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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||
0011014 | Dwarf Fortress | Dwarf Mode -- Military | public | 2019-01-27 17:39 | 2021-01-10 14:15 | ||||||
Reporter | Loci | ||||||||||
Assigned To | Loci | ||||||||||
Priority | high | Severity | crash | Reproducibility | sometimes | ||||||
Status | confirmed | Resolution | open | ||||||||
Platform | OS | OS Version | |||||||||
Product Version | 0.44.12 | ||||||||||
Target Version | Fixed in Version | ||||||||||
Summary | 0011014: Reproducible crash from corrupted military equipment lists | ||||||||||
Description | The attached save is on the 25th of Mid-Autumn. It crashes reliably at the end of the month. I haven't been able to isolate the source of the crash. On a potentially-related note, the save shows two merchants leading pack animals into dead-end rooms of the fortress. | ||||||||||
Additional Information | http://dffd.bay12games.com/file.php?id=14213 [^] *edit: risusinf identified this crash as a corruption of military equipment and linked multiple other examples in note 0011014:0039186 below. More saves: https://dffd.bay12games.com/file.php?id=15374 [^] (0.47.04; from 0011669; small) | ||||||||||
Tags | 0.47.04 | ||||||||||
Attached Files | |||||||||||
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(0039161) PatrikLundell (reporter) 2019-01-28 00:36 edited on: 2019-01-28 00:37 |
I've tried the save twice, without crashing in either case, so I assume the issue requires a specific environment. I'm on Windows 10.1 using the LNP r05. In my first attempt I had DFHack enabled. The merchant ran back and forth like visitors do when trying to leave a fortress whose entrances are all locked up due to a siege so there's no path out. Eventually the merchant disconnected from the yak in a room in the fortress without any indication of a reason (no fighting or fear, as far as I could see) and eventually left through a cavern together with the swordsman. When I killed the game around the 10:th the yak remained in the fortress labeled as "Friendly" rather than "Merchant". In my second run I'd disabled DFHack (and changed print mode from TwbT to 2D). In this run the merchant left the fortress on the surface together with the yak at around the 4:th. The swordsman turned to "Friendly", but left shortly thereafter. If it's of interest, I can let the fortress run on its own past the troublesome end of the month and upload the progressed save to allow you to continue (if so, please specify a time you'd like the save to be progressed to). |
(0039175) Loci (manager) 2019-02-02 10:02 edited on: 2019-02-02 10:05 |
Thank you for taking a look at the save. It crashes reliably for me using vanilla windows x32, vanilla linux x64, and vanilla windows x64 under wine. The only common thread I see is an AMD processor. Given the nature of the failure, I suspect the crash will likely recur at the end of subsequent months, but if you are willing to post a save after the first of Timber I'll test that hypothesis. |
(0039181) PatrikLundell (reporter) 2019-02-03 00:37 |
http://dffd.bay12games.com/file.php?id=14227 [^] progressed to the second of Timber. I've done nothing except looking at Announcements from time to time to check progress, so no actions have been taken (I haven't even checked on the erratic merchant this time). My PC has an Intel processor, so that doesn't contradict the hypothesis of the issue being AMD related. |
(0039183) risusinf (reporter) 2019-02-03 08:35 edited on: 2019-02-03 21:35 |
Does segfault on lin32 old Intel CPU and doesn't on win64 modern Intel CPU (noticed a moment of stuttering though), but that's not the point. Crash isn't time fixed and can be avoided. It doesn't happen when all squads are disbanded, so i believe the issue is the same as i reported in 0010880:0038940, namely military equip lists being completely fucked up. Illustration: https://i.imgur.com/VKTGasZ.png [^] (it is relatively easy to check any crashy save for this to be the reason) Probably this should be prioritized due to its unholy ugliness and that the issue is likely to cover several tickets on the tracker, not to say it breaks gameplay, you can't have proper militia anymore. Next day edit: I'm going to check few more unresolved crash reports to see how widespread the issue could be. |
(0039185) PatrikLundell (reporter) 2019-02-05 03:52 |
