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IDProjectCategoryView StatusDate SubmittedLast Update
0004013Dwarf FortressVegetationpublic2011-02-18 07:452016-12-10 09:50
ReporterQuietust 
Assigned ToToady One 
PrioritynormalSeverityminorReproducibilityhave not tried
StatusassignedResolutionreopened 
PlatformOSOS Version
Product Version0.31.19 
Target VersionFixed in Version0.31.22 
Summary0004013: Areas of plain "grass" in caverns
DescriptionI embarked in an ordinary region and revealed the map, and upon examining the lower cavern layers I discovered several square regions filled with generic "grass" (i.e. the same sort found above ground in 0.31.18 and earlier) while the rest of the caverns were properly covered with floor fungus and cave moss. The grass areas were still filled with appropriate plant life (cave plants and trees appropriate to the cavern layer).
TagsNo tags attached.
Attached Files

- Relationships
has duplicate 0006384resolvedFootkerchief Large area of plain 'grass' deep underground 
has duplicate 0009607resolvedLoci Underground Grass (in darkness) 
related to 0003957resolvedToady One Normal grass can grow underground 
related to 0004130resolvedToady One Digging/mining (in soil?) causes crash on non-Windows systems 

-  Notes
(0015243)
Quietust (reporter)
2011-02-18 10:37

Generic grass has also been observed growing in caverns that were otherwise entirely devoid of plant life, while other "dry" caverns consist of muddy stone.
(0015833)
Footkerchief (manager)
2011-03-06 12:13

Reminder sent to: Toady One

Oops, I reopened the wrong report for the generic-grass-in-caverns bug that resurfaced in 31.20. nirreln uploaded a save at 0003957:0015821.
(0016465)
veok (reporter)
2011-03-21 21:46

I have two saves featuring the "grass" in the caverns. I don't know if it's related or not, but both embarks featured "a cave in has occurred" and an immediate pause upon embark.

http://dffd.wimbli.com/file.php?id=4014 [^]
(0016467)
Toady One (administrator)
2011-03-22 01:24

I fixed the world from the comment in 0003957 and that should capture a large swath (and hopefully all) of what's going on here.
(0024185)
smjjames (reporter)
2013-10-31 12:30
edited on: 2013-10-31 12:52

I encountered the same bug deep underground in the third cavern as an adventurer.

I intially found a smaller patch of the same thing about a minute or less travel to the south and decided to just ignore it until BAM, I hit this huge area of it close by. Also, using DFhack reveal all, I can see that there is grass in the first and second caverns as well. The surface biome is a desert.

Edit: further exploration shows the grassy area to be very extensive, maybe biome-wide?

Edit2: Finally found a demon fort, although complete lack of zombies, related?

http://dffd.wimbli.com/file.php?id=8097 [^]

I'm also having trouble finding another demon fortress after finding two (niether one had access), but that could just be due to luck.

Also, just a note, when I tried to regen this world, it regenned the history a bit differently for some reason. Haven't investigated the same region on the regenned world though.

(0024186)
Quietust (reporter)
2013-10-31 12:57
edited on: 2013-10-31 12:59

Some brief examination of that save using DFHack indicates that the cavern does have grass populations in it (the cavern is underground region 184, and its feature populations 11 and 12 are grasses with plant glosses 35 and 36, "CAVE MOSS" and "FLOOR FUNGI"), so it shouldn't be an issue of it being unable to find a valid grass type to create.

(0024187)
smjjames (reporter)
2013-10-31 13:17
edited on: 2013-10-31 14:19

Okay, this is wierd, after finding the second demon fortress in the same grassy region (which didn't trigger the popup, but DFhacks reveal might be to blame as I found the previous one normally), which ALSO had no zombies and there appears to be no demons either. The previous one which was also in the grassy region didn't have zombies, but I decided not to wait around for the demons in that one.

