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0002022Dwarf FortressWorld Generation -- Generalpublic2010-05-21 22:042016-09-14 09:56
almostsix 
Footkerchief 
lowminorunable to reproduce
resolvedduplicate 
LinuxXubuntu10.4
0.31.04 
 
0002022: Generic layers (e.g. "Rock"), metal stone (e.g. an unmined Black Bronze wall), deep soil layers, and cycling surface tiles
What I've noticed so far:
-The soil layers are all "Rock" (I also embarked with a "Rock Anvil," and some Rock weapons.)
-There are metal walls. After mining out, e.g., a Black Bronze wall, you get something that looks like a stone, of the metal material. (So, a purple dot, called "Black Bronze.") I haven't tried to see what you can do with those yet.
-There are soil walls under rock walls.
-De-grassified surface ground tiles are magic. That is, each time the game refreshes the image, it becomes a new type, and therefore gains a new symbol too. I've seen rocks, gems, and metals listed. Moreover, if you make large zone, you can see the number of squares in it available for sand collection change rapidly. I tried caving in one such tile, and it continued to act this way.
After laughing at this map for a while, I generated another world, which had none of these features.
raw files
duplicate of 0001428resolved Toady One Backup raws files (*.txt~, *.txt.bak) get parsed, causing mismatched IDs and crashes 
Issue History
2010-05-21 22:04almostsixNew Issue
2010-05-21 22:04almostsixIssue Monitored: almostsix
2010-05-21 22:23almostsixNote Added: 0007160
2010-05-21 22:24almostsixNote Edited: 0007160bug_revision_view_page.php?bugnote_id=0007160#r2676
2010-05-22 00:05FootkerchiefNote Added: 0007163
2010-05-22 00:05FootkerchiefIssue Monitored: Footkerchief
2010-05-22 06:08almostsixNote Added: 0007173
2010-05-22 06:23Logical2uNote Added: 0007175
2010-05-23 19:08CrytenNote Added: 0007236
2010-05-23 19:08CrytenIssue Monitored: Cryten
2010-05-30 01:32FootkerchiefNote Added: 0007481
2010-05-30 01:32FootkerchiefNote Edited: 0007481bug_revision_view_page.php?bugnote_id=0007481#r2785
2010-05-30 06:44DwarfuNote Added: 0007486
2010-05-30 06:45DwarfuIssue Monitored: Dwarfu
2010-06-02 09:46DwarfuIssue End Monitor: Dwarfu
2010-06-21 12:25FootkerchiefStatusnew => resolved
2010-06-21 12:25FootkerchiefResolutionopen => unable to reproduce
2010-06-21 12:25FootkerchiefAssigned To => Footkerchief
2010-06-22 03:06CrytenIssue End Monitor: Cryten
2010-06-22 03:36ChickenLipsIssue Monitored: ChickenLips
2010-06-22 03:38ChickenLipsTag Attached: Please reopen for comment?
2010-07-12 00:41ChickenLipsTag Attached: I think I actually figured this one out -- reopen for comment pls?
2010-07-12 00:41ChickenLipsTag Detached: Please reopen for comment?
2010-07-12 01:00ChickenLipsTag Attached: raw files
2010-07-12 05:14FootkerchiefAssigned ToFootkerchief =>
2010-07-12 05:14FootkerchiefStatusresolved => new
2010-07-12 05:15FootkerchiefTag Detached: I think I actually figured this one out -- reopen for comment pls?
2010-07-12 12:06ChickenLipsNote Added: 0010054
2010-07-12 12:12ChickenLipsNote Edited: 0010054bug_revision_view_page.php?bugnote_id=0010054#r3888
2010-07-12 12:52FootkerchiefNote Added: 0010061
2010-07-12 12:52FootkerchiefRelationship addedduplicate of 0001428
2010-07-12 12:52FootkerchiefStatusnew => resolved
2010-07-12 12:52FootkerchiefResolutionunable to reproduce => duplicate
2010-07-12 12:52FootkerchiefAssigned To => Footkerchief
2010-07-25 11:51ChickenLipsIssue End Monitor: ChickenLips
2016-09-14 09:56LociSummaryVarious oddities => Generic layers (e.g. "Rock"), metal stone (e.g. an unmined Black Bronze wall), deep soil layers, and cycling surface tiles

