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IDProjectCategoryView StatusDate SubmittedLast Update
0006391Dwarf FortressAdventure Mode -- Crimepublic2013-11-22 12:212014-12-31 11:55
Assigned ToToady One 
StatusresolvedResolutionno change required 
PlatformOSOS Version
Product Version0.34.11 
Target VersionFixed in Version 
Summary0006391: Openly stealing owned items does not make you a Criminal
DescriptionIf 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, 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.
Steps To Reproduce1. 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
Additional InformationThis 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.
Tagsbinary patch
Attached Files

- Relationships
related to 0005242new Free to steal: warehouse goods, keep equipment, domestic food 

-  Notes
Quietust (reporter)
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.
JasonMel (reporter)
2013-11-23 05:05

Maybe it has to be witnessed by an owner?
Quietust (reporter)
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.

smjjames (reporter)
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.
Quietust (reporter)
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, which is how I confirmed that it used to be working correctly.
smjjames (reporter)
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.

Quietust (reporter)
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.

Quietust (reporter)
2014-07-10 12:24
edited on: 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.

FireWarrior2112 (reporter)
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.
smjjames (reporter)
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.
Toady One (administrator)
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.

- Issue History
Date Modified Username Field Change
2013-11-22 12:21 Quietust New Issue
2013-11-22 16:57 Quietust Note Added: 0024219
2013-11-23 05:05 JasonMel Note Added: 0024220
2013-11-24 05:47 Quietust Note Added: 0024221
2013-11-24 05:52 Quietust Note Edited: 0024221 View Revisions
2013-11-24 06:56 smjjames Note Added: 0024222
2013-11-24 08:38 Quietust Note Added: 0024223
2013-11-24 08:49 smjjames Note Added: 0024224
2013-11-24 09:35 smjjames Note Edited: 0024224 View Revisions
2013-11-24 09:35 smjjames Note Edited: 0024224 View Revisions
2013-11-29 14:55 Footkerchief Summary Stealing owned items does not make you a Criminal => Openly stealing owned items does not make you a Criminal
2013-11-29 14:55 Footkerchief Relationship added related to 0005242
2014-02-27 12:25 Quietust Note Added: 0024578
2014-02-27 12:26 Quietust Note Edited: 0024578 View Revisions
2014-02-27 21:35 Footkerchief Assigned To => Footkerchief
2014-02-27 21:35 Footkerchief Status new => acknowledged
2014-07-10 11:48 Footkerchief Tag Attached: binary patch
2014-07-10 12:24 Quietust Note Added: 0025570
2014-07-10 12:24 Quietust Note Edited: 0025570 View Revisions
2014-07-18 08:16 FireWarrior2112 Note Added: 0026863
2014-09-08 08:09 smjjames Note Added: 0030034
2014-09-08 09:05 Footkerchief Status acknowledged => confirmed
2014-09-08 16:02 Mopsy Issue Monitored: Mopsy
2014-12-31 11:55 Toady One Note Added: 0031620
2014-12-31 11:55 Toady One Status confirmed => resolved
2014-12-31 11:55 Toady One Resolution open => no change required
2014-12-31 11:55 Toady One Assigned To Footkerchief => Toady One

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