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IDProjectCategoryView StatusDate SubmittedLast Update
0010581Dwarf FortressDwarf Mode -- Environmentpublic2018-02-18 02:492018-05-30 09:02
ReporterPatrikLundell 
Assigned ToLoci 
PrioritynormalSeverityminorReproducibilityalways
StatusconfirmedResolutionopen 
PlatformPCOSWindowsOS Version10.1
Product Version0.44.05 
Target VersionFixed in Version 
Summary0010581: Trees yielding no wood never show up
DescriptionThe two kinds of tree that yield no wood (Abaca and Banana) don't show up either on embark or as saplings later.
Additional InformationI generated a pocket world and selected a tropical location for an embark. Through the use of a DFHack script I removed all trees from that biome except for abaca and banana and embarked. The embark was completely devoid of trees.
I then killed DF and hacked the description of banana to contain a wood section (taken from carambola) instead of "no wood" and replaced "[TREE:NONE:NONE" with "[TREE:LOCAL_PLANT_MAT:WOOD" (again taken from carambola) in the save's copy of plant_new_trees.txt, redid the same thing (embark at the same location after hacking the biome to only retain abaca and banana trees), and the embark is covered in banana trees. Killing DF, hacking abaca to yield wood, and then hacking the biome and embarking again showed both banana and abaca on embark.
For saplings I rely on my observation over the last year or two that I've never gotten any banana saplings on any of the embarks that should have had them (which is what led to this investigation). Using DFHack to add a banana sapling did result in a banana tree after 3 years in a 0.43.X embark (once invaders stopped trampling the saplings hacked in).
I have also hacked my current real save to provide wood for bananas, and there is at least one sapling on the embark after two months (following 13 years of complete absence).

It can be noted that elves occasionally bring bananas as trade goods, but that's probably because those are abstracted rather than actually harvested...
TagsNo tags attached.
Attached Files

- Relationships
related to 0010954acknowledgedLoci Food/drink preferences are buggy (bugs and references to related reports) 

-  Notes
(0038398)
chaosvolt (reporter)
2018-05-29 12:42
edited on: 2018-05-29 12:45

On the one hand, dfhack REEEE. On the other hand I replicated this issue via raw-only methods. My recent modding shenanigans entailed a non-wood tree being the only tree in a given region and they refused to spawn.

Strangely, there might be something that can work around this, as evidently ZM has had success with non-wood trees. Maybe both DFHack and my flavor of fuckery are failing at this.

Alternatively, it could be that ZM's attempt at it does something in the raws that vanilla woodless trees don't.

(0038399)
lethosor (manager)
2018-05-29 14:16

We cannot accept DFHack-only bug reports here. If you can get it to reproduce with modded raws (or adjusted vanilla raws), uploading the save after worldgen but without an active fortress (i.e. to allow embarking quickly) would help.
(0038404)
Loci (manager)
2018-05-29 16:20

I disagree that this is a DFHack issue. Here's a trivial test world with all surface trees except abaca and banana removed:

http://dffd.bay12games.com/file.php?id=13793 [^]

Modding either abaca or banana trees to produce wood will cause them to appear in tropical biomes.
(0038405)
lethosor (manager)
2018-05-29 16:31

Yeah, I'm not saying it's a DFHack issue. I'm saying that it's hard to prove it's not a DFHack issue from something like this:

"Through the use of a DFHack script I removed all trees from that biome except for abaca and banana and embarked."

It's possible (in general, not here) that a method used in DFHack fails to take into account things that vanilla DF does take into account, so "I caused an issue using DFHack" on its own doesn't belong here. Given chaosvolt's findings, this specific issue does, though.

Thanks for taking the time to produce a save!
(0038407)
PatrikLundell (reporter)
2018-05-30 03:37

It can be pointed out that I didn't cause the issue using DFHack, but used DFHack to remove the chaff when investigating what I had observed, as it's nearly impossible to see that something doesn't show up when it could be the RNG (consistently) playing tricks on you.

Many thanks to Loci for showing the issue in an intelligent DFHack free way.

It would be useful to know what chaosvolt's reference to ZM's work is.
(0038409)
lethosor (manager)
2018-05-30 09:02

For all I knew, removing tree types with DFHack could fail to update DF's state in some other way, preventing the remaining trees from showing up at all, while they could show up in vanilla if every other type was removed from the raws. (Again, this is just hypothetical, but it's hard to tell what the side effects of a DFHack method can be.)

- Issue History
Date Modified Username Field Change
2018-02-18 02:49 PatrikLundell New Issue
2018-05-29 12:42 chaosvolt Note Added: 0038398
2018-05-29 12:45 chaosvolt Note Edited: 0038398 View Revisions
2018-05-29 14:16 lethosor Note Added: 0038399
2018-05-29 16:20 Loci Note Added: 0038404
2018-05-29 16:20 Loci Assigned To => Loci
2018-05-29 16:20 Loci Status new => confirmed
2018-05-29 16:31 lethosor Note Added: 0038405
2018-05-30 03:37 PatrikLundell Note Added: 0038407
2018-05-30 09:02 lethosor Note Added: 0038409
2018-11-12 12:31 Loci Relationship added related to 0010954


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