pjf / masterwork-dwarf-fortress

Patches and bugfixes applied to Meph's amazing Masterwork Dwarf Fortress
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Typos: [untouched], golbins, and billy goat whiskers #41

Closed splintermind closed 10 years ago

splintermind commented 10 years ago

inorganic_stone_soil.txt (needs to be fixed in graphics packs as well)

default_entity.txt

creature_domestic.txt

entity_elf.txt and entity_elf_evil.txt:

PROGRESS_TRIGGER_POP_SIEGE
PROGRESS_TRIGGER_PROD_SIEGE
PROGRESS_TRIGGER_TRADE_SIEGE

multiple entity files

pjf commented 10 years ago

Normal comments are anything not in square-brackets, yes?

pjf commented 10 years ago

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]
pjf commented 10 years ago

First two fixed. I failed my knowledge roll versus modding for the third. Should we shave goats to no longer have chin whiskers?

splintermind commented 10 years ago

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!

splintermind commented 10 years ago

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

pjf commented 10 years ago

Any suggestions (or better still, a pull-request) on what they should be?

pjf commented 10 years ago

I don't know if goats have been modified from vanilla, but for my reference the vanilla raws are here

pjf commented 10 years ago

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...)

splintermind commented 10 years ago

No it's in there, right here: https://github.com/pjf/masterwork-dwarf-fortress/blob/master/Dwarf%20Fortress/raw/objects/creature_domestic.txt#L1067

pjf commented 10 years ago

D'oh. I meant: [TISSUE_LAYER:BY_CATEGORY:HEAD:CHIN_WHISKERS:BOTTOM] as being in Masterwork, but not in vanilla.

splintermind commented 10 years ago

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...

pjf commented 10 years ago

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.

pjf commented 10 years ago

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.

splintermind commented 10 years ago

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

pjf commented 10 years ago

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!

splintermind commented 10 years ago

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.

pjf commented 10 years ago

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

pjf commented 10 years ago

These are all fixed in @splintermind's branch which will be merged into master soon, so I'm closing this for now.