View Issue Details

IDProjectCategoryView StatusLast Update
0001127Dwarf FortressWorld Generation -- Generalpublic2017-10-11 09:37
ReporterTenyn42 Assigned To 
PrioritylowSeverityminorReproducibilityalways
Status newResolutionopen 
PlatformPCOSWindowsOS Version7
Product Version0.31.03 
Summary0001127: Worldgen without caverns does not allow embark with seeds/alcohol
DescriptionCreated a world with the [CAVERN_LAYER_COUNT:0].

When embarking, I found I could not purchase any seeds or alcohol.
Steps To ReproduceBelow are the worldgen parameters for a sample world without caverns, provided for easy reproduction:
[WORLD_GEN]
    [TITLE:NO CAVERNS]
    [SEED:3413653283]
    [HISTORY_SEED:1534942095]
    [NAME_SEED:3439071062]
    [CREATURE_SEED:337618384]
    [DIM:257:257]
    [EMBARK_POINTS:5000]
    [END_YEAR:10]
    [BEAST_END_YEAR:5:80]
    [REVEAL_ALL_HISTORY:1]
    [CULL_HISTORICAL_FIGURES:0]
    [ELEVATION:1:400:3200:3200]
    [RAINFALL:0:100:100:100]
    [TEMPERATURE:25:75:100:100]
    [DRAINAGE:0:100:100:100]
    [VOLCANISM:0:100:100:100]
    [SAVAGERY:0:100:100:100]
    [ELEVATION_FREQUENCY:1:1:1:1:1:1]
    [RAIN_FREQUENCY:1:1:1:1:1:1]
    [DRAINAGE_FREQUENCY:1:1:1:1:1:1]
    [TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
    [SAVAGERY_FREQUENCY:1:1:1:1:1:1]
    [VOLCANISM_FREQUENCY:1:1:1:1:1:1]
    [TITAN_NUMBER:15]
    [TITAN_ATTACK_TRIGGER:80:0:100000]
    [DEMON_NUMBER:15]
    [GOOD_SQ_COUNTS:100:1000:2000]
    [EVIL_SQ_COUNTS:100:1000:2000]
    [PEAK_NUMBER_MIN:20]
    [PARTIAL_OCEAN_EDGE_MIN:1]
    [COMPLETE_OCEAN_EDGE_MIN:0]
    [VOLCANO_MIN:15]
    [REGION_COUNTS:SWAMP:0:0:0]
    [REGION_COUNTS:DESERT:0:0:0]
    [REGION_COUNTS:FOREST:0:0:0]
    [REGION_COUNTS:MOUNTAINS:0:0:0]
    [REGION_COUNTS:OCEAN:0:0:0]
    [REGION_COUNTS:GLACIER:0:0:0]
    [REGION_COUNTS:TUNDRA:0:0:0]
    [REGION_COUNTS:GRASSLAND:0:0:0]
    [REGION_COUNTS:HILLS:0:0:0]
    [EROSION_CYCLE_COUNT:0]
    [RIVER_MINS:800:400]
    [PERIODICALLY_ERODE_EXTREMES:0]
    [OROGRAPHIC_PRECIPITATION:1]
    [SUBREGION_MAX:5000]
    [CAVERN_LAYER_COUNT:0]
    [CAVERN_LAYER_OPENNESS_MIN:0]
    [CAVERN_LAYER_OPENNESS_MAX:100]
    [CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
    [CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]
    [CAVERN_LAYER_WATER_MIN:0]
    [CAVERN_LAYER_WATER_MAX:100]
    [HAVE_BOTTOM_LAYER_1:1]
    [HAVE_BOTTOM_LAYER_2:0]
    [LEVELS_ABOVE_GROUND:15]
    [LEVELS_ABOVE_LAYER_1:5]
    [LEVELS_ABOVE_LAYER_2:1]
    [LEVELS_ABOVE_LAYER_3:1]
    [LEVELS_ABOVE_LAYER_4:5]
    [LEVELS_ABOVE_LAYER_5:5]
    [LEVELS_AT_BOTTOM:15]
    [CAVE_MIN_SIZE:5]
    [CAVE_MIN_SIZE:5]
    [CAVE_MAX_SIZE:25]
    [MOUNTAIN_CAVE_MIN:25]
    [NON_MOUNTAIN_CAVE_MIN:25]
    [ALL_CAVES_VISIBLE:1]
    [SHOW_EMBARK_TUNNEL:2]
    [TOTAL_CIV_NUMBER:10]
    [TOTAL_CIV_POPULATION:100000]
    [PLAYABLE_CIVILIZATION_REQUIRED:1]
    [ELEVATION_RANGES:0:0:0]
    [RAIN_RANGES:0:0:0]
    [DRAINAGE_RANGES:0:0:0]
    [SAVAGERY_RANGES:0:0:0]
    [VOLCANISM_RANGES:0:0:0]
Additional InformationI understand that, in a world without caverns, things like plump helmets, cave wheat, etc. would not evolve. Dwarves would have to either 1) breed selectively to create them or 2) use surface plants.

Option 1 means that I should be able to embark with underground seeds/plants/alcohol, regardless of the existence of caverns.

Option 2 means I should be able to embark with surface-farmable seeds/plants/alcohol instead, since this is what the dwarf civ in this world is used to.

