Good Morning, CHIT didn't load in the relay browser and when I checked mafia's CLI it said:
Bad item value: "miniature life preserver" (charpane.ash, line 1434)
Line 1434 is: generic[205]=$item[miniature life preserver];
I removed the line and one svn sync later, CHIT loaded and looks fine. (I have not ascended Heavy Rains).
What is the coding or logic reason why an unknown item (especially in the case of an item I don't have and won't have in inventory, as the current case with the Personal Ventilation Unit) should cause CHIT to be unable to load?
This assumes that I care about everything the script cares about. For most software end users, this will almost never be true. It is true that updating is the simplest solution, but this is not obvious from an end user perspective (especially the first time you encounter it).It seems that if a script cares about a new item, then updating to a version of mafia that knows about the item is the feature you care about.
I'm not sure what this means, but that would be a neat solution too. If the mafia or chit error message said "this version requires release xyz". Or even better, gave that information in advance of updating (which I realize may not really be practical to implement).There's also a new feature out that scripts can use: since. A script can state specifically which the earliest version of mafia that can use it.
Then I would suggest not updating scripts mid-run.I just hate updating mafia mid run
That sounds like a pretty serious bug, except that isn't nearly enough information to fix anything. At a guess I'm thinking that Save options to disk whenever they change isn't checked for you, and somehow you closed mafia without it having a chance to save settings.as just this morning the update caused it to lose my SR and HR wandering monster trackers.
I'm not sure what this means, but that would be a neat solution too. If the mafia or chit error message said "this version requires release xyz". Or even better, gave that information in advance of updating (which I realize may not really be practical to implement).
This assumes that I care about everything the script cares about. For most software end users, this will almost never be true. It is true that updating is the simplest solution, but this is not obvious from an end user perspective (especially the first time you encounter it).
This is correct, that option was was not checked. In all likelihood, it has never been checked in the 5 or more years I have been using mafia.That sounds like a pretty serious bug, except that isn't nearly enough information to fix anything. At a guess I'm thinking that Save options to disk whenever they change isn't checked for you, and somehow you closed mafia without it having a chance to save settings.
I know and appreciate all of that. I guess there is a fine line between making an observation and complaining. Sorry if my comments came across as the latter.At some point you need to deal with the fact...
So hey you know how there's a little (+) button in the mood menu to add individual moods to your current mood-combo?
Can we also get a little (-) to remove individual moods?
Another FReq for ChIT: counters for temporarily banished monsters?
I could get the list of currently banished monsters from banishedMonsters, but I don't think that mafia tells me how long they will stay banished. Am I mistaken?
Another FReq for ChIT: counters for temporarily banished monsters?
All I'd request would be like a counter, with the name of what was banished and how, like "fluffy bunny banished by stinky cheese eye", maybe with an icon of the source of the banish. Nothing fancy, just informative.If banish duration is exposed to the user... What would you like this to look like in the charpane? Just a window ending for the end of a monster banish?
Would it be hard for mafia to expose duration of banishes?
Sounds awesome!So, how about an item icon and a message "End of fluffy bunny banish" with the duration number being the turns left until the banish ends?