Dwarf Fortress

Dwarf Fortress

Rain Fortress
 This topic has been pinned, so it's probably important
Spicy Chillet  [developer] 24 Apr, 2024 @ 6:56am
Bug Reports
Post any bugs you find here.

Please include if you're running other mods that may conflict, the version of rain fortress you're running, and all the information you can - for example, it helps if I know what fur color and any items equipped for messed up slugcat sprites.
Last edited by Spicy Chillet; 15 May, 2024 @ 8:29am
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Showing 1-15 of 39 comments
Saver Sigonith 29 Apr, 2024 @ 4:14am 
I kept getting a crash when merchants arrived. It was specifically when they began unloading their goods, and seemed to apply to both slugcat and dwarf merchants but very sporadically. Ie, when I reloaded an earlier save, the new batch of merchants spawned could unload without crashing. So I'm guessing there was a specific item in their inventory that was broken somehow.
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.
Spicy Chillet  [developer] 29 Apr, 2024 @ 10:26am 
noted - I've had the issue happen once with previous versions myself, but wasn't sure of the exact cause. presently keeping a tally of which items merchants are bringing and which ones they might be crashing on, so hopefully can narrow it down if it keeps happening
Droseran 29 Apr, 2024 @ 7:39pm 
KARMA_FLOWER, BUBBLE_FRUIT, and SPORE_PUFF have drinks but don't have [MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK], so the drinks can't be created. BUBBLE_FRUIT seems like it should have a fruit growth the drink is made from due to the name. Here's a bubble fruit growth if you want to use it:
[USE_MATERIAL_TEMPLATE:FRUIT:FRUIT_TEMPLATE] [STATE_NAME_ADJ:ALL_SOLID:bubble fruit] [STATE_COLOR:ALL:BLUE] [DISPLAY_COLOR:1:0:0] [MATERIAL_VALUE:2] [EDIBLE_VERMIN] [EDIBLE_RAW] [EDIBLE_COOKED] [STOCKPILE_PLANT_GROWTH] [MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK] [MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED] [GROWTH:FRUIT] [GROWTH_NAME:bubble fruit:STP] [GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:FRUIT] [GROWTH_DENSITY:1000] [GROWTH_PRINT:%:%:1:0:0:ALL:1] [GROWTH_HAS_SEED]

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.
Last edited by Droseran; 29 Apr, 2024 @ 7:40pm
Spicy Chillet  [developer] 30 Apr, 2024 @ 5:19am 
@Droseran thank you! I was referencing off of the vanilla raws where I could (hence the EDIBLE_VERMIN definitions being where they are), but that only gets me so far apparently
Droseran 30 Apr, 2024 @ 8:36am 
No problem, I'm glad to help when I can. The plant raws can be a bit confusing due to the inconsistencies between the earlier and later plants. The plants in plant_crops and plant_garden are a better template to follow, they use a more modern and consistent format than the ones in plant_standard. The material tokens (or at least the EDIBLE ones) work when applied to the BASIC_MAT, it's just that if you get in the habit of doing that, you can run into the issue that a material doesn't have the properties you expect if you re-use it elsewhere because the tokens weren't applied directly to it. It's an easy trap to fall into when you first start modding and can cause some debugging headaches.
Droseran 30 Apr, 2024 @ 9:43pm 
RW_WORM_GRASS has [MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED] on the wrong line, it needs to be placed after the [EDIBLE_COOKED] on line 10. Right now seeds aren't obtained from reactions for it.

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.
Last edited by Droseran; 30 Apr, 2024 @ 9:44pm
Spicy Chillet  [developer] 1 May, 2024 @ 8:37am 
Thanks again-- fixed those and some similar issues that had been happening in other creatures. no errors popping up in the logs anymore, so hopefully that resolved the merchant glitch? time for another fortress mode binge to see lol
NeoNoNe 11 May, 2024 @ 1:39am 
I apologize, I got lost in time. This crash log is about the game crashing during a goblin attack, I mentioned this in the comments by mistake:

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
Last edited by NeoNoNe; 11 May, 2024 @ 1:41am
Your Last Friend 14 May, 2024 @ 2:06pm 
Originally posted by NeoNoNe:
I apologize, I got lost in time. This crash log is about the game crashing during a goblin attack, I mentioned this in the comments by mistake:

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
Are you sure that this crash is related to this mod?
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. =)
Last edited by Your Last Friend; 14 May, 2024 @ 4:03pm
Droseran 14 May, 2024 @ 4:32pm 
If you can consistently get crashes on a save, you can try asking in the bug-discussion channel on the Dwarf Fortress Discord. Putnam may be able to decipher something from those crash logs.
Spicy Chillet  [developer] 14 May, 2024 @ 5:18pm 
man

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
Spicy Chillet  [developer] 14 May, 2024 @ 5:56pm 
I will note though, I have run ~20hr saves with previous versions of the mod, so whatever it is must either be extremely situational or within the last few updates. I need to go through and do some compatibility work and general other bugfixes within the next few days, so best case scenario I accidentally knock it out? it'd be nice lol
Your Last Friend 15 May, 2024 @ 4:16am 
When I was sleeping, my intuition got me one idea:
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
Your Last Friend 15 May, 2024 @ 4:19am 
Originally posted by Droseran:
If you can consistently get crashes on a save, you can try asking in the bug-discussion channel on the Dwarf Fortress Discord. Putnam may be able to decipher something from those crash logs.
My region is banned by geolocation from discord, so I'll need to have some VPNs. 99% of VPN services are not working with my region too.
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?
Last edited by Your Last Friend; 15 May, 2024 @ 4:28am
Spicy Chillet  [developer] 15 May, 2024 @ 4:56am 
Originally posted by Your Best Friend:
Originally posted by Droseran:
If you can consistently get crashes on a save, you can try asking in the bug-discussion channel on the Dwarf Fortress Discord. Putnam may be able to decipher something from those crash logs.
My region is banned by geolocation from discord, so I'll need to have some VPNs. 99% of VPN services are not working with my region too.
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
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