View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0007682 | Dwarf Fortress | Dwarf Mode -- Abandonment of Fort | public | 2014-07-28 04:04 | 2014-07-28 19:41 |
Reporter | SteveTheRed | Assigned To | |||
Priority | normal | Severity | minor | Reproducibility | have not tried |
Status | resolved | Resolution | no change required | ||
Platform | Windows | OS | 7 | OS Version | 64 bit SP1 |
Product Version | 0.40.05 | ||||
Summary | 0007682: Retired fortress doesn't contribute to civilization resources | ||||
Description | When a fortress is retired, any resources it could produce that its civilization doesn't already have do not become available to future fortresses for that civ. In this particular case I started in a civ that didn't have access to either iron or tin, and embarked on an area with both. I exported some magnetite to the dwarven caravan just to make sure they knew I could supply them with it, but after retiring that fortress and starting another in the same civ, iron and tin were still unavailable. | ||||
Steps To Reproduce | Create a custom world with a very short history. Try various civ/embark location combinations until you find a civ without iron and a location with iron. Set up a fort, mine some iron and export it back to your parent civ. Retire the fortress. Start a new fortress in the same civ and note that iron is still not available. | ||||
Tags | No tags attached. | ||||
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How many years did you trade with your civilization? There might be a trigger there so that you have to establish trade over a couple of years exporting iron in order for your civ to register the iron. Otherwise it does sound like a bug yes. I can try to test out as well. |
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This is intentional for now: http://www.bay12forums.com/smf/index.php?topic=100851.msg5044807#msg5044807 Buttery_Mess: If your civ starts with no access to, say, native copper, but you build a fort that does, will the civ then have access after retirement? Would it be necessary to actually mine it, or to sell it? Would surface plants become available in trade or for embark for that civ? Toady One: I haven't gotten into the economy. Right now it doesn't try to update entity information, but once sites start producing resources after world gen, it'll be crucial to handle that sort of thing. |
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That was back in February though. There's been a lot of alcohol through the booze stockpile since then :-) |
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Yes, but that work has yet to occur. Sites don't yet produce resources after world gen. |
Date Modified | Username | Field | Change |
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2014-07-28 04:04 | SteveTheRed | New Issue | |
2014-07-28 06:14 | malvado | Note Added: 0027755 | |
2014-07-28 07:38 |
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Note Added: 0027760 | |
2014-07-28 07:38 |
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Status | new => resolved |
2014-07-28 07:38 |
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Resolution | open => no change required |
2014-07-28 07:38 |
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Assigned To | => user6 |
2014-07-28 19:37 | SteveTheRed | Note Added: 0027838 | |
2014-07-28 19:37 | SteveTheRed | Status | resolved => feedback |
2014-07-28 19:37 | SteveTheRed | Resolution | no change required => reopened |
2014-07-28 19:41 |
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Note Added: 0027839 | |
2014-07-28 19:41 |
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Status | feedback => resolved |
2014-07-28 19:41 |
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Resolution | reopened => no change required |