Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Never set [CURIOUS_BEAST_*] for Dwarves.  (Read 1695 times)

Jeoshua

  • Bay Watcher
  • God help me, I think I may be addicted to modding.
    • View Profile
Never set [CURIOUS_BEAST_*] for Dwarves.
« on: May 05, 2011, 05:35:48 pm »

Yes this is the wrong section, but I've asked in the Gameplay Questions forum and the only suggestion that anyone has responded with is "maybe it's your burrows"... which I don't have.  I figure you guys who frequent this forum would be a bit more knowledgeable about the game as it works underneath the hood, so maybe you could tell me what is going on better than they could, anyway.

My Dwarves are currently standing around with various things in their hands, refusing to drop them except to grab a barrel of booze when they get thirsty... which they then won't drop.  The object shows on the screen as "Hauling", not in their hands or equipped or anything.  Except nobody has Hauling jobs turned on.  The offending dwarves then stand around the meeting area holding their object, reporting "no job" even tho there are many queued.  The Miner won't mine anymore, he's holding his booze.  The Hunter wanders around looking for critters, he has a crossbow and everything, but since he's hauling a beer barrel he can't shoot.

Runesmith shows nothing strange going on.  Therapist shows nothing strange.  Setting their labors to different things does nothing.  I have been able to force things out of some of the Dwarves hands by switching them back and forth between Woodcutter and Miner, but I only have so many picks/axes.  And seemingly once they get hungry they'll drop the barrel, grab some food, then once they're finished and the food disappears they have nothing in their hands...

Until they want to drink again.

This is the second fort I've tried to start, and it's still happening even after a fresh worldgen, save/reload doesn't fix it, forbidding and/or dumping the Hauled objects doesn't fix it.  The only thing that works is job related stuff.

So I'm asking you: Have I killed my dwarves somehow? I'm using Genesis for the creatures/entites of the Dwarves, and I've never heard of anything like this happening to Genesis users.

Partial retraction: They went to sleep, and dropped their barells? However, setting a stockpile and turning on the hauling abilities of a Dwarf causes the same behavior to occur again.  No stockpiles and I can't bring in the cart, and once dwarves get thirsty they're useless until they take a nap.  I am confuse.
« Last Edit: May 05, 2011, 06:18:38 pm by Jeoshua »
Logged
I like fortresses because they are still underground.

Sphalerite

  • Bay Watcher
    • View Profile
    • Drew's Robots and stuff
Re: Is it possible to mod out the ability to complete a job?
« Reply #1 on: May 05, 2011, 05:41:19 pm »

What modding have you done?  Take a look at your errorlog.txt file, see if there's any notices about missing body parts.
Logged
Any intelligent fool can make things bigger and more complex... It takes a touch of genius --- and a lot of courage to move in the opposite direction.

Jeoshua

  • Bay Watcher
  • God help me, I think I may be addicted to modding.
    • View Profile
Re: Is it possible to mod out the ability to complete a job?
« Reply #2 on: May 05, 2011, 06:02:50 pm »

I deffinitely already checked the errorlog.txt file.  Everything appears to be on the up and up.  The only thing that differs in body plan from vanilla dwarves is that they have Genesis's Genitalia.  And yes I checked that to make sure it was working correctly.  Nothing changed in body plan besides naughty bits, and that was working correctly a week or so ago.

As far as what modding... whoo... what modding haven't I done.  I started with Genesis, added minerals, reactions, workshops and items from other mods, and redid the human entites to have different cultures with languages, ethics, and basically everything else varied yet still CREATURE:HUMAN.  None of that should have affected my Dwarves ability to Haul or drop items, I would think.
Logged
I like fortresses because they are still underground.

Jeoshua

  • Bay Watcher
  • God help me, I think I may be addicted to modding.
    • View Profile
Re: Never set [CURIOUS_BEAST_*] for Dwarves.
« Reply #3 on: May 05, 2011, 06:21:55 pm »

Never, ever set [CURIOUS_BEAST_ANYTHING] for a creature you want to do work.  This turned out to be the problem.  The thing is I haven't made any changes to my Dwarf Creature file that weren't already in another mod, and been merged in.  Apparently, somewhere over the last few weeks I merged a mod into my CREATURE:DWARF file that had set these tokens, namely Curious Beast Item and Curious Beast Guzzler, onto my poor Dwarves.  The results can be read above.

I don't remember which mod it is, but I want to put this information out into the wider world.  It sounds like a good idea, right? Dwarves would naturally be Guzzlers.  But setting this flag, maybe the combination of the two, on a controllable civ creature, leads to them not being able to drop what they were doing and get on with work.

That is all.

Worlds biggest idiot, signing off.
Logged
I like fortresses because they are still underground.

Quietust

  • Bay Watcher
  • Does not suffer fools gladly
    • View Profile
    • QMT Productions
Re: Never set [CURIOUS_BEAST_*] for Dwarves.
« Reply #4 on: May 05, 2011, 06:31:52 pm »

It was probably [CURIOUSBEAST_ITEM] that did it, since that makes wild animals pick up an item and then try to escape from the map without dropping the item.
Logged
P.S. If you don't get this note, let me know and I'll write you another.
It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.

Jeoshua

  • Bay Watcher
  • God help me, I think I may be addicted to modding.
    • View Profile
Re: Never set [CURIOUS_BEAST_*] for Dwarves.
« Reply #5 on: May 05, 2011, 06:39:08 pm »

... only since they were civ creatures, they escaped to the only place they understood: The Meeting Area.

