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IDProjectCategoryView StatusLast Update
0010197Dwarf FortressDwarf Mode -- Environmentpublic2019-03-09 08:05
Reporter5crownik007 Assigned ToLoci  
PrioritylowSeverityminorReproducibilityhave not tried
Status resolvedResolutionduplicate 
PlatformPCOSWindowsOS Version10
Product Version0.43.05 
Summary0010197: Building a construction over the river floor, then deconstructing it, causes the river floor to disappear.
DescriptionI was running a human fort with Phoebus tileset and DFhack with some utilities, when i built a dam over the river during winter, by digging into the ice and building some walls.

The next spring/winter, when the river froze over again, I deconstructed part of the dam to build some floodgates, when it appeared that the floor had disappeared(which is named River).

Steps To Reproduce1. Wait until river freezes.
2. Dig up the ice.
3. Build walls over the river floor
4. Deconstruct walls.
5. The floor of the river has disappeared
TagsNo tags attached.

Relationships

duplicate of 0008400 acknowledgedLoci Removing natural upwards ramps from icy brook floor produced empty tiles 
related to 0001206 confirmedlethosor Collapsing soil into aquifer water caused wall material to change (Bug 1097 from old system) 
related to 0009715 resolvedLoci Removing "unusable glacial upward slopes" leaves permanently unpassable, undiggable tiles 

Activities

5crownik007

2017-04-19 17:43

reporter   ~0036434

Additional step discovered between 4 and 5
One must deconstruct the glacial ramps that appear.

PatrikLundell

2017-04-20 01:51

reporter   ~0036435

Building and deconstructing floors/walls/roads on top of special terrain features removes those features (such as murky pools: no rain water will collect in a former pool when floored over, and still won't when the floor is removed).

This may be somehow related to the "feature" where natural stone floors can turn into soil when floor (etc) built upon them is removed.

Sarmatian123

2018-01-07 21:23

reporter   ~0037551

My favorite mechanics for removing murky pools is to fill them with rock block walls. I guess if soil type wasn't changed, it wouldn't matter either... I guess those "features" like "river bed" or "murky pool" are considered like "aquifer" and we like to keep drilling holes in aquifer.

However messing with fps of rivers... Bad even idea to start with. :)

BTW. No natural stone/soil floors can turn into soil/stone floors when built floor/wall on their tile is deconstructed. Even if you caved in the floor and it is a miss match with current layer. Trust me. I tried it out. :) If this was even a bug, it was fixed long time ago.

Though trees are still bugged, I think.

FantasticDorf

2018-01-08 02:18

reporter   ~0037553

Murky Pools cease to work effectively if the borders of the pool defined by the feature floorplan is disturbed, as the water will spread if you were to say cut away its current bordering soils (if the water is encased in ice or pumped out) with one tile more generic dirt floorspace, the interior features will fill up with water when it rains but not make water on the non-murky pool floor tiles leaving it uneven.

A re-write to make pool/river features more dynamic and non reliant on soil type cheats as much as methods of water entry (river continuity is planned from Toady's comments) would eliminate this bug/exploit.

Issue History

Date Modified Username Field Change
2017-04-19 01:43 5crownik007 New Issue
2017-04-19 17:43 5crownik007 Note Added: 0036434
2017-04-20 01:51 PatrikLundell Note Added: 0036435
2017-04-23 15:15 lethosor Relationship added related to 0001206
2017-04-23 15:15 lethosor Relationship added related to 0009715
2018-01-07 21:23 Sarmatian123 Note Added: 0037551
2018-01-08 02:18 FantasticDorf Note Added: 0037553
2019-03-09 08:05 Loci Relationship added duplicate of 0008400
2019-03-09 08:05 Loci Status new => resolved
2019-03-09 08:05 Loci Resolution open => duplicate
2019-03-09 08:05 Loci Assigned To => Loci