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IDProjectCategoryView StatusLast Update
0003257Dwarf FortressDwarf Mode -- Embark/Setuppublic2014-03-24 21:16
Reporterkregoth1 Assigned Touser6 
PrioritynormalSeverityminorReproducibilityN/A
Status acknowledgedResolutionopen 
Product Version0.31.12 
Summary0003257: Embarking on both a good and evil biome with same savagery prevents evil creatures from spawning
Descriptionembarking in an area with a good and evil biome that only one takes effect (mostly good biomes) basically nothing undead ever spawn in the area and only the good biomes seems to spawn creatures. no plants are effected either.
Steps To ReproduceEmbark in a area that is half good and evil and you will see only one of the biomes seems to take effect of the area. no Undead creatures or plants. but you will see the good biome listed animals will spawn.
Additional InformationI haven't tested this multiple times yet but I have embark in the same area several times to check the starting creatures that are spawned and I never have seen the undead ones show up.
Tags0.31.12, 0.34.11

Relationships

has duplicate 0003233 resolveduser6 When embarking in an area with 2 very different biomes, area savagery is ignored 
has duplicate 0006162 resolveduser6 embark on world with joyous and terrifying in same embark, terrifying not producing trees or plants 

Activities

kregoth1

2010-09-17 12:42

reporter   ~0012766

I have gone and tested this on several other embarks and it seems not matter how much of the terrifying biome is encompassing the embark sight if there is anything that is not evil it cancels out the evil biome.

kregoth1

2010-09-17 12:57

reporter   ~0012767

Almost forgot I have no mods installed the only thing different then vanilla is ironside graphic set I am going to attempt and see if a slandered vanilla version will cause this as well.

kregoth1

2010-09-17 13:29

reporter   ~0012769

Last edited: 2010-09-17 15:40

Ok did another few embark test on standard install of .12 and .13 and it appears to occur as well. The only way i have seen the evil biome take effect is if it the only biome you embark in. even if its one tile of untamed wilds then the whole embark will be untamed wilds and not evil.

I also tested this on grassland and the harpies and ogre's are spawning but still nothing undead seems to appear.

vadia

2010-09-20 02:59

reporter   ~0012834

I also noted this.

kregoth1

2010-09-22 11:47

reporter   ~0012895

Last edited: 2010-09-22 11:48

I decided to do a few more test and found out in order for the 2 biomes to not clash they must have different savagery.

example:
Haunted forest and Serene Forest
Terrifying shrubland and wilderness shrubland.

The respected elements of evil and good spawnable creatures will be intact and work as intended, as well as any plants, but if they have the same savagery like haunted and mirthful Then the biomes will clash and the Undead portion of evil will no longer take effect.

So I believe this bug lies heavily on 2 biomes of the same savagery.

vadia

2010-10-08 05:18

reporter   ~0013255

I've been successfully getting both biomes in .16; has this been fixed?

kregoth1

2010-11-25 20:03

reporter   ~0014219

I have tried this in the newest released version of Dwarf Fortress 31.18 and this is STILL occurring.

Again this only reproduces when Embarking on two biomes of the same savagery.

Generate a World and attempt to embark on a double biome area. Make sure they are the same savagery and one is Evil. After embarking note the wildlife and plant life, NONE of the plants are dead or undead, and neither are the animals. You will still get werewolves and giant eagles and whatnot but there is nothing undead.

I would love to see something done with this as this has angered me many times when i see the awesome mixed biomes only to realize I will never see anything undead.

dree12

2010-12-10 18:24

reporter   ~0014510

Can we have the tags fixed please? It seems it was fixed twice, and is Undeath really nessesary?

user6

2014-01-26 08:20

  ~0024352

Reminder sent to: dree12, kregoth1

Is this bug still present in the latest release?

kregoth1

2014-02-17 14:58

reporter   ~0024530

Last edited: 2014-02-17 16:01

Alright so did a quick test and have a save file to test this.

So it seems the plants are being properly produced, but depending on what Biome is the largest in the embarking area changes what creatures you see.

