|Anonymous | Login | Signup for a new account||2023-02-08 11:18 PST|
|Main | My View | View Issues | Change Log | Roadmap|
|View Issue Details|
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0009275||Dwarf Fortress||World Generation -- General||public||2015-12-08 10:48||2022-07-27 19:56|
|Priority||normal||Severity||minor||Reproducibility||have not tried|
|Target Version||Fixed in Version|
|Summary||0009275: Elf-made instruments have nonsensical materials|
My first elf caravan arrived and brought in some interesting items.
In particular, instrument parts made of forgotten beast silk and a complete instrument where strings are made of 'pitch-black fabric'.
Somehow these don't appear entirely intentional.
|Steps To Reproduce|
Generate enough random elf instruments.
|Additional Information||Apparently sometimes generated instruments require materials that their associated civilization is unable to produce; in case of elf civilization, metal, silk and leather.|
In this case the game will pick some completely random material (possibly uninitialized?) for it.
|Tags||No tags attached.|
|In my case elfs brought "a grown serpentine piccolo". Grown stone crafts? This was in 0.42.02 with a fort from 0.40.24. Save here, the object is in the depot: http://dffd.bay12games.com/file.php?id=11391 [^]|
|Does this occur with saves that aren't from 0.40.24?|
I saw Kumquat's (weird silks) bug in a world generated in 0.42.02. Didn't save it, sorry. I suspect it has to do with the fact that elves don't normally have access to silk materials, but can generate instruments with silk strings.
I haven't seen Uggi's bug, though.
This has been happening in all saves created in .42.x so far.
Elfs don't have silk or leather or glass, so they randomly use divine cloth and/or forgotten beast silk and whoknowswhat.
Also, you don't get procedural instruments in migrated saves, I don't think?
This also seems to be happening in adventure mode, based on various posts.
|@uggi: the "grown" serpentine piccolo in your save is decorated with apple wood. Whether or not the piccolo should be marked "grown" is a separate issue (0010118).|
I will supply a screenshot or save when i am able if i see it again and would recommend everybody else does too but the divine material templates Elves are using draw off god spheres in the world but not the ones even relevant to elves localized nature spirit monotheism religion type.
In one such game anecdotally i had a multi-part stationary string instrument arrive in my 6th or 7th year elven caravan with divine metal of "liquid darkness" which in retrospect i think would have been from the relevant list of metal types, dark metal (darkness sphere) or a not yet wiki defined other sphere.
> Summarily goblins had pantheon enabled in my RAW modifications and no restrictions on what they could worship, hence the 'colourful' religious topics (death,gambling,darkness etc.) I think that material's sphere may have came from going into the elves in the same world.
@FantasticDorf: "liquid darkness" is a divine fabric from the "darkness" sphere:
This is an unmigrated 0.43.05 save showing an elf generated divine cloth instrument. The elf caravan currently occupying the depot has brought a (grown rotted fabric rithi) and expects to trade it for something ridiculous, like a whole stack of roasts.
saw a caravan with 'screaming cloth (instrument) strings' too. problem is it was a human caravan, not elven.
47.03 with df hack and stuff
edited on: 2022-07-28 08:44
The specific instrument part is the 'strings' in stringed instruments, or [ITEM_TOOL:ENT<id#>_INS<id#>_STRINGS]
For elves, this part can randomly generate w/ either THREAD_PLANT_MAT or SILK_MAT. METAL_MAT strings are also a thing, but the game is able to recognize that the civ doesn't produce metal, so METAL_MAT is not found in any elven instrument parts. But as Button and Kumquat mentioned, SILK_MAT strings still generate, even though it's impossible for elves to USE_ANIMAL_PRODUCTS. This is mostly likely the actual problem, à la cats licking a mugful of alcohol.
When there are no silk to choose from the civ's material pool, the game randomly picks one of any silk type generated in the world, including divine fabric (which use SILK_TEMPLATE) and procgen beast/demon silk.
Regarding human instruments: humans do use animal products, but the only source of (non-aligned) aboveground silk is the brown recluse spider + variations, which are only found in temperate broadleaf forests. Human civs w/o this biome also lack silk.
|2015-12-08 10:48||Kumquat||New Issue|
|2015-12-21 09:22||uggi||Note Added: 0034102|
|2015-12-27 08:53||lethosor||Note Added: 0034215|
|2015-12-27 08:53||lethosor||Assigned To||=> lethosor|
|2015-12-27 08:53||lethosor||Status||new => needs feedback|
|2015-12-27 08:53||lethosor||Relationship added||related to 0009223|
|2015-12-27 18:12||Button||Note Added: 0034230|
|2015-12-28 10:54||Kumquat||Note Added: 0034239|
|2015-12-28 10:54||Kumquat||Status||needs feedback => assigned|
|2015-12-28 13:20||lethosor||Status||assigned => acknowledged|
|2016-01-02 18:17||Huntthetroll||Issue Monitored: Huntthetroll|
|2016-05-08 17:46||Dwarfu||Relationship added||has duplicate 0009663|
|2016-06-11 20:15||BenLubar||Issue Monitored: BenLubar|
|2017-01-21 07:51||Loci||Note Added: 0036193|
|2017-01-22 15:32||FantasticDorf||Note Added: 0036203|
|2017-01-22 17:59||Loci||Note Added: 0036206|
|2017-01-22 20:29||lethosor||Relationship added||related to 0010118|
|2017-04-22 17:13||Loci||Relationship added||has duplicate 0010204|
|2017-06-16 08:08||eroen||Note Added: 0036611|
|2018-04-25 11:52||Loci||Relationship added||related to 0010544|
|2020-03-12 21:01||DJ_Devil||Note Added: 0040364|
|2022-07-27 19:56||Doorkeeper||Note Added: 0041282|
|2022-07-28 08:44||Doorkeeper||Note Edited: 0041282||View Revisions|
|Copyright © 2000 - 2010 MantisBT Group|