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Author Topic: Mud turning rock to dirt  (Read 1324 times)

WJLIII3

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Mud turning rock to dirt
« on: August 21, 2020, 01:18:31 am »

I had a bit of a leaky staircase for a while, and by the time I got it all sealed off, my stairs had all grown cave fungus, as had some floors around them. So I build some constructions to clear the mud off, only to find, the previously stone staircase has been turned to silty clay loam. This is less than ideal. I want stone staircases, and didn't particularly want to have to build them all manually. Is there any way to fix this? A few drops of water should not convert an entire granite staircase into dirt.

And if there's no in-game way, can anyone explain how to use dfhack to fix it? I can't seem to get it to change anything.
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Urist9876

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Re: Mud turning rock to dirt
« Reply #1 on: August 21, 2020, 03:38:17 am »

With DFHACK tiletypes you can change materials.
Using it you can revert the sandy loam back to rock.

It's a dangerous command. Backup.
Mud could have been removed with the dfhack clean command. I don't know how to remove growth.
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PatrikLundell

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Re: Mud turning rock to dirt
« Reply #2 on: August 21, 2020, 03:53:33 am »

It's a weird logic that I guess is there to allow for caverns to support plants (where things to the other way, i.e. when you cut a cavern tree you're left with rock). As far as I've seen (mostly using "probe") there's no info for what the floor actually is made of underneath the growth. You get mud on a stone floor, but when moss grows in the mud you have moss under the mud, and when the mud is removed DF seems to calculate what the material should be (if there was a growth: otherwise the info is still present) using some logic based on what's present further up in the geo biome.

I believe it would be possible to write a script to revert soil to the basic kind of rock for that layer (i.e. ignoring things like gems and ores), but I'm not aware of anyone doing it.

If you're able to clear away the mud before anything grows in it the rock stays rock. Too late for this case, but possibly marginally useful for the future (marginally because it's a lot of micro management to carve tracks/smooth rock/carve tracks... while the water is evaporating).

Comment on Urist9876's post:
Using DFHack to remove growths would involve both changing the tile (probably with tiletypes or a script that used that logic as part of the process), AND removing the plant entry for the data structure (possibly tile block, or maybe NE block of 3*3 block of tile blocks). I can't guarantee that's sufficient, though, but both places should be updated.
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Maximum Spin

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Re: Mud turning rock to dirt
« Reply #3 on: August 21, 2020, 09:30:40 am »

Does fixveins work for this? I can't test right now but it exists, fixes things LIKE this, and may help. :P
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Bumber

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Re: Mud turning rock to dirt
« Reply #4 on: August 21, 2020, 11:25:03 am »

Does fixveins work for this? I can't test right now but it exists, fixes things LIKE this, and may help. :P

Looking at the code, no. It doesn't operate on soil or grass tiles at all.



BTW, does grass grow on constructed tiles as well? I found an issue where obsidian replaces constructions and leaves the constructed item in limbo.
« Last Edit: August 21, 2020, 11:34:04 am by Bumber »
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WJLIII3

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Re: Mud turning rock to dirt
« Reply #5 on: August 21, 2020, 09:26:02 pm »

I must be getting something wrong in my usage of tiletype. I tried it last night before posting, and it wasn't changing anything, though it wasn't returning errors (most of the time).
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