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IDProjectCategoryView StatusDate SubmittedLast Update
0003319Dwarf FortressGeologypublic2010-09-26 10:482013-06-07 18:01
Reporteryacheritsi 
Assigned ToFootkerchief 
PrioritynormalSeveritymajorReproducibilityhave not tried
StatusresolvedResolutionduplicate 
PlatformWindowsOSWindows Vista Home PremiumOS VersionSP2
Product Version0.31.13 
Target VersionFixed in Version 
Summary0003319: Hell Merged with Cavern Layer and Magma Sea
DescriptionUpon embark things seemed very slow. Mined down to third (I think) cavern layer at level -48/91. In immediate succession, the game announced "You have discovered an expansive cavern underground." "You have discovered a great magma sea." and "You have discovered an eerie cavern ...". There was a muddy schist cavern floor, slade floor and walls, and the red asterisks which I believe represent the "eerie glowing pits". The magma sea was flowing into hell continuously, which was the cause of the slowdown.

Screen shot:
http://imgur.com/lrdzY.png [^]

The cavern walls appear to be squared off at about one embark square wide. There were no demons and no plants on the muddy cavern floor.

The magma sea should not drain into hell upon embark.
Steps To Reproduce[WORLD_GEN]
    [TITLE:ALEX REGION]
    [DIM:129:129]
    [EMBARK_POINTS:1274]
    [END_YEAR:1050]
    [BEAST_END_YEAR:200:80]
    [REVEAL_ALL_HISTORY:1]
    [CULL_HISTORICAL_FIGURES:0]
    [ELEVATION:1:400:401:401]
    [RAINFALL:0:100:200:200]
    [TEMPERATURE:45:65:200:200]
    [DRAINAGE:0:100:200:200]
    [VOLCANISM:0:100:600:600]
    [SAVAGERY:0:100:200:200]
    [ELEVATION_FREQUENCY:1:1:1:1:1:1]
    [RAIN_FREQUENCY:1:4:1:1:1:1]
    [DRAINAGE_FREQUENCY:1:1:1:1:1:4]
    [TEMPERATURE_FREQUENCY:1:1:3:3:3:1]
    [SAVAGERY_FREQUENCY:1:1:1:1:1:1]
    [VOLCANISM_FREQUENCY:1:1:1:1:1:4]
    [TITAN_NUMBER:9]
    [TITAN_ATTACK_TRIGGER:80:0:100000]
    [DEMON_NUMBER:28]
    [GOOD_SQ_COUNTS:25:251:503]
    [EVIL_SQ_COUNTS:25:503:503]
    [PEAK_NUMBER_MIN:12]
    [PARTIAL_OCEAN_EDGE_MIN:0]
    [COMPLETE_OCEAN_EDGE_MIN:0]
    [VOLCANO_MIN:30]
    [REGION_COUNTS:SWAMP:0:0:0]
    [REGION_COUNTS:DESERT:260:1:1]
    [REGION_COUNTS:FOREST:520:2:2]
    [REGION_COUNTS:MOUNTAINS:2080:2:2]
    [REGION_COUNTS:OCEAN:0:0:0]
    [REGION_COUNTS:GLACIER:0:0:0]
    [REGION_COUNTS:TUNDRA:0:0:0]
    [REGION_COUNTS:GRASSLAND:2080:2:2]
    [REGION_COUNTS:HILLS:2080:2:2]
    [EROSION_CYCLE_COUNT:250]
    [RIVER_MINS:100:100]
    [PERIODICALLY_ERODE_EXTREMES:1]
    [OROGRAPHIC_PRECIPITATION:1]
    [SUBREGION_MAX:5500]
    [CAVERN_LAYER_COUNT:3]
    [CAVERN_LAYER_OPENNESS_MIN:20]
    [CAVERN_LAYER_OPENNESS_MAX:100]
    [CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
    [CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]
    [CAVERN_LAYER_WATER_MIN:20]
    [CAVERN_LAYER_WATER_MAX:80]
    [HAVE_BOTTOM_LAYER_1:1]
    [HAVE_BOTTOM_LAYER_2:1]
    [LEVELS_ABOVE_GROUND:15]
    [LEVELS_ABOVE_LAYER_1:25]
    [LEVELS_ABOVE_LAYER_2:1]
    [LEVELS_ABOVE_LAYER_3:1]
    [LEVELS_ABOVE_LAYER_4:1]
    [LEVELS_ABOVE_LAYER_5:2]
    [LEVELS_AT_BOTTOM:1]
    [CAVE_MIN_SIZE:5]
    [CAVE_MIN_SIZE:5]
    [CAVE_MAX_SIZE:25]
    [MOUNTAIN_CAVE_MIN:25]
    [NON_MOUNTAIN_CAVE_MIN:50]
    [ALL_CAVES_VISIBLE:1]
    [SHOW_EMBARK_TUNNEL:2]
    [TOTAL_CIV_NUMBER:40]
    [TOTAL_CIV_POPULATION:15000]
    [PLAYABLE_CIVILIZATION_REQUIRED:1]
    [ELEVATION_RANGES:2080:4160:2080]
    [RAIN_RANGES:2080:3160:1040]
    [DRAINAGE_RANGES:1040:3160:2080]
    [SAVAGERY_RANGES:2080:3160:2080]
    [VOLCANISM_RANGES:0:0:2080]
Additional InformationI can provide a save. I don't know how to recover the seed used to create the world.
TagsFixed in 0.34.01?, Save Included
Attached Files

