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IDProjectCategoryView StatusDate SubmittedLast Update
0004973Dwarf FortressReactionspublic2011-11-30 13:072020-04-13 09:12
Assigned ToToady One 
PrioritynormalSeverityminorReproducibilityhave not tried
PlatformOSOS Version
Product Version0.31.25 
Target VersionFixed in Version0.43.03 
Summary0004973: Vermin reactions do not recognize caste
DescriptionWhen using custom reactions which deal with items of type VERMIN and PET, the material type is interpreted as a creature ID, but the material subtype is ignored (e.g. "VERMIN:NONE:ANT:SOLDIER" gets treated as "VERMIN:NONE:ANT:NONE"); as a result, any reaction which attempts to create a vermin will make them using a nonexistent caste (and it will not behave correctly, the most readily observable effect being that it roams around at maximum speed when dropped).

The underlying item code itself returns the caste ID when requesting the material subtype (and the same for setting it), so this seems like something that ought to work better than it does right now - indeed, if I edit the 'reaction_product_item' structure in-memory and put the proper caste ID in the field normally used for material subtype, then the reaction will produce the vermin using the correct caste (it'll show up as a "live ant" in my inventory, but once I drop it it'll become a slowly roaming "soldier ant" instead of a super-fast "ant").
TagsNo tags attached.
Attached Files

- Relationships
parent of 0000722resolvedToady One Embark profile warns that fish not available, but they actually are 

-  Notes
Quietust (reporter)
2011-12-01 20:32

Further analysis suggests that items of type REMAINS, FISH, FISH_RAW, and EGG may also be affected by this.
Quietust (reporter)
2012-03-02 13:26

A quick test confirms that this is still the case in version 0.34.04.
Quietust (reporter)
2014-09-15 14:12

Disassembly analysis against 0.40.12 confirms that this is still the case - for the above listed item types, the first token of the material is parsed as a Creature ID and the second token is discarded (instead of being interpreted as a caste for that creature).
chaosvolt (reporter)
2015-03-01 09:19

No idea whether defining a fallback caste titled NONE would avoid this issue or not. Anyone tried !!SCIENCE!! on that?
Quietust (reporter)
2020-04-12 06:50

As of version 0.47.04, this appears to have been fixed - I performed a custom reaction with "[PRODUCT:100:1:VERMIN:NONE:ANT:SOLDIER]" and dropped the resulting "live ant" on the floor, and it turned into a "soldier ant" as expected.
lethosor (manager)
2020-04-12 09:28

Cool, I'll mark it as fixed in 0.47.01, but let me know if that should be changed.
lethosor (manager)
2020-04-13 09:11
edited on: 2020-04-13 09:13

Thanks to Quietust for investigating further - turns out this was the same issue as 0000722, and was fixed when that was:

    0000722 was mis-parsing "[ITEM:15:FISH:NONE:LOBSTER_CAVE:FEMALE]" as if it were "[ITEM:15:FISH:NONE:LOBSTER_CAVE:NONE]" (and then complaining that it didn't exist). The same code was used for embark profiles and custom reactions, so fixing one fixed the other.

- Issue History
Date Modified Username Field Change
2011-11-30 13:07 Quietust New Issue
2011-12-01 20:32 Quietust Note Added: 0019060
2012-03-02 13:26 Quietust Note Added: 0021000
2014-09-15 14:05 lethosor Assigned To => lethosor
2014-09-15 14:05 lethosor Status new => confirmed
2014-09-15 14:12 Quietust Note Added: 0030204
2015-03-01 09:19 chaosvolt Note Added: 0032296
2020-04-12 06:50 Quietust Note Added: 0040456
2020-04-12 09:28 lethosor Note Added: 0040457
2020-04-12 09:28 lethosor Status confirmed => resolved
2020-04-12 09:28 lethosor Fixed in Version => 0.47.01
2020-04-12 09:28 lethosor Resolution open => fixed
2020-04-12 09:28 lethosor Assigned To lethosor => Toady One
2020-04-13 09:11 lethosor Note Added: 0040459
2020-04-13 09:11 lethosor Fixed in Version 0.47.01 => 0.43.03
2020-04-13 09:12 lethosor Relationship added parent of 0000722
2020-04-13 09:12 lethosor Note Edited: 0040459 View Revisions
2020-04-13 09:13 lethosor Note Edited: 0040459 View Revisions

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