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IDProjectCategoryView StatusDate SubmittedLast Update
0002036Dwarf FortressDwarf Mode -- Noblespublic2010-05-22 15:142012-06-24 18:10
Assigned ToDwarfu 
PrioritynormalSeveritymajorReproducibilityhave not tried
StatusresolvedResolutionwon't fix 
PlatformWindowsOSXP64OS Version
Product Version0.31.04 
Target VersionFixed in Version 
Summary0002036: Dungeon Master doesn't allow taming/training of exotic pets/mounts
DescriptionTest-modded raws, with a few minor tweaks, and a few not too minor ones.

Major test-mods in entity_default: Dungeon Master has [APPOINTED_BY:MAYOR], barons etc have [RULES_FROM_LOCATION] but the game does not have a baron yet, tweaks to get to the nobles phase faster.

Managed to appoint a dungeon master this way, fulfilled all the room requirements, but [PET_EXOTIC] (or [MOUNT_EXOTIC] for the matter) are not tamable, they do not appear in kennel list or Z-animals either.
Steps To Reproduce1. Open entity_default.txt in raws and add [APPOINTED_BY:MAYOR] to dungeon master.
2. Generate a new world.
3. Play a fort until you get a mayor. Buy exotic pets from elves and trap a few in the process. Mandrills, grizzly bears, lions, deer, foxes...
4. Appoint a dungeon master.
5. Check tamable animal list in a kennel, or what is listed in Z-animals.
6. Observe no change.
Additional InformationThis report may be semi-invalid since it is from a modded game, but I figured it was something worth reporting anyway.

If there is a master bug about nobility being completely broken, this probably fits in that category as well.

Reproducibility is 'have not tried' in the sense that I have not re-genned a world with modded dungeon master. It still takes quite a while to reach the point.
TagsNo tags attached.
Attached Files

- Relationships
related to 0000482resolvedToady One Tame exotic pets don't show up in the Animals screen 
related to 0003453resolvedToady One Baron/etc. cannot appoint baron-appointed nobles, such as the Tax Collector 

-  Notes
lando242 (reporter)
2010-05-22 18:18

Something you did messed it up. I've gotten the DM naturally on an un-modded game and been able to tame Giant Leopards, Dragons, etc, etc, without issue.
Footkerchief (manager)
2010-06-05 12:49

Any updates on this one? Has anyone gotten a nonfunctional Dungeon Master in a non-modded game?
Kumquat (reporter)
2010-06-08 16:04
edited on: 2010-06-10 09:13

I haven't gotten a dungeon master at all in an non-modded game so far.

First long-term game started in .01 fell victim to broken and/or dead nobility, although I did have a surviving mayor.

The second long-term fort I played was probably bitten by the object-id bug most likely since the dorfs wore togas but not high boots and seemed to be a part of the human civilization or something strange like that. (Offered a crate of masterwork obsidian crafts to dorf-civ but offerings value in capital page was zero)

Haven't gotten over to playing that much on better-working versions.

Update: Loading the .01 game with baroness to .05 did not open any of the noble positions it should have. This may or may not be because the outpost liaison has been long dead.

Khym Chanur (reporter)
2011-03-09 19:47

I reproduced this in 0.31.21 by modding the dungeon master to be appointable by the mayor, and having the mayor be elected at population 1. Both before and after appointing the dungeon master the deer, fox and cougar I'd captured in a cage remained untamable, while the wild turkeys and panda I'd caught could be tamed with or without a dungeon master.

Also, checked to see if the DM having all of his/her requirements met had anything to do with it. Nope, with all requirements met I still can't tame any exotics.
nshapter (reporter)
2011-04-05 10:46

My custom edited raws include this change as well, and reproduced this in 31.18 and 31.25.

The Dungeon Master does not function at all.
Quietust (reporter)
2011-04-05 11:14
edited on: 2011-04-05 11:18

Try adding [LAND_HOLDER:1] to the dungeon master, hammerer, and tax collector - the last time I tried testing that, the liaison allowed me to select each of them along with the baron, but I wasn't able to observe whether it enabled the taming of exotics; it didn't enable justice or the economy, but that may have been normal (justice might only get enabled by Sheriff availability, and economy might be hardcoded to never enable at all).

SocietalEclipse (reporter)
2011-04-06 11:54

"[APPOINTED_BY:MAYOR]" is all it takes to get a DM. This bug is still present regardless.
Quietust (reporter)
2011-04-09 09:25

SocietalEclipse: That wasn't my point - I was suggesting that manually assigning Dungeon Master the same way you assign Bookkeeper or Manager might not be sufficient to activate all of its functionality - since using LAND_HOLDER makes the game itself assign the position (in such a way that it will not permit you to arbitrarily assign a replacement, just like with the Baron), it might be a more accurate way of testing whether or not the position works.
kingpeonidas (reporter)
2011-04-15 03:29

a dungeon master dorf may already have a flag that makes him special, not just a characteristic of the position itself.
Quietust (reporter)
2011-05-09 20:28
edited on: 2011-05-09 20:33

Here's a side question - if you make the Baron manually appointable by your expedition leader, does the game generate the "The surrounding lands have been made a barony" message when you appoint one?