I just had a case of this crash myself a couple of seconds after quicksaving. Disbanding all squads did indeed allow the game to progress, while disbanding no single squad did. Checking specific Armor showed a bunch of written contents (all "item_bookst") at the bottom (and the one I checked wasn't in my fortress). The only category whose specific item list wasn't cluttered with "item_bookst" was the Weapon one, which doesn't seem to be broken (in my particular case). It can be noted that the junk items at the end differ between the equipment categories, but contain at least one item in common, and probably several ones. This item also appears multiple times in the lists (at least most of them). However, progressing the game for a few seconds and attempting to create a squad shows that the categories have not been repaired, but retain the junk items. Since my fortress was built on the idea of conquering goblin sites, this is really a fatal blow to it. All the "books" I've looked at have had low item Ids, typically around 6-700. |
(0039186) risusinf (reporter) 2019-02-05 08:46 |
Few saves that follow the same pattern All tests were carried out on intel i7 lin64 platform (through ssh) with vanilla DF 0.44.12 Read each paragraph line by line as: - Ticket/comment ID - Result of the first run - Actions on the second run to avoid and reproduce crash - Garbage in equip lists ( [m]->[e]->[A|L|H|G|B|S|W]->"specific ..." ) - Additional notes 0011014 crash time ~1min (win64 same CPU no crash) reload and disband all squads before unpausing; no crash after 2min; quick crash after creating 1 unit squad with "footwear" equipped Helm=Ivaklasod x1; Boots=Ivaklasod x4; Shield=Ivaklasod x1 Ivaklasod is a serpentine slab, first item in the legends mode's Codices menu (Garbage items come and go with time, compare https://i.imgur.com/VKTGasZ.png [^] which was made on the first run before unpausing the game) 0011004 crash time ~2min (win64 same CPU no crash) reload and disband all squads before unpausing; no crash after 5min; quick crash after creating 1 unit squad with "armor" equipped Armor=Måmgozôm îbmat Lisid x3; Boots=Måmgozôm îbmat Lisid x100, ≡large smoky quartz≡ x2, Soshornalthish x1 Måmgozôm îbmat Lisid is a sterling silver slab, first item in the legends mode's Codices menu 0010880:0038940 (win64 same CPU does crash) crash time <1min reload and disband all squads before unpausing; no crash after 1min; quick crash after creating 1 unit squad with "handwear" equipped Legs=Sesiwerima Obenirifi x1, The World Without The Wind x1; Gloves=Sesiwerima Obenirifi x2, Classic Fikod Gearedfocused x1, Life With Beakers x1 Sesiwerima Obenirifi is a microcline slab, first item in the legends mode's Codices menu (this one is mine, crashes the same way on lin32 old Intel CPU platform) 0010880:0038892 crash time <2min (win64 same CPU no crash) reload and disband all squads before unpausing; no crash after 5min; quick crash after creating 1 unit squad with "headwear" equipped Helm=Slömodoxxo x1; Gloves=Slömodoxxo x2 Slömodoxxo is an hornblende slab, second item in the legends mode's Codices menu 0010880 crash time <5min (win64 same CPU no crash) reload and disband all squads before unpausing; no crash after 10min; quick crash after trying to check "specific armor" list Armor=Thafenelara x1 Thafenelara is a rhyolite slab, first item in the legends mode's Codices menu 0010868 crash time <1min (win64 same CPU no crash) reload and disband all squads before unpausing; no crash after 1min; quick crash after creating 1 unit squad with "armor" equipped Armor=Okoshfeb x2; Legs=Okoshfeb x2; Helm=Okoshfeb x3; Gloves=Okoshfeb x1; Shield=Okoshfeb x4; Weapon=Okoshfeb x2 Okoshfeb is a native gold slab, first item in the legends mode's Codices menu Timings and the crashes itself (which might not happen at all) depend on CPU performance and architecture (and god knows what else, OS for sure) All crashes are SEGFAULT The issue may be responsible for multiple raid-related reports, i haven't checked those yet though (tested saves has no "travelling" dwarves), and if so this bug grows even bigger in its terrible awfulness (no, i cannot approve that Windows seemingly tends to sweep under the rag flawed code) |
(0039187) Loci (manager) 2019-02-05 13:43 |
@PatrikLundell: Thank you for uploading the advanced save! I was able to run it without crash for over a year, so loading and resaving a few days later somehow fixed the corruption, at least temporarily. @risusinf: Thank you for the detailed analysis! This issue is likely to be one of the first few bug-fixes after the upcoming release, and your efforts will help Toady identify and correct the problem. |
(0039191) risusinf (reporter) 2019-02-06 08:04 |
