Dwarf Fortress Bug Tracker - Dwarf Fortress
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0010807Dwarf FortressAdventure Mode -- Travelpublic2018-06-29 05:182018-07-04 20:13
George_Chickens 
Toady One 
normalcrashalways
resolvedfixed 
Windows 764xHome Premium
0.44.11 
0.44.12 
0010807: Consistent crashes when stopping travel in towns.
Ending travel in almost any town now consistently causes a crash. This was not a problem until I entered the lord's house in this town.
Exit building and travel south, or go to pictured area and end travel. https://i.imgur.com/ecXKXMh.png. [^] It should crash when stopping travel in just about any populated area, but these two methods seem to work every time.
I have told both companions to leave to ensure that the problem is not related to them. The crash happens with or without them.

http://dffd.bay12games.com/file.php?id=13858 [^] - bugged save
No tags attached.
has duplicate 0010809resolved Toady One Bandit camp corrupted post-worldgen, crashes upon entry 
Issue History
2018-06-29 05:18George_ChickensNew Issue
2018-07-02 07:26George_ChickensNote Added: 0038521
2018-07-03 10:01George_ChickensNote Added: 0038527
2018-07-04 04:13George_ChickensNote Edited: 0038527bug_revision_view_page.php?bugnote_id=0038527#r15686
2018-07-04 13:13lethosorAssigned To => lethosor
2018-07-04 13:13lethosorStatusnew => acknowledged
2018-07-04 20:13Toady OneNote Added: 0038533
2018-07-04 20:13Toady OneStatusacknowledged => resolved
2018-07-04 20:13Toady OneFixed in Version => Next Version
2018-07-04 20:13Toady OneResolutionopen => fixed
2018-07-04 20:13Toady OneAssigned Tolethosor => Toady One
2018-07-04 20:13Toady OneRelationship addedhas duplicate 0010809

Notes
(0038521)
George_Chickens   
2018-07-02 07:26   
I have the same problem in another world. As it turns out, every time I make a new adventurer, another part of the world seems to corrupt its self. Each world is fine for the first few adventurers, but as time progresses and more are made, things get worse and worse until every major area is a crash on entry.

I have made and abandoned forts (very few, though, needs more testing) in other worlds without incident, so it may not simply be an issue with worldgen.

http://dffd.bay12games.com/file.php?id=13865 [^]
(0038527)
George_Chickens   
2018-07-03 10:01   
(edited on: 2018-07-04 04:13)
I have done some testing, and I believe this problem may have something to do with retiring. All of the worlds that this has happened in have had retired adventurers, and it seems to happen rather shortly after they are retired. Could somebody else please test this to confirm the problem?

[EDIT] I have tested the problem within a few pocket worlds (most of which cut off after most of their pops get slaughtered 30 years in). Retired adventurers seem to have nothing to do with it, as the problem never occurred. My guess is it may have something to do with worldgen and traveling entities, but I have no evidence.

(0038533)
Toady One   
2018-07-04 20:13   
It was what would have been the old nemesis corruption bug, and there was a crash with the fix for that. I've fixed that crash. In the save for bug 10809, the corrupted unit was just a regular bandit that had been killed there by a companion of an adventurer. Somehow it is not putting those away correctly, for whatever reason.