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Author Topic: [39a] Hauling labor settings  (Read 3242 times)

CautionToTheWind

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[39a] Hauling labor settings
« on: July 14, 2008, 11:35:29 am »

Are not on the dwarf labor list?
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Name Lips

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Re: [39a] Hauling labor settings
« Reply #1 on: July 14, 2008, 11:53:34 am »

They're gone for me too.
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lastofthelight

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Re: [39a] Hauling labor settings
« Reply #2 on: July 14, 2008, 01:19:48 pm »

Confirmed.
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Reasonableman

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Re: [39a] Hauling labor settings
« Reply #3 on: July 14, 2008, 01:35:41 pm »

WHY, TOADY, WHY HAVE YOU FORSAKEN US?! Now, not only can we not play fortress mode for fear of dwarves starving in their sleep, but we can't even stop our high level craftsdwarves from doing menial labour!
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CautionToTheWind

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Re: [39a] Hauling labor settings
« Reply #4 on: July 14, 2008, 01:39:29 pm »

Well we did beg for a release. Let the man sleep, i bet he'll be on this when he wakes up.
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Mephansteras

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Re: [39a] Hauling labor settings
« Reply #5 on: July 14, 2008, 02:27:34 pm »

Also missing are Health Care and Alchemy.
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BurnedToast

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Re: [39a] Hauling labor settings
« Reply #6 on: July 14, 2008, 02:31:47 pm »

Also missing are Health Care and Alchemy.

Alchemy has never been a labor option. Soapmaking is the only labor option that uses the alchemy lab right now.
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ryak2002

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Re: [39a] Hauling labor settings
« Reply #7 on: July 14, 2008, 03:51:11 pm »

We just better hope Toady doesnt succumb to the same eternal sleep plaguing all dwarves.  ::)
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Toady One

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Re: [39a] Hauling labor settings
« Reply #8 on: July 14, 2008, 09:06:37 pm »

Yeah, this is a bug.  I haven't looked at it yet but it should be easy to fix.
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Toady One

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Re: [39a] Hauling labor settings
« Reply #9 on: July 15, 2008, 03:57:23 am »

Okay, this is fixed for next time.
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Aqizzar

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Re: [39a] Hauling labor settings
« Reply #10 on: July 15, 2008, 04:13:20 am »

Not to rub or anything, but how did this one happen anyway?  What sort of bug causes just hauling labors and healthcare to disappear from the job list?
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Toady One

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Re: [39a] Hauling labor settings
« Reply #11 on: July 15, 2008, 04:30:42 am »

There are "PERMITTED_JOB" entries in the entities now, and they determine the bulk of the vpl list, but I wasn't filling out the professionless jobs correctly.  The variable vpl list is one of the few world gen changes that has an (invisible) impact on dwarf mode -- it's mostly for modders at this point, though it'll also let me add new jobs and have them appear in dwarf mode and world gen settlements immediately.
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Sean Mirrsen

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Re: [39a] Hauling labor settings
« Reply #12 on: July 15, 2008, 04:56:59 am »

Wow. First steps towards the "more raws" bloat?
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Aqizzar

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Re: [39a] Hauling labor settings
« Reply #13 on: July 15, 2008, 05:19:44 am »

There are "PERMITTED_JOB" entries in the entities now, and they determine the bulk of the vpl list, but I wasn't filling out the professionless jobs correctly.  The variable vpl list is one of the few world gen changes that has an (invisible) impact on dwarf mode -- it's mostly for modders at this point, though it'll also let me add new jobs and have them appear in dwarf mode and world gen settlements immediately.

I guess professionless jobs are supposed to be automatically available to every civ creature?  Because the talking jobs aren't in the entity file, but dwarves still develop skill in them.
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Toady One

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Re: [39a] Hauling labor settings
« Reply #14 on: July 16, 2008, 05:47:09 am »

Talking jobs?  It gets confusing, since I wasn't being precise and the raws use a different word.  Internally, there are jobs (tasks), unit types, entity links, professions and skills.  The PERMITTED_JOB is actually a setting for a profession (the things from the labor list, where there's nothing like a talking profession).  Many professions are also closely linked to unit types.  The tasks/jobs have a skill which corresponds to a profession (PERMITTED_JOB).  Entity links are things like the broker or mayor, which don't have the same kind of labor list settings, and they are more closely related to talking skills (like negotiation).
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