More abominations 0010975 crash time ~1min reload and disband all squads before unpausing; no crash after 2min; quick crash after trying to check "specific gloves" list NO visual garbage in equip lists 0010579 might be the same, but it crashed only once in multiple attempts 0010911 crash time <1min reload and disband all squads before unpausing (including one with travelling dwarves); no crash after 2min; no crash after creating 1 unit squad with "armor" equipped, then adding "legwear", then "helm", but eventually crashed after adding "handwear" Armor=For The Love Of The Individual x15, For The Love Of The Fortress x1; Legs=For The Love Of The Individual x7; Helm=For The Love Of The Individual x7; Gloves=An Offering To The Truth x1; Boots=For The Love Of The Individual x15, Taremimustteling x2; Shield=For The Love Of The Individual x6 Taremimustteling is a native copper slab, first item in the legends mode's Codices menu 0010894 crash ~2min, soon after a squad returns from mission disbanding squads except the returning one still crashes, while disbanding it too right on arrival keeps the game running; quick crash after creating 1 unit squad with "armor" equipped Armor=Asolum âtrid Vetek x2; Legs=Asolum âtrid Vetek x5; Helm=Asolum âtrid Vetek x5; Gloves=Asolum âtrid Vetek x2; Boots=Asolum âtrid Vetek x10; Shield=Asolum âtrid Vetek x5; Weapon=Asolum âtrid Vetek x1 Asolum âtrid Vetek is a diorite slab, first item in the legends mode's Codices menu 0010851 crash time <1min after disbanding squads game goes past, and goblins arrive; couldn't reproduce crash by adding equip categories for 1 unit squad Armor=Slatsutosnak x1; Legs=Slatsutosnak x1; Helm=Slatsutosnak x1; Gloves=For The Love Of The Tower x1, Thoughts On The Elf x1; Shield=Slatsutosnak x2; Weapon=Slatsutosnak x2 Slatsutosnak is bituminous coal slab, first item in the legends mode's Codices menu That would be all for my crusade against evil, but i guess there is a huge ton of saves affected, as the most popular Windows platform just keeps it low profile, and sometimes the impact is not too harsh |
(0039193) Gregamesh (reporter) 2019-02-06 22:49 edited on: 2019-02-07 11:06 |
Going to add to this because I realized that the last issue I posted is actually another example of equipment list corruption: All are run on DF 0.44.12 on Mac OS High Sierra, version 10.13.6. I could try again with an updated OS, but I doubt it will change things. Original report of mine: 0011025 Crashes in about 1 min (2 in-game days, exactly) Disbanding all squads does not result in an immediate crash. Corrupted armors are as follows: Armor=Snogongstekug x1, Unookal x1; Legs=no corruption; Helm=Unookal x1, Inquires on the Center x1; Gloves=Snogongstekug x2, Unookal x1; Boots=Snogongstekug x1, Unookal x1; Shields=no corruption; Weapons=no corruption. Unookul is the first entry in Codices, etc; it is an orthoclase slab. Snogongstekug is the second entry; it is a chalk slab. A save created by retiring the fort at this point and unretiring does not have any armor list corruption. I have not tested if armor corruption will eventually develop in that version of the save. By saving repeatedly on the date when a segfault would occur, I was able to push the save until 773-8-11. Advanced version of the save can be downloaded here: http://dffd.bay12games.com/file.php?id=14236. [^] At this point, saving on or after 8-12 results in the following error: [DFHack]# /Users/{my directory}/Desktop/df_osx/dfhack: line 15: 5033 Abort trap: 6 DYLD_INSERT_LIBRARIES=./hack/libdfhack.dylib ./dwarfort.exe "$@" Letting the game run instead, it crashes around 8-17 with the following error: [DFHack]# /Users/{my directory}/Desktop/df_osx/dfhack: line 15: 4930 Segmentation fault: 11 DYLD_INSERT_LIBRARIES=./hack/libdfhack.dylib ./dwarfort.exe "$@“ Note: the 4-digit number changes between each iteration of the crash, but the rest of the message remains the same. Disbanding all squads but the eighth (it is leaving to go on a raid, and the commander is off-site) allows normal saving to occur after the 12th. Squads can be recreated after this point and saved normally. Squads were recreated using a premed equipment template with parts from all categories. The game still segfaults around 8-17. The corrupted armors in this version of the save are: Armor=Snogongstekug x1, Unookal x1; Legs=no corruption; Helm=Unookal x1, Inquires on the Center x1; Gloves=Snogongstekug x4, Unookal x2; Boots=Snogongstekug x1, Unookal x1; Shields=no corruption; Weapons=no corruption. |
(0039207) risusinf (reporter) 2019-02-11 22:56 edited on: 2019-02-13 03:15 |
