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0000670Dwarf FortressDwarf Mode -- Immigrationpublic2010-04-06 16:572017-02-03 05:09
udontknowme 
Loci 
normalmajoralways
resolvedfixed 
x86Windows7
0.31.01 
 
0000670: Migrants arrive although all Dwarven Civilizations are extinct
Worlds generated with these settings in entity_default:
[MAX_STARTING_CIV_NUMBER:1]
[START_GROUP_NUMBER:1]
[MAX_POP_NUMBER:1]
[MAX_SITE_POP_NUMBER:1]
[MAXAGE:1:1]
Legends and 'View Civilizations' (until the first migrants arrive) confirm that there are no Dwarven Civilizations, yet migrants still begin arriving in the first summer. After the first migrants have arrived, 'View Civilizations' shows a new Dwarven Civ.
immigrants, Intentional/Expected?, migrants, Not a bug
has duplicate 0000675closed Footkerchief forced immigration 
has duplicate 0005984resolved Logical2u Immigrant dwarves despite no dwarves left alive in world 
related to 0008295assigned Footkerchief Dwarf civ looks extinct in Legends but has surviving nobles at elf sites 
Issue History
2010-04-06 16:57udontknowmeNew Issue
2010-04-06 16:57udontknowmeTag Attached: immigrants
2010-04-06 16:58udontknowmeTag Attached: migrants
2010-04-06 17:03udontknowmeIssue Monitored: udontknowme
2010-04-06 17:07Logical2uNote Added: 0001614
2010-04-06 17:24udontknowmeNote Added: 0001619
2010-04-06 17:30udontknowmeNote Edited: 0001619bug_revision_view_page.php?bugnote_id=0001619#r481
2010-04-06 18:03SquirrelloidNote Added: 0001626
2010-04-06 18:11udontknowmeNote Added: 0001629
2010-04-06 18:12Logical2uNote Added: 0001630
2010-04-06 18:28FootkerchiefRelationship addedhas duplicate 0000675
2010-04-07 20:44ZegNote Added: 0001929
2010-04-07 21:00DoctorZuberNote Added: 0001930
2010-04-16 03:08HistoryLessensIssue Monitored: HistoryLessens
2010-04-16 05:14thvazNote Added: 0003827
2010-04-17 07:32udontknowmeNote Added: 0003977
2010-11-29 19:20VideospiritNote Added: 0014306
2012-06-03 16:28Logical2uRelationship addedhas duplicate 0005984
2014-07-13 00:56thvazNote Added: 0026097
2014-07-13 00:57thvazTag Attached: Not a bug
2014-07-13 00:57thvazTag Attached: Intentional/Expected?
2014-07-13 00:58thvazNote Edited: 0026097bug_revision_view_page.php?bugnote_id=0026097#r9724
2014-09-14 07:32FootkerchiefRelationship addedrelated to 0008295
2014-11-22 14:04lethosorNote Added: 0031127
2014-11-22 14:04lethosorAssigned To => lethosor
2014-11-22 14:04lethosorStatusnew => needs feedback
2014-11-22 16:13kicking jayNote Added: 0031129
2017-02-02 16:26FantasticDorfNote Added: 0036251
2017-02-02 16:28FantasticDorfNote Edited: 0036251bug_revision_view_page.php?bugnote_id=0036251#r14616
2017-02-02 17:06FantasticDorfNote Edited: 0036251bug_revision_view_page.php?bugnote_id=0036251#r14617
2017-02-03 05:09LociNote Added: 0036253
2017-02-03 05:09LociStatusneeds feedback => resolved
2017-02-03 05:09LociResolutionopen => fixed
2017-02-03 05:09LociAssigned Tolethosor => Loci

Notes
(0001614)
Logical2u   
2010-04-06 17:07   
This was present in the previous version as well, and is ostensibly a feature since there were a lot of issues with entire civs dying out, and it wouldn't be... well, fair, to have you generate a world that you can't play in.
(0001619)
udontknowme   
2010-04-06 17:24   
(edited on: 2010-04-06 17:30)
Nope, in 40d you could play without Immgration (and Dwarven Caravans) this way.

(0001626)
Squirrelloid   
2010-04-06 18:03   
Definitely had immigrants with all dwarf civs extinct in 40d.

