Dwarf Fortress Bug Tracker - Dwarf Fortress
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0008715Dwarf FortressDwarf Mode -- Jobs, Fishingpublic2015-01-09 17:162015-02-10 14:47
badgerstorm 
Footkerchief 
highmajorhave not tried
resolvedno change required 
OSX10.6
0.40.23 
 
0008715: No shells from fish cleaning, no shellfish or pond turtles in the rivers
My fishermen, despite having the fish cleaning labor, never ever get any mussels or pond turtles. When I type in region-pops list on DFHack, neither of them show up. They are both in the raws, which say 100% frequency and any ocean/lake/river, but I am unable to get them anywhere. I had this issue in a shrubland biome too, so it's not just the mountains. Before this version, I had no trouble at all getting shelled animals from any place, ever. What's more, they aren't being shown in region-pops list. In region-pops list-all, there are only around 14000 mussels and absolutely no oysters or pond turtles at all.
1. Get one dwarf each with the fishing and fish cleaning labors enabled.
2. Build a fishery and ask to prepare raw fish (which should result in shells) They will get tons of finfish, and not a single turtle or mussel.
0.40.23, fishing, shell
related to 0004500new  Tropical Lakes always empty; Murky Ponds odd 
Issue History
2015-01-09 17:16badgerstormNew Issue
2015-01-09 17:26badgerstormTag Attached: fishing
2015-01-09 17:26badgerstormTag Attached: shell
2015-01-09 17:26badgerstormTag Attached: 0.40.23
2015-01-09 17:26badgerstormTag Attached: 40.23
2015-01-09 18:45izembaroNote Added: 0031829
2015-01-09 18:48izembaroNote Edited: 0031829bug_revision_view_page.php?bugnote_id=0031829#r12754
2015-01-09 19:28FootkerchiefRelationship addedrelated to 0004500
2015-01-09 22:46ButtonNote Added: 0031831
2015-01-10 04:06badgerstormNote Added: 0031834
2015-01-11 07:52badgerstormNote Added: 0031884
2015-01-11 07:54badgerstormNote Edited: 0031834bug_revision_view_page.php?bugnote_id=0031834#r12775
2015-01-11 08:15FootkerchiefNote Deleted: 0031884
2015-01-11 08:24FootkerchiefNote Added: 0031887
2015-01-11 08:24FootkerchiefAssigned To => Footkerchief
2015-01-11 08:24FootkerchiefStatusnew => needs feedback
2015-01-11 10:19badgerstormNote Added: 0031888
2015-01-11 10:19badgerstormStatusneeds feedback => assigned
2015-01-11 10:24FootkerchiefNote Added: 0031889
2015-01-11 11:46badgerstormNote Edited: 0031888bug_revision_view_page.php?bugnote_id=0031888#r12777
2015-01-11 12:23FootkerchiefNote Edited: 0031888bug_revision_view_page.php?bugnote_id=0031888#r12778
2015-01-11 17:40badgerstormNote Added: 0031893
2015-01-11 19:25FootkerchiefNote Added: 0031898
2015-01-12 03:04badgerstormNote Added: 0031900
2015-01-12 06:49FootkerchiefNote Added: 0031901
2015-01-12 06:49FootkerchiefStatusassigned => needs feedback
2015-01-12 09:19badgerstormNote Added: 0031908
2015-01-12 09:19badgerstormStatusneeds feedback => assigned
2015-01-12 13:12badgerstormNote Edited: 0031908bug_revision_view_page.php?bugnote_id=0031908#r12786
2015-01-12 21:05FootkerchiefNote Added: 0031917
2015-01-12 21:05FootkerchiefStatusassigned => resolved
2015-01-12 21:05FootkerchiefResolutionopen => no change required
2015-02-10 14:47lethosorTag Detached: 40.23

Notes
(0031829)
izembaro   
2015-01-09 18:45   
(edited on: 2015-01-09 18:48)
I've got a stockpile full of both pond turtle & mussel shells, so it definitely doesn't happen in every map.

(0031831)
Button   
2015-01-09 22:46   
"They are both in the raws, which say 100% frequency and any ocean/lake/river, but I am unable to get them anywhere."

