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IDProjectCategoryView StatusDate SubmittedLast Update
0010777Dwarf FortressPathfindingpublic2018-05-31 07:322020-02-09 11:09
ReporterShardj 
Assigned Tolethosor 
PrioritynormalSeveritymajorReproducibilityalways
StatusassignedResolutionopen 
PlatformLNPOSWindowsOS Version
Product Version0.44.10 
Target VersionFixed in Version 
Summary0010777: Dwarves won't path out of water higher than 4/7
Descriptionhttps://imgur.com/a/Pc36797 [^]
Steps To ReproduceDrop your dwarves in a pool of 4/7+ water and watch them be completely unable to path out
Tags0.47.02
Attached Files

- Relationships

-  Notes
(0038411)
lethosor (manager)
2018-05-31 10:15

How skilled are they at swimming? A save (http://dffd.bay12games.com/ [^]) would make it easier to reproduce than a screenshot.
(0038412)
Shardj (reporter)
2018-05-31 11:43
edited on: 2018-05-31 11:55

They're gaining swimming skills while standing there, currently just dabbling. I'll let them gain swimming to level 2 and see if it resolves the issue. Also here's a save from before they're dropped, press f2 to find the levers, it's the top left lever. Then press f1 again to jump back up to viewing the issue once the bridge is retracted. https://www.dropbox.com/s/jylm5egudu45yta/region1%20%281%29.zip?dl=0 [^]

(0038413)
Shardj (reporter)
2018-05-31 12:01
edited on: 2018-05-31 12:02

Reaching level 2 swimming doesn't resolve the issue. Also, raise the water level to 7 with dfhack and they'll climb out (but still won't walk it).

(0038414)
Shardj (reporter)
2018-05-31 16:11
edited on: 2018-05-31 16:17

~~I tried placing a dwarf in the water on the bottom of the step using DFHack's teleport command, he pauses for a little while and says the usual *jobtitle*(no activity) but then he goes up. If you place him one tile away from a step you have the normal issue.~~

Edit: I think I was mistaken, trying this again now and the dwarf seems to be able to path ok when placed close to (within view) of the stairs

Also a note, I know in the save I provided above the first stairs hatch is locked, you should unlock it for testing. This was because locked initially because I wanted them to take the long route.

(0038415)
FantasticDorf (reporter)
2018-05-31 16:17

I can say i've experienced a related variant of this bug with aquatic creatures (with provided save) also, likely attributed to their lack of movement in fortress mode when in deep fluids with natural swimmer abilities. 0010135

To summarise my admittedly retrospectively convoluted report, river dwelling creatures are chronically fearful of water for pathing and will only make a break to leave rivers when the water level drops below 4/7 to naturally leave from the adjacent river edge exit paradoxically stranding and dying if they are pure aquatic (in-save examples provided).
(0038416)
Shardj (reporter)
2018-05-31 16:18

Another test, I tried removing the hatches, this has no affect
(0038417)
Shardj (reporter)
2018-05-31 16:21

@FantasticDorf

Yeah that looks like the same underlying issue
(0038418)
Shardj (reporter)
2018-05-31 16:33

Okay so weirdly enough, the dwarf I was using to test if being close to the stairs makes a difference (Atir Bisollor) actually now seems to be able to path from anywhere. Other dwarves are still non-pathing. This dwarf has no skill difference in swimming skill to the others. As far as I can see the only thing he has over other dwarves in the water is slightly higher social skills.

Here is a save with him pathing correctly while the others don't https://www.dropbox.com/s/eudcf3vgi1s87es/region1%20%282%29.zip?dl=0 [^]
(0038419)
Shardj (reporter)
2018-05-31 16:36

Okay, so if you now lock the close by stairs hatch he can no longer path again. Seems like from my earlier stairs testing he somehow learnt how to get to those close stairs out, but not how to path to the other further exit
(0038420)
Shardj (reporter)
2018-05-31 17:18

So after leaving them for a while he's now pathing to the further exit ok. All in all this is very inconsistent
(0039932)
Jwguy (reporter)
2020-02-07 05:01

Just want to note this is still an issue in 0.47.2, two years later. Combined with cave-in suction when removing floors, it makes building near bodies of water extremely !FUN!

- Issue History
Date Modified Username Field Change
2018-05-31 07:32 Shardj New Issue
2018-05-31 10:15 lethosor Note Added: 0038411
2018-05-31 10:15 lethosor Assigned To => lethosor
2018-05-31 10:15 lethosor Status new => needs feedback
2018-05-31 11:43 Shardj Note Added: 0038412
2018-05-31 11:43 Shardj Status needs feedback => assigned
2018-05-31 11:55 Shardj Note Edited: 0038412 View Revisions
2018-05-31 12:01 Shardj Note Added: 0038413
2018-05-31 12:02 Shardj Note Edited: 0038413 View Revisions
2018-05-31 16:11 Shardj Note Added: 0038414
2018-05-31 16:16 Shardj Note Edited: 0038414 View Revisions
2018-05-31 16:17 Shardj Note Edited: 0038414 View Revisions
2018-05-31 16:17 FantasticDorf Note Added: 0038415
2018-05-31 16:18 Shardj Note Added: 0038416
2018-05-31 16:21 Shardj Note Added: 0038417
2018-05-31 16:33 Shardj Note Added: 0038418
2018-05-31 16:36 Shardj Note Added: 0038419
2018-05-31 17:18 Shardj Note Added: 0038420
2018-05-31 17:34 Shardj Issue Monitored: Shardj
2020-02-07 05:01 Jwguy Note Added: 0039932
2020-02-09 11:09 lethosor Tag Attached: 0.47.02


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