Dwarf Fortress Bug Tracker - Dwarf Fortress |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0007585 | Dwarf Fortress | Dwarf Mode -- Environment | public | 2014-07-23 06:04 | 2014-09-12 11:42 |
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Reporter | Talvieno | |
Assigned To | Toady One | |
Priority | high | Severity | minor | Reproducibility | always |
Status | resolved | Resolution | fixed | |
Platform | PC | OS | Windows | OS Version | 8 |
Product Version | 0.40.04 | |
Target Version | | Fixed in Version | 0.40.13 | |
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Summary | 0007585: Trees channel light underground |
Description | Exactly what it says in the description - light passes vertically through trees. I suppose the idea is that you don't want there to be darkness under the branches, but it has the added effect of making areas light that are underground - if the tile in question is one tile below the central trunk.
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Steps To Reproduce | Mine out an area one z-level below ground. Wait for a tree to grow above, or simply mine out the roots of existing trees. Press K and check the tile. It'll say it's light. This permits growing aboveground crops underground. |
Additional Information | |
Tags | 0.40.06 |
Relationships | has duplicate | 0007712 | resolved | Knight Otu | Light underground, through trees | has duplicate | 0008143 | resolved | Knight Otu | Above Ground tile underground directly beneath a tree | related to | 0007068 | resolved | Toady One | Tile dug under tree trunk growing on rock is considered inside/light/aboveground | related to | 0000087 | resolved | Toady One | If one tile of a farm plot is dry or has the wrong biome, it also prevents the succeeding tiles from getting planted |
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Attached Files | |
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Issue History |
Date Modified | Username | Field | Change |
2014-07-23 06:04 | Talvieno | New Issue | |
2014-07-29 08:20 | Knight Otu | Relationship added | has duplicate 0007712 |
2014-07-30 10:15 | Ijiero | Note Added: 0027964 | |
2014-07-30 10:20 | Talvieno | Note Added: 0027965 | |
2014-07-30 13:32 | Ijiero | Issue Monitored: Ijiero | |
2014-07-30 13:33 | Ijiero | Issue End Monitor: Ijiero | |
2014-07-31 22:23 | Drazinononda | Note Added: 0028071 | |
2014-08-01 11:41 | Talvieno | Note Added: 0028091 | |
2014-08-01 11:51 | Peeps | Note Added: 0028092 | |
2014-08-03 19:36 | lethosor | Assigned To | => lethosor |
2014-08-03 19:36 | lethosor | Status | new => acknowledged |
2014-08-03 19:36 | lethosor | Tag Attached: 0.40.06 | |
2014-08-03 19:37 | lethosor | Note Added: 0028254 | |
2014-08-06 10:34 | Footkerchief | Relationship added | related to 0007068 |
2014-08-18 09:37 | slink | Note Added: 0029223 | |
2014-08-24 15:05 | Knight Otu | Relationship added | has duplicate 0008143 |
2014-08-29 08:26 | Footkerchief | Status | acknowledged => confirmed |
2014-09-12 09:25 | Footkerchief | Relationship added | related to 0000087 |
2014-09-12 11:42 | Toady One | Status | confirmed => resolved |
2014-09-12 11:42 | Toady One | Fixed in Version | => Next Version |
2014-09-12 11:42 | Toady One | Resolution | open => fixed |
2014-09-12 11:42 | Toady One | Assigned To | lethosor => Toady One |
Notes |
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(0027964)
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Ijiero
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2014-07-30 10:15
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I can confirm this bug. I just registered to report it myself.
Additionaly: upon removal of the tree, your underground lair will have an open ceiling where the tree used to be. I assume this is as intended... |
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I wouldn't think that's intended, no. I suppose it makes sense in a way, but I don't think it's intended. |
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As far as realism goes, it makes sense... if you dig out a room that has a tree for a ceiling, then remove the tree, you've removed the ceiling.
From a game mechanics standpoint, I assume that tree trunks work off the same base code as constructed walls, so that they block movement but leave full empty tiles (rather than a floor) when cut down. Otherwise trimming the branches off a tree would leave branch-shaped floors in the upper reaches, which wouldn't make sense. |
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That part makes sense. The weird part is that trees act like glass would in real life, and channel light downwards through them - or at least pass light downwards. The light remains there permanently. |
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(0028092)
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Peeps
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2014-08-01 11:51
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Maybe there were holes between the roots that let light filter down or something.
As for the light staying after the hole was filled, DF has always been like that; try channeling out an area on the surface then covering it with a floor. |
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Fairly easy to reproduce in 0.40.06 with 0006749 fixed. |
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(0029223)
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slink
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2014-08-18 09:37
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In 0.40.09, if you cut down the tree first then the roots vanish and there is no problem with light coming down when you dig where the roots used to be. I don't know yet what happens if a new tree grows over a room. Perhaps they don't grow there. |
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