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IDProjectCategoryView StatusLast Update
0006511Dwarf FortressDwarf Mode -- Interface, Unit-Job Screenpublic2021-02-02 11:28
Reportergavj Assigned To 
PrioritynormalSeverityminorReproducibilityalways
Status newResolutionopen 
PlatformWindowsOSWindows 7 
Product Version0.34.11 
Summary0006511: Removing [JOB_PERMITTED] tags doesn't stop player from activating the job
DescriptionFor example, remove [JOB_PERMITTED:MASON] from the dwarf entity raws, start a new world. It will prevent you from assigning embark points to mason skills, but then in game, you can still just turn on masonry and build masons workshops with it and make stone furniture, etc...

I have been told that if you remove all tags for a whole category, then the category won't show up, but that's of course not very helpful for things like one type of crafting job.

This is a known bug on the forum when I qasked, but I can't find any bug tracker reports, sorry if duplicate.
Steps To ReproduceRemove a job permission tag from entity raw file
start a new world and game
go to unit's P-L menu and turn on that skill anyway
unit will now perform jobs of that skill despite it being not suppose to be permitted.
Tagsentity, jobs, raw files, skills

Relationships

related to 0000286 resolvedToady One Removing one permitted job for entity causes whole labor category to disappear 
related to 0006568 new Permitted jobs tags don't work in a new way -- different from previous versions 

Activities

user1294

2014-06-22 02:20

  ~0024838

I mentioned that behavior back in 0000286, but it seems that no proper report was ever filed. I'd better resolve that other report, though, since that no longer happens.

Quietust

2014-06-24 06:40

reporter   ~0024841

It should be noted that the entity raw class DOES keep track of individual enabled labors, but the labor menu doesn't seem to be respecting its contents properly - most notably, the Alchemy labor is marked as "not permitted", but the game displays it anyways.

This is something that definitely worked back in 40d.

gavj

2014-06-24 21:39

reporter   ~0024845

I'd also like to add that if you fix this, it would be nice to also still add a raw tag or something that still does what this does currently.

Specifically, [NO_EMBARK_POINTS] or something, that stops embark points, but doesn't stop activating it later. Because this is useful, just not for the intended thing.

For example, if you want to enforce dabbling skill forever, [NO_EMBARK_POINTS] plus turning[SKILL_GAIN] or whatever that tag is to 0% would do so, whereas otherwise they couldn't gain skills, but could still embark with somebody proficient.

Quietust

2021-02-02 11:28

reporter   ~0040894

As of version 0.47.05, the code for viewscreen_dwarfmodest which populates the Labors menus calls a function (at address 0x1404641C0 on 64-bit Windows) which tries to filter out inappropriate labors, but that function only filters out the first 11 top-level categories of Woodworking (-2) thru Hauling (-12) based on their contents, ignoring the 12th category (Other Jobs) and all of the individual labors.

Version 0.31.25 behaved mostly the same (I'm guessing bug 0000286 was fixed before that), while version 0.28.181.40d (which had a flat labors menu) checked every labor and removed all of the non-permitted ones.

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Issue History

Date Modified Username Field Change
2014-06-21 23:47 gavj New Issue
2014-06-21 23:48 gavj Tag Attached: jobs
2014-06-21 23:48 gavj Tag Attached: skills
2014-06-21 23:48 gavj Tag Attached: raw files
2014-06-21 23:49 gavj Tag Attached: entity
2014-06-22 02:20 user1294 Note Added: 0024838
2014-06-23 07:33 user6 Relationship added related to 0000026
2014-06-23 07:33 user6 Relationship deleted related to 0000026
2014-06-23 07:33 user6 Relationship added related to 0000286
2014-06-24 06:40 Quietust Note Added: 0024841
2014-06-24 21:39 gavj Note Added: 0024845
2014-07-07 22:38 user6 Relationship added related to 0006568
2021-02-02 11:28 Quietust Note Added: 0040894