On the regen of that world, I did run into a fort without zombies, but that one wasn't in a grassy area and there wasn't access to the level with the candy weapon while this one did have access.

I know it's an entirely separate bug onto itself, but it seems to be connected to the grassy area somehow since the previous one didn't have zombies and access to the adamantine weapon.

Investigating how far down the hell passage goes at the time of posting.

http://dffd.wimbli.com/file.php?id=8098 [^]

Edit: It goes all the way down to the ground floor of hell and there are openings to the surrounding hell terrain so it's not hermetically sealed. Wandered around close by and a few demons revealed themselves, so there are demon populations in the surrounding area, just not within the demon fortress itself.

Edit: I looked around and didn't find any bug report regarding what I'm seeing with these two fortresses and since it seems to be tied with the main issue here, I won't make a separate bug report unless you guys would like me to make one.

(0024188)
smjjames (reporter)
2013-10-31 14:32
edited on: 2013-11-01 09:07

Decided to look around for another fort to contribute to analysis on this bug and found one with the same conditions, no zombies or demons and not hermetically sealed.

http://dffd.wimbli.com/file.php?id=8099 [^]

I'll try to find an accessable fort outside the grassy region to check if it's not a problem with the world itself.

Edit: This is getting stranger and stranger, I found another fort in a non 'grassy' area and there aren't any zombies or demons either. I'll make a zip of this spot in case you guys request that I put up the save of this location and then make my way back to the surface and then go underground in an area far from the region I'm currently in to eliminate a regional thing.

Edit2: Found an accessable fort in a region on the opposite side of the world map and no zombies or demons there either. It's looking like it is a problem with the world.

(0024192)
smjjames (reporter)
2013-11-01 12:08

While making my way out of the caverns, I spotted a bit of green on the floor of a pit. Turned out to be longland grass shrubs, one of which died while I was looking around the area.

The surrounding region is normal, so it's not a part of a larger 'grass' region, but since it's the same save as the one I linked earlier, it can provide information about whatever made them generate.

http://dffd.wimbli.com/file.php?id=8104 [^]
(0029870)
Footkerchief (manager)
2014-09-01 14:22

Is this bug still present?
(0030695)
PatrikLundell (reporter)
2014-10-21 00:52
edited on: 2016-12-08 12:32

I believe so. I spotted a piece of suspicious green color in my dining room corner (only non stone floor tile), looked at it, and saw it said "grass", which sent me into a panicky search for the tree attack breach, but I found none. A further look in my fortress uncovered a second grass tile (large sand layer a few levels below the ground). Both of these have been colonialized as a result of breaching the caverns. A manual search has failed to locate any grass in the caverns themselves (upper level breached only), but a certain validation would require the use of some script to automatically examine every tile, I assume.

Further info: Don't know if it's related, but it's turned winter, and both grass patches I had have disappeared. The dining room one into bare clay floor, the other one probably into a bare floor. I tried to create a farm on top of a third grass patch, and attempting to plant on it allows me to plant only underground crops (as expected), but it's turned winter as well before I attempted to plant.

Edit: Looked at the issue again, and first entered the below in report 0009607 before looking further to retrieve this one.

I just looked at a case in a 0.43.05 32 bit game using DFHack, and as far as I can determine, the df.global.world.plants.all array lacks the grass plant entry that should be there (nothing referring to those coordinates), while the two <map_tile_block>.block_event array entries for grass have their "amount" value for the tile set to 0.

(0036082)
Quietust (reporter)
2016-12-10 09:50

I'm pretty sure the vector DFHack knows as "df.global.world.plants.all" is totally irrelevant - it contains only "vegst" objects (at least that's what they were called back in 40d) which I'm fairly certain only ever refer to trees and shrubs, never grass (which is tracked using block_square_event_grassst).

