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ID | Project | Category | View Status | Date Submitted | Last Update | |
0006024 | Dwarf Fortress | Dwarf Mode -- Interface, Embark | public | 2012-06-14 21:13 | 2012-06-15 09:06 | |
Reporter | mta | |||||
Assigned To | Footkerchief | |||||
Priority | normal | Severity | minor | Reproducibility | always | |
Status | resolved | Resolution | duplicate | |||
Platform | Mac | OS | OS X | OS Version | 10.7 | |
Product Version | 0.34.11 | |||||
Target Version | Fixed in Version | |||||
Summary | 0006024: Searching for Flux via "Find desired location" on world with minerals set to "everywhere" | |||||
Description | When I generate a world with "Mineral Occurrence" set to "Everywhere" the "Find desired location" feature is unable to locate any sites with Flux Stone. When I generate a world with "Mineral Occurrence" set to "Frequent" the "Find desired location" feature is able to locate sites with Flux Stone. I generated about 10 worlds this way and was able to reproduce the problem every time. | |||||
Steps To Reproduce | - Generate world with "Mineral Occurrence" set to "Everywhere" - Start a new game to access "Choose Fortress Location" screen - perform "Find Desired Location" search - I used the following settings each time: X Dimension: 4 Y Dimension: 4 Savagery: Low Evil: N/A Elevation: N/A Temperature: Medium Rain: N/A Drainage: N/A Flux Stone: Yes Aquifer: No River: Yes Shallow Metal: Multiple Deep Metal: Multiple Soil: <= Some Clay: N/A | |||||
Tags | No tags attached. | |||||
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Notes | |
(0023009) cybergon (reporter) 2012-06-15 03:40 |
It would seem to me that the site finder looks for layers that are made entirely out of flux stone, with absolutely no veins or clusters. Setting mineral occurrence to everywhere fills every layer with precisely that, hence this bug. |
(0023012) Zara (reporter) 2012-06-15 07:30 |
Duplicate Reports / Workaround This is the same bug that was reported several times for previous versions, see e.g. bug # 2440. I was surprised that the older reports were marked as 'resolved', since the bug obviously persists. Since I always create custom worlds with 'mineral scarcity' set to 100,I just took the usual workaround. Test for flux by embarking at a locations, and try a different location if it doesn't have any, or create a new world. I used to do that before a site finder way implemented, anyway. Considering workarounds, Cybergons Note is also helpful; If his impression is correct, increasing mineral scarcity wouldn't be a possible workaround, unless you'd be willing to accept a high chance of a total lack of coal and sedimentary iron sources. |
Issue History | |||
Date Modified | Username | Field | Change |
2012-06-14 21:13 | mta | New Issue | |
2012-06-15 03:40 | cybergon | Note Added: 0023009 | |
2012-06-15 07:21 | Zara | Issue Monitored: Zara | |
2012-06-15 07:30 | Zara | Note Added: 0023012 | |
2012-06-15 09:06 | Footkerchief | Relationship added | duplicate of 0005732 |
2012-06-15 09:06 | Footkerchief | Status | new => resolved |
2012-06-15 09:06 | Footkerchief | Resolution | open => duplicate |
2012-06-15 09:06 | Footkerchief | Assigned To | => Footkerchief |
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