This is most definitely a feature.
(0001629)
udontknowme   
2010-04-06 18:11   
I definitely played several fortresses for many years without getting a single immigrant in 40d on maps generated with the above mentioned settings.
(0001630)
Logical2u   
2010-04-06 18:12   
Guess I've been reading the wrong threads then - http://www.bay12games.com/forum/index.php?topic=27594.0 [^] vs http://www.bay12games.com/forum/index.php?topic=40566.0 [^]

That or I was thinking more along the lines of "even if you embark on a deserted island, dwarves will still find their way there" thing.
(0001929)
Zeg   
2010-04-07 20:44   
From my experience of trying to get no immigrants, its possible to have no dwarf civ but still get migrants some of the time. Equally, I've had it work fully and get no migrants at all.

I suspected at the time that getting migrants with no civ was due to the last mountain home being ruined very close to the end of world gen so there were still a few 'displaced' dwarven groups on the map. Probably checkable by digging through legends to see if every single dwarf is actually dead or not.
(0001930)
DoctorZuber   
2010-04-07 21:00   
even if it's not a feature, I would hardly consider this a major issue.
(0003827)
thvaz   
2010-04-16 05:14   
Not a bug. Migrants and caravans always were, and still are, generated out of thin air, like your starting seven. This will change in the future, but as it is now, it's a feature.
(0003977)
udontknowme   
2010-04-17 07:32   
Excuse me, but that is just plain wrong. As I already said, it was possible to play without caravans and immigrants in 40d, if you don't believe me, check the links that Logical2u posted, there are others that played this way.

It may not be a bug, maybe Toady wanted to change that, maybe it was a bug in 40d that this was even possible. But the behaviour of DF2010 is definately different from that of 40d.
(0014306)
Videospirit   
2010-11-29 19:20   
I believe at one point migrants were taken from existing members of the civilization which lead to things like non dwarven migrants or dwarves with the drunk profession and such coming in the waves. I'm fairly certain they are currently random.
(0026097)
thvaz   
2014-07-13 00:56   
(edited on: 2014-07-13 00:58)
Definitely not a bug. At worst is a incomplete feature, but Toady report on the forums sometimes that migrants would come from the "edges of the map". The threads linked above show that migrants coming with civilizations destroyed always happened, even before 0.31.01.

(0031127)
lethosor   
2014-11-22 14:04   
Does this still occur in 0.40.xx?
(0031129)
kicking jay   
2014-11-22 16:13   
The first two waves of migrants are hard-coded, as are merchants. You can embark and get merchants and migrants even with no dwarves (but a single necromancer) having been alive on the planet for centuries.

It's not a bug, though. It's intended behavior but not permanently so: it's just a hack workaround for an unimplemented objective.
(0036251)
FantasticDorf   
2017-02-02 16:26   
(edited on: 2017-02-02 17:06)
While you are playing the 'market site' dwarves are still embarking out to create new sites, occasionally if the right sites are in range you will get some hillocks springing up. local fortresses are more uncommon.

> Are you 100% sure its a new civ and not a new group? civilizations & groups are named differently on legends.

The 120 starting members specified for your entity in the RAWS would count towards founding new sites branching off your current location in the conditions you describe
_______________________________________________

A similar experience happens when you play with goblins who have the ability to build tunnels (giving unlimited range) and they settle other continents

> If you make a new settlement on another continent & have a working trade & outpost liaison, they will inform you that new towers & pits have been built AROUND you while you were waiting for the caravan without any links other than tunnels. Goblins don't have land restrictions so will settle anywhere. They'll give a little piece on who's in charge of each site.

_______________________________________________

A save would help please least to study in detail.

(0036253)
Loci   
2017-02-03 05:09   
A truly extinct dwarven civilization sends no immigrants beyond the two hard-coded waves, sends no trade caravans at all, and appoints no nobles (e.g. king, liaison). Truly extinct civilizations are still possible in v0.43 (though difficult due to 0009503), and vjek has kindly provided instructions to generate them:

http://www.bay12forums.com/smf/index.php?topic=158646.msg7055597#msg7055597 [^]


An extinct civilization will send the two hard-coded immigration waves, presumably an intentional decision to give your fortress a viable chance. If you would prefer not to receive those immigrants you can now block them using the population cap settings.