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IDProjectCategoryView StatusDate SubmittedLast Update
0000070Dwarf FortressGeneralpublic2010-04-01 19:032010-06-09 06:45
ReporterArkive 
Assigned ToToady One 
PrioritylowSeverityminorReproducibilityhave not tried
StatusclosedResolutionfixed 
PlatformDell Latitude D830OSWindowsOS Version7
Product Version 
Target VersionFixed in Version0.31.03 
Summary0000070: Negative distance for building materials
DescriptionI built a wall with a fairly new fortress (10 Dwarves) and I have three building materials (siltstone, kaolinite, and olivine) that are negative large (-2500 ~ -5000) distances away. They are also displayed in quantities > 99 (271, 901, 930, etc)
Steps To ReproduceI don't know, but it now happens when I want to build a wall.
Additional InformationVery mountainy terrain. brook in area, large underground cavern with underground lake and lava pipe. Early Autumn in the first year. One wave of 3 migrants and 2 animals and no trade yet.
TagsNo tags attached.
Attached Files

- Relationships
has duplicate 0000134closedFootkerchief Negative count on available rocks 
has duplicate 0000226closedFootkerchief Neg distance values on materials 
has duplicate 0000272closedFootkerchief when building things underground after pathing issues over ramps the materials got negitive distances 
has duplicate 0000396closedFootkerchief Constructing a floor/wall/etc. at this place causes a Dist bug of -25000-ish. 
has duplicate 0000513closedFootkerchief When selecting building material, rarely there are positions with large negative distance. 
has duplicate 0000914closedFootkerchief Odd item counts after discovering a new underground section. 
has duplicate 0001073closedFootkerchief distance bug 
child of 0000018closedToady One Pathfinding fails to update after map changes 

-  Notes
(0000241)
aimozg (reporter)
2010-04-02 11:12

I have inaccessible stone marked with negative distance when building wall
(0000357)
Hadoken (reporter)
2010-04-02 18:45

This is also happening to me. New fortress (Mid-summer first year), -16330 distance on gabbro, olivine, and kimberlite. It seems to happen no matter what I'm building (as long as it is made from stone) or where I build it. The numbers are also wrong: 500+ of each rock when I've only mined enough to show 300? stones in Stocks.

Hitting 'x' to expand and trying to build with one of those specific stones yields "Could not find path".
(0000744)
Logical2u (manager)
2010-04-03 19:07

I've managed to discover this bug, I think it's easy to replicate too.

Floor one - DDDH
Floor two - DDD
(D - dig, H, channel)
The dwarf that ends up on the bottom can't path back out, and any materials not accessible from Floor 2 will be marked with negative numbers. Likewise, on floor one, any materials on Floor 2 will be marked with negative numbers.
(0001301)
tigger89 (reporter)
2010-04-05 19:27
edited on: 2010-04-05 19:28

I had this bug. I'd had some pathing issues while building a cistern in some rock salt. After I unstuck my miners, I went to designate a bridge on the ground level, and it told me I had 114 rock salt at something like -22000 distance away. When I canceled the bridge and tried again later(after finding and counting the rock salt) it accurately reported that I had 7 rock salt at 92 distance away. It looks as if dwarves can path properly in the cistern now, however, but as the bug fixed itself I can't investigate any more.

None of the other stone located in the cistern is affected by this bug.

(0001305)
shadow_slicer (reporter)
2010-04-05 19:38

I also experienced this bug when I used a floodgate to block off an area with some stone. When I went to build something there was a negative distance for a type of rock. I don't remember the path cost, but there were exactly the number of rocks in the inaccessible area as it listed.
(0001378)
Shadowlord (reporter)
2010-04-06 01:14
edited on: 2010-04-06 01:15

I had this in a very simple situation: I dug a channel at the end of a 6-wide hallway, and DF created ramps leading down there. A dwarf went down into the channel, and I had him dig out an area under the hallway connected to the channelled out area with the up ramps. Then he tried to path to somewhere on the upper level and went "ACK I CAN'T GET THERE" as if he didn't know how to go up the ramps. He also showed negative distances to the rocks in the same area that he was in, and when I tried to dig an up stairway, it kept getting cancelled. Saving and reloading fixed the distances to the rocks in the same area that he was in, but when I dismantled the ramps, and then had him start building new ones, the distances broke again after he built a few of the ramps (before he finished all of them).