I don't see a [UBIQUITOUS] tag in the raws for pond turtle or mussel. Are you using modded raws? If so, would you upload them to dffd please so we can confirm this isn't a raw problem?
(0031834)
badgerstorm   
2015-01-10 04:06   
(edited on: 2015-01-11 07:54)
I've been doing a lot of modding, but I haven't modded the raws in the files for turtles or mussels. Do you suppose the modding of other raw files might have something to do with it?

http://dffd.wimbli.com/file.php?id=10408 [^]

Here's some of the offending raws.

EDIT:

I have begun a fresh install of dwarf fortress, with fresh, correctly installed DFHack and graphics, and everything is just fine...except for this. This problem continues to persist. I have never even touched the raws containing the oyster, mussel, or pond turtle data.

2015-01-11 09:11:49.891 dwarfort.exe[7931:903] Warning once: This application, or a library it uses, is using NSQuickDrawView, which has been deprecated. Apps should cease use of QuickDraw and move to Quartz.
dfhack: saving real SDL functions
dfhack: saved real SDL functions
dfhack: hooking successful
Identifying DF version.
Loading hack/symbols.xml ... OK
Dummy symbol table entry: start_dwarf_count
Dummy symbol table entry: created_item_type
Dummy symbol table entry: created_item_subtype
Dummy symbol table entry: created_item_mattype
Dummy symbol table entry: created_item_matindex
Dummy symbol table entry: created_item_count
Dummy symbol table entry: map_renderer
Dummy symbol table entry: flows
Dummy symbol table entry: texture
Dummy symbol table entry: timed_events
Dummy symbol table entry: ui_advmode
Dummy symbol table entry: ui_building_assign_type
Dummy symbol table entry: ui_building_assign_is_marked
Dummy symbol table entry: ui_building_assign_units
Dummy symbol table entry: ui_building_assign_items
Dummy symbol table entry: debug_nopause
Dummy symbol table entry: debug_nomoods
Dummy symbol table entry: debug_combat
Dummy symbol table entry: debug_wildlife
Dummy symbol table entry: debug_nodrink
Dummy symbol table entry: debug_noeat
Dummy symbol table entry: debug_nosleep
Dummy symbol table entry: debug_showambush
Dummy symbol table entry: debug_fastmining
Dummy symbol table entry: debug_noberserk
Dummy symbol table entry: debug_turbospeed
Dummy symbol table entry: save_on_exit
Dummy symbol table entry: start_dwarf_count
Dummy symbol table entry: cursor
Dummy symbol table entry: selection_rect
Dummy symbol table entry: gamemode
Dummy symbol table entry: gametype
Dummy symbol table entry: ui_menu_width
Dummy symbol table entry: ui_area_map_width
Dummy symbol table entry: created_item_type
Dummy symbol table entry: created_item_subtype
Dummy symbol table entry: created_item_mattype
Dummy symbol table entry: created_item_matindex
Dummy symbol table entry: created_item_count
Dummy symbol table entry: map_renderer
Dummy symbol table entry: d_init
Dummy symbol table entry: enabler
Dummy symbol table entry: flows
Dummy symbol table entry: gps
Dummy symbol table entry: gview
Dummy symbol table entry: init
Dummy symbol table entry: texture
Dummy symbol table entry: timed_events
Dummy symbol table entry: ui
Dummy symbol table entry: ui_advmode
Dummy symbol table entry: ui_build_selector
Dummy symbol table entry: ui_building_assign_type
Dummy symbol table entry: ui_building_assign_is_marked
Dummy symbol table entry: ui_building_assign_units
Dummy symbol table entry: ui_building_assign_items
Dummy symbol table entry: ui_look_list
Dummy symbol table entry: ui_sidebar_menus
Dummy symbol table entry: world
