]['B_TRAIT'] then
       for i,x in pairs(classes[pers.value]['B_TRAIT']) do
        dfhack.run_script('unit/trait-change',table.unpack({'-unit',tostring(kill_id),'-trait',i,'-fixed','\\'..tostring(tonumber(split(x[cpers.ints[2]+1],']')[1])-tonumber(split(x[cpers.ints[2]],']')[1]))}))
       end
      end
      if cpers.ints[2] == classes[pers.value]['LEVELS'] then
   print('REACHED MAX LEVEL FOR CLASS '..pers.value)
   if classes[pers.value]['A_UPGRADE'] then dfhack.run_script('classes/change-class',table.unpack({'-unit',tostring(kill_id),'-class',classes[pers.value]['A_UPGRADE']})) end
  end
     end
    end
   dfhack.persistent.save({key=tostring(kill_id)..'_'..cpers.value,value=cpers.value,ints=cpers.ints})
  end
 end
end

file = dfhack.getDFPath().."/raw/objects/classes.txt"
classes = read_file(file)

validArgs = validArgs or utils.invert({
 'help',
 'unit',
 'amount',
})
local args = utils.processArgs({...}, validArgs)

establishclass(unit,classes)
unit=df.unit.find(args.unit)
addexperience(tonumber(args.unit),tonumber(args.amount),classes)

Replace the contents of hack/scripts/classes/add-experience.lua with that to fix the issues earlier.
Title: Re: Fortbent: Homestuck mod (2014 v1.1.0) (0.40.15)
Post by: King Kravoka on November 19, 2014, 03:23:03 pm
I demand you bring back the class/aspect feature!
Title: Re: Fortbent: Homestuck mod (2014 v1.1.0) (0.40.15)
Post by: Putnam on November 19, 2014, 05:17:59 pm
I had to go over the shit I wrote beforehand when I remade it.

I emphasize shit. It was awful. Absolutely, completely awful. There were so many bugs, so many of them did nothing, so many were useless. It was unreliable, being based off of odd syndrome crap.

Not only that, but it was impossible to keep up. There were 144 of them, each individually made. I had to make 144 individual class/aspect comboes for that; there was little similarity between two classes in one aspect and even less between two aspects of a class. It was big, which is not a good thing for my basic sanity. It was basically either what you see here or no updates for Fortbent ever again.
Title: Re: Fortbent: Homestuck mod (2014 v1.1.0) (0.40.15)
Post by: King Kravoka on November 19, 2014, 07:18:28 pm
Could we just limit it to the ones with canonically known powers?
Title: Re: Fortbent: Homestuck mod (2014 v1.1.0) (0.40.15)
Post by: Putnam on November 19, 2014, 07:27:05 pm
That would be less than we have right now...
Title: Re: Fortbent: Homestuck mod (2014 v1.2.0) (0.40.16)
Post by: Putnam on November 20, 2014, 11:42:19 pm
Added ectobiology, the rest of the god tiers (which I had done earlier but fuck my life I failed to save it correctly), reworked build grist (they're worth less now, but you can make them out of boulders and wood).
Title: Re: Fortbent: Homestuck mod (2014 v1.2.1) (0.40.16)
Post by: Sergarr on November 22, 2014, 03:50:25 pm
So, apparently the next patch will have gelding.

Have you thought of any way to utilize this new feature in this mod?
Title: Re: Fortbent: Homestuck mod (2014 v1.2.1) (0.40.16)
Post by: Putnam on November 22, 2014, 03:54:03 pm
Trolls are already sterile as of 1.2; the only way for them to have children once they enter your fort is through ectobiology. This is really nice, since ectobiology is 100% voluntary and works with homosexual couples (including both male!).
Title: Re: Fortbent: Homestuck mod (2014 v1.2.1) (0.40.16)
Post by: Sergarr on November 22, 2014, 04:06:57 pm
100% voluntary? What do you mean by that?

EDIT: Also, why do all the troll weapons lack the [ATTACK_PREPARE_AND_RECOVER:4:4] tags?
Title: Re: Fortbent: Homestuck mod (2014 v1.2.1) (0.40.16)
Post by: vjmdhzgr on November 22, 2014, 04:10:53 pm
100% voluntary? What do you mean by that?

EDIT: Also, why do all the troll weapons lack the [ATTACK_PREPARE_AND_RECOVER:4:4] tags?
It's done by a reaction in a workshop, and there's a default [ATTACK_PREPARE_AND_RECOVER] for if you don't define it which is just 3:3 which is what all weapons except whips have in vanilla.
Title: Re: Fortbent: Homestuck mod (2014 v1.2.1) (0.40.16)
Post by: Putnam on November 22, 2014, 04:12:50 pm
100% voluntary? What do you mean by that?

EDIT: Also, why do all the troll weapons lack the [ATTACK_PREPARE_AND_RECOVER:4:4] tags?

1. It's done by a reaction.
2. They are...

Update yer copy :P
Title: Re: Fortbent: Homestuck mod (2014 v1.2.1) (0.40.16)
Post by: Sergarr on November 22, 2014, 04:15:33 pm
Ok, I laughed at sord...s prepare times.

Also you should totally add that "JPEG Compress" attack to it that was in this mod a long time ago. With ridiculous prepare_and_recover time, like 413:612 or something.
Title: Re: Fortbent: Homestuck mod (2014 v1.2.1) (0.40.16)
Post by: Graknorke on November 22, 2014, 06:19:09 pm
How do the alchemised weapons compare to regular weapons? I can't understand the RAW files for shit.
Title: Re: Fortbent: Homestuck mod (2014 v1.2.1) (0.40.16)
Post by: Putnam on November 22, 2014, 06:36:56 pm
Tier 1: same as copper
Tier 2: same as brass (not that bad at all)... though it may be about the same as iron, not quite sure
Tier 3: same as steel
"Alchemized": adamantine, sometimes heavier
Unbreakable: stronger than anything else possible in the game

though you can't get unbreakable anything without DFHack
Title: Re: Fortbent: Homestuck mod (2014 v1.2.1) (0.40.16)
Post by: Graknorke on November 22, 2014, 07:43:19 pm
Alright, so regular weapons still have worth. Good to know.

EDIT: The inability to brew alcohol is really a killer in colder embarks, huh. Amenity honk-birds a must.
Title: Re: Fortbent: Homestuck mod (2014 v1.2.1) (0.40.16)
Post by: Putnam on November 23, 2014, 07:13:11 pm
SHIT CAN'T BREW ALCOHOL

every goddamn mod that tripped me up

Also, I should probably get a better way to get amenity grist.
Title: Re: Fortbent: Homestuck mod (2014 v1.2.1) (0.40.16)
Post by: Graknorke on November 23, 2014, 07:35:09 pm
SHIT CAN'T BREW ALCOHOL

every goddamn mod that tripped me up
Is that a standard thing that happens with race changing mods then?
I don't know a great deal about the specifics of modding so that sounds really odd to me. I'm guessing it would make sense if you actually knew why.
Title: Re: Fortbent: Homestuck mod (2014 v1.2.1) (0.40.16)
Post by: Putnam on November 23, 2014, 07:36:42 pm
It's because I forgot to include the ability to brew; the reactions to do so were changed with 0.40.01 and the change is minor enough that I keep forgetting about it. 100% human error, nothing intrinsic to mods.
Title: Re: Fortbent: Homestuck mod (2014 v1.2.2) (0.40.16)
Post by: Graknorke on November 25, 2014, 03:32:21 pm
Alright then.
Is there something I could put in the raw files to fix it, or is it not that simple?
Title: Re: Fortbent: Homestuck mod (2014 v1.2.2) (0.40.16)
Post by: Putnam on November 25, 2014, 03:40:16 pm
Fixed in the latest master release, which should be stable:

https://github.com/Putnam3145/fortbent/archive/master.zip

It's just a couple lines in the entity:

        [PERMITTED_REACTION:BREW_DRINK_FROM_PLANT]
        [PERMITTED_REACTION:BREW_DRINK_FROM_PLANT_GROWTH]
Title: Re: Fortbent: Homestuck mod (2014 v1.2.2) (0.40.16)
Post by: King Kravoka on November 25, 2014, 03:56:20 pm
If you can't bring back all known normal classpect combos, can we have Horrorterror magic? I want my own army of undead consorts!
Title: Re: Fortbent: Homestuck mod (2014 v1.2.2) (0.40.16)
Post by: Putnam on November 25, 2014, 04:38:56 pm
I didn't even consider that and now I'm considering that.

The tough part is figuring out how to implement an individual gaining the abilities in a way that isn't completely stupid.
Title: Re: Fortbent: Homestuck mod (2014 v1.2.2) (0.40.16)
Post by: cyberTripping on November 25, 2014, 07:06:15 pm
I too support the idea of grimdark majykks.

Especially if we get to summon various eldritch horrors described in Rose's tome.
Title: Re: Fortbent: Homestuck mod (2014 v1.2.2) (0.40.16)
Post by: Sergarr on November 26, 2014, 05:12:22 am
I didn't even consider that and now I'm considering that.

The tough part is figuring out how to implement an individual gaining the abilities in a way that isn't completely stupid.
Custom god dubbed as horrorterror cursing an individual with EVIL POWERS?
Title: Re: Fortbent: Homestuck mod (2014 v1.2.2) (0.40.16)
Post by: Liber celi on November 27, 2014, 06:14:25 am
Super rare legendary cueballs you can ask the wrong questions?
Title: Re: Fortbent: Homestuck mod (2014 v1.2.2) (0.40.16)
Post by: Sergarr on November 28, 2014, 05:03:43 am
I've just tested LE vs 10 trolls with unbreakable katanas and

Spoiler (click to show/hide)

this unbreakable stuff is ridiculously strong.


