View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0009252 | Dwarf Fortress | Dwarf Mode -- Idle Behavior | public | 2015-12-06 06:05 | 2017-11-22 15:33 |
Reporter | maqertas | Assigned To | Toady One | ||
Priority | normal | Severity | major | Reproducibility | have not tried |
Status | resolved | Resolution | fixed | ||
OS | Windows | OS Version | 7 | ||
Product Version | 0.42.02 | ||||
Fixed in Version | 0.44.01 | ||||
Summary | 0009252: Dwarves get stuck in trees | ||||
Description | A few of dwarves have climbed trees and stay there forever. While this doesn't affect game performance, it results in their deaths. They start hunting for small creatures and eventually dehydrate completely. Forcing them to station doesn't work. While trying to restrict them by burrows, they managed to die so this is still untested. Cutting the trees is unchecked as well. | ||||
Steps To Reproduce | Savegame: http://dffd.bay12games.com/file.php?id=11389 To see one of those dwarves load the game and look for "Inod Kuletsanus" | ||||
Additional Information | Summary: 1) creatures stuck in trees won't climb back down 2) creatures still climb trees for no apparent reason (0006586) 3) dwarves / thieving creatures steal stepladders from dwarves in trees | ||||
Tags | No tags attached. | ||||
has duplicate | 0009204 | resolved | Migrant dwarf stuck in top of tree | |
has duplicate | 0009914 | resolved | Loci | Gathering fruit "bug" |
has duplicate | 0009538 | resolved | Loci | Dwarves in trees? |
has duplicate | 0009526 | resolved | Loci | My dwarf stuc |
has duplicate | 0009351 | resolved | Loci | Dwarfs die up in trees |
has duplicate | 0007959 | resolved | Loci | Miner climb on tree for unknown reason and refuse to do his mining job |
related to | 0009230 | new | Floating Carpenter | |
related to | 0009061 | new | Sharing squares with animals makes dwarves climb trees | |
related to | 0006898 | new | Dwarf fell asleep in a tree | |
related to | 0006586 | feedback | Carpenter climbs multi-block trees to die | |
related to | 0009342 | new | Animals stuck in trees on embark | |
related to | 0008640 | new | Animals get stuck up trees | |
related to | 0010376 | confirmed | Loci | Gatherers get stuck on top of their stepladders and die from dehydration. |
related to | 0011284 | acknowledged | Loci | Dwarves getting stuck in trees |
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Can confirm; had this happen in my own fort. Cutting the trees IS a solution - however, it seems Toady disabled some of the climbing code at some point. Dwarves only climb when what they're doing is directly related to combat now - either chasing something or fleeing from something. I'm guessing that's how the dwarves got stuck in their trees in the first place. |
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Also, it seems to happen with guests as well. |
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Can confirm this as well, but he did it in a cavern and I couldn't get him down because my wood cutters will not go down there to cut trees. It may be another bug, I'm still currently trying to fix it without admin help. |
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It happened to a visiting Bard for me, in 0009301. I misunderstood what was happening because I didn't know the Bard was up there. I was able to construct a 2-Z-level staircase to get her down. |
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I have half a dozen dwarves stuck in various trees. I believe this happened because a gander ended up in a tree and they were trying to all find a path above ground trying to recover it. Either that, or they were just being skittish with wildlife. |
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I resolved this issue in my fort by removing stepladders from all my stockpiles. I noticed a dwarf steal a stepladder from a dwarf currently in a tree and he was stuck after that. |
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Blind cave ogres are still climbing so it might just be dwarfs. |
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It's not only related to trees, on my forts i saw animals, enemies and even dwarves climbing for a reason or another (combat often) on top of -tree -wall -roof and then they -never- gets back down and will spend the remnant of their life there, only way is to make a ramp/ladder/whatever in order for the stuck creature to be able to get back to ground zone. This is annoying a lot because there are time in which it is impacting the game performance, as i sometime noticed the game going slightly faster once i got a dwarf back to ground from a wall he was stuck over. And if you're unlucky and that specific dwarf is getting a mood, the game performance become horrible |
