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Author Topic: [40d11] Goblins can't purchase bones for food with economy  (Read 1081 times)

Jim Groovester

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I'm currently playing as goblins and I've reached the economy with them. Since they have [BONE_CARN], they only eat meat and bones. The problem is that with the economy on, goblins are not able to purchase bones for food, so I'm facing a hunger crisis despite the many bones I currently have available.

I can provide a save if need be.
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eerr

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Re: [40d11] Goblins can't purchase bones for food with economy
« Reply #1 on: May 30, 2009, 04:57:25 pm »

I'm currently playing as goblins and I've reached the economy with them. Since they have [BONE_CARN], they only eat meat and bones. The problem is that with the economy on, goblins are not able to purchase bones for food, so I'm facing a hunger crisis despite the many bones I currently have available.

I can provide a save if need be.
A summary of what game/mods you are using would help immensely.
Simple or not.
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Jim Groovester

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Re: [40d11] Goblins can't purchase bones for food with economy
« Reply #2 on: May 30, 2009, 05:01:47 pm »

Minor entity modifications to make goblins a playable race. Nothing else. No edits to the creature raws, or anything else like that.

(I have screwed around with body default to heal normally fatal wounds and spine injuries, but I don't think those have anything to do with goblins being unable to purchase bones to eat.)
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Noble Digger

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Re: [40d11] Goblins can't purchase bones for food with economy
« Reply #3 on: May 30, 2009, 05:34:30 pm »

Bones have 0 value, how are you gonna purchase them? :O

Also, starving units without money should still automatically seek out the cheapest edible item and eat it, regardless if they can afford it or not. It's also worth noting that when bone_carn creatures eat a bone, they have a chance to die.

I'm not sure you can modify the base value of a resource type such as BONE or STONE, but all bones have 0 value even if they're dragon bones, last time I checked.
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Jim Groovester

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Re: [40d11] Goblins can't purchase bones for food with economy
« Reply #4 on: May 30, 2009, 06:50:01 pm »

It's also worth noting that when bone_carn creatures eat a bone, they have a chance to die.

Supposedly. I haven't seen it happen, and this is the seventh year of my fortress.

Also, starving units without money should still automatically seek out the cheapest edible item and eat it, regardless if they can afford it or not.

This is what's been happening. All the goblins are eating all the meat, faster than I can slaughter animals to keep up. They're going hungry, despite my filling stockpile of edible bones.

I don't have a wealth of food options with a race that can not farm and only eats meat and bones, and it seems like an oversight that goblins can't eat bones just because suddenly everything has a price.

My solution was to return to an earlier save and turn the economy off, but I wanted to alert Toady to the issue.
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varkarrus

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Re: [40d11] Goblins can't purchase bones for food with economy
« Reply #5 on: May 30, 2009, 08:51:59 pm »

For some reason, under stocks, one of the food types is "bone meal"
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Footkerchief

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Re: [40d11] Goblins can't purchase bones for food with economy
« Reply #6 on: May 31, 2009, 10:08:21 am »

For some reason, under stocks, one of the food types is "bone meal"

That's "meal" as in "ground up into powder," not "three square meals."  I don't think there's any way to make bone meal in vanilla (obvious use for the mill, just not implemented yet), but it occurs in HFS.
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Dwaref

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Re: [40d11] Goblins can't purchase bones for food with economy
« Reply #7 on: June 01, 2009, 01:46:25 pm »

i run a modded civilisation that does not use clothing.
not in their civ list of usable or craftable items.

when economy kicked in everyone thought it was real neat to purchase vomit-splattered narrow robes and the like i had gotten from goblins. i looked over the economy section and found they were selling hardcoded traditional dwarf stuff. and even then they got the narrow vomity stuff...

it would be real cool if the economy system would reflect actual needs, reading over the creature and civ files to see if they have a use for say bones or clothing of the different sizes.