Also katanas are capable of severing heads while stabbing. I'm not sure if this is intended (contact area of the head is 46, contact area of katana is 50)
Title: Re: Fortbent: Homestuck mod (2014 v1.2.2) (0.40.16)
Post by: Putnam on November 28, 2014, 05:22:28 am
Yeah, IIRC I gave LE unconditional immortality in this last version.
Title: Re: Fortbent: Homestuck mod (2014 v1.2.2) (0.40.16)
Post by: Sergarr on November 28, 2014, 06:03:09 am
I guess arena mode bypasses the whole "unconditional immortality" part.
Title: Re: Fortbent: Homestuck mod (2014 v1.2.2) (0.40.16)
Post by: Putnam on November 28, 2014, 06:13:38 am
Arena mode bypasses most DFHack things.
Title: Re: Fortbent: Homestuck mod (2014 v1.2.2) (0.40.16)
Post by: Sergarr on November 29, 2014, 03:21:10 pm
Code: (onLoad.init) [Select]
modtools/interaction-trigger -suppressAttack -onAttackStr teleports -command [ [b]fortbent/dest_teleport[/b] -unit \\ATTACKER_ID ]
There is no dest_teleport.lua script there. But there is a teleport_dest.lua

Sounds like a job for a debugger!
Title: Re: Fortbent: Homestuck mod (2014 v1.2.2) (0.40.16)
Post by: Putnam on November 29, 2014, 04:29:18 pm
Heh, not a debugger, just someone who reads my files with any sort of good situational awareness (I.E not me)
Title: Re: Fortbent: Homestuck mod (2014 v1.2.2) (0.40.16)
Post by: Sergarr on November 29, 2014, 05:27:40 pm
Nah, man, don't be so critical of yourself. Writers always need someone to check up their work precisely because writers have a much harder time noticing any mistakes they made.
Title: Re: Fortbent: Homestuck mod (2014 v1.2.3) (0.40.16)
Post by: Putnam on November 29, 2014, 07:56:44 pm
Anyway, 1.2.3 uploaded with that fix plus a few more.
Title: Re: Fortbent: Homestuck mod (2014 v1.2.3) (0.40.16)
Post by: Arcvasti on December 02, 2014, 01:19:00 am
So I finally decided to actually PLAY this mod, since I felt in the mood for DF again. What followed was the most fun[And best story] I've ever experienced in Adventure Mode, narrated in first person.

Spoiler (click to show/hide)

And I haven't even tried Dwarf Troll mode yet. This promises to be fun.

FAKEDIT: Hey, random modding idea: Is it possible to put Denizens at the core of the planet, instead of HFS and co? If so, would it be a good idea, thematically and mechanically?
Title: Re: Fortbent: Homestuck mod (2014 v1.2.3) (0.40.16)
Post by: Putnam on December 02, 2014, 01:36:09 am
It would be a good idea thematically and difficult mechanically. In terms of actually doing it, it's impossible.
Title: Re: Fortbent: Homestuck mod (2014 v1.2.3) (0.40.16)
Post by: Teneb on December 02, 2014, 09:28:52 am
It would be a good idea thematically and difficult mechanically. In terms of actually doing it, it's impossible.
Couldn't you just add them with an underground depth of 5:5?
Title: Re: Fortbent: Homestuck mod (2014 v1.2.3) (0.40.16)
Post by: Putnam on December 02, 2014, 04:32:45 pm
The "instead" part is difficult.

Also, Choice.

Also, they wouldn't be down there for long, given that there's far nastier stuff lurking in the depths.

Way, way, nastier. The nastiest thing I've ever made in Dwarf Fortress, if that gives you a good hint.
Title: Re: Fortbent: Homestuck mod (2014 v1.2.3) (0.40.16)
Post by: Arcvasti on December 03, 2014, 09:02:44 pm
First impressions of and a few questions regarding Fortbent Fortress Mode:

-Mostly fun and well balanced. I foursee myself playing this for a while.

-Making Sords.... trains Alchemy skill ridiculously fast because of all the artifact grist it makes for no input, even if its otherwise useless for anything besides emergency mass conscriptions[I didn't even know you COULD have negative value in DF]. Intended or oversight?

-Does the eye color of a troll correlate exactly to their blood caste, like it does in-canon? Cursory examination would seem to imply so, since my blue eyed troll has lived several thousand years longer then my ochre and yellow eyed trolls have.

-What differences are there between the various blood castes? Do highbloods have higher toughness in exchange for lack of psychic powers, like they do in-canon?

-OMYGAHD YOU GAVE THE INTRO ANIMATION DWARVES TROLL HORNS
Title: Re: Fortbent: Homestuck mod (2014 v1.2.3) (0.40.16)
Post by: Putnam on December 03, 2014, 09:22:36 pm
2. Intended. Shit's got negative value, gotta make up for that somehow. Seriously, you have to pay people to take it away from you. It is by far my favorite thing in the mod just because of how hilarioust hat is.
3. Yes.
4. Yeah, that's about right. IIRC there are some other minor differences, but I've leveled them out in exchange for near-exclusive psychic/toughness related stuff.
5. I missed it near the end though, heh.

EDIT: Also, I've been thinking of getting title screen music for this. Jit's Crystalguitarthemums is fine for in-game, but I've been thinking of a sorta guitarkind 3 in the morning like the one I just recorded myself practicing of here. (http://vocaroo.com/i/s0K95hlR5vuq)

You think it'd fit the title? How would I loop it?
Title: Re: Fortbent: Homestuck mod (2014 v1.2.3) (0.40.16)
Post by: Graknorke on December 04, 2014, 06:02:33 pm
EDIT: Also, I've been thinking of getting title screen music for this. Jit's Crystalguitarthemums is fine for in-game, but I've been thinking of a sorta guitarkind 3 in the morning like the one I just recorded myself practicing of here. (http://vocaroo.com/i/s0K95hlR5vuq)

You think it'd fit the title? How would I loop it?
Well it'd have to be a bit longer to loop well without being repetitive. Like the pieces Tarn made for the intro changes how it sounds a few times in only a bit over a minute. Changes in volume, pace, and other musical stuff makes it less monotonous to listen to over and over.
Title: Re: Fortbent: Homestuck mod (2014 v1.2.3) (0.40.16)
Post by: Putnam on December 04, 2014, 06:25:43 pm
That was just the first part, the full sheet music is here. (http://www.mediafire.com/view/a5ldz6zb55ce5zv/3_In_The_Morning_Guitarkind.pdf) It's difficult as hell and I should probably use a different version of 3 in the morning.

EDIT: I ended up using A Study In Skaia (http://unofficialmspafans.bandcamp.com/track/a-study-in-skaia) by David Ellis (A Lunatic's Daydream).
Title: Re: Fortbent: Homestuck mod (2014 v1.2.3) (0.40.16)
Post by: Graknorke on December 05, 2014, 11:57:14 am
EDIT: I ended up using A Study In Skaia (http://unofficialmspafans.bandcamp.com/track/a-study-in-skaia) by David Ellis (A Lunatic's Daydream).
Sounds like a good choice. I'd have rather heard your attempt at '3 in the Morning' (The Midnight Crew and Felt albums are probably my favourites), but that's okay too.
Title: Re: Fortbent: Homestuck mod (2014 v1.2.3) (0.40.16)
Post by: Putnam on December 05, 2014, 07:19:30 pm
The main problem is that I have, like, a year of experience in jazz guitar and actually playing 3 in the Morning's piano part on guitar, while certainly not impossible, is far beyond my skill level.

Not the chord arpeggiations (https://www.youtube.com/watch?v=zSg6talwzbU) or even the driving swing part (https://www.youtube.com/watch?v=zSg6talwzbU#t=79), I mean the 16th note runs (https://www.youtube.com/watch?v=zSg6talwzbU#t=103). That part's hard, but writing it down I can see it's doable, since I've seen people do far harder. The rest I'm capable of given a few weeks practice, heh.
Title: Re: Fortbent: Homestuck mod (2014 v1.2.3) (0.40.16)
Post by: DarthBoogalo on December 09, 2014, 08:15:26 pm
Errorlog:
succession traveler placed out of bounds (x15).

Doesn't seem to be affecting the game, but worth noting? Not sure.
Title: Re: Fortbent: Homestuck mod (2014 v1.2.3) (0.40.16)
Post by: Putnam on December 09, 2014, 08:28:20 pm
Yeah, I can't do anything about that.
Title: Re: Fortbent: Homestuck mod (2014 v1.2.3) (0.40.16)
Post by: DarthBoogalo on December 09, 2014, 08:36:17 pm
What causes it? I'm curious.
Title: Re: Fortbent: Homestuck mod (2014 v1.2.3) (0.40.16)
Post by: Putnam on December 09, 2014, 09:03:07 pm
I don't know. This is about 10% the reason I can't do anything about it. The other 90% is because I'm not Toady.
Title: Re: Fortbent: Homestuck mod (2014 v1.2.3) (0.40.16)
Post by: Arcvasti on December 09, 2014, 09:10:09 pm
Stuff I've noticed:

-Wooden weapons/shields and Sords... can be made into grist of the appropriate type.

-All of the workshops related to organic metal display "No reactions. Please check fuel and material availibility".

-Taking a whole bunch of artifact grist and Sords... to the trade depot and then hitting "o" several times levels up your broker's appraisal skills, despite them not accepting the deal because it would lose them money.

-What exactly does the culling workshop do?

Random suggestion:

Something that the unicorns in the FO:E mod have is an insubstantial bodypart called "Telekinesis" with a grasp token. That sounds like something rustbloods could potentially have.

While I'm not asking you to try to do the whole 144 claspects thing, would it be reasonable to have 24 aspect/class combinations instead, one passive and one active for each aspect?
Title: Re: Fortbent: Homestuck mod (2014 v1.2.3) (0.40.16)
Post by: Putnam on December 09, 2014, 09:13:02 pm
1. Fixed with the complete grist rewrite I just did.
2. Organic metal shouldn't exist anymore...
3. Makes sense. Appraising stuff as really freaking shitty doesn't mean they're not learning!
4. Makes a deadly gas that kills certain blooded people. It's kinda dumb.

Telekinesis isn't ubiquitous with any caste, so a new BP entirely would just be an awkward exercise in more friggin castes.

Passive/active was something I thought about, yeah, but that comes up with balance problems. I just sorta have both now.
Title: Re: Fortbent: Homestuck mod (2014 v1.2.3) (0.40.16)
Post by: Putnam on December 09, 2014, 11:19:16 pm
1. The complete grist rewrite I just did.

Let it be known that I am not one to keep people in suspense. This is now released.

