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IDProjectCategoryView StatusDate SubmittedLast Update
0007154Dwarf FortressAdventure Mode -- Sitespublic2014-07-12 14:222014-07-14 11:49
ReporterPollomuhku 
Assigned ToToady One 
PrioritynormalSeverityminorReproducibilityalways
StatusresolvedResolutionfixed 
PlatformOSOS Version
Product Version0.40.02 
Target VersionFixed in Version0.40.04 
Summary0007154: Maxed-out animal populations cause lag in dwarf/goblin sites
DescriptionApproaching dark fortress/dwarven fortresses in adventurer mode causes all non-instant actions (moving/climbing/attacking etc.) taking a lot of time and CPU power. I found this in the 'region_world_sites_and_pops.txt':

4: Oltarumer, "Giltblush", fortress
    Owner: The New Tongs, dwarves
    Parent Civ: The Bejeweled Boat, dwarves
    136 dwarves
    2 humans
    67185 dogs
    67185 cats
    67185 mules
    67185 donkeys
    67185 horses
    67185 cows
    67185 sheep
    67185 pigs
    67185 goats
    67185 chickens
    67185 cavies
    67185 ducks
    67185 water buffalos
    67185 reindeer
    67185 geese
    67185 yaks
    67185 llamas
    67185 alpacas
    67185 guineafowls
    67185 blue peafowls
    67185 turkeys
    67185 rabbits

[...]
 
7: Bemkasta, "Wereclutched", dark fortress
    Owner: The Beautiful Torments, goblins
    Parent Civ: The Jade Poison, goblins
    1 gecko fiend
    135 goblins
    1911 trolls

 
Steps To Reproduce1. Generate a world.
2. Export map/gen info in legends mode.
3. Create an adventurer and visit a fortress/dark fortress (haven't verified this happening in any other site types)
4. Retire and export map/gen info again and compare site populations.
Tagslag, overcrowded, overpopulation, world generation
Attached Files

- Relationships
has duplicate 0007281resolvedFootkerchief heavy lag in goblin site in pocket world 
related to 0005000new Lag/slowness in Adv Mode town (especially near keeps?) 
related to 0007156new Performance loss specific chunk of a Dark Fortress 
related to 0006804resolvedToady One Human overpopulation 
related to 0007206resolvedToady One Hordes of creatures accumulating near empty lair with each fast travel 
related to 0007009new Important slowdown near a goblin site 
related to 0007322new Cities with animals but no civilizations 
related to 0007578resolvedFootkerchief Serious FPS dropdown on enemies' sites 
related to 0008081new Unplayable lag on traveling to site with army present 

-  Notes
(0026346)
Toady One (administrator)
2014-07-14 11:49

There could be other ways populations get messed up when it comes to traveling locally, but the main problem of certain site animal populations breeding out of control should be fixed now.

- Issue History
Date Modified Username Field Change
2014-07-12 14:22 Pollomuhku New Issue
2014-07-12 14:35 Footkerchief Summary Animal populations in dwarf/goblin sites => Maxed-out animal populations cause lag in dwarf/goblin sites
2014-07-12 14:35 Footkerchief Relationship added related to 0005000
2014-07-12 14:57 Footkerchief Relationship added related to 0007156
2014-07-13 09:51 Footkerchief Relationship added related to 0006804
2014-07-13 09:51 Footkerchief Relationship added related to 0007206
2014-07-13 11:25 Kennel Tag Attached: lag
2014-07-13 11:25 Kennel Tag Attached: overcrowded
2014-07-13 11:25 Kennel Tag Attached: overpopulation
2014-07-13 11:25 Kennel Tag Attached: world generation
2014-07-13 12:32 Footkerchief Relationship added related to 0007009
2014-07-14 10:45 Footkerchief Relationship added has duplicate 0007281
2014-07-14 11:49 Toady One Note Added: 0026346
2014-07-14 11:49 Toady One Status new => resolved
2014-07-14 11:49 Toady One Fixed in Version => Next Version
2014-07-14 11:49 Toady One Resolution open => fixed
2014-07-14 11:49 Toady One Assigned To => Toady One
2014-07-15 07:20 Footkerchief Relationship added related to 0007322
2014-07-27 13:13 Footkerchief Relationship added related to 0007578
2014-08-21 15:35 Footkerchief Relationship added related to 0008081


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