Dwarf Fortress Bug Tracker - Dwarf Fortress |
View Issue Details |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0001369 | Dwarf Fortress | Pathfinding | public | 2010-04-20 10:20 | 2012-03-07 07:29 |
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Reporter | desendo | |
Assigned To | Footkerchief | |
Priority | normal | Severity | minor | Reproducibility | sometimes |
Status | resolved | Resolution | duplicate | |
Platform | PC | OS | Windows | OS Version | 7 |
Product Version | 0.31.03 | |
Target Version | | Fixed in Version | | |
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Summary | 0001369: Could not find path gathering cave spider webs in the undergrounds |
Description | After 2 or 3 collected webs in underground caves the announcement window becomes overlogged with messeges
DwarfName ProfName Cancels collect webs: could not find path x 2,3 etc many times
even if webs are lying just beside the loom
its not differ its just cave spider or gaint cave spider webs |
Steps To Reproduce | relocation of the loom gives the same effect |
Additional Information | |
Tags | No tags attached. |
Relationships | duplicate of | 0001254 | resolved | Toady One | When cavern is breached, web collection pathfinding spams with "unable to find path" |
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Attached Files | |
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Issue History |
Date Modified | Username | Field | Change |
2010-04-20 10:20 | desendo | New Issue | |
2010-04-20 10:58 | Footkerchief | Note Added: 0004353 | |
2010-04-20 10:58 | Footkerchief | Relationship added | child of 0001254 |
2010-04-20 11:33 | desendo | Note Added: 0004358 | |
2010-04-23 07:22 | Randomnumbergenerator | Note Added: 0004711 | |
2010-04-23 07:58 | Areyar | Note Added: 0004714 | |
2010-05-10 07:17 | BMacZero | Note Added: 0006497 | |
2010-05-10 12:44 | epsilon | Note Added: 0006508 | |
2010-06-04 08:58 | Footkerchief | Relationship added | has duplicate 0002150 |
2010-06-10 09:08 | Kumquat | Note Added: 0008053 | |
2010-12-22 02:51 | Dwarfu | Relationship added | has duplicate 0003835 |
2012-02-27 23:50 | etherflan | Tag Attached: 0.34.02 | |
2012-02-28 16:11 | etherflan | Tag Detached: 0.34.02 | |
2012-03-01 07:37 | etherflan | Issue Monitored: etherflan | |
2012-03-06 09:25 | Footkerchief | Relationship replaced | duplicate of 0001254 |
2012-03-06 09:25 | Footkerchief | Status | new => resolved |
2012-03-06 09:25 | Footkerchief | Resolution | open => duplicate |
2012-03-06 09:25 | Footkerchief | Assigned To | => Footkerchief |
2012-03-06 09:27 | Footkerchief | Relationship deleted | has duplicate 0002150 |
2012-03-06 09:27 | Footkerchief | Relationship deleted | has duplicate 0003835 |
2012-03-07 07:29 | etherflan | Issue End Monitor: etherflan | |
Notes |
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I had a recent problem with this too. My weaver went out to the stream to drink, then got "stuck" on the other side. (I had a bridge he used to cross, and yes, it was down, other dwarves were going across on it) It kept spamming the 'can not find path' message. When I disabled the weaving labor, the spam stopped, but the dwarf didn't move, even when other labors were enabled. However, I could draft him into the military, give him a 'move' command to the location of some cave spider silk, disband his squad and then reactivate the weaving labor, and he went to work gathering threads. |
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(0004714)
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Areyar
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2010-04-23 07:58
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Seen this too.
Is it not simply caused by the automatic designation of all webs for gathering?
(and job auto-queing of inaccessable webs?) |
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I have this as well. I can see the weaver in question standing near the loom flashing a red question mark.
I have some parts of the cavern systems sealed off with locked doors. Unlocking the doors seems to take care of it, so my guess is the game doesn't consider them when telling dwarves what web to collect. |
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I ran into this issue as well. Looks like the temporary fix is to forbid all of the webs from the z->stocks menu, and unforbid them as you reach them. Not a real fix, but works. :D |
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I guess the core of the issue is that when auto-issuing orders to collect webs, there is no check if a) the webs are accessible, and b) if the webs have even been discovered yet by 'dwarf cavern sense'. Perhaps undiscovered map spots should be treated unreachable, same as items outside a completely walled-off fort. |
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