Regarding possible obstructions of the raid system 0010951 Resaving postpones crashing, and equip lists are heavily corrupted (behaviour similar to 0011014). This resave (made immediately after the conquest of Mighthorror) -- http://dffd.bay12games.com/file.php?id=14246 [^] -- reliably crashes for me in under 3min (44.12@lin64, win64 doesn't seem to crash at all). Military layout is complicated. One squad is out for a mission with two recruits falling behind, one of them has no military equipment and is about to pick it up. Disbanding all other squads (including one with travelling dwarves from the previous mission) makes it crash even faster (<1.5min). Removing the guy without equipment from the squad doesn't change anything, removing both recruits allows the game to show message about successfull conquest and then crash shortly. After that my best guess was that the travelling squads can actually trigger the equipment bug, or there is something else, so i kept digging. Weirdly enough, i discovered that terminaton of all of the yaks at once allows to progress for 5min and maybe more. However, killing off yaks one by one didn't make the crash go away. More to this, guy from The Eradicators, position 1 and another one from The Crosshoes, position 2 are assigned to equip two "missing item" each; and all members of The Golden Legion are assigned to wear socks, which is weird. Related or not, but it's a total mess. Also there is a small inconsistency in viewing departed squads on the military screen: [p]ositions shows members names with (travelling) postfix while [e]quip instead of that prints VACANT/AVAILABLE. ============ EDIT: After getting familiar with 0010369 i tend to assume that all these memory corruptions are actually just a further development of some general flaw in the raiding system itself, as that issue wasn't solved but patched out by checking and removing duplicate items. |
(0039229) Darxus (reporter) 2019-02-20 16:09 |
Gregamesh said mine might be related: 0011035 I load it, save immediately, and it crashes, every time. They mentioned I have armor corruption similar to stuff mentioned here. On my dwarves out on a raid. |
(0039342) Galap (reporter) 2019-04-20 23:19 |
The workaround I've found that works (albeit tediously) so far is to assign every soldier specific items instead of anything generic, and have it replace clothing, exact matches. Basically If you tell them exactly what to equip, they will never try to put on the bugged items. |
(0039349) risusinf (reporter) 2019-05-03 00:08 |
After a recent small discovery at 0011085, i got back to revise the save from 0010975, which stands out for having no usual symptoms of 0011014 corruption (slabs, books, etc), and indeed there was more to that. "Weapon" category has (large iron right gauntlet) somewhere in the middle for some reason. Still unclear what is going on, but catching the moment when equipment goes wild now seems to be theoretically possible, but goddamn i am reluctant to try. |
(0039356) risusinf (reporter) 2019-05-07 09:03 edited on: 2019-05-11 20:37 |
Started a new fort the other day just to investigate the problem further. Kept it really simple and minimalistic with low population cap, so any kind of invasion never was triggered, nothing happened but peaceful economic growth, squad training and equipping and some occasional traiding. When the squad was set up, i decided to roll them out for the first time, and checked equipment lists before that just to make a reference point. https://i.imgur.com/1WBSEDr.png [^] Few quick notes before i'm too tired: 1. Reds are obviously squad equipment 2. Civilian clothing worn or claimed by fort citizens are not present 3. (+steel mail shirt+) probably was traided by accident 4. Most of the remaining items are "large" but: a) i have never bought anything "large" b) i have no human residents, all petitions were denied c) there are few human visitors, and it seems they are wearing those items d) there are few dwarven visitors, but their clothing is not present The situation is explosive if i am getting it right. There might be something else as i see some discrepancies in handwear/footwear sections, but i'm leaving it for the next time. Thoughts? ============ "Large" items indeed belong to four human visitors, the rest is just unowned tattered clothing which is expected to be in the lists. Two dwarven visitors don't cause anything unusual. Also, when squad leaves the map those red lines (i.e. assigned equipment) disappear in every category (except "boots", and that's because of my overlook -- dwarves apparently can't wear high boots with leggings, and never put boots on), and they never reappear even after squad is back home. ============ Human visitors: all their items are in equip lists and not forbidden. When manually forbidden they don't get listed. Human merchants: everything in their inventory initially forbidden, and will be available in equip lists when unforbidden. Dwarven visitors: all their