I removing the ramps again, and was then able to get a dwarf on an upper level to dig stairs to that level, and the pathfinding stopped erroring. I then dug a bunch more multi-level stairs without any problems and concluded that the problem (at least the specific one I saw) must be specifically with ramps.

(0002018)
eviscerator (reporter)
2010-04-08 07:15

I've had this happen twice in the same game. The first was channeling down on channeled ramps, which resolved by tunneling out of the bottom, and stairs up.

The second was as I was building a ramp road downward, I struck the caves earlier than expected (-10 z levels from surface). I was using 3 tile wide ramps, only one successfully completed on a wall at the edge of the cave roof. I'd already designated more ramps previously, some of which seemed to be dug out with no dwarf able to reach the area. Anyway, massive pathway error, tried to fix by save/load. That works until you do anything in the area of the buggy ramp. Tried to make a tunnel and stair connecting cave ceiling to the upper level with the road, and lost the ramp. Issue may be unresolvable on this fort.
(0002783)
Toady One (administrator)
2010-04-11 04:35

I'm unable to get this to show up. I've trapped miners by digging out the ramp wall in the DDDH/DDD way described above (digging down below removes the only ramp wall), but the miner can only build with the rocks on his own level and they all report the correct distances. I'll need to get this to show up somehow before I can fix it.
(0002785)
Gauphastus (reporter)
2010-04-11 05:10

I remember sending a report into Toady about this well over a year ago, but I had already reloaded the game to see if I could fix it (and yeah, it fixed it).
I think he said to me that he's been looking to squash this one for a long time. :P

It's definitely hard to reproduce as I've only ever seen it once in all my hours of playing the game.
http://img293.imageshack.us/img293/5277/dwarffortresswhatthe.png [^]

Looks like it's sticking out a lot more though with the current release. The only way to get it might be to just alt tab if you see it and like.. get Toady to send you some debug tools and relay him the info?
I don't know. All I know is that it's terribly hard to reproduce, and you can't seem to send saves.
(0002789)
Logical2u (manager)
2010-04-11 06:06

Alright Toady, I've got a save that the DDDH/DDD method works on. It's in .31.01 RAWS but the issue is consistent between .31.02 and .31.01

The method doesn't actually work on all maps, which surprised me.

Steps: Go up to the Z level above the depot, designate a path into the cliffside with the DDDH/DDD method, try to build in the recently dug lower level with the trapped miner.

Should display a bunch of negative distances.

(This is the same map where I got the construction idea from, actually)

Available from the DFFD at http://dffd.wimbli.com/file.php?id=2059 [^]
(0002815)
eviscerator (reporter)
2010-04-11 09:25

Try this:

Channel out a 2X2 square on the surface. Next, have the ramps removed. This will leave a miner at the bottom. Order a up stair on one of the pit walls, and a down stair on the surface. The up stair will be dug out, but the down stair on the surface never will, even by other miners. Instead, you'll get a path error message and have the down stair canceled. Seems to be an issue with squares adjacent to ramps to me.

You won't ever be able to dig out the down stair.
(0002831)
DoctorZuber (reporter)
2010-04-11 10:36

that sounds like a short version of the steps from 0000235 which is not so much a pathfinding problem as a labor conflict with the stuck dwarves and the unstuck dwarves canceling tasks on each other because they're picking an inaccessible task in favor of the one right in front of them.
(0002900)
VDOgamez (reporter)
2010-04-11 16:22

I had that happen to me as well. I selected to use the material anyway, and the distance went back to a reasonable 53. I had no interesting setups either, just one room in my noble housing where I mined out a few extra squares to get some gems. I tried to fill it in with a wall. Could it have something to do with the fact that dwarves tend to build from the left side? Picture: http://img641.imageshack.us/img641/2752/dfwtf.png [^]
(0002908)
Toady One (administrator)
2010-04-11 17:22
edited on: 2010-04-11 17:26

Logical2u, okay, that did it. Cool. Hopefully I can work that out now, and hopefully it'll have something to do with all the other pathing bugs, although that'll depend on it being a component error.

edit: it reproduced in debug mode, and it appears it is a component error -- every floor tile around it is said to be in component 1, no matter where it is. This is good... might fix everything, once I fix it.


eviscerator, which wall did you dig the stair in? I did the north wall on the left side and the miner got out.

