Dwarf Fortress Bug Tracker - Dwarf Fortress
View Issue Details
0009275Dwarf FortressWorld Generation -- Generalpublic2015-12-08 10:482022-07-27 19:56
Kumquat 
lethosor 
normalminorhave not tried
acknowledgedopen 
0.42.02 
 
0009275: Elf-made instruments have nonsensical materials

My first elf caravan arrived and brought in some interesting items.

In particular, instrument parts made of forgotten beast silk and a complete instrument where strings are made of 'pitch-black fabric'.

Somehow these don't appear entirely intentional.

Generate enough random elf instruments.
Apparently sometimes generated instruments require materials that their associated civilization is unable to produce; in case of elf civilization, metal, silk and leather.

In this case the game will pick some completely random material (possibly uninitialized?) for it.
No tags attached.
related to 0009223resolved Toady One In old save, existing musical instruments have ludicrous trade values 
has duplicate 0009663resolved Dwarfu Caravan brought instruments made of demon bone 
has duplicate 0010204resolved Loci Merchants trade divine materials 
related to 0010118acknowledged lethosor «grown wolf bone earring» 
related to 0010544confirmed Loci Elven caravan brought metal (gold, bronze), gem (black diamond) or stone (bismuthinite) pedestal 
Issue History
2015-12-08 10:48KumquatNew Issue
2015-12-21 09:22uggiNote Added: 0034102
2015-12-27 08:53lethosorNote Added: 0034215
2015-12-27 08:53lethosorAssigned To => lethosor
2015-12-27 08:53lethosorStatusnew => needs feedback
2015-12-27 08:53lethosorRelationship addedrelated to 0009223
2015-12-27 18:12ButtonNote Added: 0034230
2015-12-28 10:54KumquatNote Added: 0034239
2015-12-28 10:54KumquatStatusneeds feedback => assigned
2015-12-28 13:20lethosorStatusassigned => acknowledged
2016-01-02 18:17HuntthetrollIssue Monitored: Huntthetroll
2016-05-08 17:46DwarfuRelationship addedhas duplicate 0009663
2016-06-11 20:15BenLubarIssue Monitored: BenLubar
2017-01-21 07:51LociNote Added: 0036193
2017-01-22 15:32FantasticDorfNote Added: 0036203
2017-01-22 17:59LociNote Added: 0036206
2017-01-22 20:29lethosorRelationship addedrelated to 0010118
2017-04-22 17:13LociRelationship addedhas duplicate 0010204
2017-06-16 08:08eroenNote Added: 0036611
2018-04-25 11:52LociRelationship addedrelated to 0010544
2020-03-12 21:01DJ_DevilNote Added: 0040364
2022-07-27 19:56DoorkeeperNote Added: 0041282
2022-07-28 08:44DoorkeeperNote Edited: 0041282bug_revision_view_page.php?bugnote_id=0041282#r16816

Notes
(0034102)
uggi   
2015-12-21 09:22   
In my case elfs brought "a grown serpentine piccolo". Grown stone crafts? This was in 0.42.02 with a fort from 0.40.24. Save here, the object is in the depot: http://dffd.bay12games.com/file.php?id=11391 [^]
(0034215)
lethosor   
2015-12-27 08:53   
Does this occur with saves that aren't from 0.40.24?
(0034230)
Button   
2015-12-27 18:12   
I saw Kumquat's (weird silks) bug in a world generated in 0.42.02. Didn't save it, sorry. I suspect it has to do with the fact that elves don't normally have access to silk materials, but can generate instruments with silk strings.

I haven't seen Uggi's bug, though.
(0034239)
Kumquat   
2015-12-28 10:54   
This has been happening in all saves created in .42.x so far.
Elfs don't have silk or leather or glass, so they randomly use divine cloth and/or forgotten beast silk and whoknowswhat.

Also, you don't get procedural instruments in migrated saves, I don't think?

This also seems to be happening in adventure mode, based on various posts.
(0036193)
Loci   
2017-01-21 07:51   
@uggi: the "grown" serpentine piccolo in your save is decorated with apple wood. Whether or not the piccolo should be marked "grown" is a separate issue (0010118).
(0036203)
FantasticDorf   
2017-01-22 15:32   
I will supply a screenshot or save when i am able if i see it again and would recommend everybody else does too but the divine material templates Elves are using draw off god spheres in the world but not the ones even relevant to elves localized nature spirit monotheism religion type.

In one such game anecdotally i had a multi-part stationary string instrument arrive in my 6th or 7th year elven caravan with divine metal of "liquid darkness" which in retrospect i think would have been from the relevant list of metal types, dark metal (darkness sphere) or a not yet wiki defined other sphere.

>http://dwarffortresswiki.org/index.php/DF2014:Divine_metal [^]

> Summarily goblins had pantheon enabled in my RAW modifications and no restrictions on what they could worship, hence the 'colourful' religious topics (death,gambling,darkness etc.) I think that material's sphere may have came from going into the elves in the same world.
(0036206)
Loci   
2017-01-22 17:59   
@FantasticDorf: "liquid darkness" is a divine fabric from the "darkness" sphere:

http://dwarffortresswiki.org/index.php/DF2014:Divine_fabric [^]
(0036611)
eroen   
2017-06-16 08:08   
This is an unmigrated 0.43.05 save showing an elf generated divine cloth instrument. The elf caravan currently occupying the depot has brought a (grown rotted fabric rithi) and expects to trade it for something ridiculous, like a whole stack of roasts.

http://dffd.bay12games.com/file.php?id=12968 [^]
(0040364)
DJ_Devil   
2020-03-12 21:01   
saw a caravan with 'screaming cloth (instrument) strings' too. problem is it was a human caravan, not elven.

47.03 with df hack and stuff
(0041282)
Doorkeeper   
2022-07-27 19:56   
(edited on: 2022-07-28 08:44)
The specific instrument part is the 'strings' in stringed instruments, or [ITEM_TOOL:ENT<id#>_INS<id#>_STRINGS]

For elves, this part can randomly generate w/ either THREAD_PLANT_MAT or SILK_MAT. METAL_MAT strings are also a thing, but the game is able to recognize that the civ doesn't produce metal, so METAL_MAT is not found in any elven instrument parts. But as Button and Kumquat mentioned, SILK_MAT strings still generate, even though it's impossible for elves to USE_ANIMAL_PRODUCTS. This is mostly likely the actual problem, à la cats licking a mugful of alcohol.

When there are no silk to choose from the civ's material pool, the game randomly picks one of any silk type generated in the world, including divine fabric (which use SILK_TEMPLATE) and procgen beast/demon silk.

Regarding human instruments: humans do use animal products, but the only source of (non-aligned) aboveground silk is the brown recluse spider + variations, which are only found in temperate broadleaf forests. Human civs w/o this biome also lack silk.