Dwarf Fortress Bug Tracker - Dwarf Fortress
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0001691Dwarf FortressDwarf Mode -- Petspublic2010-05-02 04:162015-01-24 14:17
derigo 
Footkerchief 
normalminoralways
resolvedno change required 
0.31.03 
 
0001691: combining the tag [PET_EXOTIC] with [CAN_SPEAK] produces odd results
If you combine the PET_EXOTIC tag with the CAN_SPEAK tag, it enables the job list for the creature in game, disables butchery, and removes the from the animals list in the z-menu. Normally, despite the jobs list being available, creatures will not actually be able to perform jobs. However, if the creature is also a sub-caste of your own race, the tame pet versions of the creature will actually be able to perform jobs, and be drafted into the military. It also enables thoughts and preferences(normally, this requires CAN_LEARN).

You can exploit this to make fully functional additional members of your race purchasable on embark, and through trade.

No other combination of tags allows tame versions of your race to be able to perform jobs, though its perfectly possible to have unintelligent, butcher-able caste members that can, so long as they are civilians, and not tame. However, normally for butcher-able civilians, you lose access to the jobs screen (its replaced by the butcher creature screen).


1) move [INTELLIGENT] to caste-level for both males and females
2) make a new caste
3) do not add [INTELLIGENT], instead add [PET_EXOTIC],[CAN_SPEAK], and [COMMON_DOMESTIC]
4) generate a new world
5) buy some slaves on embark
6) edit (stray) Urist McSlave's jobs through the job list
Without the PET_EXOTIC tag, the CAN_SPEAK tag doesn't seem to do anything at all in dwarf mode. The only thing I didn't test was whether it affected the ability of members to meet with liaisons and whatnot.

related to 0001677?
can_speak, mod, pet_exotic, tag
Issue History
2010-05-02 04:16derigoNew Issue
2010-05-02 04:16derigoTag Attached: can_speak
2010-05-02 04:16derigoTag Attached: mod
2010-05-02 04:16derigoTag Attached: pet_exotic
2010-05-02 04:16derigoTag Attached: tag
2010-05-02 05:29CrytenNote Added: 0005911
2010-05-02 05:31CrytenNote Edited: 0005911bug_revision_view_page.php?bugnote_id=0005911#r2192
2010-05-02 06:39derigoNote Added: 0005916
2010-05-03 15:40derigoNote Added: 0006043
2010-05-04 13:02nickbiiIssue Monitored: nickbii
2010-06-12 01:37monkeyfetusNote Added: 0008175
2015-01-16 11:04ptb_ptbNote Added: 0031961
2015-01-24 14:17FootkerchiefNote Added: 0032063
2015-01-24 14:17FootkerchiefStatusnew => resolved
2015-01-24 14:17FootkerchiefResolutionopen => no change required
2015-01-24 14:17FootkerchiefAssigned To => Footkerchief

Notes
(0005911)
Cryten   
2010-05-02 05:29   
(edited on: 2010-05-02 05:31)
Sounds like the permissions have flowed down from the parent caste to me. Is this really a problem it dosnt seem that odd to me that a boarmna could communicate with boars to get them to work, even if it wasn't intended. I guess the bg bit of it is just that giving something can speak is produce the job list for it.

Now that I think about it dosn't this mean if you could buy humans from a elf caravan youd be able to make them work for you in a dwarf civ? (since they are allready intelligent)

*edit* Aha now that I realise this only applies to pet exotic, it sounds more like a bug. Ill leave my rant up for prosterity anyway :D.

(0005916)
derigo   
2010-05-02 06:39   
Oops I forgot something. In order to be able to purchase a creature on embark, while you are generating the world, the creature must have the [PET] tag, rather than the [PET_EXOTIC] tag. You can't purchase exotic pets at embark. Once the world is generated, however, you can change the tag to PET_EXOTIC and see the behavior I'm talking about.

While, yes, doing it this way is sort of a hack (changing the raws after worldgen), the real purpose here is just to see the behavior I'm talking about easily. In a world genned with PET_EXOTIC, you'd have to acquire some of the creatures in some other way.

So correction to the reproduction steps:
1) move [INTELLIGENT] to caste-level for both males and females
2) add a new caste to the civ_controllable race
3) do not add [INTELLIGENT], instead add [PET],[CAN_SPEAK], and [COMMON_DOMESTIC]
4) generate a new world
6) change the [PET] tag in the caste in question to [PET_EXOTIC]
5) buy some slaves on embark
6) edit (stray) Urist McSlave's jobs through the job list
(0006043)
derigo   
2010-05-03 15:40   
yikes. Furthermore, civ members of the subcaste as well as tame (stray) members of the subcaste are TRAINABLE into war and hunting versions. Doing so causes you to lose access to the jobs menu, but they will continue doing any jobs they had assigned previously. And you can still edit the jobs through the dwarf therapist.
(0008175)
monkeyfetus   
2010-06-12 01:37   
I wouldn't mind this bug being left unfixed. It sounds like it has a lot of potential, working as a hack to allow slave races until slavery is actually implemented.
(0031961)
ptb_ptb   
2015-01-16 11:04   
Is this actually a bug? As it appears that it could only show up in modded games.
(0032063)
Footkerchief   
2015-01-24 14:17   
Yeah, this seems fine.