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IDProjectCategoryView StatusLast Update
0012868Dwarf FortressVegetationpublic2024-08-07 08:52
ReporterBumber Assigned To 
PrioritynormalSeverityminorReproducibilityhave not tried
Status newResolutionopen 
PlatformSteamOSWindowsOS Version8.1
Product Version50.05 
Summary0012868: Plants with wrong tile type; phantom roots
DescriptionMy fort has several plants that exist in the plants vector but not at their specified position. One such plant is a dead alder sapling at (122, 122, 140), which has a minecart track (and track stop) instead on its tile. Either the plant wasn't properly removed when the track was built, or it somehow spawned there after. There are other such invalid plants scattered around the map, mostly on soil floor tiles.

There can also be plants flagged as dead with a living plant tile type. They act like they're alive, except saplings of this type will never mature into trees. None of these seem to be present in the provided save, but might be an outcome of the above bug. (I've got a later save with them, but it's after I installed DFHack, so I can't be sure that's not a contributing factor.)

There's also an issue with phantom tree roots at (71, 66, 140). They belong to a cherry tree above (present upon embark, IIRC,) and were dug through to create the fort entrance. It appears to be a grass floor, but the tree thinks the roots are still there, causing issues if any plant grows on the tile. (A plump helmet eventually grew there in the later save, showing up as a generic shrub with a blank tile description. When the cherry tree drops leaves, it shows up like ", cherry leaves, cherry flowers".)
Steps To ReproduceNot entirely sure on the invalid plants, happens over time.

Tree roots seem guaranteed by digging through them. There are some other root tiles along the entrance that you can dig, which will exhibit the same problem.
Additional InformationSave: https://dffd.bay12games.com/file.php?id=16413
(Save was originally for a loyalty cascade, might want to close the outer gate right away to keep out elf invaders. Re-using it since I'm reasonably sure I hadn't installed DFHack yet on the save.)
TagsNo tags attached.

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Bumber

2024-05-11 07:43

reporter   ~0042232

Last edited: 2024-05-23 13:40

Here's the later save (that used DFHack): https://dffd.bay12games.com/file.php?id=17106

There's a dead grape vine at (84, 74, 140) which had a living tile type in the original save. It's not flagged as dead.
(This is the opposite situation as described in the initial report. There don't seem to be any living tiles which are flagged as dead.)

The plump helmet at (71, 66, 140) has grown on the cherry tree root tile in the fort entrance.

Bumber

2024-08-07 02:48

reporter   ~0042300

Also noticed that there's non-cavern grass on the subterranean tiles of the entryway. Are the properties of the individual tiles not checked when growing grass from the map block's grass types?

Quietust

2024-08-07 08:52

reporter   ~0042301

Plants only appear to get flagged as "dead" when they expire during season transitions (and there seems to be another flag for "undead" plants in Evil regions) - when shrubs and saplings get Trampled by excessive foot traffic, it just changes their tile type to the "_DEAD" equivalent.

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Issue History

Date Modified Username Field Change
2024-05-11 07:07 Bumber New Issue
2024-05-11 07:43 Bumber Note Added: 0042232
2024-05-23 13:25 Bumber Note Edited: 0042232
2024-05-23 13:27 Bumber Note Edited: 0042232
2024-05-23 13:39 Bumber Note Edited: 0042232
2024-05-23 13:40 Bumber Note Edited: 0042232
2024-08-07 02:48 Bumber Note Added: 0042300
2024-08-07 08:52 Quietust Note Added: 0042301