Dwarf Fortress Bug Tracker - Dwarf Fortress |
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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 |
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Reporter | Goblin Cookie | |
Assigned To | | |
Priority | normal | Severity | crash | Reproducibility | sometimes |
Status | new | Resolution | open | |
Platform | Windows 10 | OS | | OS Version | |
Product Version | 0.47.03 | |
Target Version | | Fixed in Version | | |
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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). |
Additional Information | |
Tags | No tags attached. |
Relationships | |
Attached Files | |
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Issue History |
Date Modified | Username | Field | Change |
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 | bug_revision_view_page.php?bugnote_id=0040232#r16365 |
2020-02-27 11:14 | FantasticDorf | Note Edited: 0040233 | bug_revision_view_page.php?bugnote_id=0040233#r16367 |
2020-02-28 05:16 | Goblin Cookie | Note Added: 0040249 | |
2020-03-01 03:38 | FantasticDorf | Note Added: 0040275 | |
Notes |
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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. |
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(0040232)
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FantasticDorf
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2020-02-27 11:00
(edited on: 2020-02-27 11:13) |
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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 [^] ))
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(0040233)
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FantasticDorf
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2020-02-27 11:06
(edited on: 2020-02-27 11:14) |
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@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. |
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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. |
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