Dwarf Fortress Bug Tracker - Dwarf Fortress
View Issue Details
0006220Dwarf FortressGeneralpublic2012-10-06 21:572017-11-27 05:42
XXSockXX 
Dwarfu 
normalmajoralways
acknowledgedopen 
0.34.11 
 
0006220: Depopulation of underground animals when playing Adventure mode
After playing an adventurer for a short in-game time, numbers of underground wildlife drop sharply. In a pocket world all underground creatures are extinct after a few in-game days. This affects cavern and magma creatures and vermin. Demons, forgotten beasts and (as it seems) underground civilisations are not affected.
Check population info in a world, play an adventurer for a while, check population again.
First noticed in 34.07, the issue occurs still in 34.11.

Quietust suggested that the game spawns creatures when travelling over an area and then forgets to add them back to the population.
No tags attached.
has duplicate 0009548resolved Knight Otu Playing adventure mode causes massive cave animal population drops 
related to 0007206resolved Toady One Hordes of creatures accumulating near empty lair with each fast travel 
Issue History
2012-10-06 21:57XXSockXXNew Issue
2013-05-07 02:51Knight OtuTag Attached: Fixed in 0.34.12?
2013-05-07 02:52Knight OtuNote Added: 0023959
2014-07-07 22:23FootkerchiefTag RenamedFixed in 0.34.12? => Fixed in 0.40.01?
2014-07-10 08:26XXSockXXNote Added: 0025539
2014-07-10 13:14thvazNote Added: 0025579
2014-07-10 13:15thvazNote Edited: 0025579bug_revision_view_page.php?bugnote_id=0025579#r9535
2014-07-10 13:17thvazNote Added: 0025580
2014-07-10 13:20DwarfuTag Detached: Fixed in 0.40.01?
2014-07-10 13:21DwarfuNote Added: 0025583
2014-07-10 13:21DwarfuAssigned To => Dwarfu
2014-07-10 13:21DwarfuStatusnew => acknowledged
2014-07-10 14:05XXSockXXNote Added: 0025592
2014-07-10 15:38XXSockXXNote Edited: 0025592bug_revision_view_page.php?bugnote_id=0025592#r9541
2014-07-10 15:52XXSockXXNote Edited: 0025592bug_revision_view_page.php?bugnote_id=0025592#r9544
2014-07-11 05:23XXSockXXIssue Monitored: XXSockXX
2014-07-13 10:25FootkerchiefSummaryUnderground wildlife vanishes when playing Adventure mode => Depopulation of underground animals when playing Adventure mode
2014-07-13 10:26FootkerchiefRelationship addedrelated to 0007206
2014-07-13 14:03TalvienoNote Added: 0026201
2014-07-16 11:22XXSockXXNote Added: 0026651
2014-07-16 11:23XXSockXXNote Edited: 0026651bug_revision_view_page.php?bugnote_id=0026651#r9936
2014-09-06 10:03smjjamesNote Added: 0029990
2014-09-06 10:05smjjamesNote Edited: 0029990bug_revision_view_page.php?bugnote_id=0029990#r11661
2014-09-06 14:20thvazIssue Monitored: thvaz
2016-02-09 04:32Knight OtuRelationship addedhas duplicate 0009548
2016-05-21 02:24TheCrazyHamsteRIssue Monitored: TheCrazyHamsteR
2017-11-27 05:03thvazNote Added: 0037046
2017-11-27 05:42FantasticDorfNote Added: 0037047
2018-04-16 18:20HuntthetrollIssue Monitored: Huntthetroll

Notes
(0023959)
Knight Otu   
2013-05-07 02:52   
According to the latest dev log, this seems to be fixed for the next version.

05/06/2013: "... I also fixed a bug that caused the wilderness populations of underground areas and rivers to slowly vanish and die when the area is realized tile-wise repeatedly, and some other such problems that popped up playing with the world debugger. ..."
(0025539)
XXSockXX   
2014-07-10 08:26   
Not fixed in 0.40.01.

Tried one world so far, will test some more, but it appears underground wildlife numbers still decline rapidly after adventuring.
(0025579)
thvaz   
2014-07-10 13:14   
(edited on: 2014-07-10 13:15)
After XXSockXX I tested, an confirm its not fixed.

