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0003257Dwarf FortressDwarf Mode -- Embark/Setuppublic2010-09-16 22:532014-03-24 21:16
kregoth1 
Footkerchief 
normalminorN/A
acknowledgedopen 
0.31.12 
 
0003257: Embarking on both a good and evil biome with same savagery prevents evil creatures from spawning
embarking 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.
Embark 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.
I 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.
0.31.12, 0.34.11
has duplicate 0003233resolved Footkerchief When embarking in an area with 2 very different biomes, area savagery is ignored 
has duplicate 0006162resolved Footkerchief embark on world with joyous and terrifying in same embark, terrifying not producing trees or plants 
Issue History
2010-09-16 22:53kregoth1New Issue
2010-09-17 12:42kregoth1Note Added: 0012766
2010-09-17 12:57kregoth1Note Added: 0012767
2010-09-17 13:29kregoth1Note Added: 0012769
2010-09-17 15:40kregoth1Note Edited: 0012769bug_revision_view_page.php?bugnote_id=0012769#r4947
2010-09-20 02:59vadiaNote Added: 0012834
2010-09-22 11:47kregoth1Note Added: 0012895
2010-09-22 11:48kregoth1Note Edited: 0012895bug_revision_view_page.php?bugnote_id=0012895#r5004
2010-09-22 12:43kregoth1Tag Attached: 0.31.12
2010-09-22 12:43kregoth1Tag Attached: skeletons
2010-09-22 12:43kregoth1Tag Attached: undead
2010-09-22 12:43kregoth1Tag Attached: Undeath
2010-09-25 07:15Logical2uRelationship addedrelated to 0003233
2010-09-25 13:08Hieronymous AlloyIssue Monitored: Hieronymous Alloy
2010-10-08 05:18vadiaNote Added: 0013255
2010-10-08 05:18vadiaTag Attached: Fixed in 0.31.16?
2010-10-08 07:49vadiaIssue Monitored: vadia
2010-10-14 08:48Khym ChanurIssue Monitored: Khym Chanur
2010-11-25 20:03kregoth1Note Added: 0014219
2010-11-25 20:06kregoth1Issue Monitored: kregoth1
2010-12-10 13:21FootkerchiefTag Attached: Fixed in 0.31.19?
2010-12-10 18:24dree12Note Added: 0014510
2010-12-11 08:52DwarfuTag Detached: Fixed in 0.31.16?
2014-01-26 08:20FootkerchiefIssue Monitored: dree12
2014-01-26 08:20FootkerchiefNote Added: 0024352
2014-01-26 08:20FootkerchiefTag Attached: AWAITING UPDATE
2014-01-26 08:22FootkerchiefTag Detached: Fixed in 0.31.19?
2014-01-26 10:00FootkerchiefRelationship addedhas duplicate 0006162
2014-02-17 14:54kregoth1Tag Detached: skeletons
2014-02-17 14:54kregoth1Tag Detached: undead
2014-02-17 14:54kregoth1Tag Detached: Undeath
2014-02-17 14:55kregoth1Tag Attached: 0.34.11
2014-02-17 14:55kregoth1Tag Attached: Same Savagery
2014-02-17 14:56kregoth1Tag Attached: Biomes
2014-02-17 14:58kregoth1Note Added: 0024530
2014-02-17 16:01kregoth1Note Edited: 0024530bug_revision_view_page.php?bugnote_id=0024530#r9152
2014-02-17 16:07kregoth1Tag Attached: creatures
2014-02-17 16:07kregoth1Issue End Monitor: kregoth1
2014-02-17 16:07kregoth1Issue Monitored: kregoth1
2014-02-17 16:09kregoth1Note Added: 0024531
2014-02-17 20:01FootkerchiefSummaryGood and evil biomes clash => Good and evil biomes clash when they have the same savagery
2014-02-17 20:02FootkerchiefTag Detached: Same Savagery
2014-02-17 20:02FootkerchiefTag Detached: Biomes
2014-02-17 20:02FootkerchiefTag Detached: creatures
2014-02-17 20:04FootkerchiefSummaryGood 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 20:05FootkerchiefNote Added: 0024532
2014-02-17 20:06FootkerchiefRelationship replacedhas duplicate 0003233
2014-02-17 20:08FootkerchiefTag Detached: AWAITING UPDATE
2014-02-19 06:52FootkerchiefAssigned To => Footkerchief
2014-02-19 06:52FootkerchiefStatusnew => acknowledged
2014-03-24 14:37kregoth1Note Added: 0024618
2014-03-24 14:38kregoth1Note Edited: 0024618bug_revision_view_page.php?bugnote_id=0024618#r9206
2014-03-24 21:16FootkerchiefNote Added: 0024619

Notes
(0012766)
kregoth1   
2010-09-17 12:42   
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.
(0012767)
kregoth1   
2010-09-17 12:57   
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.
(0012769)
kregoth1   
2010-09-17 13:29   
(edited on: 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.

(0012834)
vadia   
2010-09-20 02:59   
I also noted this.
(0012895)
kregoth1   
2010-09-22 11:47   
(edited on: 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.

(0013255)
vadia   
2010-10-08 05:18   
I've been successfully getting both biomes in .16; has this been fixed?
(0014219)
kregoth1   
2010-11-25 20:03   
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.
(0014510)
dree12   
2010-12-10 18:24   
Can we have the tags fixed please? It seems it was fixed twice, and is Undeath really nessesary?
(0024352)
Footkerchief   
2014-01-26 08:20   
Reminder sent to: dree12, kregoth1

Is this bug still present in the latest release?
(0024530)
kregoth1   
2014-02-17 14:58   
(edited on: 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 [^]

(0024531)
kregoth1   
2014-02-17 16:09   
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?
(0024532)
Footkerchief   
2014-02-17 20:05   
How's the new title?
(0024618)
kregoth1   
2014-03-24 14:37   
(edited on: 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

(0024619)
Footkerchief   
2014-03-24 21:16   
I already changed it to the most useful title I could think of.