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Author Topic: Always crashing on worldgen mod  (Read 827 times)

Deon

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Always crashing on worldgen mod
« on: January 06, 2009, 04:35:17 pm »

Greetings, dear Toady.
I was trying to expand the game adding subraces, new creatures etc. and at this release I've got a weird problem: every time I try to create a Large world it crashes ~Age of myth/Legends.

The main problem is that there's no errorlog.txt generated and I've made a lot of mods so I can't see a reason why it ALWAYS crashes.
It's just a few steps away from the previous version which is stable but this one has just a few new creatures (~15) and a lot of them live in tundra/glacier, can it be an issue?

Anyway here's the mod. Clean install it on the 40d and see the Allmmighty Crash which usually appears between years 50-200 of worldgen.

http://dffd.wimbli.com/file.php?id=783

Example:
Code: [Select]
*** STARTING NEW GAME ***
Generating world using parameter set LARGE
 Seed: 1511769764
 History Seed: 1772306056
 Name Seed: 2575481084
Year 45.
« Last Edit: January 08, 2009, 05:20:18 pm by Deon »
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Deon

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Re: Always crushing on worldgen mod
« Reply #1 on: January 06, 2009, 08:21:30 pm »

I've managed to sort it out. It's creature_custom01.txt which causes the crashes during the worldgen, may be some megabeast.
Why do creatures make the DF to crash during the worldgen?
« Last Edit: January 08, 2009, 05:21:14 pm by Deon »
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Deon

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Re: Always crushing on worldgen mod
« Reply #2 on: January 06, 2009, 08:36:23 pm »

Somehow THIS creature (and another one, SAND_WRAITH) breaks the worldgen. If you look into the mod there're other ghosts with the same body and almost same parameters and they don't crash the game!

[CREATURE:PROFANE_SHADOW]
   [NAME:profane shadow:profane shadows:profane shadow]
   [TILE:'G'][COLOR:1:0:0]
   [MODVALUE:2]
   [LARGE_ROAMING][FREQUENCY:5]
   [POPULATION_NUMBER:10:20]
   [CLUSTER_NUMBER:1:3]
   [LARGE_PREDATOR][MEANDERER]
   [PETVALUE:50]
   [GRASSTRAMPLE:0]
   [BONECARN][NOPAIN][EXTRAVISION][NOBREATHE][NOBLEED][NOSTUN][NONAUSEA][NOEMOTION]
   [NOSTUCKINS][NOSKULL][NOSKIN][NOBONES][NOMEAT][NOTHOUGHT][NOEXERT][SEVERONBREAKS]
   [NO_EAT][NO_SLEEP][PARALYZEIMMUNE][NO_DRINK][NOFEAR]
   [DAMBLOCK:3]
   [PREFSTRING:terrifying howls]
   [BODY:GHOST]
   [SIZE:7]
   [ATTACK:MAIN:BYTYPE:GRASP:touch:touches:1:4:COLD]
   [NOCTURNAL]
   [BIOME:TUNDRA]
   [BIOME:FOREST_TAIGA]
   [BIOME:ANY_TEMPERATE_FOREST]
   [HOMEOTHERM:10070]
   [LAYERING:100]
   [SWIMS_INNATE][SWIM_SPEED:2500]
   [MUNDANE]
   [CANNOT_UNDEAD]


If i remove PROFANE_SHADOW and SAND_WRAITH everything goes smoothly... Doh.
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StrikeTheSand

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Re: Always crushing on worldgen mod
« Reply #3 on: January 06, 2009, 09:40:47 pm »

I have a similiar problem, but I'm not sure what the problem really is.
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Ubersoldat

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Re: Always crushing on worldgen mod
« Reply #4 on: January 06, 2009, 09:41:35 pm »

There might be something weird about that "GHOST" body tag, let's see that. It's quite likely there's a simple error in the raws, not a bug in the game.
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Deon

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Re: Always crushing on worldgen mod
« Reply #5 on: January 06, 2009, 10:18:55 pm »

Other creatures with GHOST bodies are fine. There's a bug because if raws doesn't generate en error in errorlog there should be no error. Also obviously that a simple error shouldn't crash the game to desktop in the MIDDLE of worldgen. There's a strange bug indeed.
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Untelligent

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Re: Always crushing on worldgen mod
« Reply #6 on: January 07, 2009, 10:07:25 pm »

EDIT: Firstly no longer applies.

Secondly, if it always happens in the middle of worldgen, I'm guessing the problem is being brought about by an event in worldgen that usually happens around that time. Not sure what that would be, though.


Since you have yet to show the raws for your GHOST body or other related creatures, I'm downloading your mod to try a few things. Will report back shortly.
« Last Edit: January 07, 2009, 10:24:45 pm by Untelligent »
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Untelligent

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Re: Always crushing on worldgen mod
« Reply #7 on: January 07, 2009, 10:25:49 pm »

Okay, now I now the way it crashes (instantly stopping instead of getting stuck and being nonresponsive), so that might be useful to me.

Removing the graphics didn't fix it, so the problem doesn't lie in them things.
« Last Edit: January 07, 2009, 10:29:11 pm by Untelligent »
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The World Without Knifebear — A much safer world indeed.
regardless, the slime shooter will be completed, come hell or high water, which are both entirely plausible setbacks at this point.

Untelligent

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Re: Always crushing on worldgen mod
« Reply #8 on: January 07, 2009, 10:42:18 pm »

I removed every creature in that custom01 file EXCEPT your profane shadow, and the world genned perfectly.

I'll leave it to you and Toady to decipher that, but if you permit me to take a completly random guess, I'd say some number got too high.
« Last Edit: January 08, 2009, 10:34:04 pm by Untelligent »
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The World Without Knifebear — A much safer world indeed.
regardless, the slime shooter will be completed, come hell or high water, which are both entirely plausible setbacks at this point.

JoshuaFH

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Re: Always crushing on worldgen mod
« Reply #9 on: January 07, 2009, 10:50:33 pm »

Also, not to be rude, but from what i know about you Deon is that your a russian that knows english as a second language.

In such case, i just want to tell you that you mixed up the words crush and crash in the thread title. "Crush" means to pulverize or flatten, "Crash" means to slam into with violent force, or in this case, that DF spontaneously refused to work.
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Deon

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Re: Always crushing on worldgen mod
« Reply #10 on: January 08, 2009, 05:19:59 pm »

I know,  I've made a typo, thank you :). I will be more intent next time I use the word "crash" :).
« Last Edit: January 08, 2009, 05:21:59 pm by Deon »
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Deon

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Re: Always crashing on worldgen mod
« Reply #11 on: January 18, 2009, 11:28:38 pm »

Any thoughts what causes it? I still can't figure it out.
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CobaltKobold

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Re: Always crashing on worldgen mod
« Reply #12 on: January 19, 2009, 03:42:59 am »

So you're saying that some of the ghosts work, but not if you leave them all in?

Odd, because the problem I see is that all ghosts ha'e [NOTHOUGHT] and then their silhouette has [THOUGHT], which it won't need. You wouldn't think this would cause it to crash, but...*watches years tick up* evidently it is your problem--

Removing [THOUGHT] from the ghost body allows your seed to finish at 300 from megabeasts dead.

On the side, you can fly if you have [FLIER] in creature without [FLIER] in body, and a single-part walking ghost seems a bit odd, but that's not a bug.
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