Dummy symbol table entry: announcements
Dummy symbol table entry: cur_year
Dummy symbol table entry: cur_year_tick
Dummy symbol table entry: cur_year_tick_advmode
Dummy symbol table entry: cur_season
Dummy symbol table entry: cur_season_tick
Dummy symbol table entry: current_weather
Dummy symbol table entry: pause_state
Dummy symbol table entry: process_dig
Dummy symbol table entry: process_jobs
Dummy symbol table entry: ui_building_in_assign
Dummy symbol table entry: ui_building_in_resize
Dummy symbol table entry: ui_building_item_cursor
Dummy symbol table entry: ui_look_cursor
Dummy symbol table entry: ui_selected_unit
Dummy symbol table entry: ui_unit_view_mode
Dummy symbol table entry: ui_workshop_in_add
Dummy symbol table entry: ui_workshop_job_cursor
Dummy symbol table entry: window_x
Dummy symbol table entry: window_y
Dummy symbol table entry: window_z
Dummy symbol table entry: debug_nopause
Dummy symbol table entry: debug_nomoods
Dummy symbol table entry: debug_combat
Dummy symbol table entry: debug_wildlife
Dummy symbol table entry: debug_nodrink
Dummy symbol table entry: debug_noeat
Dummy symbol table entry: debug_nosleep
Dummy symbol table entry: debug_showambush
Dummy symbol table entry: debug_fastmining
Dummy symbol table entry: debug_noberserk
Dummy symbol table entry: debug_turbospeed
Dummy symbol table entry: save_on_exit
Dummy symbol table entry: start_dwarf_count
Dummy symbol table entry: debug_nopause
Dummy symbol table entry: debug_nomoods
Dummy symbol table entry: debug_combat
Dummy symbol table entry: debug_wildlife
Dummy symbol table entry: debug_nodrink
Dummy symbol table entry: debug_noeat
Dummy symbol table entry: debug_nosleep
Dummy symbol table entry: debug_showambush
Dummy symbol table entry: debug_fastmining
Dummy symbol table entry: debug_noberserk
Dummy symbol table entry: debug_turbospeed
Dummy symbol table entry: save_on_exit
Dummy symbol table entry: start_dwarf_count
Dummy symbol table entry: cursor
Dummy symbol table entry: selection_rect
Dummy symbol table entry: gamemode
Dummy symbol table entry: gametype
Dummy symbol table entry: ui_menu_width
Dummy symbol table entry: ui_area_map_width
Dummy symbol table entry: created_item_type
Dummy symbol table entry: created_item_subtype
Dummy symbol table entry: created_item_mattype
Dummy symbol table entry: created_item_matindex
Dummy symbol table entry: created_item_count
Dummy symbol table entry: map_renderer
Dummy symbol table entry: d_init
Dummy symbol table entry: enabler
Dummy symbol table entry: flows
Dummy symbol table entry: gps
Dummy symbol table entry: gview
Dummy symbol table entry: init
Dummy symbol table entry: texture
Dummy symbol table entry: timed_events
Dummy symbol table entry: ui
Dummy symbol table entry: ui_advmode
Dummy symbol table entry: ui_build_selector
Dummy symbol table entry: ui_building_assign_type
Dummy symbol table entry: ui_building_assign_is_marked
Dummy symbol table entry: ui_building_assign_units
Dummy symbol table entry: ui_building_assign_items
Dummy symbol table entry: ui_look_list
Dummy symbol table entry: ui_sidebar_menus
Dummy symbol table entry: world
Dummy symbol table entry: announcements
Dummy symbol table entry: cur_year
Dummy symbol table entry: cur_year_tick
Dummy symbol table entry: cur_year_tick_advmode
Dummy symbol table entry: cur_season
Dummy symbol table entry: cur_season_tick
Dummy symbol table entry: current_weather
Dummy symbol table entry: pause_state
Dummy symbol table entry: process_dig
Dummy symbol table entry: process_jobs
Dummy symbol table entry: ui_building_in_assign
