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Author Topic: [47.04] Since worldgen crashes seem to be flavour of the month...  (Read 1141 times)

Silverwing235

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...I thought there should be some scientific investigation into, say: "How many duplications does it take to cause this kind of crash, with supplementaries gathered on raw-induced crashes generally?"
« Last Edit: March 13, 2020, 07:45:28 am by Silverwing235 »
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Fatace

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Re: [47.04] Since worldgen crashes seem to be flavour of the month...
« Reply #1 on: March 13, 2020, 02:20:17 pm »

The main issue with crashing for modders right now is due to...

- DARK FORTRESS Civ positions causing collision issues with new defined ones.
- NO_EAT, and possibly a few other tags seem to collide with other tags which cause frequent issues for civ creatures.
- Certain position responsibilities can cause a crash if they collide with another world generated position, compared to a new defined position.


Although, with what you have proposed, I have yet come to that situation in 47.04, with the exception of rarely seeing materials made out of necromancer experiments.
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I once had a 30 dwarf glacier fortress once.. was going great till the dwarf merchants brought along a WereKoala and killed everyone...

voliol

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Re: [47.04] Since worldgen crashes seem to be flavour of the month...
« Reply #2 on: March 14, 2020, 09:25:48 am »

Hmm, I'm sure this is not the first of its kind, but here's a small something that checks for duplicated raws (a Python script). I imagine it could come in handy.