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0003580Dwarf FortressWorld Generation -- Generalpublic2010-11-13 09:042010-11-14 06:27
Deon 
Toady One 
normalcrashrandom
resolvedfixed 
0.31.17 
0.31.18 
0003580: Worldgen crashes in major mods
Whenever I generate large/medium worlds in any of my big mods (Genesis, Wasteland) the game crashes around year 200 in 80% of cases. The mods have the same content as for 0.31.16 (where they worked fine) and have only fixes from 0.31.16->17 incorporated.

Genesis: http://dffd.wimbli.com/file.php?id=3391 [^]
Wasteland: http://dffd.wimbli.com/file.php?id=2376 [^]

The crashes are more frequent in Genesis, probably because of the bigger number of modded races.
1. Unpack and start any of the mentioned mods (better Genesis because it crashes more often).
2. Generate a world with "advanced parameters", settings "large".
3. It will commonly crash around 200+ years or even earlier.
There are no RAW errors (and of course no errorlog.txt reports).

Sometimes I get "random buffer overflow" in errorlog.txt.
No tags attached.
Issue History
2010-11-13 09:04DeonNew Issue
2010-11-13 09:30DeonNote Added: 0013762
2010-11-14 06:27Toady OneNote Added: 0013813
2010-11-14 06:27Toady OneStatusnew => resolved
2010-11-14 06:27Toady OneFixed in Version => 0.31.18
2010-11-14 06:27Toady OneResolutionopen => fixed
2010-11-14 06:27Toady OneAssigned To => Toady One

Notes
(0013762)
Deon   
2010-11-13 09:30   
As a note, another user noted that addition of new night creatures can alone destabilize world gen and lead to multiple crashes.

So it may be affected by additional semimegabeasts with lairs.
(0013813)
Toady One   
2010-11-14 06:27   
Yeah, the higher number of civs was causing a rare leadership problem with mixed civilization pops to arise more often. I didn't see any semimegabeast problems, so I'll need to resolve that separately once I know how to reproduce it. The Genesis crash I can reproduce is fixed for 0.31.18.