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Author Topic: Perplexing medical emergency  (Read 1050 times)

PatrikLundell

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Re: Perplexing medical emergency
« Reply #30 on: May 16, 2018, 01:19:40 pm »

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: [Select]
[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...
« Last Edit: May 16, 2018, 03:15:48 pm by PatrikLundell »
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Miles_Umbrae

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Re: Perplexing medical emergency
« Reply #31 on: May 16, 2018, 03:38:03 pm »

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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PatrikLundell

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Re: Perplexing medical emergency
« Reply #32 on: May 16, 2018, 03:51:20 pm »

They won't go thermonuclear, just melt... ;)

Bug reports are made on the bug tracker 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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clockwork

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Re: Perplexing medical emergency
« Reply #33 on: May 16, 2018, 04:43:32 pm »

are you using any mods at all?
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Miles_Umbrae

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Re: Perplexing medical emergency
« Reply #34 on: May 16, 2018, 08:26:38 pm »

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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clockwork

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Re: Perplexing medical emergency
« Reply #35 on: May 16, 2018, 10:43:27 pm »

It's possible it was ironed out during the newer releases.
but yeah that definitely sounds like a bug.
« Last Edit: May 16, 2018, 10:53:02 pm by clockwork »
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PatrikLundell

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Re: Perplexing medical emergency
« Reply #36 on: May 17, 2018, 04:15:35 am »

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.
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