EDIT: Less than an hour later, readded beforans, since those are interesting since 0.40.
Title: Re: Fortbent: Homestuck mod (2014 v1.4.0) (0.40.19)
Post by: Putnam on December 12, 2014, 01:44:36 am
Also let it be known that I am not one to give up completely just because nobody gives a shit :P

EDIT: Also here's a god tiering ditty (http://vocaroo.com/i/s0SW0XEVXNgG)
Title: Re: Fortbent: Homestuck mod (2014 v1.4.0) (0.40.19)
Post by: King Kravoka on December 12, 2014, 02:14:43 am
Also let it be known that I am not one to give up completely just because nobody gives a shit :P

EDIT: Also here's a god tiering ditty (http://vocaroo.com/i/s0SW0XEVXNgG)
Good but could use some work.
Title: Re: Fortbent: Homestuck mod (2014 v1.4.0) (0.40.19)
Post by: Teneb on December 13, 2014, 09:34:43 am
How does the grist work now? I keep getting "You torrented X grist, you now have Y grist" but have yet to figure out how to use it. (granted, I've yet to build an alchemiter, so it could be there)
Title: Re: Fortbent: Homestuck mod (2014 v1.4.0) (0.40.19)
Post by: Putnam on December 13, 2014, 02:39:06 pm
It's the alchemiter.
Title: Re: Fortbent: Homestuck mod (2014 v1.4.1) (0.40.19)
Post by: vjmdhzgr on December 21, 2014, 12:55:25 am
So is the class system working in adventurer mode yet? I've been trying to keep track of it's development, but I really can't understand most of what's said in that thread.
Title: Re: Fortbent: Homestuck mod (2014 v1.4.1) (0.40.19)
Post by: Putnam on December 21, 2014, 12:59:25 am
Should be.
Title: Re: Fortbent: Homestuck mod (2014 v1.4.1) (0.40.19)
Post by: joeymax23 on January 11, 2015, 05:47:07 pm
Sweet, if you're not planning a huge update, I'll go ahead and make a new guide because I have literally 0 things better to do
Title: Re: Fortbent: Homestuck mod (2014 v1.4.1) (0.40.19)
Post by: Putnam on January 11, 2015, 05:51:41 pm
Only update I can imagine right now is making level 0 aspect powers less powerful/more muted and making the general level-up system a bit faster (likely by adding more ways to get experience rather than requiring less).
Title: Re: Fortbent: Homestuck mod (2014 v1.4.1) (0.40.19)
Post by: joeymax23 on January 11, 2015, 06:05:57 pm
Sweet, I'll have it done sometime soonish then. I need to get back to Df again after all
Title: Re: Fortbent: Homestuck mod (2014 v1.4.1) (0.40.19)
Post by: joeymax23 on January 12, 2015, 10:08:33 pm
Hey so, is the lack of stepladders intended, or is it a bug from 40.19, or fortbent, or what, because I noticed that my hippie fruit squad almost starved and dehydrated to death because they were just sitting there, staring forlornly at the fruit, unable to gain it's sweet splendor and magnificent alcoholic possibilities.
Title: Re: Fortbent: Homestuck mod (2014 v1.4.1) (0.40.19)
Post by: Putnam on January 12, 2015, 10:09:13 pm
Bug. Whoops. Lemme just update the mod to 0.40.23 while I'm at it.
Title: Re: Fortbent: Homestuck mod (2014 v1.4.1) (0.40.19)
Post by: Floppypig on January 13, 2015, 08:58:33 am
Bug. Whoops. Lemme just update the mod to 0.40.23 while I'm at it.
change the troll word for big and change it to the troll word and small and vice versa and my day will be made
Title: Re: Fortbent: Homestuck mod (2014 v1.2.2) (0.40.16)
Post by: Putnam on January 20, 2015, 04:13:50 am
If you can't bring back all known normal classpect combos

FUCK IT doing that now

Bug. Whoops. Lemme just update the mod to 0.40.23 while I'm at it.
change the troll word for big and change it to the troll word and small and vice versa and my day will be made

???
Title: Re: Fortbent: Homestuck mod (2014 v1.2.2) (0.40.16)
Post by: Graknorke on January 20, 2015, 07:11:56 pm
If you can't bring back all known normal classpect combos

FUCK IT doing that now
Putnam no ;_;
Think about what you're doing to yourself.
Title: Re: Fortbent: Homestuck mod (2014 v1.4.2) (0.40.23)
Post by: Putnam on January 20, 2015, 07:21:20 pm
Nono, I have a system. Trust me, I started today and I'm nearly 1/12 done already, and that's with spending 90% of today procrastinating.

EDIT: Now 1/12 of the way done.
Title: Re: Fortbent: Homestuck mod (2014 v1.4.2) (0.40.23)
Post by: Putnam on January 23, 2015, 04:08:26 am
Oh, also, you can see progress here. (https://github.com/Putnam3145/fortbent/commits/overhaul_x2_combo)
Title: Re: Fortbent: Homestuck mod (2014 v1.4.2) (0.40.23)
Post by: Teneb on January 25, 2015, 11:14:14 am
How much do you think all the classpects will affect fort mode? As it is right now with just the aspects I don't see that much of an effect, but maybe it's just me.
Title: Re: Fortbent: Homestuck mod (2014 v1.4.2) (0.40.23)
Post by: Putnam on January 25, 2015, 03:17:43 pm
Less than before. Right now, they do things the instant they get the claspect; as of next version, they're going to have to level up first.

Of course, I'm also probably going to add more ways to get experience.
Title: Re: Fortbent: Homestuck mod (2014 v1.4.3) (0.40.24)
Post by: Putnam on January 28, 2015, 05:30:14 pm
Alright, claspects are done. Loading time is ludicrous now, unfortunately. Like, horrifically ludicrous. Hope you have a solid state drive.
Title: Re: Fortbent: Homestuck mod (2014 v2.0.0) (0.40.24)
Post by: Putnam on January 28, 2015, 07:00:40 pm
And there's the update. Probably should have waited to post until later to avoid triple post, hehhh....
Title: Re: Fortbent: Homestuck mod (2014 v2.0.0) (0.40.24)
Post by: Graknorke on January 28, 2015, 07:04:51 pm
You say ludicrous... Just how absurd is that?
Title: Re: Fortbent: Homestuck mod (2014 v2.0.0) (0.40.24)
Post by: Putnam on January 28, 2015, 07:06:03 pm
It's actually sorta schizophrenic. Sometimes it takes less than 5 seconds, sometimes over 4 minutes.

I fixed it so that it only happens on a brand new world, though.
Title: Re: Fortbent: Homestuck mod (2014 v2.0.0) (0.40.24)
Post by: Graknorke on January 28, 2015, 07:10:17 pm
Alright, I can live with that... It's not like fuckhuge loading times are a new experience for me.
I'll probably give it a go in the next couple of days. Already a bit nostalgic for the old days of 144 classpects and near-constant rage at how problematic having them was.
Title: Re: Fortbent: Homestuck mod (2014 v2.0.0) (0.40.24)
Post by: Putnam on January 28, 2015, 07:11:11 pm
They're less stupid now, which is to say there's no friggin blisterjuice shooting out your windy people at random.
Title: Re: Fortbent: Homestuck mod (2014 v2.0.0) (0.40.24)
Post by: Graknorke on January 28, 2015, 07:13:02 pm
And you mentioned more ways of them progressing through the tiers?
Title: Re: Fortbent: Homestuck mod (2014 v2.0.0) (0.40.24)
Post by: Putnam on January 28, 2015, 07:24:17 pm
Not just yet, still only kills. Prolly should add something simple like an every-3-weeks +1 exp.
Title: Re: Fortbent: Homestuck mod (2014 v2.0.0) (0.40.24)
Post by: vjmdhzgr on January 28, 2015, 07:29:55 pm
The big PHOEBUS GRAPHICS download link just has ASCII, not Phoebus.
EDIT: Also in the object testing arena at least, all the trolls I summon have the description of "A troll Hero of Rage who has ascended to the god-tiers."
Title: Re: Fortbent: Homestuck mod (2014 v2.0.0) (0.40.24)
Post by: Putnam on January 28, 2015, 07:36:52 pm
The big PHOEBUS GRAPHICS download link just has ASCII, not Phoebus.
EDIT: Also in the object testing arena at least, all the trolls I summon have the description of "A troll Hero of Rage who has ascended to the god-tiers."

First one is almost surely an init.txt problem, which... I guess I'll have to reupload a 25 MB file to fix ._. oh well

That one is because they're all "troll"s. Maybe I should make them arena restricted...

EDIT: No, phoebus graphics just missing in general. Most disturbing. Uploading fix now.
Title: Re: Fortbent: Homestuck mod (2014 v2.0.0) (0.40.24)
Post by: vjmdhzgr on January 28, 2015, 07:50:50 pm
I tested it again and got them all being described as doom players who had gone god-tier. I then restarted the arena and got rage again. I restarted the arena another time and got rage again. Tried again, got rage. Tried again, got doom. Noticed that when spawned with purple first I got doom and when I spawned mutant first I got rage. Tried spawning yellow first, got rage again. Tried spawning cobalt first got doom. Tried teal, got doom. Tried spawning olive first, and got rage. So it seems that if the first troll you spawn in the arena is in the lower half of the hemospectrum all trolls that you spawn from then on are described as rage god-tiers, but if the first troll you spawn is in the upper half of the hemospectrum all the trolls you spawn are described as void god-tiers. Strange.
EDIT: There's also a few things in the errorlog still.
"*** Error(s) found in the file "raw/objects/inorganic_dfhack_classes_fortbent.txt"
Unrecognized CDI Target Token: GREETING
Interaction Token not recognized : HASTE_WITH_BREATH
Interaction Token not recognized : HASTE_WITH_BREATH
Interaction Token not recognized : HASTE_WITH_BREATH
Interaction Token not recognized : HASTE_WITH_BREATH
*** Error(s) finalizing the creature ALTERNIAN_MOTHERGRUB
undefined local creature material set to default: ALTERNIAN_MOTHERGRUB HORN
*** Error(s) finalizing the creature POOF_TROLL
undefined local creature material set to default: POOF_TROLL MUSCLE
*** Error(s) finalizing the creature MUSCLEBEAST
undefined local creature material set to default: MUSCLEBEAST HOOF
*** Error(s) finalizing the creature DAVE_EBUBBLES
undefined local creature material set to default: DAVE_EBUBBLES MUSCLE
*** Error(s) finalizing the interaction DOOM_WEAKEN
Target Token not found C"
Title: Re: Fortbent: Homestuck mod (2014 v2.0.0) (0.40.24)
Post by: Putnam on January 28, 2015, 08:05:26 pm
...You need to page through a bit to find the normal ones, I mean. And yeah, it is odd, since god tiers have ARENA_RESTRICTED and all.