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Yes, 0008698, "Dwarf entering a strange mood when isolated (e.g. on a stepladder) causes severe lag" sound to be quite severe. |
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This is one of the most important bugs in my opinion. |
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I have had a few strange incidences of dwarves gathering fruit from trees and someone storing their stepladder in a stockpile, resulting in them being stuck in the tree. Preemptively I have built stairs and a platform out to the top of every tree in the gathering area so they can get down when this happens. On a previous map I also had dwarves and elven merchants/guards get stuck in a tree when going after a vulture. They seemed to use a downward slop on a hill next to the tree to get onto it, but then did not see it as a valid path off of it. |
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It's also pretty common when hunters that are out of ammo start to withdraw, randomly climbing things around them. |
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In my cavern i had a Forgotten Beast that arrived. After seting up my military down there to defend my fort, i noticed that the monster wasn't coming to my non-closed doors. I was wondering why so i looked at where it was and it appeared the Forgotten Beast was stuck on top of a giant mushroom near the map border. To see if it was really stuck and so it was the same bug as other creatures stuck on walls, trees and roof, i moved a squad near the mushroom base. The Forgotten Beast never managed to come down. Fortunately i had enough good marksdwarves to kill it from down there. This is a really bad bug. |
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I hate this bug the most. I had an Undead Siege. After the siege, they all left except for one stuck in a tree. I couldn't cut the tree down because they would get scared, and I couldn't kill him from below because of his position, even my marksdwarves couldn't hit him. Then I just get hit over and over again with messages of dwarves getting horrified/terrified and running away. Please focus on this bug. |
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If you can't get close enough, build a ballista 50ish tiles away. Either on enemy level or on tree trunk one. |
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From my tests, it looks like the AI is able to climb (up and down) -only- when it switch to "combat mode". An AI switch to what i call the "combat mode" when it is entering a fight, trying to attack an enemy or fleeing from an enemy. When the AI is in combat mode, it is suddenly able to climb walls, trees and whatever else in in the path it is taking. But when the AI is not in combat mode, or will switch off from combat mode (threat is killed or ceased to run after) , the AI suddenly lose all its climbing ability. And that's the serious problem we're facing there : when the AI switch off from "combat mode" when it is already on a tree/wall/roof/, it will be stuck there until it dies, as it seems once he climb and lost the climbing ability, it will never regain it for some reason. It make alternatively sieges less of a threat than they should, because as long as an invading AI do not see its target (because your guys are obviously behind your walls), that AI will not switch to "combat mode" and so will never try to climb your walls to attack. |
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Robsoie, I think this is exactly what is happening, yes. I've noticed the same thing. Dwarves don't climb unless they're either A. hopelessly trapped in a pit, or B. in combat mode. |
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@"it will never regain it for some reason" Robsoie, do you mean your tests also show dwarves who get stuck on tree and then get unstuck can't then ever get stuck again because even when s/he switches to "combat mode" s/he doesn't get ability to climb? Or do you just mean they won't get that ability once they get stuck in that tree so are unable to unstuck themselves? |