I've already done this experiment, so I'll save you the trouble and give you the answer: it doesn't. I'm just trying to make the point that there is a very real difference between assigning a position manually and allowing the position to be assigned via a special in-game trigger (i.e. meeting with liaison), and that the ability to tame exotics might only be enabled as part of the latter scenario.

Quietust (reporter)
2011-06-14 19:57

For the record, a further test with the dungeon master being appointed by the liaison using LAND_HOLDER seems to indicate that neither appointment method is sufficient to enable taming of exotics.
Quietust (reporter)
2011-10-28 14:04

Digging into a disassembly (as I have grown accustomed to doing) suggests that part (or all) of the code for making exotics tameable is missing entirely - I checked the logic for prepending "Stray " to animal names in both and 0.31.25, and while the former checks for both [PET] and [PET_EXOTIC]+"have dungeon master" (checks if one integer is greater than some other integer), the latter checks only [PET].
Dwarfu (manager)
2012-03-07 08:09

Marking this as 'won't fix' since the dungeon master is out and the taming framework is being rewritten. [^]

- Issue History
Date Modified Username Field Change
2010-05-22 15:14 Kumquat New Issue
2010-05-22 18:18 lando242 Note Added: 0007207
2010-05-22 19:24 Footkerchief Relationship added related to 0000482
2010-05-29 22:58 Khym Chanur Issue Monitored: Khym Chanur
2010-06-05 12:49 Footkerchief Note Added: 0007732
2010-06-08 16:04 Kumquat Note Added: 0007960
2010-06-09 00:33 Kumquat Note Edited: 0007960 View Revisions
2010-06-10 09:13 Kumquat Note Edited: 0007960 View Revisions
2010-08-10 10:01 theqmann Issue Monitored: theqmann
2010-10-04 14:09 Another Issue Monitored: Another
2010-10-22 11:32 Logical2u Relationship added related to 0003453
2010-10-28 06:53 Hieronymous Alloy Issue Monitored: Hieronymous Alloy
2010-12-04 23:44 novaalpha Issue Monitored: novaalpha
2011-03-09 19:47 Khym Chanur Note Added: 0016028
2011-04-05 10:46 nshapter Note Added: 0017087
2011-04-05 11:07 Footkerchief Summary Dungeon Master doesn't make any difference => Dungeon Master doesn't allow taming/training of exotic pets/mounts
2011-04-05 11:07 Footkerchief Description Updated View Revisions
2011-04-05 11:07 Footkerchief Steps to Reproduce Updated View Revisions
2011-04-05 11:07 Footkerchief Additional Information Updated View Revisions
2011-04-05 11:14 Quietust Note Added: 0017088
2011-04-05 11:18 Quietust Note Edited: 0017088 View Revisions
2011-04-06 11:54 SocietalEclipse Note Added: 0017137
2011-04-09 09:25 Quietust Note Added: 0017236
2011-04-15 03:29 kingpeonidas Note Added: 0017386
2011-05-09 20:28 Quietust Note Added: 0017678
2011-05-09 20:32 Quietust Note Edited: 0017678 View Revisions
2011-05-09 20:33 Quietust Note Edited: 0017678 View Revisions
2011-06-14 19:57 Quietust Note Added: 0017995
2011-06-14 22:17 madjoe5 Issue Monitored: madjoe5
2011-07-09 18:01 Beeskee Issue Monitored: Beeskee
2011-07-22 17:08 Vherid Issue Monitored: Vherid
2011-09-14 15:39 Morrolan Issue Monitored: Morrolan
2011-10-28 14:04 Quietust Note Added: 0018923
2012-01-06 17:44 Morlark Issue Monitored: Morlark
2012-03-07 08:09 Dwarfu Note Added: 0021217
2012-03-07 08:09 Dwarfu Status new => resolved
2012-03-07 08:09 Dwarfu Resolution open => won't fix
2012-03-07 08:09 Dwarfu Assigned To => Dwarfu
2012-03-07 15:03 Vherid Issue End Monitor: Vherid
2012-03-08 18:47 madjoe5 Issue End Monitor: madjoe5
2012-05-28 17:51 Morrolan Issue End Monitor: Morrolan
2012-06-24 18:10 Morlark Issue End Monitor: Morlark

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