@A_Curious_Cat:
I just reread your previous posts and your last one and yes, that seems to be the problem I've found as well.
But leaving/aborting to the main menu is not necessary to provoke this behavior, at least that's my observation.
It is sufficient to have a world save that contains a "specific" configuration (which is actually quite common, or so I think) of characteristics (like my save
here) and to search twice, with the same or at least similar parameters in a row. Those characteristics include aquifer, clay,
sand, flux and coal others as well. Three of those are eligible for incursion processing: aquifer, clay and
sand, which is relevant.
What happens is as follows:
- after starting embark-assistant (via console or automatically via init somehow) an initial high level world survey processes all world tiles exactly once. It identifies potentially existing characteristics using counters to keep track of the number of occurrences a characteristic
mighthave within a world tile.* These counters are being used to decide if a world tile is a preliminary match and thus will be processed during matching
- after starting the search the number of preliminary matches is being evaluated, based on the counters containing potential numbers => more preliminary matches than later on
- during the very first search run a more detailed survey takes place that evaluates all 256 embark tiles in every world tile. The counters are being reset to contain the actual number of occurrences of every characteristic, which might be lower than the previous value, even 0.
- where possible cross world tile incursions are being taken into account which in some cases result in incoming characteristics# (
aquifer, clay or sand!) that actually don't natively exist inside the world tile but potentially could have as discovered during the initial high level world survey (<= this is the kicker! These two circumstances * + # aligning in some world tiles produces matches that won't reappear with the second search)
- the matches of the first search run are being displayed
- the second search is started, with unchanged or slightly modified search criteria, still containing at least one of the above mentioned characteristics.
- during evaluation of the preliminary matches all world tiles that have a relevant counter of zero are no longer considered a preliminary match and won't be processed during regular matching (no cross world tile incursions!) and thus won't produce a match even if they should => less matches than before.
And to make it even more interesting: That some previous matches are missing might be disguised by the fact that the second and all subsequent searches often result in more total matches as all world tiles are fully surveyed which makes the complete processing of cross world tiles incursions possible.