Notes
(0007160)
almostsix   
2010-05-21 22:23   
(edited on: 2010-05-21 22:24)
Okay, more progress. I found a way through the aquifer, and immediately hit a cave. I found several adamantine walls (of the metal sort), I found a few "Muddy Open Space" squares, and a few announcements that just didn't make sense: "You have discovered a magma pool!" (there was none), and "You have discovered a deep chasm!"

Finally, the aquifer drains into the cave in a few places, making a large pool which then flows off the screen. This may explain why the map is so slow for me.

(0007163)
Footkerchief   
2010-05-22 00:05   
Did you do any modding? Does your test editor create backups of saved files (e.g. body_default.txt~ for body_default.txt)?
(0007173)
almostsix   
2010-05-22 06:08   
All I changed was turning a few of the options in the d_init file off. (Temperature, weather, economy, I believe.)
(0007175)
Logical2u   
2010-05-22 06:23   
This doesn't seem like it should be happening if you haven't done any modding. The random 'magic' tiles are indicative of an undefined stone/soil tile type, which I was only able to produce through modding.

The cave announcements may actually working as intended.

You may need to upload your save game for this one to be verified.
(0007236)
Cryten   
2010-05-23 19:08   
It sounds like the index has been put out in the ini files.
(0007481)
Footkerchief   
2010-05-30 01:32   
Any updates on this one? It might be best to just upload your entire DF folder, minus any prohibitively large saves. http://dffd.wimbli.com/ [^]

(0007486)
Dwarfu   
2010-05-30 06:44   
Should probably update the title to be a bit more descriptive....

Talking about rock layers & mats/soil layers/graphics...something to that effect - not really all that various.
(0010054)
ChickenLips   
2010-07-12 12:06   
(edited on: 2010-07-12 12:12)
I figured out at least one cause of this or a strikingly similar problem, and was able to reproduce it. (I saw it a couple of times before, but couldn't figure it out and fixed it by deleting the whole game and reconstructing it.)

The issue as it appeared for me is this:

After a worldgen, you look at any spot, and, instead of the usual different types of stone and soil layers, *all* layers show as "Rock". Eight layers of it. No other info. If you actually embark, the game will either crash (as it did for me), or you'll see all sorts of weird stuff, as the reporter saw.

The *cause* of the problem, at least in my case, was backup/alternate copies of the raw files kept in the raw/objects directory.

When I altered my raws, I would keep a renamed copy of the original in the raw/objects directory, figuring that if it was some other name, the game would ignore it. Nope!

If you have any duplicate raws, even with the .txt extension removed, the game still reads them, resulting in hundreds of duplicate entries.

Originally, I had the unchanged originals named such things as "inorganic_stone_layer (Original).txt". I then removed the extension from the filenames of all such files (names then being "inorganic_stone_layer (Original)" with no standard three-letter extension), ran a quick worldgen again, and the problem recurred. When I removed all these files from the raw/objects directory, my worldgens proceeded properly, and I again saw proper stone and soil layers. When I put them back in, the worldgen would again be borked.

One big telltale sight was an errorlog.txt filled with megabytes of entries like "Duplicate Object: inorganic LOAM" and "Duplicate Object: material_template FAT_TEMPLATE" and so on, for all substances.

Anyway, I don't know if this could be called a bug or not, but if you are seeing this error, it is likely this, and quite easy to fix. Just delete or move somewhere else all extra files you may have put in the raws. If you have alternate copies of any of the raw files, no matter what you named them, they may be causing it.

(0010061)
Footkerchief   
2010-07-12 12:52   
Ah, thanks for investigating. That means it's 0001428, which is now going to get stickied.