Bay 12 Games Forum
Dwarf Fortress => DF Gameplay Questions => Topic started by: Miles_Umbrae on May 03, 2018, 06:09:11 pm
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My dorfs are for some reason starting to bleed all over the place, and I don't know why.
[v]iew units indicate upper or lower body in brown, and [z]+[enter] tells me that their upper or lower body is dripping or oozing their own dwarf blood, and that their upper or lower body is melted.
The [z]tatus health screen tell me that the afflicted dwarves are suffering from "bleeding" or "heavy bleeding".
I've used DF Hack to check for syndromes and curses, but other than the random inebriated dorf I find nothing to explain the sudden bleeding.
My embark site is Joyous Wilds, and no combat messages other than the local humanoid tribesman tripping when entering the area.
Please help. :'(
Only one hostile creature has visited me during the one and a half year my fort has existed, and it was a "WereAss"(no joke).
I have not yet bothered to dig down to even the first cavern layer yet, some magma is not the source.
I'm in a biome mostly consisting of temperate forest and a bit of mountain, too warm for ice and snowfall but not hot enough to evaporate the small bodies of water.
My dorfs can start bleeding when out in the open or inside my dug-out fort, in the middle of work or when socializing.
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It sounds like the temperature is really high. (are you in a "scorching" loaction?
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Roughly, how many dwarfs are bleeding out of the population? Might they have been working in the same area? Did you have any combat reports involving firebreathing/magma creatures? Do you have a system that dumps stuf into magma and might have caused magma mist? (and, is the biome Scorching?)
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Melting is not a syndrome. Melting means something in your fortress is so hot it kills people to stand near it.
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Only one hostile creature has visited me during the one and a half year my fort has existed, and it was a "WereAss"(no joke).
I have not yet bothered to dig down to even the first cavern layer yet, some magma is not the source.
I'm in a biome mostly consisting of temperate forest and a bit of mountain, too warm for ice and snowfall but not hot enough to evaporate the small bodies of water.
My dorfs can start bleeding when out in the open or inside my dug-out fort, in the middle of work or when socializing.
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It could be a forgotten beast with syndrome blood died before you breached the cavern. And some dwarfs accidentally stepped on the blood, bringing it into the fortress.
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It could be a forgotten beast with syndrome blood died before you breached the cavern. And some dwarfs accidentally stepped on the blood, bringing it into the fortress.
Highly unlikely when no cavern has been breached yet...
Posts about this kind of issue have started to appear recently, and as far as I know the cause has not been located. I don't know if it's been reported on the bug tracker.
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I read a similar issue the other day. The Problem there was that the player had turned temperature off in the INIT file. Don't know if this helps here though.
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I read a similar issue the other day. The Problem there was that the player had turned temperature off in the INIT file. Don't know if this helps here though.
I'm playing on a pure Lazy N00b Pack install.
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Any titans with fire breath showed up? Or fire in general?
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Edited my original post to include further information.
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Do you have seasonal autosaves on? If so, can you back up to before the dwarves melted, and see if they'll do it a second time?
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Do you have seasonal autosaves on? If so, can you back up to before the dwarves melted, and see if they'll do it a second time?
Sadly I don't know when exactly it started happening.
I've tried a lot of options to try to remedy the situation, but not even using DF Hack full-heal helps for long before it happens to some other dorfs...
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It might help if you uploaded a save.
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It might help if you uploaded a save.
I'll look into doing that when I'm back home in a few days.
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Maybe your embark is only partially Joyous Wilds, and contains a second biome with evil weather.
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Maybe your embark is only partially Joyous Wilds, and contains a second biome with evil weather.
Made doubly-triple sure that I did not have any evil biome before embarking as I intended this site to be somewhere I could experiment with different constructions and the new game-mechanics in peace.
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What was the temperature of your embark?
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What was the temperature of your embark?
Temperate.
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What was the temperature of your embark?
Temperate.
Unfortunately, that's not a temperature, but a climate zone. It's possible to get freezing tropics and scorching temperate, but I guess you haven't made a PSV world, so that shouldn't happen.
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It might help if you uploaded a save.
Where can I upload my save, and what files should be included in it?
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Saves are typically uploaded to DFFD http://dffd.bay12games.com/submit.php (http://dffd.bay12games.com/submit.php).
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And what files to include, well, the best thing to do is to go to your df_folder\data\save, find which save is you want to upload and zip its whole directory.
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The save consists of the folder "regionX" for the appropriate game (the same name you continue the game with). This folder is located in <DF>/data/save, as mentioned (sorry for failing to answer that part of the question).
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It might help if you uploaded a save.
Finally got some time to upload the save.
Here's the link(hoping it works):
http://dffd.bay12games.com/file.php?id=13761
Unpause the game, give it a minute, pause, and look up/down along the levels for trails of blood.
