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IDProjectCategoryView StatusLast Update
0005213Dwarf FortressCivilizations/Entities -- Generalpublic2012-02-17 11:21
ReporterG-Flex Assigned To 
PrioritynormalSeveritymajorReproducibilityhave not tried
Status newResolutionopen 
Product Version0.34.01 
Summary0005213: Ocean (and presumably lake) biome support for entities does not result in valid behavior
Description(Note: This involves entities, entity populations, *and* worldgen, so I wasn't sure how to categorize it.)

So, I noticed that humans had [BIOME_SUPPORT:ANY_OCEAN:12]. This would imply that they spread out to shorelines very often, but I don't generally see this happening.

As an experiment, I gave humans ANY_OCEAN as their only START_BIOME.
The results were completely screwy. They were building hamlets and towns in the middle of the open sea, and spreading seemingly like normal. Starting an adventurer, whether a dwarf or human, attempted to place me in one of these hamlets, with the result of myself starting off in a cavern, as a nameless crundle, surrounded by "peasants" who were also nameless, and also crundles. The description screens of my adventurer and my fellow crundles corroborated the fact that, yes, we were crundles.

Conclusions:
1) BIOME_SUPPORT for oceans probably doesn't actually do anything, whereas entities attempting to *start* their civilizations in oceans leads to extremely funky behavior. I assume the ideal behavior here would be for humans to prefer spreading out near the ocean, along the shore of that biome but not in the water, like they do for rivers, and for some kind of sanity-check to prevent building structures in the open sea (except in some future case where this might be appropriate).
2) The game acts incredibly freaking fishy (no pun intended) when it attempts to place an adventurer at a place where expected features/populations are not present, or perhaps simply when placing an adventurer underground. Maybe it's drawing creatures from a different list, or something, because the underground is a different biome/region? I don't know.

I assume the above happens with lakes as well, but I haven't tested it.
TagsNo tags attached.

Relationships

related to 0003275 new Worldgen Farms on Oceans when Civ Modded to Inhabit Ocean Biome 
related to 0002264 resolvedToady One Adv. Mode travel (near oceans) teleports player underground and turns them into an underground creature 

Activities

user1294

2012-02-17 03:49

  ~0019916

BIOME_SUPPORT apparently isn't about settling in/by that biome, anyway ( http://www.bay12forums.com/smf/index.php?topic=19084.msg188819#msg188819 ), but rather about spreading through it (meaning that humans should be travelling over oceans). The other part is 0002264, which is apparently caused by the game not finding solid ground for your adventurer to stand on.

G-Flex

2012-02-17 08:17

reporter   ~0019928

Judging by that thread, it's hard to tell *what* BIOME_SUPPORT is supposed to do. Toady doesn't say what it does in that thread, and other people in the thread do seem to think it relates to where entities actually build new sites. For instance, if I remove BIOME_SUPPORT:ANY_RIVER:4 from humans, they seem to no longer spread out along rivers like usual.

Japa

2012-02-17 10:58

reporter   ~0019944

Becoming an underground creature happens any time you try to travel in some way to an ocean as an adventurer. A reproducible way to make it happen is to walk on the frozen surface of the ocean as far as you can, and then sleep. You will wake up as... something. And from then on, you will wake up as something random each time you go to sleep.

The first time it happened to me, I woke up as one of those guys who has a home on the un-mineable rock.

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Issue History

Date Modified Username Field Change
2012-02-16 22:09 G-Flex New Issue
2012-02-17 03:49 user1294 Note Added: 0019916
2012-02-17 07:48 user6 Relationship added related to 0003275
2012-02-17 08:17 G-Flex Note Added: 0019928
2012-02-17 10:58 Japa Note Added: 0019944
2012-02-17 11:21 user6 Relationship added related to 0002264