Dwarf Fortress Bug Tracker - Dwarf Fortress |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0007821 | Dwarf Fortress | Adventure Mode -- Sites | public | 2014-08-03 13:27 | 2014-08-12 12:37 |
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Reporter | smjjames | |
Assigned To | Toady One | |
Priority | normal | Severity | major | Reproducibility | always |
Status | resolved | Resolution | fixed | |
Platform | WIndows 8 | OS | | OS Version | |
Product Version | 0.40.05 | |
Target Version | | Fixed in Version | 0.40.09 | |
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Summary | 0007821: Animal overpopulations multiply/replenish after waiting/sleeping in worldgen fortresses, cause extreme lag |
Description | When I went to a worldgen fortress to see if I could get some steel stuff (the dwarves never seem to have steel for some reason) or at least better iron and hit major lag. I tried to wait until night to have the NPCs sleep, but it seems to only have made it worse.
I suspect maybe pathing lag with cats trying to go through doors. |
Steps To Reproduce | 1. Load up adventure save: http://dffd.wimbli.com/file.php?id=9266 [^]
2. try to move. |
Additional Information | |
Tags | No tags attached. |
Relationships | parent of | 0007931 | resolved | lethosor | Really bad FPS lag in Trade Depot | related to | 0005694 | new | | Memory leak / performance issues with swimming long distances | child of | 0006623 | confirmed | Footkerchief | Game freezes after each move |
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Attached Files | |
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Issue History |
Date Modified | Username | Field | Change |
2014-08-03 13:27 | smjjames | New Issue | |
2014-08-05 04:38 | Mopsy | Note Added: 0028371 | |
2014-08-05 04:41 | Mopsy | Note Edited: 0028371 | bug_revision_view_page.php?bugnote_id=0028371#r10783 |
2014-08-05 04:42 | Mopsy | Note Edited: 0028371 | bug_revision_view_page.php?bugnote_id=0028371#r10784 |
2014-08-05 04:42 | Mopsy | Note Edited: 0028371 | bug_revision_view_page.php?bugnote_id=0028371#r10785 |
2014-08-05 04:43 | Mopsy | Note Edited: 0028371 | bug_revision_view_page.php?bugnote_id=0028371#r10786 |
2014-08-05 04:44 | Mopsy | Note Edited: 0028371 | bug_revision_view_page.php?bugnote_id=0028371#r10788 |
2014-08-05 04:46 | Mopsy | Issue Monitored: Mopsy | |
2014-08-05 13:03 | cephalo | Note Added: 0028394 | |
2014-08-05 14:26 | Mopsy | Note Added: 0028396 | |
2014-08-05 14:38 | smjjames | Note Added: 0028398 | |
2014-08-10 09:42 | lethosor | Status | new => assigned |
2014-08-10 09:42 | lethosor | Assigned To | => lethosor |
2014-08-10 09:43 | lethosor | Relationship added | related to 0007931 |
2014-08-10 09:46 | Footkerchief | Relationship added | related to 0006623 |
2014-08-10 10:17 | lethosor | Note Added: 0028733 | |
2014-08-10 10:19 | smjjames | Note Added: 0028734 | |
2014-08-10 10:22 | lethosor | Note Edited: 0028733 | bug_revision_view_page.php?bugnote_id=0028733#r11014 |
2014-08-10 10:24 | lethosor | Note Added: 0028735 | |
2014-08-10 10:24 | lethosor | Status | assigned => confirmed |
2014-08-10 10:25 | lethosor | Summary | Extreme lag in worldgen fortress => Extreme animal overpopulation (inconsistent with legends reports) causes lag in worldgen fortress |
2014-08-10 10:28 | lethosor | Relationship replaced | child of 0006623 |
2014-08-10 10:30 | lethosor | Note Edited: 0028733 | bug_revision_view_page.php?bugnote_id=0028733#r11015 |
2014-08-10 10:49 | lethosor | Note Edited: 0028735 | bug_revision_view_page.php?bugnote_id=0028735#r11017 |
2014-08-10 10:50 | lethosor | Summary | Extreme animal overpopulation (inconsistent with legends reports) causes lag in worldgen fortress => Animal overpopulations multiply/replenish after waiting/sleeping in worldgen fortresses, cause extreme lag |
2014-08-10 10:56 | lethosor | Note Edited: 0028735 | bug_revision_view_page.php?bugnote_id=0028735#r11018 |
2014-08-11 16:33 | smjjames | Note Added: 0028842 | |
2014-08-11 16:43 | smjjames | Note Edited: 0028842 | bug_revision_view_page.php?bugnote_id=0028842#r11067 |
2014-08-11 17:01 | smjjames | Note Edited: 0028842 | bug_revision_view_page.php?bugnote_id=0028842#r11072 |
2014-08-11 17:02 | smjjames | Note Edited: 0028842 | bug_revision_view_page.php?bugnote_id=0028842#r11073 |
2014-08-11 17:05 | smjjames | Note Edited: 0028842 | bug_revision_view_page.php?bugnote_id=0028842#r11074 |
2014-08-12 12:37 | Toady One | Status | confirmed => resolved |
2014-08-12 12:37 | Toady One | Fixed in Version | => Next Version |
2014-08-12 12:37 | Toady One | Resolution | open => fixed |
2014-08-12 12:37 | Toady One | Assigned To | lethosor => Toady One |
2014-08-13 13:22 | Footkerchief | Relationship added | related to 0005694 |
2017-11-26 11:47 | lethosor | Relationship replaced | parent of 0007931 |
Notes |
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(0028371)
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Mopsy
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2014-08-05 04:38
(edited on: 2014-08-05 04:44) |
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This is probably related or identical to issue 0007553. I second the guess about cats stuck at doors. In the fortresses I've visited that had this problem, there where 30+ cats piled up in a corridor. I couldn't find anything else that seemed out of the ordinary.
