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IDProjectCategoryView StatusDate SubmittedLast Update
0002022Dwarf FortressWorld Generation -- Generalpublic2010-05-21 22:042016-09-14 09:56
Reporteralmostsix 
Assigned ToFootkerchief 
PrioritylowSeverityminorReproducibilityunable to reproduce
StatusresolvedResolutionduplicate 
PlatformLinuxOSXubuntuOS Version10.4
Product Version0.31.04 
Target VersionFixed in Version 
Summary0002022: Generic layers (e.g. "Rock"), metal stone (e.g. an unmined Black Bronze wall), deep soil layers, and cycling surface tiles
DescriptionWhat 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.
Additional InformationAfter laughing at this map for a while, I generated another world, which had none of these features.
Tagsraw files
Attached Files

- Relationships
duplicate of 0001428resolvedToady One Backup raws files (*.txt~, *.txt.bak) get parsed, causing mismatched IDs and crashes 

-  Notes
(0007160)
almostsix (reporter)
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 (manager)
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 (reporter)
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 (manager)
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 (reporter)
2010-05-23 19:08

It sounds like the index has been put out in the ini files.
(0007481)
Footkerchief (manager)
2010-05-30 01:32
edited on: 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 (manager)
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 (reporter)
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 (manager)
2010-07-12 12:52

Ah, thanks for investigating. That means it's 0001428, which is now going to get stickied.

- Issue History
Date Modified Username Field Change
2010-05-21 22:04 almostsix New Issue
2010-05-21 22:04 almostsix Issue Monitored: almostsix
2010-05-21 22:23 almostsix Note Added: 0007160
2010-05-21 22:24 almostsix Note Edited: 0007160 View Revisions
2010-05-22 00:05 Footkerchief Note Added: 0007163
2010-05-22 00:05 Footkerchief Issue Monitored: Footkerchief
2010-05-22 06:08 almostsix Note Added: 0007173
2010-05-22 06:23 Logical2u Note Added: 0007175
2010-05-23 19:08 Cryten Note Added: 0007236
2010-05-23 19:08 Cryten Issue Monitored: Cryten
2010-05-30 01:32 Footkerchief Note Added: 0007481
2010-05-30 01:32 Footkerchief Note Edited: 0007481 View Revisions
2010-05-30 06:44 Dwarfu Note Added: 0007486
2010-05-30 06:45 Dwarfu Issue Monitored: Dwarfu
2010-06-02 09:46 Dwarfu Issue End Monitor: Dwarfu
2010-06-21 12:25 Footkerchief Status new => resolved
2010-06-21 12:25 Footkerchief Resolution open => unable to reproduce
2010-06-21 12:25 Footkerchief Assigned To => Footkerchief
2010-06-22 03:06 Cryten Issue End Monitor: Cryten
2010-06-22 03:36 ChickenLips Issue Monitored: ChickenLips
2010-06-22 03:38 ChickenLips Tag Attached: Please reopen for comment?
2010-07-12 00:41 ChickenLips Tag Attached: I think I actually figured this one out -- reopen for comment pls?
2010-07-12 00:41 ChickenLips Tag Detached: Please reopen for comment?
2010-07-12 01:00 ChickenLips Tag Attached: raw files
2010-07-12 05:14 Footkerchief Assigned To Footkerchief =>
2010-07-12 05:14 Footkerchief Status resolved => new
2010-07-12 05:15 Footkerchief Tag Detached: I think I actually figured this one out -- reopen for comment pls?
2010-07-12 12:06 ChickenLips Note Added: 0010054
2010-07-12 12:12 ChickenLips Note Edited: 0010054 View Revisions
2010-07-12 12:52 Footkerchief Note Added: 0010061
2010-07-12 12:52 Footkerchief Relationship added duplicate of 0001428
2010-07-12 12:52 Footkerchief Status new => resolved
2010-07-12 12:52 Footkerchief Resolution unable to reproduce => duplicate
2010-07-12 12:52 Footkerchief Assigned To => Footkerchief
2010-07-25 11:51 ChickenLips Issue End Monitor: ChickenLips
2016-09-14 09:56 Loci Summary Various oddities => Generic layers (e.g. "Rock"), metal stone (e.g. an unmined Black Bronze wall), deep soil layers, and cycling surface tiles


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