EDIT:::

for that matter, the artifact code also needs this update. i had my lizardmen create an artifact left mitten nobody can use.
« Last Edit: June 01, 2009, 02:08:08 pm by Dwaref »
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Footkerchief

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Re: [40d11] Goblins can't purchase bones for food with economy
« Reply #8 on: June 01, 2009, 02:21:12 pm »

i run a modded civilisation that does not use clothing.
not in their civ list of usable or craftable items.

when economy kicked in everyone thought it was real neat to purchase vomit-splattered narrow robes and the like i had gotten from goblins. i looked over the economy section and found they were selling hardcoded traditional dwarf stuff. and even then they got the narrow vomity stuff...

it would be real cool if the economy system would reflect actual needs, reading over the creature and civ files to see if they have a use for say bones or clothing of the different sizes.

EDIT:::

for that matter, the artifact code also needs this update. i had my lizardmen create an artifact left mitten nobody can use.

These oddities actually show up even if you're just using dwarves.  After the economy kicks in, dwarves will happily buy narrow thongs etc. that they have no use for.  And they'll make stuff like artifact blowguns.  In this regard, the system wasn't hardcoded for dwarves because there isn't really a system to begin with.
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Dwaref

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Re: [40d11] Goblins can't purchase bones for food with economy
« Reply #9 on: June 01, 2009, 06:16:02 pm »

Well. I modded in new clothing items that would behave as armor, but provide no benefit of protection, while removing normal clothes. Creatures will spawn with items that count as 'clothing' automatically. I did this in an effort to avoid having fully-clothed inhabitants arriving, and if they die, you can earn more than they ever produce by selling off their stuff. Plus i think the idea of naked lizardmen is really appealing. They're hardcore. I wanted every item they ever wore to be an 'armor' item. They can only be crafted out of leather. In the same vein i disallowed traps and ranged weapons, but modded in wooden spears and hammers. And for that matter force everyone to wear armor at all times, lowering their already low speed.
Invaders still contribute a lot of my exported wealth, all of them carrying large cave spider silk items etc. I could circumvent this by forbidding subterranean materials for goblins i guess. Normal clothing items aren't worth that much.

By remoulding normal clothing to become armor-classed items, you have to create each individual piece for your creatures, which is pretty satisfying.
You also get control over the items. As they are counted as armor items, they never get 'owned'. You can drop them when needed, so you can forbid old or inferior stuff. I just count every 'armorized clothing item' as 'leather'.

Anyway, about the economy.
My items do not show up in the economy, just as turbans and blowpipes don't. This at least is hardcoded from a dwarven perspective.
This is why i get a bit ticked off. They're getting items i forbade, which they can't use, that on top it all don't fit even if they could use the specified item, which are lastly drenched in vomit.
The artifact issue is another thing entirely, and it really SHOULD share the equipment list used in the economy, preferably after it's been fixed.
« Last Edit: June 01, 2009, 06:30:36 pm by Dwaref »
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Footkerchief

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Re: [40d11] Goblins can't purchase bones for food with economy
« Reply #10 on: June 01, 2009, 06:59:27 pm »

Well. I modded in new clothing items that would behave as armor, but provide no benefit of protection, while removing normal clothes. Creatures will spawn with items that count as 'clothing' automatically. I did this in an effort to avoid having fully-clothed inhabitants arriving, and if they die, you can earn more than they ever produce by selling off their stuff. Plus i think the idea of naked lizardmen is really appealing. They're hardcore. I wanted every item they ever wore to be an 'armor' item. They can only be crafted out of leather. In the same vein i disallowed traps and ranged weapons, but modded in wooden spears and hammers. And for that matter force everyone to wear armor at all times, lowering their already low speed.
Invaders still contribute a lot of my exported wealth, all of them carrying large cave spider silk items etc. I could circumvent this by forbidding subterranean materials for goblins i guess. Normal clothing items aren't worth that much.

By remoulding normal clothing to become armor-classed items, you have to create each individual piece for your creatures, which is pretty satisfying.
You also get control over the items. As they are counted as armor items, they never get 'owned'. You can drop them when needed, so you can forbid old or inferior stuff. I just count every 'armorized clothing item' as 'leather'.

