Dwarf Fortress Bug Tracker - Dwarf Fortress
View Issue Details
0004983Dwarf FortressDwarf Mode -- Invasionspublic2011-12-16 22:092014-01-26 08:31
Sus 
Toady One 
normalcrashalways
resolvedfixed 
Windows 7SP 1
0.31.25 
0.34.01 
0004983: Crash occurs when Forgotten Beast cannot path into fort
The game seems to crash whenever there is a Forgotten beast that cannot path into the fortress or locate its next victim, e.g. the cavern entrance is floored over or the fort is sealed with moated drawbridges the FB can't breach and it's already killed and destroyed everything outside.
- breach Caverns
- floor over Cavern entrance
- wait for Forgotten beast

OR

- dig Cavern entrance outside a moated drawbrisdge
- wait for FB
- raise bridges so FB cannot enter the fort and wait for it to kill everything outside
If that has any bearing on the matter, I'm using the Lazy Newb Pack V1.3 with Phoebus' graphics set. Having Dwarf Therapist connected to the game at the time seems to increase the probability of crash or speed up the process (but it occurs without an active DT session as well).
cavern, Fixed in 0.34.01?, forgotten beast, pathing
Issue History
2011-12-16 22:09SusNew Issue
2011-12-16 22:13SusIssue Monitored: Sus
2011-12-16 22:27SusIssue End Monitor: Sus
2011-12-16 22:27SusIssue Monitored: Sus
2011-12-16 22:33SusNote Added: 0019183
2011-12-16 22:34SusNote Edited: 0019183bug_revision_view_page.php?bugnote_id=0019183#r7178
2011-12-18 03:49SusTag Attached: cavern
2011-12-18 03:49SusTag Attached: forgotten beast
2011-12-18 03:49SusTag Attached: pathing
2011-12-20 08:34FootkerchiefNote Added: 0019203
2011-12-20 11:31flamootNote Added: 0019210
2011-12-21 08:45SusNote Added: 0019217
2011-12-21 11:38FootkerchiefNote Added: 0019222
2012-01-06 19:21FootkerchiefTag Attached: Fixed in 0.31.26?
2012-01-06 19:22FootkerchiefNote Added: 0019303
2012-01-06 19:23FootkerchiefNote Edited: 0019303bug_revision_view_page.php?bugnote_id=0019303#r7213
2012-01-06 19:23FootkerchiefNote Edited: 0019303bug_revision_view_page.php?bugnote_id=0019303#r7214
2012-01-06 19:23FootkerchiefNote Edited: 0019303bug_revision_view_page.php?bugnote_id=0019303#r7215
2012-01-06 19:24FootkerchiefNote Edited: 0019303bug_revision_view_page.php?bugnote_id=0019303#r7216
2012-02-14 00:36SusNote Added: 0019492
2012-02-14 05:12FootkerchiefTag RenamedFixed in 0.31.26? => Fixed in 0.34.01?
2014-01-26 08:31FootkerchiefNote Added: 0024358
2014-01-26 08:31FootkerchiefStatusnew => resolved
2014-01-26 08:31FootkerchiefFixed in Version => 0.34.01
2014-01-26 08:31FootkerchiefResolutionopen => fixed
2014-01-26 08:31FootkerchiefAssigned To => Toady One

Notes
(0019183)
Sus   
2011-12-16 22:33   
(edited on: 2011-12-16 22:34)
Example of a crashing fort here (rar package):

http://www.mediafire.com/?21rax70fa91t1sn [^]

Crashes when FB attacks and drawbridges are raised (via levers in commons)

(0019203)
Footkerchief   
2011-12-20 08:34   
Reminder sent to: Sus

Please reupload your saves to http://dffd.wimbli.com. [^] Uploads don't last very long on Mediafire.
(0019210)
flamoot   
2011-12-20 11:31   
I just got a Forgotten Beast that spawned in a part of the cave which was all twisty little passages, and it was walled in by cave trees. I didn't get a crash. Just saying. It is still down there
(0019217)
Sus   
2011-12-21 08:45   
Ah, apologies. I wasn't aware of that... feature of Mediafire.

Here's the RAR on DF File Depot:

http://dffd.wimbli.com/file.php?id=5284 [^]
(0019222)
Footkerchief   
2011-12-21 11:38   
Thanks!
(0019303)
Footkerchief   
2012-01-06 19:22   
(edited on: 2012-01-06 19:24)
This will need re-testing in the next release:
http://bay12games.com/dwarves/index.html#2012-01-06 [^]
"[...] fixed a rare forgotten beast crash which has undoubtedly scuttled various fortresses in the currently released version [...]"

(0019492)
Sus   
2012-02-14 00:36   
I think this may be a performance issue.

The game seems to crash every time there's a lot of pathing / fluid dynamics / temperature calculations / other processor and memory intensive stuff going on.

I'll have to try and see if using a smaller world and/or embark site and lower population cap will solve it.
(0024358)
Footkerchief   
2014-01-26 08:31   
Assuming fixed.