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Author Topic: How safe are traps?  (Read 4269 times)

cyberTripping

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How safe are traps?
« on: September 19, 2017, 10:37:31 pm »

I've heard traps can crash the game if they break from wear. How long will this typically take? I'd prefer not to get into a spot where the game is doomed to crash from weapon wear before I can react, but I've seen people still using them despite the risks so it can't be that bad, right?
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StagnantSoul

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Re: How safe are traps?
« Reply #1 on: September 19, 2017, 10:43:33 pm »

Weapon traps aren't safe, spike traps and cage traps as well as feather-drop traps are all fine.
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Shonai_Dweller

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Re: How safe are traps?
« Reply #2 on: September 19, 2017, 10:44:16 pm »

Best not to use weapon traps for now. They'll crash eventually, so why bother? Will be fixed by this time next month (probably).

It was the very latest version which introduced wear and broke weapon traps. Dfhack, therapist and stuff weren't compatible with that version for quite a long time so a lot of people held off and thus had no need to worry about it. That might be what you've seen.
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Quarque

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Re: How safe are traps?
« Reply #3 on: September 19, 2017, 10:57:06 pm »

My guess is that weapon traps should be quite safe as long as you use a quality material like steel. I've been building traps with steel serrated disks in version 43.05, without knowing about the bug. Never had any problems. If you make regular backups, well there is already a non-zero risk that your game will crash for other reasons, so imho it's no big deal.
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thefinn

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Re: How safe are traps?
« Reply #4 on: September 19, 2017, 11:02:52 pm »

First I heard of this, including stone traps?
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cyberTripping

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Re: How safe are traps?
« Reply #5 on: September 19, 2017, 11:06:55 pm »

First I heard of this, including stone traps?

Nah, it's weapon traps. They take wear and if they break from wear it causes a crash.
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Jazz Cat

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Re: How safe are traps?
« Reply #6 on: September 20, 2017, 12:00:46 am »

Is it the weapon traps that are the issue, or the trap components in them? Because according to the wiki, trap components aren't coded right for wearing out. But if you put a regular weapon into a weapon trap, would it be fine?
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Shonai_Dweller

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Re: How safe are traps?
« Reply #7 on: September 20, 2017, 02:14:36 am »

Is it the weapon traps that are the issue, or the trap components in them? Because according to the wiki, trap components aren't coded right for wearing out. But if you put a regular weapon into a weapon trap, would it be fine?
When weapons in traps (and fired ammo too, more rarely) break the game crashes, as far as anyone can tell.
Weapons don't break all that often, but a huge wave of goblinite storming through your copper spear traps will probably do them in.

Has been fixed in the new version which is out soon, so if you haven't encountered it so far it's no big deal.
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bloop_bleep

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Re: How safe are traps?
« Reply #8 on: September 20, 2017, 10:19:05 am »

Weapons don't break all that often, but a huge wave of goblinite storming through your copper spear traps will probably do them in.\
They'd probably survive even that, since weapon traps jam on dead bodies, preventing them from operating and thus stopping them from experiencing wear.
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Re: How safe are traps?
« Reply #9 on: September 20, 2017, 10:37:39 am »

It depends on what you're using on what you're using, yeah. Placing steel armored giant on a weapon trap with copper pick and excellent mechanism, iirc, took four in-game months of constant use for loss of each wear lever. That same pick got no wear on adamantine. Meanwhile, wood breaks especially quickly. This is predictable, so you can just use durable materials and replace things that get worn down (or used named/artifact parts).

Weapons last longer than armour or trap components or regular stuff. (unrelated to weapon traps: Things like falling featherwood earrings breaking outside of traps will also crash.)

bloop_bleep

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Re: How safe are traps?
« Reply #10 on: September 20, 2017, 01:57:28 pm »

I've always wondered what exactly causes the crash. I mean, I know it's stuff breaking, but not all stuff that breaks crashes the game.
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PatrikLundell

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Re: How safe are traps?
« Reply #11 on: September 20, 2017, 02:56:39 pm »

At a guess, the crash is caused by things breaking under circumstances where they're still referred to for other calculations, that then end up trying to calculate something based on a non existent object. Cleaning things up then requires you to find all the places where your broken item is referred and handle the breakage appropriately (if you break the ground under a tree, it should fall [which it does] and the tree falling and causing a cave-in should cause the tree object to be removed from the tile that's now is in the air [which doesn't happen currently, so the tree falls again and again every time it grows and does a Coyote impersonation. A sapling doesn't fall when you remove the ground beneath it, but only when it matures into a tree, which can be up to 3 years later]).
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Immortal-D

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Re: How safe are traps?
« Reply #12 on: September 20, 2017, 06:05:36 pm »

I was under the impression that only traditional trap parts like Spiked Ball and Serrated Disc were susceptible, but filling a trap with normal weapons was still ok.

bloop_bleep

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Re: How safe are traps?
« Reply #13 on: September 20, 2017, 06:30:26 pm »

The way I understand it, in the case of trap components these "other calculations" are the damage calculations, which then try to access a deallocated pointer?

Shame on Toady for not using smart pointers. Though game development started before C++11 was released which added shared_ptr, so I guess we can't blame him.
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Re: How safe are traps?
« Reply #14 on: September 20, 2017, 06:48:57 pm »

I was under the impression that only traditional trap parts like Spiked Ball and Serrated Disc were susceptible, but filling a trap with normal weapons was still ok.
Nah, they just take more damage. I thought so too, based on my non-weapon crashes, but then I was convinced to test it, which proved otherwise.
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