Dummy symbol table entry: ui_building_in_resize
Dummy symbol table entry: ui_building_item_cursor
Dummy symbol table entry: ui_look_cursor
Dummy symbol table entry: ui_selected_unit
Dummy symbol table entry: ui_unit_view_mode
Dummy symbol table entry: ui_workshop_in_add
Dummy symbol table entry: ui_workshop_job_cursor
Dummy symbol table entry: window_x
Dummy symbol table entry: window_y
Dummy symbol table entry: window_z
Dummy symbol table entry: debug_nopause
Dummy symbol table entry: debug_nomoods
Dummy symbol table entry: debug_combat
Dummy symbol table entry: debug_wildlife
Dummy symbol table entry: debug_nodrink
Dummy symbol table entry: debug_noeat
Dummy symbol table entry: debug_nosleep
Dummy symbol table entry: debug_showambush
Dummy symbol table entry: debug_fastmining
Dummy symbol table entry: debug_noberserk
Dummy symbol table entry: debug_turbospeed
Dummy symbol table entry: save_on_exit
Dummy symbol table entry: start_dwarf_count
Dummy symbol table entry: debug_nopause
Dummy symbol table entry: debug_nomoods
Dummy symbol table entry: debug_combat
Dummy symbol table entry: debug_wildlife
Dummy symbol table entry: debug_nodrink
Dummy symbol table entry: debug_noeat
Dummy symbol table entry: debug_nosleep
Dummy symbol table entry: debug_showambush
Dummy symbol table entry: debug_fastmining
Dummy symbol table entry: debug_noberserk
Dummy symbol table entry: debug_turbospeed
Dummy symbol table entry: save_on_exit
Dummy symbol table entry: start_dwarf_count
Dummy symbol table entry: debug_nopause
Dummy symbol table entry: debug_nomoods
Dummy symbol table entry: debug_combat
Dummy symbol table entry: debug_wildlife
Dummy symbol table entry: debug_nodrink
Dummy symbol table entry: debug_noeat
Dummy symbol table entry: debug_nosleep
Dummy symbol table entry: debug_showambush
Dummy symbol table entry: debug_fastmining
Dummy symbol table entry: debug_noberserk
Dummy symbol table entry: debug_turbospeed
Dummy symbol table entry: save_on_exit
Dummy symbol table entry: start_dwarf_count
Loaded 7 DF symbol tables.
Version: v0.40.23 osx
Initializing Console.
Console is running.
Initializing Plugins.
d_init: 372
world: 2456548 ui: 28440 b_stock: 1272
dlopen(/Applications/DF 40.23/hack/plugins/stonesense.plug.dylib, 2): Library not loaded: /usr/lib/libc++.1.dylib
  Referenced from: /Applications/DF 40.23/./hack/libs/liballegro.5.0.dylib
  Reason: image not found
Can't load plugin /Applications/DF 40.23/hack/plugins/stonesense.plug.dylib
Starting IO thread.
Starting DF input capture thread.
Invoking: keybinding add Ctrl-F1 hotkeys
Invoking: keybinding add Alt-F1 hotkeys
Invoking: keybinding add Ctrl-W twaterlvl
Invoking: keybinding add Ctrl-V digv
Invoking: keybinding add Ctrl-Shift-V "digv x"
Invoking: keybinding add Ctrl-C spotclean
Invoking: keybinding add Ctrl-Shift-K autodump-destroy-here
Invoking: keybinding add Alt-Shift-I@dwarfmode/Zones "zone set"
Invoking: keybinding add Ctrl-K autodump-destroy-item
Invoking: keybinding add Ctrl-Alt-S@dwarfmode/Default quicksave
Invoking: keybinding add Ctrl-Shift-N gui/rename
Invoking: keybinding add Ctrl-Shift-T "gui/rename unit-profession"
Invoking: keybinding add Ctrl-Shift-P command-prompt
Invoking: keybinding add Alt-M@dwarfmode/Default "dwarfmonitor prefs"
Invoking: keybinding add Ctrl-F@dwarfmode/Default "dwarfmonitor stats"
Invoking: keybinding add Ctrl-Shift-F@dwarfmode forum-dwarves
Invoking: keybinding add Ctrl-B@dungeonmode adv-bodyswap
Invoking: keybinding add Ctrl-Shift-B@dungeonmode "adv-bodyswap force"
Invoking: keybinding add Shift-O@dungeonmode gui/companion-order