items are not forbidden, and only military equipment gets listed. ============ It's not like you send out a squad and it breaks down. There are some conditions, but those i can't figure out. Couple of sidenotes: * Merchants' goods show up in the lists after "merchants have embarked on their journey" announcement * (unrelated) Dumped into magma items don't get destroyed until they reach the bottom of magma sea * (large iron right gauntlet) from 0010975 that somehow counts as "weapon" can be found in one of the human traiding wagons.When forbidden it disappears from equip lists, but the game crashes regardless. * In my previous fort (0010880:0038940) i found two human bard with completely empty inventories. Their extermination changes nothing. * Regarding the situation with high boots, the human merc who came in with both high boots and leggings equipped, succesfully replaced all of his equipment with the new one i made for him, except for his old high boots, which he refuses to change. So the bottom line as i see it at the moment is that there is a combination of two issues. Firstly, the filters for equip lists are quite loose, they allow too much items that shouldn't be there. Secondly, somehow traveler units get corrupted (0010939 et al, 0010369 -- units offloading broken?). |
(0039359) minorukun (reporter) 2019-05-08 12:23 |
faced this bug too after one and only raid. Some investigation in exported legends stated that item that appeared in every equipment lists is world's first artifact #0 - some slab, created by demon. Maybe memory structures/indexes/boundaries/whatnot starts to overlap from there? |
(0039398) hyndis (reporter) 2019-06-20 13:14 |
I'm also seeing this. The game is 100% stable until I start sending squads off to raid, then once the squad gets back its crash city. Instant crash to desktop. The game just dies immediately and randomly, but also so frequently its unplayable. Disbanding my military squads and rebuilding them seems to fix the issue. I can play stable and without problems after that. The cause and fix of this crash bug is pretty much 100% reproducible. Is there any solution to this other than simply don't send any dwarves off map? Can I change the uniform once they get home? Immediately switch out the uniform to something else? Will sending naked dwarves with a uniform that replaces all items fix the issue? Dwarves out on raids only seem to use combat stats, not weapons, so equipment might not matter at all. Or do squads sent out need to be one time things? Make a squad, send it out, and then upon return immediately disband it only to make a new squad? How can I use the world map system in fortress mode without crashing? What should I do as a workaround? |
(0039399) risusinf (reporter) 2019-06-20 20:52 |
All we know is that travelling (not only for squads, might affect fort visitors as well) somehow corrupts equip lists (and visitors equipment in that case), and after that happened it is unsalvageable (bugged visitors could be just exterminated though). Ability to rebuild squads might be platform dependant. On linux game dies rather quickly if you do so. |
(0039405) hyndis (reporter) 2019-06-30 01:44 edited on: 2019-06-30 01:45 |
Modding out clothing and setting up military uniforms so they replace the existing outfit and accepting exact matches only seems to have resolved this for me. I also set the armor type's material. So, mithril breastplate, mithril greaves, mithril gauntlets, etc. I suppose this might also be because I added a new metal to the game; mithril. Only dwarves can make this metal. This means that all mithril helms are all exactly the same size. No large or small mithril helms will ever be generated. Therefore, by specifying mithril helm in the uniform screen there will never be an unwearable helm that a dwarf tries to equip. By removing clothing and specifying material type and requiring exact matches with the uniform replacing clothes this has fixed the problem. My squads leave on raids and return without any crashes happening anymore. Zero crashes since I did this. I'm still seeing some oddities where dwarves get very attached to artifact mugs and goblets. Once a dwarf picks up an artifact mug or goblet they never put it down regardless of military uniforms. They even use this artifact mug in combat, smacking goblins over the head with their named granite mug. No idea how to fix that one but at least it doesn't appear to crash the game. The mug is equipped in addition to any uniforms. A dwarf with a mug will use both their mug and battleaxe in combat as if they're dual wielding. |
(0039519) risusinf (reporter) 2019-09-29 09:40 |
0011100 remains unlinked. |
