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Author Topic: Fortbent: Homestuck mod (v3.1.0) (0.44.05)  (Read 175600 times)

Putnam

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Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
« Reply #795 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.

Bien

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Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
« Reply #796 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
I am not sure if this is supposed to happen. Same install as described before.
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Putnam

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Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
« Reply #797 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)

Bien

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Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
« Reply #798 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?
« Last Edit: June 14, 2015, 07:06:51 am by Bien »
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Putnam

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Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
« Reply #799 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.

Putnam

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Re: Fortbent: Homestuck mod (v2.2.0) (0.42.04)
« Reply #800 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.

Graknorke

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Re: Fortbent: Homestuck mod (v2.2.0) (0.42.04)
« Reply #801 on: January 11, 2016, 03:13:22 am »

I'll check it out, see if I can't break anything.
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Putnam

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Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
« Reply #802 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...??

Teneb

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Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
« Reply #803 on: April 06, 2016, 05:05:46 pm »

I eagerly await whatever hack wizardry you come up with to represent that.
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Rekov

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Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
« Reply #804 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.
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Putnam

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Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
« Reply #805 on: April 06, 2016, 09:27:23 pm »

homestuck doesn't end for another week.

Rekov

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Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
« Reply #806 on: April 06, 2016, 09:35:20 pm »

homestuck doesn't end for another week.
Whatever.
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Putnam

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Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
« Reply #807 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.

Rekov

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Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
« Reply #808 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.
« Last Edit: April 07, 2016, 12:17:01 pm by Rekov »
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Atomisk

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Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
« Reply #809 on: April 09, 2016, 02:35:17 pm »

Oh i eagerly await the next fortbent update too putnam ;D Have fun with fraymotifs.
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