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I don't have a save to prove it, but this season I've had to rescue a dwarf from a tree twice (different dwarf but same tree amusingly enough) and I'm pretty sure it was because they were trying to re-pasture an escaped gosling which was in the tree with them (both times). This is interesting because in 40.x if a gosling flew into a tree (as they often did) you'd be spammed by 'Urist cancels pasture gosling, can't find path' messages. Don't know if that helps hunt down the root cause of the bug but thought I should post it anyway as it's a non-combat situation. Gosling in question left with the Dwarf (both times) when I built them a stairway. |
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My current 42.06 fort has lost dwarves to two primary threats. Berserk Were-panthers and cherry trees. Some of the tree fatalities seem to be related to dwarves fleeing from the weres, however the majority seem to stop only if I disable all fruit gathering zones. The fruit gathering fatalities seem to have come in 3 flavors. 1. Dwarves starving becasue their stepladder was stolen by another dwarf. (These need TSK marker or something to keep dwarves from trying to share) 2. Dwarves starving because their stepladder was stolen by an animal. (Understandable, but would be nice to get some kind of warning.) 3. Dwarves who have a perfectly good stepladder, but refuse to leave the bloody tree. (probably interrupted their job script and forgot how to climb) I'm not sure if this has/needs a separate bug, but setting the gather zones to Ignore Fruit in Trees, has not apparent impact on dwarf behavior. Only disabling all fruit gather zones entirely seems to stop them from using stepladders, which makes orchard farming forts nonviable, unless you burn all the stepladders. Chopping the trees seems to recover the dwarf, back to normal behavior. However he may be seriously hurt by the fall, at least some of the time. Some dwarfs came out just fine, but I lost my founder brew-master this way. Plus, depending on the embark, that might mean sacrificing too many fruit trees. |
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Twice in my current 42.05 fort, dwarves climbed trees to train animals but never came down.I only noticed the first one when his corpse was discovered and was then able to save the second one by building a staircase up to him. Underneath the trees was an animal training zone and it looks like since it was somewhat crowded the dwarves climbed into the trees to train the animals. There used to be a plant gathering zone there beforehand but I disabled gathering from trees and then removed the zone and replaced it with an animal training zone. |
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Will this issue be worked on, or is this going to be one of those issues that gets resolved whenever release 81.06 comes out? |
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42.06 Stepladder stealing is still a thing. While funny as hell...it doesn't provide that kind of 'Fun'. |
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Awesome! Expedition leader and legendary miner missing for a week. Spent an hour not having Fun and scouring the map for his corpse. Finally found him up a tree. 43.05 Linux. |
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A papermaker who would have been idle unless hauling something ended up stuck in a tree. The labor listed for the papermaker is "hunting small creature". The 0.43.05 save with stuck papermaker is at http://dffd.bay12games.com/file.php?id=12644 . |
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If your expedition leader is gathering fruit in trees and the liaison interrupts him, both your plant gatherer and the liaison will get stuck there, even with the stepladder right below. |
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Thanks weaselboy246. But I think they charge at flying creatures or climb the trees to chase flying creatures. @NolanSyKinsley That's what I do :P |
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My favorite dwarf just succumbed to this bug… |
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Just to add to this, recently when I had a dwarf give birth on a stepladder, her and her baby were stuck in the tree near my possessed dwarf stuck in the tree next to them. The mother eventually got down but failed to get her baby along with her. The baby eventually died of thirst and the moody dwarf went insane. I'd provide a save, but I've already retired the fortress. |
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I currently have 4 separate dwarves that keep climbing the exact same tree, trying to starve themselves. Because this is a bug, I've teleported them down a dozen times, but they go right back. Will this ever be fixed? It's been two years now. |