I haven't gotten a chance to test further, but I am wondering if the creatures are the only thing that should be looked at. as it seems everything else is working as intended.

https://drive.google.com/file/d/0BzSqIHeE8TRGVUhmNUNxelhYSWM/edit?usp=sharing

kregoth1

2014-02-17 16:09

reporter   ~0024531

So that it gets looked at correctly. can we change this
0003257: Good and evil biomes clash

into this

0003257: Same Savagery issues

or perhaps I should make a new one?

user6

2014-02-17 20:05

  ~0024532

How's the new title?

kregoth1

2014-03-24 14:37

reporter   ~0024618

Last edited: 2014-03-24 14:38

I can't seem to figure out how to edit the title, could a mod do it?

Also sorry for late reply,forgot about this :P

user6

2014-03-24 21:16

  ~0024619

I already changed it to the most useful title I could think of.

Add Note

Note

Issue History

Date Modified Username Field Change
2010-09-16 22:53 kregoth1 New Issue
2010-09-17 12:42 kregoth1 Note Added: 0012766
2010-09-17 12:57 kregoth1 Note Added: 0012767
2010-09-17 13:29 kregoth1 Note Added: 0012769
2010-09-17 15:40 kregoth1 Note Edited: 0012769
2010-09-20 02:59 vadia Note Added: 0012834
2010-09-22 11:47 kregoth1 Note Added: 0012895
2010-09-22 11:48 kregoth1 Note Edited: 0012895
2010-09-22 12:43 kregoth1 Tag Attached: 0.31.12
2010-09-22 12:43 kregoth1 Tag Attached: skeletons
2010-09-22 12:43 kregoth1 Tag Attached: undead
2010-09-22 12:43 kregoth1 Tag Attached: Undeath
2010-09-25 07:15 Logical2u Relationship added related to 0003233
2010-10-08 05:18 vadia Note Added: 0013255
2010-10-08 05:18 vadia Tag Attached: Fixed in 0.31.16?
2010-11-25 20:03 kregoth1 Note Added: 0014219
2010-12-10 13:21 user6 Tag Attached: Fixed in 0.31.19?
2010-12-10 18:24 dree12 Note Added: 0014510
2010-12-11 08:52 user11 Tag Detached: Fixed in 0.31.16?
2014-01-26 08:20 user6 Note Added: 0024352
2014-01-26 08:20 user6 Tag Attached: AWAITING UPDATE
2014-01-26 08:22 user6 Tag Detached: Fixed in 0.31.19?
2014-01-26 10:00 user6 Relationship added has duplicate 0006162
2014-02-17 14:54 kregoth1 Tag Detached: skeletons
2014-02-17 14:54 kregoth1 Tag Detached: undead
2014-02-17 14:54 kregoth1 Tag Detached: Undeath
2014-02-17 14:55 kregoth1 Tag Attached: 0.34.11
2014-02-17 14:55 kregoth1 Tag Attached: Same Savagery
2014-02-17 14:56 kregoth1 Tag Attached: Biomes
2014-02-17 14:58 kregoth1 Note Added: 0024530
2014-02-17 16:01 kregoth1 Note Edited: 0024530
2014-02-17 16:07 kregoth1 Tag Attached: creatures
2014-02-17 16:09 kregoth1 Note Added: 0024531
2014-02-17 20:01 user6 Summary Good and evil biomes clash => Good and evil biomes clash when they have the same savagery
2014-02-17 20:02 user6 Tag Detached: Same Savagery
2014-02-17 20:02 user6 Tag Detached: Biomes
2014-02-17 20:02 user6 Tag Detached: creatures
2014-02-17 20:04 user6 Summary Good and evil biomes clash when they have the same savagery => Embarking on both a good and evil biome with same savagery prevents evil creatures from spawning
2014-02-17 20:05 user6 Note Added: 0024532
2014-02-17 20:06 user6 Relationship replaced has duplicate 0003233
2014-02-17 20:08 user6 Tag Detached: AWAITING UPDATE
2014-02-19 06:52 user6 Assigned To => user6
2014-02-19 06:52 user6 Status new => acknowledged
2014-03-24 14:37 kregoth1 Note Added: 0024618
2014-03-24 14:38 kregoth1 Note Edited: 0024618
2014-03-24 21:16 user6 Note Added: 0024619