Is there a flag for hungry/starving? I have several lua scripts that target a unit and change attributes, like this: "unit.status.current_soul.traits.ANXIETY=1", if I could replace this with hunger YES/NO that would allow me to make stables to feed grazers. Like "unit.status.hunger=0" or so... I initially tried with NO_EAT, but that doesnt work. It adds the tag, but it only suspends the hunger. as soon as NO_EAT runs out, the creature is back to starving.
I only found this on github:
// Hunger etc timers
bool is_adventure = (gamemode && *gamemode == game_mode::ADVENTURE);
...
996
997
998
999
rating, is_adventure, unit->counters2.hunger_timer,
75000, 75000, 172800, 1209600, 2592000
);
if (is_adventure && unit->counters2.sleepiness_timer >= 846000)
EDIT: For Ag, or whoever wants to try their luck:
Reproduceable Crash SaveSave crashes after about 15 seconds.
Errorlog shows these:
*** Error(s) found in the file "data/save/crash v3g/raw/objects/creature_random_rc.txt"
CREATURE_1UIHEAXII_RC:Body Token Recognized But Could Not Connect: 3TOES_FQ_REG
CREATURE_1OUGEUAAM_RC:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
CREATURE_1VXHUFWOM_RC:Attack BITE seems to have correct format but could not find proper BPs in any caste, so not added
CREATURE_1FZQUUEJA_RC Color Mod Ending With (BLACK,1) Was Not Used
CREATURE_1LBXMNTFA_RC:Attack CLAW seems to have correct format but could not find proper BPs in any caste, so not added
Unrecognized Caste Token in Body Transformation Effect: creature X a lot
Unrecognized Inorganic Token: WARPSTONE_SOLID X a lot.
The first 5 are from random creatures from Talvienos random creature generator. The unrecognized creatures are from kobold mode, because they are removed when you play dwarves. The warpstone is missing because the person is playing with "Harder Mining:Off", which removes this harmfull stone. None of these cause crashes.
I did "unload all" on dfhack and burrowed all the dwarves, so its neither a dfhack plugin (I hope), nor a job that is finished and that creates some kind of game-breaking item. It his however the 4th crash I get that crashes in autumn, with no traders on the map. I strongly suspect that the caravan brings either invalid items or materials that crash the game. I checked the embark selection for dwarves for any weird entries, but all looks fine. Is there a way to check what kinds of items/materials a civ has access to?