- Relationships
duplicate of 0002713resolvedFootkerchief Massive aboveground adamantine spire, dwarves ignore designations, sometimes crashes 

-  Notes
(0012999)
Quietust (reporter)
2010-09-26 14:48

To get the seed, simply export worldgen info. This can be done either from Fortress mode (using the "export local map image" feature) or from Legends mode.
(0013000)
fivex (reporter)
2010-09-26 14:52

I say you should provide a save.
(0013010)
yacheritsi (reporter)
2010-09-26 18:46

I've uploaded the save here:

http://dffd.wimbli.com/file.php?id=3173 [^]

Here are the seeds from the world gen info:

[SEED:3397191598]
[HISTORY_SEED:1300867184]
[NAME_SEED:4191023671]
[CREATURE_SEED:2479754895]
(0013164)
jei (reporter)
2010-10-03 07:13

I've had same problem, uploaded savegame here:
http://dffd.wimbli.com/file.php?id=3161 [^]
http://dffd.wimbli.com/file.php?id=3188 [^]
http://dffd.wimbli.com/file.php?id=3211 [^]

All savegames from the same bugged game, from various stages of fort.
(0013801)
uggi (reporter)
2010-11-14 03:04
edited on: 2010-11-14 03:20

I found a place where on embark I got a message about horrifying screams coming from the darkness below. The game zoomed into an adamantine vein, with demons just below it.

There is a huge rectangular-shaped sinkhole (much like in the screenshot above) going from the surface 150 levels down through the caverns and the magma sea, ending into eerie glowing pits. In the middle of this pit is a slade mountain about 160 levels high.

A brook, a cavern lake and the magma sea are all pouring down into the pit, causing an instant fps death. My dwarves managed to last a day before the demons came up and finished it all.

Here's a save from the embark: http://dffd.wimbli.com/file.php?id=3384 [^]

Screenshot of the surface:
http://img189.imageshack.us/img189/4491/claspappear147region750.png [^]

Worldgen, save of the world (there are many other bugged places in this world) and more info in this thread:
http://www.bay12forums.com/smf/index.php?topic=70117.0 [^]

EDIT: Forgot to mention that this was with Linux version of DF v0.31.16.

(0015108)
Malibu Stacey (reporter)
2011-02-15 05:55
edited on: 2011-02-15 05:57

In my quest to find a demonic fortress for embark I've noticed that when I have good & neutral biomes both in my embark, the layer generation gets massively bugged & does things like the following http://dffd.wimbli.com/file.php?id=3798 [^]

I've embarked on a slade mountain with hell immediately open in one embark. Not been keeping saves but it's pretty trivial to reproduce, just find somewhere you have a good biome & a neutral biome then embark & run dfreveal if you've got some semblance of a normal surface.