Goddammit things falling through cracks in the commit tango.
Title: Re: Fortbent: Homestuck mod (2014 v2.0.0) (0.40.24)
Post by: vjmdhzgr on January 28, 2015, 10:02:23 pm
...You need to page through a bit to find the normal ones, I mean. And yeah, it is odd, since god tiers have ARENA_RESTRICTED and all.

Goddammit things falling through cracks in the commit tango.
Ah, I understand now. Alright. That is pretty strange. Maybe [ARENA_RESTRICTED] can't be applied through creature variations?
Title: Re: Fortbent: Homestuck mod (2014 v2.0.2) (0.40.24)
Post by: Putnam on January 30, 2015, 03:23:24 am
Also, an explanation for the classes:

Heir: Somewhat defensive.
Seer: Entirely based around stat boosts. Given very few powers.
Knight: Offensive, with some emphasis on buffs
Witch: 100% powers whenever possible. No stat boosts. Most active class included.
Maid: Somewhat offensive.
Page: Doesn't get powers until later than most, and doesn't become powerful until near the end. The most powerful class.
Prince: Completely offensive, with emphasis on destruction.
Rogue: Equally offensive and friend-buffing (I.E taking and giving)
Thief: Equally offensive and defensive (more emphasis on self-buffing than friend)
Sylph: Healing. What healing entails depends on the aspect.
Bard: Offensive, with emphasis on buffs and debuffs. Wasn't sure what to do with this.
Mage: Like seer, but with more powers and less buffs. Yeah, wasn't sure what to do with this.
Title: Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
Post by: KittyRead on February 14, 2015, 06:20:18 pm
How does alchemizing work in adventure mode?
Title: Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
Post by: Putnam on February 14, 2015, 07:28:02 pm
Depends on whether reaction-trigger is working there yet...
Title: Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
Post by: KittyRead on February 14, 2015, 08:50:11 pm
Depends on whether reaction-trigger is working there yet...

Reaction-trigger?
Title: Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
Post by: Putnam on February 14, 2015, 09:05:11 pm
DFHack command. It works in fortress mode, but I'm not sure about adventure mode. If it doesn't work in adventure mode (the reaction simply says "you make nothing" and no dialogue pops up), you can work around it like so:

1. Get your adventurer's unit ID with the following command:

Code: [Select]
lua print(df.global.world.units.active[0].id)
2. Use the following command to alchemize:

Code: [Select]
fortbent/alchemize -unit (id) -adventure
I oughta make alchemization more open for adventure mode, I figure. Didn't really think about that. Also, make it so that it doesn't require your adventurer's unit ID.
Title: Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
Post by: KittyRead on February 15, 2015, 08:51:29 pm
DFHack command. It works in fortress mode, but I'm not sure about adventure mode. If it doesn't work in adventure mode (the reaction simply says "you make nothing" and no dialogue pops up), you can work around it like so:

1. Get your adventurer's unit ID with the following command:

Code: [Select]
lua print(df.global.world.units.active[0].id)
2. Use the following command to alchemize:

Code: [Select]
fortbent/alchemize -unit (id) -adventure
I oughta make alchemization more open for adventure mode, I figure. Didn't really think about that. Also, make it so that it doesn't require your adventurer's unit ID.

So then I guess this mod is more for Dwarf Mode than Adventure?

It's okay though I enjoy playing with it regardless.
Title: Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
Post by: Putnam on February 15, 2015, 09:02:10 pm
It should work in adventure mode. If it doesn't, then it's a problem with DFHack. I like it in adventure mode.
Title: Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
Post by: rokoy on May 08, 2015, 01:04:54 am
How goes development?
Title: Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
Post by: Putnam on May 08, 2015, 01:29:31 am
puased.....
Title: Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
Post by: Putnam on May 27, 2015, 04:10:23 pm
I got bored with doing ridiculous crap for the DBZ mod. Time to do some ridiculous crap for Fortbent.

Next release ought to be 2.1.1, which will replace all interaction-trigger and syndrome-trigger calls with a system I programmed myself for Sparking because neither of those things seem to work consistently. This will make powers much more nice.
Title: Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
Post by: Graknorke on May 27, 2015, 04:31:41 pm
I await your update with bated breath. Even though I'm getting those pre-new-version want to hold off playing DF.
Title: Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
Post by: Putnam on May 27, 2015, 04:36:33 pm
2.1.1 pre-release here (https://github.com/Putnam3145/fortbent/archive/cutting_edge.zip)

it should work, only reason it's a pre-release is because I haven't personally tested it;  the code is hilariously simple, though.

EDIT: my creative impulses towards in-game GUIs are more suited to Sparking as it turns out

sorry if it seems like I'm focusing on one mod to the detriment of all others, in a hilariously ironic and hypocritical way

because that's exactly what's happening
Title: Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
Post by: rokoy on June 02, 2015, 05:08:07 pm
Thanks mate, should I warn you about any big bugs I find?
Title: Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
Post by: Putnam on June 02, 2015, 05:13:01 pm
yes
Title: Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
Post by: rokoy on June 02, 2015, 10:10:44 pm
Not really a major bug, but it is kinda funny: one of my axemen was killed in a tragic logging accident and now every single troll in my expedition is god tier.
Title: Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
Post by: Putnam on June 02, 2015, 10:15:27 pm
what
Title: Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
Post by: rokoy on June 02, 2015, 10:34:21 pm
I believe you at one time said that the god tiering was largely tied to their hardness (the thing which makes dwarves immune to death and tragedy) and perhaps they got disproportionately hardened from that one death.
Title: Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
Post by: Putnam on June 02, 2015, 10:38:14 pm
it's not based on hardness, it's something completely unrelated...

oh god is it giving too much experience.
Title: Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
Post by: rokoy on June 08, 2015, 06:44:26 pm
Out of curiosity, what exactly does it do? Like, now that my roster is full of god tiers, what is going to be different?
Title: Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
Post by: Putnam on June 08, 2015, 07:05:17 pm
They all have godly abilities, depending on their titles. Might help in sieges, should you ever get one. Enough god tiers may even help you to fight off the nastier beasties living underneath.
Title: Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
Post by: Bien on June 09, 2015, 07:58:25 pm
Awesome mod! Though, aren't trolls supposed to have 6-6 names or is that hardcoded?
Title: Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
Post by: Putnam on June 09, 2015, 07:59:55 pm
I used to have a process to make their names 6-6 instead of 6-12 as it is now, but I removed that for some reason.

I don't know why, it shouldn't be a problem.

I just ignore whichever of their last names sound dumber with the first name. Since every word in the language is six letters, it's easy to tell which word is which.
Title: Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
Post by: Bien on June 09, 2015, 08:11:42 pm
Ah, it's alright. I was just wondering why the names were 6-12.

Also, do you have any idea to get this to play nice with PyLNP? What I did was to install the LNP and then extract the merge version into it. Switching graphics sets results in LNP deleting the mod raws.
Title: Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
Post by: Putnam on June 09, 2015, 08:36:06 pm
...still? yeesh

yeah I'm not sure if I could do anything about that
Title: Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
Post by: Bien on June 09, 2015, 10:26:30 pm
So this has been a recurring problem? Hm, maybe I'll ask the PyLNP people then.

Last one: how does one take care of musclebeasts?
Title: Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
Post by: Putnam on June 09, 2015, 10:30:21 pm
They're quite capable of taking care of themselves. How can one be a butler if they cannot butle theirself?
Title: Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
Post by: Bien on June 09, 2015, 11:17:04 pm
Ah. The ones that I have keep getting stressed. Is it safe to assign them to pastures?
Title: Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
Post by: Putnam on June 10, 2015, 01:27:11 am
...They can get stressed? Fascinating. Not sure how I never saw that.

I am not sure if there is an emotion for being pastured up. I wouldn't worry about it unless they get to punching.
Title: Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
Post by: Bien on June 10, 2015, 02:15:21 am
There's also a slight bug (I assume) that trollish kilns can't make pearlash, thus cutting out two thirds of the glass production workflow.

And this happens (http://puu.sh/ijca9/78d36da4b3.png)
I am not sure if this is supposed to happen. Same install as described before.
Title: Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
Post by: Putnam on June 10, 2015, 02:26:46 am
Yeah, that's supposed to happen, sorta. The console showing who gets what class is Roses thing. I could remove it, but it does offer some pretty useful information (such as that error you got there, which IIRC I "fixed" by just having it be a pcall that shows the error if it exists)
Title: Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
Post by: Bien on June 10, 2015, 04:58:12 am
Ah. I see.

Also, I found an inelegant solution to PyLNP deleting the raws. The Fortbent raws have to be added to the graphics pack raws in the folder that LNP uses for them, as the utility deletes the raws folder in the game and replaces them wholesale with its own copy. Presumably, this is to eliminate fuckups caused by switching from say, Phoebus to CLA.

Edit:
Is this compatible with Rubble?
Title: Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
Post by: Putnam on July 17, 2015, 08:59:41 pm
I'm not sure if rubble can make anything incompatible.

If you mean can it be installed with rubble: I'm also not sure about that, since I don't know how robust any conversion scripts may be.
Title: Re: Fortbent: Homestuck mod (v2.2.0) (0.42.04)
Post by: Putnam on January 11, 2016, 02:37:00 am
Successfully updated. I think it actually works better than it used to? Especially since it no longer has to rely on Friendship for non-player-race citizens. Notably and unintentionally, but still cool: musclebeasts can work now! I think they may only haul, but they have jobs and everything.
Title: Re: Fortbent: Homestuck mod (v2.2.0) (0.42.04)
Post by: Graknorke on January 11, 2016, 03:13:22 am
I'll check it out, see if I can't break anything.
Title: Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
Post by: Putnam on April 06, 2016, 02:47:47 am
Next up: fraymotifs.

If I go by claspects, there are 3006720. I can do that programmaticly using what I once-unfortunately-now-serendipitously refer to as "affect effects" and "effect affects". Class combinations will have effects on the motif affect and aspect combinations will give the motif effect affects.

Unfortunately, that number and the rawy nature of such things necessitates DF to be 64-bit before I bother.

Or does it...??
Title: Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
Post by: Teneb on April 06, 2016, 05:05:46 pm
I eagerly await whatever hack wizardry you come up with to represent that.
Title: Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
Post by: Rekov on April 06, 2016, 09:25:24 pm
After not having checked out MSPA in like 5 years, I came back and it just happened to be the exact day Homestuck ended.

Then I came here. I'm excited to try this out! Does it work with other graphics sets, like Obsidian, or just Phoebus?

