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IDProjectCategoryView StatusDate SubmittedLast Update
0011395Dwarf FortressDwarf Mode -- Idle Behaviorpublic2020-02-19 12:462020-02-20 15:06
ReporterFantasticDorf 
Assigned To 
PrioritynormalSeverityminorReproducibilityrandom
StatusnewResolutionopen 
PlatformOSOS Version
Product Version0.47.03 
Target VersionFixed in Version 
Summary0011395: Stray animals take up the pathing AI for socializing dwarves
DescriptionThough its hard to track, stray animals will enter a zone, stand still then leave or dwarves will walk up to this animal when socializing or idling and they will stare at each other for a short amount of time before dispersing.

The inclination is that this may negatively impact FPS when more than nessecary dwarves are engaging in this routine with free-roaming stray animals and also slow down the development of social skills.
Steps To ReproduceTo reproduce leave a open area like a tavern not currently under a lot of use by dwarves (multiple if nessecary) and unpastured stray animals around such as dogs who move quickly and don't rely on grazing.

Like in the description the animal will move to a static position inside the area then a dwarf will walk up adjacent to them, sometimes another animal and sometimes nobody will come and the animal will exit again to find somewhere else to repeat almost immediately after visiting another meeting area.
Additional InformationAnimals in past issue reports have had friendships 0010366 , grudges 0007890 , telling people about artifacts 0010356 , and recently being able to speak to profess their innocence in interrogations 0011333 points towards a likely over-arching problem.

In the past versions animals walked between zones relaxedly but instead they move with urgency when doing the AI routine. In adventure mode it is common to see dwarves talking with animals, and you are able to talk to animals yourself to train your social skills to legendary.
TagsNo tags attached.
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-  Notes
(0040123)
FantasticDorf (reporter)
2020-02-19 13:21

Subject is in the top left of the image, two dogs i just caught entering a empty temple perfectly positioned to one another who dispersed quickly afterwards to the content of the issue report to run around another zone.

Picture (( https://puu.sh/FconX/677177edff.png [^] ))
Save with detail in text (( http://dffd.bay12games.com/file.php?id=14835 [^] ))

The dog itself was being 'followed' with the 'v' - 'f' unit screen following key and reads out 'no job' which is highly unusual as dogs cannot work jobs. Baby Yak on the same save has no adult animal 'No Job' job shared between other adult animals contained on the surface pasture when similarly followed.
(0040147)
FantasticDorf (reporter)
2020-02-20 15:06

Follow up observation is that as soon as i removed the animals and pastured them up, more of my dwarves were subsequently freed from having to attend the informal pathing to a animal and could more easily clump up in taverns to hang out rather than be walked out to random meeting locations including empty temples.

- Issue History
Date Modified Username Field Change
2020-02-19 12:46 FantasticDorf New Issue
2020-02-19 13:21 FantasticDorf Note Added: 0040123
2020-02-20 15:06 FantasticDorf Note Added: 0040147


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