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My 7Zip is unable to unpack the RAR file uploaded.
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My 7Zip is unable to unpack the RAR file uploaded.
Here's one in .zip format, just for you. ;)
http://dffd.bay12games.com/file.php?id=13762
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Well, my 7zip worked (v18.01).
It is a strange situation, the temperatures of some parts of dwarves do indeed reach melting temperature of fat. They start melting and bleeding. If a transfusion is performed with DFhack, then they can be saved, because bleeding stops some time after fat is gone, though it is a bit of work without scripts. But what causes that is a mystery at a first glance. In my opinion this qualifies as a bug. By the way, clothes on the offending parts also have their temperature raised, but it seems they just react to increased temperature of a body part, not the other way around.
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Looks like my 7Zip is very outdated...
As far as I can see the outdoor temperature is between 10034 and 10045 Urist, which is about half way between freezing and normal body temperature
An odd thing with the clothing of the fisherdwarf I've looked at is that it seems the DFHack enhanced info of the dress (and other clothing) disappears in between the start of the save and when the dorf starts melting, but looking at the item the temperature with gui/gm-editor it seems to still be below normal body temperature.
Stripping the fisherdorf of all clothing (by setting the garbage_collect flag of each item) seems to save the fisherdwarf from starting to bleed when others do, so I suspect something is happening to the clothing or in an interaction between clothing and the body.
Edit: Just stripping away the dress seems to be sufficient to save the dorf. The DFHack enhanced info didn't decay on the other clothing items either.
Edit 2: The script association is a red herring: that's an unrelated bug in the script... Still, I can't understand why removing the dress causes the heat buildup to stop.
Edit 3: It seems stripping the Chief Medical Dwarf of all clothing somehow blocks bleeding from starting there as well. However, stripping just the dress didn't seem to help, but it may well be related to some other clothing item with an elevated temperature.
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Sounds to me like the thermal insulation provided by clothing is permitting units to heat up to melting point. Perhaps it's an issue with insulation calculations?
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The ambient outdoor temperature is normal. I haven't checked the underground temperature, but that should be fixed at a temperature too low for my comfort (but probably OK for Englishmen) unless actively heated by e.g. magma or fire.
Buggy temperature calculations could be suspected, but as I think the issue has been seen both with temperature calculation enabled and disabled that doesn't sound like it's the cause. If removing clothing causes the issue to go away some very weird "insulation" heat explosion might be involved, however.
The issue seems to be a fairly recent one, but I can't recall seeing anything in the release notes that could somehow have this as a side effect (although my memory could definitely do with an upgrade).
Edit: The following DFHack script drops all worn* clothing on the ground (rather than destroy it), and as far as I could see it prevented faint/bleeding entries from appearing on the medical screen for the few minutes I looked at it, but given that we don't know what caused the issue in the first place, we have no idea what happens when the buggers get new clothes.
[code]
function strip_clothing ()
for i, unit in ipairs (df.global.world.units.active) do
if unit.pos.x ~= -30000 and
unit.pos.y ~= -30000 and
unit.pos.z ~= -30000 and
not unit.flags1.tame then
for k = #unit.inventory -1, 0, -1 do
local item = unit.inventory [k]
if not item.item.flags.in_job and
item.item.flags.owned then
if item.item._type == df.item_armorst or
item.item._type == df.item_shoesst or
item.item._type == df.item_helmst or
item.item._type == df.item_glovesst or
item.item._type == df.item_pantsst then
item.item.pos.x = unit.pos.x
item.item.pos.y = unit.pos.y
item.item.pos.z = unit.pos.z
item.item.flags.in_inventory = false
item.item.flags.on_ground = true
unit.inventory:erase (k)
end
end
end
end
end
end
strip_clothing ()
[/code]
*: as in equipped, not subjected to wear...
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How do I report this bug then?
I really don't want Urist McDorf to go Thermonuclear on me all the time...
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They won't go thermonuclear, just melt... ;)
Bug reports are made on the bug tracker http://www.bay12games.com/dwarves/mantisbt/login_page.php (http://www.bay12games.com/dwarves/mantisbt/login_page.php). Try to check if the bug has been reported previously, and, if so, add a link to your save (which is already on DFFD) to that report, as well as any relevant info.
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are you using any mods at all?
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are you using any mods at all?
The only things I'm using is what's in this: PeridexisErrant's Starter Pack 0.44.05-r03
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It's possible it was ironed out during the newer releases.
but yeah that definitely sounds like a bug.
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It's possible it was ironed out during the newer releases.
but yeah that definitely sounds like a bug.
Nope. I made my investigation with 0.44.10 both with and without DFHack. Also, there has been nothing in the release notes indicating such an issue to have been addressed.