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0006391Dwarf FortressAdventure Mode -- Crimepublic2013-11-22 12:212014-12-31 11:55
Quietust 
Toady One 
normalminoralways
resolvedno change required 
0.34.11 
 
0006391: Openly stealing owned items does not make you a Criminal
If I visit a Human town, locate an item which is assigned to a civzone (i.e. $owned item$), then pick up the item and leave the civzone, my relations to the civilization remain unchanged (I was a Member, and I stayed that way).

In version 0.28.181.40d, doing this would make me a Criminal within the civilization (and site government) and cause everybody in the town to refuse to speak to me.
1. Start a Human adventurer
2. Locate a building containing owned items
3. Pick up one of the owned items
4. Walk out of the building
5. Examine your histfig/entity links
This may be related to 0005242, which seems to have been the observation that the game was failing to assign ownership to items in certain circumstances.
binary patch
related to 0005242new  Free to steal: warehouse goods, keep equipment, domestic food 
Issue History
2013-11-22 12:21QuietustNew Issue
2013-11-22 16:57QuietustNote Added: 0024219
2013-11-23 05:05JasonMelNote Added: 0024220
2013-11-24 05:47QuietustNote Added: 0024221
2013-11-24 05:52QuietustNote Edited: 0024221bug_revision_view_page.php?bugnote_id=0024221#r9048
2013-11-24 06:56smjjamesNote Added: 0024222
2013-11-24 08:38QuietustNote Added: 0024223
2013-11-24 08:49smjjamesNote Added: 0024224
2013-11-24 09:35smjjamesNote Edited: 0024224bug_revision_view_page.php?bugnote_id=0024224#r9050
2013-11-24 09:35smjjamesNote Edited: 0024224bug_revision_view_page.php?bugnote_id=0024224#r9051
2013-11-29 14:55FootkerchiefSummaryStealing owned items does not make you a Criminal => Openly stealing owned items does not make you a Criminal
2013-11-29 14:55FootkerchiefRelationship addedrelated to 0005242
2014-02-27 12:25QuietustNote Added: 0024578
2014-02-27 12:26QuietustNote Edited: 0024578bug_revision_view_page.php?bugnote_id=0024578#r9179
2014-02-27 21:35FootkerchiefAssigned To => Footkerchief
2014-02-27 21:35FootkerchiefStatusnew => acknowledged
2014-07-10 11:48FootkerchiefTag Attached: binary patch
2014-07-10 12:24QuietustNote Added: 0025570
2014-07-10 12:24QuietustNote Edited: 0025570bug_revision_view_page.php?bugnote_id=0025570#r9528
2014-07-18 08:16FireWarrior2112Note Added: 0026863
2014-09-08 08:09smjjamesNote Added: 0030034
2014-09-08 09:05FootkerchiefStatusacknowledged => confirmed
2014-09-08 16:02MopsyIssue Monitored: Mopsy
2014-12-31 11:55Toady OneNote Added: 0031620
2014-12-31 11:55Toady OneStatusconfirmed => resolved
2014-12-31 11:55Toady OneResolutionopen => no change required
2014-12-31 11:55Toady OneAssigned ToFootkerchief => Toady One

Notes
(0024219)
Quietust   
2013-11-22 16:57   
If I use DFHack to manually make myself a criminal within the relevant entity (replacing the relevant histfig/entity links), then the townspeople correctly treat me as a criminal, so the only problem seems to be with recognizing the crime in the first place.
(0024220)
JasonMel   
2013-11-23 05:05   
Maybe it has to be witnessed by an owner?
(0024221)
Quietust   
2013-11-24 05:47   
(edited on: 2013-11-24 05:52)
The owners were definitely there to witness me walking off with their stuff. I even walked back inside afterwards and talked to them, which is how I knew the theft hadn't been recognized.

(0024222)
smjjames   
2013-11-24 06:56   
I know I posted on a thread, but how did you examine histfig/entity links? Not sure if you are referring to something other than simply retiring somewhere and checking legends.
(0024223)
Quietust   
2013-11-24 08:38   
I used DFHack during gameplay to directly examine my adventurer's historical figure record, which is where that sort of stuff is stored. I did so both in 0.34.11 and 0.28.181.40d, which is how I confirmed that it used to be working correctly.
(0024224)
smjjames   
2013-11-24 08:49   
(edited on: 2013-11-24 09:35)
<s>How did you do that though with DFhack?</s>

Actually, I'll just take the question over to the DFhack thread.

(0024578)
Quietust   
2014-02-27 12:25   
(edited on: 2014-02-27 12:26)
Upon closer investigation (i.e. disassembly diving), I see why theft isn't being recognized anymore - the logic for detecting theft only looks for civzones of types 1 (Craft Shop), 3 (Weaponsmith's Shop), 4 (Armorsmith's Shop), 5 (General Store), and 6 (Food Shop), which were used for the old-style shops in versions 0.31.12 and earlier, but shops in the current version are all of type 0 (Home), so it ignores them.

(0025570)
Quietust   
2014-07-10 12:24   
Incidentally, the issue I reported at 0005654 (which turned out to not be a bug) is actually related to this - if those civzones WERE being assigned the traditional types (instead of being left as "Home"), this would be working properly.

(0026863)
FireWarrior2112   
2014-07-18 08:16   
I can reproduce this bug, in front of store owners or not, I can simply take what i want out of any (human) store and walk out without my status changing. interesting to note, it says in the event log that i stole, but he isn't aware. I can even take all the armour i want from an armour shop, put it on right in front of him and go and have a conversation without him being aware i just stole half his merchandise then walk out.
(0030034)
smjjames   
2014-09-08 08:09   
Same thing for 40.11 in fortresses, though what passes for stores in the fortresses don't seem to have any particular merchant to talk to. I can take owned (has the coin symbol) stuff right in view of various people and can walk out with a full set of stolen armor and other stuff without people reacting.
(0031620)
Toady One   
2014-12-31 11:55   
The relevant code is gone now, and we'll have to wait for the start scenario property rewrite to get back to this.