Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Issues with the "hostile (undead)" disposition setting in gui/sandbox command. (Save file included) #4453

Closed
Cerroz opened this issue Apr 6, 2024 · 1 comment · Fixed by DFHack/scripts#1157

Comments

@Cerroz
Copy link

Cerroz commented Apr 6, 2024

I am posting this issue at the request of myk002. The Reddit conversation can be seen here.

Using the gui/sandbox command and spawning creatures with the "hostile (undead)" disposition setting doesn't seem to work as intended. When creatures are spawned with that setting, they do not spawn with their undead sprite, and instead appear as if they are living creatures. For example, the main five races do not appear with purple skin as they should, nor do animals and animal people appear with their undead indigo/blue (black eyes with white pupils) sprites variants like they should.

Even saving and reloading a game does not fix the sprites (which seems to work with other syndromes, usually). I have attached a save file of some creatures spawned in the object testing arena. There is a readme file in the folder that explains what the issues are in deeper details. I have also - in the save - spawned some creatures in different ways to create comparisons.

"hostile (undead)" spawned creatures also have their names blanked out when a save is reloaded, for some reason...

arenaTest.zip

@myk002
Copy link
Member

myk002 commented Apr 11, 2024

The problem here appears to be that gui/sandbox is choosing the "wrong" undead syndrome to apply. I'm not sure how to find the "canonical" undead syndrome. All syndromes are world-generated, so we can't use a static id. Right now, gui/sandbox just searches for one that grants the OPPOSED_TO_LIFE tag. In the savegame you posted, this happens to be a "cursed fog zombie" syndrome, whereas the "Dwarf Corpse" undead unit has an unnamed syndrome that has all the other same qualities. This will take a bit more research to figure out if there is a reliable solution.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
No open projects
Status: Done
Development

Successfully merging a pull request may close this issue.

2 participants