Bay 12 Games Forum
Dwarf Fortress => DF Modding => Masterwork DF => Topic started by: Whivy on August 10, 2013, 07:27:33 am
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Hey, i'm playing on the masterwork mod since it has come out, and there is a crash that keeps occurring, no matter the version of the mod.
The thing is, after about 4 or 5 years, on each of my games, the game starts being unstable, crashing randomly but very frequently, like 2 or 3 times between each seasons (why the hell is there no quicksave in this game...) . At first i was like "meh, i'll just start a new fresh game, this one is getting boring" but with all the new stuff that keep getting added in masterwork, 5 years is no longer enough for me to expand my fortress as much as i would.
So i was wondering, is that like a "normal crash", that is coming after long play, due to more and more errors stacking or things like that? I checked the error log and the game log,nothing came out of the ordinary. I'm running on a i5 with 8g ram computer, so the game is running pretty great, even with 120 dwarves.
So well, did anyone went like 10 years without a crash? Am i alone in this pretty annoying case ? (it happened in all my games since i played df, so for 2 or 3 years. I don't know if it's the game or the mod though)
Thanks.
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I've had problems with the game crashing off and on. Not entirely certain what the problem is, I think it is some autosyndrome stuff. Basically find what you keep doing on year 5 and don't do it, or do it differently. You can try deconstructing and rebuilding any building that use autosyndrome, or disabling all of the plugins in dfhack. I know the tweak thing can cause crashes.
(why the hell is there no quicksave in this game...)
CTRL+Q
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(why the hell is there no quicksave in this game...)
Ctrl+Q, or type "quicksave" or have your scribe record the history of your fort in the scriptorium. ;)
I know that people have played 10 years and more. I myself have done so, smake has done so... There is not much about raw-related crashes that I havent seen yet, and couldnt fix. So it is most likely the increasing amount of dfhack scripts.
I can only say: Save early, Save often.
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This ctrl+Q thing will definitly comes in handy, thanks ! didn't know about that one after years of playing this game (i never really searched though).
I've had problems with the game crashing off and on. Not entirely certain what the problem is, I think it is some autosyndrome stuff. Basically find what you keep doing on year 5 and don't do it, or do it differently. You can try deconstructing and rebuilding any building that use autosyndrome, or disabling all of the plugins in dfhack. I know the tweak thing can cause crashes.
Thing is, i don't do anything special. I already tried not to do the same thing i did before the crash, i even tried no to do anything at all, but the game crash anyway. It doesn't crash on a specific thing like pushing a touch, building a workshop, an ambush or anything else. It just... crash, like that. That's why i though it was normal, like after 5 years the game would become unstable because of the amount of thing involved (dead bodies, pathfinding, etc...), but if it doesn't happen to everyone, i'm getting worried.
And what do you mean by autosyndrome?
(why the hell is there no quicksave in this game...)
Ctrl+Q, or type "quicksave" or have your scribe record the history of your fort in the scriptorium. ;)
I know that people have played 10 years and more. I myself have done so, smake has done so... There is not much about raw-related crashes that I havent seen yet, and couldnt fix. So it is most likely the increasing amount of dfhack scripts.
I can only say: Save early, Save often.
Now that i have this shortcut, i will save often indeed. It's annoying to load df, the therapist and soundsense every time, but if it's the only solution, i won't complain.
About the dfhack scripts, i remember theses crash happening at the very beginning of your mod (i keep saying "your mod" but i have no idea if it would happen or not in vanilla. I'm too lazy to start a 5 years vanilla game without all the additions of masterwork, i'm too much used to this mod), so i'm not sure it's related. Well, i have some red things on the df hack screen, i'll see to that next time.
I'll try to find if there is really something other than performance that crash my game, but since it's not an "on action" crash, it's hard to identified the source.
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autosyndrome is a dfhack script that runs in the background and more or less checks every single product that is created in reactions. It often triggers even if I dont want it to, it even ignores the product chance. A reaction with a product that triggers it, but a 1% chance of creating said product would still trigger it 100% of the time.
The early crashes were because of modding, AND Toadys bugs. ;) But the current DF version is stable enough to say that these crashes are mod+dfhack related.