Either way, looking forward to this.
Title: Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
Post by: Putnam on April 06, 2016, 09:27:23 pm
homestuck doesn't end for another week.
Title: Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
Post by: Rekov on April 06, 2016, 09:35:20 pm
homestuck doesn't end for another week.
Whatever.
Title: Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
Post by: Putnam on April 06, 2016, 09:55:52 pm
oh, wait, you haven't checked up in 5 years? "whatever" is actually perfectly reasonable then lol, no way you're catching up in only a week if you're even bothering to do that at all

anyway, it supports Phoebus by default and has a Phoebus download option.
Title: Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
Post by: Rekov on April 07, 2016, 11:48:44 am
Yeah, I decided to start from the beginning since it's been so long. I'll probably end up playing Fortbent before I get all the way through it though. I don't know what your dev plans are. Might wait for a 0.42.06 release, but who knows.
Title: Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
Post by: Atomisk on April 09, 2016, 02:35:17 pm
Oh i eagerly await the next fortbent update too putnam ;D Have fun with fraymotifs.
Title: Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
Post by: tranquilham on April 09, 2016, 03:40:30 pm
So I have a question:
I started a new fortress, and lots of my trolls are flying.
What.

EDIT: Okay so apparently all of my trolls are named "humans" and they have all ascended to God Tier, all being Heroes Of Time. wat.gif
EDIT2: I am using DF 42.06, I guess that is the problem. Can anyone provide that version? Got it now, testing to see if it works.
Title: Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
Post by: Putnam on April 09, 2016, 03:51:18 pm
oh god

0.42.06 should not be a problem, the version number in the title just refers to what the current packaged version is, that sounds like duped raws to me, what does errorlog.txt say?
Title: Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
Post by: tranquilham on April 09, 2016, 03:55:39 pm
oh god

0.42.06 should not be a problem, the version number in the title just refers to what the current packaged version is, that sounds like duped raws to me, what does errorlog.txt say?

I modified the raws a bit for funzies to see what I could do, apparently the [NO_X] tags dont work with them.

Also, how would I attach the error log to my post?
Title: Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
Post by: Putnam on April 09, 2016, 03:56:15 pm
in
Code: [Select]
[code] tags
Title: Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
Post by: tranquilham on April 09, 2016, 04:18:57 pm
So trying to post the errorlog gives me this error: 413 Request Entity Too Large. How fitting.
Title: Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
Post by: Putnam on April 09, 2016, 04:54:22 pm
That's disturbing. Try posting a small snippet.
Title: Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
Post by: tranquilham on April 09, 2016, 05:07:45 pm
That's disturbing. Try posting a small snippet.

I'm trying a completely fresh install, and everything looks to be going good, at least in the Embark screen. I'll update as soon as I can.

UPDATE: New, fresh install solved it. I think it must've been duped raws.
Title: Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
Post by: Putnam on April 09, 2016, 05:21:33 pm
Oh, I'm here to crowdsource for a sec.

Post what you think a good idea for a fraymotif is. Literally any fraymotif. Just a combination between two claspects. As many as possible. I mean, just looking at the ones in Homestuck... they're awfully simple. Sorta like layered effects OH. Oh. That works.
Title: Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
Post by: tranquilham on April 09, 2016, 05:27:11 pm
Oh, I'm here to crowdsource for a sec.

Post what you think a good idea for a fraymotif is. Literally any fraymotif. Just a combination between two claspects. As many as possible. I mean, just looking at the ones in Homestuck... they're awfully simple. Sorta like layered effects OH. Oh. That works.

I especially love John, Roxy and Rose's combo that makes that spinning wizard dude. I don't think that'd apply to anything in Dorf, though.
An idea for a Time player is to be able to freeze a unit, so they cant move, but still attack, while another player attacks them. You might need to do some workarounds for that one.

EDIT: Any plans to add The Felt?

Title: Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
Post by: Putnam on April 09, 2016, 07:02:45 pm
I mentioned to my brother the possibility of adding the felt. Then I just went "noooo".

With some small amount of reasonableness, I can add:

Itchy (FAST)
Doze (slow)
Trace (can see past trails)
Clover (incredible luck)
Fin (can see future trails)

Crowbar (a dude)


That's really about it.
Title: Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
Post by: tranquilham on April 10, 2016, 06:37:11 am
One more thing: is there some sort of manual detailing the new features? (i.e god tiers, new workshops, grist, etc)
Title: Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
Post by: TheBiggerFish on April 10, 2016, 07:29:21 am
Whaaaaaa.

This thread.

It is real.

*pinches self*

Mostly here to watch the shenanigans.
Title: Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
Post by: Putnam on April 10, 2016, 11:29:14 am
One more thing: is there some sort of manual detailing the new features? (i.e god tiers, new workshops, grist, etc)

This was my first mod and I never got into the habit of it. I could start, but I'm working on Fraymotifs. I'm actually writing the docs for those as I go, so I could probably put those onto a wiki page.
Title: Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
Post by: tranquilham on April 10, 2016, 02:19:02 pm
Really what I am having trouble with the grist system. I dont quite get what I have to kill to get grist. Is there a special tag?
Also: does ascending to God Tier involve sacrifical slabs as in canon? Or is it something else?
Title: Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
Post by: Putnam on April 10, 2016, 02:41:49 pm
1. No special tag. Grist value of a creatures death is equivalent to:

(body_size/10000)+((strength+agility)/500)+(toughness/800)+((endurance+spatial_sense+kinesthetic_sense)/1000)+(willpower/1500)+(focus/2000)+(weapon_skills3)+(unarmed_skills1.5)+(attack_skills2)+(defense_skills2.5)+(situational_awareness2)

Plus a zilly grist if the creature was a MEGABEAST. Note that all weapon_skills etc. (all the stuff with exponents attached) are considered separately, I.E. having 6 in sword and 5 in axe will get you 216+125=341 grist, not 11*11*11=1331 grist.
holy crap i managed to fit 612, 413 and 111111 into that explanation without stretching anything. 1025 is there, too, but a stretch.
2. Couldn't implement sacrificial slabs in any way imaginable, so they just go god tier upon reaching a certain level. I think I used to have it be when they died, but not anymore.

Funny how I couldn't implement sacrificial slabs, but heroic/just deaths? A-OK!
Title: Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
Post by: tranquilham on April 10, 2016, 03:48:30 pm
1. No special tag. Grist value of a creatures death is equivalent to:

(body_size/10000)+((strength+agility)/500)+(toughness/800)+((endurance+spatial_sense+kinesthetic_sense)/1000)+(willpower/1500)+(focus/2000)+(weapon_skills3)+(unarmed_skills1.5)+(attack_skills2)+(defense_skills2.5)+(situational_awareness2)

Plus a zilly grist if the creature was a MEGABEAST. Note that all weapon_skills etc. (all the stuff with exponents attached) are considered separately, I.E. having 6 in sword and 5 in axe will get you 216+125=341 grist, not 11*11*11=1331 grist.
holy crap i managed to fit 612, 413 and 111111 into that explanation without stretching anything. 1025 is there, too, but a stretch.

I heard you mentioned something about turning mundane materials into grist? Or am I wrong?
2. Couldn't implement sacrificial slabs in any way imaginable, so they just go god tier upon reaching a certain level. I think I used to have it be when they died, but not anymore.

Funny how I couldn't implement sacrificial slabs, but heroic/just deaths? A-OK!
Title: Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
Post by: Putnam on April 10, 2016, 03:52:46 pm
Removed it or didn't implement it, not sure which, doesn't sound like a good idea anyway.
Title: Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
Post by: tranquilham on April 10, 2016, 03:57:06 pm
Removed it or didn't implement it, not sure which, doesn't sound like a good idea anyway.

What about Organic Cheapmetals? It says I need to make it into wafers, but I can't find a way to do that, so I'm at a standstill.
Title: Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
Post by: Putnam on April 10, 2016, 04:00:09 pm
I should probably fix that then.
Title: Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
Post by: tranquilham on April 10, 2016, 04:02:02 pm
I should probably fix that then.

The organic workshops and the culling workshop don't seem to have any effect either. Will post a log soon.

EDIT: The logs don't seem to show anything useful, just referencing one tag I thought I removed from the raws. And something about a TRAVEL_ADVISORY?
Title: Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
Post by: Teneb on April 10, 2016, 04:15:53 pm
And something about a TRAVEL_ADVISORY?
That's a DF bug, not a mod one.
Title: Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
Post by: Putnam on April 10, 2016, 04:32:26 pm
Okay, I have the skeleton of Fraymotifs worked out. At the very least, now I have a generic effect, a generic affect, and a few modifiers that I can mix up.

The affect I have is just directly effecting a creature; the generic effect I have makes the creature lose x blood every y ticks for z ticks, where x y and z can all be modified by modifiers.

The generic effect and affect will probably be replaced in most cases. I'm making it so that a title's effects, affects and modifiers fall back as follows:

if title effect not found, instead use:
  aspect effect, but if that's not found, instead use:
    generic effect.

I'm using effect and affect primarily to annoy people, since using the most obtuse language possible is way in the spirit of Homestuck. Some of the fraymotifs are going to be effects what affect the victim's affect, too.
Title: Re: Fortbent: Homestuck mod (v2.3.0) (0.42.06)
Post by: Putnam on April 17, 2016, 06:43:08 am
Fraymotif! Volumetric pressurized vigorous gung-ho splintered freudian geometric bloodshot!
Title: Re: Fortbent: Homestuck mod (v2.3.0) (0.42.06)
Post by: TheBiggerFish on April 17, 2016, 08:33:59 am
That's one of them?
Title: Re: Fortbent: Homestuck mod (v2.3.0) (0.42.06)
Post by: Liber celi on April 17, 2016, 08:57:54 am
But can the bloodshot give you troll rabies?

(But yes please I'd really like to see an army of dwarfs trolls synchronize their theme music for maximum overkill)
Title: Re: Fortbent: Homestuck mod (v2.3.0) (0.42.06)
Post by: Putnam on April 17, 2016, 03:44:51 pm
That's one of them?

That's one of the technically infinite by the system i've devised, yeah.

(that's a borderlands lie though)
Title: Re: Fortbent: Homestuck mod (v2.3.0) (0.42.06)
Post by: Atomisk on April 17, 2016, 08:08:21 pm
First of all, how can you make the past/future trails thing work. Second of all, give me that time/heart fraymotif that rips the soul from time and space. :P
Title: Re: Fortbent: Homestuck mod (v2.3.0) (0.42.06)
Post by: Putnam on April 17, 2016, 08:12:14 pm
I have the time/mind fraymotif and a mind/heart fraymotif that does basically what you describe.

