[quote=“Caconym, post:8, topic:7864”][quote=“KA101, post:7, topic:7864”]OK, as soon as my build compiles I’ll take a look. Thanks for the update.
Look taken.
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Flexed my claws repeatedly: nothing.
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I see you’d had atomic coffee there, and we’d recently fixed some sort of stim overflow, so I took about 4 shots of it, flexing the claws repeatedly: still nothing.
So there’s something I’m missing here. You’re showing latest version. Can you get a replicable save or otherwise list out exactly what you do to get this crash?[/quote]
The coffee doesn’t affect anything it happens without it as well, it was purely to get full/slaked status and reduce fatigue.
Hmm, have you tried moving/waiting(with . ) after activating?
Here’s a world with 2 chars in it both die as soon as they use their only active mutation.
OK. I’ve tried moving, waiting with . , and waiting with a watch (claws active in all cases), and nothing on a fresh testchar. I’ll check your save but I’m wondering if it is a carryover from pre-fix saves.
Thanks, and sorry for the difficulty.
Update: save checked. Looks like something in debug builds is blocking the issue–my working build has no problem, but the SDL build I grabbed for SDL-checking (2369, last Wednesday) had the problem. I’m betting there’s some sort of weird math error when the cost of using the mutation is 0, which debug builds avoid?
Update the second: no, simply giving a fresh testchar (in the SDL Jenkins build) retractable claws didn’t do anything. Something else is wrong in that save. Does the character predate 11 November 2014?
(Weird guess: clog in the cooldown timer? rather late for good bugfixing though, will check back tomorrow.)