Dwarf Fortress Bug Tracker - Dwarf Fortress
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0009797Dwarf FortressAdventure Mode -- Generalpublic2016-05-24 23:202016-06-04 14:10
vipersting 
Toady One 
normalmajoralways
resolvedfixed 
0.43.03 
0.43.04 
0009797: Can't cut trees with stone axes
The game will show the "You need to be holding an axe" announcement despite having a stone axe at hand, it will work with metal axes though
1. Craft a Stone Axe
2. Try to cut a tree with it

Save:
http://dffd.bay12games.com/file.php?id=12076 [^]
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Issue History
2016-05-24 23:20viperstingNew Issue
2016-05-24 23:45Shonai_DwellerNote Added: 0035295
2016-05-24 23:55viperstingNote Added: 0035296
2016-05-25 05:43Shonai_DwellerNote Added: 0035297
2016-05-25 09:05chaosvoltNote Added: 0035298
2016-05-25 09:06chaosvoltIssue Monitored: chaosvolt
2016-05-25 15:17DwarfuNote Added: 0035300
2016-05-25 15:17DwarfuAssigned To => Dwarfu
2016-05-25 15:17DwarfuStatusnew => confirmed
2016-05-25 15:39chaosvoltNote Added: 0035302
2016-05-28 10:57chaosvoltNote Added: 0035320
2016-05-28 17:56viperstingNote Added: 0035324
2016-05-28 18:06viperstingNote Edited: 0035324bug_revision_view_page.php?bugnote_id=0035324#r14244
2016-05-28 21:56chaosvoltNote Added: 0035327
2016-05-29 23:57chaosvoltNote Added: 0035337
2016-05-30 10:59chaosvoltNote Deleted: 0035302
2016-06-04 14:10Toady OneStatusconfirmed => resolved
2016-06-04 14:10Toady OneFixed in Version => Next Version
2016-06-04 14:10Toady OneResolutionopen => fixed
2016-06-04 14:10Toady OneAssigned ToDwarfu => Toady One
2016-06-04 22:04chaosvoltIssue End Monitor: chaosvolt

Notes
(0035295)
Shonai_Dweller   
2016-05-24 23:45   
Are you playing an animal man?
Some other people have noticed 'you need an axe' messages while playing animal-men despite holding an axe in their hand.

I've cut many trees with a stone axe, but have only been playing dwarves and humans.
(0035296)
vipersting   
2016-05-24 23:55   
Nope, tested it with a dwarf and a human adventurer.
It worked for me in 0.43.02
(0035297)
Shonai_Dweller   
2016-05-25 05:43   
Yep, you're right. Stone axes seem to have stopped working in 42.03.
(0035298)
chaosvolt   
2016-05-25 09:05   
I'm assuming that it's either related to the fixed http://www.bay12games.com/dwarves/mantisbt/view.php?id=712 [^] (depending on HOW it was fixed), or to http://www.bay12games.com/dwarves/mantisbt/view.php?id=9738 [^] (if changes to woodcutting in fortress mode retroactively fucked up doing so in adventure mode).
(0035300)
Dwarfu   
2016-05-25 15:17   
Possibly related to stones' sharpness/MAX_EDGE.
http://www.bay12forums.com/smf/index.php?topic=158366.0 [^]
(0035320)
chaosvolt   
2016-05-28 10:57   
Can anyone confirm that it is in fact the changes excluding training axes from being used to cut wood? If so, can it be confirmed that material MAX_EDGE is indeed the cause.

If so, would simply checking for the TRAINING weapon token be easier for Toady to implement in that "no training axes" check? Assuming there aren't any saner solutions he could use.
(0035324)
vipersting   
2016-05-28 17:56   
(edited on: 2016-05-28 18:06)
Changing the [MAX_EDGE] value won't solve the bug.

I tested this by changing the value in the STONE_TEMPLATE from 1000 to 1000000, adding a material [MAX_EDGE] in a specific stone won't help either

EDIT: I'm not an expert at modding though. It would be helpful if someone else check this

(0035327)
chaosvolt   
2016-05-28 21:56   
Ah, so that eliminates one potential cause.
(0035337)
chaosvolt   
2016-05-29 23:57   
I did some quick testing. First I tried modding in a reaction to produce a metal version of these stone axes. It did not allow woodcutting. Then I modded up a genuine WEAPON version which equivalent properties to the tool version. Both stone and metal versions of this weapon worked.

So it seems that yes, the stone axe being of item type "TOOL" is the apparent cause here. Adding that to my advance list of things to change in my mod for the time being. :V