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Author Topic: Red crops... theyre back.  (Read 1083 times)

Foxite

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Red crops... theyre back.
« on: October 29, 2014, 01:16:07 pm »

0.40.13

It is very late winter now, and I am impatient for migrants which have been needed since the last one showed up, and for some reason I can't grow plump helmets.

Why? Because they're red.

So apparently, the red crops which have been thought to be removed since 40d, are now back. Maybe they were never gone, but I don't know, all I know is that they're present in 40.13.

How to fix?
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ptb_ptb

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Re: Red crops... theyre back.
« Reply #1 on: October 29, 2014, 01:45:56 pm »

How to fix?

Wait for 40.15

It's a known and current bug that hits you in the latter half of winter, IIRC. They will be non-red the rest of the year so it isn't (usually) that serious.
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Quietust

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Re: Red crops... theyre back.
« Reply #2 on: October 29, 2014, 01:50:58 pm »

So apparently, the red crops which have been thought to be removed since 40d, are now back. Maybe they were never gone, but I don't know, all I know is that they're present in 40.13.
Red crops "mostly" worked back in 40d (with the sole exception of the Winter->Spring transition), but a change to season progress tracking caused it to break completely in version 0.31; that bug was finally fixed in version 0.40.05, bringing it back to the way it was before.
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Stormfeather

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Re: Red crops... theyre back.
« Reply #3 on: October 29, 2014, 03:24:59 pm »

Huh, I had this happen to me earlier today, but didn't realize it was a bug and not a feature! Well, I figured it was a perhaps not-yet-greatly-implemented feature...

It was at the end of the season (summer or autumn, I think autumn), and the stuff in red was stuff that didn't grow next month, so I figured it was something to keep you from wasting seeds as they died off in the new month. (Which doesn't make much sense that you wouldn't at least be able to designate the planting, and just have it automatically not plant them that late in the season, but like I said, badly implemented feature).
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Quietust

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Re: Red crops... theyre back.
« Reply #4 on: October 30, 2014, 03:10:11 pm »

It was at the end of the season (summer or autumn, I think autumn), and the stuff in red was stuff that didn't grow next month, so I figured it was something to keep you from wasting seeds as they died off in the new month.
That's exactly what it's doing - if the crop won't grow during the next season and the amount of time left in the current season is less than the crop's grow duration (plus an extra 500 ticks of leeway), then the crop will be listed in red (and it'll cancel all planting jobs) so your seeds won't get wasted.

Of course, that will only happen if your dwarves know that it would happen, which requires one of the following to happen:
1. at some point in the past, an experienced dwarf planted those seeds during that season and passed a skill test (enough to produce a +finely crafted+ item using the old item quality system from 40d)
2. at some point in the past, an inexperienced dwarf planted those seeds too late during that season and they died as a result

The problem is that the "can be planted" check explicitly ignores the Winter->Spring boundary and effectively acts like the next season doesn't exist, which is why everything turns red. If you're running Win32 SDL 0.40.14, you can help me by testing a binary patch I just wrote which should fix that problem.
« Last Edit: October 30, 2014, 03:15:24 pm by Quietust »
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It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.

Stormfeather

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Re: Red crops... theyre back.
« Reply #5 on: October 30, 2014, 04:00:03 pm »

Unfortunately, can't really test now - when I checked back later after the seasons had turned, the red had gone away and I set the seeds to be planted this time. And I've only noticed it happening the one time. :/

(Wait, why am I ":/" about a bug only happening once? :p )
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Larix

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Re: Red crops... theyre back.
« Reply #6 on: October 30, 2014, 08:42:24 pm »

As far as i can tell, there are two small bugs with the "red line" feature:
- spring is not properly counted as "next" season from winter; rather, the season after winter appears to be "nothing" from the point of view of the engine, so all fields get erroneously redlined in mid-to-late winter.
- a redlined crop cannot be chosen for planting. This has a very limited scope, but it means that e.g. when you finish building your field in late autumn, you can't directly plan to grow pig tails in (the next)autumn there - the redlined crops can't be activated. You can always assign plants for seasons other than the current one, so if you just wait until winter, you can assign your autumnal pig tails just fine.

Note: looks like the skill check works as intended in 0.40 - cave wheat (which hadn't been grown much and thus got only few rolls) was allowed for planting in early timber, while pig tails were already redlined.
« Last Edit: October 30, 2014, 09:13:26 pm by Larix »
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