Also, past/future trails can work mostly by:

1. For past trails, keeping track of where a unit's been.

2. For future trails, looking at the unit's current action and displaying it.
Title: Re: Fortbent: Homestuck mod (v2.3.0) (0.42.06)
Post by: Putnam on April 19, 2016, 09:54:37 pm
Anyway, plans for next version:

God tier rework involving the removal of transformations. Also removing the beforan creature. Seriously, the jank all that introduces since 0.42 allowed multi-race forts is not even remotely worth it.

Allow more races to get Sburb roles. I don't know why I was using creature classes, a simple lookup table is much better. As of the next version, the following creatures will be sburbable:

Code: [Select]
    HUMAN
    TROLL_ALTERNIA
    DWARF
    ELF
    SAIYAN
    FOUNDATION
    GNOME_CIV
    SUCCUBUS

Also, this, but it's at an early enough stage that i'm not sure if it can be fully implemented:

(https://imgur.com/K2qONDX.png)
Title: Re: Fortbent: Homestuck mod (v2.4.0) (0.42.06)
Post by: Putnam on April 24, 2016, 09:37:57 pm
Alright, that update was released. It also has a nifty new UI for displaying sburb roles instead of filling up all available space with them at all times.
Title: Re: Fortbent: Homestuck mod (v2.4.0) (0.42.06)
Post by: vjmdhzgr on April 24, 2016, 10:42:04 pm
What exactly was that update though? I assume those additional races are in there, as is all that fraymotif stuff, but is that early stage feature you might be implementing in there? What do the fraymotifs do? I feel like there's barely any information on this update.
Title: Re: Fortbent: Homestuck mod (v2.4.0) (0.42.06)
Post by: Putnam on April 24, 2016, 11:01:25 pm
The fraymotif stuff was in 2.3.0, I think. I should probably write an article on the wiki about the various effects, affects and unique fraymotifs.

2.4.0 adds troll romance (moirallegiance, kismesisitude, auspisticism, matespritship), which basically act as not-quite-as-fleshed-out relationships for right now. It also makes the whole sburb roles stuff a lot less clunky by making them visible in the unit list and unit status screens instead of everywhere their name appears, like so (pressing "f" to make the switch, it says how on the screen):

(https://imgur.com/WjktBo6.png)
Title: Re: Fortbent: Homestuck mod (v2.4.0) (0.42.06)
Post by: Teneb on April 25, 2016, 05:55:07 am
Truly, you are more than worthy of your personal text. Well done.
Title: Re: Fortbent: Homestuck mod (v2.4.0) (0.42.06)
Post by: Rekov on April 25, 2016, 08:13:30 pm
How do the various blood castes work in DF? Do they all appear with equal frequency, or do the lower castes appear more often? Do the lower casts have significantly shorter lifespans?

EDIT: Nvm, I think I found enough of an answer by searching thread.
Title: Re: Fortbent: Homestuck mod (v2.4.0) (0.42.06)
Post by: Putnam on April 25, 2016, 08:23:36 pm
Lower castes appear more often and have significantly shorter lifespan.
For example, in my current fort, here's a burgundy blood:

Gnisha Advina will die of old age on 284-08-14, in 13 years, 3 months, and 12 days. He will be 31 years, 10 months, and 15 days old.

And here's an indigo blood:

Erechi Nisata will die of old age on 9614-07-06,
in 9343 years, 2 months, and 3 days.
He will be 9465 years, 10 months, and 1 day old.

I do not have any higher blooded trolls.
Title: Re: Fortbent: Homestuck mod (v2.4.0) (0.42.06)
Post by: Rekov on April 27, 2016, 01:29:41 pm
Many of the noble positions don't seem to require offices or furniture or anything like that.

I'm also getting a huge amount of red bloods. Are these just being conflated with burgundy? The candy red mutation is supposed to be exceedingly rare, right?

EDIT: Oh, yeah, I guess they are burgundy, but they show up as red for whatever reason in Dwarf Therapist.
Title: Re: Fortbent: Homestuck mod (v2.5.0) (0.42.06)
Post by: Putnam on May 03, 2016, 11:24:57 pm
(red) means burgundy. (mutant) means candy red.

Anyway, I added a way for Lord English himself to show up. He's basically unbeatable. You can beat him if you get Caledfwlch, which is possible with a really good thief/rogue of void + really good seer/mage of doom, but I wouldn't rely on it even if you have it, since LE is kinda lasery. You'd need something like, say, an army of fodder to allow your Caledfwlch-wielding hero in (who should probably be a time hero to at least provide a chance to get to LE before he manages to get away and shoot)
Title: Fortbent: Homestuck mod (v2.5.0) (0.42.06)
Post by: jovianArchiver on July 12, 2016, 04:36:38 pm
Does the mod work for 43.03 and/or .06?
Title: Re: Fortbent: Homestuck mod (v2.5.0) (0.42.06)
Post by: Putnam on July 12, 2016, 04:39:48 pm
Now that DFHack's out, the mod ought to be working with 0.43.03 AFAIK.
Title: Re: Fortbent: Homestuck mod (v2.5.0) (0.42.06)
Post by: randomgenericusername on July 03, 2017, 07:19:03 pm
Sorry for necro, but is this mod still being worked on?
Title: Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
Post by: Nahere on July 23, 2017, 04:21:47 pm
DFHack command. It works in fortress mode, but I'm not sure about adventure mode. If it doesn't work in adventure mode (the reaction simply says "you make nothing" and no dialogue pops up), you can work around it like so:

1. Get your adventurer's unit ID with the following command:

Code: [Select]
lua print(df.global.world.units.active[0].id)
2. Use the following command to alchemize:

Code: [Select]
fortbent/alchemize -unit (id) -adventure
I oughta make alchemization more open for adventure mode, I figure. Didn't really think about that. Also, make it so that it doesn't require your adventurer's unit ID.
So the alchemize reaction does nothing in adventure mode, and using that command gives me this error:
Code: [Select]
...ent/data/save/region1/raw/scripts/fortbent/alchemize.lua:125: attempt to call
 a nil value (global 'usesCreature')
stack traceback:
        ...ent/data/save/region1/raw/scripts/fortbent/alchemize.lua:125: in loca
l 'filter'
        C:\Users\L\Documents\DF\Fortbent\hack\lua\gui\materials.lua:302: in func
tion 'gui.materials.ItemTypeDialog'
        ...ent/data/save/region1/raw/scripts/fortbent/alchemize.lua:85: in globa
l 'showItemPrompt'
        ...ent/data/save/region1/raw/scripts/fortbent/alchemize.lua:147: in func
tion <...ent/data/save/region1/raw/scripts/fortbent/alchemize.lua:143>
Using DFHack 0.43.05-r2 and Fortbent 2.5.0.
Also, when do get a claspect? Or learn what claspect I was assigned?

