Dwarf Fortress Bug Tracker - Dwarf Fortress |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0011158 | Dwarf Fortress | Dwarf Mode -- Idle Behavior | public | 2019-10-06 06:02 | 2019-10-07 13:52 |
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Reporter | D_Crypt | |
Assigned To | Loci | |
Priority | high | Severity | major | Reproducibility | always |
Status | resolved | Resolution | duplicate | |
Platform | Computer (Toshiba) | OS | Windows | OS Version | 10 |
Product Version | 0.44.12 | |
Target Version | | Fixed in Version | | |
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Summary | 0011158: (Lazy Newb Pack 0.44.12 r2) My Dwarfs Pathing AI seemed to be a bit Confused. |
Description | Ok, so the strange thing about this is that when I FIRST start up the game after downloading the Lazy Newb Pack, this doesn't happen at all. The game runs completely fine.
After I quit the game and restart it, it seem to have a bug where if I build a new Workshop, it won't allow me to build any items in it until I restart the game. It keeps saying I don't have the requirements to build sad item, even though I have the ingredients and a skilled Dwarf. (A good example of this would be Stills.)
Another part of this bug is that if I build stuff like Floors, Walls, or anything in that sections, a lot of the times, after building the designated thing, my Dwarfs would just stand there, sometimes until they die. |
Steps To Reproduce | (Lazy Newb Pack) For the first part, you have to start up the game, created a new world and play in DF mode for a while. Save the game and then resume playing in your world. Build a work shop like a Still and make sure you have both a Barrel and Plant (Basically the ingredients you'll need to make an item.), try to brew something, you'll realize it's red, saying you don't have the materials.
Second part is try and build a decently sized floor for a room, or a long wall. You'll see that your dwarfs just stand there and don't do anything after they build it. |
Additional Information | |
Tags | No tags attached. |
Relationships | duplicate of | 0010838 | acknowledged | lethosor | Constructed floors and walls, as well as digging, break pathfinding on 16x16 embarks |
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Attached Files | |
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Issue History |
Date Modified | Username | Field | Change |
2019-10-06 06:02 | D_Crypt | New Issue | |
2019-10-06 09:25 | Loci | Note Added: 0039528 | |
2019-10-06 09:25 | Loci | Assigned To | => Loci |
2019-10-06 09:25 | Loci | Status | new => needs feedback |
2019-10-06 17:07 | D_Crypt | Note Added: 0039530 | |
2019-10-06 17:07 | D_Crypt | Status | needs feedback => assigned |
2019-10-06 17:07 | D_Crypt | Note Edited: 0039530 | bug_revision_view_page.php?bugnote_id=0039530#r16096 |
2019-10-06 17:56 | D_Crypt | Note Added: 0039531 | |
2019-10-06 20:40 | Loci | Note Added: 0039532 | |
2019-10-06 20:40 | Loci | Status | assigned => needs feedback |
2019-10-07 13:17 | D_Crypt | Note Added: 0039533 | |
2019-10-07 13:17 | D_Crypt | Status | needs feedback => assigned |
2019-10-07 13:52 | Loci | Note Added: 0039534 | |
2019-10-07 13:52 | Loci | Relationship added | duplicate of 0010838 |
2019-10-07 13:52 | Loci | Status | assigned => resolved |
2019-10-07 13:52 | Loci | Resolution | open => duplicate |
Notes |
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(0039528)
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Loci
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2019-10-06 09:25
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Do I just upload the world.sav file, or which one?
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(0039532)
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Loci
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2019-10-06 20:40
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Thank you for the save. Your embark appears to be 9x8, which is quite large by DF standards (the default is 4x4, which is less than a fourth the size of your embark). Does the problem still occur with a smaller embark (say, 4x4)? |
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Sorry for the long delay on my response. I just made a new region and did a standard 4 x 4 embark. I don't seem to be having the problem there. I even saved and reloaded, built another still and it's working good.
I wounder what was going wrong on my larger embarks? |
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(0039534)
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Loci
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2019-10-07 13:52
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Don't worry about it; any response in less than a week is fast around here.
Likely there is a "sanity check" on total tile count that causes the pathfinder to give up. Toady will need to review the relevant code and increase the limits to allow larger embarks. You may be able to workaround the problem by limiting the number of z-levels if you prefer more x and y space. |
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