View Issue Details

IDProjectCategoryView StatusLast Update
0010807Dwarf FortressAdventure Mode -- Travelpublic2018-07-04 20:13
ReporterGeorge_Chickens Assigned ToToady One  
PrioritynormalSeveritycrashReproducibilityalways
Status resolvedResolutionfixed 
PlatformWindows 7OS64xOS VersionHome Premium
Product Version0.44.11 
Fixed in Version0.44.12 
Summary0010807: Consistent crashes when stopping travel in towns.
DescriptionEnding travel in almost any town now consistently causes a crash. This was not a problem until I entered the lord's house in this town.
Steps To ReproduceExit building and travel south, or go to pictured area and end travel. https://i.imgur.com/ecXKXMh.png. It should crash when stopping travel in just about any populated area, but these two methods seem to work every time.
Additional InformationI have told both companions to leave to ensure that the problem is not related to them. The crash happens with or without them.

http://dffd.bay12games.com/file.php?id=13858 - bugged save
TagsNo tags attached.

Relationships

has duplicate 0010809 resolvedToady One Bandit camp corrupted post-worldgen, crashes upon entry 

Activities

George_Chickens

2018-07-02 07:26

reporter   ~0038521

I have the same problem in another world. As it turns out, every time I make a new adventurer, another part of the world seems to corrupt its self. Each world is fine for the first few adventurers, but as time progresses and more are made, things get worse and worse until every major area is a crash on entry.

I have made and abandoned forts (very few, though, needs more testing) in other worlds without incident, so it may not simply be an issue with worldgen.

http://dffd.bay12games.com/file.php?id=13865

George_Chickens

2018-07-03 10:01

reporter   ~0038527

Last edited: 2018-07-04 04:13

I have done some testing, and I believe this problem may have something to do with retiring. All of the worlds that this has happened in have had retired adventurers, and it seems to happen rather shortly after they are retired. Could somebody else please test this to confirm the problem?

[EDIT] I have tested the problem within a few pocket worlds (most of which cut off after most of their pops get slaughtered 30 years in). Retired adventurers seem to have nothing to do with it, as the problem never occurred. My guess is it may have something to do with worldgen and traveling entities, but I have no evidence.

Toady One

2018-07-04 20:13

administrator   ~0038533

It was what would have been the old nemesis corruption bug, and there was a crash with the fix for that. I've fixed that crash. In the save for bug 10809, the corrupted unit was just a regular bandit that had been killed there by a companion of an adventurer. Somehow it is not putting those away correctly, for whatever reason.

Issue History

Date Modified Username Field Change
2018-06-29 05:18 George_Chickens New Issue
2018-07-02 07:26 George_Chickens Note Added: 0038521
2018-07-03 10:01 George_Chickens Note Added: 0038527
2018-07-04 04:13 George_Chickens Note Edited: 0038527
2018-07-04 13:13 lethosor Assigned To => lethosor
2018-07-04 13:13 lethosor Status new => acknowledged
2018-07-04 20:13 Toady One Note Added: 0038533
2018-07-04 20:13 Toady One Status acknowledged => resolved
2018-07-04 20:13 Toady One Fixed in Version => Next Version
2018-07-04 20:13 Toady One Resolution open => fixed
2018-07-04 20:13 Toady One Assigned To lethosor => Toady One
2018-07-04 20:13 Toady One Relationship added has duplicate 0010809