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IDProjectCategoryView StatusLast Update
0001054Dwarf FortressPathfindingpublic2011-03-15 21:36
Reporterking doom Assigned ToToady One  
PrioritynormalSeverityminorReproducibilityhave not tried
Status closedResolutionduplicate 
Product Version0.31.02 
Summary0001054: Attempting to use building materials not in a stockpile breaks pathfinding.
DescriptionI started a fort, and took stone blocks with me due to an aquifer. I told my dwarves to build a wall without having the material first placed into a stockpile. There was nothing between the wagon and the area I told the dwarves to build the wall, but pathfinding broke continuously, They would grab a block, build a section of wall, spam messages about not being able to find food that was stored in the wagon or being able to find a path, then every so often the pathfinding would reset and they would run off, build a new section of wall and repeat the process.
Tagspathfinding

Activities

user6

2010-04-12 12:12

  ~0003095

Last edited: 2010-04-12 12:12

This is most likely 0000018 / 0000070, which are fixed for 31.03 (currently unreleased).

Logical2u

2010-04-12 12:32

manager   ~0003096

Or if you're feeling really generous, 0000346, although in reverse.

Does saving and reloading fix the issue?

king doom

2010-04-12 12:36

reporter   ~0003111

Last edited: 2010-04-12 12:38

No, save/reload doesn't fix the issue, at least not for more than a few seconds, long enough for the dwarves to start the little standing around for a minute, running off to do something, standing around for as minute cycle.


Thinking about it, I might have already reported this bug when I mentioned having a caravan with no path to the depot utterly destroys the pathfinding, though this time it might be a group of amphibian men in the caverns under my fort. I'll knock down a hole in my wall and see what happens if they have a path inside.


The material I'm using, the stone blocks isn't showing in quantities I don't have or at negative distance, so it's not that bug.

user6

2010-04-12 12:40

  ~0003113

If save/reload fixes it even briefly, then it's probably still 0000018 / 0000070. You probably just have one of the maps that is exceptionally likely to cause the issue, as explained here: http://www.bay12games.com/dwarves/mantisbt/view.php?id=70#c2923

king doom

2010-04-12 12:52

reporter   ~0003114

Okay, opened a path for the local hostiles, there's a slight increase in the time dwarves spend standing around doing nothing before starting a new task. Feel free to close this one for now, I'll try this same setup when the next release is out and I'll repost if I see the same problem.

user6

2010-04-12 13:03

  ~0003117

Alright, sounds good.

Issue History

Date Modified Username Field Change
2010-04-12 12:10 king doom New Issue
2010-04-12 12:12 user6 Note Added: 0003095
2010-04-12 12:12 user6 Note Edited: 0003095
2010-04-12 12:12 user6 Tag Attached: Still Present in 31.03?
2010-04-12 12:32 Logical2u Note Added: 0003096
2010-04-12 12:36 king doom Note Added: 0003111
2010-04-12 12:38 king doom Note Edited: 0003111
2010-04-12 12:40 user6 Note Added: 0003113
2010-04-12 12:52 king doom Note Added: 0003114
2010-04-12 12:52 king doom Tag Attached: pathfinding
2010-04-12 12:52 king doom Tag Attached: CLOSE THIS
2010-04-12 13:03 user6 Note Added: 0003117
2010-04-12 13:03 user6 Status new => resolved
2010-04-12 13:03 user6 Fixed in Version => 0.31.03
2010-04-12 13:03 user6 Resolution open => fixed
2010-04-12 13:03 user6 Assigned To => Toady One
2010-04-12 13:12 user6 Status resolved => assigned
2010-04-12 13:13 user6 Status assigned => resolved
2010-04-12 13:13 user6 Fixed in Version 0.31.03 =>
2010-04-12 13:13 user6 Resolution fixed => duplicate
2010-06-04 10:06 user6 Tag Renamed Still Present in 31.03? => Fixed in 31.03?
2010-06-09 06:46 Toady One Status resolved => closed
2010-12-11 08:59 user11 Tag Detached: Fixed in 31.03?
2011-03-15 21:36 Logical2u Tag Detached: CLOSE THIS