Dwarf Fortress

Dwarf Fortress

uruzrune Dec 11, 2022 @ 2:37pm
[Bug] 50.02 - Tombs
Confirmed bug:
1. Put down a coffin
2. Make a tomb from that coffin
3. Dwarf starts bringing remains of a dwarf to be buried
4. Remove the tomb zone
5. Crash about 20 frames later
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Showing 1-6 of 6 comments
*Yuki* Dec 11, 2022 @ 4:16pm 
can confirm, got that too. Seems like the only necessary thing to get a crash is to remove a tomb zone from under an occupied coffin
Last edited by *Yuki*; Dec 11, 2022 @ 4:17pm
graalGGTV Dec 19, 2022 @ 8:07am 
You should report that on their "bug report" section on discord, as is mentioned in the pinned thread in this forum
Morkonan Dec 19, 2022 @ 9:43am 
Originally posted by uruzrune:
Confirmed bug:
1. Put down a coffin
2. Make a tomb from that coffin
3. Dwarf starts bringing remains of a dwarf to be buried
4. Remove the tomb zone
5. Crash about 20 frames later

This happens with other Zones, too, when there's a zone-specific job in progress and the Zone is deleted.

For example, I assigned an Office to a dorf. They were on their way to do something in it, maybe to have a "Meeting" or some other thing that is Zone specific. I deleted it and... <crash>

The best I can figure is that when there's a zone-specific function or task/job involved and the zone is deleted, some of those things fling errors that don't get caught. It's got to be very Zone specific, though, and a hole in the code that doesn't catch it, where it can crash through. Placing something in a chest may or may not cause it, but drill down to something extremely zone-specific, like Burying, and that seems likely to fling it if the zone is deleted.
Teemo Dec 19, 2022 @ 9:44am 
Ok, I see it's a confirmed bug, but why would you ever take these steps?
Nano Dec 19, 2022 @ 1:44pm 
Originally posted by Teemo:
Ok, I see it's a confirmed bug, but why would you ever take these steps?
Mostly because the tomb mechanics have changed from how it was in classic, and since it isn't documented properly we're trying to figure out how to build a graveyard without creating a million individual rooms. It seems like you now have to create proper catacombs in your fortress somewhere, if you want to avoid ghosts.

You used to be able to just throw a bunch of graves in a room and call it a graveyard.
Last edited by Nano; Dec 19, 2022 @ 1:45pm
Morkonan Dec 19, 2022 @ 1:48pm 
Originally posted by Benguin:
Originally posted by Teemo:
Ok, I see it's a confirmed bug, but why would you ever take these steps?
Mostly because the tomb mechanics have changed from how it was in classic, and since it isn't documented properly we're trying to figure out how to build a graveyard without creating a million individual rooms. It seems like you now have to create proper catacombs in your fortress somewhere, if you want to avoid ghosts.

You used to be able to just throw a bunch of graves in a room and call it a graveyard.

I've noticed a few streamers who were obviously used to Classic mechanics being puzzled over this, too.
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Date Posted: Dec 11, 2022 @ 2:37pm
Posts: 6