(0039688) Toady One (administrator) 2020-01-29 01:07 |
I took another crack at this before the recent release, but haven't made progress yet (aside from closing a few unrelated crashes having to do with broken visitors.) Are these slabs and things visible in windows? I can't get them to show up when I disband the various squads, and then set them to have equipment 'footwear' etc., and they aren't there on load. |
(0039690) risusinf (reporter) 2020-01-29 01:38 edited on: 2020-01-29 03:04 |
Slabs and stuff should be visible immediately after loading with no additional actions taken, they can be in any military equipment category, sometimes in just one, sometimes in few, but always at the bottom of the list. Like this: https://imgur.com/VKTGasZ [^] I've checked all those tickets both on windows and linux, so they should be there. |
(0039727) Toady One (administrator) 2020-01-30 16:42 |
Ah, cool, I see them now. That is very, very messed up, ha ha ha. The month end is full of various admin tasks, but I'll take a look at this when I get through with that. Preliminary log shows that the slabs/water stacks exist in the fort's unassigned shoe list somehow, or whatever corrupt vestiges of whatever they are. It'll be a good starting point and hopefully I can make some progress. |
(0040002) Toady One (administrator) 2020-02-10 17:51 |
Hmm, it all points toward an item being deleted prematurely (and the then-corrupted data being maintained in the equipment lists), but it doesn't yet appear to be anything as simple as a forgotten delete or double push. The symptoms aren't giving me more than this, so I'm going to go for some more logging, and then try a few of the other equipment bugs that may cause this incidentally (odd assignment behaviors and duplication errors.) |
(0040086) Darxus (reporter) 2020-02-16 19:34 |
Did this get fixed? |
(0040087) risusinf (reporter) 2020-02-16 22:34 edited on: 2020-02-16 22:44 |
47.03 changelog: > There's been some work on the raid crash/corruption problem, though I suspect that is ongoing - hopefully the frequency is lessened. Previous devlog: > Hopefully took a chunk out of the raid crashes (there was a large problem with the post-raid equipment manifests), but there are definitely still other issues there. |
(0040183) Sethatos (reporter) 2020-02-24 10:41 |
I've just tested this in 47.03 and the bug still persists and crashes the game. |
(0040184) Orkel (reporter) 2020-02-24 11:37 |
Please provide a save @Sethatos if possible. |
(0040185) Sethatos (reporter) 2020-02-24 11:47 |
I will. I’m just going to cue it up closer to the crash and then submit to the file depot. |
(0040194) kaijyuu (reporter) 2020-02-24 22:28 |
I'm also still getting this bug in 47.03. My shield list is corrupted; there's a repeating name at the bottom of the list, which I'm guessing is the first artifact on the list in legends mode. http://dffd.bay12games.com/file.php?id=14864 [^] I had several sieges and a ton of visitors come and go, but I never did any raids whatsoever. Tons of dwarves were also expelled, and several came back (to be expelled again). I'm guessing the returning citizens is what caused it. |
(0040203) Sethatos (reporter) 2020-02-25 11:23 |
Here's my save as well: http://dffd.bay12games.com/file.php?id=14867 [^] It should crash in about 10 minutes or so. If you go to the military menu as well and try to equip "specific armour" you'll notice that a pair of greaves comes up first instead of a breastplate. |
(0040380) hyndis (reporter) 2020-03-17 00:04 |
I'm still seeing this in 47.03 In my fortress it seems my dwarves are attempting to wear books as armor: https://i.imgur.com/efG98Qs.png [^] The same book shows up multiple times for different parts of armor. My game is now extremely unstable to the point of being unplayable even with seasonal autosave. It is crashing constantly. |
(0040381) Shonai_Dweller (reporter) 2020-03-17 01:12 |
Just to check, that's actually a world created in 47.03, right? Not one which was already corrupted from 47.02 and earlier? |
(0040385) hyndis (reporter) 2020-03-17 10:58 |
Yes, I made the new world and started the new fortress all in 47.03. I never transfer saves between versions. |
(0040547) kaijyuu (reporter) 2020-05-15 08:09 |
Noticed something potentially useful on a new save: A dwarf was in the middle of hauling some wood when I sent the raid order, and when he came back, "willow logs" were listed in the equipment screen under armor. Whatever random non-equipment items they're hauling when they go out seem to get interpreted as equipment items and stored with the rest of them. |
(0040548) Shonai_Dweller (reporter) 2020-05-15 22:28 |
