View Issue Details

IDProjectCategoryView StatusLast Update
0000013Dwarf FortressDwarf Mode -- Jobs, Farming/Farmer's Workshoppublic2014-08-04 08:33
Reporteruser11Assigned ToToady One  
PriorityhighSeveritymajorReproducibilityalways
Status resolvedResolutionfixed 
Fixed in Version0.31.19 
Summary0000013: Farm plots built underground (Inside/Dark/Subterranean) on natural soil will not allow planting
DescriptionBuilt some farm plots -1 z-level below the surface. They all display 'No seeds available for this location'. I have unforbidden and accessible seed stocks of the appropriate type. It is early enough in the season to allow planting. The plots are built on 'silt loam Cavern Floor'.
Steps To ReproduceBuild a plot on a natural underground soil layer. Once complete, hit 'q' and highlight the plot. "No seeds available for this location' is displayed.
Additional InformationIt is important to note that no seed types are listed (instead of them being listed but in RED). It is also important to note this is a natural soil layer, not a cavern feature.

Need confirmation that planting on natural soils hasn't changed.
Tagsfarm, farming, mud, soil, underground

Relationships

has duplicate 0000102 closeduser6 seeds not usable for regular farm plot 
has duplicate 0000334 closeduser6 Cannot use soil to plant plants. 
has duplicate 0000509 closeduser6 Farm Plots Not Seedable 
has duplicate 0001720 closedLogical2u Can't Grow Sweet pods anywhere? 
related to 0000555 resolveduser11 Can't build farmplots above ground on soil, 'mud required for underground farm 'msg received 
related to 0000238 resolveduser6 If farm plot's type is changed, dwarves don't harvest old plants 
related to 0000087 resolvedToady One If one tile of a farm plot is dry or has the wrong biome, it also prevents the succeeding tiles from getting planted 
related to 0002465 new You can build farms on brooks if you muddy them 
related to 0002210 resolveduser6 water leaves no mud 
related to 0002912 new Underground farms unplantable if they are made wet after being exposed to light 

Activities

Avalkia

2010-04-01 14:54

reporter   ~0000015

In that case, I humbly suggest that the message inform the player that irrigation is required. Just a thought.

jfs

2010-04-01 15:00

reporter   ~0000017

I get this message when trying to build a farm under those conditions:

No mud for underground farm
Mud is left by water

DoctorZuber

2010-04-01 15:38

reporter   ~0000023

Last edited: 2010-04-01 15:46

Placing a farm on rock
     Needs Soil or mud
     No Mud for underground farm
     Mud is left by water

Placing a farm on surface soil
    No Mud for underground farm
    Mud is left by water

Placing a farm on mud found in an underground complex
    <<Works fine, no warning message>>

So this is either a major bug, or a mechanics change and a minor text inconsistency.

DoctorZuber

2010-04-01 17:27

reporter   ~0000039

Confirmed from the forums, this is a bug. you are supposed to be able to plant in dry soil.

danielzklein

2010-04-13 02:58

reporter   ~0003229

DoctorZuber, do you have a link for this being confirmed? Toady sounds confused in the thread for 0.31.03: http://www.bay12games.com/forum/index.php?topic=54115.msg1161513#msg1161513

I think what we need is confirmation that you should still be able to plant on underground clay without first having to spill water over it. If so, there's a major bug here. If not, there's a major change in mechanic that was not announced.

Draco18s

2010-04-14 08:26

reporter   ~0003460

It didn't sound confused to me, what it sounded like was that he wasn't sure he wanted to let underground plants grow on soil layers because it encouraged dwarves to migrate away from mountains.

I will, however, point out that an embark location needs at least one non-mountain embark tile to be embarkable, and dwarves do require wood (and a wooded biome has soil layers).

additionofzeroes

2010-04-15 09:01

reporter   ~0003691

I thought in all previous versions, you could never plant in loam, silty loam, sandy loam or loamy sand without irrigation. Isn't this the case? "Loam" types aren't treated as "soil", although "sand" is.