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If you would have followed the development progress reports you would have seen that the latest one (unless there's a new one today) mentioned this bug as one of two that was promised to be fixed with the next release, so yes, it will be fixed fairly soon. |
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I found an issue with the existing timer that was supposed to handle this, and another problem that made them crawl back up. It worked in the saves I checked, so I'll go with fixed for now! |
Date Modified | Username | Field | Change |
---|---|---|---|
2015-12-06 06:05 | maqertas | New Issue | |
2015-12-06 07:53 | Talvieno | Note Added: 0033499 | |
2015-12-06 14:51 |
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Relationship added | has duplicate 0009204 |
2015-12-06 14:52 |
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Relationship added | parent of 0009230 |
2015-12-06 14:54 |
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Assigned To | => user11 |
2015-12-06 14:54 |
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Status | new => acknowledged |
2015-12-07 09:16 | maqertas | Note Added: 0033579 | |
2015-12-09 22:12 | Paranoid Alaskan | Note Added: 0033710 | |
2015-12-12 08:22 | greycat | Note Added: 0033805 | |
2015-12-13 18:31 | xordae | Note Added: 0033861 | |
2015-12-15 13:14 | weaselboy246 | Note Added: 0033940 | |
2015-12-18 00:15 | Killzemallgod | Note Added: 0034006 | |
2015-12-18 00:26 | Robsoie | Note Added: 0034007 | |
2015-12-18 00:27 | Robsoie | Note Edited: 0034007 | |
2015-12-18 00:27 | Robsoie | Note Edited: 0034007 | |
2015-12-18 01:36 |
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Note Added: 0034009 | |
2015-12-20 22:56 | Musaab | Note Added: 0034096 | |
2015-12-23 09:16 | NolanSyKinsley | Note Added: 0034163 | |
2015-12-23 12:28 | maqertas | Note Added: 0034169 | |
2015-12-26 12:56 | Robsoie | Note Added: 0034203 | |
2015-12-27 00:13 | Musaab | Note Added: 0034211 | |
2015-12-27 02:57 |
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Note Added: 0034212 | |
2015-12-28 08:58 | Robsoie | Note Added: 0034236 | |
2015-12-28 09:22 | Talvieno | Note Added: 0034237 | |
2015-12-28 13:16 |
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Note Added: 0034242 | |
2016-01-31 04:42 | Shonai_Dweller | Note Added: 0034575 | |
2016-02-21 20:27 | Felblood | Note Added: 0034714 | |
2016-02-27 03:48 | xominxac | Note Added: 0034762 | |
2016-04-21 05:31 | Musaab | Note Added: 0035026 | |
2016-07-03 00:37 | VikingPingvin | Note Added: 0035550 | |
2016-07-12 23:23 | Loci | Relationship added | has duplicate 0009914 |
2016-07-12 23:29 | Loci | Sticky Issue | No => Yes |
2016-07-12 23:33 | Loci | Relationship added | has duplicate 0009538 |
2016-07-12 23:33 | Loci | Relationship added | has duplicate 0009526 |
2016-07-12 23:34 | Loci | Relationship added | has duplicate 0009351 |
2016-07-12 23:35 | Loci | Relationship added | related to 0009061 |
2016-07-12 23:38 | Loci | Relationship added | has duplicate 0007959 |
2016-07-12 23:39 | Loci | Relationship added | related to 0006898 |
2016-07-12 23:41 | Loci | Relationship added | related to 0006586 |
2016-07-12 23:51 | Loci | Additional Information Updated | |
2016-07-12 23:54 | Loci | Additional Information Updated | |
2016-07-12 23:59 | Loci | Relationship added | related to 0009342 |
2016-07-13 00:01 | Loci | Relationship added | related to 0008640 |
2016-08-14 02:40 | L0j1k | Note Added: 0035789 | |
2017-01-07 15:02 | ecb1 | Note Added: 0036135 | |
2017-02-15 21:09 | Squirrelloid | Note Added: 0036275 | |
2017-05-10 21:31 | FakerFangirl | Note Added: 0036516 | |
2017-05-12 17:16 | alexchandel | Note Added: 0036529 | |
2017-05-23 17:39 | TenSwords | Note Added: 0036566 | |
2017-11-12 11:50 | alexchandel | Note Added: 0036865 | |
2017-11-13 01:40 | PatrikLundell | Note Added: 0036866 | |
2017-11-20 13:57 | Toady One | Relationship replaced | related to 0009230 |
2017-11-20 13:59 | Toady One | Note Added: 0036899 | |
2017-11-20 13:59 | Toady One | Status | acknowledged => resolved |
2017-11-20 13:59 | Toady One | Fixed in Version | => Next Version |
2017-11-20 13:59 | Toady One | Resolution | open => fixed |
2017-11-20 13:59 | Toady One | Assigned To | user11 => Toady One |
2017-11-22 15:33 |
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Sticky Issue | Yes => No |
2017-12-10 07:40 | Loci | Relationship added | related to 0010376 |
2020-02-02 18:31 | Loci | Relationship added | related to 0011284 |