View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0000918 | Dwarf Fortress | Vegetation | public | 2010-04-10 02:09 | 2011-03-09 08:30 |
Reporter | Khym Chanur | Assigned To | |||
Priority | none | Severity | crash | Reproducibility | always |
Status | new | Resolution | open | ||
Platform | x86 (AMD Athlon 7550 Dual-Core) | OS | Wine | OS Version | 1.1.32 |
Summary | 0000918: Hang on embark if shrub frequency calculations are screwed up (0.31.02) | ||||
Description | At least, I think it's the frequency calculations. If there are any shrub types which can grow in a given biome, there need to be at least two shrub types with a positive frequency, or the game will hang when trying to embark. | ||||
Steps To Reproduce | 1a) Before generating a new world, modify all of the underground crops to [FREQUENCY:0] 1b) Before generating a new world, remove all of the underground crops but one. 2) Generate a new world. 3) Choose any site which will have caverns (which should be any embarkable site) 4) Choose "Prepare carefully" or a prepared embark profile. The perparation interface should work fine. 5) Press 'e' to embark. The game will freeze, chewing up CPU time, without the screen changing (never gets to the "strike the earth" screen) | ||||
Additional Information | Giving this lowest priority, even though a hang, since it's a result of modding the raws in a weird way. | ||||
Tags | No tags attached. | ||||
Date Modified | Username | Field | Change |
---|---|---|---|
2010-04-10 02:09 | Khym Chanur | New Issue | |
2010-12-10 13:21 |
|
Tag Attached: Fixed in 0.31.19? | |
2011-03-01 14:09 |
|
Note Added: 0015641 | |
2011-03-01 14:13 |
|
Tag Attached: AWAITING UPDATE | |
2011-03-09 02:59 | Khym Chanur | Note Added: 0015990 | |
2011-03-09 08:30 |
|
Tag Detached: AWAITING UPDATE | |
2011-03-09 08:30 |
|
Tag Detached: Fixed in 0.31.19? |