View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0001253 | Dwarf Fortress | Dwarf Mode -- Buildings, General | public | 2010-04-16 16:35 | 2011-04-01 01:05 |
Reporter | skeggox | Assigned To | |||
Priority | normal | Severity | major | Reproducibility | have not tried |
Status | resolved | Resolution | no change required | ||
Platform | Intel Core 2 6300 | OS | Windows | OS Version | XP |
Product Version | 0.31.03 | ||||
Summary | 0001253: Not all stone mined is available for construction and workshop usage | ||||
Description | I embarked on a 3x3 arctic map, then dug deep for the cavern layers. Most of the stone I mined did not appear available for use in construction, and stone jobs were being cancelled due to lack of non-economic stone, despite an abundance of stone being available Usable stone: Chert Obsidian Dacite Diorite Non-economic but ignored stone: cobaltite orthoclase cinnabar jet brimstone bauxite kaolinite microcline mica alunite saltpetre hornblende Ice was still available for construction, but not for workshops (which is intended behaviour, I guess?) Originally troubling for not being able to make magma-proof mechanisms from bauxite, but I discovered you can make metal mechanisms now, so not so much anymore. | ||||
Steps To Reproduce | 1) Embark on 3x3 arctic map 2) Dig up different stone types 3) Check available construction materials when building mason's workshop 4) Forbid all stones but a specific type from the second list 5) Request construction of a door 6) Unforbid a stone type from first list 7) Request construction of another door | ||||
Additional Information | I have a save available. | ||||
Tags | material, modding, rock, Save Included, workshop | ||||
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I used custom world gen settings for more volcanism, based on Small Region. |
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Did you check your economic stone settings? Just asking. |
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First thing I checked. I could find none of the ignored stone types in the economic stone settings. I also quickly checked the raws to look for inconsistencies - kaolinite vs chert. All of the major tags were the same (like IS_STONE) and they used the same material template. The only differences were tags that modified the material template defaults (like boiling point etc). When I have time I'll dive a bit deeper (I need to figure out the raw system first). |
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A save might be needed for this one. http://dffd.wimbli.com/ |
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Save uploaded: http://dffd.wimbli.com/file.php?id=2130 |
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I'm noting this bug in other custom gen worlds, as well as non-arctic embarks. The latest one is in a world where only the min number of volcanoes have been raised, so it is either related to increased volcanism or not to worldgen customization at all. |
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I had this happen to me just now too. I embarked on an area which only had igneous extrusive layers and four z-levels of loam and clay. I have alunite, copper nuggets, hematite, brimstone, stibnite, microcline and obsidian. I can only build stuff out of obsidian when I have not touched the economic stones settings, even though I should be able to use at least microcline and alunite. I have some mods installed, though, but none of them fiddle with the stone types in a way that should make them not-usable. |
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I think I may have a lead into this issue. I embarked in a vanilla 31.04 into a custom gen world, and found I could construct walls out of microcline. Yay! Then I brought over the community balance mod raw changes from 31.03 to 31.04, regenerated the same world using the saved world_gen parameters and seeds, then embarked on the exact same spot. Tellingly, I could no longer construct using microcline. Reverting the raws back, re-generating and re-embarking allowed construction with microcline again. My hypothesis is that the mod's changes to the stone material template is making most stone unsuitable for construction, except for a few that overrides the template with appropriate values? Another thing I noticed - after the mod the same seed+settings generated a world with the same regions, but the biomes were subtly different. The embark spot I chose had different stone layers (I now had marble flux, for example). Another biome in the embark spot switched from serene to haunted. Also, I think the shape of the volcano was different. Might not be related to the issue, but interesting all the same. |
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P.S. I want to modify the reproducability and reproduce steps fields, how can I do that? |
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P.S. I want to modify the reproducability and reproduce steps fields, how can I do that? Reporters can't edit reports, even their own (though it's possible that it's an option Toady can enable). Just let us know what you want it changed to. Another thing I noticed - after the mod the same seed+settings generated a world with the same regions, but the biomes were subtly different. The embark spot I chose had different stone layers (I now had marble flux, for example). Another biome in the embark spot switched from serene to haunted. Also, I think the shape of the volcano was different. Might not be related to the issue, but interesting all the same. Yeah, I believe it's expected behavior for worldgen to change when the raws change (even if the changes are seemingly inconsequential). |
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I am just curious how changes in stone properties (density, melting point, etc.) affects worldgen behavior. Something else to experiment with! The fact that material properties are used to determine suitability for construction is either a bug or a feature. If a feature, it would be nice to know what the criteria is for construction, crafting, etc. (if they are different). I'll try and experiment when I get some time, and post my findings here? P.S. I want to change reproducibility to 100%, and add applying the mod to the reproduce steps. Do I need to upload the raws I used? |
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This is all about the mod. As it is, only layer stones can be used. If you replace the material_template_default.txt file with the original from 31.03, you can build walls with the mineral type stones again (after activating them on the Stone Restrictions screen). Since this doesn't reproduce in vanilla, I'm going to resolve it. |
Date Modified | Username | Field | Change |
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2010-04-16 16:35 | skeggox | New Issue | |
2010-04-16 16:37 | skeggox | Note Added: 0003916 | |
2010-04-16 16:46 | smjjames | Note Added: 0003917 | |
2010-04-16 21:43 | skeggox | Note Added: 0003938 | |
2010-04-16 22:03 |
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Note Added: 0003939 | |
2010-04-16 22:56 | skeggox | Note Added: 0003944 | |
2010-04-20 09:21 | skeggox | Note Added: 0004335 | |
2010-04-21 20:16 | Skie | Note Added: 0004534 | |
2010-04-21 20:33 | Kennel | Tag Attached: material | |
2010-04-21 20:33 | Kennel | Tag Attached: rock | |
2010-04-21 20:33 | Kennel | Tag Attached: workshop | |
2010-04-26 17:55 |
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Relationship added | parent of 0001412 |
2010-05-20 13:43 | skeggox | Note Added: 0007087 | |
2010-05-20 13:45 | skeggox | Tag Attached: modding | |
2010-05-20 13:46 | skeggox | Note Added: 0007088 | |
2010-05-20 14:16 |
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Note Added: 0007090 | |
2010-05-20 15:25 | skeggox | Note Added: 0007096 | |
2011-04-01 01:05 |
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Note Added: 0016919 | |
2011-04-01 01:05 |
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Status | new => resolved |
2011-04-01 01:05 |
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Resolution | open => no change required |
2011-04-01 01:05 |
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Assigned To | => user11 |
2011-04-01 01:05 |
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Tag Attached: Save Included | |
2011-07-31 18:50 |
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Relationship added | parent of 0004794 |