(0002912)
Logical2u (manager)
2010-04-11 17:29

Since it appears to be save/map specific you might not be able to find anything really juicy, Toady, but glad to hear that it's not just all in my head/computer. Good luck!
(0002923)
Toady One (administrator)
2010-04-11 18:06

It appears that it is assigning a different connected component to every liquid floor/flow tile -- this came from a liquid placement short-cut I took to speed up local map generation not respecting pathing flags properly. Once there are that many connected components (~45000 on that map) it blows out a short which is normally very happy as a short, and the quick connectivity updates get confused, and these mostly come up during ramp operations. Also, the blow-out wraps, so it would only get confused on about half the maps, depending on how many magma flows and water layers you have. My propensity for playing 2x2s to expedite testing means I wouldn't normally see it -- and even some 4x4s would be immune, though it would happen on most of them (0009762:0036000 possible magma flow squares -- many of them are walls so it could get under the 32000 threshold, but with swamps and a water layer you can get back up). This save is exactly in the sweet-spot for behaving horribly.

Theoretically this will be fixed for next time. I just need to compile and test a bit more, and make sure old saves are patched properly on load. I'm also going to add an error log message for this kind of blowout.
(0002926)
Toady One (administrator)
2010-04-11 18:17

Okay, that's all done, and the save works now.

- Issue History
Date Modified Username Field Change
2010-04-01 19:03 Arkive New Issue
2010-04-02 11:12 aimozg Note Added: 0000241
2010-04-02 11:24 aimozg Issue Monitored: aimozg
2010-04-02 18:45 Hadoken Note Added: 0000357
2010-04-03 08:49 Footkerchief Relationship added child of 0000018
2010-04-03 09:45 Footkerchief Relationship added has duplicate 0000134
2010-04-03 11:24 Footkerchief Relationship added has duplicate 0000226
2010-04-03 11:24 Footkerchief Relationship added has duplicate 0000272
2010-04-03 19:07 Logical2u Note Added: 0000744
2010-04-04 10:12 Footkerchief Relationship added has duplicate 0000396
2010-04-05 13:36 Footkerchief Relationship added has duplicate 0000513
2010-04-05 13:36 Footkerchief Summary -distance for building materials => Negative distance for building materials
2010-04-05 19:27 tigger89 Note Added: 0001301
2010-04-05 19:28 tigger89 Note Edited: 0001301 View Revisions
2010-04-05 19:38 shadow_slicer Note Added: 0001305
2010-04-06 01:14 Shadowlord Note Added: 0001378
2010-04-06 01:15 Shadowlord Note Edited: 0001378 View Revisions
2010-04-06 13:32 Footkerchief Sticky Issue No => Yes
2010-04-06 14:01 Shadowlord Issue Monitored: Shadowlord
2010-04-08 07:15 eviscerator Note Added: 0002018
2010-04-10 00:39 Footkerchief Relationship added has duplicate 0000914
2010-04-10 06:43 bloodystump Issue Monitored: bloodystump
2010-04-11 04:35 Toady One Note Added: 0002783
2010-04-11 04:35 Toady One Assigned To => Toady One
2010-04-11 04:35 Toady One Status new => acknowledged
2010-04-11 05:10 Gauphastus Note Added: 0002785
2010-04-11 06:06 Logical2u Note Added: 0002789
2010-04-11 06:06 Logical2u Issue Monitored: Logical2u
2010-04-11 09:25 eviscerator Note Added: 0002815
2010-04-11 10:36 DoctorZuber Note Added: 0002831
2010-04-11 15:03 MaDeR Levap Issue Monitored: MaDeR Levap
2010-04-11 16:22 VDOgamez Note Added: 0002900
2010-04-11 17:22 Toady One Note Added: 0002908
2010-04-11 17:26 Toady One Note Edited: 0002908 View Revisions
2010-04-11 17:29 Logical2u Note Added: 0002912
2010-04-11 18:06 Toady One Note Added: 0002923
2010-04-11 18:17 Toady One Note Added: 0002926
2010-04-11 18:17 Toady One Status acknowledged => resolved
2010-04-11 18:17 Toady One Fixed in Version => 0.31.03
2010-04-11 18:17 Toady One Resolution open => fixed
2010-04-11 19:41 Logical2u Issue End Monitor: Logical2u
2010-04-11 21:55 bloodystump Issue End Monitor: bloodystump
2010-04-11 23:54 Shadowlord Issue End Monitor: Shadowlord
2010-04-12 10:37 MaDeR Levap Issue End Monitor: MaDeR Levap
2010-04-13 01:40 Footkerchief Relationship added has duplicate 0001073
2010-06-02 13:07 Footkerchief Sticky Issue Yes => No
2010-06-09 06:45 Toady One Status resolved => closed


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