DoctorZuber

2010-04-15 09:50

reporter   ~0003704

nope, don't have a link. if this is a mechanics change I'm not personally bothered too much by this one, I'm used to irrigating quickly anyhow, I'm typically irrigated and running before spring is over.

If it is an intended mechanics change though the warning messages when planting are wrong. So in that case, it's a text bug. Either way you read this it needs an open ticket.

garrieirons

2010-04-16 03:27

reporter   ~0003822

The biggest issue is, this would make deserts & other waterless maps "totally unplayable" rather than "difficult".

derigo

2010-04-16 05:20

reporter   ~0003828

Untrue, you can always get water from the underground features. That sounds totally inline with the expected difficulty of playing on a waterless map. If anything, its too easy.

smjjames

2010-04-19 08:40

reporter   ~0004234

Yea, I'd really like for farms to be buildable on dry soil......

Granite26

2010-04-23 05:49

reporter   ~0004702

Or possibly a 'by plant' setting

Jon-Ace

2010-06-09 13:31

reporter   ~0008004

Still in 0.31.06, still game-breaking.

smjjames

2010-06-11 11:00

reporter   ~0008151

Could we get this stickied please?

Psiborg

2010-06-12 16:30

reporter   ~0008227

Being a new player this bug is basically ruining the game for me...its complicated enough to learn. I understand some people think the adds to a game and i suppose it might a bit, but its just too tough for me to learn to play a game with all my dwarfs starving to death.

DoctorZuber

2010-06-12 19:44

reporter   ~0008238

The difference here is that you can't plant dry soil suddenly which is an unexpected mechanics change. Also, the text messages you get when placing a farm disagree with this mechanics change in that they say you can plant in mud OR soil.

So starting out did just get a bit harder. I also find that farming produces a lot less food than it used to which I've complained about in another bug report here.

With both of these things working against you, it is certainly a bit more challenging to get a fortress going in the early days. I certainly wouldn't want to be a noob to DF right now with all the bugs that are floating around in the air right now.

smjjames

2010-06-12 20:54

reporter   ~0008242

Theres also the fact that it reportedly claims that surface farms need mud, but yet they'll work fine without mud.

As for the bugs, this one is probably the most crippling to newbs to DF.

paladin_of_light

2010-06-12 23:54

reporter   ~0008248

The text for the surface is "No mud for underground farm" it's not underground, but arguably the text shouldn't appear because it's confusing. The text is inconsistent though.

smjjames

2010-06-15 11:19

reporter   ~0008519

Not to mention theres other wierdness involving mud and farms.

Also, subliminal bump! :)

Executer

2010-06-25 04:04

reporter   ~0009076

I don't mind the change, but I can see why some people do. Unless there's literally no water (not even 1 murky pool), you can struggle through on one farm plot until you get deeper. It simply forces you to dig deeper if you're on a map with no water, to reach underground lakes/rivers.

Underground farms require water, which forms mud. I've never had the mud disclaimer when building a surface farm; they've always worked fine on soil for me.

Ideally we'd see some kind of compromise, if this is an intended mechanic change; ie. able to be planted on dry soil, but grows half as fast if not muddied.

hyndis

2010-06-27 23:31

reporter   ~0009200

What about allowing farms to be built anywhere, including even on dry cavern floors, but then allow irrigation to be an option. Irrigation would be sort of like fertilizing the farm, except done with water via buckets.

As you are pretty much guaranteed to have access to water on any map if you dig down enough this shouldn't be game breaking, and it would be interesting to have water be an important part of farming as an ongoing thing rather than just a one time deal up front.

