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Author Topic: [39e] Two bugged squares  (Read 827 times)

Bask

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[39e] Two bugged squares
« on: August 01, 2008, 09:27:55 am »

World generated in 39e. To embark I used the Nanofortress utility, but I don't think it caused this.

2x1 oceanside glacier fortress. The gimmick is not digging out any square at all, so I manufactured frozen water by pumping the ocean on the glacier and built aboveground. After expanding the pumping operation and trying it out two squares in the pumping system are bugged - can't be crossed by dwarves, one of them shows a water stone, the other shows something weird. Looking at squares with k shows nothing.

Squares are marked by notes, save here. Seasonal older autosaves before the glitch available.

Other notes:

1) Screw pumps desalinate water. I consider this a bug.
2) Minor thing - saltwater can't be used as a water source even if all I want is to make a saltwater pool.
3) Minor thing - frozen water creates ice walls, but dug out stones are called water.
4) Minor thing - water stones sink to bottom of ocean and don't melt.
5) If ocean is paved over and walled around it still shows waves traveling over the floor.

edit:
6) Small animals (squirrels, lizards) don't die from cold while merchants bring them to cold climates, but normal animals do.
7) Minor thing - corpses are too cheap. Asking traders for pets and buying their frozen corpses is almost an exploit. They cost nothing and give food, bones and skulls.

edit2: Playing on, two more weird things happened.

One is probably intended: sometimes, after working for a while, a workshop built of water will spontaneously disappear. It's probably melting because it's too warm, but what decides whether it melts?

Second thing: a dwarf is wounded. I designate a pool as a water source. It's a valid water source. Dwarf picks up bucket, goes to water source, water level goes down. Dwarf has no water in bucket, but still goes to the wounded dwarf. The non-existant water is not given, wounded dwarf is still thirsty, healthcare dwarf returns to pool. Save available.

The post is already much too long, but it seems my fortress will not get any artifacts ever, as it technically hasn't dug anything (uncovered an subterranean tile). Maybe formula for starting strange moods needs to be tweaked?
« Last Edit: August 01, 2008, 12:42:32 pm by Bask »
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Bask

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Re: [39e] Two bugged squares
« Reply #1 on: August 01, 2008, 03:12:40 pm »

After further investigation seems it's related to
000472 □ [dwarf mode][constructions] collapsing a building can leave a line of floating downward ramp symbols.
One of the squares was a former floor that was deconstructed and left such a symbol that couldn't be smoothed or deconstructed further. So the biggest bug is already partly reported.
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Draco18s

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Re: [39e] Two bugged squares
« Reply #2 on: August 01, 2008, 06:54:21 pm »

Pumps desalinate is known, provided that the pool of water created by the pump is encased in constructed walls (some say floor as well, though I've never had to).

"Water stones" are a minor bug that Toady has said exists merely because Engish refers to frozen water as "ice" and not "frozen water."

4 is just funny, probably has to do with the game not knowing that ice is lighter than water.

5 is also known to some extent, it's how waves are currently made.
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Raumkraut

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Re: [39e] Two bugged squares
« Reply #3 on: August 01, 2008, 07:08:10 pm »

IME the desalinisation feature of pumps doesn't need constructed walls (any more?). I've pumped water from a salty aquifier into an entirely soil-enclosed chamber (for pumping further up), and it was zoneable as a water source at that point (whereas the aquifier wasn't). This was in .39c IIRC.
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SocietalEclipse

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Re: [39e] Two bugged squares
« Reply #4 on: August 02, 2008, 03:17:19 am »

I caved in a section of ice walls over a pool and the resulting water stones melted at the bottom into water puddles.  Now granted it wouldn't actually create a puddle underwater it would just raise the water level if possible, but that worked for me.
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