On the plus side, they sat around chatting while they guzzled the brew, so now all my dwarves have social skills! And friendships! Oh, I can forsee a tantrum spiral coming down the pipes XD
Logged
I like fortresses because they are still underground.

Eldrick Tobin

  • Bay Watcher
  • [ETHIC: MODDING_UNDWARFY: PERSONAL_MATTER]
    • View Profile
Re: Never set [CURIOUS_BEAST_*] for Dwarves.
« Reply #6 on: May 06, 2011, 01:14:04 am »

Tangentially I've seen similar behavior on Horses that Until A Minute ago belonged to a Flier Civ that keeps running to the depot and breaking the ability to unload their cargo from their caravan animals.

The Horses (once they are part of my civ, de-merchant tagged, and tame) will carry everything around just fine all listed as "Hauling". Every now and then someone would walk up to it and take *1* item off, and everyone would get on with life... as if they were a portable Trade Depot 'and the stockpiles are otherwise full'.

Second I moved them to a pen, FLOP goes everything they're carrying right on the floor. And the resulting Hauler Frenzy.


Of course now I wanna build a friendly critter and their associated civ that's loaded with these tags and see how asinine they get when they come to trade ``

Spoiler (click to show/hide)
Logged
--
Eldrick Tobin
Behold the unimpressive Aspectus Lolin mod. || My Little Arachnid Fortress attempt...
I mumble to myself on tumblr... Sometimes about DF Modding.

Jeoshua

  • Bay Watcher
  • God help me, I think I may be addicted to modding.
    • View Profile
Re: Never set [CURIOUS_BEAST_*] for Dwarves.
« Reply #7 on: May 06, 2011, 02:23:49 am »

Well in this case their Right and Left hands were completely free to carry or wield anything they could, and the rest of the stuff was Hauled, not held.  Or so it would seem since this happened to a dwarf carrying a two handed implement.
Logged
I like fortresses because they are still underground.

Girlinhat

  • Bay Watcher
  • [PREFSTRING:large ears]
    • View Profile
Re: Never set [CURIOUS_BEAST_*] for Dwarves.
« Reply #8 on: May 06, 2011, 02:36:58 am »

Either hauling follows special rules for job application, or "stealing" an item has special rules.  I wonder, when economy is re-introduced, would they steal things from their neighbors?

Jeoshua

  • Bay Watcher
  • God help me, I think I may be addicted to modding.
    • View Profile
Re: Never set [CURIOUS_BEAST_*] for Dwarves.
« Reply #9 on: May 06, 2011, 02:47:40 am »

Stealing supercedes all other jobs, it would seem, but does not override assigning them.  Everything goes normally until the [CURIOUSBEAST_ITEM] is told to drop the item they're carrying.  Nothing overrides this except basic needs like eating, drinking, or sleeping.  They could be told to perform another job, and have it appear on the screen, only if it involved picking up a digging or woodcutting implement.  The Hunter was an interesting case because he armed himself with arrows, placed them into his quiver, and them proceeded to try hunting without shooting at anything.  It's as if the hands were free, but his trigger finger wasn't.
Logged
I like fortresses because they are still underground.

GreatWyrmGold

  • Bay Watcher
  • Sane, by the local standards.
    • View Profile
Re: Never set [CURIOUS_BEAST_*] for Dwarves.
« Reply #10 on: May 06, 2011, 06:33:57 am »

On the plus side, they sat around chatting while they guzzled the brew, so now all my dwarves have social skills! And friendships! Oh, I can forsee a tantrum spiral coming down the pipes XD
Hey, then they'll drop the booze barrels!
Logged
Sig
Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

Sutremaine

  • Bay Watcher
  • [ETHIC:ATROCITY: PERSONAL_MATTER]
    • View Profile
Re: Never set [CURIOUS_BEAST_*] for Dwarves.
« Reply #11 on: May 06, 2011, 08:07:51 am »

It was probably [CURIOUSBEAST_ITEM] that did it
Nah, any one of the curiousbeast tags causes this.
Logged
I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

Chaoseed

  • Bay Watcher
    • View Profile
    • Chaoseed Software
Re: Never set [CURIOUS_BEAST_*] for Dwarves.
« Reply #12 on: May 06, 2011, 05:49:09 pm »

Oh yeah! I ran into this problem when I made rhesus macaques into a playable civilization.

(Never ask "Why?" on the DF Modding Forum.)
Logged
Surprisepalace! Overseers wanted!
But they never would have given up either. And compared to sitting around in this prison for the rest of my life? Losing is fun.

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: Never set [CURIOUS_BEAST_*] for Dwarves.
« Reply #13 on: May 06, 2011, 06:18:38 pm »

(Never ask "Why?" on the DF Modding Forum.)
Ask "Why not?"
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Necro910

  • Bay Watcher
  • Legendary Drunk +5
    • View Profile
Re: Never set [CURIOUS_BEAST_*] for Dwarves.
« Reply #14 on: May 06, 2011, 09:31:11 pm »

(Never ask "Why?" on the DF Modding Forum.)
Ask "Why not?"
Indeed.
Oh yeah! I ran into this problem when I made rhesus macaques into a playable civilization.

(Never ask "Why?" on the DF Modding Forum.)
"Why not?"