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0007015Dwarf FortressDwarf Mode -- Embark/Setuppublic2014-07-10 20:392014-10-05 03:31
Untelligent 
Toady One 
lowminoralways
resolvedfixed 
0.40.02 
0.40.13 
0007015: List of neighbors on Embark screen includes "Town."
Dwarves, goblins, humans, elves, a couple towers, and... "Town."

Save and image:

http://dffd.wimbli.com/file.php?id=8856 [^]

Always occurs for me; ran the first two weeks a few times and it was always there. It shows up there regardless of embark location or which dwarven civilization I choose. I have no explanation for this.
-Download the save
-Start up Fortress Mode and go to the embark menu
-Check the Neighbors window
No tags attached.
related to 0006868resolved Toady One Goblins only interact within a radius of 2 world tiles 
related to 0006592resolved Toady One Elves are always listed on the neighbors menu 
related to 0006691resolved Toady One Excessive number of necromancer towers. 
child of 0007739resolved Toady One Hostile sites appear to be lost from contact, resulting in lack of fort invasions 
Issue History
2014-07-10 20:39UntelligentNew Issue
2014-07-11 11:56ButtonNote Added: 0025816
2014-07-11 12:04Rafal99Note Added: 0025818
2014-07-11 12:05XXSockXXNote Added: 0025819
2014-07-11 12:06Rafal99Note Edited: 0025818bug_revision_view_page.php?bugnote_id=0025818#r9616
2014-07-11 12:21ButtonNote Added: 0025825
2014-07-11 12:25ButtonNote Edited: 0025825bug_revision_view_page.php?bugnote_id=0025825#r9620
2014-07-11 12:25ButtonNote Edited: 0025825bug_revision_view_page.php?bugnote_id=0025825#r9621
2014-07-11 12:39Rafal99Note Added: 0025827
2014-07-11 13:10XXSockXXNote Added: 0025835
2014-07-11 13:24XXSockXXNote Added: 0025842
2014-07-11 18:06Rafal99Note Added: 0025885
2014-07-11 18:06Rafal99Issue Monitored: Rafal99
2014-07-11 18:40Rafal99Note Edited: 0025885bug_revision_view_page.php?bugnote_id=0025885#r9637
2014-07-11 18:49XXSockXXIssue Monitored: XXSockXX
2014-07-11 18:50Rafal99Note Edited: 0025885bug_revision_view_page.php?bugnote_id=0025885#r9643
2014-07-11 18:56XXSockXXNote Added: 0025895
2014-07-11 19:11XXSockXXNote Edited: 0025895bug_revision_view_page.php?bugnote_id=0025895#r9647
2014-07-11 19:12XXSockXXNote Edited: 0025895bug_revision_view_page.php?bugnote_id=0025895#r9648
2014-07-11 20:27FootkerchiefRelationship addedrelated to 0006868
2014-07-28 07:49FootkerchiefRelationship addedrelated to 0006592
2014-07-28 11:49ButtonNote Added: 0027795
2014-08-05 15:06DwarfuRelationship addedrelated to 0006691
2014-08-06 12:35DwarfuNote Added: 0028478
2014-08-06 12:37DwarfuRelationship addedchild of 0007739
2014-08-06 12:59DwarfuAssigned To => Dwarfu
2014-08-06 12:59DwarfuStatusnew => acknowledged
2014-08-09 10:48DwarfuTag Attached: Intentional/Expected?
2014-08-09 10:49DwarfuStatusacknowledged => confirmed
2014-09-11 12:04Toady OneTag Detached: Intentional/Expected?
2014-09-11 12:24Toady OneNote Added: 0030110
2014-09-11 12:24Toady OneStatusconfirmed => resolved
2014-09-11 12:24Toady OneFixed in Version => Next Version
2014-09-11 12:24Toady OneResolutionopen => fixed
2014-09-11 12:24Toady OneAssigned ToDwarfu => Toady One
2014-10-04 11:11Rafal99Issue End Monitor: Rafal99
2014-10-05 03:31XXSockXXIssue End Monitor: XXSockXX

Notes
(0025816)
Button   
2014-07-11 11:56   
May be related to 0006691 ?
(0025818)
Rafal99   
2014-07-11 12:04   
(edited on: 2014-07-11 12:06)
This happened in 0.34.xx versions too.
From what I remember they are human towns taken by necromancers or undead groups.
Related threads:
http://www.bay12forums.com/smf/index.php?topic=103513.0 [^]
http://www.bay12forums.com/smf/index.php?topic=130731.0 [^]

(0025819)
XXSockXX   
2014-07-11 12:05   
Not a bug.