Currently if you get something muddy, it will remain muddy after no water touches it for decades on end.

smjjames

2010-06-28 00:06

reporter   ~0009201

@Hyndis: In other words, make it like it was in 40D. Except for the farming on dry rock though as that doesn't make much sense, unless you're trying to cultivate some extremely hardy alpine plants or something.

hyndis

2010-06-28 09:06

reporter   ~0009244

Requiring irrigation would be an interesting twist, so while you can build a farm on dry ground its still not going to grow anything until you order it irrigated, which could be done by bucket brigade to drop water directly onto the farm tiles. Would also make things a bit easier. You need access to water either way, just with the bucket it could be applied directly to the ground rather than flooding a cavern and hoping for the best.

Jinalealia

2010-07-07 10:09

reporter   ~0009732

I'm using vanilla 0.31.08, and I also received the "no seeds available for this location" when I used q to highlight one of my farm plots. I built the farm plot on a lower level that had been channeled out to make it open to the light. I also flooded it with a nearby murky pool just to be safe. Now, I also had some underground, dark farm plots that had been irrigated that were planting just fine, so I looked around to try to figure out why I wouldn't have any seeds. That's when I realized that the plants I had designated to be gathered never were due to the skill not being toggled on for one of my dwarfs. After some plants were gathered and seeds made then I was given the option to plant those plots. Since we only have the option of taking underground seeds at embark, not having seeds to plant an above ground plot is perfectly acceptable. That part of this post is then not a bug.

smjjames

2010-07-14 09:11

reporter   ~0010240

Toady, any updates on this or what?

I mean the part about not being able to farm on dry soil underground.

G-Flex

2010-07-17 08:19

reporter   ~0010492

Wait, why is this listed as a bug? You're not *supposed* to be able to farm on dry soil a single floor thick underground.

smjjames

2010-07-17 08:54

reporter   ~0010495

Maybe not that particular part since it makes logical sense, but what about the first or second z-level of soil? Even with a z-level or more worth of soil under the underground plot, you can't farm without mud. That part of the whole thing is the bug here.

Hieronymous Alloy

2010-07-23 06:35

reporter   ~0010868

From Toady on the Forum:

[quote]
I'm not sure yet. I never get a chance to look at it, despite wanting to look at it. The original idea was to require a soil wall beneath a mudless square for it to be farmable, and if it isn't that way, it's a bug. Either way, it is somewhat confusing, because you wouldn't be able to farm in one layer of soil. I'm not sure you should be able to, morally speaking, especially with the underground trees, but it's probably less confusing that way.[/quote]

knofbath

2010-08-22 04:09

reporter   ~0012002

I guess what I'd like to see is to take away the irrigation requirement for the plump helmets, also it'd be nice to task irrigation from the farm itself. And to compensate, let irrigation be an annual thing for the cash crops.

Plump Helmet's at least should be plantable in low soil condition. Mushrooms do grow in caves after all. And the dwarfs need a stable low value crop that can be grown in any biome, the irrigation thing complicates this enormously. The game I'm running now is in a desert biome, and the only available water is in a cavern 40 Z-levels down. I had a try at irrigation, even with 3 pond zones set up, my dwarves were barely able to irrigate a 9x9 room, and this took maybe a year of game time. Plus every irrigation technique I've seen uses up 2 z-levels of space, making initial fort design a real pain.

Shurhaian

2010-08-23 05:13

reporter   ~0012036

Mushrooms may grow in caves, but these are huge mushrooms that have enough nutrition to be viable meals in themselves. Needing a little more work is not unreasonable.

But it would be nice if it worked as intended, that is, the tile underneath(the substance of the floor?) can be considered arable soil.

Ryke

2010-09-18 13:36

reporter   ~0012794

0.38.13 still doesn't appear to have solved this bug. I agree that at least plump helmets should be easily farmable on underground soil without additional requirements, but it would make sense for Toady to add more requirements, including irrigation, to many crops.

Quietust

2010-09-18 14:11

reporter   ~0012796

I've tested embarking in an area with multiple soil layers and trying to build a farm plot on tiles that had unmined soil walls directly beneath them, but it did not permit planting anything, so this is still broken.

