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|ID||Project||Category||View Status||Date Submitted||Last Update|
|0010197||Dwarf Fortress||Dwarf Mode -- Environment||public||2017-04-19 01:43||2019-03-09 08:05|
|Priority||low||Severity||minor||Reproducibility||have not tried|
|Target Version||Fixed in Version|
|Summary||0010197: Building a construction over the river floor, then deconstructing it, causes the river floor to disappear.|
|Description||I was running a human fort with Phoebus tileset and DFhack with some utilities, when i built a dam over the river during winter, by digging into the ice and building some walls.|
The next spring/winter, when the river froze over again, I deconstructed part of the dam to build some floodgates, when it appeared that the floor had disappeared(which is named River).
|Steps To Reproduce||1. Wait until river freezes.|
2. Dig up the ice.
3. Build walls over the river floor
4. Deconstruct walls.
5. The floor of the river has disappeared
|Tags||No tags attached.|
Additional step discovered between 4 and 5
One must deconstruct the glacial ramps that appear.
Building and deconstructing floors/walls/roads on top of special terrain features removes those features (such as murky pools: no rain water will collect in a former pool when floored over, and still won't when the floor is removed).
This may be somehow related to the "feature" where natural stone floors can turn into soil when floor (etc) built upon them is removed.
My favorite mechanics for removing murky pools is to fill them with rock block walls. I guess if soil type wasn't changed, it wouldn't matter either... I guess those "features" like "river bed" or "murky pool" are considered like "aquifer" and we like to keep drilling holes in aquifer.
However messing with fps of rivers... Bad even idea to start with. :)
BTW. No natural stone/soil floors can turn into soil/stone floors when built floor/wall on their tile is deconstructed. Even if you caved in the floor and it is a miss match with current layer. Trust me. I tried it out. :) If this was even a bug, it was fixed long time ago.
Though trees are still bugged, I think.
Murky Pools cease to work effectively if the borders of the pool defined by the feature floorplan is disturbed, as the water will spread if you were to say cut away its current bordering soils (if the water is encased in ice or pumped out) with one tile more generic dirt floorspace, the interior features will fill up with water when it rains but not make water on the non-murky pool floor tiles leaving it uneven.
A re-write to make pool/river features more dynamic and non reliant on soil type cheats as much as methods of water entry (river continuity is planned from Toady's comments) would eliminate this bug/exploit.
|2017-04-19 01:43||5crownik007||New Issue|
|2017-04-19 17:43||5crownik007||Note Added: 0036434|
|2017-04-20 01:51||PatrikLundell||Note Added: 0036435|
|2017-04-23 15:15||lethosor||Relationship added||related to 0001206|
|2017-04-23 15:15||lethosor||Relationship added||related to 0009715|
|2018-01-07 21:23||Sarmatian123||Note Added: 0037551|
|2018-01-08 02:18||FantasticDorf||Note Added: 0037553|
|2018-04-16 17:59||Huntthetroll||Issue Monitored: Huntthetroll|
|2019-03-09 08:05||Loci||Relationship added||duplicate of 0008400|
|2019-03-09 08:05||Loci||Status||new => resolved|
|2019-03-09 08:05||Loci||Resolution||open => duplicate|
|2019-03-09 08:05||Loci||Assigned To||=> Loci|
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