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Author Topic: Error where lots of sites have twice as many outcasts as normal citizens  (Read 1147 times)

squamous

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It's like I said. See here:


A ton of sites in the worlds of the mod I'm working on that's a civ site like a hamlet, tree city, or hillocks (the dark fortress civs are unaffected for some reason) have huge amounts of outcasts that outnumber normal citizens. This isn't just a one-off thing, it happens every time I generate a world. I know this doesn't happen in vanilla dwarf fortress, so I am reasonably sure it is something I messed up. Would anyone else happen to know why this is happening? Its something of a problem because it causes massive amounts of lag in any site afflicted by it.
« Last Edit: April 12, 2020, 08:33:28 pm by squamous »
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Shonai_Dweller

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It's like I said. See here:


A ton of sites in the worlds of the mod I'm working on that's a civ site like a hamlet, tree city, or hillocks (the dark fortress civs are unaffected for some reason) have huge amounts of outcasts that outnumber normal citizens. This isn't just a one-off thing, it happens every time I generate a world. I know this doesn't happen in vanilla dwarf fortress, so I am reasonably sure it is something I messed up. Would anyone else happen to know why this is happening? Its something of a problem because it causes massive amounts of lag in any site afflicted by it.
It really depends on what Legends Viewer is reading as "outcast" and if it's correctly doing so. As a third party util you shouldn't trust everything it tells you. 50 prisoners, 100 trolls living in the catacombs, criminal organization of 50 olm men hanging out in the sewer might all be read as "outcast".

Take a look at actual Legends Mode, what's going on in those sites?
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squamous

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Legends mode didn't say anything, but when I booted up the game in adventure mode to find where the extra 200 people were, only to be unable to. When I checked legendsviewer again, the outcasts vanished for some reason. I wonder if it's the utility counting things that aren't there or the game placing non-histfigs that don't exist or something.
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Shonai_Dweller

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Legends mode didn't say anything, but when I booted up the game in adventure mode to find where the extra 200 people were, only to be unable to. When I checked legendsviewer again, the outcasts vanished for some reason. I wonder if it's the utility counting things that aren't there or the game placing non-histfigs that don't exist or something.
There's been some odd stuff with site pops recently. Things like millions of dwarves living at a hamlet (crashes on approach) and such. They tend to clear up over time, but it's a bit weird, yes.
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squamous

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Gotta bring this up again because after more experimenting it seems like this does actually impact the game, not just legendsviewer. The massively overblown outcast population exists in the abstract until you visit the site with an adventurer, at which point they vanish. It's not too bad an issue but it means initial world generation and exporting data takes way longer because of all these mystery outcasts.
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Shonai_Dweller

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Gotta bring this up again because after more experimenting it seems like this does actually impact the game, not just legendsviewer. The massively overblown outcast population exists in the abstract until you visit the site with an adventurer, at which point they vanish. It's not too bad an issue but it means initial world generation and exporting data takes way longer because of all these mystery outcasts.
Bring it up on the bug tracker. Won't make any difference here. Would be helpful to have a save or two that can demonstrate the issue though. Bug tracker volunteers won't have the time to generate worlds and visit sites until something happens.
« Last Edit: May 05, 2020, 06:35:06 pm by Shonai_Dweller »
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squamous

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Gotta bring this up again because after more experimenting it seems like this does actually impact the game, not just legendsviewer. The massively overblown outcast population exists in the abstract until you visit the site with an adventurer, at which point they vanish. It's not too bad an issue but it means initial world generation and exporting data takes way longer because of all these mystery outcasts.
Bring it up on the bug tracker. Won't make any difference here. Would be helpful to have a save or two that can demonstrate the issue though. Bug tracker volunteers won't have the time to generate worlds and visit sites until something happens.

I'll do that. My hypothesis though is that it has something to do with a civilization's ethics. For example, giving any civilization JUSTIFIED_IF_SELF_DEFENSE to the KILL_ENTITY_MEMBER ethic will result in NPCs of that civilization constantly trying to kill each other for some reason. So that sets the precedent of ethics causing these sorts of problems. Secondly, this is only happening on this one mod I'm working on, and did in another one but then it stopped and I never figured out what I did to fix it. Anyway, the fact that its happening on this mod rather than other mods I work on means it logically must be something I can fix or prevent. All I need to do is find out what it is. I mean, if it happened to every mod I made it'd be an issue, but the fact that it doesn't means there is some change I can make to make it stop, which is why I'm asking for help here.
« Last Edit: May 06, 2020, 07:54:13 am by squamous »
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I make huge and comprehensive overhaul mods, consider supporting me on Patreon so I can do this full-time:
https://www.patreon.com/themodsmith
Have questions? Need to report bugs? Post them in the discord:  https://discord.gg/dGzGr5svS2