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0004083Dwarf FortressCivilizations/Entities -- Populationspublic2011-02-27 12:112012-02-14 10:10
Knight Otu 
Toady One 
lowminoralways
resolvedfixed 
0.31.19 
0.34.01 
0004083: Other races migrate to major sites, but are not there in adventure mode
According to the text exports, major sites (those part of the trade network) attract members of other races. However, when you visit a town (the only such sites that really exist currently), those members of other races are nowhere to be seen.

In the available save ( http://dffd.wimbli.com/file.php?id=3863 [^] ), the adventurer is in Tuftedswallow, whose population supposedly is more than half goblins. Having looked through the majority of cottages, no goblins (or elves for that matter) are to be found.

The export claims the following population breakdown for Tuftedswallow:

19: Thuthucocu, "Tuftedswallow", town
    Owner: The Council of Braving, humans
    Parent Civ: The Confederations of Mist, humans
    265 goblins
    31 elves
    220 humans
    0 cat
    0 rabbit
Generate a world long enough that it develops at least one town.
Any domestic animals mentioned in the export can't be found either.
No tags attached.
Issue History
2011-02-27 12:11Knight OtuNew Issue
2011-03-18 14:44Knight OtuNote Added: 0016356
2011-03-19 03:58Knight OtuNote Added: 0016364
2011-03-19 06:34Knight OtuNote Added: 0016365
2011-03-25 13:09Knight OtuNote Added: 0016589
2011-07-28 14:48Knight OtuNote Added: 0018359
2012-02-14 10:10Knight OtuStatusnew => resolved
2012-02-14 10:10Knight OtuFixed in Version => 0.34.01
2012-02-14 10:10Knight OtuResolutionopen => fixed
2012-02-14 10:10Knight OtuAssigned To => Toady One

Notes
(0016356)
Knight Otu   
2011-03-18 14:44   
It appears that this is more complicated than I first reported, according to this thread by Zd05: http://www.bay12forums.com/smf/index.php?topic=79968.0 [^]

Depending on his answer to my question, it may be that historical figures are placed (but then I wonder why I can't find them), or it may be that non-humans are only placed correctly in certain circumstances (when the adventurer first comes into existence in a region square of a town where there should be non-humans?)
(0016364)
Knight Otu   
2011-03-19 03:58   
Zd05 has posted his save here http://dffd.wimbli.com/file.php?id=3987 [^] and surely enough, that save appears to contradict my findings. The goblins are not historical figures, and the text export says that the town has humans.

However, further testing in my generated world still shows no goblins and elves where they should be - on the other hand, I'm pretty sure that I found more humans in a town in my worlds than the text export claimed there should be.

I'll fire up the Windows version in Wine to check if it may be an issue with the Linux version.
(0016365)
Knight Otu   
2011-03-19 06:34   
Hum, no change that I can see in the Windows SDL and Legacy versions. Perhaps Zd05 got lucky after all?
(0016589)
Knight Otu   
2011-03-25 13:09   
I've since had a town where a huge population of goblins (6000+, versus ~ 100 - 200 of other races) indeed resulted in me finding goblins. As a result, I've decided to dive into Zd05's save again (a 7000+ city is a bit too much to explore). After checking a good chunk of the cottages, I'm very certain that there are only goblins to be found in Hollowhonored, despite what the text export says.

I'm now pretty sure that towns currently only use one race, but I'm uncertain as to how that one race is "chosen". As I said in the original description, I've previously checked through towns where goblins were in the majority, so it can't simply be the population as the only factor, but given the 7000+ town I mentioned and Hollowhonored, it seems that it is a factor.
(0018359)
Knight Otu   
2011-07-28 14:48   
Per the devlogs of the last months, this is fixed in the next version (not sure about animals, but if they aren't in, they'll presumably come in soon enough).