Note that this behavior does work correctly for subterranean trees and shrubs.

Malibu Stacey

2010-09-27 15:24

reporter   ~0013028

Unsurprisingly still broken in 31.14. Dug out a area in a soil layer (sand) which had at least 3, possibly 4 untouched soil (sand & black sand) layers underneath it, built a farm plot & I still get the "no seeds available" message for the farm plot. Removing the farm plot, irrigating the area then rebuilding the farm plot makes it work as expected.

smjjames

2010-10-05 10:44

reporter   ~0013212

I wonder when Toady is getting to this... I mean he is working on farming sprawl right now.

Corew

2010-10-19 04:19

reporter   ~0013412

Ok i just installed 31.16 . I prepared a underground area, flooded, then constructed a few farm plots

I planted around 20 sweet pods in 1 of them... and all dissapeared when the station changed... I believe only sweet pods dissapeared, as i planted a few other stuff. It happened to me also some other game, but i believe only in my first year.

Not sure if a bug or WAD but found this similar place to report.

cooky173

2010-11-14 16:14

reporter   ~0013838

Corew, if the season changes and the plants can't be grown in new season they all die.

I believe the dwarves used to not plant seeds if they wouldn't have time to grow, but they don't seem to do this anymore.

Corona688

2010-12-01 06:39

reporter   ~0014339

For those who don't consider this a bug, try planting on brook tiles. That's right, you have to water THE BROOK to plant on it. Bug!

Quietust

2010-12-01 06:59

reporter   ~0014340

Corona688: brook tiles are always above ground, so it's not really relevant. Plus, planting seeds in a brook doesn't work logically either, since the water would just wash them away.

Diakron

2011-01-05 19:15

reporter   ~0014795

People keep say this is a "Game breaking bug" but is A) rather realistic B) not that big of a problem, even is deserts, which now are actually kinda difficult (As opposed to being choice Environs in D40)

Malibu Stacey

2011-02-17 06:49

reporter   ~0015183

Apparently this is back to 40d mechanics in 0.31.19

EyeMWing

2011-02-17 18:20

reporter   ~0015220

Irrigation is no longer needed for planting on soil.

Which is entirely because I set up my initial farming operations with irrigation plumbing.

user11

2011-02-21 22:02

  ~0015384

I've been checking a few different worlds and embark sites and this is no longer an issue.

The plots built under those conditions correctly display all plantable plants, even if no seeds are avaialable.

user11

2011-02-21 22:02

  ~0015385

Related issues still need to be reviewed.

