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But I haven't figured out what item it is yet. If it happens again, I may try creating a save just before the merchants unload to see if it's consistent.
BATNIP has [MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK], but doesn't have a drink material defined.
Some of your plants have material tokens (like [EDIBLE_VERMIN]) applied to the BASIC_MAT instead of the STRUCTURAL material definition. I think this still loads correctly, but it's typically best to apply material properties to the material definition.
Seeds don't need [MATERIAL_VALUE:1], it's already part of the seed material template. You only need to specify their value when increasing it.
KARMA_FLOWER has [BIOME:ANY_LAND], this means the plant will appear in frozen biomes such as tundra and mountains. [BIOME:NOT_FREEZING] may be better suited.
A few plants have both subterranean and surface biome tokens, you may want to check that these are actually showing up in the world. In the past, plants couldn't have both of these biome regions on the same plant, they appear only on the surface or underground if both are applied (I can't remember which overrides the other). You may need to duplicate these plants (RW_SUBTERRANEAN_KARMA_FLOWER for example) to have them appear everywhere if they aren't spawning. I don't know if this is still the case in the current version of the game, but I believe it is.
RW_SLIME_MOLD, RW_MUSHROOM, and RW_SPORE_PUFF still have material tokens placed after BASIC_MAT instead of on the material definition. Can be easily fixed by moving [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL] to the line immediately before PICKED_TILE.
I've also found what may be causing the merchant crash issues.
RW_CENTIWING, RW_CENTIPEDE, RW_RED_CENTIPEDE, and EGGBUG don't have materials defined for their eggs. This can be fixed by placing [BODY_DETAIL_PLAN:EGG_MATERIALS] after [BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS].
SALAMANDER_LIZARD and EEL_LIZARD have [REMOVE_MATERIAL:SKIN] and then [USE_MATERIAL_TEMPLATE:GILL:SKIN_TEMPLATE], but then call [USE_TISSUE_TEMPLATE:GILL:SKIN_TEMPLATE]. The issue is that the tissue template for skin requires a material with the ID of SKIN, so this is causing errors because the skin material has been recreated with the ID of GILL. This also has the problem that the skin material template references the leather and parchment templates of the creature, which have also been removed.
You need to make a custom material template for GILL that is a copy of the vanilla skin material template without the material references to leather and parchment, and a custom tissue template for GILL that is a copy of the skin tissue template but references a GILL material ID. Or you can just remove the [REMOVE_MATERIAL:SKIN], [REMOVE_MATERIAL:LEATHER], [REMOVE_MATERIAL:PARCHMENT], and [USE_MATERIAL_TEMPLATE:GILL:SKIN_TEMPLATE] lines from these two creatures.
0> Dwarf_Fortress!std::_Init_locks::operator=+0x810A76
1> Dwarf_Fortress!std::_Init_locks::operator=+0x810BE9
2> KERNELBASE!UnhandledExceptionFilter+0x1E7
3> ntdll!memset+0x13B0
4> ntdll!_C_specific_handler+0x96
5> ntdll!_chkstk+0x11F
6> ntdll!RtlRaiseException+0x484
7> ntdll!KiUserExceptionDispatcher+0x2E
8> SDL2!SDL_DYNAPI_entry+0x6FACA
9> SDL2!SDL_DYNAPI_entry+0x70814
10> SDL2!SDL_DYNAPI_entry+0x71F75
11> SDL2!SDL_DYNAPI_entry+0xBD0B4
12> SDL2!SDL_DYNAPI_entry+0xC5E14
13> Dwarf_Fortress!std::_Init_locks::operator=+0xF4F7B6
14> Dwarf_Fortress!std::_Init_locks::operator=+0x4547C3
15> Dwarf_Fortress!std::_Init_locks::operator=+0x437F04
16> Dwarf_Fortress!std::_Init_locks::operator=+0x4291EA
17> Dwarf_Fortress!std::_Init_locks::operator=+0x425947
18> Dwarf_Fortress!std::_Init_locks::operator=+0xB39B2B
19> Dwarf_Fortress!std::_Init_locks::operator=+0xB335EA
20> Dwarf_Fortress!std::_Init_locks::operator=+0x2E297F
21> Dwarf_Fortress!std::_Init_locks::operator=+0x61DDBA
22> Dwarf_Fortress!std::_Init_locks::operator=+0x814307
23> Dwarf_Fortress!std::_Init_locks::operator=+0x6437E7
24> Dwarf_Fortress!std::_Init_locks::operator=+0x644C49
25> SDL2!SDL_DYNAPI_entry+0x799D7
26> SDL2!SDL_DYNAPI_entry+0x12EEDE
27> ucrtbase!configthreadlocale+0x92
28> KERNEL32!BaseThreadInitThunk+0x14
29> ntdll!RtlUserThreadStart+0x21
I hope this means something :D
I am having random game crashes too, with crashlog thich is very similiar to this, and I still cant figure out why my game is crashing. But craches always happen only on later stages of fortress. Like I have to play 1-2 hours before crashed will happen. But once it happened, game is crashing in random 2-10 minutes of gameplay. =\
UPD:
I checked my mod load order, compared it to load order of the game installation, that runs with mods too, but without crashes. Only difference is this mod.
So, probably, this mod is the cause of the random crash to desktop.
I wonder how is it possible o_o
And I wonder [2] how can we proof or decline this idea, if CTD happens only some long time in game and can't be checked in short period of time.
And I wonder [3] - if this mod is real cause, what EXACTLY is causing this problem, and how we can help author to fix it. Because I really loved this mod, it has nice graphics, some very (REALLY) nice additions, good style, and I want this mod lives. =)
currently trying to see if i can get a save to freak out myself - spent most of the morning on 1, then restarted not too long ago so that kind of sucks. would like to see if I can get this fixed (obviously), so we'll see I guess
If these crashes are start appearing only after some hours in game, NEVER at early stages, so.... hat else we haven't on early stages, but have on mid and late? Correct: Ambushes, caravans, sieges, thiefs, snatchers.
Maybe, just maybe, these weird crashes can be related with these situations.
And maybe, just maybe, not exactly this mod cause CTD, mut it can trigger some \another\ mod?
But technically, as I understand, this mod is NOT changing any vanilla functions or resoiurces in game, neither another game mechanics, it is only adding it's own resources, so...
The more I thinking, the more confused I become, I'm sorry T_T
So it is pretty hard to get access to almost everything related to western messaging software. Not impossible, but suck a pain in my... =)
UPD:
Do you have a link?
https://discord.com/invite/kitfoxgames should be it