I myself only get crashes when I do DF+DT+Chrome+Paint+Notepad++ on my notebook. Not enough virtual memory. I cant play 5+ year forts anyway.... but its sad to hear that you have such problems.
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10 years? Pfft. I still play on my 29 year old fort from MW version 1.9.3! Beat that! ;D
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oookay i think i have something like a clue. The crash happens when i designed a new refuse stockpile, because the current one isn't large enough. My guess would be that there is some trash on my map that is crashing the game (i don't think it is the stockpile), but finding it will be... fun.
At least autosyndrome or dfhack is not to blame, but i'm curious about why some trash could be that buggy.
I cant play 5+ year forts anyway.... but its sad to hear that you have such problems.
If only it was the 5 years bug, i sometime feel like i'm playing a demo version of df. I mean, i never had a baron or a king, despite 200 dwarves fortress, in a rich fortress.
10 years? Pfft. I still play on my 29 year old fort from MW version 1.9.3! Beat that! ;D
I hope i could =(, so much stuff to do now with magic and such, a 30 years fortress doesn't seem as boring as before.
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oookay i think i have something like a clue. The crash happens when i designed a new refuse stockpile, because the current one isn't large enough. My guess would be that there is some trash on my map that is crashing the game (i don't think it is the stockpile), but finding it will be... fun.
Refuse is not related. Neither are stockpiles or hauling.
Crashes happen when historical figures are broken, creatures that enter the map can break it, specific material/item creation and plants, if the raws for them are wrong... and thats about it. Creatures, Plants, Materials and Items.
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Yes, looks like i assumed too quickly. Actually, the game is crashing, whatever i do, always at the same second. I tried to set the fort on alarm so all dwarves would stop doing their work, but it's crashing anyway, so i guess my fort is doomed =(. That's... annoying.
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Damn it. Could you be so kind and upload the save for me? I want to have a look.
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Be my guest, if u can find why my poor little Urist end in a giant blackhole (my guess would be that the scientist divided by 0, but who knows)
http://wikisend.com/download/546408/region1.rar (http://wikisend.com/download/546408/region1.rar)
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I have the same problem except when i press start new game any help
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autosyndrome is a dfhack script
*plugin
This ctrl+Q thing will definitly comes in handy, thanks ! didn't know about that one after years of playing this game (i never really searched though).
that's because it's a DFHack thing
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http://wikisend.com/download/546408/region1.rar (http://wikisend.com/download/546408/region1.rar)
Two questions:
1) Which version of Masterwork are you running, and under which OS or environment?
2) Do you have another download link? That one wants to give me 'tackle-latex-spills-with-cleaning-company-london-methods.pdf', which I don't think is a DF save. ;)
~ T
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Teellox, thats a save from august. From many, many versions ago.
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Teellox, thats a save from august. From many, many versions ago.
D'oh. Undead threads catch me every time. :)
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Meph, you say crashes like these can be triggered by creatures entering the map. Will such creatures also crash if generated in the Arena?
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Its different with the arena. Its not the creature itself, but the history and whats linked to it in the map. Or the items that the caravans are carrying. Why, do you have any problems in one of your mods?
Its guesswork in this case... one crash was fixed by replacing a string dump in the xe (which i previously broke), another had to do with hives having a hive product but no creature inside, and a third one was using a minecart on a track, which started, but never reached its goal (because it was used in a reagent, and a dwarf stole it from the tracks => that will work every time, even in vanilla, so never use minecarts as reagents.)
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Yes, I've been having a problem exactly like this one. It can't be caravans because it was winter and I was playing as a race that doesn't get traders in winter, and it can't be reactions because all reactions were shut down and it still happens, and I don't use DFHack (although it was running in the background, if that can cause problems) so I'm guessing it's probably a megabeast or something similar, but they all work fine in the Arena. What sort of problems ca n occur because of a creature's history? I did have a friendly trader migrant on the map, if that has anything to do with it.
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friendly traders have nothing to do with it... megabeasts without lairs crash the worldgen, but not the game itself. I cant help much, but if its a repeatable crash, try ag. He was a wizard when he figured out one of my crashes. Otherwise, make a thread about it. Deon knows a lot about these things as well. Its always hard to find the problem and the solution to this.