The town got taken over by a necromancer, happened in older versions too, also with other settlements.
(0025825)
Button   
2014-07-11 12:21   
(edited on: 2014-07-11 12:25)
It still might be a bug. Untelligent says exactly one town is present in every embark he's tried; it's quite unlikely that every embark would be in range of exactly 1 necromancer Town. If someone wants to check out the save real quick to test that out, please let us know; otherwise I'll do it after work.

(0025827)
Rafal99   
2014-07-11 12:39   
It seemed to me that in 0.40 necromancer Towers have unlimited range, unlike 0.34 where they only had range of 10 map tiles.
So it is enough that he has one necromancer Town on the whole map, and it will show it as neighbor in every embark site.
(0025835)
XXSockXX   
2014-07-11 13:10   
I checked out the save. There is indeed one town inhabited by a sole necromancer. The town got destroyed by a hill titan, then the necromancer settled there.
This would be similar to towns getting taken over in previous versions, the town now functions like a tower as far as necromancer sieges are concerned.
(There are also plenty of hamlets and tombs taken over by bandits, which is new, but probably unrelated.)

This world has plenty of towers too. There are tower neighbours besides the town all over the world, which is odd, except if it's true that towers now have unlimited range in 0.40.

So the town neighbour is not a bug, but the unlimited tower range thing might be unintended I think.
(0025842)
XXSockXX   
2014-07-11 13:24   
Actually should we make a new report about the unlimited tower range? Because I have a save where tower range is still 10 squares like in 34.xx...

I think this could be related to issue 0006868 where sometimes in 40.xx the range of goblin sites was limited to 2 squares.
(0025885)
Rafal99   
2014-07-11 18:06   
(edited on: 2014-07-11 18:50)
Hmm strange.
Tried with a copy of my world from before my original embark, and actually all the Towers have limited range like in 0.34.

Whats even more strange is that the same embark location I used for my fort, here doesn't show any Tower or other necromancer neighbors. I am sure when I was embarking it showed Tower two times, I double checked this before I embarked.

Something is messed up.
Seems that neighbors list may not update properly sometimes.

(0025895)
XXSockXX   
2014-07-11 18:56   
(edited on: 2014-07-11 19:12)
Yeah, something must be messed up, possibly with the range display in the embark screen.
I haven't tested if this affects Fort Mode, so it might just be a display problem.

I assume tower range was not changed in 0.40, in my worlds it doesn't appear so.

However I have one world where this happened:
- first try at fort mode, neighbours are Dwarfs/Elfs/Humans/Goblins and Town over the entire map, despite at least 4 Towers being present these are not listed even next to them
- second try, neighbours are Dwarfs/Elfs/Humans/Goblins and Town, but Town shows up only 2 squares away from that Town
- third try, everything is normal, Towers and the Town are listed in the normal range as would be expected, with the appropriate range for each different Tower

Pretty sure this is related to 0006868.

(0027795)
Button   
2014-07-28 11:49   
This is definitely a bug. The trigger seems to be having ~10ish neighbors. The substance of the bug is that neighbors aren't removed when you change your location. I even moved my cursor a deserted island in the middle of the ocean, and it still displayed all the civs and towers as my neighbors.
(0028478)
Dwarfu   
2014-08-06 12:35   
Can also appear as "Fortress".

http://www.bay12forums.com/smf/index.php?topic=141882.0 [^]
(0030110)
Toady One   
2014-09-11 12:24   
Somehow an unclaimed group of 59 animated goblins ended up in one of the towns, and the game became confused. I had the embark screen deal with that, but I'm not sure how they got there in the first place.