View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0010807 | Dwarf Fortress | Adventure Mode -- Travel | public | 2018-06-29 05:18 | 2018-07-04 20:13 |
Reporter | George_Chickens | Assigned To | Toady One | ||
Priority | normal | Severity | crash | Reproducibility | always |
Status | resolved | Resolution | fixed | ||
Platform | Windows 7 | OS | 64x | OS Version | Home Premium |
Product Version | 0.44.11 | ||||
Fixed in Version | 0.44.12 | ||||
Summary | 0010807: Consistent crashes when stopping travel in towns. | ||||
Description | Ending 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 Reproduce | Exit 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 Information | I 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 | ||||
Tags | No tags attached. | ||||
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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 |
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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. |
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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. |
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 |