Edit:
So I noticed that an update for dfhack 43.05 had been made since 2.5.0, so I reinstalled with the latest fortbent master, but encountered the same error. Additionally, starting an adventurer gave me this error:
Code: [Select]
        C:\Users\L\Documents\DF\Fortbent\hack\lua\dfhack.lua:580: in upvalue '_r
un_command'
        C:\Users\L\Documents\DF\Fortbent\hack\lua\dfhack.lua:595: in function 'd
fhack.run_command'
        ...ts\DF\Fortbent/data/save/region1/raw/init.d/fortbent.lua:47: in main
chunk
        [C]: in function 'safecall'
        C:\Users\L\Documents\DF\Fortbent\hack\lua\dfhack.lua:621: in upvalue 'lo
adInitFile'
        C:\Users\L\Documents\DF\Fortbent\hack\lua\dfhack.lua:650: in function <C
:\Users\L\Documents\DF\Fortbent\hack\lua\dfhack.lua:629>
and attempting to load the save caused this error in the dfhack console:
Code: [Select]
...ortbent/data/save/region1/raw/scripts/functions/unit.lua:298: attempt to perf
orm arithmetic on a nil value (local 'change')
...ortbent/data/save/region1/raw/scripts/functions/unit.lua:298: attempt to perf
orm arithmetic on a nil value (local 'change')
...ortbent/data/save/region1/raw/scripts/functions/unit.lua:298: attempt to perf
orm arithmetic on a nil value (local 'change')
...ortbent/data/save/region1/raw/scripts/functions/unit.lua:298: attempt to perf
orm arithmetic on a nil value (local 'change')
...ortbent/data/save/region1/raw/scripts/functions/unit.lua:285: attempt to perf
orm arithmetic on a nil value (local 'change')
...ortbent/data/save/region1/raw/scripts/functions/unit.lua:458: attempt to perf
orm arithmetic on a nil value (local 'change')
...ortbent/data/save/region1/raw/scripts/functions/unit.lua:298: attempt to perf
orm arithmetic on a nil value (local 'change')
...ortbent/data/save/region1/raw/scripts/functions/unit.lua:458: attempt to perf
orm arithmetic on a nil value (local 'change')
...ortbent/data/save/region1/raw/scripts/functions/unit.lua:298: attempt to perf
orm arithmetic on a nil value (local 'change')
...ortbent/data/save/region1/raw/scripts/functions/unit.lua:458: attempt to perf
orm arithmetic on a nil value (local 'change')
...ortbent/data/save/region1/raw/scripts/functions/unit.lua:298: attempt to perf
orm arithmetic on a nil value (local 'change')
...ortbent/data/save/region1/raw/scripts/functions/unit.lua:298: attempt to perf
orm arithmetic on a nil value (local 'change')
...ortbent/data/save/region1/raw/scripts/functions/unit.lua:298: attempt to perf
orm arithmetic on a nil value (local 'change')
...ortbent/data/save/region1/raw/scripts/functions/unit.lua:298: attempt to perf
orm arithmetic on a nil value (local 'change')
...ortbent/data/save/region1/raw/scripts/functions/unit.lua:298: attempt to perf
orm arithmetic on a nil value (local 'change')
...ortbent/data/save/region1/raw/scripts/functions/unit.lua:298: attempt to perf
orm arithmetic on a nil value (local 'change')
...ortbent/data/save/region1/raw/scripts/functions/unit.lua:298: attempt to perf
orm arithmetic on a nil value (local 'change')
...ortbent/data/save/region1/raw/scripts/functions/unit.lua:298: attempt to perf
orm arithmetic on a nil value (local 'change')
...ortbent/data/save/region1/raw/scripts/functions/unit.lua:285: attempt to perf
orm arithmetic on a nil value (local 'change')
...ortbent/data/save/region1/raw/scripts/functions/unit.lua:458: attempt to perf
orm arithmetic on a nil value (local 'change')
...ortbent/data/save/region1/raw/scripts/functions/unit.lua:298: attempt to perf
orm arithmetic on a nil value (local 'change')
...ortbent/data/save/region1/raw/scripts/functions/unit.lua:458: attempt to perf
orm arithmetic on a nil value (local 'change')
...ortbent/data/save/region1/raw/scripts/functions/unit.lua:458: attempt to perf
orm arithmetic on a nil value (local 'change')
...ortbent/data/save/region1/raw/scripts/functions/unit.lua:285: attempt to perf
orm arithmetic on a nil value (local 'change')
...ortbent/data/save/region1/raw/scripts/functions/unit.lua:298: attempt to perf
orm arithmetic on a nil value (local 'change')
...ortbent/data/save/region1/raw/scripts/functions/unit.lua:458: attempt to perf
orm arithmetic on a nil value (local 'change')
...ortbent/data/save/region1/raw/scripts/functions/unit.lua:285: attempt to perf
orm arithmetic on a nil value (local 'change')
...ortbent/data/save/region1/raw/scripts/functions/unit.lua:298: attempt to perf
orm arithmetic on a nil value (local 'change')
...ortbent/data/save/region1/raw/scripts/functions/unit.lua:298: attempt to perf
orm arithmetic on a nil value (local 'change')
...ortbent/data/save/region1/raw/scripts/functions/unit.lua:285: attempt to perf
orm arithmetic on a nil value (local 'change')
...ortbent/data/save/region1/raw/scripts/functions/unit.lua:458: attempt to perf
orm arithmetic on a nil value (local 'change')
Loading script at C:\Users\L\Documents\DF\Fortbent/data/save/region1/raw/fortben
t_onload.txt
Class System successfully loaded
and then this one on successfully loading:
Code: [Select]
C:\Users\L\Documents\DF\Fortbent\hack\lua\dfhack.lua:507: Could not find script
base/roses-table
stack traceback:
        [C]: in function 'error'
        C:\Users\L\Documents\DF\Fortbent\hack\lua\dfhack.lua:507: in function 'd
fhack.run_script_with_env'
        C:\Users\L\Documents\DF\Fortbent\hack\lua\dfhack.lua:490: in function 'd
fhack.script_environment'
        ...Fortbent/data/save/region1/raw/scripts/base/on-death.lua:4: in local
'script_code'
        C:\Users\L\Documents\DF\Fortbent\hack\lua\dfhack.lua:562: in function 'd
fhack.run_script_with_env'
        (...tail calls...)
        [C]: in field 'runCommand'
        C:\Users\L\Documents\DF\Fortbent\hack\lua\dfhack.lua:580: in upvalue '_r
un_command'
        C:\Users\L\Documents\DF\Fortbent\hack\lua\dfhack.lua:595: in function 'd
fhack.run_command'
        ...rtbent/data/save/region1/raw/scripts/base/roses-init.lua:86: in local
 'script_code'
        C:\Users\L\Documents\DF\Fortbent\hack\lua\dfhack.lua:562: in function 'd
fhack.run_script_with_env'
        (...tail calls...)
        [C]: in field 'runCommand'
        C:\Users\L\Documents\DF\Fortbent\hack\lua\dfhack.lua:580: in upvalue '_r
un_command'
        C:\Users\L\Documents\DF\Fortbent\hack\lua\dfhack.lua:595: in function 'd
fhack.run_command'
        ...ts\DF\Fortbent/data/save/region1/raw/init.d/fortbent.lua:47: in main
chunk
        [C]: in function 'safecall'
        C:\Users\L\Documents\DF\Fortbent\hack\lua\dfhack.lua:621: in upvalue 'lo
adInitFile'
        C:\Users\L\Documents\DF\Fortbent\hack\lua\dfhack.lua:650: in function <C
:\Users\L\Documents\DF\Fortbent\hack\lua\dfhack.lua:629>
Title: Re: Fortbent: Homestuck mod (v2.5.0) (0.42.06)
Post by: Putnam on July 23, 2017, 07:05:48 pm
I should never have used someone else's script for something I wanted to do.

I'll try to keep up, but it's a bit hard with other stuff i'm juggling outside the dwarfosphere.

Thank you for the detailed bug reports, though, I can make some issues.
Title: Re: Fortbent: Homestuck mod (v2.6.0) (0.43.05)
Post by: Putnam on July 23, 2017, 07:44:51 pm
I made a new release, since it's become clear that it can't be in a worse state than the previous one.
Title: Re: Fortbent: Homestuck mod (v2.6.0) (0.43.05)
Post by: Nahere on July 24, 2017, 01:01:14 am
Alchemy seems to be working now thanks, although the reaction doesn't trigger the interface (maybe just set it up so it can be keybound?).
Killing things causes this error:
Code: [Select]
...rtbent/data/save/region1/raw/scripts/functions/class.lua:24: attempt to compa
re nil with number
stack traceback:
        ...rtbent/data/save/region1/raw/scripts/functions/class.lua:24: in field
 'addExperience'
        ...Fortbent/data/save/region1/raw/scripts/base/on-death.lua:103: in func
tion <...Fortbent/data/save/region1/raw/scripts/base/on-death.lua:26>
Which might have something to do with the fact that I haven't seen any evidence of the class system. How are the classes meant to show up in adventure mode?
Title: Re: Fortbent: Homestuck mod (v2.6.0) (0.43.05)
Post by: Putnam on July 24, 2017, 02:10:02 am
It's possibly legacy code from someone else's system, it used to work, i have no idea what could've changed in the meantime, this will take a while, i'm going to make an issue to unfuck all that now
Title: Re: Fortbent: Homestuck mod (v3.0.0) (0.43.05)
Post by: Putnam on July 30, 2017, 06:34:44 am
3.0.0 released. Claspects overhauled again. This time... it happened much faster, lmao
Title: Re: Fortbent: Homestuck mod (v3.0.0) (0.43.05)
Post by: randomgenericusername on July 30, 2017, 02:05:32 pm
Errors in adventure mode, I dont think the class stuff is working correctly
EDIT: added more red text
Code: [Select]
Loading script at C:\Users\(username)\Desktop\Graphics/data/save/region1/raw/fortbent_onload.txt
...ta/save/region1/raw/scripts/fortbent/claspect_assign.lua:19: attempt to index a nil value (global 'hist_figure_info')
stack traceback:
        ...ta/save/region1/raw/scripts/fortbent/claspect_assign.lua:19: in global 'assignClaspect'
        ...ta/save/region1/raw/scripts/fortbent/claspect_assign.lua:107: in global 'makeClaspect'
        ...ta/save/region1/raw/scripts/fortbent/claspect_assign.lua:133: in upvalue 'func'
        C:\Users\(username)\Desktop\Graphics\hack\lua\repeat-util.lua:30: in function <C:\Users\(username)\Desktop\Graphics\hack\lua\repeat-util.lua:29>
...data/save/region1/raw/scripts/modtools/putnam_skills.lua:115: Cannot write field unit_musical_skill.experience: integer expected.
stack traceback:
        [C]: in metamethod '__newindex'
        ...data/save/region1/raw/scripts/modtools/putnam_skills.lua:115: in global 'addExperienceToSkill'
        ...data/save/region1/raw/scripts/modtools/putnam_skills.lua:138: in field 'addExperienceToAllSkillsWithLevelCriterion'
        ...sktop\Graphics/data/save/region1/raw/init.d/fortbent.lua:333: in function <...sktop\Graphics/data/save/region1/raw/init.d/fortbent.lua:319>
...data/save/region1/raw/scripts/modtools/putnam_skills.lua:115: Cannot write field unit_musical_skill.experience: integer expected.
stack traceback:
        [C]: in metamethod '__newindex'
        ...data/save/region1/raw/scripts/modtools/putnam_skills.lua:115: in global 'addExperienceToSkill'
        ...data/save/region1/raw/scripts/modtools/putnam_skills.lua:138: in field 'addExperienceToAllSkillsWithLevelCriterion'
        ...sktop\Graphics/data/save/region1/raw/init.d/fortbent.lua:333: in function <...sktop\Graphics/data/save/region1/raw/init.d/fortbent.lua:319>
This stuff showed up later
Code: [Select]
...data/save/region1/raw/scripts/modtools/putnam_skills.lua:115: Cannot write field unit_musical_skill.experience: integer expected.
stack traceback:
        [C]: in metamethod '__newindex'
        ...data/save/region1/raw/scripts/modtools/putnam_skills.lua:115: in global 'addExperienceToSkill'
        ...data/save/region1/raw/scripts/modtools/putnam_skills.lua:138: in field 'addExperienceToAllSkillsWithLevelCriterion'
        ...sktop\Graphics/data/save/region1/raw/init.d/fortbent.lua:333: in function <...sktop\Graphics/data/save/region1/raw/init.d/fortbent.lua:319>
Clearing all animal hospitals
Clearing all animal hospitals
...data/save/region1/raw/scripts/modtools/putnam_skills.lua:135: attempt to index a nil value (field 'performance_skills')
stack traceback:
        ...data/save/region1/raw/scripts/modtools/putnam_skills.lua:135: in field 'addExperienceToAllSkillsWithLevelCriterion'
        ...sktop\Graphics/data/save/region1/raw/init.d/fortbent.lua:333: in function <...sktop\Graphics/data/save/region1/raw/init.d/fortbent.lua:319>
...data/save/region1/raw/scripts/modtools/putnam_skills.lua:115: Cannot write field unit_musical_skill.experience: integer expected.
stack traceback:
        [C]: in metamethod '__newindex'
        ...data/save/region1/raw/scripts/modtools/putnam_skills.lua:115: in global 'addExperienceToSkill'
        ...data/save/region1/raw/scripts/modtools/putnam_skills.lua:138: in field 'addExperienceToAllSkillsWithLevelCriterion'
        ...sktop\Graphics/data/save/region1/raw/init.d/fortbent.lua:333: in function <...sktop\Graphics/data/save/region1/raw/init.d/fortbent.lua:319>