So, potentially, always ensuring your squad are active and training before sending them out on a raid could minimize equipment corruption? |
(0040554) kaijyuu (reporter) 2020-05-16 15:37 |
Potentially. I've not had corruption since I started ensuring they weren't carrying random things, but that's still anecdotal. If it is the cause, one would also have to make sure expelled people aren't carrying anything. I've had corrupted saves from forts without any raids being carried out at all but with tons of expelled citizens (who occasionally return to be expelled again). |
(0040710) Sluagh Shio (reporter) 2020-08-26 01:25 |
It is still here. Got this in 47.04. World was created in this version, fortress 25 years old or so. The corruption is classic: there is a legendary golden slab at the bottom of the armor list. |
(0040768) psychowico (reporter) 2020-10-18 14:01 |
I believe I have the same issue. On linux with dfhack the game consistently crashes after few seconds after pause (next month tick). There is a cinnabar slab on the bottom of armor list in squads equipments. DFHack `tweak craft-age-wear` script seems somehow make the crash happen faster: https://github.com/DFHack/dfhack/issues/1677 [^] |
(0040799) lethosor (manager) 2020-11-24 08:51 |
I've been working on a script on the DFHack side (https://github.com/DFHack/dfhack/issues/1678 [^]) to address this, which should be in an upcoming release of DFHack. So far, there appear to be two distinct issues with the equipment vectors, usually in one or more of the "unassigned" vectors - Toady's description of these is at http://www.bay12forums.com/smf/index.php?topic=169696.msg8195533#msg8195533 [^] a) Sometimes, items in a vector have the wrong type - in one extreme case, I've seen over 50 slabs present in the unassigned shoes vector b) Sometimes, pointers in a vector point to things that are not items - I suspect that these are items that were recently freed, but not properly removed from the list. These are somewhat easy to detect just by looking at the pointers without dereferencing them, because they do not appear in the global vector of all items. Some general notes: - (b) seems to occur sometimes when units (e.g. merchants or military dwarves on a raid) leave the map. - Both (a) and (b) can cause a crash - i.e. I've seen saves where only one issue is present, DF crashes, and removing the problematic items from the equipment vectors prevents the crash - Sometimes, (a) alone does not crash, but (b) occurs later unless (a) is addressed early. Either addressing (a) early or addressing (a) and (b) before the crash prevents the crash. By far the fastest reproduction I've come across is https://dffd.bay12games.com/file.php?id=14109 [^] - see https://github.com/DFHack/dfhack/issues/1678#issuecomment-732669641 [^] for a more detailed analysis. |
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Date Modified | Username | Field | Change |
2019-01-27 17:39 | Loci | New Issue | |
2019-01-27 17:44 | Loci | Additional Information Updated | View Revisions |
2019-01-28 00:36 | PatrikLundell | Note Added: 0039161 | |
2019-01-28 00:37 | PatrikLundell | Note Edited: 0039161 | View Revisions |
2019-02-02 10:02 | Loci | Note Added: 0039175 | |
2019-02-02 10:03 | Loci | Description Updated | View Revisions |
2019-02-02 10:05 | Loci | Note Edited: 0039175 | View Revisions |
2019-02-03 00:37 | PatrikLundell | Note Added: 0039181 | |
2019-02-03 01:53 | risusinf | Note Added: 0039182 | |
2019-02-03 08:35 | risusinf | Note Deleted: 0039182 | |
2019-02-03 08:35 | risusinf | Note Added: 0039183 | |
2019-02-03 08:36 | risusinf | Note Edited: 0039183 | View Revisions |
2019-02-03 21:34 | risusinf | Note Edited: 0039183 | View Revisions |
2019-02-03 21:35 | risusinf | Note Edited: 0039183 | View Revisions |
2019-02-05 03:52 | PatrikLundell | Note Added: 0039185 | |
2019-02-05 08:46 | risusinf | Note Added: 0039186 | |
2019-02-05 13:43 | Loci | Note Added: 0039187 | |
2019-02-05 13:43 | Loci | Assigned To | => Loci |
2019-02-05 13:43 | Loci | Priority | normal => high |
2019-02-05 13:43 | Loci | Reproducibility | always => sometimes |
2019-02-05 13:43 | Loci | Status | new => confirmed |
2019-02-05 13:43 | Loci | Category | General => Dwarf Mode -- Military |
2019-02-05 13:43 | Loci | Summary | Reproducible crash at end of month => Reproducible crash from corrupted military equipment lists |
2019-02-05 13:43 | Loci | Additional Information Updated | View Revisions |
2019-02-06 08:04 | risusinf | Note Added: 0039191 | |
2019-02-06 22:49 | Gregamesh | Note Added: 0039193 | |
2019-02-06 22:49 | Gregamesh | Note Edited: 0039193 | View Revisions |
2019-02-06 22:50 | Gregamesh | Note Edited: 0039193 | View Revisions |
