Dwarf Fortress Bug Tracker - Dwarf Fortress
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0000286Dwarf FortressDwarf Mode -- Interface, Unit-Job Screenpublic2010-04-03 11:352014-06-22 02:21
dree12 
Toady One 
normalminoralways
resolvedfixed 
Windows6.1
 
 
0000286: Removing one permitted job for entity causes whole labor category to disappear
Using a modded race without all labors in a category allowed (eg, it can do woodcutting and carpentry, but not crossbow-making), the whole category of labors is not accesible through the (v)(p)(l) menu (in this example, the Woodworking category is inaccesible).
1. Turn on CIV_CONTROLLABLE on a race without some of the labors in a category (other than Mining and Other Jobs), but with some too.
2. Embark with that civ
3. View the labor pref menu ([v][p][l])
labors, modding
has duplicate 0000792closed Footkerchief Humans - no crafting toggle 
has duplicate 0002105closed Footkerchief Removing one permitted job in raws removes several 
related to 0006511new  Removing [JOB_PERMITTED] tags doesn't stop player from activating the job 
Issue History
2010-04-03 11:35dree12New Issue
2010-04-03 11:49FootkerchiefRelationship addedrelated to 0000017
2010-04-03 11:57AquillionTag Attached: labors
2010-04-03 11:57AquillionTag Attached: modding
2010-04-07 15:34dree12Issue Monitored: dree12
2010-04-08 10:05FootkerchiefRelationship replacedchild of 0000017
2010-04-09 15:44dree12Note Added: 0002442
2010-04-12 17:44dree12Note Edited: 0002442bug_revision_view_page.php?bugnote_id=0002442#r1019
2010-05-25 12:04FootkerchiefRelationship deletedchild of 0000017
2010-05-25 12:04FootkerchiefRelationship addedhas duplicate 0000792
2010-05-25 12:04FootkerchiefIssue Monitored: Errori
2010-05-25 12:05FootkerchiefNote Added: 0007328
2010-05-29 22:12FootkerchiefRelationship addedhas duplicate 0002105
2010-05-29 22:13FootkerchiefSummaryWhen using modded race without all labors in a category enabled, whole category dissapears. => Modded entity with some jobs not permitted causes whole labor category to disappear
2010-05-29 22:14FootkerchiefSummaryModded entity with some jobs not permitted causes whole labor category to disappear => Removing one permitted job for entity causes whole labor category to disappear
2010-05-30 13:57dree12Note Added: 0007497
2011-03-11 05:28Knight OtuNote Added: 0016094
2011-03-11 13:16dree12Note Added: 0016126
2012-03-02 21:19dree12Note View State: 0016126: private
2012-03-02 21:19dree12Note View State: 0016126: public
2012-03-02 21:19dree12Note Deleted: 0016126
2012-03-31 18:57dree12Note Added: 0021966
2014-06-22 02:20Knight OtuStatusnew => resolved
2014-06-22 02:20Knight OtuResolutionopen => fixed
2014-06-22 02:20Knight OtuAssigned To => Knight Otu
2014-06-22 02:21Knight OtuAssigned ToKnight Otu => Toady One
2014-06-23 07:33FootkerchiefRelationship addedrelated to 0006511
2016-05-11 21:50DwarfuRelationship addedhas duplicate 0009029
2016-05-11 21:50DwarfuRelationship deletedhas duplicate 0009029

Notes
(0002442)
dree12   
2010-04-09 15:44   
(edited on: 2010-04-12 17:44)
Sorry, but I don't see how this is a child issue of that. The two issues may be slightly related, but 0000017 is about civilization mixup, but this is about how modding out one profession results in the whole category being unselectable. Can someone clarify?

(0007328)
Footkerchief   
2010-05-25 12:05   
That was my mistake. I had added that relationship before the causes of 0000017 became clear.
(0007497)
dree12   
2010-05-30 13:57   
Oh, thanks for the clarification.
(0016094)
Knight Otu   
2011-03-11 05:28   
This bug seems to have reversed in a way - now, while you can't add points to such a job on embark, you can activate the job in game - like you could with beekeepers and wax crafters in 31.20 for dwarves.
(0021966)
dree12   
2012-03-31 18:57   
I think the summary should be updated to "one permitted job in a category for entity allows all jobs in that category to be selected", which, as Knight Otu suggested, is a reverse of the current summary.