- Issue History
Date Modified Username Field Change
2011-02-18 07:45 Quietust New Issue
2011-02-18 08:28 Footkerchief Relationship added related to 0003957
2011-02-18 10:37 Quietust Note Added: 0015243
2011-02-28 14:04 Toady One Status new => resolved
2011-02-28 14:04 Toady One Fixed in Version => 0.31.20
2011-02-28 14:04 Toady One Resolution open => fixed
2011-02-28 14:04 Toady One Assigned To => Toady One
2011-03-06 12:11 Footkerchief Assigned To Toady One =>
2011-03-06 12:11 Footkerchief Status resolved => new
2011-03-06 12:13 Footkerchief Issue Monitored: Toady One
2011-03-06 12:13 Footkerchief Note Added: 0015833
2011-03-06 15:26 Footkerchief Relationship added related to 0004130
2011-03-21 21:46 veok Note Added: 0016465
2011-03-22 01:24 Toady One Note Added: 0016467
2011-03-22 01:24 Toady One Status new => resolved
2011-03-22 01:24 Toady One Fixed in Version 0.31.20 => 0.31.22
2011-03-22 01:24 Toady One Assigned To => Toady One
2012-03-21 18:25 Dwarfu Relationship added has duplicate 0005580
2012-03-21 18:26 Dwarfu Relationship deleted has duplicate 0005580
2013-10-29 12:00 Footkerchief Status resolved => needs feedback
2013-10-29 12:00 Footkerchief Resolution fixed => reopened
2013-10-29 12:01 Footkerchief Relationship added has duplicate 0006384
2013-10-31 12:30 smjjames Note Added: 0024185
2013-10-31 12:30 smjjames Note Edited: 0024185 View Revisions
2013-10-31 12:36 smjjames Note Edited: 0024185 View Revisions
2013-10-31 12:39 smjjames Note Edited: 0024185 View Revisions
2013-10-31 12:47 smjjames Note Edited: 0024185 View Revisions
2013-10-31 12:52 smjjames Note Edited: 0024185 View Revisions
2013-10-31 12:57 Quietust Note Added: 0024186
2013-10-31 12:57 Quietust Status needs feedback => assigned
2013-10-31 12:59 Quietust Note Edited: 0024186 View Revisions
2013-10-31 13:17 smjjames Note Added: 0024187
2013-10-31 13:21 smjjames Note Edited: 0024187 View Revisions
2013-10-31 13:30 smjjames Note Edited: 0024187 View Revisions
2013-10-31 13:57 smjjames Note Edited: 0024187 View Revisions
2013-10-31 14:00 smjjames Note Edited: 0024187 View Revisions
2013-10-31 14:02 smjjames Note Edited: 0024187 View Revisions
2013-10-31 14:02 smjjames Note Edited: 0024187 View Revisions
2013-10-31 14:19 smjjames Note Edited: 0024187 View Revisions
2013-10-31 14:32 smjjames Note Added: 0024188
2013-10-31 14:34 smjjames Note Edited: 0024188 View Revisions
2013-10-31 14:59 smjjames Note Edited: 0024188 View Revisions
2013-10-31 15:00 smjjames Note Edited: 0024188 View Revisions
2013-11-01 09:07 smjjames Note Edited: 0024188 View Revisions
2013-11-01 12:08 smjjames Note Added: 0024192
2014-09-01 14:22 Footkerchief Note Added: 0029870
2014-09-01 14:22 Footkerchief Status assigned => needs feedback
2014-10-21 00:52 PatrikLundell Note Added: 0030695
2014-10-21 05:29 PatrikLundell Note Edited: 0030695 View Revisions
2016-12-08 12:32 PatrikLundell Note Edited: 0030695 View Revisions
2016-12-08 20:11 Loci Relationship added has duplicate 0009607
2016-12-08 20:12 Loci Status needs feedback => assigned
2016-12-10 09:50 Quietust Note Added: 0036082
2017-06-08 19:25 Huntthetroll Issue Monitored: Huntthetroll


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