2019-02-07 11:06 | Gregamesh | Note Edited: 0039193 | View Revisions |
2019-02-11 22:56 | risusinf | Note Added: 0039207 | |
2019-02-12 09:29 | risusinf | Note Edited: 0039207 | View Revisions |
2019-02-13 03:12 | risusinf | Note Edited: 0039207 | View Revisions |
2019-02-13 03:15 | risusinf | Note Edited: 0039207 | View Revisions |
2019-02-15 02:07 | risusinf | Issue Monitored: risusinf | |
2019-02-20 16:09 | Darxus | Note Added: 0039229 | |
2019-02-24 12:01 | Loci | Relationship added | parent of 0010880 |
2019-02-24 12:02 | Loci | Relationship added | parent of 0010868 |
2019-02-24 12:03 | Loci | Relationship added | parent of 0010975 |
2019-02-24 12:04 | Loci | Relationship added | parent of 0010911 |
2019-02-24 12:05 | Loci | Relationship added | parent of 0010894 |
2019-02-24 12:06 | Loci | Relationship added | parent of 0010851 |
2019-02-24 12:07 | Loci | Relationship added | parent of 0011025 |
2019-02-24 12:11 | Loci | Relationship added | related to 0010951 |
2019-03-02 11:48 | Loci | Relationship added | parent of 0011040 |
2019-04-20 09:23 | Loci | Relationship added | parent of 0011085 |
2019-04-20 23:19 | Galap | Note Added: 0039342 | |
2019-05-03 00:08 | risusinf | Note Added: 0039349 | |
2019-05-07 09:03 | risusinf | Note Added: 0039356 | |
2019-05-08 02:14 | risusinf | Note Edited: 0039356 | View Revisions |
2019-05-08 11:34 | minorukun | Issue Monitored: minorukun | |
2019-05-08 12:23 | minorukun | Note Added: 0039359 | |
2019-05-09 04:48 | risusinf | Note Edited: 0039356 | View Revisions |
2019-05-10 05:56 | risusinf | Note Edited: 0039356 | View Revisions |
2019-05-11 03:00 | risusinf | Note Edited: 0039356 | View Revisions |
2019-05-11 20:37 | risusinf | Note Edited: 0039356 | View Revisions |
2019-06-20 13:14 | hyndis | Note Added: 0039398 | |
2019-06-20 20:52 | risusinf | Note Added: 0039399 | |
2019-06-30 01:44 | hyndis | Note Added: 0039405 | |
2019-06-30 01:45 | hyndis | Note Edited: 0039405 | View Revisions |
2019-07-29 16:26 | Loci | Relationship added | parent of 0011131 |
2019-08-18 12:33 | Loci | Relationship added | parent of 0011141 |
2019-09-24 10:49 | Erei | Issue Monitored: Erei | |
2019-09-24 10:49 | Erei | Issue End Monitor: Erei | |
2019-09-29 09:40 | risusinf | Note Added: 0039519 | |
2019-09-29 16:38 | Loci | Relationship added | parent of 0011100 |
2019-09-29 16:39 | Loci | Relationship added | related to 0011156 |
2020-01-29 01:07 | Toady One | Note Added: 0039688 | |
2020-01-29 01:38 | risusinf | Note Added: 0039690 | |
2020-01-29 03:04 | risusinf | Note Edited: 0039690 | View Revisions |
2020-01-30 16:42 | Toady One | Note Added: 0039727 | |
2020-02-10 17:51 | Toady One | Note Added: 0040002 | |
2020-02-11 18:17 | Loci | Relationship added | parent of 0011336 |
2020-02-14 12:13 | VerySaltyPretzel | Issue Monitored: VerySaltyPretzel | |
2020-02-14 12:13 | VerySaltyPretzel | Issue End Monitor: VerySaltyPretzel | |
2020-02-16 19:34 | Darxus | Note Added: 0040086 | |
2020-02-16 22:34 | risusinf | Note Added: 0040087 | |
2020-02-16 22:44 | risusinf | Note Edited: 0040087 | View Revisions |
2020-02-24 10:41 | Sethatos | Note Added: 0040183 | |
2020-02-24 11:37 | Orkel | Note Added: 0040184 | |
2020-02-24 11:47 | Sethatos | Note Added: 0040185 | |
2020-02-24 22:28 | kaijyuu | Note Added: 0040194 | |
2020-02-25 11:23 | Sethatos | Note Added: 0040203 | |
2020-03-17 00:04 | hyndis | Note Added: 0040380 | |
2020-03-17 01:12 | Shonai_Dweller | Note Added: 0040381 | |
2020-03-17 10:58 | hyndis | Note Added: 0040385 | |
2020-05-15 08:09 | kaijyuu | Note Added: 0040547 | |
2020-05-15 22:28 | Shonai_Dweller | Note Added: 0040548 | |
2020-05-16 15:37 | kaijyuu | Note Added: 0040554 | |
2020-05-25 19:56 | gpmfuchs | Issue Monitored: gpmfuchs | |
2020-06-18 16:37 | Ziusudra | Issue Monitored: Ziusudra | |
2020-08-26 01:25 | Sluagh Shio | Note Added: 0040710 | |
2020-08-26 01:25 | Sluagh Shio | Issue Monitored: Sluagh Shio | |
2020-10-03 21:53 | lethosor | Sticky Issue | No => Yes |
2020-10-03 21:54 | lethosor | Tag Attached: 0.47.04 | |
2020-10-18 14:01 | psychowico | Note Added: 0040768 | |
2020-11-15 10:03 | roysmeding | Issue Monitored: roysmeding | |
2020-11-24 08:39 | lethosor | Relationship added | has duplicate 0011004 |
2020-11-24 08:51 | lethosor | Note Added: 0040799 | |
2020-11-24 11:27 | lethosor | Relationship replaced | has duplicate 0010911 |
2020-11-29 20:26 | clinodev | Note Added: 0040807 | |
2020-11-29 20:32 | clinodev | Note Deleted: 0040807 | |
2021-01-10 14:14 | lethosor | Relationship added | has duplicate 0011669 |
2021-01-10 14:15 | lethosor | Additional Information Updated | View Revisions |
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