Not having any farmable crops available until after embark (when I can gather from the wilderness) makes things much harder, as dwarves work slower without alcohol.
TagsIntentional/Expected?, world without caverns

Relationships

related to 0001311 resolvedToady One World has caverns but one of the several dwarven civs doesn't have access to seeds/plants/drinks 
has duplicate 0001233 closeduser6 Underground plants, fish, seeds unavailable 
has duplicate 0001611 closedLogical2u It is possible to create a world where seeds, drinks, and rope are impossible to embark with 
has duplicate 0002457 resolveduser6 impossible to take drinks, seeds, plants, or fish during embark preparation on custom world gen map 
has duplicate 0004005 resolveduser6 Game no longer provides seeds either on embark or caravan 
related to 0001449 acknowledgeduser11 Dwarven milk/cheese is not available on embark or for trade 
related to 0004592 new Embark wagon/barrels ignore world; got black-cap barrels without caverns 
related to 0004924 new Preferences are ignoring world; dwarf likes goblin-cap wood in world without caverns 
related to 0001553 resolveduser6 Aluminum not available to all dwarven civs 
related to 0003958 new Some dwarf civilizations have access to steel without access to iron 

Activities

GRead

2010-04-13 23:47

reporter   ~0003417

The additional information segment there looks more like a suggestion than a bug report. You may want to consider posting it to the suggestions forum, assuming it hasn't already been suggested. It looks like a good one that fits well with the procedurally generated nature of DF.

As for the bug report itself, I'm not sure if this is working as intended or not. On the one hand, dwarfs should always be able to embark with food, booze and seeds, for simple playability's sake. On the other hand, Civs only have access to resources that are located within their boundaries. Turning off caverns leaves dwarven civs without access to underground plants, so it is 'working as designed' that they should not have access to them or their products, but probably not working as intended.

Tenyn42

2010-04-14 00:01

reporter   ~0003419

On a related note, further testing indicates that I can generate worlds with some (apparently random) underground plant types not available, just by altering the values of cavern openness and passage density slightly.

To create a world with no plump helmets, take the above worldgen parameters and make the following changes:
        [SEED:1929593645]
    [HISTORY_SEED:3706604371]
    [NAME_SEED:1942682520]
    [CREATURE_SEED:193381517]
        ...
    [CAVERN_LAYER_COUNT:1]
    [CAVERN_LAYER_OPENNESS_MIN:60]
    [CAVERN_LAYER_OPENNESS_MAX:100]
    [CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
    [CAVERN_LAYER_PASSAGE_DENSITY_MAX:20]

To create a world without sweet pods:
    [SEED:630658727]
    [HISTORY_SEED:2957172350]
    [NAME_SEED:649942673]
    [CREATURE_SEED:2493631520]
        ...
    [CAVERN_LAYER_COUNT:1]
    [CAVERN_LAYER_OPENNESS_MIN:60]
    [CAVERN_LAYER_OPENNESS_MAX:100]
    [CAVERN_LAYER_PASSAGE_DENSITY_MIN:70]
    [CAVERN_LAYER_PASSAGE_DENSITY_MAX:80]

I include the seeds because one of them must determine which plants get discovered by the civilization.

Cryten

2010-04-16 23:40

reporter   ~0003948

I suspect this has to do with the cause of 0000017 . It seems theres alot of options disapering when custom embarks are created.

LurkersA

2010-09-20 03:28

reporter   ~0012835

I have also come across this bug.

If this is intentional, would it be do-able to have a pop-up on world gen, warning that no underground plants will be available if cavern count is zero? Similar to how the aquifer warning pops up before embark?

If this isn't intentional, well, ignore me.

Tehsapper

2011-08-13 10:40

reporter   ~0018499

I have encountered that "bug" too. I don't think it's a bug, because these plants are underground, which means there should be some caves in start of world's generation or else there is no place for them to spawn and grow. And so if there is no caves, then there is no underground plants exist. And so no dwarf booze for you.

And I agree, the game should inform the player of non-existing underground plants then.

FantasticDorf

2017-10-11 09:37

reporter   ~0036777

Dwarves are reliant on foraging (it is actually unknown what quantity or if they are growing plants successfully themselves)underground plants in order to produce the products to import to you.

Like numerous people above have said, without these plants or if access is denied to a means of foraging for them, they can't sell them you or embark with them.

Ratios of herbalistically harvested to farm-grown plants is unknown.

If this was a dwarf only world, you would likely be greeted with a message explained in this report 0006281 complaining of being unable to assign farmers to crops and looping world generation upon deleting all the underground plants and stripping them of their [OUTDOOR_GARDEN] plants

Add Note

Note

Issue History

Date Modified Username Field Change
2010-04-13 22:59 Tenyn42 New Issue
2010-04-13 23:47 GRead Note Added: 0003417
2010-04-14 00:01 Tenyn42 Note Added: 0003419
2010-04-16 08:54 user6 Relationship added has duplicate 0001233
2010-04-16 23:40 Cryten Note Added: 0003948
2010-04-18 18:22 user6 Relationship added parent of 0001311
2010-04-23 00:10 user6 Relationship added related to 0001449
2010-04-26 17:41 user6 Tag Attached: Intentional?
2010-04-28 11:39 Logical2u Relationship added has duplicate 0001611
2010-06-24 06:01 user6 Relationship added has duplicate 0002457
2010-07-12 12:03 user6 Tag Renamed Intentional? => Intentional/Expected?
2010-09-20 03:28 LurkersA Note Added: 0012835
2011-08-13 10:40 Tehsapper Note Added: 0018499
2012-01-19 10:23 user6 Relationship replaced related to 0001311
2012-01-19 10:23 user6 Relationship added related to 0004005
2012-02-20 00:10 Kogut Tag Attached: world without caverns
2012-02-20 08:18 user6 Relationship added related to 0004592
2012-02-20 08:18 user6 Relationship added related to 0004924
2012-02-23 19:00 user6 Relationship added related to 0001553
2012-02-23 19:00 user6 Relationship added related to 0003958
2012-03-28 08:00 user6 Relationship replaced has duplicate 0004005
2017-10-11 09:37 FantasticDorf Note Added: 0036777