...data/save/region1/raw/scripts/modtools/putnam_skills.lua:115: Cannot write field unit_musical_skill.experience: integer expected.
stack traceback:
        [C]: in metamethod '__newindex'
        ...data/save/region1/raw/scripts/modtools/putnam_skills.lua:115: in global 'addExperienceToSkill'
        ...data/save/region1/raw/scripts/modtools/putnam_skills.lua:138: in field 'addExperienceToAllSkillsWithLevelCriterion'
        ...sktop\Graphics/data/save/region1/raw/init.d/fortbent.lua:333: in function <...sktop\Graphics/data/save/region1/raw/init.d/fortbent.lua:319>

...data/save/region1/raw/scripts/modtools/putnam_skills.lua:135: attempt to index a nil value (field 'performance_skills')
stack traceback:
        ...data/save/region1/raw/scripts/modtools/putnam_skills.lua:135: in field 'addExperienceToAllSkillsWithLevelCriterion'
        ...sktop\Graphics/data/save/region1/raw/init.d/fortbent.lua:333: in function <...sktop\Graphics/data/save/region1/raw/init.d/fortbent.lua:319>
...data/save/region1/raw/scripts/modtools/putnam_skills.lua:135: attempt to index a nil value (field 'performance_skills')
stack traceback:
        ...data/save/region1/raw/scripts/modtools/putnam_skills.lua:135: in field 'addExperienceToAllSkillsWithLevelCriterion'
        ...sktop\Graphics/data/save/region1/raw/init.d/fortbent.lua:333: in function <...sktop\Graphics/data/save/region1/raw/init.d/fortbent.lua:319>
...s/data/save/region1/raw/scripts/fortbent/heroic_just.lua:107: Cannot write field (global).makeAnnouncement(): integer expected.
stack traceback:
        [C]: in field 'makeAnnouncement'
        ...s/data/save/region1/raw/scripts/fortbent/heroic_just.lua:107: in function <...s/data/save/region1/raw/scripts/fortbent/heroic_just.lua:88>
...data/save/region1/raw/scripts/modtools/putnam_skills.lua:135: attempt to index a nil value (field 'performance_skills')
stack traceback:
        ...data/save/region1/raw/scripts/modtools/putnam_skills.lua:135: in field 'addExperienceToAllSkillsWithLevelCriterion'
        ...sktop\Graphics/data/save/region1/raw/init.d/fortbent.lua:333: in function <...sktop\Graphics/data/save/region1/raw/init.d/fortbent.lua:319>
...data/save/region1/raw/scripts/modtools/putnam_skills.lua:135: attempt to index a nil value (field 'performance_skills')
stack traceback:
        ...data/save/region1/raw/scripts/modtools/putnam_skills.lua:135: in field 'addExperienceToAllSkillsWithLevelCriterion'
        ...sktop\Graphics/data/save/region1/raw/init.d/fortbent.lua:333: in function <...sktop\Graphics/data/save/region1/raw/init.d/fortbent.lua:319>
Title: Re: Fortbent: Homestuck mod (v3.0.0) (0.43.05)
Post by: Putnam on July 30, 2017, 03:27:24 pm
That in particular is just an error when it tries to assign a claspect to a generic chicken or whatever. I should make it so that it doesn't error or, at the very least, errors silently. You should be able to tell if it's working by if you have a skill that has a sburb title in your skill list.

EDIT: I was wrong, that's when it tries to assign a claspect to an existing unit who has kills in history. Will definitely fix ASAP.
Title: Re: Fortbent: Homestuck mod (v3.0.0) (0.43.05)
Post by: lawlzlo12 on July 30, 2017, 03:39:43 pm
I cannot increase the claspect skill in adventure mode no matter what i do and i am confused by this
Title: Re: Fortbent: Homestuck mod (v3.0.1) (0.43.05)
Post by: Putnam on July 30, 2017, 05:01:23 pm
What are you doing for that? It might take a while. It could do with adjusting, I didn't do any fine tuning, it'll be much easier to fine tune now, though.
Title: Re: Fortbent: Homestuck mod (v3.0.1) (0.43.05)
Post by: lawlzlo12 on July 30, 2017, 06:08:59 pm
What are you doing for that? It might take a while. It could do with adjusting, I didn't do any fine tuning, it'll be much easier to fine tune now, though.

I am trying to gain exp by killing things and doing quests and it will not increase at all
Title: Re: Fortbent: Homestuck mod (v3.0.1) (0.43.05)
Post by: Putnam on July 30, 2017, 06:58:45 pm
Quests won't really do it, except by association with killing things... is there a bar? Does it increase? Are there errors in the console?
Title: Re: Fortbent: Homestuck mod (v3.0.1) (0.43.05)
Post by: lawlzlo12 on July 30, 2017, 08:25:16 pm
Quests won't really do it, except by association with killing things... is there a bar? Does it increase? Are there errors in the console?

Yeah i meant quests with killing of monsters and there IS a bar it just does not increase at all
Title: Re: Fortbent: Homestuck mod (v3.0.2) (0.43.05)
Post by: Putnam on July 30, 2017, 08:30:47 pm
I'll check a look.

It could have to do with the bug i just fixed where my persist timeout didn't check properly for some stuff. I'll see.

EDIT: There was an error in the dfhack console, which would've been good to know, but it's no bother i found it
Title: Re: Fortbent: Homestuck mod (v3.1.0) (0.44.05)
Post by: Putnam on February 18, 2018, 01:18:13 am
update, i checked a look and i managed to get an adventurer up to proficient knight of light, i also added the extended zodiac for that one extra step closer to algorithmic troll calls
Title: Re: Fortbent: Homestuck mod (v3.1.0) (0.44.05)
Post by: saiyanwannabe on March 10, 2018, 12:35:50 am
Im curious if I can do anything with grist in adventure mode? would I need something like advfort? (if that even works for 44.05)
Title: Re: Fortbent: Homestuck mod (v3.1.0) (0.44.05)
Post by: Putnam on March 10, 2018, 01:25:01 am
Mm. Last I played I couldn't get alchemization to work using the reaction, or it was inconsistent, but you can do it even if the "Alchemize" reaction doesn't work by typing
Code: [Select]
fortbent/alchemize -adventure in the DFHack console.
Title: Re: Fortbent: Homestuck mod (v3.1.0) (0.44.05)
Post by: saiyanwannabe on March 10, 2018, 07:13:53 am
Sweet, also off topic, are you still actively developing Sparking! because I love that mod! :D XD
Title: Re: Fortbent: Homestuck mod (v3.1.0) (0.44.05)
Post by: Putnam on March 10, 2018, 05:21:40 pm
Yeah, I've sort of been waiting on Super ending to continue development--I have preliminary versions of Vegeta's new blue form and Ultra Instinct to go along with a total overhaul of the transformation system. Mostly I just have to write the actual transformation AI, new conditions to add the transformations (or the same conditions as before in the case of most super saiyan forms, just a new way to add them) and a way to present to the player what transformations are available to what units in dwarf mode and a way to control transforming in adventure mode.
Title: Re: Fortbent: Homestuck mod (v3.1.0) (0.44.05)
Post by: Emeraldman70 on March 18, 2019, 08:17:32 pm
By any chance is this mod still being developed? Been a pretty decent chunk of time since I've seen anything going on here.
Title: Re: Fortbent: Homestuck mod (v3.1.0) (0.44.05)
Post by: Putnam on March 18, 2019, 08:49:15 pm
It's... sort of? It works, but it crashes a lot, and I can't figure out why it could possibly be the case.
Title: Re: Fortbent: Homestuck mod (v3.1.0) (0.44.05)
Post by: Nepptu on April 24, 2019, 04:09:19 pm
Went to heat some water that froze overnight, water turned into the warhammer of zillyhoo. 10/10 mod.

On a serious sidenote, waterskins are SERIOUSLY buggy in this mod. One time I spawned with the unbreakable katana in my waterskin that I spawned with, and when I took it out or dropped it it was still in the waterskin but also in my hand/on the ground. Allowing me to create endless katanas. It seems that waterskins have this weird relation with these weapons. The infinite duplicating thing also happened with the warhammer.

Sidenote sidenote, cherubic lords of time aren't immortal. Sure, you'll never die normally, but if you let a town of trolls wail on you for 30 minute straight you'll die eventually. Even when basically paralyzed you can kill them all though. I let this happen and was shocked to see my unconditional immortality failing.
Title: Re: Fortbent: Homestuck mod (v3.1.0) (0.44.05)
Post by: Putnam on April 24, 2019, 04:38:22 pm
Oh, I patched out artifact generation cause it turns out the way I was generating artifacts was causing whatever the fuck that is to happen, like, constantly? So yeah, it's gone. It wasn't waterskins, it was artifact generation.

Sidenote sidenote, cherubic lords of time aren't immortal. Sure, you'll never die normally, but if you let a town of trolls wail on you for 30 minute straight you'll die eventually. Even when basically paralyzed you can kill them all though. I let this happen and was shocked to see my unconditional immortality failing.

Should be reviving you the next tick.
Title: Re: Fortbent: Homestuck mod (v3.1.0) (0.44.05)
Post by: Nepptu on April 24, 2019, 05:00:24 pm
Should be reviving you the next tick.
It didn't, for whatever reason. I just stayed dead. Even though I have DFHack installed most of the DFHack-y parts of mods never work quite right for me. I'll try killing myself as a cherub lord again and see what happens.

Also the 'Heal yourself' and 'Teleport' interactions are unfinished I think. Let me know if this is true because they do nothing I think. If I'm somehow playing an old version of the mod (I swear I downloaded the latest) then that'd also explain a lot of the shenanigans. Either I don't understand this mod (most likely) or the thingies broke. (unlikely and im just stupid)
Title: Re: Fortbent: Homestuck mod (v3.1.0) (0.44.05)
Post by: Putnam on April 26, 2019, 04:21:24 am
Thingies breaking is less unlikely than you think, a lot of this stuff is kinda jank and I haven't fully moved Fortbent to my more reliable systems I introduced in Sparking.
Title: Re: Fortbent: Homestuck mod (v3.1.0) (0.44.05)
Post by: realis on February 23, 2020, 02:11:03 pm
hey, just found this mod the other day and have been messing around in it while streaming to some friends, its a lot of fun. dunno if its still being worked on but regardless thanks
Title: Re: Fortbent: Homestuck mod (v3.1.0) (0.44.05)
Post by: Putnam on February 27, 2020, 03:40:55 pm
Not... really, it's kinda got a lot of ultra-deep code that I loathe to dive into. I overworked myself by actually implementing every class/aspect combo, and it's... kind of a difficult thing to get back into.