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Some of these sites have very large populations. I've been trying to explore a goblin dark tower, and it has taken me an afternoon to approach the center of the site from the edge. There are 20,000 creatures at this site, and that's probably why it's so slow, but if pop numbers make areas inaccessible, maybe 20,000 is way too high. |
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(0028396)
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Mopsy
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2014-08-05 14:26
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It occurred to me that this type of lag may be specific to dwarf fortresses (and dark towers?) because of the vertical shape of those sites. If the game always loads every layer of the current area, all the way from the sky down to the HFS, then all the creatures in the fortress will be loaded at once.
That hypothesis still doesn't explain why the lag gets worse every time the site is unloaded and then reloaded. |
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Actually, I haven't had that problem with dark towers when the site is unloaded and then reloaded. The main reason for the lag in those sites is because they have populations in the thousands, often exceeding 5k in total, or 10k. They also don't have lots of animals running around to clog up the pathfinding. |
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(0028733)
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lethosor
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2014-08-10 10:17
(edited on: 2014-08-10 10:30) |
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A list of creatures at this site (generated by DFHack):
BIRD_SWALLOW_CAVE_GIANT 1
BLIND_CAVE_OGRE 1
GIANT_EARTHWORM 1
OLM_GIANT 1
RAT_LARGE 1
REACHER 1
VORACIOUS_CAVE_CRAWLER 1
JABBERER 2
RAT_GIANT 2
TOAD_GIANT 2
TROLL 2
CROCODILE_CAVE 3
IMP_FIRE 3
MOLEMARIAN 3
CAVE_BLOB 4
HUMAN 5
MAGMA_CRAB 5
POND_GRABBER 5
TROGLODYTE 6
FLESH_BALL 18
CRUNDLE 19
CREEPING_EYE 32
DWARF 198
ALPACA 954
BIRD_PEAFOWL_BLUE 954
DONKEY 954
HORSE 954
RABBIT 954
SHEEP 954
BIRD_TURKEY 1908
CAT 1908
I did locate a large number of turkeys and cats in a 48x48 block in the caverns (http://i.imgur.com/fJaS1mP.png [^]), centered around cursor coordinates (26, 117, 35) (for comparison, the adventurer starts out at (80, 71, 46)).
Edit: Found an even larger cluster of animals around (27, 13, 34), averaging around 8 per tile in nearly every occupiable tile in that 48x48 block (including trees and across z-levels): http://i.imgur.com/gbS1GgP.png [^]
(Both of these are in the first cavern layer.)
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I wonder if that is population duplication because I swear the site pop in LegendsViewer was NOWHERE near that. If it was that high, I would have avoided it alltogther. |
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(0028735)
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lethosor
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2014-08-10 10:24
(edited on: 2014-08-10 10:56) |
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(0028842)
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smjjames
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2014-08-11 16:33
(edited on: 2014-08-11 17:05) |
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Just noting I'm going to test this in a worldgen fort in 40.08 so that we have some datasets of before it got laggy (ie. when I exit fast travel in the site) and data for the newer version. I'll post the saves here and on the thread lethosor posted the link to.
Initial arrival at the fortress: http://dffd.wimbli.com/file.php?id=9360 [^]
Legends Viewer says that the population is:
212 Dwarves
33 Dogs
24 Cavies
24 Cats
20 Guineafowls
15 Ducks
12 Pigs
12 Reindeers
12 Alpacas
10 Humans
10 Blue Peafowls
2 Water Buffaloes
Waited 4 hours at trade depot, http://dffd.wimbli.com/file.php?id=9361 [^] The lag got somewhat worse, not the horrible lag I had with the other one, but it's still unplayable lag.
http://dffd.wimbli.com/file.php?id=9362Waited [^] 4 hours again and the lag is..... actually a bit better than at arrival??? The trade depot also seems to have broken because I can't take stuff from it where I could earlier.
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