I can't tell whether you're talking about a bug in this part.

Anyway, about the economy.
My items do not show up in the economy, just as turbans and blowpipes don't. This at least is hardcoded from a dwarven perspective.
This is why i get a bit ticked off. They're getting items i forbade, which they can't use, that on top it all don't fit even if they could use the specified item, which are lastly drenched in vomit.
The artifact issue is another thing entirely, and it really SHOULD share the equipment list used in the economy, preferably after it's been fixed.

When you say "items i forbade" -- do you mean that they're not in the entity raws or what?  You should probably go ahead and post the creature/entity raws, along with any custom items, and a more specific list of what items the economy is mishandling.
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Dwaref

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Re: [40d11] Goblins can't purchase bones for food with economy
« Reply #11 on: June 01, 2009, 08:07:42 pm »

I can't tell whether you're talking about a bug in this part.
I'm not. Not a specific bug at least. We all know how items are randomized among a list of materials. When there are oodles of cheap types of leather, cave spider chitin or dragon leather items randomly generated are few and far between.
Subterranean clothing only has two types of silk though, the super expensive one and the normal one, which makes killing creatures wearing silk(goblins,kobolds... dwarves etc) exceedingly profitable.
I also detail how i gain flexibility over the otherwise unflexible and counter-intuitive dwarven habit of not swapping clothes when needed, and leaving named items everywhere.
But at its core i'm merely building a backdrop for what i've done and why, leading on to the specific problem.

Anyway, about the economy.
My items do not show up in the economy, just as turbans and blowpipes don't. This at least is hardcoded from a dwarven perspective.
This is why i get a bit ticked off. They're getting items i forbade, which they can't use, that on top it all don't fit even if they could use the specified item, which are lastly drenched in vomit.
The artifact issue is another thing entirely, and it really SHOULD share the equipment list used in the economy, preferably after it's been fixed.

You should probably go ahead and post the creature/entity raws, along with any custom items, and a more specific list of what items the economy is mishandling.

Oh, i don't think that there is any need for that.
I did a lot of small changes that have worked flawlessly until the economy phase.

I removed lots of items from the entity raws, and created more and swapped it with them. The mountainhomes have their head on right, and are producing everything the way i intended.
The economy, however. It allows purchasing of items that i've removed. My civ can't use or make robes, but they still purchase them since they are able to.
Long story short. Entity-objects removed that dwarves can have, are there. Entity-objects added that my civ can wear and produce, isn't there.

Of armors, you can purchase leather armor, coats, cloaks, tunics, dresses and robes.
My civ only has leather armor out of those.
There are prices listed even for things i have 0 of, such as cloth. But there aren't likewise prices for turbans etcetera that i ALSO have 0 of.

Long story short again, the economy list of purchasable items is hard-coded and pregenerated after a dwarven model, no matter how the actual dwarven ENTITY looks. My dwarves are now kobolds and i still get the old list. The MOUNTAIN entity is now lizardmen and looks nothing like the list i get. Therefore, the economy list is NOT in the raws.
It's not at all 'unregulated' like the artifact creation may be.
This is to me intended behavior, i guess, but it could do with improvement. Currently only modders have issue with this.
« Last Edit: June 01, 2009, 10:16:17 pm by Dwaref »
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Footkerchief

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Re: [40d11] Goblins can't purchase bones for food with economy
« Reply #12 on: June 01, 2009, 08:41:03 pm »

Okay, well could you just post your save (with raws) on DFFD then?
« Last Edit: June 01, 2009, 08:42:34 pm by Footkerchief »
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Dwaref

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Re: [40d11] Goblins can't purchase bones for food with economy
« Reply #13 on: June 01, 2009, 10:20:57 pm »

Feel free. No need to check it out, though. I'll answer any questions or suggestions.
http://dffd.wimbli.com/file.php?id=1068
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