View Issue Details

IDProjectCategoryView StatusLast Update
0004046Dwarf FortressCivilizations/Entities -- Populationspublic2012-11-27 18:16
ReporterHeinzy Assigned ToToady One  
PriorityhighSeveritymajorReproducibilityhave not tried
Status resolvedResolutionfixed 
Product Version0.31.19 
Fixed in Version0.34.01 
Summary0004046: All/Most intelligent creatures are dead.
DescriptionIn my first world of .19, I noticed a distinct lack of, well, intelligent life.
It seems that most creatures, elves, dwarfs, humans and even goblins, all starved to death in worldgen.

In Fortress Mode, the bug does not affect migrations, but it seems my parent civ is dead as I did not receive a caravan and on the civ screen it just says that there are no "important leaders".

I have not tried Adventure mode yet.
Additional InformationThe world that I played was in year 1088.
Tagscivilization

Relationships

related to 0004025 resolvedToady One Kobolds still starving to death early in world gen 
related to 0004179 resolveduser1294 Castles are always empty or populated with wild life (animals) 

Activities

Kumquat

2011-04-09 06:18

reporter   ~0017225

In later versions (.22+?) there are mysteriously spawning caravans too.

Heinzy

2011-04-09 10:58

reporter   ~0017250

In my current .25 fortress my parent civ is alive and kicking, but everyone else (kobolds, elfs, goblins, you name it) appear to be dead. I'll try to upload a save later.

Kogut

2011-04-09 11:01

reporter   ~0017252

Can you post worldgen seeds and settings?

Heinzy

2011-04-11 02:14

reporter   ~0017289

Sure:

[SEED:3261313228]
[HISTORY_SEED:1032237228]
[NAME_SEED:3750503404]
[CREATURE_SEED:3608871448]

Hope that is what you needed.

I just noticed that in world history, almost none of the intelligent creatures had any children or even married.

Heinzy

2011-04-11 02:34

reporter   ~0017290

Save: http://dffd.wimbli.com/file.php?id=4186

user11

2011-06-09 18:14

  ~0017963

Possibly fixed in next version (may or may not be 31.26) - per Dev Notes on 06/09/2011:
"I also put in some extra precautions and tweaks so that dwarves form markets properly and are more survivable in world gen. Kobolds as well."

user11

2012-01-07 20:31

  ~0019310

Reinforced with today's DevLog:

"...and forced world gen to check out farming races more closely so there'd be fewer worlds generated with starving dwarves (due to a lack of underground plants at their starting location)."

http://www.bay12games.com/dwarves/index.html#2012-07-01

user11

2012-03-07 18:00

  ~0021242

Per the above notes on changes and without anyone filing reports in further support of this, I'm marking this as fixed.

If anyone finds this not to be the case, please PM a manager on the forums.

Issue History

Date Modified Username Field Change
2011-02-21 08:49 Heinzy New Issue
2011-02-21 08:50 Heinzy Tag Attached: civilization
2011-02-21 09:06 user11 Relationship added related to 0004025
2011-03-10 07:38 user6 Relationship added parent of 0004179
2011-04-01 13:34 user6 Relationship replaced related to 0004179
2011-04-09 06:18 Kumquat Note Added: 0017225
2011-04-09 10:58 Heinzy Note Added: 0017250
2011-04-09 11:01 Kogut Note Added: 0017252
2011-04-11 02:14 Heinzy Note Added: 0017289
2011-04-11 02:34 Heinzy Note Added: 0017290
2011-06-09 18:14 user11 Tag Attached: Fixed in 0.31.26?
2011-06-09 18:14 user11 Note Added: 0017963
2012-01-07 20:31 user11 Note Added: 0019310
2012-02-14 05:12 user6 Tag Renamed Fixed in 0.31.26? => Fixed in 0.34.01?
2012-03-07 17:59 user11 Tag Detached: Fixed in 0.34.01?
2012-03-07 18:00 user11 Note Added: 0021242
2012-03-07 18:00 user11 Status new => resolved
2012-03-07 18:00 user11 Fixed in Version => 0.34.01
2012-03-07 18:00 user11 Resolution open => fixed
2012-03-07 18:00 user11 Assigned To => Toady One