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IDProjectCategoryView StatusDate SubmittedLast Update
0011440Dwarf FortressWorld Generation -- Generalpublic2020-03-05 21:472020-03-19 04:48
Reportersquamous 
Assigned To 
PrioritynormalSeveritycrashReproducibilityalways
StatusnewResolutionopen 
PlatformPCOSWindowsOS Version10
Product Version0.47.04 
Target VersionFixed in Version 
Summary0011440: Consistent CTD on worldgen (heavily modded)
DescriptionI have been working on a mod for awhile now, and have recently ported it to the newest version as of this bug report. This results in a consistent crash during the first 100 years of worldgen, usually soon into it. Normally I would think this is the result of an error on my end but it always results in a CTD and doesn't give any info in the error log. In addition, all I have done was port the mod to the new version, and it was working fine beforehand, so I think it is an issue with the game itself but I'm not sure. I apologize for wasting time if it is just something I have messed up by mistake, or if I updated the mod incorrectly.
Steps To Reproducehttp://dffd.bay12games.com/file.php?id=14900 [^]
Download the above DF exe and associated contents and attempt to generate a world. The game will shortly CTD.
Additional InformationAfter testing all the files, I have narrowed it down to these ones. I suspect that only one creature/entity file combination would need to be looked at since they're all based on the same thing, so whatever error is affecting one is likely the same one affecting the others.

creature_civilized_posthuman_eusocialite.txt
creature_civilized_posthuman_fext.txt
creature_civilized_posthuman_gigant.txt
creature_civilized_posthuman_technasura.txt
And the entity files
entity_posthuman_eusocialite.txt
entity_posthuman_fext.txt
entity_posthuman_gigant.txt
entity_posthuman_technasura.txt
TagsNo tags attached.
Attached Files

- Relationships

-  Notes
(0040319)
Goblin Cookie (reporter)
2020-03-06 06:55

Are there any non-custom positions for a dark-fortress civ?
(0040322)
squamous (reporter)
2020-03-06 12:51

The mod doesn't have any dark fortress civs. It's just normal forts, hamlets, and tree cities.
(0040323)
Goblin Cookie (reporter)
2020-03-07 03:35

Delete the files and then add them in one by one until you have determined which file in particular causes the problem and then delete the contents of that file in the same manner. In other words, use science.
(0040330)
squamous (reporter)
2020-03-08 12:06

That's what I did to determine the files I specifically pointed out as having some relation to the crash. However, they were working fine pre-update and had no alterations done to them after the update, and so I do not think it was a mistake I made but something about them is reacting badly with the base game that gives me no information in the errorlogs.
(0040336)
Talvieno (reporter)
2020-03-09 01:46

Toady mentioned elsewhere that mods containing large numbers of entities might have problems. Is it possible that's related?
(0040338)
Goblin Cookie (reporter)
2020-03-09 12:37

You need to narrow it down further.
(0040341)
squamous (reporter)
2020-03-09 20:06

I have narrowed it down as far as I can go. Using any one of those creatures will cause the game to crash. Each one was derived from the Fext creature and so the issue that is affecting them is likely the same for all of them, so I included them all. Oddly however, if you were to replace the entity file's creature with any other creature and use it, the game crashes as well. This means something in both the creature file and the entity file causes the game to crash. Every single one of those files I specified, in any combination, causes the game to crash. No others do. I don't see how it can get any more narrowed down.

Also Talveino, I had considered that, but from my testing it seems the crashes come regardless of the amount of files used, small or large. Lots of entities without the files I named do not crash. Small entity numbers using the files I named crash.
(0040342)
squamous (reporter)
2020-03-09 20:13

*regardless of the amount of entities used not files.

The files I mentioned in the initial report are central to the issue. I have lots of experience fixing my own mistakes, and wouldn't be reporting this here if it was any of the many mix-ups I've made on my own. None of the errors that have stumped me in the past (misaligned castes, missing raws, duplicate raws, misspellings, putting things in the wrong order, ect)seem involved (though if they are I will definitely be very embarrassed), so I feel this is something beyond my control, hence my decision to report it.
(0040343)
Shonai_Dweller (reporter)
2020-03-09 20:16

How about raising it in the mods forum to at least narrow down the options? Lots of people looking at a problem with experience of upgrading lots of different mods to 47.04 while able to discus it freely (not something you can really do here) is surely more effective than waiting for Toady or a bug tracker volunteer to work on all the variations.

Natural_Skills crash from 47.01 was narrowed down in a couple of days and then fixed.
(0040344)
squamous (reporter)
2020-03-10 05:23

That could work. I reported it here because I felt that there were no other options besides it being a problem with the base game, but maybe another modder will notice what I have missed.
(0040359)
Shonai_Dweller (reporter)
2020-03-12 15:11

Removing [No_Eat] from the above creature files allows the mod to get though worldgen without crashing. Forum indicates that Forest_Retreat civs don't like No_Eat
(0040360)
squamous (reporter)
2020-03-12 15:13

Okay, if Toady ever reads this it seems like the problem is that as of the new version, creatures with the [NO_EAT] tag will cause problems in civs that don't live in dark fortresses.
(0040362)
Shonai_Dweller (reporter)
2020-03-12 17:20

But not all civs for some reason. Vanilla dwarves crash with [No_Eat] added to them. But the Venusians in this mod are also cave_detailed site builders and No_Eat on them doesn't seem to be crashing.
(0040379)
Shonai_Dweller (reporter)
2020-03-16 20:50

Removing [PERMITTED_JOB:FISH_CLEANER] from the entities you list above plus humans (because they are Fext) allows you to keep [NO_EAT] without crashing.

Doubt that creatures who don't eat need to clean fish anyhow. ;)
(0040382)
PatrikLundell (reporter)
2020-03-17 01:26

Unless they mood and demand shells...
(0040383)
Shonai_Dweller (reporter)
2020-03-17 02:13

Isn't that FISH_DISSECTOR?
(Irrelevant to this mod, as none of the creatures in question mood anyway).
(0040389)
squamous (reporter)
2020-03-19 04:48

Oh thanks, the fish dissector removal seems to make things work.

- Issue History
Date Modified Username Field Change
2020-03-05 21:47 squamous New Issue
2020-03-06 06:55 Goblin Cookie Note Added: 0040319
2020-03-06 12:51 squamous Note Added: 0040322
2020-03-07 03:35 Goblin Cookie Note Added: 0040323
2020-03-08 12:06 squamous Note Added: 0040330
2020-03-09 01:46 Talvieno Note Added: 0040336
2020-03-09 12:37 Goblin Cookie Note Added: 0040338
2020-03-09 20:06 squamous Note Added: 0040341
2020-03-09 20:13 squamous Note Added: 0040342
2020-03-09 20:16 Shonai_Dweller Note Added: 0040343
2020-03-10 05:23 squamous Note Added: 0040344
2020-03-12 15:11 Shonai_Dweller Note Added: 0040359
2020-03-12 15:13 squamous Note Added: 0040360
2020-03-12 17:20 Shonai_Dweller Note Added: 0040362
2020-03-16 20:50 Shonai_Dweller Note Added: 0040379
2020-03-17 01:26 PatrikLundell Note Added: 0040382
2020-03-17 02:13 Shonai_Dweller Note Added: 0040383
2020-03-19 04:48 squamous Note Added: 0040389


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