I saved the world_sites_and_pops after creating a pocket world and played a bit. I didn't even get to reach any underground parts, and after one day in-game (plus the 20 automatic days of the calendar) I retired and accessed legends mode, where I exported another world_sites_and_pops...below there is a comparation between them
  
First Export:
      872 gorlaks
    867 trolls
    578 giant cave spiders
    161 giant earthworms
    503 gremlins
    4037 troglodytes
    347 giant moles
    322 giant rats
    206 large rats
    1409 dralthas
    2255 pond grabbers
    580 giant toads
    590 giant olms

Second Export:
        126 gorlaks
    121 trolls
    57 giant cave spiders
    49 giant earthworms
    102 gremlins
    348 troglodytes
    72 giant moles
    45 giant rats
    30 large rats
    224 dralthas
    154 pond grabbers
    59 giant toads
    69 giant olms

(0025580)
thvaz   
2014-07-10 13:17   
Maybe Toady commited an oversight when he was fixing and it is easier now. Probable Quick fix?
(0025583)
Dwarfu   
2014-07-10 13:21   
Thanks for the testing.
(0025592)
XXSockXX   
2014-07-10 14:05   
(edited on: 2014-07-10 15:52)
I tested it in 2 worlds, results are here:
http://www.bay12forums.com/smf/index.php?topic=117308.msg5458529#msg5458529 [^]

I saw Toady mention that he didn't fix old bugs for the big release, so maybe this will be taken care of in the next fix release.

EDIT:
Did a quick test, it's still in 40.02.
Results are here:
http://www.bay12forums.com/smf/index.php?topic=117308.msg5458697#msg5458697 [^]

(0026201)
Talvieno   
2014-07-13 14:03   
Possibly related to 0007216.
(0026651)
XXSockXX   
2014-07-16 11:22   
(edited on: 2014-07-16 11:23)
For the record, it's still in 40.03, it's probably just not high priority right now.

I'm not sure if it's related to 0007216, I noticed it first in 34.07 adventures where I played for a long time, but I never encountered underground creatures on the surface like what's described in 0007216 (except for the leather issue in lairs).

(0029990)
smjjames   
2014-09-06 10:03   
(edited on: 2014-09-06 10:05)
Still happening in 40.11, and I think they're locally extinct now where I've been travelling around.

Initial legends export after worldgen:

Giant Cave Spiders: 115211
Giant Earthworms: 105697
Blind Cave Bears: 102014
Cave Dragons: 57915
Green Devourers: 48564
Gremlins: 29783

Legends export after copying and retiring the copy on the 16th of Felsite, so, this is three months later:

Giant Cave Spiders: 103044
Giant Earthworms: 98424
Blind Cave Bears: 81189
Cave Dragons: 51855
Green Devourers: 44019
Gremlins: 24958

(0037046)
thvaz   
2017-11-27 05:03   
Still happens as of 0.44.02:

Pocket World, before:
12846 gorlaks
6916 trolls
1770 giant cave spiders
20627 elk birds
6721 giant cave swallows
6613 naked mole dogs

After an adeventurer walk around one day:
8715 gorlaks
4768 trolls
1254 giant cave spiders
13616 elk birds
4405 giant cave swallows
4284 naked mole dogs
(0037047)
FantasticDorf   
2017-11-27 05:42   
Though it is slightly tangential, population crashing upon adventurer visiting also occured by a large margin in @LordKnows note (issue note link beneath) in issue report 0007526 where trying to enter the city of 'Pointrose' which was massively overpopulated with flymen and laggy 2 in game weeks later caused masses of them to suddenly die & stablise at as smaller amount.

Wheras the other test site that wasn't visted "brassdark" is still massively populated by flypeople. (before & after population change saves commited on the issue note)

http://www.bay12games.com/dwarves/mantisbt/view.php?id=7526#c35735 [^]

@Quietust mentions also that in the populations being loaded in, since the caverns is all 1 large area population pool with lots of poorly defined & overlapping sub-regions which are patrolled by FB's, all the creatures are loaded & drawn from the total caverns population each time rather than each local biome like the overworld. (link below to forum post)

http://www.bay12forums.com/smf/index.php?topic=117308.msg3668034#msg3668034 [^]

Same may be relevant for "Pointrose" as those individuals are replaced/removed out of the pool when the adventurer moves away but demand to be constant due to historical figures, requiring respawns like issue report 0005106. @Quietust themselves partially confirms this when he lured a soldier out of a loaded site only to have a duplicate guard take their place when he returned. (issue note beneath)

http://www.bay12games.com/dwarves/mantisbt/view.php?id=5106#c20951 [^]