Closed splintermind closed 10 years ago
Normal comments are anything not in square-brackets, yes?
Dang it, there are GOLBINS all throughout the source...
$ grep GOLBIN *.txt
entity_default.txt:[PERMITTED_REACTION:DIPLOMAT_GOLBIN]
entity_default.txt:[PERMITTED_REACTION:RAIDING_PARTY_GOLBIN]
entity_default.txt:YESGOBLIN[ARMOR:ITEM_ARMOR_GOLBIN2:FORCED]
entity_default.txt: YESGOLBIN[COMMON_DOMESTIC_PACK]
item_armor_masterwork.txt:[ITEM_ARMOR:ITEM_ARMOR_GOLBIN2]
reaction_inventor.txt:[REACTION:COPY_ITEM_204][NAME:Try to copy a goblin mailshirt (metal)][BUILDING:INVENTOR:CUSTOM_NONE][BUILDING:INVENTOR_MAGMA:CUSTOM_NONE][REAGENT:A:450:BAR:NONE:INORGANIC:NONE][REACTION_CLASS:IS_METAL][FUEL][REAGENT:ITEM:1:ARMOR:ITEM_ARMOR_GOLBIN2:NONE:NONE][PRESERVE_REAGENT][PRODUCT:85:1:ARMOR:ITEM_ARMOR_GOLBIN2:GET_MATERIAL_FROM_REAGENT:A:NONE][SKILL:PRESSING]
reaction_inventor.txt:[REACTION:COPY_ITEM_DIFF_204][NAME:Try to copy a goblin mailshirt (leather)][BUILDING:INVENTOR:CUSTOM_NONE][BUILDING:INVENTOR_MAGMA:CUSTOM_NONE][REAGENT:A:3:SKIN_TANNED:NONE:NONE:NONE][FUEL][REAGENT:ITEM:1:ARMOR:ITEM_ARMOR_GOLBIN2:NONE:NONE][PRESERVE_REAGENT][PRODUCT:85:1:ARMOR:ITEM_ARMOR_GOLBIN2:GET_MATERIAL_FROM_REAGENT:A:NONE][SKILL:PRESSING]
reaction_masterwork.txt:[PRODUCT:33:1:ARMOR:ITEM_ARMOR_GOLBIN2:INORGANIC:RUSTY_IRON]
reaction_masterwork.txt:[PRODUCT:33:1:ARMOR:ITEM_ARMOR_GOLBIN2:INORGANIC:RUSTY_IRON]
reaction_masterwork.txt:[REACTION:DIPLOMAT_GOLBIN]
reaction_masterwork.txt:[REACTION:RAIDING_PARTY_GOLBIN]
First two fixed. I failed my knowledge roll versus modding for the third. Should we shave goats to no longer have chin whiskers?
I don't think it actually breaks anything, I just don't know why for that particular creature it's not finding the whiskers, as they're defined on other creatures without issue..
EDIT: Whoa that's a lot more GOLBINS then I noticed, good find!
Another raw issue: it appears elves and evil elves will never siege due to 0 for:
PROGRESS_TRIGGER_POP_SIEGE
PROGRESS_TRIGGER_PROD_SIEGE
PROGRESS_TRIGGER_TRADE_SIEGE
in entity_elf.txt
and entity_elf_evil.txt
Any suggestions (or better still, a pull-request) on what they should be?
I don't know if goats have been modified from vanilla, but for my reference the vanilla raws are here
Goats in vanilla have a [USE_TISSUE_TEMPLATE:CHIN_WHISKERS:CHIN_WHISKERS_TEMPLATE]
, and this is missing in masterwork. Would that explain the problem with chin whiskers causing errors? (And if so, is it safe to re-add? I know nothing of creature raws...)
No it's in there, right here: https://github.com/pjf/masterwork-dwarf-fortress/blob/master/Dwarf%20Fortress/raw/objects/creature_domestic.txt#L1067
D'oh. I meant: [TISSUE_LAYER:BY_CATEGORY:HEAD:CHIN_WHISKERS:BOTTOM]
as being in Masterwork, but not in vanilla.
I tried adding in [TISSUE_LAYER:BY_CATEGORY:HEAD:CHIN_WHISKERS:BOTTOM]
and the error no longer appears when generating a new world. However, I have no idea if that's a proper fix, as I also have no idea about modding creature raws...
Excellent! Have asked for an opinion on the forums to see if anyone says yea or nay.
Heading to sleep now, but if you have a commit and/or pull request for me on the goats and/or elves, I'll merge them in the morning.
According to Meph the elves should siege as long as any of those values is non-zero, and goat whiskery bits weren't removed for any good reason.
At some point I should double-check the elves to make sure Meph isn't pulling my leg about them mounting sieges, but I should be able to add the goat whiskers in now.
I just checked the wiki information for the entity tokens. It states that any trigger token, when set to 0, disables it.
http://dwarffortresswiki.org/index.php/DF2012:entity_token#PROGRESS_TRIGGER_POPULATION
Nice work sneaking that nomorecloth
change into the main ticket. :) Although if you don't mind opening new tickets in the future, that would be grand. (Seriously, lots of tiny issues are just fine; especially since I can close them from git commit messages).
I should have everything fixed and uploaded except elves. I'm leaving them open for now until we can confirm they're actually working as intended.
Thanks again for all your help!
Yeah normally I would have, but I'm keeping the changes in parallel on my working copy because there are some BIG raw changes coming up with the next settings update, so I was selfishly using this as my own checklist, haha.
Aha! Let's make things easier for you to have your own checklist then...
You can go to your fork's settings page and turn on the issues tracker there (it's just a ticky box), and that would allow you to have your own issues list associated with your fork. That's kinda awesome because you can arrange it any way you like. Github issues are really easy to work with, so I'd definitely recommend this.
Alternatively (or additionally) I can add you as a contributor to this project, which means you can be assigned issues. That's pretty convenient because it allows one to see at a glance that someone is working on a particular issue, which can avoid doubling of effort.
My preference when assigning issues is only to assign/take an issue when you genuinely start working on it. This means any enthusiastic developers can grab and fix any issues without needing to check "hey, am I going to get in your way".
The only gotcha is that as a contributor you can directly write to the repo, so extra care is required to make sure (for example) that experimental changes aren't committed to the master branch. However that's unlikely to be problematic if you're working in your own repo and sending pull requests (which is definitely my preferred workflow there).
~ pjf
These are all fixed in @splintermind's branch which will be merged into master soon, so I'm closing this for now.
inorganic_stone_soil.txt
(needs to be fixed in graphics packs as well)INORGANIC:_CLAY
toINORGANIC:CLAY
in[LOAM]
default_entity.txt
GOLBIN
withGOBLIN
creature_domestic.txt
[SET_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
in[GOAT]
seems to be wrong. when generating a world, you'll get an error that the color couldn't be applied, which normally indicates the token is incorrect. i've been unable to resolve this one.entity_elf.txt
andentity_elf_evil.txt
:multiple entity files
!NOMORECLOTH!
can all be removed as it's an option no longer used (verified with Meph)