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In the dye station everything is either under mix dye or dying a specific colour. Manually setting millstones to grind dye from stuff like hideroot seems to work, it's just work orders that seem to not see it for the "mill plants/growths" but the specific per-plant orders do see them from what I can find.
I don't think I've noticed anything but plants have this drift if that's what's happening sometimes.
However, the reactions should still produce the correct dye powder, as AA keeps the vanilla material IDs for the dyes. Since the reactions are hardcoded to produce the specific powder material, I'm not sure how it's even possible for it to create STRUCTURAL material powders.
The only way I can think of this being possible is a material array shift. Actually, looking at the raws, the LEAF_DYE definition for rhubarb is immediately after the STRUCTURAL definition. A shift would change the array index from DYE to STRUCTURAL once it's de-referenced, creating this exact behavior.
Have either of you seen any other oddities like items changing materials in these saves?
Though it appears I forgot to account for globs being in units of 150 each, so I ended up with 100x more dye than I should have (50 was deleted due to stack size limit.) I also forgot to change the generic bulk reactions from the mill to the dyer's workshop. I've released an update to fix those issues.
I think you may have a another mod causing conflicts. Do you have any other mods installed that affect plants?
Note that the AA profile only contains the seeds, plants, and fruits, so you'll want to add any tools, animals, building materials, etc. to it before you embark. I usually embark with all of the stuff in AA (and my other plant mods), three picks, an axe, an anvil, a granite block for a quern, and a copper block for the first still.
Everything works fine in the current version if I just have a bunch of process plants work orders set up for each type of crop that needs it.
Unless i'm missing something about the Quern's work order options.
Now to just figure out how/why nothing is consuming Pig Tail Grains, sigh...
Mill the rock nuts into paste, and the reaction should show up as available.
@PunkRockVampire The dye reactions now appear in the dyer's workshop instead of the mill. This seems to be the new vanilla standard for making dyes.
I just tried this mod again and can confirm that pig tails still don't produce growths.
Note that AA can't change anything about stockpile behavior other than assigning certain materials to specific categories (and it follows vanilla convention for that). If something isn't working correctly there, I'd recommend you report it on the Kitfox Discord. Putnam's really good about working with players to find the root cause of issues. She can even fix broken saves sometimes.
I'd like to know more about the issues you're seeing with growths, those should have been fixed in 52.04.
Known DF 52.04 bugs I've seen reported on the Discord:
Issues with unit/item corruption still occurring due to army stuff.
Work orders don't respect assigned materials and produce random plant products. Seems to affect carpentry specifically.
Audio crashes in Adventure Mode.
I'll report to Putnam that this is still occurring, can you tell me which version of DF you're on, and whether you have portable mode enabled or not?
No other mods loaded, tried verifying files for both DF and DFHack, tried reinstalling the mod; I can see the file in the folder and it seems to match the size and name in tile_page txt file. The only thing I can see is maybe the backslash between "graphics" and "images"? But I'm not knowledegeable on how the game reads these files so idk. Any ideas?
I'm giving them 14 in HERBALISM and PLANT with dfhack, will see if another harvest has different results.
Nope, still no pig tail grains. Side note, am able to ask for pig tail grains from the caravan requests.
I guess I should try reinstalling the mod or something, if I'm the only one having this issue.