Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: [38b] Mason cancels Construct Building: Creature Occupyi  (Read 1272 times)

Caz

  • Bay Watcher
  • [PREFSTRING:comforting whirs]
    • View Profile
[38b] Mason cancels Construct Building: Creature Occupyi
« on: March 02, 2008, 09:37:00 pm »

Mason cancels Construct Building: Creature Occupying Site.


There's two spots where I'm trying to build walls on, and I repeatedly get this error though there's nothing on the tile. I tried re-designating multiple times, but it just gets to "almost completed" then it's suspended. If I un-suspend it, dwarves just mill around it forever.


The two tiles are at the entrance of the fort, the only empty spaces in the fortifications and wall. I uploaded a save..
http://download.file2you.net/fhx4kfpabgkc/

Logged

Torak

  • Bay Watcher
  • God of Gods of Blood.
    • View Profile
Re: [38b] Mason cancels Construct Building: Creature Occupyi
« Reply #1 on: March 02, 2008, 09:51:00 pm »

Does the mason have a pet?
Logged
As you journey to the center of the world, feel free to read the death announcements of those dwarves that suffer your neglect.

One billion b-balls dribbling simultaneously throughout the galaxy. One trillion b-balls being slam dunked through a hoop throughout the cosmos. I can feel every single b-ball that has ever existed at my fingertips, I can feel their collective knowledge channeling through my veins. Every jumpshot, every rebound and three-pointer, every layup, dunk and free throw.

Caz

  • Bay Watcher
  • [PREFSTRING:comforting whirs]
    • View Profile
Re: [38b] Mason cancels Construct Building: Creature Occupyi
« Reply #2 on: March 02, 2008, 10:04:00 pm »

quote:
Originally posted by Torak:
<STRONG>Does the mason have a pet?</STRONG>

I have about 10 masons, none got it built.

Logged

Toady One

  • The Great
    • View Profile
    • http://www.bay12games.com
Re: [38b] Mason cancels Construct Building: Creature Occupyi
« Reply #3 on: March 03, 2008, 12:58:00 am »

It won't let me download from the site on account of plugin something or other.

Anyway it's probably something like a persistent unit flag, and it would be difficult to tell from the save what happened anyway.  Do you remember anything unusual happening with creatures at that location?

Logged
The Toad, a Natural Resource:  Preserve yours today!

Caz

  • Bay Watcher
  • [PREFSTRING:comforting whirs]
    • View Profile
Re: [38b] Mason cancels Construct Building: Creature Occupyi
« Reply #4 on: March 03, 2008, 02:03:00 am »

quote:
Originally posted by Toady One:
<STRONG>It won't let me download from the site on account of plugin something or other.

Anyway it's probably something like a persistent unit flag, and it would be difficult to tell from the save what happened anyway.  Do you remember anything unusual happening with creatures at that location?</STRONG>


Everything seems normal except for those two spots.  :( Sorry I can't help more

Logged

veryinky

  • Bay Watcher
    • View Profile
Re: [38b] Mason cancels Construct Building: Creature Occupyi
« Reply #5 on: March 03, 2008, 11:04:00 am »

Sometimes DF forgets to reset the occupied flag. Did you use any utilities like teleport?
Logged

Caz

  • Bay Watcher
  • [PREFSTRING:comforting whirs]
    • View Profile
Re: [38b] Mason cancels Construct Building: Creature Occupyi
« Reply #6 on: March 03, 2008, 01:14:00 pm »

quote:
Originally posted by veryinky:
<STRONG>Sometimes DF forgets to reset the occupied flag. Did you use any utilities like teleport?</STRONG>

The only utility I use is regional prospector, though I don't see how that would have any effect.

Logged

Fleeb

  • Bay Watcher
  • The Fleebiest
    • View Profile
Re: [38b] Mason cancels Construct Building: Creature Occupyi
« Reply #7 on: March 03, 2008, 03:28:00 pm »

I had this happen using 33b. There was a three tile bit of wall that wouldn't get built due to this error. The only unusual event right before I noticed it was an elven ambush, but that was at least two screens north of the wall location. No utilites were used.

[ March 03, 2008: Message edited by: Fleeb ]

Logged
"If you push something hard enough, it will fall over" -Fudds First Law of Opposition
"If it goes in, it must come out" -Teslicles Deviant to Fudds Law

Exponent

  • Bay Watcher
    • View Profile
Re: [38b] Mason cancels Construct Building: Creature Occupyi
« Reply #8 on: March 23, 2008, 01:45:00 pm »

Just reconfirming this bug.  38c this time.  And like everyone else, I can't remember anything particularly unusual happening in this area.  It was a high trafficed area in the early part of my fort, when I had stockpiles and workshops on the surface, but all of that proceeded like normal.  Since that time, I've gotten immigrants, one of which is a hunter, so he's been killing stuff everywhere.  I've had no attacks; a snatcher came by once, but was scared off.

The only thing I can think of, and it probably has nothing to do with it, is after I got my first group of immigrants (spring 1052), I noticed while trading with the humans that summer that I had a few clothing items available that I never made.  I'm guessing it happened when I turned off hunting on one of the immigrants, because one of the items was a quiver.  I wouldn't have suspected that he would have dropped other various pieces of clothes, though.  Sorry, can't remember what they where; I never pay attention to clothes.

I have also smoothed a few boulders in the area, but most of those don't cause a problem, and only one of the five unbuildable squares has a smooth floor.  The other four are normal non-boulder non-smoothed squares.

Logged

Exponent

  • Bay Watcher
    • View Profile
Re: [38b] Mason cancels Construct Building: Creature Occupyi
« Reply #9 on: March 23, 2008, 03:09:00 pm »

More information, including a work-around for those who need one.

First, it happens to be that it is precisely over an area where a trade depot used to be.  Not all 25 squares, but at least 6 of the 9 middle squares, but definitely not all 9 of them; at least one of those was fine.

Second, floors, stairs, bridges, and so forth can be built on these squares, but not wall, fortifications, et cetera, that block movement.  This is probably obvious, though.  And building a door there makes the door built in a stuck-open state.

Third, building a raising bridge over the area, and then raising/lowering it destroys the phantom creature, allowing walls to be built where they couldn't be previously.

Fourth, I was reminded (because it happened again while testing all this) that I once had a problem with auto-save backups with this fortress.  The game got stuck during a save on a season switch.  I just killed the program through the task manager.  The region1 folder and the region1-aut-1051 were not identical.  The -aut-1051 folder was missing the unit-3910.dat file, and the region1 folder's world.sav file was around 8K smaller than the region1-aut-1051 folder's.  I tried loading from the region1 folder, and all went well, so I didn't think much about it (just a sigh of relief).  I did save a copy of these two folders, though, in case it became relevant (and just confirmed that the backup, although slightly different, loads fine as well).  Let me know if they'd maybe be useful, and I can upload them somewhere.  They are before I destroyed the trade depot though, so it's before I found the phantom-creature-in-the-way bug.  I have separate saves for that.

Logged

Toady One

  • The Great
    • View Profile
    • http://www.bay12games.com
Re: [38b] Mason cancels Construct Building: Creature Occupyi
« Reply #10 on: March 23, 2008, 09:31:00 pm »

Yeah, all of those symptoms point at a misplaced/persistent unit occupancy flag.  Still no idea how it got there though.
Logged
The Toad, a Natural Resource:  Preserve yours today!