Alright, another hall complete.
535. We're getting real close.
But... an issue.
Once a forgotten beast or any megabeast enters your map, it is there forever, until it dies.
However.
Because ol' Casotoxa is on its 160th year, and has about 700 or so units on the map at all times, I'm working like crazy to prevent anything from causing FPS death. This means I'm killing almost all my pets, I'm downsizing my population, I'm dumping bins upon bins of shit into lava, and DFHack's tools are keeping me propped up comfortably. FPS is not really an issue yet, thankfully.
Unfortunately, this means I have to play with
temperature off. My FPS slows to a crawl with it on. In previous days I would keep it on, but I haven't turned it back on in a while. This has been fine, but this leads to a really unique glitch that I've never encountered before. It's only happened twice, and I'm stupid, so I didn't take pictures, so next time it happens (although I hope not) I'll be sure to document it.
What happens is when a forgotten beast made of flame OR a fire-breathing forgotten beast causes fire to appear (or at least causes the game to think that there's supposed to be something super high temp there), it prevents creatures from pathing over it. No actual temperature updates or fire spread happens when temperature is off, but the pathing issues persist. I'll occasionally have a spot of moss that is seemingly impassable even though there is no fire or warm stone there, because a beast breathed fire on it sometime in the past.
This means that if I have a forgotten beast made of flame spawn at one edge of the map, if another forgotten beast eventually spawns in that same location... it just won't.
I still get the big announcement with the red text, but it's not on the map. It's not dead, and it's just not even there at all. I tried using DFHack's retrieve-units command, and it did bring a beast back! Except... it clones the beast. So what happens is I have two forgotten beasts, which are the same exact forgotten beast, and they follow the same exact path, always standing on top of each other. They never separate, they always flash back and forth between each other. In the units list, they actually show up as two completely separate entities, both by name AND the time they arrived - I had one new beast that claimed it appeared around the same time as Ngonos, which was early into Casotoxa's life. I can't separate them but honestly I haven't really tried because I don't want these. I don't want to kill just one and leave the other because then my counts would be inaccurate. So, unfortunately, both times this has happened I have had to hard exit the game. Both times resulted in a LOT of lost progress but I think I was just unlucky. Boohoo me, I need to save more often.
Anyways. I don't save scum often, so if you see any kind of irregularity moving forward, that could be it. I'll let you know if it happens again and actually document it better. I've been able to fix it by briefly turning temp on and letting it and some DFHack commands sort it out (stable-temp helps) but I probably will forget to do it every now and then. I actually think I'm due for a fix soon since I had a flame beast show up recently. I might keep it for now so I can document the glitch.
No other news. New hall digging out now.
You know, you remember Kutsmob from last time? The web-shooting alligator that showed up as soon as I finished digging out my 4th hall and killed like 7 of my dwarves? Well, perfect timing, because this was the very next beast that popped up after I put the last forgotten beast in place to complete the 4th hall. Maybe this time I can show off that I've learned to close my bridges around webby alligators.