View Issue Details

IDProjectCategoryView StatusLast Update
0000433Dwarf FortressDwarf Mode -- Tradepublic2010-06-12 17:26
Reportergregb Assigned ToToady One  
PriorityhighSeveritycrashReproducibilitysometimes
Status resolvedResolutionfixed 
Product Version0.31.01 
Fixed in Version0.31.06 
Summary0000433: Elves bring massive caravan and cause game crash
DescriptionAn elven trade caravan arrived near the end of the second spring, bringing with them approximately 100 of each category of item that elves would be expected to trade. When a save is attempted after they arrive,the game ends up crashing.

(Unknown as to whether the following is a part of the glitch or not)
Additional Information
After a few reproductions of this bug on several attempts to get past this point, I ordered my militia to kill the elves and steal their goods to see if that would fix it. For some reason the dwarves just stood within a few squares of the elves rather than attacking them.

I'm not sure if the game will save properly once the elves leave, as I had the seasonal autosave turned on.
Tagscaravan, Elves, trade

Relationships

related to 0001705 resolvedToady One Elven merchants came, will not leave. 
child of 0000325 resolvedToady One Elves bring hundreds/thousands of items when trading, due to warthogs lacking TRADE_CAPACITY tag 

Activities

gregb

2010-04-04 18:21

reporter   ~0000968

should probably be noted that there was no elven liaison or diplomat with the caravan.

savanik

2010-04-04 22:32

reporter   ~0001001

I don't believe there ever has been an elven liaison or diplomat, even in the last version.

user6

2010-04-05 00:13

  ~0001025

Might be helpful if you post the save that you've been using to reproduce this.

gregb

2010-04-05 00:24

reporter   ~0001029

Last edited: 2010-04-05 00:25

I would, but I scrapped the fort and started over. I'll remember to post the save it happens again in the new fort or if any other bugs come up.

Rafal99

2010-04-06 09:23

reporter   ~0001478

I have the similar situation except that no crash.
Elves came in the next spring, with 2 merchants and 2 warthogs. I don't know if warthogs are even supposed to be trade animal, they have no [TRADE_CAPACITY] tag.

They brought about 100 page of goods total, 5+ pages of every type of stuff (ropes, cages, buckets etc.)

No crash during the whole process.
I might dig an old save if needed.

Tried killing the elves with militia too, and no success, they just followed the elves.

Rafal99

2010-04-06 09:28

reporter   ~0001485

The bug is here too: http://www.bay12games.com/dwarves/mantisbt/view.php?id=325

Langdon

2010-04-09 02:37

reporter   ~0002282

I can confirm that warthogs lack the [TRADE_CAPACITY] tag, which may be the cause of the huge elf caravans.

I am genning and starting a new game with [TRADE_CAPACITY] added to the warthogs, just to check if it reduces (or removes) the regular crashes I've been seeing.

Rafal99

2010-04-09 05:25

reporter   ~0002309

I tried removing [PACK_ANIMAL] from Warthogs, but elves still came with them, except that this time they were empty, no goods to trade.

Langdon

2010-04-09 13:10

reporter   ~0002406

Playing in a new game genned on 0.31.02, with [TRADE_CAPACITY:600] added to the warthog entry, I can confirm that elven caravans now bring a sane amount of goods.

It should probably be upped to [TRADE_CAPACITY:3000] to match the default camel trade capacity.

Rafal99

2010-04-10 14:46

reporter   ~0002651

Well do you know what warthog is?
http://en.wikipedia.org/wiki/Warthog

It seems strange to me that they are marked as pack animals at all. If anything I would give them less capacity than donkey, which have 1500, and warthogs are smaller.

Arkaaito

2010-04-13 20:17

reporter   ~0003380

The crash is probably due to a memory issue (see bug 2 or 136 for an example). If it happens again, you may want to watch memory usage and see if the crash comes right as it hits 2GB (if you're on a system with > 2GB) or your overall hits 100%.

Toady One

2010-06-09 01:04

administrator   ~0007976

The warthogs were the only pack animals I found without a trade capacity, and the common domestic and pack animal tags were there by mistake (copy-paste error, most likely). I also put a non-trade-capacity item number cap and default trade capacities for all creatures, so this should be handled for 0.31.06.

Issue History

Date Modified Username Field Change
2010-04-04 18:00 gregb New Issue
2010-04-04 18:18 Qloos Tag Attached: trade
2010-04-04 18:18 Qloos Tag Attached: Elves
2010-04-04 18:21 gregb Note Added: 0000968
2010-04-04 22:32 savanik Note Added: 0001001
2010-04-05 00:13 user6 Note Added: 0001025
2010-04-05 00:24 gregb Note Added: 0001029
2010-04-05 00:25 gregb Note Edited: 0001029
2010-04-06 09:23 Rafal99 Note Added: 0001478
2010-04-06 09:28 Rafal99 Note Added: 0001485
2010-04-06 09:54 user6 Relationship added parent of 0000325
2010-04-07 08:07 Rafal99 Tag Attached: caravan
2010-04-09 02:37 Langdon Note Added: 0002282
2010-04-09 05:25 Rafal99 Note Added: 0002309
2010-04-09 13:10 Langdon Note Added: 0002406
2010-04-10 14:46 Rafal99 Note Added: 0002651
2010-04-13 20:17 Arkaaito Note Added: 0003380
2010-04-15 08:54 user6 Relationship replaced child of 0000325
2010-05-02 16:04 Logical2u Relationship added related to 0001705
2010-06-09 01:04 Toady One Note Added: 0007976
2010-06-09 01:04 Toady One Status new => resolved
2010-06-09 01:04 Toady One Fixed in Version => 0.31.06
2010-06-09 01:04 Toady One Resolution open => fixed
2010-06-09 01:04 Toady One Assigned To => Toady One
2010-06-09 06:45 Toady One Status resolved => closed
2010-06-09 07:56 user6 Status closed => resolved