No, hell grass was an actual grass which just looked like an ice floor. It was never implemented. This is a new thing.
I'm counting at least the following bugs that need investigating:
- Mysterious plant substances, nameless substances, and "n/a" (duplicated raws again?)
- Incorrect materials included in squid, and probably other creatures
- Strange colors in hell
- Lizardfolk reaction problems(?)
...Those may take some time. Still, I'm really happy with what we've created.
Most of the plant glitches have been fixed in bugfix 1.0.2, I believe the n/a is the result of someone accidentally making a plant make a drink that it isn't supposed to. Also, I've noticed that although the mamaphints are supposed to have ivory, they seem to have horn instead.
I think you're right -- I'm not seeing any duplication, but I do count 29 occurrences of [STATE_NAME:LIQUID:n/a] or [STATE_NAME_ADJ:LIQUID:n/a] in the raws. Any one of those could be the issue.
(In the future, may I suggest using slightly more descriptive names for "impossible" states. If all of those were named, say, [STATE_NAME_ADJ:LIQUID:n/a (
material name)], with the actual material name in parentheses, this would be much easier to debug.)
Actually, though, I think I found the problem (or at least one of them):
[INORGANIC:OCULENTIBUS_TEARS_STL]
[USE_MATERIAL_TEMPLATE:INSECT_LIQUID_TEMPLATE_STL]
[STATE_COLOR:ALL_SOLID:CLEAR]
[STATE_NAME_ADJ:ALL_SOLID:oculentibus tears]
[STATE_NAME_ADJ:LIQUID:n/a]
[STATE_NAME_ADJ:GAS:smoke]
[TILE:178][DISPLAY_COLOR:1:0:1]
Speaking of which, I also notice that the stoneward / paralyzing incense reactions in reaction_alchemy_STL.txt call for [REAGENT:C:1:PLANT:NONE:INORGANIC:OCULENTIBUS_TEARS_STL], which I don't think is going to work; it should be LIQUID_MISC (I think) instead of PLANT.