Issue History

Date Modified Username Field Change
2010-04-01 14:20 user11 New Issue
2010-04-01 14:54 Avalkia Note Added: 0000015
2010-04-01 15:00 jfs Note Added: 0000017
2010-04-01 15:38 DoctorZuber Note Added: 0000023
2010-04-01 15:45 DoctorZuber Note Edited: 0000023
2010-04-01 15:46 DoctorZuber Note Edited: 0000023
2010-04-01 17:27 DoctorZuber Note Added: 0000039
2010-04-02 05:49 Todestool Tag Attached: farming
2010-04-03 09:13 user6 Relationship added has duplicate 0000102
2010-04-03 17:53 user6 Relationship added has duplicate 0000334
2010-04-05 13:08 user6 Relationship added has duplicate 0000509
2010-04-10 11:04 user6 Relationship added related to 0000555
2010-04-13 02:58 danielzklein Note Added: 0003229
2010-04-14 08:26 Draco18s Note Added: 0003460
2010-04-15 09:01 additionofzeroes Note Added: 0003691
2010-04-15 09:50 DoctorZuber Note Added: 0003704
2010-04-16 03:27 garrieirons Note Added: 0003822
2010-04-16 05:20 derigo Note Added: 0003828
2010-04-19 08:40 smjjames Note Added: 0004234
2010-04-19 09:26 smjjames Tag Attached: farm
2010-04-23 05:49 Granite26 Note Added: 0004702
2010-04-23 07:20 Kennel Tag Attached: underground
2010-04-29 13:30 user6 Category General => Dwarf Mode -- Jobs, Farming/Farmer's Workshop
2010-05-03 08:32 user6 Relationship added related to 0001717
2010-05-03 08:32 user6 Relationship deleted related to 0001717
2010-05-12 17:26 Logical2u Relationship added has duplicate 0001720
2010-06-09 13:31 Jon-Ace Note Added: 0008004
2010-06-11 11:00 smjjames Note Added: 0008151
2010-06-11 12:08 user6 Sticky Issue No => Yes
2010-06-12 16:30 Psiborg Note Added: 0008227
2010-06-12 19:44 DoctorZuber Note Added: 0008238
2010-06-12 20:54 smjjames Note Added: 0008242
2010-06-12 23:54 paladin_of_light Note Added: 0008248
2010-06-15 11:19 smjjames Note Added: 0008519
2010-06-25 04:04 Executer Note Added: 0009076
2010-06-27 23:31 hyndis Note Added: 0009200
2010-06-28 00:06 smjjames Note Added: 0009201
2010-06-28 09:06 hyndis Note Added: 0009244
2010-07-07 10:09 Jinalealia Note Added: 0009732
2010-07-09 11:31 user6 Relationship added related to 0000238
2010-07-14 09:11 smjjames Note Added: 0010240
2010-07-17 08:19 G-Flex Note Added: 0010492
2010-07-17 08:54 smjjames Note Added: 0010495
2010-07-23 06:35 Hieronymous Alloy Note Added: 0010868
2010-07-24 10:38 user6 Relationship added related to 0000087
2010-07-24 10:40 user6 Relationship added related to 0002465
2010-07-24 10:41 user6 Relationship added related to 0002210
2010-08-01 06:59 smjjames Tag Attached: mud
2010-08-18 16:40 Logical2u Relationship added related to 0002912
2010-08-22 04:09 knofbath Note Added: 0012002
2010-08-23 05:13 Shurhaian Note Added: 0012036
2010-09-18 13:29 Ryke Tag Attached: soil
2010-09-18 13:36 Ryke Note Added: 0012794
2010-09-18 14:11 Quietust Note Added: 0012796
2010-09-27 15:24 Malibu Stacey Note Added: 0013028
2010-10-05 10:44 smjjames Note Added: 0013212
2010-10-19 04:19 Corew Note Added: 0013412
2010-11-14 16:14 cooky173 Note Added: 0013838
2010-12-01 06:39 Corona688 Note Added: 0014339
2010-12-01 06:59 Quietust Note Added: 0014340
2011-01-05 19:15 Diakron Note Added: 0014795
2011-02-17 06:49 Malibu Stacey Note Added: 0015183
2011-02-17 07:07 Kogut Tag Attached: fixed?
2011-02-17 18:20 EyeMWing Note Added: 0015220
2011-02-19 06:00 user11 Tag Attached: Fixed in 0.31.19?
2011-02-19 06:00 user11 Tag Detached: fixed?
2011-02-21 22:02 user11 Note Added: 0015384
2011-02-21 22:02 user11 Status new => resolved
2011-02-21 22:02 user11 Fixed in Version => 0.31.19
2011-02-21 22:02 user11 Resolution open => fixed
2011-02-21 22:02 user11 Assigned To => user11
2011-02-21 22:02 user11 Note Added: 0015385
2011-02-21 22:02 user11 Status resolved => assigned
2011-02-21 22:02 user11 Assigned To user11 => Toady One
2011-02-21 22:02 user11 Status assigned => resolved
2011-03-14 09:52 user6 Sticky Issue Yes => No
2012-03-04 08:02 user11 Tag Detached: Fixed in 0.31.19?