Invoking: keybinding add Ctrl-A@legends "exportlegends all"
Invoking: keybinding add Ctrl-Shift-Z@dwarfmode/Default "stocks show"
Invoking: keybinding add Ctrl-Shift-I@dwarfmode/Default "gui/dfstatus"
Invoking: keybinding add Alt-P copystock
Invoking: keybinding add Alt-L@dwarfmode/QueryBuilding/Some/Stockpile "gui/stockpiles -load"
Invoking: keybinding add Alt-S@dwarfmode/QueryBuilding/Some/Stockpile "gui/stockpiles -save"
Invoking: keybinding add Ctrl-D job-duplicate
Invoking: keybinding add Shift-A "job-material ALUNITE"
Invoking: keybinding add Shift-M "job-material MICROCLINE"
Invoking: keybinding add Shift-D "job-material DACITE"
Invoking: keybinding add Shift-R "job-material RHYOLITE"
Invoking: keybinding add Shift-I "job-material CINNABAR"
Invoking: keybinding add Shift-B "job-material COBALTITE"
Invoking: keybinding add Shift-O "job-material OBSIDIAN"
Invoking: keybinding add Shift-T "job-material ORTHOCLASE"
Invoking: keybinding add Shift-G "job-material GLASS_GREEN"
Invoking: keybinding add Alt-Shift-N "sort-units name" "sort-items description"
Invoking: keybinding add Alt-Shift-R "sort-units arrival"
Invoking: keybinding add Alt-Shift-T "sort-units profession" "sort-items type material"
Invoking: keybinding add Alt-Shift-Q "sort-units squad_position" "sort-items quality"
Invoking: keybinding add Ctrl-M@dwarfmode/QueryBuilding/Some gui/mechanisms
Invoking: keybinding add Alt-R@dwarfmode/QueryBuilding/Some gui/room-list
Invoking: keybinding add Alt-L@dwarfmode/LookAround gui/liquids
Invoking: keybinding add Ctrl-Shift-M@dwarfmode/Build/Position/Trap gui/power-meter
Invoking: keybinding add Alt-A@dwarfmode/QueryBuilding/Some/SiegeEngine gui/siege-engine
Invoking: keybinding add Ctrl-W@layer_military/Equip/Customize/View gui/choose-weapons
Invoking: keybinding add Ctrl-C@layer_military/Uniforms gui/clone-uniform
Invoking: keybinding add Alt-P@dwarfmode/Hauling/DefineStop/Cond/Guide gui/guide-path
Invoking: keybinding add Alt-A@dwarfmode/QueryBuilding/Some/Workshop/Job gui/workshop-job
Invoking: keybinding add Alt-W@dwarfmode/QueryBuilding/Some/Workshop/Job gui/workflow
Invoking: keybinding add Alt-W@overallstatus "gui/workflow status"
Invoking: keybinding add Shift-B@pet/List/Unit "gui/autobutcher"
Invoking: keybinding add P@dwarfmode/QueryBuilding/Some/Weaponrack gui/assign-rack
Invoking: tweak stable-cursor
Starting the TCP listener.
DFHack is running.
Invoking: tweak advmode-contained
Invoking: tweak fast-trade
Invoking: tweak military-stable-assign
Invoking: tweak military-color-assigned
Invoking: tweak craft-age-wear
Invoking: tweak farm-plot-select
Invoking: tweak import-priority-category
Invoking: tweak civ-view-agreement
Invoking: tweak max-wheelbarrow
Invoking: enable manipulator
Invoking: enable search
Invoking: enable automaterial
Invoking: enable dwarfmonitor mousequery automelt autotrade buildingplan resume trackstop zone stocks autochop stockpiles
Invoking: stockflow enable
Invoking: soundsense-season
Invoking: log-region
Invoking: prospect all
Invoking: prospect all
Invoking: prospect all
Invoking: prospect all
Invoking: prospect all
Invoking: prospect all
Invoking: prospect all
Invoking: prospect all
Invoking: prospect all
Invoking: region-pops list-all
Invoking: reveal
Invoking: unreveal
Invoking: reveal
Invoking: unreveal
Invoking: reveal
Invoking: unreveal
Invoking: reveal
Invoking: unreveal
Invoking: reveal
Invoking: unreveal
Invoking: quicksave
Invoking: reveal
Invoking: unreveal
Invoking: region-pops list
Invoking: region-pops list-all
 
