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|ID||Project||Category||View Status||Date Submitted||Last Update|
|0011424||Dwarf Fortress||World Generation -- General||public||2020-02-27 08:02||2020-03-01 03:38|
|Platform||Windows 10||OS||OS Version|
|Target Version||Fixed in Version|
|Summary||0011424: Adding positions to dark-pits civilization causes crashes.|
|Description||In the latest version a new bug has occurred, which is seemingly related to a historic issue. When any positions are added to a dark fortress civilizations entity file, it creates a considerable instability in the game, sometimes the game will crash immediately and sometimes it will crash sometime before world-gen is completed or at the end of it.|
|Steps To Reproduce||1. Add custom positions to a dark-pits civilization.|
2. Run worldgen.
3. It will likely crash (the larger the world, the greater the number of civs and the longer the history the more likely).
|Tags||No tags attached.|
|Duplicate of 0006941|
|Not actually its just pertaining specifically to this version @DarklingArcher but it may be a parent report for the long-standing issues which have finally culminated.|
edited on: 2020-02-27 11:13
You can run a DARK_FORTRESS modded embark with [SITE_CONTROLLABLE] and successful world generation if you adhere to culling all of your positions that are not offsite through [APPOINT_BY:] or [REPLACED_BY:] position arguements. With no nobles your only opportunity would be to obtain a colony agreement to ensure a land owner comes to you capable of appointing, but of course the representative has nobody to recieve them with [RECIEVE_DIPLOMATS].
With and without [SITE_CONTROLLABLE] all offmap nobles like a [MONARCH]/([CUSTOM_LAW_MAKER), [CUSTOM_MILITARY_STRATEGY](hardcoded position by default, goblin general) and a custom land-owner will function normally and world generate without crashes.
It is hard to follow but research into the matter was made here on the forums
(( http://www.bay12forums.com/smf/index.php?topic=175747.0 [^] ))
edited on: 2020-02-27 11:14
More information on the precise way the [APPOINT_BY:] and [REPLACED_BY:] works can also be found on the DFWiki's specialised section, explaining the culling behaviour. [ELECTED] and [REQUIRES_POPULATION:<num>] activated spontaneous nobles will not work, as the link also details.
(( http://dwarffortresswiki.org/index.php/DF2014:Position_token#Why_Won.27t_My_Positions_Appear.3F [^] ))
Goblin Cookie (reporter)
|@DarklingArcher. This is a new development, previously those positions worked fine provided that only the top law-giver was [CHAT_WORTHY]. Now it seems that all positions that are not generated positions cause crashes, though not always as reliably as the old situation.|
Still present in 47.04, though players are having mixed reports of when they mod in dark_fortress sites sometimes single defined [CREATURE:] entries will crash, which is resolved when they put another creature into another entity. This is a problem on top of the existing one rather than a replacement for the base issue behaviour.
(( http://www.bay12forums.com/smf/index.php?topic=175790.msg8098697#msg8098697 [^] ))
Since the release is still fresh, people are trying to pin down the causation but i have experienced no major change in my own modding with the culling & hardcoded offsite noble approach. I can still generate worlds and embark with no site nobles culled entirely and a full cabinet of offsite nobles.
|2020-02-27 08:02||Goblin Cookie||New Issue|
|2020-02-27 10:24||DarklingArcher||Note Added: 0040230|
|2020-02-27 10:57||FantasticDorf||Note Added: 0040231|
|2020-02-27 11:00||FantasticDorf||Note Added: 0040232|
|2020-02-27 11:06||FantasticDorf||Note Added: 0040233|
|2020-02-27 11:13||FantasticDorf||Note Edited: 0040232||View Revisions|
|2020-02-27 11:14||FantasticDorf||Note Edited: 0040233||View Revisions|
|2020-02-28 05:16||Goblin Cookie||Note Added: 0040249|
|2020-03-01 03:38||FantasticDorf||Note Added: 0040275|
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