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IDProjectCategoryView StatusDate SubmittedLast Update
0001336Dwarf FortressPathfindingpublic2010-04-19 10:252012-03-06 09:25
Assigned ToFootkerchief 
PrioritynormalSeverityminorReproducibilityhave not tried
PlatformWindowsOSXPOS VersionSP3
Product Version0.31.03 
Target VersionFixed in Version 
Summary0001336: Pathfinding problems when hit caves or cavern
DescriptionI have a fortress spanning 3 z-levels, and I tunneled down (using up/down stairs) 46 levels to find a massive undergound cave system and large pit.

After breaching the caves one of my miners could not find his way back to level 0, and my weaver could not find a path to collect webs. The miner managed to get back to level 0 before dying, but after drinking booze he was not able to find a path to food approximately 5 tiles away with a door in between.

I carved a 3-tile wide tunnel to give access to see if it helped but it did not.
TagsCave, pathfinding, underground
Attached Files

- Relationships
duplicate of 0001254resolvedToady One When cavern is breached, web collection pathfinding spams with "unable to find path" 

-  Notes
svancouw (reporter)
2010-04-19 10:28

I cannot find a way to attach the .sav file of my fortress with this problem. I will check back later to see if I can figure it out.
Footkerchief (manager)
2010-04-19 10:52
edited on: 2010-04-19 10:52

The .sav file isn't the whole save -- you need to zip up the entire region folder. You can then upload that to [^]

See 0001254 -- this sounds like the same issue, but an additional save might still help.

svancouw (reporter)
2010-04-19 23:20
edited on: 2010-04-19 23:24

I looked over 0001254 and they may be the same. I have other dwarfs on the one z-level not able to find paths to food or leather on that same z-level. The save has an engraver with this problem and my leatherworker started a bit after the save. [^]

Thank you for your help.

sybrid (reporter)
2010-05-06 09:00

I've run into the same issue - Breached my first underground cavern, and now I have dwarf who cannot find his way to food, despite standing on a tile in the food stockpile which has food in it. Save uploaded here: [^]
ChickenLips (reporter)
2010-07-01 23:00

It seems a subset of this issue that my hunters are no longer able to hunt, and report "Could not find path" job cancellation notices. It has happened fairly recently -- I've got the magma sea open, several levels of caverns accessible (and one level visible but *not* accessible). Save available here: [^]

You may have to wait a few minutes for the notice to come, but you might be able to accelerate it by turning off Hauling jobs for "Cedar" Inethmingkil -- the blue-named Captain of the Guard on p. 2 of the [U]nit list, for quick reference.

(By the way, the referenced save was submitted for a different issue, but it serves just as well for this issue.)
drissical (reporter)
2010-07-03 00:09

Im getting the same thing, as soon as I tapped the last rock to give me access to the cavern a mess of pathing issues for webs and food. I sealed a door q->l and the messages stopped.
ChickenLips (reporter)
2010-07-03 00:15

Interesting. I'm going to seal them off and see if my guys hunt again.
ifatree (reporter)
2010-12-06 17:34
edited on: 2010-12-06 17:39

i've got one where if i let a certain set of staircases complete IMMEDIATELY NEXT TO a working set of staircases, all pathing stops working across that set of stairs. it happens to be the only way into my underground, so this pathing glitch neatly separates my fortress right at the surface - above ground things only path above ground, underground things can't path to the surface. (specifically i mean trying to build something on the surface using underground materials, or vice versa - it doesn't even list the materials on the other side of the glitch).

this occurs in versions .16 - .18 at least, per my testing. here is the save shortly before the stairs complete. there are merchants, so you can easily see what happens to the available trade goods at the surface when the new stairs complete. [^]

blake77 (reporter)
2010-12-10 03:42

I have the same problem. I actually had a dwarf die from hunger while surrounded by food. When I played from an earlier save, this problem only reappeared when the fort had about 230 dwarfs. The map was generated in 0.31.16 but the problem appeared while playing in 0.31.18. The only modifications that I have are, dwarf speed=0, changing the Dungeon Master to be electable by the expedition leader and mayor, remove pet exotic tags and to remove skill and attribute rust. I am using Maydays tileset.
savefile: [^]

- Issue History
Date Modified Username Field Change
2010-04-19 10:25 svancouw New Issue
2010-04-19 10:25 svancouw Issue Monitored: svancouw
2010-04-19 10:25 svancouw Issue End Monitor: svancouw
2010-04-19 10:25 svancouw Issue Monitored: svancouw
2010-04-19 10:28 svancouw Note Added: 0004248
2010-04-19 10:52 Footkerchief Note Added: 0004252
2010-04-19 10:52 Footkerchief Relationship added child of 0001254
2010-04-19 10:52 Footkerchief Issue Monitored: Footkerchief
2010-04-19 10:52 Footkerchief Note Edited: 0004252 View Revisions
2010-04-19 12:34 Kennel Tag Attached: Cave
2010-04-19 12:34 Kennel Tag Attached: pathfinding
2010-04-19 12:34 Kennel Tag Attached: underground
2010-04-19 23:20 svancouw Note Added: 0004313
2010-04-19 23:20 svancouw Note Edited: 0004313 View Revisions
2010-04-19 23:24 svancouw Note Edited: 0004313 View Revisions
2010-04-27 12:33 Roadkiller Tag Attached: organizing training
2010-04-27 20:12 Roadkiller Tag Detached: organizing training
2010-05-06 09:00 sybrid Note Added: 0006280
2010-07-01 23:00 ChickenLips Note Added: 0009499
2010-07-03 00:09 drissical Note Added: 0009560
2010-07-03 00:15 ChickenLips Note Added: 0009561
2010-12-06 17:34 ifatree Note Added: 0014433
2010-12-06 17:39 ifatree Note Edited: 0014433 View Revisions
2010-12-10 03:42 blake77 Note Added: 0014494
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

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