Mantis Bug Tracker

View Issue Details Jump to Notes ] Issue History ] Print ]
IDProjectCategoryView StatusDate SubmittedLast Update
0010131Dwarf FortressDwarf Mode -- Interface, Embarkpublic2017-02-02 14:202017-02-02 14:20
ReporterFantasticDorf 
Assigned To 
PrioritynormalSeverityminorReproducibilityalways
StatusnewResolutionopen 
PlatformOSOS Version
Product Version0.43.05 
Target VersionFixed in Version 
Summary0010131: Trees without growths cannot be specified for wood (unless they have mushroom tops) by civs
DescriptionEven with relevant tags, trees without growths cannot be used in worldgen or harvested by civilisations (as wood logs) in embarkation and implied future use within the civilisation.

This applies to fruit trees and also for generic trees with seed growths which are availible unlike some rare examples of trees that do not have these tags. The growths do not require to be edible or have any future production application.

> Feather trees are only collectable by good civs because of the accessibility to feathers & the egg growths. And will turn up correctly for civilizations living within those areas.

Mushroom tops seem to substitute for growths
Steps To ReproduceCreate a generic kind of aboveground tree with relevant tags, but omit growth & seeds (sapling is not required either) so it will only appear in world generation and not grow again after it is cut down.

Embark with a entity with [OUTDOOR_WOOD] and see that the logs are unavailable for embarking with. For fast use with dwarves, define the tree as being [BIOME:MOUNTAIN] and [DRY], or move the dwarven starting biome to a place where your tree will be guranteed to appear.

Or

Add [SITE_CONTROLLABLE] to the goblin civilisation (requires copy paste expedition site noble) and add [OUTDOOR_WOOD] to their tags (to collect wood aboveground), glumprong naturally has no growths and is inaccessible for use within the correct conditions.

Adding a nut object (for simplicity) or any other such growth will allow the glumprong tree to be embarked with (as long as the entity is not in a freezing biome that is not evil)

> Another simple solution is to remove all growths & saplings from all trees and be unable to embark with aboveground wood despite having the required tags.
TagsNo tags attached.
Attached Files

- Relationships

-  Notes
There are no notes attached to this issue.

- Issue History
Date Modified Username Field Change
2017-02-02 14:20 FantasticDorf New Issue


Copyright © 2000 - 2010 MantisBT Group
Powered by Mantis Bugtracker