Haven't tested Evil biomes for the same behaviour as yet only good & neutral mixed. Savagery doesn't seem to make any difference (embarking on Serene next to Wilderness versus Joyous Wilds next to Untamed Wilds both have the same issues).

I should add, this is on multiple new worlds all with different seeds. It's not limited to a particular seed.

Pretty massive bug, screws over most of the gameworld for embarks.

(0017531)
InsanityPrelude (reporter)
2011-04-26 12:44

Just did a test embark on a good/neutral area and it came out normal.

I did have an embark (which actually did happen to be on a good+neutral mix, but I don't think that's the source) with adamantine piercing the surface, no regular cavern layers, and a magma sea+hell+cavern merge at the bottom though. Both in 31.25.
(0017996)
thehammeredone (reporter)
2011-06-14 20:32

I ran into this same problem, except the only difference in my biomes was "badlands" vs "temperate shrubland". They have the same evil/savagery alignment. Details to the differences are in the screenshots. The boundary in question is the southern side of the south and southeast blocks of my 3x3 embark.

I simply generated a "largest/high civ/high site/v. high beast/v. high savage/frequent minerals" map through the default map generator (no advanced map gen settings)

The embark starts on Z -178 (or something), on a slade plateau, about 2-4 Z-levels below the magma sea... which is open over my head. The save I have is directly at embark, without even unpausing.
Moving one time-step forward reveals the HFS.
Everyone dies shortly after due to the magma sea raining down from overhead.

I have dropped the save here: http://dffd.wimbli.com/file.php?id=4512 [^]

Screenshots showing the embark location and surrounding biome are at the link. This is in v0.31.25.
(0019181)
Dwarfu (manager)
2011-12-16 17:42

Marking this for review as potentially fixed in next version based on the DevLog:

"I also found that the large cave layers were folding over each other a bit, and now that's fixed."

http://www.bay12games.com/dwarves/index.html#2011-12-15 [^]

- Issue History
Date Modified Username Field Change
2010-09-26 10:48 yacheritsi New Issue
2010-09-26 14:48 Quietust Note Added: 0012999
2010-09-26 14:52 fivex Note Added: 0013000
2010-09-26 18:46 yacheritsi Note Added: 0013010
2010-10-03 07:13 jei Note Added: 0013164
2010-10-03 07:42 Logical2u Relationship added related to 0000051
2010-11-14 03:04 uggi Note Added: 0013801
2010-11-14 03:20 uggi Note Edited: 0013801 View Revisions
2010-11-17 08:32 Logical2u Relationship replaced child of 0000051
2011-02-15 05:55 Malibu Stacey Note Added: 0015108
2011-02-15 05:57 Malibu Stacey Note Edited: 0015108 View Revisions
2011-03-16 18:14 Malibu Stacey Issue Monitored: Malibu Stacey
2011-04-26 12:44 InsanityPrelude Note Added: 0017531
2011-04-26 17:46 InsanityPrelude Issue Monitored: InsanityPrelude
2011-06-14 20:32 thehammeredone Note Added: 0017996
2011-12-16 17:41 Dwarfu Tag Attached: Save Included
2011-12-16 17:41 Dwarfu Tag Attached: Fixed in 0.31.26?
2011-12-16 17:42 Dwarfu Note Added: 0019181
2012-02-14 05:12 Footkerchief Tag Renamed Fixed in 0.31.26? => Fixed in 0.34.01?
2012-03-06 08:01 Footkerchief Relationship added duplicate of 0002713
2012-03-06 08:01 Footkerchief Status new => resolved
2012-03-06 08:01 Footkerchief Resolution open => duplicate
2012-03-06 08:01 Footkerchief Assigned To => Footkerchief
2012-03-06 08:02 Footkerchief Relationship deleted child of 0000051
2012-07-05 06:54 Malibu Stacey Issue End Monitor: Malibu Stacey
2013-06-07 18:01 InsanityPrelude Issue End Monitor: InsanityPrelude


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