There is nothing in stderror.txt about shells, nor is there in the errorlog. This is the only thing in console that looks like it could be possibly useful:

1/11/15 8:12:43 AM com.apple.quicklook[6850] /Applications/DF 40.23/stonesense/creatures/beefmo_domestics.xml:7: parser error : Couldn't find end of Start Tag variant

and

1/11/15 8:12:43 AM com.apple.quicklook[6850] <variant prof="CHILD" sheetIndex =60 frames = "0" color = "bodypart" bodypart



I'm honestly at my wit's end. I have no idea how editing some raws could ruin raws that haven't even been touched.

(0031887)
Footkerchief   
2015-01-11 08:24   
(deleted a duplicate of the above post)

Maybe it's related to the type of worlds you're generating, or the biomes you're embarking on?
(0031888)
badgerstorm   
2015-01-11 10:19   
(edited on: 2015-01-11 12:23)
The only worldgen things I can think of are 5 minimum volcanoes, 800 minimum squares savagery, 4 titans, mineral scarcity 500, min savagery 15, and not a one of those had caused me trouble before.

I'm trying to upload one of the saves to DFFD, but I can't upload the entire folder. Do I need to zip it up or something, or do I upload world.sav?

UPDATE:

A fresh, unmodded install had both of these creatures, both before and after adding the Phoebus graphics, but I don't seem to get any shells from the cleaning, which might be because the cleaner keeps storing them in barrels. Anyway, that's a problem for another time.

I looked into the errorlog, and it says creature_standard has some faults in it. This makes sense, because I've been adding a lot of custom creatures to it, but I'm not sure why that would cause trouble with a completely separate raw file. I've managed to shave the errors down to:


FAIRY_DRAGON:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
FAIRY_DRAGON Color Mod Ending With (DARK_PINK,1) Was Not Used

Here are the raws in question:
http://pastebin.com/raw.php?i=aEfSLwYS [^] (moved these to pastebin -Footkerchief)

(0031889)
Footkerchief   
2015-01-11 10:24   
Yeah, you have to zip the region folder.

Do you get similar problems if you generate a world without customizing the settings?
(0031893)
badgerstorm   
2015-01-11 17:40   
Removed the offending raws. I no longer get any messages on the errorlog.txt. Yet the mot recently genned game had zero shelled seafood of any sort - not turtles, mussels, or oysters. Trying out a world genned using the regular "create new world!" option didn'r help at all. I have been testing rivers in multiple biomes - shrubland, forest, mountains - and none of them have any shelled creatures at all.

How do I zip up a file?

http://dffd.wimbli.com/file.php?id=10427 [^]

Enclosed is the link to the creature_standard raws from the game. I got rid of the errors therein, but to no avail.
(0031898)
Footkerchief   
2015-01-11 19:25   
A fresh, unmodded install had both of these creatures, both before and after adding the Phoebus graphics, but I don't seem to get any shells from the cleaning, which might be because the cleaner keeps storing them in barrels. Anyway, that's a problem for another time.

Removed the offending raws. I no longer get any messages on the errorlog.txt. Yet the mot recently genned game had zero shelled seafood of any sort - not turtles, mussels, or oysters.

I'm confused -- are there turtles/oysters/mussels or not? Are you checking via DFHack, world export, or actual statistics?

"OS X Lion: Compress and uncompress files and folders": http://support.apple.com/kb/ph4048 [^]
(0031900)
badgerstorm   
2015-01-12 03:04   
There are none, and I'm checking via DFHack. Why, is DFHack known to not be 100% accurate in that regard?

 
http://dffd.wimbli.com/file.php?id=10429 [^]

Here's the whole file. I was honestly not expecting it to be that simple - I thought I'd need some kind of fancy software!
(0031901)
Footkerchief   
2015-01-12 06:49   
Okay, so what did you mean about "A fresh, unmodded install had both of these creatures"? Did you have turtles/oysters/mussels at that point?

I don't know if DFHack is accurate in this regard or not, but it has bugs just like DF does. It wouldn't be the first time that a DFHack bug was reported as a DF bug.
(0031908)
badgerstorm   
2015-01-12 09:19   
(edited on: 2015-01-12 13:12)
Yes, at the point before I began modding, but after I installed Phoebus, i was getting shelled creatures. I'll have to open DF without Hack in order to see if that makes a difference. Nobody else has reported this kind of thing when I asked them.

Did you find anything funny in the raws?

EDIT: Went on DF without DFHack, and lo and behold, turtles and mussels. So it looks like it hasn't got much to do with my raws, but probably something to do with DFHack maybe? When I've asked, everyone says they're pretty much drowning in shells. Curious...

At least I might have a workaround: Go onto DFHack-free DF when I want or need shells.

(0031917)
Footkerchief   
2015-01-12 21:05   
Okay, cool. Please reopen this if it starts looking like a DF bug again.